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Sauce

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Posts posted by Sauce

  1. 11 minutes ago, FightFan said:

    Wow, didn't know that and I was playing the original games back in those days. Guess I was too much home games or with friends lol. 
     

    @The Sauce Thanks, I've changed it to 51 (playing 20 minutes game) and it does make a huge difference from my previous settings. Also I did tweak my lines a bit to not use the same players on PP or PK so that they can recuperate a little. 

    Cool.  I thought you might like that setting.  I’m still trying out some stuff, related to it, and I’ll let you know if I find any other helpful tips/suggestions.  

  2. 18 minutes ago, FightFan said:

    Thanks guys,


    I've done some testing last night, when I'm playing home I don't see a lot of changes even if I'm raising the 00 21 value to 00 45. My lines are dead tired but the CPU doesn't change. 
     

    Visitor games seems to be a different game as my home team mimics my line change (like a real game) and sent their checking line at the same time. Don't know if it was in the original version.  
     

    @The Sauce

    do you remember the hex on your roms? I mean not the actual number but the difference between the original and what work for you? 

    0021 vs 0051 in the hex.  I saw "improvement" if I played 7 minutes or more.  I recently had a 1-0 lead near the end of the first period and my checking line came out (usually don't see them til the third if you have a lead).  It's not consistent though and I don't recall what may have been unique about that game or the teams.  I am still tampering with the hex code vs endurance to come up with some other conclusions as I have a few things I want to try (muah-haha).  I just haven't had ample time to review.  I also don't know if the gameplay differs, in any way, should you sim vs control one of the teams.  I'll have to remember to test that out.  If I can get some concrete findings, I will share them.

  3. 59 minutes ago, clockwise said:

    You can decrease the line stamina to force the CPU to roll lines.

     

    Ooooops... I didn't see that Clockwise posted the energy/stamina hack instructions that I referenced in my post.  My bad.  I got the steps from that same post, once upon a time,  but couldn't find where I got it from when I posted below (as I have notes saved for all hacks, at home, in Word files and never remember to bookmark pages).  Anywho... 

  4. 2 hours ago, FightFan said:

    So, a long time coming. Replayed NHLPA 93 this past with new stats I made in Nose but, damn, the game still isn't realistic in the way that the CPU never puts its checking line (which I loaded with fighters) and I've only had very few fights playing Detroit vs Chicago. 
     

    So I'm wondering if there's a way to have lines who changed faster? Or do I have to change the entire endurance of every player? 

    Perhaps... I can't speak to NHLPA 93 but in NHL94 you can alter the in-game stamina logic so players tire faster and lines change more frequently depending on A) the overall stamina of the line/d pairing (as endurance is factored in for each player on that line/d pairing) and B) how long a line/paring was on the ice.  I alter stamina in the hex coding of my peronsal roms (meaning, the ones that I don't post here).  While it doesn't work as desired 100% of the time, as this isn't real life, I do see more line changes within a period and my checking line will even make an occasional appearance in the 1st period of a game.  This is usually if the other lines/pairs are A) gassed and B) the period is 7 minutes or longer.  It doesn't seem to work well or consistent with 5 min or less periods.  I suspect that if I lowered all endurance of players in the game, in addition to the hex code modification, the lines would probably change to a frequency that is closer to reality.  I'll add it to my to-do list of things to try out.  

    That said, perhaps similiar editing can be done to the hex code of NHLPA93?  I don't know the hex coding locations for NHLPA 93 but perhaps, some others do and yo ucan do some testing.

