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wboy

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Everything posted by wboy

  1. Download Kega Fusion as many find it's sound reproduction more authentic compared to Gens. Open the ROM. Under the sound menu make sure 44100Hz is ticked. Just before the intermission, start a WAV log (under the Sound menu again) and give it a filename. Select the WAV log option again to stop recording. Oh.. and finally, ring EA to obtain permission to use the copyrighted material!
  2. Xstioph, have you taken a look at the attributes/data descriptions for NHL94 (Genesis) within NOSE? You'll find they are almost, if not completely indentical. Hope the research didn't take you too long! The main difference between the SNES and Genesis versions is the name is always padded out to two bytes (e.g. names can end with a space character to effectively make it even length). Also, I think team color info is stored differently. The XX I believe you are referring to is the length of the players name (+2) to point the game to the jersey no/attrib data. As for SegaCD structure, it is identical to Genesis. The biggest reason I haven't added SNES of SEGA CD support just yet is lack of free time... combined with the occasional lack of motovation... programming these things in can take a fair bit of time... and thats not taking into account all the research of the rom structure and test to make sure hacks NOSE creates works as expected. I may look at adding token support for SNES sooner than anticipated considering thats one thing people are asking for more than anything at the moment. No timelines though sorry.... it'll happen when I get around too it!
  3. Still having issues getting Tile Molester running on your PC?
  4. Game Genie/Pro Action Replay/Patch codes updated to reflect new hack find (refer next post). NHLPA Hockey '93 (UE) (REV01) [!] Master Code GG = RH7T-R60E PAR = 07FBC4:4E71 Hyper Speed GG = HVWA-BAMG PAR = 006466:303C NHL 94 (UE) [!] Master Code GG = RH7A-861A PAR = 0FFAE0:4E71 Hyper Speed GG = HV5A-BAR0 PAR = 0076D6:303C NHL 95 (UE) [!] Master Code GG = RF3B-Y61A PAR = 1A72E0:4E71 Hyper Speed GG = HTDA-BARG PAR = 0006C6:303C NHL 96 (UE) [!] Master Code GG = RGJB-66ZE PAR = 1E90A4:4E71 Hyper Speed GG = HVDA-DAML PAR = 01466A:303C NHL 97 (UE) [!] Master Code GG = REWV-66V6 PAR = 1E253C:4E71 Hyper Speed GG = HWFT-DAMT PAR = 018B70:303C NHL 98 (U) [c][!] Master Code GG = N/A PAR = N/A Hyper Speed GG = HWHT-DALR PAR = 018F4E:303C Use the PAR codes if you use Kega Fusion, as it doesn't seem to translate the GG code correctly.
  5. I won't go into detail why no extra free bytes, but if I can, I will, though from what I've seen I don't think it'll be possible/as easy. re: extra goalie, you could sacrifice a player to make an extra goalie. Or you could abbreviate everyone's first name so you get extra free bytes to create players/goalies.
  6. Maybe by the next official release... its format is similar enough that adding its support shouldn't be too hard.... unlike adding SNES support which would be a lot more teadious based on my (currently a bit sloppy) code. One thing though, unlike the roms I'm pretty certain I won't be able to support increasing the roster size (free bytes hacks). So while you would be able to edit the original rosters, you'd have to live with the original amount of bytes allocated to the roster/team name data.
  7. wboy

