Jump to content
NHL'94 Forums

wboy

Members
  • Posts

    400
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by wboy

  1. I hinted on this before, but I'll quicky explain it in a bit more detail. take an original 94 rom. expand the bytes (once or even twice to be safe). FFFF out the complete team/roster data section. paste in Sega CDs roster over the top and then fix the starting team offsets pointers (refer to the nose rom.ini for that offset). With that edit your rosters in NOSE (if you do it right I should work first shot). When done paste it back into the ISO making sure you haven't expand the original amount of bytes used by the sega cd version (meaning you will have to drop player to add longers names etc.). Then fix the sega cd team offsets to match the new starting points revelant to their previous reference (by that I mean the hex offset wont be what you expect, but you could calculate where it should techinically be with a bit of basic maths when compared with the original roster/team offset pointers. Thats the best I can only offer you as I cant/don't know how to successfully expand the roster, unshare the tile logos or even add more teams for the sega cd version like I have for the 30 team nhl 94 hack. Time wise I am in no position for the next month or so to greatly help you out so you have to get back into a bit of traditional hacking to make this work for you now. give it a shot!!!! I'm certian it will work in theory and in practice.
  2. GoodGen is a ROM verifier apart of Cowering's GoodTools found at http://www.allgoodthings.us/. Note, you need to register to download it. Use it to verify the copy of the rom you have is 100% as the original (e.g. no checksum bypass/hacks). If you apply my NHL 06 - 30 Team IPS patch, its recommended you only use a GoodGen verified ROM. This is so the output file created by the IPS patch tool with effectively match the finished ROM file I have edited to create the hack. If you are looking for an emulator check out Gens or variants like GensPlus or Gens32 etc.
  3. yeah, that will be the fix. if you run the large font DPI setting things stuff up because I the way I am calculating which color the mouse is apparently over. to test this, run the mouse cursor on the right or bottom edge of the color browser and what it crash evertime.
  4. There is no requirement to even have an emulator on your PC to run NOSE. Simply upzip the contents of the download into a new folder (e.g. c:\nose). Within you should find nose.exe and a bunch of sub folder (e.g. cursors, icons, ini etc.) and files (readme.txt etc.) Run nose.exe and it should work unless you are are still required to install the VB runtime files or ActiveX common control. If so, read the "installation" section of the readme.txt for more details on how to do this.
  5. Sorry, I'm somewhat retiring from the scene after I release the documentation... so you'll just have to take what I document, learn from it, and implement the same for NHL 93 yourself!
  6. Do you have NOSE and the emulator open at the same time? If so, make sure that you reload the rom with the "Open ROM" or "ROM History" feature within the emulator to see the save changes. Don't just use RESET within the emulator as it won't reload the file. As for "Ok" and "Apply", they are basically the same except "Ok" also closes the edit window, and "Apply" works in with the "Auto Next on Apply" feature.
  7. New bars are mack's design which look real nice and clean (only seen is his custom hack). I'm hope to soon have 1.1 of the template hack released sometime soon. Nothing terribly new, just a bit of a re-shuffle of the data. It'll be released with the supporting documentation aswell. I'd hope to have this done by now but just haven't been able for find the free time of late.
  8. Definately appears to be the SNES version of NHL94. So how does the game calculates 365% from 212 / 314 passes? Here's how! (yes, it's a bug/oversight) The function that calculates the percentages in-game must only accept/expect bytes values. A byte can only accommodate for 256 values (0 to 255). Add 1 to the value 255 and the byte effectively returns to the value 0. 212 can be stored within a byte, but 314 effective becomes 58 (314 - 256, or 314 mod 256 to be more technically correct). Calculating a percentage with this, 212 / 58 *100 = 365.52% EA seemingly never expected anyone to make more than 255 passes in a game!
  9. Did the cpu team concede a own goal? That would do it statistics wise!
  10. I've really learned to like the new ice color now ... has a hint of the old light blue look but not as vibrant... yes, its not white, but I too am not a fan of white ice in-game, for as Tickenest has highlighted it clashes too much with the player sprites with white jerseys. As for the player cards.. I did it as a benefit to those who will work on hacks but couldn't be bothered using real pics of each player in their hack.
