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Sauce

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Posts posted by Sauce

  1. Hi!  Just posted the Playoff Edition of this ROM (in the OP).  It will be the final version, that I post, for the current season.  If anyone notices any mistakes, please let me know.

    *I updated the playoff brackets to reflect the current lineup of teams.  Those teams that didn't make it, will be in a separate bracket.
    *Injured players, who played at some point this season, on teams that didn't make the playoffs, are back on their active rosters.
    *Added Nikita Kucherov to the active roster for TBL.
    *Updated a headshot or two.

    I removed ROM versions 2-5 (from the OP).  They're not really necessary at this point of the season.  However, I have them saved if someone really liked one vs the others.  So, PM if you need one of them for any reason.  No, I will not be re-posting them nor taking custom requests.  Thanks for understanding!

    Enjoy!  Cheers!

    • Love 1
    • Thanks 2
  2. Not to interrupt the discussion regarding speed/agility but I want to retract what I said earlier (couple of posts ago) about aggression.  Aggression has been confirmed to be tied to fighting tendency in NHL 93 but in NHL 94, it is most definitely tied to penalties.  Looking at stats from the 1992-93 season, players with the highest PIMs were assessed 6s and 5s on down, in the game.  So, it makes sense or why bother even having the numbers match stats?  It's not an exact science as to who will take penalties and when but it does seem likely that certain players may be prone to take more or at least, each game, if given more ice time.

    I did some more sim tests and took four teams in which I made all forwards and Dmen have a zero aggressive rating.  I did notice less penalties per 5 and 7 minute period games.  There were still some but it "seemed" less than usual and I simmed 7 games.  I know it is a small sample size but seems note-worthy unless someone is able to confirm otherwise.  I also figured out why my original findings seemed to suggest there was no difference.  I missed a few players in NOSE which might have altered my findings.  Once I made four teams, with all zeros, it seemed to yield less penalties in simmed games.  

    Anywho... back to "oddities"...
    I think this might have been mentioned before, somewhere on this forum, but if not... Patrick Roy, for goalies with 10 or more starts, had the 8th highest rated Save % in 1992-93.  We know Goalie Defensive Awareness translates to Save %.  Three goalies have a 6 rating (Belfour, Joseph and Potvin) and they were in the top 3 in 1992-93.  There are 10 goalies with a rating of 5.  Roy is not one of them despite being 8th in the league that year.  Had he been assessed a 5, he'd have the same overall rating as Belfour (98).  The "Eagle" did win the Vezina that year so maybe the programmers didn't want two goalies who are equal in NHL94 to take away from his achievement?  Certainly, we know that Roy was a top 3 goalie, in the league, at that time, despite an off-year for regular season stats.  Or, maybe the programmers were Blackhawks fans who were bitter that the Canadiens ended up with the Cup (Roy won Conn Smyth)?  Hmmmm... lol

    Anyway, seems like a good "oddity" within NHL94.

    • Like 3
  3. 17 hours ago, aqualizard said:

    From Kingraph's strategy site:

    "Aggressiveness is a leftover attribute from ’93. Determines how likely a player is to fight.  Unsure if this does anything in ’94."

    I dunno if it is true, but sounds good enough for me.

    So, I always thought aggression was tied to fighting and likelihood of taking penalties (a 2-for-1 if you will).  I just ran some tests, with two teams dialed down to zero, for aggression, for each player, and still saw plenty of penalties in each game that I simmed.  So, as theorized, it appears to be carry-over and serves no purpose in '94.  

    Now, checking rating is another story...
    I dialed down certain players to zero and only left a couple as 4 or 5.  In each game that I simmed, those who were zero were getting the same amount of hits/checks registered as those with a 4 or 5.  In some cases, more.  In games in which I didn't tamper with checking ratings, left them "as is", I still saw guys with a 1 rating getting the same amount, if not more, than guys with a 3 or 4 rating.  It's possible that this will always be the case due to the +/- of hot/cold on certain attributes.

    I used a rom which has Smozoma's hack applied. This way, I can get a checking count per player.  Not sure if that makes a difference or not as I haven't been able to test on one without the hack. 

  4. Hi!  v5 (the Trade Deadline Edition) of this ROM has now been posted in the OP.

    Only 2 or 3 players didn't, officially, have their new numbers announced post-trade.  So, to not hold this up, I went with numbers they have worn, at some point (Pros, Juniors, AHL, College, etc.), that are not in current use or retired.  If they end up being incorrect, I will update them when I do the final post of the ROM ("Playoffs Edition").

