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wboy

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Everything posted by wboy

  1. While I personally run and love (great build quality) the 8BitDo SN30 Pro+ on my RetroArch box, they also make this based on the Sega 6 button controller. https://www.8bitdo.com/m30/ Ho ho ho.
  2. Need to learn that s**t myself... maybe one day. maybe not.... we'll see in time.
  3. Very nice work. Well done smozoma! Other than the no organ pipe sounds at the start of a team 31 or 32 home game... I don't think any other crashes have been found?
  4. Just a few edits to the NOSE.ini file would happily support a 32 Team ROM.
  5. Team 31 or 32 as either Home or Away crashes Genesis Plus GX at both the Team Select and Player Card screens. From the Player Cards it always throws also up the address error 0011DB8 = 000000FF as per one of my earlier post attachments.
  6. wboy

    nose on linux?

    No probs.... please report any issues or bugs you may find running NOSE via Wine for all. I only did very brief testing within NOSE itself and found those things...
  7. Thanks jer_33. Wasn't expecting that quick of a response to that request! Seems the emulation within Gens & Genesis Plus GX is more accurate in that regard (compared to real hardware) than both Kega Fusion & PicoDrive. I just quickly tested accessing the Player Cards in-game menu option using both Lakka/Libretro cores. Like before it causes the game to freeze within Gens Plus GX, but PicoDrive renders the screen and behaves fine with the exception of the bogus Records data that is displayed. This is most probably the clue to fixing this issue as either core has no issue showing just the player cards alone during the match-ups intro screens (where the Records data is not displayed unlike the opening team select menu and player cards screens). *cough* smozoma *cough* 32 Team ROM Player Cards.zip
  8. wboy

    nose on linux?

    After you've installed Wine on your preferred Linux distribution, simply download and install the Visual Basic 6.0 Service Pack 6 Run-Time also and the Microsoft Visual Basic 6.0 Common Controls (as would also be recommended/required for any Windows based OS). # Tested on Xubuntu 16.04.1 LTS (xenial) - Xfce Desktop Environment. Should also work on any Debian or Ubuntu based distribution including Linux Mint. - Open a Terminal Emulator window. $ sudo apt-get update $ sudo apt-get install -y wine $ winecfg - Click OK when the Wine configuration dialog eventually appears. $ cd Desktop/ $ wget -v https://download.microsoft.com/download/5/a/d/5ad868a0-8ecd-4bb0-a882-fe53eb7ef348/VB6.0-KB290887-X86.exe $ wine VB6.0-KB290887-X86.exe - Click YES and extract it to the user's Desktop folder as seen within Wine (e.g. Z:\home\wboy\Deskop) $ wine vbrun60sp6.exe - Disregard the Visual Basic 6.0 Service Pack 6 Run-Time install errors displayed as most of the files already exist within ~/.wine/drive_c/windows/system32 $ wget -v https://download.microsoft.com/download/3/a/5/3a5925ac-e779-4b1c-bb01-af67dc2f96fc/VisualBasic6-KB896559-v1-ENU.exe $ wine VisualBasic6-KB896559-v1-ENU.exe - Click YES (& YES again) to install the Microsoft Visual Basic 6.0 Common Controls - Copy nose1.2b.zip to the Desktop - Extract nose1.2b.zip to effectively create the folder ~/Desktop/nose1.2b/ - Change to the folder in your terminal window and run NOSE within Wine! $ cd nose1.2b/ $ wine nose.exe - Alternatively just double click the nose.exe from within your file manager. - Probably makes no real performance difference within Wine but you can also decompress the supplied (and upx'ed) nose.exe using: $ sudo apt-get install -y upx-ucl $ mv nose.exe nose_upx.exe $ upx -d nose_upx.exe -onose.exe # Bugs I've noticed so far: - Launching a second instance of NOSE [F9] works, but pressing it again won't bring the other instance back to focus. - You can cut and paste goalies/players/lines etc. within the open ROM, but not between two open instances (clipboard handling within NOSE would need to be simplified I'm guessing). - Wine always presents a Program Error when you close the last instance of NOSE! I haven't yet cared to check the Wine logs exactly why so, as it seems to happily open/edit/save ROMs. # Originally Referenced Download Links: - Service Pack 6 for Visual Basic 6.0: Run-Time Redistribution Pack (vbrun60sp6.exe) [VB6.0-KB290887-X86.SP6.exe] @ https://www.microsoft.com/en-au/download/details.aspx?id=24417 - Microsoft Visual Basic 6.0 Common Controls [VisualBasic6-KB896559-v1-ENU.exe] @ https://www.microsoft.com/en-au/download/details.aspx?id=10019
  9. Missing organ pipe music I referred to was just after you "start game" before the first face off. Team 31 at home sound like a body check, 32 starts with the louder body/check boarding(?). That's all I tested with limited time and effort. Would be good to document all that is noticed. e.g. you say team 30 has no goal music. I assume this also affects my original nhl94 30 team rom hack? I'm sure it can probably all be fixed, but again I'm guessing smozoma's talents are probably better suited here. EDIT: can anyone confirm what it does on real hardware via one of those SD Card ROM attachments? e.g. Does it die/freeze or keep going like on Kega Fusion and PicoDrive.
  10. I just tested your ROM within Lakka - http://www.lakka.tv/, an awesome way to retrogame on your TV if y'all haven't checked it out it already. It's basically a Playstation 2 like frontend to Libretro - http://www.libretro.com/ Those who have used RetroPie - https://retropie.org.uk/or Recalbox https://www.recalbox.com/are pretty much using the same thing on their Raspberry Pi. Lakka/Libretro offers 2 cores (emulators) for Genesis, Genesis Plus GX and PicoDrive (the now default Genesis emulator for low powers devices like the Pi IIRC). Genesis Plus GX crashes straight after the first player card (also fails to draw the banners) much like old Gens I used to use as I assume it's spawned from the same project/code. PicoDrive seems to work though! (not based of Kega Fusion as that code never got released apparently even though it is now discontinued - http://www.carpeludum.com/forums/topic/kega-fusion-source-code/) Attached are some screenshots that may give some clues on where things are going wrong. It's as if the RAM is only so big and the 31st & 32nd team force other elements of the game to display the wrong data/info. Something I think smozoma may have to get involved in to better understand the issue and fix it much like some of his other similar achievements. The other interesting thing is start the ROM with team 31 & 32, you get a checking sound effect instead of the organ pipe music. This is where someone really needs to play the ROM more even in it's current state within Kega Fusion, PicoDrive & Gens to see if any more such quirks are uncovered (and why I quickly went back to a 30 team ROM which did nothing of the like). 32 Team ROM Snapshots.zip
  11. That rings a bell you know... as in I think that's what used happen with my attempt too now that you mention it. So it works in fusion? Only ask as I have none of the old hacking tools and emulators installed on any of my current PCs.
  12. "Show me the money!" NOSE 1.3b (10 year anniversary edition) New: CryptoLocker support - encrypts all your ROM files and make you pay wboy's bitcoin account to get them back!
  13. wboy