    Rosters

    Not sure exactly what you are asking... but here goes.... Decide how many goalies per team you want and set accordingly (e.g. all to three). This can be done later, but it can mess your lines up if you don't do it in a particular manor (which I wont go into detail about now). Avoid using the free byte hacks until you really need the extra roster space. Free some space initally by changing one player to a 3 character name (e.g. "? ?"), and set all their attributes to 0. Then copy and paste that player over all other players in the team(s). Pasting supports multliselect so use Select All (or Ctrl+A) to paste (or Ctrl+V) over all the players in one hit. F8 to the next team. Paste again. Repeat. Turn Auto Bytes management on... and whammo.. create new rosters at will. Don't do your lines until you are quite certain your rosters are pretty much complete. Mack might be able to add a few tips.. as he's heavily worked on rosters with NOSE.... I personally haven't... as all my roster editing has basically been done to test the application for bugs.
  8. Ummmm, is there anything wrong with posting the information in this thread? Thank you wboy.
  9. Attached are four pics showing examples of how I've changed the referenced palette used by the NHL94 team rink logos. Typically, the colors of the rink logo are dictated by loaded home team's strip palette colors. In the event you simply wished to use one logo for an entire rom which uses either the same colors as used by the rink (or alternatively, the crowd) its technically now possible (well, when I spill the beans about how its done). The Torino 2006 olympic example uses the same palette as the rink. The wboy example uses the crowd palette. I've included the "reverse angle replay" shots as that particular tile layout data also needs to be changed to have the logo works properly in reverse angle replay mode. As its late I won't go into how its all done just right now, but if there is interest in using such a hack, yell out and I'll gather and post all the info soon.
  10. I truely wish I was able to make sense of dissembled code... so believe it or not, everything I've every worked out about any of the roms has been with "trial and error" which is occasionally made a lot easier when you know a bit about how the game stores other similar information. Re: Defense Ctrl.... I thought it could be the trailing/last 0100 of the menu data that doesn't seem to be used, but that doesn't seem to be the case. Being a menu driven option, I thought I'd try make/search for my first ever SNES cheat code.... going on the assumption the value 0 was Off and 1 was On... and thankfully had quick success in doing so. These codes will work from the in-game/pause menu (use SNES9X's or ZSNES cheat utilities to dynamically add these codes after opening the rom): Address 7E1C90 Value 00 = Automatic Goalie (Game Genie code = DDFB-FA78) Address 7E1C90 Value 01 = Manual Goalie (Game Genie code = DFFB-FA78) Address 7E1C94 Value 00 = Defense Ctrl Off (Game Genie code = DDFB-F278) Address 7E1C94 Value 01 = Defense Ctrl On (Game Genie code = DFFB-F278) Now supposedly these game genie codes can be converted back to a true rom address (the address above is greater than the size of the rom). I tried doing so using a game genie converter utility, but it still didn't give me a valid rom address. So the game genie code is the best I can offer you!
  11. Here you go, I just found the menu default data for NHL94 on SNES. It starts at the hex offset 000E9EC2 . More info regarding how the values are stored/canged can be found in this thread. It's basically the same as Sega except like the storage of the timer data (see the post above), the data is stored in Little Endian (flipped bytes). So instead of the Team default values of 000B and 000A stored on a Sega ROM, you'll see the SNES ROM stores them as 0B00 and 0A00 etc... Not to sure what the last two bytes found at 000E9ED0 control... I'll let you find out.... maybe fighting? j/k
  12. The overall rating appears to be stored within each team's main data group (lines, roster, team name, venue etc). You can find the hex value of the overall rating two bytes before the line configuration data for the team. See attached image for an example.
  13. In theory yes... you just have to find the header (pointer) bytes for the banners.... though of all the years to find this info, 93 would probably be the most difficult... though hopefully its not compressed in with the graphics data. Had a quick look where the banner data appears to be, thought I couldn't find anything that resembled what I *think* I am looking for. swos might be able to assist as he's edited banners in 94 so he'll know what to look for. I haven't had a chance to play with banner layouts as yet.
  14. Just to confirm when you say you ran the inf, you do mean you extracted the .cab file, right mouse clicked the .inf and selected install? (double clicking simply opens the inf in Notepad which techinally does squat) If so, it should of copied the .ocx file to your Windows\System32 directory. Please check it exists there. If it doesn't exist try installing it again. If it still doesn't exist, copy the file manually into Windows\System32 The open a command prompt (Start > Run > cmd [Enter]). Change to the Windows\System32 folder. e.g. C:\>cd \Windows\System32 And run the two commands regsvr32 commmands below C:Windows\System32>regsvr32 /u mscomctl.ocx C:Windows\System32>regsvr32 mscomctl.ocx Try running NOSE again. Also, make sure you've installed the VB Runtime 6 Sp5 file. Let us know what if any of the aboves steps fixes your problem.
  15. should just be the ip... thats all I used...
  16. With the recently updated release of Kega 3.50/.51, this all-in-one Sega console emulator has implemented preliminary support for peer to peer netplay. Kega's netplay is a bit more like ZSnes's ZBattle netplay (which is to how kaillera works). Both players open the game. One starts the netplay/acts as a server, and the other player joins by entering the other players (server's) ip address. You'll need to open/port forward UDP port 5394 if you are behind a firewall/router (NAT). Quickly tested over my wireless network... it wasn't flawless, but it was still pretty solid most of the time. Not sure how that will translate to two players with a 100ms ping using the internet as a backbone. Thats one for you regular netplayers to test out. Probably the most exciting news of all this is that it works with the SegaCD NHL94... something Gens and Kaillera can not achieve (IIRC). Just make sure both players have Perfect Synchro enabled before establishing the netplay. Performance seem marginly worse than playing a ROM, but I haven't tested it enough to confirm that as fact. Then again, will SegaCD netplay work well over a internet connection is another thing... Get it at: http://www.eidolons-inn.net/tiki-index.php?page=Kega
  17. For anyone who may of downloaded NOSE 1.1b within a few hours of the original post, it may be wise to download it again as I had to make a quick fix... and I'm not releasing it 1.11 just yet!
  18. While many may be disappointed to hear there is still no Player Card support, Tile/Graphics Editor or even SNES support, the 1.1b release does introduce a few mildly exciting features including: - Goalie/Player Overall Ratings.... (see notes.txt for more info) - Easier navigation of records from within Edit windows - More accurate representation of the Genesis' Hex BGR color palette... See changes.txt for the complete list... big and small. I'll see what I can muster up for the next release... stay tuned... Enjoy, wboy.
  19. Check out the FAQ section at GameFAQS... http://www.gamefaqs.com/search/index.html?...HLPA+93&x=0&y=0
  20. wboy

