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von Ozbourne

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von Ozbourne last won the day on December 23 2024

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  1. All this cool talk about new found knowledge and... Is it just me wondering if I can exploit this to make the CPU controlled players even more likely to throw the body?
  2. First? That's what the leet innerwebs kids say right? Just have to say that at risk of sounding like a plant and a cheerleader, this patch amazing and worked perfectly. Except for the fact that it didn't compensate for the four letter names I used in my WWF mod. 0/10. But since you were nice enough to include all of the offsets for manual editing, I didn't need to track those down in my notes and was able to quickly edit the hex value to move the score numbers over by one tile, thus redeeming yourself. A/7 I also liked that you included an add-on for less lateral camera movement. Haven't tried "minimal", but "less" seemed just right compared to the default of "lots". Þ/π
  3. Ah, if only that could work for the real Canadian team... Although, at risk of making a soon to be dated comment, after that Latvia game, the real test starts tonight. I haven't had a chance to examine this, but after watching some of the other games, you really can see how the local fans get behind teams like the underdog Latvians or how the crowd went nuts cheering for Finland [perhaps also against the U.S.] Any thoughts on giving some teams a bump in this regard?
  4. Sadly I so frequently play [or play test] with the sound off that I had to reassure myself that I wasn't wrong in thinking that there was a chime that signalled a penalty expiring. While it might be interesting to commandeer that signal to also trigger a chime when the game clock reached 1:00 in a period, but that's definitely beyond my scope. I guess I could recommend that if you wanted a chime at the one minute mark, just get a penalty at the three minute mark and you should be good right?
  5. Curious about this. I understand the graphical changes, but is the gameplay different enough that it would be a different enough experience compared to the original game? The other question would be what to do with the additional teams in that case. Other than maybe adding All-Star teams and a '94 Canada Cup that never happened maybe...
  6. I tried it out. Worked seamlessly for me. Only issues were that I needed to download a different patching program after realizing that it was in .bps as opposed to .ips format, and that I don't like to read apparently since I initially got an error that reminded me that you specifically pointed out that this was a patch for the Original game, so obviously it won't translate to the expanded 32-Team version you dumbass.
  7. Good to know. One less thing on my plate at least. Unfortunately I have hit a wall with the saving issue in this particular ROM and have to assume that it got baked in somewhere within the two years of iterating. And then personal bias and a small base of feedback means that these become foundational things that don't get noticed until you have a big tower on top that is leaning ever so slightly to the right. Funny thing is that part of my brain is wondering why I would blow it all up just to figure out how to fix a feature that I never use! Are you going to take time away from these other things you're doing to deal with this? But then the other part is pointing out how much I enjoy fixing things and learning in general is fun and this just might be the incentive needed to revisit a couple of other things that I was debating changing and/or cleaning up anyway, so why not? Just means that it might be a while for all that. But on the bright side, the next update might be compatible with this new widescreen mod? So that could be exciting.
  8. Off the top of my head I will say that some of this can be addressed easily enough, I'll DM you back on Discord with some details. Some of it may take some digging. I have concluded that the line saving is related to the freeze bug fix, but I've realized that there might be some other residual issues from the other mods I've applied to the ROM because even after reversing the fix, the loading function only works properly for the 1st/NLC line. I did find one option that seems to stop the freezing issue, and seems to allow for that top line saving, but I haven't tested it fully and the drawback is that Washington's player roll call looks like this. The 5-minute major is an interesting point as it is just based on the original game's 2-minute "injury" Roughing penalty, so it is beholden to the rules of a minor, but now I'm wondering if there might not be a way to take whatever rule in the code that governs how the [unused] 5-minute fighting major operates, and apply it to a 5-minute "misconduct" type penalty, with a minor/double minor being served by a second player for the actual penalty kill. [what used to be the instigator] @AdamCatalyst? @smozoma? anyone? I will say that in my case, I normally play 10min periods so the major isn't as punitive. I'm curious if the savestate thing is just a matter of how the code interacts with the web thing. Since the major was changed from what used to be just another minor, I'm wondering if there is just something hard coded into how that is interpreted, but without knowing more I can't point a finger at any one thing. Although if the penalties are reduced to 1-minute, I'd be curious if they still show up as the same when uploaded.
  9. Trust your instinct. The gist is that thing was broken. I tried the thing that fixed that thing, but it broke a different thing. So I tried a another thing that fixed that different thing, but broke another thing. Since apparently we can't have nice things and something needs to be broken, I'm just backing away slowly with my hands clearly visible so as not to be responsible for any fatal explosions.
  10. heh, I noted that too. Thought it was a mouse pad, but the dimensions seem off.
  11. Sadly it would appear that you are. I double checked on one of Slapshot and Skip's OG 32-team conversions and the load saved line function seems to work as it should. However I tried saving a line on a pair of 32-Team ROM that I did nothing to except applying two different Winnipeg Freeze Bug fixes, and in both cases I tried to save a line edit but then the Load option just doesn't come up. So at this point my hypothesis is that the thing that the Freeze Bug fix does to memory in regard to how it handles player stats and records, also affects how player line edits are remembered. I have to say, if that's actually the case, I'm going to take stability over convenience. Interestingly, I was able to revert the ROM back to an "unfixed" version, but actually found out that there is a way to not have the game display the glitched data, simply by leaving the lines blank. Initially I left it so all the lines were blank and the player photos came up on the menu screen with no names. And then I activated only the first line, so the player names came up, but no additional info. This seemed to work fine actually, and when I saved a line, the Load option was available again and it worked. Sort of. The caveat is that this edit only seems to work out okay if you are playing with line changes off, since only the First line is recalled as you saved it. The Second and Third lines did some weird bits where, in my test case, I swapped Edmonton's First and Second lines, but when I reverted to default and then loaded the saved lines again, Draisaitl was Ironmanning it on all three lines. So, I guess this might be a patch idea? If loading saved lines is really important and you only ever play with no line changes. Possible this might need further examination to see what's going on here.
  12. You're looking at the TV, I'm going "Hey cool a Rocketeer poster." ...and maybe started humming George Sanger's excellent NES soundtrack. Totally not trying to throw shade.
  13. Ah that pic link is broken. The lines thing is a bit of a weird one. I do wonder if it has something to do with a player card fix. I know when the Winnipeg Crash bug was being addressed, a couple of the fixes had unintended consequences. One in particular seemed to cause the game to forget a fair chunk of data such as if you were playing Playoff mode, after completing a game, trying to Continue Playoffs, would result in the Playoffs being reset to game one of a best of seven of the first playoff bracket option in the list. I can't say for certain, but I'm wondering if this is an age old issue of fix one thing, and find out later that it broke something else.
  14. Now I am stumped. I did a quick test, turned Icing and Off-sides into minor infractions, got about eight guys crammed into the boxes for both teams, and they all were set free with no problem. So... making shrug gesture. I will however be putting that collision update in the main post to address the blowing through the net thing. And might as well list the other hacks included to clear up some other questions. NHL 2025 - Retro 94 Edition v2.1.bin
  15. Ah shoot, yes. That was using the change in the collision to make the puck hug the boards a bit closer and make scoring a bit harder. Probably should have coupled that with a smaller net graphic, but I never liked the look of that. Can't say that I use the pass shot a lot and I don't usually notice any through the mesh plays like that. Suppose I can put it back to the original tolerance and post an update. As for the penalty glitch, I'm not sure what's going on with that one. Will have to look into that one a bit more. I do tend to get penalized a lot, not sure how that one never came up. Don't suppose you have that error address again eh?
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