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von Ozbourne

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Posts posted by von Ozbourne

  1. Okay, so I was a bit worried that I messed something up as this tool was crashing when I tried to save something. Had the problem with two different games with different edits applied but then I tried a third and it worked, so I thought I tracked down the issue. The first two games just happened to ones when I manually messed around with the weight scale.

    Unfortunately pasting in the original version of the weight scale data didn't resolve the problem, so it has to be something else. Problem is, this is late in the game and I've modded so... so many things.

    Long story short, I guess my question is that I would really like to know if there is a way that I can just manually change the rating scale from 0-6 to 0-15?

  2. 2 hours ago, AdamCatalyst said:

    It works fine for me with 32-teams, 0-15 ratings. Make sure that you’re setting the number of teams correctly in the Roster tool on export and import. 

    Of course had the correct number of teams. I'm not an idiot.

    Although I did notice that I was using the hex letter instead of the number for the player weights [never said I was smart either] Sadly this moment of inspiration wasn't the droid I was looking for.

    I did test on an original 26-team ROM and it seemed to work. I even got it to work on a 32-team team ROM, exporting 26 teams [so it skipped the last six] and then re-importing the resulting .csv data to a new 32-team ROM. This saved as a new .bin file just fine. So I obviously tried to take this one step further and exported a default 26-team ROM and then edited all of the player attributes to a rating of one. Saved the .csv. Tried to import it back to the original ROM and it worked fine.

    Keep ruling out variables. Export a 32-team ROM, re-import to that same ROM, saved as a new .bin file. Hmm, it's working this time...

    Okay, next step open the .csv in notepad. Edit the top player to a bunch of 1s. Rinse and repeat. This works too.

    Okay, open in notepad again. Edit the first team to be a bunch of random numbers from 1-15. [This particular ROM is still using 0-6] Import still works and new file saved.

    Okay, open in OpenOffice [because I never paid for Excel and it's a long story] type in some 1s for that first skater again and save. Go back to import and.... WHAT!! ARE YOU BLOODY KIDDING ME!!

    <many muttered expletives deleted>

    So yeah... apparently OpenOffice is taking that .csv file, and even though it saves as a .csv file that opens just fine in notepad and whatever, it's doing something to it that .csv file the Import tool simply does not like. Why this even happens is well beyond my pay grade and completely stupid and arbitrary and stupid.

    Just a minute...

    The story was about to end there in a huff when I decided to try one last thing before hitting submit.
    I opened an original clean exported .csv file side by side with an edited .csv file and that's when I finally noticed it. The unedited export, when opened in notepad has tab delimiters represented by the common comma. OpenOffice saves it's tab delimiters as commas holding periods over their heads like they're John bloody Cusack or something. So I opened the spreadsheet as a text doc and gave it a semi-colonoscopy and pasted that into a new text file, saved as a new .csv file, and what do you know.
    Commas man.

    Probably would have been less grumpy about this whole situation if I didn't miss lunch trying to figure it out...

  3. On 5/25/2023 at 11:51 PM, gitegiky said:

    Well, at this point I'll wait... meanwhile, you've said that importing the photo is so far the only manual operations you do... is there anything I can do for making this automatict too? What do you need to import the photo? I guess that the image must be cropped and then converted to some other format and then written on the rom, is there any way to create a script that do this? maybe starting from a folder of images oppurtunally named?

    Sadly, beyond some kind of gaming keyboard macro deal, I don't know how to automatically import all of the player photos. Luckily I'm just taking all of the player images from IIHF.com and they all but two late add players on there, so it's not a lot of effort to seek them out. Haven't gotten around to doing anything with them yet, because I'm working out a plan for the remaining 16 teams, but the only annoying thing I found is that the website doesn't name or number the players in order. Does mean that I'll have to rename the photos to the player numbers when I'm ready to resize them, but at least after that, some photoshop actions will take care of 90% of the middle steps for me.

    • Thanks 1
  4. 13 hours ago, smozoma said:

    Some number somewhere was too big... I wonder if the tool doesn't work with 32-team ROMs... Or 0-15 attribute ROMs... something like that.

    This is something I wondered about. I was hoping to use 0-15 in this case, although I had the same problem with 0-6. Didn't think about the number of teams being an issue. Although I think[?] I was encountering errors with the 30-team too. I will try to test. Worse comes to worse, I guess if it works on the OG ROM, I could always copy/paste it in batches. Still quicker than doing everyone by hand.

    19 hours ago, AdamCatalyst said:

    unfortunately I can’t read Windows-speak, but if you ZIP your roster tool install folder and send it to me, I can try something. Also send a ROM that fails.