  11. I'm sure you'll miss the fun(?) the of updating the banners and logo graphics the old way...
  12. It's definately been considered before just something I've never got around too. It'll happen one day, theres just a few other things I need (want) to do before I get back into enhancing NOSE further.
  13. Oops... thanks for highlighting that neutral faceoff spots .. they were there... I must of stuffed them up in Tile Molester when I was transfering the tiles to the reverse replay (the do appear there). Time keepers etc will come at a later date. Ran out of time to get those in. The "94 IPS 1.0b.zip" has been updated, but I haven't bothered calling it 1.1b etc. So for anyone who has already downloaded it, please downloading it again and patch it repatch from an original NHL 94 rom. The .txt files within are "Last updated June 20, 2006". Thats how to know you've got the new fixed patches.
  14. Well, my ROM template has been released. Template you ask? Check out http://www.hexaddicts.com/nose/ for more details. Be sure to also check out http://www.macks-hacks.com/ very soon for Mack's custom release using the ROM template. A few things where slightly rushed to get the template out before the end of the playoffs (special thanks goes to EDM ). Supporting documentation to help you through customising and working with this ROM template will be released within a week or two. Any questions, just ask. Enjoy, wboy.
  15. lol... sorry, based on a snes fan's interest.. the hack will probably rank a dismal 0... For a genesis fan... hmmm.... maybe 7 or even 8....? Hard to say... While I may of deprived myself some sleep working the on the hack... I don't think you need to lose sleep over it... the good news I can bring you is that its release could even be within the next 48 hours...
  16. It would be a Nintendo "Revolution" to have it run on the GBA.... so no... its not that... though thanks to emulators the hack will run on a PSP or GP2X. In some ways it will be a revolutionary hack that should benefit boths hackers and gamers alike... but how it exactly that will be... well... you'll have to wait and see... I'm a poet and I don't even know it.... Expected release within a week from now.
  17. There is no trade player feature as such at the moment but it will definately be included in a future release. At the moment, the cleanest method I'd recommend to do trades would be open second instance of NOSE [F9] and a copy of the rom you are editing, then simply copy & paste the players from the original roster.
  18. Yeah, but doesn't the one on the left contain the names of every player thats ever scored with her?
  19. Using NHL94 Anaheim (or Ottawa) as an example, the three bytes (represented as 6 individual values) before the forwards/defensemen byte are: 070213 I am not yet 100% certain of the exact purpose/rating stored in the first byte (the values 0 & 7)... possibly offense & defense... though quite possibly not from what little testing I've done with those values... In the next byte the 0 (left value) is for PP Advantage and the 2 (right value) is for PK Disadvantage. Using NHL93 as a reference, you can determine that the: Power Play Adv. = Team's PP Advantage + Opponent's PK Disadvantage In the final byte the 1 (left value) is for Home Advantage and the 3 (right value) is for Visitor Disadvantage. Again using NHL93 as a reference, you can determine that the: Home Team Adv. = Home Advantage + Visitor's Disadvantage
  20. effectively everything you need to know about doing this can be found in the player card tutorial, but I will admit it can be very tricky to do manually within the original rom's allocated data for referencing player cards. this situation may (?) change in the not to distant future, but for now I advise not worrying this issue for your initial release of the rom.
  21. The combo box uses hex values, where 0 thru 9 are exactly that, A = 10, B = 11, C = 12, D = 13, E = 14, F = 15. The value set should match the amount of F's for forwards (vs D's for defensemen) you see in the Pos column of the Players window for any given team (unless you changed the value and didn't click apply). In-game if you edit the lines, you'll only see players on the roster with a Pos of F when changing a LW, C, or RW, and the rest (after the last forward) only show when changing LD or RD.
  22. Adding the overall rating support was something I was meaning to get around to, but just haven't... next release... Look back for a related thread... I sure someone has posted where it is stored. They are all stored/grouped together (unlike/different to SNES). Easiest way to find it is to get first four team values ANH,BOS,BUF,CGY.... convert to hex... then search for the bytes.... e.g. 365A4B44. I'm in a rush to head out the door right now, otherwise I'd find the thread or offset for you.
×
×
  • Create New...