    NOSE 1.2b source code

    Thanks guys. Nice to hear it still gets used today now 10 years on. Helps me justify the amount of time I probably spent on it back in the day rom hacking and coding NOSE... not that I didn't enjoy it... I did... I only just ran NOSE on my Windows 10 box yesterday and amazed to see it worked even without registering the OCXes.... though it did kick of my Office 2013 setup first time before it launched (not sure wtf that happened). lol @ clockwise!
  14. Attached is what appears my last attempts of my 32 team rom (up to stage 8) before I started noticing the games was crashing on me. The stages should relate mostly to what is found in the SG NHL94 - 30 Team ROM.docx as part of the source code zip release, remembering though some of the data pasted within will be bigger thus some different offsets may exit (e.g. two extra banners). 32teamromfail.zip
  15. You can try your luck but its been along time away from it. Note I did try with a 32 team ROM initially (before my cutting back to my 30 team releases) but gave up on it as the ROM would crash on me IIRC. I never cared to investigate it further at the time as I wasn't sure I was capable of working out the cause and fix. smozoma and some of his asm work may be of value here too? Within that source code release under #resources/30 Team ROM are also a ms word docx (and pdf version) for all the bytes I moved around to make the 30 team version. Can't remember if I ever posted them before but they may be of some value to you.
  16. Apologies to the community for not posting this (many years) earlier. NOSE 1.2b was coded in Visual Basic 6 (VB6). You would need this installed if you were ever to try recompile nose.exe. To just view the code with color syntax highlighting you can use something like Notepad++. All of the code is within the *.frm (Forms), *.bas (Basic Modules) & *.cls (Classes). Just remember to select Language > V > Visual Basic within Notepad++ after you have opened any of those files. Sorry if some of the code within is shoddy or confusing, but it was somewhat of a learning exercise in both ROM hacking and Visual Basic programming for myself too. Hopefully it’s of some benefit to someone. wboy NOSE_source_1.2b_wboy.zip
  17. Good point, has been too many years and completely forgot 3bbp it was only it only had 8 color palette. All I remember is back in day when I started to better understad the headers for images, I only then started to find the "hidden rink" graphic tiles etc, and from memory, they where flagged in the image header exactly like the player tiles (as in 03 for 3bbp & 00 for 4bbp as I assumed) forgetting that the rink tiles have a 16 color palette available to it. As you have now highlighted the header byte simply flagged if the Run-Length Encoding was used (also why the occasional player card tiles where shared). My way around that was exporting a Gens screenshot of the VDP(?) memory, cut out the tiles/sprites and then paste them into a new part of the ROM with with Tile Molester and create a header implying 4bpp.
  18. Call it what you will, but it saved space and had no reduction in quality of the imagine being stored and then presented in game. A basic routine/algorithm that offered basic compression no?
  19. Back in the day the co$t of production between a 1MB ROM inside a gaming cartridge vs a 2MB ROM was substantial. Kind of like buying 128GB vs 256GB embedded storage in your smart device of choice these days. The original NHL94 would of probably been a little over the 1MB at best. That alone made it a no brainer that EA store most of all the graphics compressed in 3bpp linear format, and not the 4bpp linear format used by the original and more easily editable EA Hockey & NHL 92. 1 less bbp = 25% saving on all graphic bytes stored that way. The rest of the bytes (teams, rosters and the game engine) are not compressed. When loaded into the memory during game play, the graphics are loaded uncompressed. That fact and understanding the header bytes for graphics is what allowed the editable rink versions of NHL93 and 94 to become a reality.
  20. Open two instances of NOSE. Open the 94 rom in one, and 97 in the other. Team names will have to be done manually. For each group of players etc, you can select all (Ctrl+A) and copy, the move to the other instance and then paste the other team. Add or delete players so the exact count matches from the team you are copying. Repeat the process for lines etc. Team strips not as easy, but you could launch the color sniper and capture them. Check the readme for all the hot keys that will help the process (e.g. F9 from memory auto switches between the two open instances of NOSE). Knowing the hot keys, you could probably complete the process in about 30 minutes to an hour.
  21. SNES Mario Kart is too much fun and none of that later versions on any of nintendo platforms go it so right...
  22. [PM post I am posting here as it will be usual to others] hell yes they are reused many times over! games of that era had limited graphics memory, thus a small tiles set with layout bytes optimised the recreation of the rink. that graphic I posted helps concept wise, but unless you can apply it to 94, don't try 93 or you won't learn or know what you are really doing (you'll fail, trust me). use my post and hack 94 first... when you got that under raps, you'll have the basics of approaching 93.. though you may have a hurdle or two.. at which come back and ask me. the offsets in that image (for 94) refer to the tile layout bytes.... the bytes are structured as follows... - the first digit of 4 (stored in two bytes) implies which color palette and orientation (use's GEN's debug GPU (VPU?) to see the palettes and grasp the concept better): 0 - Palette 1 1 - Palette 1 - Vertical Flip 2 - Palette 2 3 - Palette 2 - Vertical Flip 4 - Palette 3 5 - Palette 3 - Vertical Flip 6 - Palette 4 7 - Palette 4 - Vertical Flip Somewhat irrelevant for rinks... 8 - Overlay Sprites - Palette 1 9 - Overlay Sprites - Palette 1 - Vertical Flip A - Overlay Sprites - Palette 2 B - Overlay Sprites - Palette 2 - Vertical Flip C - Overlay Sprites - Palette 3 D - Overlay Sprites - Palette 3 - Vertical Flip E - Overlay Sprites - Palette 4 F - Overlay Sprites - Palette 4 - Vertical Flip - The remaining 3 digits tell the rom which tile to use (reference the top left corner tiles). NOTE THIS IS STILL NOT EASY!!! Have an open mind.. don't get frustrated... you'll get there... but it will take time. A lot of people give up trying this! My spare time is extremely limited, so I'll leave you there for now!
  23. The link below includes a graphic I put together to help me easily edit/rotate the rink tiles layout for my NHL06/30 Team rom template (e.g. when modifying the crease etc) many yonders ago. NHL94_Rink_Grid.png (right click > Save As) MS Paint Print setup for best printing results: Microsoft_Paint_Page_Setup.png (right click > Save As) Shouldn't be too hard to work out for those who have dabbled in a bit of hex editing. I've emailed it to a few in the past who have asked my assistance in edit tiles layouts and I think in general it has helped and made the process less frustrating. The rink layout is quite generic between 91 thru 94 (and possibly 95). Note though the different years will have a different tile source image to that shown here (94).
  24. wboy

    MacNOSE

    iPhone, but uDontAnswer! Considered Virtualization? Parallels Desktop 4.0 for Mac
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