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Something new - need some beta testers...
Just a thought on this one. Currently if I were to do this kind of a mass edit, I would export the roster data using the existing NHL Hockey Roster Tool, open the .csv file in <spreadsheet program>, paste a 0 over everyone's Endurance stat, save and re-import with the same tool. How clunky that sounds is up to personal taste, but in lieu of developing a web-based Excel clone, I am curious how difficult it would be implement some option to import/export/copy/paste a spreadsheet that one might already have.
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WWF Survivor Series Shoot-Out!
Damn, I had not seen that NWA basketball game before, but I looked up a video and some of those guys could actually play. And Baseball Stars is a fantastic game [that may have inspired a few hockey mods] and among all the custom teams, I probably made a team of wrestlers at some point myself. Actually this was pretty fun until it came down to having to pick enough guys to make a second line for a lot of the teams. There just wasn't a lot of big names in that era to fill two, never mind three, lines on the minimum 16 teams to arrange a proper playoff bracket. And even if I decided to make less teams, then that would be combining a few flimsy or downright questionable alliances if you were up on your '80s wrestling lore. At least it was fun to look up all of the jobbers and mid-card guys that just disappeared back into the regional promotions and see what happened to some of these guys you remember from a few random Saturday mornings.
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NHL'26 - '94 Edition
Yeah sorry that was just a cheeky admission of defeat there. For some reason the fighting patch wasn't really working as intended for me. "Arcade Mode" lowers the threshold for fighting, making it really easy to get into a lot of them. "On" is sort enabling of the the standard "93" mechanics of starting fights. And "Off" is the option to turn off fighting, except apparently it doesn't and I have no idea why. I've asked chaos about this as it is his patch, but for all I know, this just might be some weirdness with this being a 32-Team ROM and/or some conflict with some of the other mods already applied to this ROM. At least the "Also On" mode seems[?] to have a lower frequency of fighting, but I can't really call it "Off" and then have a surprise fight start halfway through a game.
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aggression?
After an RNG check to see if Neely can still skate afterwards?
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NHL'26 - '94 Edition
Oh yeah, I'd forgotten about that one. Actually it's been there all along. It's not a glitch, but a compromise that I was testing out thanks to the Hurricanes being edgy '90s revivalists and going with dark red and dark grey on dark "like my soul" black. But since they apparently didn't want to go full edge lord and kept some white in their logo, that colour had to come from somewhere, and that somewhere was to repurpose the grey skate blades. As you notice, that skate colour also doubles as the floor of the benches. If that is too distracting, the other possible options are basically to superfluously add some white to their uniforms in form of a stripe, defy their marketing team and use the old/third red/white/black uniforms as their home kit instead, or restore the grey floor and just replace the white on the logo with default ice colour. Couldn't really decide which of these was the least un-best option to not hate the most.
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Forum upgrade to v5
You can't tell me what to do! my chosen email may be the same as my display name...
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NHL'26 - '94 Edition
Sorry guys, the line discrepancies are on me. @Jkline3 had done the update on the Standard version but I clearly didn't save a couple edits properly in transferring them over. The corrected Wide Screen version is in the main post now. Not really a mistake unfortunately, just a limitation of the game engine. The Wide Screen version is kind of the definitive version and is fine because I've included the "Any Player, Any Position" mod, but I kept the Standard Edition more to the original in regards to a few features including handling rosters. The pro to that is it addresses the complaint of the Save/Load function breaking with the roster mod applied, but the downside is if a team has more than 16 forwards or less than 9 defencemen on their regular rotation, the compromise becomes placing a forward on the back end, or cutting an obvious forward in exchange for a minor league defence. I suppose an alternate compromise of sticking a benchwarmer at the end might be preferable given that Karlsson may not have featured in many games this year, but that was due to injury and he is an alternate captain and all, but that messes with the alphabetized sorting.
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NHL'26 - '94 Edition
Well, when you put it that way... Actually I think other than correcting the colouring on a couple of the fighting sprites and that injury pop up text, this one is really just reflecting the lineup changes since the trade deadline.
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NHL'26 - '94 Edition
Final version for the season [probably, likely, unless there is something I missed that breaks the game] In the original post.
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NHL'26 - '94 Edition
Ah. Can't confirm, but I do know that there are some bugs with the short penalties and fighting. Unfortunately the fighting/non-Off bug is known, but undoing it is going to be easier said than done at this point. In lieu of getting that fixed for this newest update, it might be possible to lower every player's fighting rating to a 0 or 1 for a minimum left or right handed designation. A 0% fighting rating just means that players will never fight. So that would effectively take fighting out of the game, it would just take some time to do. Could export the player ratings and find/replace in the spreadsheet and re-import I guess...
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Hockey Stars 1 [the proper one]
Thanks eh. Actually I think I completed this originally before the wide screen patch was first released, never mind perfected. Forgot that I never went back and tried it out. @AdamCatalyst's patch might[?] work. Caveat: There are a lot of customized assets in this one so results are not guaranteed. I also tend to use a custom set of parameters in all of my other widescreen versions so I could try getting that together. A bit busy right now though, may be a few weeks before I can get to that.
