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Posts posted by von Ozbourne
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To be fair, I think that rating was a hangover from last year when they were "anticipated" to be a bit better than that.
Also these are just predicted rosters from following news over the summer. There will be some changes when V1.0 is ready.
I will say that new player photos are in the works, but mainly just converting the official ones from NHL.com, I had to look up this mattress ad. [Jump into bed with Jakub with Jumpbed?] Pretty funny, but damn that is a horrible picture to try to colour balance.
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Yeah, it does have it's pros and cons.
On the plus side, you can edit your lines to have things like a 4F-1D power play arrangement if you like.
Or move guys around in those rarer cases where a player has been both a forward and defence at points in his career.
In a couple cases I've used the fact that you can't view the forwards in the edit lines screen but can in the player cards screen, to include a coach/manager.The drawback, as was brought to my attention after using this for a while, is that something with that single 6002, also messes up how the saving function works. So if you're the type who likes to play with a specific line combination, you're going to have to manually edit that line every time.
I play with line changes on, so I didn't notice this right away, but if you play with them off and like to have a different line from the default, you would need to set a new default in NOSE to avoid needing to manually change the lines every time. This could cause a conflict when playing online though so that's a thing to keep in mind.
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Forgot I posted about NHLPA'93. Had to look it up from scratch after accidentally breaking the game.
Was hoping this could be done in NHL 95 as well.
Fortunately it can.
Offset: (hex)095306 Change: 3438 to 6002 -
Thanks @Ronnie hope you had a good summer too.
This is where I say actually...The short summary is that we did put out a "preview" for this 2025-26 season here.
But the slightly bad news is that while this is really a beta version and is about 90% of the way there, this is a partnership with @Jkline3 and coincidentally, both of us are kind of dealing with some extracurricular stuff we'll say. Don't worry though because it just means that while you'll have to settle for this version on opening night... today, it will probably only be a couple weeks or so before version 1.0 is ready to go.
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Thanks for liking it.
Actually I have to admit that I was confused by your question. I had been tweaking things with a "test bed" ROM for so long that I'd forgotten that this one wasn't already wide screen.
i also have to admit that I've gotten so used to the look of wide mode that going back the old-fashioned square screen looks weird. I'll probably roll that out with or shortly after version 1.0 is done [basically just waiting for the teams to figure out their final rosters at this point] Although now I'm wondering if a separate non-wide mode is worth it anymore. Maybe that's too drastic a step and a proper survey should be conducted before making any rash decisions.
As for the net camera, to be honest, and I've seen a couple interpretations, but I never really liked the look of it. Given how few pixels there are to work with, it's either a choice of making something big, chunky and ugly, or small, obscure and ugly. Either way, there are some trade offs to be made and I just prefer to keep a clean look for some things.
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Looks like this ROM was based on a version that used to have different teams? Guessing since Vancouver's description is about the Syracuse Bulldogs vs Toronto's Charleston Chiefs and there is no comment on Anaheim or Arizona.
Since Ron Barr's comments are just linked to the offsets and don't care what text is in that section, the only thing to do is just start at offset 0x95D1E and copy/paste the Ron Barr comments into the order the teams appear on the selection screen.
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On 9/18/2025 at 12:16 PM, jer_33 said:
Noticed on both results that goalies are not included in the file.
Had to look again because I thought that was weird. The goalies are in the file. But they are listed as Forwards instead of Goalies.
Not sure why it does that. Probably something to do with how the games only really differentiate the Forward and Defence divide and Goalie bytes are a separate thing, but it does make reading the rosters a little bit less clear.
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Technically? It does depend a bit if you are using the original ROM vs the 30 or 32-team expanded versions.
If it's the original, there is a list of player names and offsets used included in the folder for the EARE tool. This is used by the tool to set the photos used by the player with the corresponding name regardless of where they appear in the roster data. Going to these offsets in your sprite editor of choice can also allow you to see the photo that will be linked to that player.
The expanded versions are a bit different and easier to look at. If you open the ROM in a hex editor and go to offset 040E, that is the start of the list of player photo links.