    ELITSERIEN 98

    On real hardware (e.g. a PAL/EUR Megadrive 50hz), the speed will seem normal. If you load the rom in an emulator and instruct the emulator to behave as a US/NTSC Genesis 60hz), then you'll surely notice the 17% percent speed up.
  21. Oops.... sorry dude... I thought you meant the NOSE editor didn't have support for editing the best lines etc. That's probably happened because in the next sentence you mentioned the possible "Menu Default" support for SNES.... my bad... I'll have a very quick look and see if I can find menu default's in the SNES roms for you....
  22. The "Best Line" is represented as NLC (No Line Changes) in the editor, as for NHL94 onwards that's the menu option you need to use to access that line. 93 and earlier years effectively share NLC with SC1.
  23. I'd have to admit if there was something I found more fun than fighting, it was taking control of your best scorer after a goal and mad dashing them out of the celebrations/screen before my 2P buddies could try and crash into him to start a fight and put him in the box for 10. I guess you lose that in 93.... Unfortunately though I lack even basic 68k asm knowledge at the moment... so as much as I would love to hack such changes... it won't happen any time soon...
  24. It's not that easy unfortunately. As the 94 rom is missing the player sprites for fighting, it won't be as simple as just changing a byte or two to re-enable it.
  25. Updating ice logos is not that hard of a job if use Tile Molester and use the info and attachments found here. You just have to remember that the colors used in the logo are always sourced from the home team's strip palette. The notes found within the player card tutorial (zip download) may also be of assistance. As for making the helmet blue and jersey white... well that aint so easy. All the teams share the same player sprites in the rom. You'd need to edit the sprites and separate the jersey and helmets colors used. This would be a extremely time consuming effort, and the reality is, there isn't enough colors in the palette to do it properly & make it look good. swos had to ditch the skate's blade grey color and graphics to make the jersey shoulder strip hack (which too was a very time consuming job).
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