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von Ozbourne

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von Ozbourne last won the day on May 3

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  1. Picturing this exchange makes me happy.
  2. 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. 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.
  4. 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. 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.
  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. 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: 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: Win32 Version: CodeBase: file:///C:/Users/Me/Desktop/STUFF/games/NHL%20MODS/EA%20NHL94/tools/NHL%20Hockey%20Roster%20Tool.exe ---------------------------------------- Microsoft.VisualBasic Assembly Version: Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/ ---------------------------------------- System Assembly Version: Win32 Version: 2.0.50727.8770 (QFE.050727-8700) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/ ---------------------------------------- System.Windows.Forms Assembly Version: Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/ ---------------------------------------- System.Drawing Assembly Version: Win32 Version: 2.0.50727.5495 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/ ---------------------------------------- System.Runtime.Remoting Assembly Version: Win32 Version: 2.0.50727.8771 (QFE.050727-8700) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/ ---------------------------------------- System.Xml Assembly Version: Win32 Version: 2.0.50727.5494 (Win7SP1GDR.050727-5400) CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/ ---------------------------------------- ************** 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. 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. 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. 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.
  10. 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.
  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. 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. 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. Greyed up this crowd angle too. Shovelling kid shocking them with his colourful hat. 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
  12. While initially figured this idea was not for me, I did have a moment of inspiration. Although I'm not sure what kind of game I would use this in, figured I'd share crude mock up of a possibility for the quick transition.
  13. 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
  14. 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.
  15. 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.
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