    I can't say I'm that good at translating Windows to English either, but I can do that if you're willing to look at it. I did kind of move on for now so I'm not quite prepared to do that right away though.

  5. Have to thank @AdamCatalyst for following this one since the activity notification brought it to my attention. And despite being too busy to be carrying out experiments, I started carrying out experiments.

    Looking at NHL'94, I went to that offset and noticed that the preceding hex code "looks like that marks something", so I copied a few bits "6700 0032 0478 0AAA" and tried a search in NHL Hockey, EA Hockey and NHLPA '93.

    Turns out there is only one instance of this sequence in the other games and it also controls the game clock.

    So for anyone interested, the offsets to edit the clock speed are as follows.

    NHL Hockey: C3E4
    EA Hockey: C008
    NHLPA'93: 011858 [Note that the default ROM didn't seem to start when editing this, but the 30 and 32-team versions were fair game.

    Didn't find that sequence in NHL'95, which made sense with the vastly different game engine, but I figured rather than throw it in so quickly, I'd try a wider search for just the "0478 0AAA" part. That came up with two sequences near each other and the first one was similar but for the "0032" part being a "0034". Changed this first one and it turns out that it changed the clock speed as well. Emboldened by this knowledge, I tried searching NHL96-98 and they followed the same pattern of two close sequences and the first one being "6700 00XX 0478 0AAA" [In their case the "XX" was a "68". 34x2 eh?]

    So the final for games for those interested.

    NHL 95: 07A384
    NHL 96: 02022E
    NHL 97: 0253DA
    NHL 98: 02580A

    I should note that I tried messing with the second "0478 0AAA" sequence in '95, but didn't notice any differences. Didn't try 96-98.
    I should also note that by changing icing to a 5-min penalty, it was easy to check the penalty clock and they indeed follow the beat of their own drum. I'm willing to guess that checking the offsets in '94 as established with the fine collaborative work above, would possibly yield a hex sequence that might be similar to the other games, but, I'll have to hand off on this one for now.

    Hmm... Now if only there was some way to edit the code to have the clock read 20 minutes every time, but speed up the passage of time for it to equal 2, 5, 10 or 20 actual minutes depending on what option you select.

    • Like 1
  6. Figure it's about time I ask about this. I can export just fine, but any time I try to import, even if it's just re-importing the unchanged file I literally just exported mere seconds ago, I get this.

    image.png

    Full details:

    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.IndexOutOfRangeException: Index was outside the bounds of the array.
       at NHL_Hockey_Roster_Tool.MainForm.ImportToolStripMenuItem_Click(Object sender, EventArgs e)
       at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
       at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
       at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
       at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ToolStrip.WndProc(Message& m)
       at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    
    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.8762 (QFE.050727-8700)
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
    ----------------------------------------
    NHL Hockey Roster Tool
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///C:/Users/Me/Desktop/STUFF/games/NHL%20MODS/EA%20NHL94/tools/NHL%20Hockey%20Roster%20Tool.exe
    ----------------------------------------
    Microsoft.VisualBasic
        Assembly Version: 8.0.0.0
        Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
    ----------------------------------------
    System
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.8770 (QFE.050727-8700)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.5495 (Win7SP1GDR.050727-5400)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    System.Runtime.Remoting
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.8771 (QFE.050727-8700)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.50727.5494 (Win7SP1GDR.050727-5400)
        CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    
    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.
    
    For example:
    
    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>
    
    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
    
    

    Anyone with any idea what's going on here? And more importantly, how I can stop it from doing this and start working as intended instead?

  7. 13 hours ago, gitegiky said:

    Since i didn't this before I'll be glad if you can help me exactly what data you need, i believe that player size and weight are the first, but what for the other characteristics? should I decide them arbitrarily or is there any db for the non nhl players? maybe eliteprospects?

    Oh, sorry, I guess I wasn't clear. I actually went ahead and grabbed all of the player data as of about three games into the tournament. If I recall, today is the final day to add players, so I may only need to get data on a couple more players. [I noticed that Denmark added a fourth goalie. Probably due to injury, not sure, I haven't watched that game yet] Anyway, I've spent some time reworking my player data formulas to spit out an array of ratings that seem fair based on the snapshot of this particular tournament. Added some weighting for other statistics from this year and I think I'm happy with the results. Just waiting for all of the games to be played now so I can grab the full tournament stats for the final player ratings. Actually as you noted, for pretty much any player on the other side of the pond, eliteprospects is usually the most complete. I'll cross reference with IIHF's site, but as far as European leagues and players go, I like that one.

