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von Ozbourne

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Everything posted by von Ozbourne

  1. What version are you using? I noticed that after deleting the null players, I hadn't reduced the number of players that the main menu scrolls through so some teams will reference non-existent player data in the roll call. I'd fixed this and uploaded a version 0.91 shortly after I uploaded the original. but depending on when you downloaded it, you might be using version 0.9. If that is the case, version 0.91 has that fixed. If you already are using version 0.91, can you provide more information?
  2. Thanks eh. Yeah maybe it was hubris to set a goal, maybe just overconfidence when I was "90% done" by the first week of January. Then suddenly a lot of people were spitefully doing things that were infringing on my time or just preventing me from completing this thing. [or maybe not spite, just completely unbeknownst to them clearly] The plan all along was to rework the rosters once the tournaments were completed. I was just expecting the team information to be more readily available on the official websites more than a few hours in advance. Maybe I'll just say that the arena and the game had the same project manager...
  3. Releasing this one early so it can get some play during the Olympics. This is a roster complete Beta. Title screen will see a change in the final update once the Olympics are complete. Just like some other things were down to the wire, with the Men's real tournament starting tomorrow, we're kind of leaning into it. Player ratings have been completed, although since the IOC nor the IIHF have posted roster photos of the men's teams yet, this game will have generic pictures for now. Team ratings are even and will be modified to reflect actual performances once they have been established. The ice dimensions haven't changed, but livery has been updated for the new locations. Skip to the basics: 32 teams included 12 Men's teams taking part in the Olympic tournament Four bonus Men's teams that made it to the late qualification round for purposes of rounding out the playoff bracket 10 Women's teams taking part in the Olympic tournament Six bonus Women's teams that made it to the late qualification round for purposes of rounding out the playoff bracket Player photos are generic for now. Player ratings are calculated on recent stats, but the update will incorporate real performances or over [and under] achievers Modified Weight bug fix is applied [since it wouldn't make sense that 5'7" Renata Fast would be better at hitting than 6'4" Tom Wilson] Speaking of hitting, since fights are punishable by a major, a misconduct and a suspension, it made sense to leave the fighting patch out of this one Also leaving this version as the Standard Definition playing screen A wide screen version will come with the update Helmet/stick tape patched Many other graphical updates, but keeping the old-school play style. Olympics 2026 Milano-Cortina 0.91.bin
  4. I have to ask. I have heard this mechanic of holding down the B button to direct a pass before, but have no idea what you are talking about. Any time I'm playing, pressing the B button initiates a pass immediately. I have to direct myself with the d-pad prior to pressing B if I wish to pass to a specific player, or just allow the game to pass to the default closest other skater. Is there a mod that I am missing? Because this indefinite B button holding is a completely foreign concept to any game I've played. As for other controller buttons, my biggest wishlist item is for the X button to be a dedicated line change button. Countless times, I've had tired line out too long and couldn't do anything about it. Since the only way to initiate a line change is to try to gain puck possession, [and immediately give it back up] either by letting my opponent shoot and hoping my goalie can save/freeze the puck or hoping one of my beleaguered skaters can intercept a puck somehow, despite being too tired to skate or check. At this point even an ill-advised change of forwards while my opponent is bearing down is better than having five pylons out there while my opponent is bearing down. Also, being able to initiate a line change without flipping the puck away would be fantastic since you can get fresh legs while maintaining possession.
  5. Yep. Those colours sure look wrong. This is also an issue with just Anaheim. The fix is to use a better team. You might have also noted that the default game mode is set to Shootout. The best mode. Kidding aside, and a peak behind the curtain, this was just a mistake on my part due to a version control error. The bright colours are just my way of knowing at a glance what teams need to be edited, as well as being able to copy/paste graphics without the colours getting overridden incorrectly. I scrolled down to the actual bottom of the file explorer window this time and uploaded the proper most recent version of the Standard Edition in the main post.
  6. Due to popular demand? Finally cleaned up my "default ROM" for standard screen resolution, so it was short work copy/pasting all of the data for the 2026 season mod. This one should be identical to the "wide screen" version in every way other than using the original resolution during game play. ROM in the original post.
  7. That was an epic cherry picking one-timer by Kovalchuk at the 1:55 mark.
  8. This actually looks familiar. I use TM myself, but another forum user was mentioning to me about how he was having issues with the logos not displaying correctly in the game after importing them into TLP. He mentioned having to manually advance the bytes slightly in a way that would look "wrong", but seemed to be the only thing that made the logos look right when playing the ROM. Actually I just checked, I had an older version of TLP and tried opening up an already modded ROM and noted that the grid lines don't line up with the actual tiles. In TM you can simply advance the display window forward and backward one pixel at a time using the + & - buttons. I don't see those buttons in TLP, but the + & - keys on your keyboard will do the same thing. By that image, it looks like you might just need to advance the on-ice logos by -4 pixels and then re-import your new logos again. [I think. Possibly +4, but -4 seemed to mirror what you had there on my end]
  9. Thanks man. Actually I'd say the odds are pretty good. Although not from me. @UltraMagnus is in the process of making NHL 95 based mods for every season, although I can't speak for him on when he'll get to the current season, other than that it does take time to do all the research and images. Even more if your spare time is at a premium.
