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wboy

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Everything posted by wboy

  1. time will tell, though if I was to take a guess, Wii could become a short lived fad IMO. why... its like eyetoy.... fun with mates around with the whole interactive element... but that being the novelty it is only lasts so long... especially when your one of the older crowd. went into EB just to see if they had the new Zelda for the cube. get the hard sell from the tosser... oh yeah... "the wii.. its what the industry needed... many critics have been silenced... I mean, what an idea with childhood obesity and video games going hand in hand, what a way to tackle it....!!!" Ummm... what ever happened to proper parenting... limiting your kids time of the consoles.. making them go and out play sport or socialize more.... feeding your kids fast/junk food, letting them play games all day to get out them of your hair is the issue here that causes obesity u f'ing salestool.... all that crap spewed out when I asked if the wii supported playing zelda on a more traditional controller... why, cause god damn when I'm sitting on the couch, relaxed, controller in hand, I like to let my brains and thumbs do the work. God damn I couldn't be bothered swinging my arms around to pass a hard level 1:30am for the 3rd time... its just not me. Yeah I might like it initially... but will the fun and fad last? Other fad like devices from nintendo... Power glove anyone? utter crap.... unless unless you where that tool from the movie "The Wizard". Track and fields mat (which I won in a comp) as actually one of the coolest thing for the NES... very limited game support though. Virtual Boy... 3 months it lasted... though I do have one and thinks its kinda cool... though rarely ever do I use it. I wish it all the success as I do and have enjoyed the nintendo experience.... but yeah, I'm guessing this could be their last console???
  2. its on the cards... but may take a week or two (or four/more) to get them all done based on my major lack of free time... though I'll release each one as as I finish them to try keep the interest there. hold tight.
  3. in starting your rom, use the top 14 team slots (leaving the bottom 16 used/blanked out as such). best you store them alphabetically top to bottom too. when I find my notes and post the info you learn how to limit the menu only cycling of the top 14 teams of the rom.
  4. like I told you awlready, no fighting, no respect brutha! keep it real! word. wboy - g.
  5. its compressed 93 style.... so unless you put on those old blue & red 3d glasses and go cross eyed there's no other way you'll see it in TM natively. Bit like that EA logo within the on screen timer (which I'll get back to you about soon).
  6. good work re: vids. I was actually fiddling with this myself last night but haven't produced anything to publish. Partly because I was wondering if I should bless you all with the sound of my pleasant(?) voice to add to the learning experience. Your navigation within TM is good reference for anyone learning how to find graphics. There are a few shortcuts once you know the offsets and dimensions of various graphics, so when I get around to it I'll make the vids showing that.
  7. wboy