    Photos on the other hand is always the single most time consuming part. Luckily The IIHF site has all but the most recent additions and have very consistent photos as far as colour balance, so it's just a matter of making sure the scaling and cropping is done right. Then comes the importing. Usually break that up into a couple sections because I've got shortcuts for basically everything except the monotonous importing of up to 832 individual player photos. Haven't started on that yet, but I'll have to soon.

  8. 2 hours ago, gitegiky said:

    I'll be glad tpo collect the roster data for you if you're ok to work on the ROM... let me know!

    Thanks for the offer eh. Although.... I might be working on some new goalie ratings right now.

    Due to the tournament's nature of adding players right up until the semi-finals, I might be looking at a week or so after the tournament is over to get something finished.

  9. On 5/17/2023 at 3:53 PM, Jkline3 said:

    I reached out directly to Dieter Ruehle who was kind enough to try and identify several for me.

    Having been ingrained with the mentality that "Oh they probably don't want to me to bother them." I keep forgetting that some of these classic game composers actually take it as a compliment that their music is appreciated even all these years later. Especially when stories like in the Digging in the Carts series [by Red Bull of all things] where Gimmick! composer Masashi Kageyama had no idea that anyone even liked his music until well after he quit the games industry. Sadly his story is not unique, but it's also nice to know that neither is your story with Dieter Ruehle taking the time to talk to a random fan about something he did three decades ago.

    Also have to send appreciation and thanks that Tony Ouradnik would take the time to fill in the blanks on a list of silly old chip tunes.

    • Like 1
  10. On 5/2/2023 at 8:24 AM, AdamCatalyst said:

    Oh man, even thinking about re-drawing or adjusting those logos fatigues me. But I should just implement the rotation, and see what it looks like! Will put that on the list of experiments to try.

    One quick[ish] way to do it would be that after you've changed the hex values for the rotation, is to just go to your logos in TM, isolate each one with a 6w x 4h window, use Select All to "load" the sprites, then change the size of the window to 4w x 6h [making sure that the offset didn't change, I find it does that sometimes at random] use the rotate button to rotate your logo 90°, then click off in the empty space to "unload" the logo sprite and you're done.

    Well, one anyway.

    You'll need to repeat that a few more times.

    • Thanks 1
  11. Had to make a quick update to this one. Despite not having any complaints, there were a few glaring issues plus a few nagging things that I wanted to improve.

    Changes found in this one include, but not limited to, editing the main menu banner to match the pause menu fonts.
    image.png

    Fixed the face off official. [Apparently when I switched to @Jkline3's No-Helmet sprites, I accidentally undid some of my ref edits.
    Took the opportunity to adjust that middle animation sprite to have him look down before dropping the puck.
    image.png

    Subdued the colours in the crowd to something more fitting of post-war Europe.
    Striped the goal of its paint.
    Speaking of the puck, took the opportunity to switch the sprites to a more 3D effect and aligned the shadow properly.
    image.png

    Greyed up this crowd angle too. Shovelling kid shocking them with his colourful hat.
    image.png

    Under the hood stuff includes:

    • Turning on line changes, as I figured it added to the realism that these guys are effectively playing ironman hockey, but using the fatigue hack, the player's will tire very slowly and recharge very quickly.
    • Given that there are very few subs, this can obviously be turned off as some players may not get a whole lot of opportunities to rest up.
    • Puck collision is tightened up slightly to add some challenge to scoring and bring the puck closer to the boards. [but not the plexi as there is none]

    Updated the original post as well.

    Olympic Hockey - 1920 Antwerp [1.3].bin

    • Wow 1
  12. 3 hours ago, GameHead said:

    Hell... I'd be really happy with a fix for ea hockey (eur) so the usa team and yugoslavian team are available to play a tournament with..for starters....

    There's an edit for that on in a couple of threads I believe.

    Pardon me if it's easier to drop this here than to relocate it.

    92 - EA Hockey (E)+Teams.bin

  13. I guess that depends on what you are looking for.

    I've made this one, but it was a bit tricky to make all of the new art fit in. And unless someone knows how to expand the ROM, you are limited in the number of teams you can have just due to the logistics of space.

    If you're looking for an NHL roster update, your better bet would be to attack NHL'98 due to it allowing you to use 31 teams. With the fact that there are two hidden teams in there in theory pushing your total to 33. The only problem being that you can only access those two by using a cheat and overwriting the two All-Star teams. So I suppose if someone were able to figure out how to hack the game to allow all of the teams to be selectable simultaneously, that would cover all the current teams, plus one extra, but, while I'm not saying that it can't be done, I'm saying that it will likely not be straight forward and I'm not the guy who is going to be able to do it.