    So, what's new with this version?

    *Trades as of 4/12/21
    *Added some rookies
    *Updated player and team ratings
    *Changed a couple of NLC players/headshots

    NOTE: Injured players, not officially ruled out for the season or returning, are still in the active lines.  Those ruled out could be in the NLC scenario.

    If anyone notices any mistakes, please let me know.

    Cheers!

    • Love 1
  5. Hi All!

    My trade deadline rom has been updated, since yesterday, but I am holding off posting it until all new jersey numbers have been confirmed.  Approximately half have been, so far, as I write this post.  My hope is to have this updated version posted by tonight/tomorrow.  Thank you for your patience and for all of your (previous) downloads/kind words.

    Cheers!

    -Sauce

  6. Sorta of an oddity... Jon Casey.

    More the most part, each goalie, in NHL94, when it comes to stick side/glove side rating has a certain structure.  So, 3344 or 4545 or 5566, or 4444 etc. etc.  Basically, either the same 4 numbers or two sets of numbers.  Jon Casey is 2234.  He is the only goalie who was included that way.

    Then, there is Bill Ranford, Ron Tugnutt and Ron Knickle.  Ranford is a 4454 and the others are 1112 and 2221.  They are the only goalies besides, Casey, who aren't rated as the same four numbers or two sets of 2 for glove and stick side rating.

    Makes you wonder if that was by design or a mistake. 

     

    • Like 1
  7. 1 hour ago, chaos said:

    It's also funny he's rated the best D, when he was second in Norris voting that season. (Though he was either 1st or 2nd between 89-90 and 93-94).

    Chelios won the Norris in 92-93, and Larry Murphy had the best +/- of Defensemen.

    Thus proving how +/- isn't a very good stat (compared to Corsi or Fenwick) for rating defensive prowess.  Larry Murphy was more of an offensive dman.  He was average in his own zone but playing in Pittsburgh, in the 90s, certainly meant lots of offense and higher +/-.  

    Bourque's rating clearly benefits from inflated offensive ratings so I agree with your assessment of him vs Chelios when it comes to who should have been higher.

     

    • Like 1
  8. 2 hours ago, smozoma said:

    About Bourque's 5 shot accuracy:

    They "broke their own rules" in giving him that rating. Shot Accuracy in the game is extremely closely tied to the the player's actual shooting percentage in the 92-93 season. That's why Gretzky has a lowly 2 ShA, because he had an extremely off-year, with an 11.3% Sh% (17.5% over the previous 5 years, 19.9% in his career up to that point). That's also why defensemen across the board have terrible shooting accuracies, because they used the same scale for D as for F. But Bourque despite scoring only 19 goals and a shooting percent of 5.8% was given a 5 accuracy because he won the shooting accuracy drill at the all star game in both 92 and 93, going 4-for-4 both times.

    They definitely broke some rules there especially as it didn't apply to other players of a like situation.  For example, Sergei Federov not being a 6 or a 5 speed.  Yet, he won fastest skater in 1992 and 1994.  He also won hardest shot in 2002 and back in 1994, was known for it.  In the 90s, he was even used on the PP point back when teams often went 3 FWD/2 D.  

    Regarding Gretzky, he did have an off year that year but, he was also sidelined with a back injury so he deserved a little pass given the past and the fact that he was great again in 1994 (38 goals/130 points).  Plus, 65 points (16 goals) in 45 games (1992-93) is pretty darn good.  So, while I understand the logic behind the ratings structure, it was definitely an oddity that he didn't get a pass (slight bump) for accuracy.

  9. On 3/29/2021 at 4:20 AM, LaTormenta said:

    @Sauce - You are a beautiful, beautiful man.  And no doubt, a warm and considerate lover.

    I have been really enjoying the versions of this ROM up to now and find it a damn sight more balanced than NHL Rewind (which, in fairness, is a blast in its own right).  That said, if I find that you have reduced A. Mattthews' shooting rating because he's had a dry spell of late (save for the fluke on Saturday night), so help me God...!

    @LaTormenta So you bring up Matthew's slump, after I post this updated version, and he scores a goal.  If he scores another tomorrow night... bow down to the power of the ROM.  LOL

    • Like 1
  10. 2 hours ago, LaTormenta said:

    @Sauce - You are a beautiful, beautiful man.  And no doubt, a warm and considerate lover.