    NHLPA93 Theme

    if you've got a SB Live card, it comes with software called "Recorder" that allows you to record the output of any sound effectively getting plastered trough your speakers. so you open the emu, load the game, hit record on SBLive recorder (using the Wave Mix Out setting from memory) and it'll record the output you're after. Even works for steaming audio etc thru WMP. I'm sure google can help you find alternatives apps that do the same if you don't have a sblive card.
  8. doing a standard 16 color dither of an image may use colors that aren't availabe to the genesis palette. thats why identifing yourself what the best 16 colors are to use (with the color sniper), creating a custom palette in you photo editing app, then dithering the image to 16 color using the palette you've created. This then creates an image make the output suitable for importing into TM without TM altering it again based on the loaded palette. I've already thought about doing a video to show all this cause it is difficult to explain in words. I'll try do these soon (like everything I promise ) with Wink, a polished and brilliant freeware app I'd recommend to anyone who needs to do a similar thing.
  9. so based on that, is this the only thing you still haven't worked out yet, or is the threads/request as good as finished?
  10. Load the game in Gens+ or whatever variant you prefer. At the title screen, select CPU > Debug > Genesis VDP. This show you the currently loaded palettes 4 x 16. Open NOSE and use the color sniper. Minimise the NOSE window. Run the sniper over the palette of interest. Note the first 5 or so colors referenced. e.g. 0000 08A6 0220 0AC8 0884 from a palette you know is being used in the image you are looking for. Quite obvious in this example. In your hex editor search for 000008A602200AC80884. If you find one instance lucky you! If you find more, change a color or two to identify where it effects. Once found, the palette should (not always by most times) be right within the image/title screen data you are looking for as images are commonly stored/grouped as: [image Header Data] [Tiles Data] [Palette Data (if exists)] [Tile layout data - 2001 2002 2003 etc] Is you want me or anyone to give you actual offsets, you have to let me know are you working with the ISO/MP3s (or WAVs) or the full BIN/CUE binary image. I assume ISO as its smaller/broken up, but yeah, doesn't hurt to clarify.
  11. create a image that is dithered to 16 colors that are available to the genesis palette. best way to do this is take your image and run nose's color sniper over it, manually optimising the best 16 colors you think would create the final image. using a photo editor (I personally use uleads photoimpact) create a palette with this 16 idenfied colors, then render/dither your image using that palette. save the resulting image as a BMP and PNG. once you;ve got that ready, I can talk you though getting it into TM. Make sure the final image is 256x224 pixels, the original size of the graphic you have referenced above (94 splash screen). Best you dither it at that size for the best result too.
  12. There should be no issue to where the sites apparent focus is. If people aren't playing the game, whats the point making hacks that no one would be interested to play? Also, how many of the "hackers" here are so caught up in playing online leagues and prioritising it over their hacking efforts. About none I'd think. Okay, maybe Evan as we are still waiting on his Fantasy League rom! RE: holding the hope that one day we'll see advanced hacks that improve 94 gameplay and add fighting etc (you know, things that would be worthwhile efforts unlikes the basics that NOSE and the 30 team rom seeming offer) is very wishful thinking... too many here hold the view that the Motorola 68K ASM hacking, NHL94 loving Neo will one day arrive from the Matrix and fix all their 94 woes... damn, I hope your right for your own sake, but honestly, learn what you want to achieve yourself (if you can justify the time commitment required to do so). Thats the best chance you'll have of it ever happening IMO. I knew sweet f/a about hacking rom before I started with this commun... err.. scene. If you apply the time and the effort (driven by interest), you'll slowly get places... yes slowly... but thats what you got to expect hacking a complied game without the original source. Don't expect to get given the answers *all* the time.. unless of course you know its out there (e.g. 30 team documentation which should surface in the not too distant future).
  13. After setting the home team colors in NOSE, save the rom and learn to load the colors from the internal palette (loaded rom). take a look at the screenshot attachments I posted at http://nhl94.com/forum/index.php?showtopic=615 for reference... especially the third last and second last pics. TM unfortunately uses the WEB hex rgb equivalent of when comparing a loaded image that is being pasted in against the loaded palette, not the true RGB equivalent actually put out by the genesis/emulators. That can slightly hamper the quality of the imported logo you bring in. There is a way around it using a graphic program I use (not photoshop) but it quite involved so I won't go into it right now). That said, based on the effort you posted, you should be able to work around the issue while keeping decent quality.