  5. 35 minutes ago, Brodeur30 said:

    I have been trying it out with lowered Goalie's Glove Left and Glove Right. And see my other comment above about why I lowered Goalie's Glove Left and Glove Right to begin with. I was trying to solve the problem of goalies saving shots that should have been goals. You know, shots that are headed towards an open net with the Goalie out of position but then the puck magically being pulled away from being a goal at the last second by some kind of a force field attracting the puck to their Gloves despite the glove being nowhere near the puck. I may have solved this by lowering every goalie's Glove Left and Glove Right to 0, the problem is it's a hard thing to reproduce in-game. Basically, with smaller goals I don't want the Goalies to be saving shots that they shouldn't be when you do have a shot on an open net. I haven't really seen this happen since I've lowered goalie's Glove Left and Glove Right to 0 but again it's not something that happens very often, but when it does it's annoying and it looks ridiculous, because again scoring chances become very rare on the smaller goals, especially the smallest goal that I will be releasing, and I don't want Goalies to be able to unrealistically save shots that should be goals by pucks being stopped from an invisible barrier like a magnet changing direction mid-flight right into their Glove when the Glove was not close enough to the puck to where it should have been saved.

    So that's why I've been lowering Glove Left and Glove Right to 0, to prevent those instances from happening.

    You’re trying to making a video game be “realistic.”  That’s not going to happen.  All video games are unrealistic in one way or another.  I get where you are coming from though but, I’m not sure how realistic you can make a video game, especially one that added features to increase scoring chances (the one-timer).  The irony of “realism” is that you’re looking to make it hard to score yet, scoring is up in the NHL over the last two seasons.  It’s the highest it’s been since 1992-93.  

    I certainly do believe that by making the goals smaller, you’ll be able to achieve low(er) scoring games as you are making it hard for folks to score.  You may also be on to something with the low glove/stick ratings.  I’m not sure what a 0 vs a 6 rating does for the glove or blocker other than, making them stop more snappers and hard wrist shots on frequency.  But if you confirm that it causes even more rebounds, that is interesting to know and I’d be curious to test it on a non-custom rom (as I enjoy me some juicy rebounds/dirty goals).

  6. 14 minutes ago, Brodeur30 said:

    So can you speak to how turning every goalie in the game to Glove Left and Glove Right equal to 0 would affect them? Would zeroing those out cause the goalies to stop catching left or right, or would it cause them to still attempt to catch left or right but instead of catching it, it bouncing off their gloves?

    And for Stick Left and Stick Right, would zeroing those out cause Goalies to stop attempting stick saves or would it just cause stick save attempts to become less successful? Would it cause stick saves to hit the stick but then go through the stick more into the goal or something?

    I'm really not too concerned with how lowering Goalie ratings affects the Goalie Overall ratings, because I'm making these changes across the board to all goalies in the game evenly. Lowering the size of the goal as I have makes it that much harder to score just by that alone, so I am perfectly OK with Goalie's Overall ratings lowering quite a bit since it will still be quite difficult to score goals on lower rated Goalies with the smaller goal.

    Of course it’s going to effect them and their abilities.  As to what degree, I’ve never been tempted to test.  But, it’s no different then lowering a players scoring ability or skating speed.  The game has the ratings for a reason.  Now, guys with a scoring accuracy of 1 can score at times.  But, you’d be hard pressed to get them a hat trick or maybe even two goals in a game. As to how much a goalie with a glove hand of 0 or 1 does vs a goalie with a glove hand of 3-6 range, I can’t advise.  That’s something you’d have to try out.  Because you are making the goals smaller, it may be a non-factor.  I’d recommend first testing on a rom that has a regular size goal (per the original game specs) and edit two goalies to have a low glove and blocker/stick rating.  Then, try one timers and wrist shots and see what happens.  Then try it against the same goalies but raise their glove hand and stick side ratings.  That should give you a sense of the impact of lowering the attributes.  But again, it “may” not matter with your smaller goal size.

  7. 1 hour ago, Brodeur30 said:

    I've heard that lowering "Puck Control" creates more rebounds, but it appears that lowering Glove Left and Glove Right may also create more rebounds as well. And I'm still not quite sure what Stick Left and Stick Right does.