    I have been really enjoying the versions of this ROM up to now and find it a damn sight more balanced than NHL Rewind (which, in fairness, is a blast in its own right).  That said, if I find that you have reduced A. Mattthews' shooting rating because he's had a dry spell of late (save the fluke on Saturday night), so help me God...!

    LOL!  Thanks!

    Unless his dry spell goes another month or so, his shooting rating should stay in tact for a while.

    • Like 1
  11. Hi All!

    I just posted V4 of this rom (in the OP).  I updated the ratings for a good chunk of players and added a few new ones here and there.  I also updated the team ratings to reflect how the season is going so far. 

    Like before, injured players rumored or expected to return are in the active lineups (for line changes) with the exception of Jonathan Toews.  I had him in the active lineups and NLC lineup, in previous versions.  However, in the latest version, he's just in the latter.  His mysterious ailment and lack of skating/working out has many guessing if he will actually return this season.  As the team is being mum about it, we'll al have to keep guessing.  If he does, I'll update the rom accordingly.  In the meantime, feel free to include him or exclude him if and when you play the latest version.

    My next rom post will be a trade deadline edition.

    If anyone catching as mistakes, please feel free to let me know.

    Cheers!

    • Thanks 1
    • Like 1
  12. 1 hour ago, UltraMagnus said:

    So, good news and bad news. 

    Good news - 3on3, 2on2 can work in the game. 

    Bad news - not able to change lines as the game freezes. Can't cycle through the player cards...the game freezes. Even used the "Hex 0" setting for the none used players and it works to play the game, but not change lines and cycle player cards. 

    So, if you know the lines and would prefer that setting and apply it in NOSE without going in out of the lineup that would be the only go around right now. Needs further testing. Unless there is something in the game that can prompt it to allow cycling the cards, and editing lines with something in the "practice mode".

    Mags - hit me up over the weekend (as I'm not available today).  I accomplished doing these things, you mention as hinderances, in my 3v3 for NHL94.  I have the following in my latest 3v3 rom:

    *4 player potraits (2 FWD, 1D, 1G) without freezing, on the Ron Barr page, for each team.  Also cycles as 4 players (instead of 6) on the main team selection page.
    *Line changes within the game or in NOSE
    *4v3 PPs (now you can edit the 4 PP players in the game vs having to do so in NOSE)

    My guess is, without knowing the programming logics of 95, you'll have the same or similiar methodology to employ for 95.  I could be wrong but I can certainly let you know what I have done to see if it translates to what you are trying to do.  There are some Hex changes that have to be made to accomodate what is done in NOSE.

    Cheers!

    • Love 2
  13. 1 hour ago, jenzie said:

    there's never been non playable teams in the NHL series (i think anyway), but wouldn't that be good if you wanted boss battles eh?

    however there is somewhat a type, and that's in the playoffs, so just selecting the teams required in the playoffs data selection would do that

     

    and obviously reordering teams in NOSE because there isn't buttons for that, bit of an oversight me thinks, as you can do that for players

    I assume that you mean the officially released versions of the series.  It can be accomplished in rom hacks as I have non-playable teams in some of my custom roms (by design).  So, it can be done, by restricting teams in EARE (and not just the playoff teams).

    You are correct that you can't re-order teams, like players, through NOSE where you push a button to move something up or down.  It's not an oversight.  It's a major programming endeavor!  Especially, as it impacts graphics/mapping and NOSE isn't used for that functionality.  Given what wboy gave us and how much went into it, it isn't an oversight.  Remember, he gave us that software for free and it already makes lives easier so beggers can't be choosers.  :) But, you can use NOSE to manually re-order teams through copy and paste and doing, essentially, the same, through TM.  I've done it that way for several of my roms.  It's a bit time-consuming, no doubt, but it's also not hard to do.

  14. To Mac's point, you could put 8 of your 10 teams on one side of the bracket and on the other, just repeat team #9 or team #10.  As you get a max of 32 playoff bracket scenarios, you can do this several times so that the eight random teams will always be guaranteed a particular opponent in the Finals.  I did a similar concept with my Game of Thrones rom.  I was random with the various Houses(teams) entered on one side but on the other side, you always end up facing off against the Night King and the White Walkers.