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NHL'26 - '94 Edition
Thanks for the interest. Curious, what version are you playing? I've actually been including chaos's fight patch in the ROM since version 3. 1 minute? I have to ask, what ROM/version are you using? Because none of the penalties should be 1 minute, never mind a fighting major. I do remember something in other ROMs I was testing just after the patch was released however, [non-NHL, so there shouldn't even be a chance of accidental WIP versions getting posted] where short or imbalanced penalties did result in some weird cases where timings meant perpetual power plays or injuries showed up as long penalties instead of injuries. Even though a Blades of Steel-style "only the loser goes to the box" fighting penalty sounded like an interesting idea, it severely broke the game. The injury thing is related to the fighting code and the difference in the fighting rating of the winner/loser. It shouldn't happen all the time, but this might be better directed @chaos since it is his patch and I haven't done anything beyond using the default code. but... If fights are set to Off, that also shouldn't happen. I wonder if there is just some menu text issues or if something else is at play here. Did fights happen on all three menu settings? I will say that In the version I tested, it was almost too hard to start a fight, even on "Arcade" mode. Although that may be by virtue that the player ratings reflect current sensibilities towards fighting and most players just don't feel compelled to drop the gloves anymore. Ah, yeah that is a bit of a weird thing with the layering of text in that window. Actually I tried editing the text before to mixed results [clearly] but this was before a recent fix was posted. So recent that I have not yet had time to implement it into an update. Interestingly, if you were playing the Standard resolution version, you still would have noticed a glitch, just a different one. I will likely post some kind of update soonish where I fix up some of these last few things.
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Workflow question
It should be noted that the offsets for some assets in the 30-Team and 32-Team versions of '94 are different. Given that it is not hard to simply limit the number of selectable teams, you might find it easier to just use the 32-Team version for every mod you want to make and not have to make any adjustments to notes when you might need to switch. Can't say I know what mods were applied to both examples though. I've been using a version that started out as a slapshot67 ROM but has acquired a lot of additional mods that have been discovered over the past few years to the point where the only thing I can say for certain is that it still has 32 teams.
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Workflow question
Yeah... I don't really have a good answer for this. Technically a player's photo is locked to a position on a team. There is a way to adjust this in the hex code near the beginning of the ROM, but for intents and purposes, a photo of say Alex Ovechkin is not locked to a player named Alex Ovechkin, but is just the photo in slot number 793, which is by default assigned to the 13th player on the 31st team, which just so happens to have player data with the name Alex Ovechkin. The problem is that if the next roster update has a player in one of those previous twelve spots get traded away, or a player is added who slots in ahead of Ovechkin alphabetically, then Ovi is no longer the 13th player and his photo no longer lines up. The good news is that line changes don't matter, so whatever you do there is not going to mess up the photos. There is a way to realign these photos in the hex code, but that can get a bit faffy if you make any typos. The EARE tool has this function as well, and I even made a cheat sheet at one time, but I don't bother with that anymore either. There is probably a better way to do it, especially seeing as I will make a photo for all 832 available players, but the way that gives me the most control and allows me to double check that there are no errors, is to have a full roster list open, either in NOSE or a spreadsheet. My default ROM has every player photo initially just a blank square with a big ol' number on it. And my folder of player photos has a full array of 48x48 indexed colour images with the player name as the file name. Then I just alt+tab back and forth from the list and Tile Molester copying the player names and Edit > Paste From and paste the player names into the File Name window. Luckily you don't even have to add the .png or .jpg or whatever file extension to import the file. As long as the name matches, just hit enter and the photo is there. Then just advance a Relative Offset of 36A bits [yes I have all of these numbers memorized] using the F5 button for subsequent photos and Paste From the next guy on the list. Is this a time consuming method? Absolutely! Does my left hand now have the evolutionarily useless muscle memory for all this alt+tabbing copy/pasting? You know it! Is there possibly an easier method but I now do this one to avoid any mistakes and double check things line up and look good during the process rather than having to go back after the fact? Got me there! Given the workload, I kind of see why some other guys would only do the starting line-up and leave the rest of the team with generic pixelated dudes, but I like the idea of every player having their own photo and have kind of been committed. As in "to the bit" not the other meaning... never mind.
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Workflow question
1. It wasn't what I remembered, but maybe you saw this one? It's old and only referenced the 30 team ROM and the screen shots are in a download or on a ad laden image hosting site, but it's a decent start. I don't have a decent thread to refer you to, but if you're looking at a 32-Team ROM, the banners and logos are located at: Team Banners Location: 1DD370 Size: 11x64 Colours: 366884 Colour Size: 32 Menu Select Logos Location: 1D38B0 Size: 6x6 Colours: 1914022 Size: 512 2. Technically the players can be copy/pasted in at any time during your modding process. Sometimes I leave it for last, sometimes I have all the data and photos ready at the beginning and I do that first, right after the teams are set. Because the players can be copied over at any point, it's not that vital to do them right away. Team names and selection order however is a bit more locked in so that is usually something you want to take care of at the beginning. This way your banners, menu logos, on-ice logos, team colours, and of course players, can be changed at any point in your process and you won't have to redo any of them should you find that you need to move some teams around to accommodate different team orders from alphabetizing, division alignment, number of playable vs non-playable teams... whatever.