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wboy

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Everything posted by wboy

  1. No worries... thanks for the offer... just be sure to PM me the expiry date with the number.
  2. You mentioned you used to own a few arcade games yourself in your introducion post. Was Wonderboy in Monsterland one of those? I actually still own a sit down/table top Wonder Boy arcade cabinet. The board was been effectively retired though as the cabinet is now houses a PC and my cabinet is mame'd. Shame I never actually find the time to play the damn thing. Somewhat of an interesting find I cam across lately, if you want an arcade perfect for you phone, check out... http://www.segamobile.com/gamespage.php?GameID=7&PageID=1 As for Adventure Island... Escape, the original developers published it on NES though Hudson Soft... and as Sega owns copyright ownership on the name "Wonder Boy", they obviously had to change a few subtle things about the game. Gameplay wise, the NES version is actually a better conversion of the arcade than the SMS version... except for the snakes that spit their tongue(?) at you. As for all the followup Wonder Boy/Adventure Island games... they are completely different.... and basically the NES/Adventure Islands game are very average compared to the Sega titles IMHO.
  3. SEGA CD support will happen one day.... I'm just working on something more important at the moment... and I don't mean NOSE, an uncompressed 93 rom or SNES support.... technically speaking though, if you got creative with you hex editor... you could transplant the Sega CD roster into a NHL 94 rom and edit it that way, then paste it back (changing the required team start/order offsets). As for playing the a rom on sega cd, didn't you (and someone else) create a ISO which was basically a rom that played on sega CD? Couldn't that be process be repeated with the updated roster roms?
  4. Just for the record NHL95 (Gen) does have in-game Trade Player support. The changes are saved on the cartidges battery backup. As for the angel avatar... lol.... I can see how you came to/visualised that thought... but is actually the 1up sprite from the old arcade game Wonder Boy (MAME rom "wboy") placed over one of the ice blocks...
  5. wboy

    $25 REWARD!!!

    I dont want your money, but I'd like it if you would seriously donate the sum of equal or slighter higher value (as it's tax deductable) to a legitimate and worthy charity of your choice (e.g. not alcohol research). You can hold of doing that until I produce the goods. I can confirm my method does definately work. Can't give a time estimate on completion, as like everyone I too am busy with others things, though some of those things will also be of great interest to many here. As for the teams orders... yeah theres a way around that problem... but I won't go into that now. Sorry, I don't msn/online chat...
  6. wboy

    $25 REWARD!!!

    Hey 77 you noob talking two timing devega asm arse kissing low life... What's your "under the table with hush hush a top priority" offer for a NHL93 ips patch file which effectively uncompresses the rink and banner graphics? Don't think I'm kidding... as I'm not... I have a found how to identify and workaround the compression in 93.... and oh how easy it is to understand when you see how... well, maybe for the exception of cyber... he stuggled understanding most things I've posted here.
  7. NES RC Pro-AM is one of my all time favorite games... haven't really played the genesis version much though... ...and yeah, Super Skidmarks is basically RC Pro-AM meets Super Offroad. I compared to Micro Machines as it too is a Codemaster's game... though I actually forgot to mention it.
  8. For something different and somewhat unknown (unless you where an amiga freak), check out Super Skidmarks (Super Skidmarks (E) [x].zip). It only ever had a PAL release, and is a bit like a 3d version of Micro Machines.
  9. Highly unlikely I feel. EA themselves could not even release a true replica of NHL94 on the PS2 NHL 2006 due to NHL and NHLPA licensing constraints.
  10. wboy