  10. Thanks eh. I actually don't remember which thread has the information on that here. But the offset in dec is 1907466, size is 1024 bytes.
  11. Unfortunately the reality is that on average, players in 2026 are much less likely [or competent] at dropping the gloves than at any point since the 1960s. Although, without looking up game sheets because I don't care that much, I might wager that those earlier numbers were possibly a case of many pugilists being assessed "roughing" minors instead. Either way, I think as a whole, Nashville might be the team that has the most players that meet the threshold of "will engage in a fight". Just a shame that that would require you to play as Nashville.
  12. I will admit I am a bit torn on this myself. Typically, since I like the look of square pixels when drawing, I've leaned to having perfectly square pixels in my game viewing as well. But as anyone who has played old games on original hardware will know, developers used a lot of cheats and tricks that worked with the specific characteristics of CRT displays. In this case, lying to us about the squareness of their pixels. I don't have an everdrive so I am using emulators for these modded ROMs and using 1:1 view typically for nice square pixels. [I should probably look into getting some better shaders] but occasionally I have to remind myself that the original game had 4:3 pixels. You just didn't notice because of the slight anti-aliasing of an RF switch signal and scan lines. And because you were just having too much fun playing the game to think about stuff like that at the time. Anyway, I suppose I do plan on trying to get some of the updates into a "standard view" version, but it's been tricky to find the time to get to that when what free time I do have lately has been spent getting just one version working.
  13. If it helps, rather than messing with how the patch works, I just went in to the hex code and found the new locations for everything. This way I could have a "default" ROM to work with that would have everything [including fighting] included and all I would need to do was fix the default menu options [since NOSE will no longer recognise the menu options other than the default teams] once everything else was done. These were my notes on the matter. NUMBER OF SELECTABLE TEAMS old @ F7922 new @ 2095B2 NHL'94 default is 001C 001C [for 28 Teams] 32-Teams change to 0020 0020 *** MAIN MENU TEXT Old @ F7D18 New @ 20915C *NEW TIME LABELS AS NOSE DOES NOT EDIT THIS OFFSET* Starts @ 20943A *** FOURTH "HIDDEN 30 SECOND" PERIOD LENGTH OPTION Original @ F7922 & F7934 NEW @ 2095B7 & 2095CB Set from 01 to 04 to chose how many time options to include *** MAIN MENU OPTIONS Still uses original offset to edit in hex @ 17C8E Default = 0000 0001 00xx 00yy 0002 0000 0001 0002 0000 changed = FFFF FFFF 00xx 00yy FFFF FFFF FFFF FFFF FFFF xx = Home Team yy = Away Team [00 = Anaheim, 1F = Winnipeg] All numbers represent the numbered choice of each menu option Except for default Fighting option which is set... somewhere I also had the offsets for the net and the puck for "Team Colours". I'll have to look them up again if anyone is really interested though.
  14. Okay time for an update. What to expect: Very unglamourously expanded 3MB ROM. So much of the custom art and some options needed to be edited even though you might not be able to tell. I think I got everything, but let me know if something weird pops up. More obviously, some teams have had their uniforms belatedly updated So they should more closely resemble this season's changes within 16-bit limits. Some on-ice logos got an update, partly due to this as well. This update is still only available in "wide screen" mode. Additional menu option. And, I didn't get any new screen shots, so I'm just going to put this here. NHL 2026 - 94 Edition v3.0.bin
  15. So, I guess this is a thing now. WWFSSSO - V101 FIGHT v4.2.bin * Just a note on one known issue. In a case where a player is injured as a result of a fight, that player is still assessed a major, but will not be able to go back on the ice once the penalty is over [because you know, they're still injured]. It appears that in the case of multiple fights resulting in injuries, once the major penalty is over, and the injury flag is still present, the major is getting rolled over into a game long minor. A goal against will end the extended power play and allow the recovered player to return to the ice. I mentioned this to chaos, but have patience. We're way outside the original manufacturer's extended warranty here folks.
  16. Not trying to self promote, but just as a PSA for anyone looking at this mod and to answer the question of when a 2026 mod with fighting will be available; The ROM expansion process does change a lot of the pointers and graphics so unfortunately it's not as simple a process as applying a standard IPS patch. That said, as one of the authors of a current 2026 mod, the good news is that I have figured out the locations of most of the new expanded ROM data and right now it's just a case of reapplying all of those edits again. We do have some of the fighting ratings in place currently as that rating number was shown to relate to injuries as well, but we'll schedule some time to evaluate that as well.