    Glove Left and Glove Right attribute rating appears to only affect your goalie if he catches left or right.  Obviously, one cannot catch left and right with only one glove.  I also don't believe that the game developers intended it to mean that a goalie who is left handed catching is also rated on how they reach across their body to catch on the right side.  That is not a in-game animation.  Same with Stick Left and Stick Right which, translates to Blocker Side effectiveness.  Some call blocker side the "stick side" when the defection/save is made with the stick vs blocker.  So perhaps, that's why it is called that in the video game?  The problem is, if you have a left hand catching goalie and only do the attribute adjustments for glove left and stick right, and zeros for glove right and stick left, it lowers the goalie's overall rating anywhere between 2 to 12 points.  There is no logic in the game that disables (for example) Glove Left's impact on the overall rating, if your goalie catches right-handed.  So, they remain in the game in the event a goalie is left handed or right handed.  It's weird to have it as it effects the overall rating but there are other strange things about the game that exist so, it's not that surprising. 

    I have done a lot of testing on the Glove/Stick theory that I have mentioned, with altering those four attributes, and I'm 99% that this is the case.  I had zeroed the opposite catching/stick hands and didn't notice an impact other than the goalie being weaker/stronger glove side or blocker side.  I got away from it as I didn't like the impact on overall rating.  Also, originally, I thought that "stick left/right" might impact how a goalie passes left side or right side (as far fetched as that sounds).  However, it didn't see it impacted with low vs high stick ratings.  Plus, in the original game, Patrick Roy and Ed Belfour are rated higher on the stick rating than Ron Hextall and there's no way either was better at passing them him.  Only Marty Brodeur can compete with Hex in that area.  Anywho...

    Perhaps it is good idea to rate, if for example you have a left-hand catching goalie with a good glove hand, something to the effect of:

    Glove Left: 5
    Glove Right: 5
    Stick Left: 4
    Stick Right: 4

    OR;

    Glove Left: 5
    Glove Right: 4
    Stick Left: 5
    Stick Right: 4


    For the most part, the original version of NHL94 does one of these two structures.  There are only a few exceptions in the original which could have been just human error. 

    And yes, lowering puck control does create more rebounds.

  8. Hi again... I found an issue with the rom that I posted last night.  As such, I fixed it and just re-posted.  I apologize to anyone who downloaded it.  Feel free to download the latest version of the v2 rom.  As a Rangers fan, it is opportune for me because I also updated their lines to reflect Mika's return and what is being projected as lines 1 & 2 (based on today's practice).

  9. As we are now a little more than a quarter of the way through the season, I just uploaded V2 of my rom.  As always, special thanks to Slapshot67 for making this 32 team rom and all of his assistance in the past.

    I did try to work on the "pulling the goalie only after a two goal lead" thing (see my other post regarding goalie pull logic) but, wasn't able to figure it out.  RAM tracing and codes just ain't my jam.  If someone else wishes to collaborate on it, PM me and we can see how I can be of help.  For now, that "glitch" will remain as it is not that big a deal.

    In the meantime, what's new for V2:

    * Updated headshots and combos for NLC - ARZ, CHI, COL, LA, NJ, NYR and OTT
    * As seen above, I updated the Kenny Albert image
    * Updates to several players as well as some new ones added (like Morgan Frost)
    * Added/removed some prospects to the 2020 NHL Prospects team
    * Removed Dustin Byfuglien as it doesn't appear that he will play this season.

    Lines & D-pairings are not 100% accurate for each team.  However, they are lines/D-pairings that were (or maybe currently) used at one point.  Feel free to change as you see fit.  :)

    For additional details on the ROM's setup, please review the original post above.

    Cheers!

    • Thanks 1
    • Like 2
  10. Nicely done!  A lot of current NHL star talent (John Carlson, Johnny Gaudreau, Auston Matthews and Joe Pavelski) that played in the USHL at one point.  There was even some past star alumni (Gordie Howe, Phil Housley, Gary Suter, Thomas Vanek and Brian Rafalski) as well. 