    Nose Question

    Define nothing... no error mesage what so ever? Describe in good detail what you have exactly done if you want me to have any hope helping you out.
  11. Such mod devices don't exist, and the Playstation 2 can bearly emulate the Genesis at full speed, so you're dreaming if you think the Playstation 1 ever could. Won't happen any time soon if ever ... and I'm not talking about NOSE support for Sega CD either... In short, no... or atleast most probably (read as 'definately') not....
  12. The offsets below store the value for the default home/vistior teams for NHL 96/7/8. The values are only referred to the first time the rom is loaded and the initial battery backup save is made. If you edit the value at a later time, be sure to also delete the <rom filename>.srm (battery backup save file) that by default exists in the emulator (gens/fusion) folder or you won't effectively see the change (or alternatively, rename the rom). ========== = NHL 96 = ========== Offset : Value 0002409E : 0006 (Default Home/Right Team) 000240A4 : 000C (Default Visitor/Left Team) 0000 for Anaheim .. etc .. 0019 for Winnipeg ========== = NHL 97 = ========== Offset : Value 000295E4 : 0009 (Default Home/Right Team) 000295EA : 0005 (Default Visitor/Left Team) 0000 for Anaheim .. etc .. 0019 for Winnipeg 001A for ASE / EA Sports (hidden team) 001B for ASW / Renegades (hidden team) 001C for Canada .. etc .. 001E for Europe ========== = NHL 98 = ========== Offset : Value 00029ABC : 0011 (Default Home/Right Team) 00029AC2 : 0008 (Default Visitor/Left Team) 0000 for Anaheim .. etc .. 0019 for Winnipeg 001A for ASE / EA Sports (hidden team) 001B for ASW / Angry Legions (hidden team) 001C for Canada .. etc .. 001E for Europe
  13. Well you can already assign the All Star teams to playoff draw slots (which is required to make this work) in NOSE. In addition to this, you just have to change 3 bytes in the ROM to make them selectable/playable. I just want to check out if the other years are consistent in the way I can apply this hack before I post how its done. Not sure how 95 onwards will react (if they supports the same hack) as it saves all the user records/trade data within the battery backup, and I'm not sure that the speciality teams are allocated space... meaning the game may explode if you use such a team in the playoffs.... or even corrupt the data in the battery backup?!?!?!?!?
  14. without going into to much detail....pretty much yes... its good to see you've learnt from the player card tutorial and seen other ways in which you can use the knowledge gained elsewhere. A+ for you!
  15. Why not read the distributed notes.txt in its entirety. It should hopefully answer most of your questions. Hint... read about 'free bytes' and the 'auto manage free bytes' feature.
  16. Ummm... Have you tried File > Open from the menu? If the rom is zipped/rar'ed, uncompress it first. What message if any are you getting? If it appears to be an rom, download a GoodGen named/verified rom. The filenames of the roms you are after are listed in the readme.txt distrubed with NOSE. Google is your friend. I don't distribute the roms with NOSE for legal/copyright reasons.
  17. This is tutorial on how to add an extra rink logo to the NHL94 rom effectively allowing you to give the last ordered team, All Stars West, their own logo instead of sharing it with All Stars East. The offsets used in this tutorial assume you have taken an unedited NHL94 rom, opened it in NOSE and simply saved and closed it again to allow NOSE to remove the checksum routine found at the end of the ROM. Open the (checksum removed) ROM in a hex editor. I have personally used Hex Workshop. Go to hex offset 000FEA74 where you will find the Team Order pointers for Team Logos. e.g. Bytes: 000EDE8A 000F2A84 000EE194 ..etc.. 000F277A 000F2D8E 000F2D8E e.g. Teams: Anahiem, Boston, Buffalo ..etc.. Winnipeg, All Stars East, All Stars West You'll notice the last two offset address pointers for ASE and ASW are identical as they share the same logo and essentially the same home team strip colors. [Refer attached image asw-rl01.png] Go to hex offset 000F2D8E, the beginning of the ASE/ASW NHL Logo data. Like the player cards (and pretty much all the graphics stored in the ROM), the tile data is preceeded with 10 bytes of header info. For all the team logos in the ROM, the header is 00000000 00000000 0018 as none of them contain shared tiles. Hex 18 = 24 tiles (6x4 formation = 24). Each tile is 8x8 (64) pixels. As the tiles are stored in 4bpp linear format, each byte stores two pixels meaning 32 bytes are used to store 1 tile. 24 x 32 = 768. 