  14. Actually, I had every intention to share the hard work/information but minimal free time, (lack of) interest and other priorities got it in the way. Hoping to get back into it again in the new year. Will try and get you some of the stuff you requested soon. Even have plans to finish of a 30 team rom hack for 93 before mack loses all hope and desires in it!
  15. I'll look in my notes (which I should of published by now, but have never got around to finishing/cleaning them up) and I'll tell you how you can minimize the number of teams available in when cycling through the menu. It not that hard. Infact, you could even make a rom that only had two teams. As for seeing the extra teams in NOSE. Don't worry about them too much as they won't effect the game when you'll make this change.
  16. Read the PCM section here: http://www.retrodev.com/segacd.html and be sure to grab the PDF which details an equivalent chip used: http://www.retrodev.com/RF5C68A.pdf There's some good PCM background here, just not much for the specifics of the Sega CD: http://wiki.multimedia.cx/index.php?title=PCM
  17. use the rom hack to expand the free bytes in the rom and also turn on the "auto bytes" found on the team window's toolbar. This will allow you to cut and paste with more freedom. re: special moves, if you give me examples of which players share a special move a, and a second group of players that share a different special move then I may work out where this reference is stored. Assuming that happens a future version of NOSE may see its inclusion... just don't hold your breath waiting for it!
  18. head to http://us.geocities.com/bnvaldez/soundroom.htm and download lun2_pcm.zip with this you can convert it to a WAV using the app. 8khz freq should give you the original speed. based on the converted wav, the properties are: Bit rate: 64kbps Audio sample size: 8 bit Channels: 1 (mono) Audio sample rate: 8kHz Audio format: PCM from what I read about PCM (sometime ago now so I may not recall exactly but) is basically like wav, but the headers/storage format are different for use under windows. also, in the conversion the size basically reduces half it size, meaning the orig PCM may indeed be stereo and one channel is being lost in the conversion.. Not sure how you can convert a wav back to the genesis PCM format... but with some luck an app may exist (be it dos based) that may allow you to do such a thing.
  19. Why don't you start simple, then go the full hog if interest arrises. By that I mean take the rom based on the 30 team rom, test your player formulas with the aid of NOSE (only doing a handful of teams), and then release a preview beta to see if it gains any interest making it worth doing it all for the SCD version. Yeah I know, they play different apparently, but surely not that different to atleast do what I've suggested?
  20. If you turn it on, use one of the last two (added teams) being VAN or WSH, play a game, then check the win loss ratios of the teams you will see that VAN or WSH percentages etc. will be wrong. This is because the game only ever made the battery backup expecting only 28 teams. The above is a simple example of potential corruption to the battery backup data. There may be more corruption when it goes to save player data for these teams? Over extended use, this could completely stuff your games save. It might work. It might not. I wasn't going to test it until the cows came home because the the team win/lose ratio stuff up was enough for me to work out it might not best to leave on the User Records.... that why you "Leave Off!" and no, I don't think I'll ever work out how to make the battery allocation bigger to support 30 teams properly...
  21. The issue with you rom is that you reduced the amount of players on many teams, but then didn't fix/check the reference player card data. So then you get an instance where you only have 12 players on a team, but one of your player cards points to a defender who was originally in the (e.g.) 14th player on your team list, so it hangs as it can't retrieve the name of the 14th player as it don't exist. There is more than enough info in the player card tutorial to understand and fix this... and there is no need to use tile molestar to do so if you are only changing the player index pointers. Goalie bytes determine the amount of goalies on a team, and also seemingly work as an unknown(?) rating for the goalie. e.g. 1000 = 1 goalie, ranking(?) 1 9000 = 1 goalie, ranking(?) 9 1230 = 3 goalies, ranking(?) 1,2,3.
  22. wboy

    Nose 1.2b question

    effiectly just answered this last post of mine. NOSE does not automatically (or even manually allow you to) change to overall team ratings. in the 30 team rom hack, I pretty sure its the bytes that exists just before all the team data exists. can find the exact offset if you are struggling to find it.
  23. 1. tile molestar. Use the 30 team rom hack from my site (or any existing rom that uses it) as it has most of such graphics fully uncompressed allowing you to change it more easily. 2. get the tut from my site... that'll teach you the basics. though the offsets are different in the 30 team hack. 3. No, not in NOSE, but yes, possible via a hex editor. That data exists just before the roster data in the 30 team hack.
  24. in nose, the strip hack is simply a virtual color reference if you are using one of swos's strip hacked roms. swos may be able to make a IPS patch file that could be applied against any 94 rom which would painlessly apply the hack for you changing all the relevant sprites. alternatively, just start by using one of his roms.
  25. http://nhl94.com/forum/index.php?s=&sh...post&p=2548
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