  11. 11 minutes ago, dwyersp said:

    Hello. 

    I apologize if this has been answered already, but I was wondering if it is possible to apply the sprite hack to your mod to allow for unique & correct colors for team helmets..?

    Thank you.

    -Sean

    It is possible.  My season rom is also the same slapshot67 rom that Skip edits (albiet with different ratings, jerseys, logos, etc.).  I added Clockwise's spite hack to mine as well as some of Smozoma's patches.  So, definitely doable.  Below is a link to the sprite/helmet hack if you need it.
     

     

  12. 1 hour ago, kingraph said:

    Good luck on your journey.  It's a magical place when you start ram searching, tracing and tinkering.  The feeling of when you succeed is glorious.  I think if you like puzzles, you'll enjoy doing this kind of work.  It can get frustrating, but please post any questions you may have.  Happy to help if I can.  

    Unfortunately, this is very greek to me as this requires more of a concept understanding then editing a rom or images. 

    I'll play around with this over the weekend when I have some free time.  It's gonna take some time to figure it out as it is a lot of "new" for me.  It's almost like learning a new language.  LOL.  If I have questions, I'll definitely ask.

    • Like 1
  13. 1 hour ago, smozoma said:

    I could guide you through this using the techniques from Tony H's hacking tutorial

    https://forum.nhl94.com/index.php?/topic/3474-reference-nhl-94-rom-hacking-school/

    The way i would do this would be to put RAM read traces on the goal score RAM values, and then wait for the goalie to be pulled. The last traces on those values must be used to calculate whether or not the pull the goalie.

    Then a code trace would reveal the code used to calculate whether or not the pull the goalie.

    Probably the code has something like "take the difference of the goals", "test the difference against 2" "if the difference of goals vs 2 is 0, then pull the goalie"

    Then we'd try to change the code so it pulls the goalie if the difference is 1 or 2.

    You up for that?

    Admittedly, the second paragraph (and 4th paragraph) is “Greek” to me.  I don’t know anything about RAM read traces.  However, I’m assuming the guide that you linked covers it.  I’m up for trying so I’ll get to reading and see if I can figure it out.  Thanks for the point in the right direction!

  14. Hi All,

    I was wondering if anyone knows how to "re-program" the GENS roms so that if the CPU is down by one goal, in the 3rd, they may pull their goalie.  The logic, now, is that the CPU won't do so unless they are down by 2 (as a min).  I thought I saw it mentioned, once upon a time, on this forum, but can't find it.  Anywho, if anyone knows "the how" and could provide some instruction on how to do it, I'd greatly appreciate it.  It's definitely something I'd like to have in my future roms assuming a novice like me could do it. 

    Cheers!

  15. Now, I realize there is a growing concern over Kenny Albert’s appearance but, if you google his image, he’s not exactly a pumpkinhead.  Lol

    It will be fixed in a future release (as I plan to post 4-5 versions/updates, for this season, just like last season).

    • Like 1
  16. 49 minutes ago, AlexGages said:

    Just wanted to post and say thank you to the OP (The Sauce). The fact that you keep NHL 94 alive with new roster updates, allows for so many new memories to be made with friends and fam. So once again, thank you so much for making it possible, you are the absolute best! 

    Hi @AlexGages

    First and foremost, welcome to the forum/community!  This is a great place to be, surrounded by fellow NHL94 enthusiasts.  

    Second, thank you very much for your kind words.  It’s always nice to be appreciated for your work/efforts.  There are many great roms within this forum.  It’s great that my work can be appreciated among the others.  I’m always a bit surprised when someone reaches out to compliment something I that posted.  I kinda feel like Wayne and Garth... “I’m not worthy, I’m not worthy.”  Lol

    So, thank you again!