768 + 10 = 778 bytes. So from this we've calculated the team logo data including the tile header data is 778 decimal, or 30A hex bytes in length. With the cursor still at offset hex 000F2D8E, use the Select Block feature (under the Edit menu) to highlight the next 30A hex bytes for you. [Refer attached image asw-rl02.png] Copy the bytes to the clipboard. Do a Find on the bytes 60FE, and go to the last found occurence. This is effectively the end of the ROM data. Make note of the offset. In this example, it is 000FFAC0. It could be greater if you have to previously applied any free byte hacks to you ROM with NOSE. As before, with the cursor at offset hex 000FFAC0 use the Select Block feature again to highlight the next 30A hex bytes for you. [Refer attached image asw-rl03.png] Paste the bytes from the clipboard. Scroll down to the end of the newly pasted Team Logo data, and manually re-add 60FE after the affected/pasted bytes. The bytes 60FE is actually used as a End of Data like flag by NOSE, so it is important you put it back it [Refer attached image asw-rl04.png] Do a Find on the bytes 000F2D8E, and go to the last found occurence. This is Team Logo pointer for ASW. Change this offset to the offset you made note of before. Again, in this example that means the offset 000FFAC0. [Refer attached image asw-rl05.png] Save and close the ROM within the hex editor. Open the ROM in the most recent version of Tile Molester. Set the codec to 4bpp linear. Import the internal palette (this file) using the decimal offset of the ASW team. This can be easily obtain from within NOSE. NOTE: this offset can change if you have edited the roster and shifted around free bytes in the ROM you are using. [Refer attached image asw-rl06.png] To go to the start of the team logo, go to the previously noted hex offset + Hex A to skip to 10 header bytes. As per this example, that means hex offset 000FFACA. Set the tile formation to 6x4 bytes to properly display the team logo. [Refer attached image asw-rl07.png] Edit/replace the team logo as appropriate. In the attached example, I have keep the same logo and palette, but simply used the color replacement tool to make ASW NHL Team Logo look more like the current NHL Logo. [Refer attached image asw-rl08.png] Save and Close the rom within Tile Molester. Test out the results in your emulator of choice. Then End.
  18. Yep... its a bug alright... its good you pasted the entire screen shot and not just the error dialog as it's allowed to work out the bug just be looking at! The problem is caused because your DPI settings are set to Large 120dpi. (under Display Properties > Settings (tab) > Advanced (button) > General (tab). If you set it to Normal, you'll get around the problem for now, but I'll definatetly look at fixing it for the next release (long story, but I have an idea why it doing so). Thanks for getting back to me with the error.
  19. Well I can't seem to reproduce the bug, nor can I remember such a thing happen during development (all done on a XP OS'd pc).... and well, not to mention no one else has seemingly suffered this issue?!?!? Make sure you have the VB6 SP5 Runtimes files installed. Other than that, if you can give more more details about the error at hand I'll see if I can find the reason for the behaviour.
  20. At the offset(s) listed below, change the bytes 0240 to 303C to permanently apply the Hyper Speed hack to the ROM. Hex 00006466 - NHLPA Hockey '93 (UE) (REV01) [!] Hex 000076D6 - NHL 94 (UE) [!] Hex 000006C6 - NHL 95 (UE) [!] Hex 0001466A - NHL 96 (UE) [!] Hex 00018B70 - NHL 97 (UE) [!] Hex 00018F4E - NHL 98 (U) [c][!] This basic ASM hack simply forces the game to believe its running a PAL system, thus making the game run faster when played on a NTSC system/emulation mode. Running the game in EUR/PAL mode plays the game at the "Normal" speed. In a techinal ASM sense, I'm not sure if its the best/correct method, but it produces the expected result with the minimal amount a change. This hack is not possible on EA Hockey (NHL91), NHL Hockey (NHL92) and the first release of NHLPA Hockey '93 (REV 00) as they do not contain the code that dynamically adjusts the game speed/frames difference between NTSC and PAL systems. Anyone keen on making NHL94 Jam/Open Ice (3v3 [2P 1G], Hyper, No Rules, Weak goalies)... Just a thought Oh, and I'd appreciate if any one with a game genie/tototek could test this hack on real hardware to see if it works/suffer slowdown/sync issues/whatever...
  21. wboy

    Sega CD

    If your ISO extract file is named... NHL94.ISO ...then the audio track extracts need to exist in the same folder named as follow... NHL94 01.mp3 NHL94 02.mp3 .. etc .. NHL94 77.mp3 NHL94 78.mp3 From memory it also works with the .WAV equivalents if you haven't yet MP3'd the audio track extracts. Read the Gens readme.txt for more info as I'm certain this topic is covered within.
  22. tiles at ABA1E, palette (shared for all teams) at decimal 719070 (AF8DE)... in game I think it uses the second half the rink palette which has identical colors.
  23. Another potential problem could be with the player card pointer data referencing a player index that doesn't exist e.g. because you reduced the amount of players in a team. Does it happen at the startup/main menu if you let it cycle the same player cards? Also, try testing the Player Cards screen (in-game menu) as well to see if the same bug happens there when you cycle through the players. (Hit start immediately after Ron Barr shows up to get past that sceen) Check the player card tutorial at my site for more info re the player card pointers.
  24. http://automatic.goalie.justgotowned.com/
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