  17. Just had to share a story. I frequently get modding suggestions from my brother [some interesting, some too silly to explore] and will give him works in progress to get feedback on. I made a version of a previous mod that he had seen already, with this patch applied, but almost every player had a fighting rating over 60 and I set the default to "Arcade". He was giving me a hard time because "Yeah I've seen this already. What am I supposed to be looking for." and started a game. Five seconds in, a pair of 100 players dropped the gloves and he dropped his controller. "I'm done." followed by a pause and a "What the hell is this?" and some other mutterings that I don't recall because I was laughing too hard. I did end up playing a couple of games where the fights got so out of hand that only three players were on the ice because the rest were in the penalty box or injured, so some scaling back is definitely required, but I feel the gravity of the situation was not missed.
  18. Figured I might as well give a heads up on this one. First, since it has been brought to my attention that the "wide screen" patch does cause some issues with certain playing options, I'm in the process of converting all the updates to a "narrow screen" version. Can't promise how soon that will be just yet but it's on the To Do list. Second in chronology, but not necessarily importance, I have taken some time to look into @chaos's amazing fighting update and I now seem to have an idea of how to apply the patch, as well as what it does and does not do. Since chaos is using the NHLPA'93 sprites as the basis for the fighting animations, that does mean that the different Helmet and Stick patches that @Jkline3 and I have created for our mods are not going to match up. This will take a bit of time to rectify, but as a teaser... I'm liking where this is headed.
  19. I'm curious if that's just a memory location issue. I got the glitching when I was directing the background to reuse the the title screen and splash screen images in their current location. But when I changed the pointer to an open spot near the end of the ROM and just straight copied everything from the header to the image to the palette and tile order of one of the Splash images, then pasted it to line up with that new location, the glitches went away. No idea what the problem was before, but I guess I got lucky picking a good spot because it seems [so far] that there are no more glitches.
  20. I was a little worried when Teppo Numminen took out Pat Verbeek in the first minute of the game, but the rest of the Whalers seemed to not appreciate that. Tried Philadelphia at Detroit next on Arcade Mode. Probert and Cronin decided to set the pace with a draw only minute and a half in and it was gloriously down hill from there. Now I'm wondering how well the patches will work with some of my previous 30 and 32-Team mods. This could get really interesting. All of the thanks for this man.
  21. I am curious about this part actually. I know '93 still had the 0-15 scale and '94 the 0-6 scale by default. Will the ratings line up the same way whether you are using 0-6 of smoz's 0-15, or since it is tied to the handedness anyway is it just operating on an independent scale.
  22. Uh, yeah. Sorry that was me being a bit cheeky and making the image "distinct" by flipping it in the tile editor. The image is accessible at offset 1E002A specifically and need not be the skates, although it is a nice image. I'd recommend keeping it there and making the splash screen something else instead.
  23. No need to expand it actually.* There is enough empty space at the end of the 2MB ROM and I simply copy/pasted the splash screen pointer/image/palette/tile order data to an open spot near the end [starting at 1E0000 specifically] 1913-14vA.bin I played a bit and didn't notice any glitches, so it's possible that nothing more needs to be done, but best to keep an eye out just in case season mode or player records or something runs into some glitchiness/conflicts. The colour palette location is now @dec offset 2001962 * well, unless it can be expanded to accommodate a full 32-team season mode instead of just the classic 26.
  24. You're talking for your Legacy series eh? I think when I dug into as much art as I could for my Hockey Stars version, I was able to reorder the tiles available, but there wasn't enough to fill the entire screen so you would need to have some sort of blank area at the bottom. OR... Huge shout out to @Drezz on this one. I was able to use his tutorial on the '94 main menu BG mod and simply looked for the corresponding value of the pointer in 95's hex code. Found an instance where the number matched and set it to the pointer for the Title screen instead and voila. Looks like the alternate palette didn't translate, but this is exciting nonetheless. Alternate idea. Went to hex offset 0x86A2A It should read 001524CE Changed it to be 001C4C60 which is the pointer for Splash Screen #2 Now your game looks like this If your second splash screen is going to be something like that all the time, this could be an easy option. Although I can't help but notice that there is a bit of glitching going on over the "Manual Control" and [user records] "Off" text, that wasn't present when I was using the title screen's image. I also noted that there is a sufficient amount of blank space at the end of the ROM so a completely new background could theoretically be inserted somewhere after around the 0x1E0000 offset. Assuming that doesn't cause any memory errors that end up glitching something else. This might need more testing.
  25. That was an oops, I accidentally made Anaheim have 0 forwards. Just needed to open the game up in NOSE and set the number of forwards to "F", but here's the fixed version. Also copied to main. I was curious about that actually. I don't use handhelds so I can't test that. And my hardware option is basically just an emulation box which can be a bit more forgiving. I might take a look at a patch, but given how many changes I'd made to get all of the aspects of the wide mode to look right, it might just be easier to just update the regular mode as a separate standalone version. I can get on that in next few days while I'm dual screening some holiday tournaments. NHL 2026 - 94 Edition v2.21.bin
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