  17. 38 minutes ago, clockwise said:

    Great job; thanks! We really are spoiled having two NHL2020 ROMs. What a time to be alive.

    Side note: Kenny Albert looks like he just sucked all the C02 out of a can of whipped cream. His photo probably needs to be updated. I'll report back once I play a few games.

    lmao!  Yeah, he kinda does.  

    It's on my to-do list to update his photo.  I updated all of the NLC photos, this year, after doing it last year (as well) so that took priority.

    Thanks for the kind words!  I agree with you about the roms... Skip/Slapshot do a great job with their rom and because we have different approaches to ratings, it creates a rom buffet for folks.

    • Thanks 1
  18. Just something to add to this...

    This season, I changed up my approach to the rom vs prior seasons.  I compared player attributes/ratings, side by side, via excel files, to the original 94 version.  I did my best to try and mirror up the %s of various attributes (speed, agility, stickhandling, overall rating, etc) to the original in terms of overall distribution.  It's not identical.  Please don't go into it expecting some form of deja vu.  It's just similar in many regards.  I could never mirror it, exact, to the original as I disagree with some of the ratings in NHL94 (e.g - Brian Leetch should be a speed of a 4, not a 3... Luc Robitaille should be a speed of a 2, not a 4... Ray Bourque is rated too high in certain attributes, etc.).  This was probably as close as I am willing to get to the original as that version, is a classic all to itself.  Hopefully, you all like it. 

    PS - my preseason rom, from last month, was the start of this concept.  This version is even closer to it as far as my ultimate goal.

    Cheers!

    • Thanks 2
  19. Hey Everyone,

    Hooray, the new NHL season is here!!!  Just like last year, I am posting my "2020 Season Edition" for NHL94 2020.  It's an upgrade/update on my preseason version.

    Here's what you need to know about the rom:

    *Link for the ROM is below the in-game images. 
    *
    The "Winnipeg Freeze Bug" exists on this rom as it affects all 32 team roms in this forum.
    *Includes the weight bug/helmet sprite patch/Smozoma 3 Stars of the Game hack.
    *Each team has 3 goalies, 14 forwards and 8 defensemen for you to choose from prior to a game.
    *This ROM is a “healthy/best case scenario” ROM.  That means, most injured players are in the line-ups and the lines/d-pairings may not be 100% what you see on opening night.  If you are not happy with a line combo or D pairing, feel free to change it.  :)
    *Ratings based on a 3-year average.
    *Shooting accuracy based on goals per game, not season shooting % (as there is no season mode).  Points, assists, hits and PM also based on per game averages.

    *NHL Rookies/newbies are rated on the lower side, to start, as they must prove themselves.  I've made that mistake before and over-estimated.  If the rookie/newbies get better, throughout the season, it will be reflected on future roms. 
    *Line combinations are structured as two scoring lines plus one "checking" or "shutdown" line. 
    *OT is 60 minutes in length.  May the best team win!
    *In v1 of the rom, the 32nd team is an 2020 NHL Prospects team (includes Alexis Lafrenière).  In the PO (Playoff) version of the rom, there are 32 NHL teams including the new Seattle Kraken.
    *Kenny Albert serves the new “Ron Barr” in this rom.

    Any and all feedback is welcome and appreciated! 

    Cheers!

    The Sauce

    NHL20 Title Screen.jpg

    Team Select.jpg

     

    Panarin Scores.jpg

    Hughes Scores.jpg


    NHL94 2020 V1 - Season kick-off version (see rom details above)

    NHL94 2020 v1.bin


    NHL94 2020 Post-trade deadline/Playoff Version with the stamina decrease hack to reduce player stamina quicker for more frequent line changes.
    NHL94 2020 vPO.bin

    NHL94 2020 Post-trade deadline/Playoff Version with no stamina decrease hack
    NHL94 2020 vPO no SH.bin

     

     

     

    • Thanks 3
    • Like 4
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