    Unfortunately, the older the game, the less hacking you can do without "breaking" the gameplay.  And in some cases, some hacks just aren't possible.  The game was developed with a certain concept(s) in mind.

    • Like 1
  15. 1 hour ago, LaTormenta said:

    That's a really good shout and a helpful workaround. To be honest, I sorta knew it would be difficult / impossible to drop teams from the bracket, as that sounds more like a programming job than a straightforward mod. 

    I might be being a bit dim here (I've been up since 5am catching up on the Leafs and Marlies games and am having a quick break from reviewing docs!), but I'm not sure how you could ensure that none of the non-EIHL teams don't progress if they are on the bracket.  Wouldn't an EIHL team always end up facing an NIHL team at some point or does the "10 team" rule mean that, once you get past the first round (where, as you mention above, all of the EIHL teams have to face one another), the EIHL teams will always progress and the human player could never face an NIHL team?

    (Admittedly, this is a basic bracket and there might be a way of structuring it difficulty, but this is the best I could come up with in 2 mins in MS Paint!)   

    image.png

     

    As I think on it, now, I don't think you can.  However, I haven't tried it so I am going off of the logic of the game.  You'd have to give it a whirl to confirm or, as I mentioned somewhere above, to try out Coach Mac's Original 6 roms and see if it works or not.  If it doesn't restrict them from appearing in a playoff game(s), then I recommend the alternative idea of having all 8 teams play themselves in round 1 so that round 2 is realistic.  Like Magnus said, if you go that route, consider different scenarios for the 8 teams as you have 10 to work with in the game.

    • Like 1
  16. And by saying NOSE requires 16 teams, for each bracket, of course, I mean the game does.  I'm not sure if there is a way to change that or not.

    Now, if only 8 teams make the brackets, the easiest way to do this, with limited work on your part, is make all 8 teams face themselves in round 1.  That way, you fill all 16 brackets.  Then, round 2, is a true 8 team bracket.

    • Like 3
  17. When you create the rom, make the first ten teams be the teams of the league (as you've done).  Download EARE and for the Selectable Teams window, select 10 for the Playoffs as it will only limit to the first 10 teams you created (as you've done). 

    Unfortunately, you'll still need to include 6 filler teams (teams 11-16) but they won't feature in your playoffs as long as you don't make them an opponent of any of the 10.  But, NOSE requires you enter 16.  For the actual (visual) in-game brackets, create 6 special banners (possibly blank blue ones to resemble the background) to cover the banners that will appear for teams 11-16.  I recommend checking out any of Coach Mac's Original 6 roms.  If memory serves, he's done this concept with 6 teams.

    • Like 2
  18. Hi All!

    I just posted V3 of this rom (in the OP).  I updated the ratings for a good chunk of players and finally got around to updating the team ratings, as well, to reflect how the season is going so far.

    If anyone catching as mistakes, please feel free to let me know.

    Cheers!

    • Love 2
    • Thanks 1
  19. 14 minutes ago, SNOHBAWL said:

    So that’s how it’s supposed to be? I’m coming from playing ‘94 on snes and it’s definitely a diff sound lol

    I have never played the SNES version, and don't know the sound that you are referencing, so I can't say for certain.  There are differences between the SNES and Gen versions.  This may be one of them.  

    • Like 1
  20. 39 minutes ago, SNOHBAWL said:

    Loving this mod. Just a quick question. Is it just my rom/emulator that makes the puck hitting the boards sound like a rubber ball or is that how it’s supposed to be? 

    Thanks @SNOHBAWL!

    It definitely makes a sound.  I'm not sure I'd compare it to a rubber ball but, you're not far off the mark.

  21. On 2/19/2021 at 10:57 AM, WashCaps33 said:

    New as of today.  Have been poking around on here for a few months though.  Loving the edited ROMS.  Now I am attempting to edit my own, but am pretty dumb when doing it.  Hoping some of you all can assist from time to time.

    Welcome to the Forum!  It's great to hear that your trying your hand at editing a rom.  It's a little confusing, at first, until you begin to have those "ah-ha" moments.  They will come with practice.  Post questions to the forum, when you have them.  Just make sure to give as much detail, as possible, to what you are trying to do.  That way, folks have a better understanding of your situation and why you may be asking a question. 

    Editing roms is a lot of fun.  I'm sure you get addicted once you get the hang of it.  Make sure to download NOSE, EARE and Tile Molestor.  They will serve you well!

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