  14. Without looking, I would guess statistically speaking, Montreal would have the best odds, other than that it would depend on how well the Edmonton Oil Kings or Toronto St. Mike's or Marlboroughs were able to play back when the Oilers/Leafs were actually winning stuff.

  15. 12 hours ago, BlueJacketRebel said:

    If 96 had Columbus I'd play it the most because i could build my own team.

    Curious, in accepting that there is [at least currently] no way to expand the ROM beyond the original 26 teams, what the appetite would be for just going with "Playoff Editions".
    What I mean by that would be to wait until the playoffs and make a game without the bottom three teams in each conference. [They're usually so bad it would suck to play as them anyway]

    There would still be a couple other hurdles to clear in order to make it work, but I figure that might be the best compromise at this stage.

    Although I guess that wouldn't help this year with your Blue Jackets...

  16. 1 hour ago, AdamCatalyst said:

    So knowing now that the code right before is for the player indicators, and before and after is the player sprites, I assume it should be possible to chase down the cup, and change its colour palette too. Heck we could change it to use the other teams uniform palette, and redesign the sprite to make the championship reward the opportunity to do a pairs figure skating lift with a member of the opposite team.

    Found it interesting that "...chase down the cup,..." immediately made me think about how "Palette #2 does have two yellow/golds and a mid-tone brown."

    Then I skipped to "...lift with a member of the opposite team." and didn't think "figure skating", as much as "Ultimate Warrior gorilla press your opponent before you body slam them to the ice and flex your 24 14" pythons in victory".
    Might have to spend some time unpacking that later...

    • Like 1
    • Haha 1
  17. Had to delay satisfaction until after putting kids to bed, but got to try this out and it is a wonderful thing.

    Seems pattern recognition made me test A1668 as well. This changes the shadow. Not sure how useful that will be...

    I do have some exciting news though on the '93 front though. Using your offsets to find a few bites to look for, I noticed that the hex code follows the same pattern. So if you are modding NHLPA'93 and go to offsets

    72AC4, 72ACC, 72AD4, 72ADC, 72AE4, 72AEC, 72AF4, 72AFC, 72B04 & 72B0C, [72ABC is the shadow] and change the first digits of the 0000 or 0800s to 2 [crowd colours], 4 [home colours] or 6 [away colours] you get the same results as outlined above.

    It's pretty.
    image.png
    image.png

    • Love 1
    • Like 2
  18. 3 hours ago, AdamCatalyst said:

    Wait, what are you trying to do with the puck?

    Oh, there was an urban legend that the puck's palette could be changed to match the team colours, and thus change with the home team.
    But the concrete evidence and methodology have been either lost to time with Damascus steel or that lighthouse near Alexandria. At our current stage, it also can't be ruled out that the proof of concept was never actualized.

  19. Interesting coincidence that the radio today had a show that concentrated on the history of the story of, and the modern take on the term "Holy Grail".

    While the commercial aspect of using the term has gotten too aggrandizing, despite the level of historical connection to how "acquire this thing and your life will be better." is what the legend has been for centuries, I find that the "questing" part, for something that is so challenging that it can be either a white whale or grail, does still resonate, perhaps to a notably modest level, with the quest for the hole ice puck.

    • Love 1
  20. 10 hours ago, AdamCatalyst said:

    Tonight I'll show her your latest ROMs. I look forward to her telling me how much she likes these ones better, and how you "get it" about the uniforms.

    I dunno, advanced polling seems to indicate that the primary kit is more popular at a 3:2 ratio.

     

    3 hours ago, Drezz said:
    10 hours ago, AdamCatalyst said:

    Me: "Hey, you still haven't played my NHL ROM! Do you want to give it a try now?"

    Her: "Sure!"

    So... try being with someone for 24 years and do the same thing.

    Me: "Hey, you still haven't played my ROM! Do you wa-

    Her: "F@#$ off, A Million Little Things is on. Be quiet"

    Just because the contrast amuses me, I had to try this with 15 years and two kids as the variant.

    Me: "Hey, you still haven't played my NHL ROM! Do you want to give it a try now?"

    Her: "Why are you asking me? You know I have no interest in your...*dismissive hand wave*... things."

    Me: "Fine, I guess I'll just have to play with the boy."

    Boy: "Oooh?"

    Her: "You could... if he wasn't grounded for not finishing his school work in class today."

    Me/Boy: "Aaawww."

    Me: "Then never mind. I guess I'll just go play by myself."

    Her: "Just don't do that when the kids are around."

    Me: "I said, *sigh* never mind."

    • Haha 3
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