For example, in the 32-Team expanded ROM, the first entry is "0012 095E 0000". This means that the player photo at offset 0012095E is the photo being pointed at and player 0000 [the first player, ie: starting goaltender] is the player that that photo is linked to. The next photo in line is 00120CC8 and the 00XX number will depend on what the second player on the list will be. Usually this is a forward or d-man on the top line, but it could be anyone and the "XX" will refer to that player's spot on the roster list [0004 for the player in the fifth roster spot 000F for the 16th, etc.] I should also note that there are some versions of ROMs on this site where only the top line has photos, and the remaining 20 roster spots are generic cards. In these cases, the "00120CC8" or whatever offset number you're looking at, might just be 00000000. in these cases, the game just pics the default righty/lefty goalie/player image.Now granted, the offsets could be changed to whatever order you want depending on what photos are already in those offset locations, or, slightly easier, you can change the player order to match the photos in that list with what player you would like them to be linked to.
That all said, this is just an overview based on the presumption that you have some familiarity with these tools. There are some good tutorials on this forum, or if you just need some clarification on something, drop me a DM and I can elaborate.
I will say though that depending on how much ROM editing you've done already, one method I've done when I was just starting out was to simply open the ROM in NOSE and an emulator at the same time, and when I needed a player to match a certain photo after the roster and new photos were set, I just used "Move Up/Down" buttons to shift a player's roster position until the photos lined up with who I wanted. [did I mention I was just starting out? It just seemed easier than trying to figure out what I did not yet understand enough to do properly]
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On 9/16/2025 at 1:44 PM, jer_33 said:
Assuming you already have the rom, just run the tool and change "Teams" to 26 and "TeamsOffsetHex" to 314.
Huh, I did not know the offset to make the tool work with '93.
Although to be honest, I figured it wasn't coded to recognize the way the other games organized roster data. As a time saving workaround I would just import a roster spreadsheet into '94 and then copy/paste the player data into '95 through '98 when applicable and just did the same for '93.Don't notice an issue with the tool linked, but if it helps, here is the spreadsheet.
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14 hours ago, 77 said:
yayayaya...
you cant steal my lines
I mean... Turnabout is fair play. 😉
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If you're looking to make a roster update, I've done some stuff with all of them and would probably say that '98 is your best bet for a starting point.
Caveats being that including the All-Star teams, the game only has 31 active slots [plus two hidden teams, but they replace the East/West teams when activated]
So you'd need to pick your least favourite team to omit.Season mode has been cracked in that the schedule order can be edited, but not to have the standings include more than the original 26 teams.
So you'd have to pick your six least favourite teams to omit from the season.Unlike '94, no one has made an expanded ROM for '96-'98, so you would be at the mercy of the memory space available for graphics. This just means that without being able to relocate the offsets for logos and such, some attention needs to be paid to how some logos are sized and organized. New York Islanders are a specific one that comes to mind in that the season mode thumbnail logo is smaller than every other team. Why? Ask Thomas Fessler? Some shenanigans can be pulled to switch up the alphabetical order of teams to avoid having to rearrange every logo at least.
The title and menu screens are also limited in space available, but if you're only thinking of changing the year number and keeping everything else intact, that shouldn't be too hard to manage.
All this said, I have clearly thought about seeing how feasible a current season version of '98 would be, but my free time is already taken up with other projects, so I'm not likely to get around to it any time in the foreseeable future.
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Huh. Got the socks corrected, must have missed the overlapping in some version control oversight since the code was fixed in my default build.
Since this qualifies as one of those aforementioned "glaring glitches" the update is in the original post.
@Jkline3 already addressed the null players, but to be fair, this was pointed out from the start.
On 8/3/2025 at 1:28 PM, von Ozbourne said:... there are some placeholder players in the game. Please just ignore them as they will be filled in as the actual season gets closer.
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Version 0.9.13 is now available in the main post.
This will probably be the last of the Summer Showcase versions before the pre-season wraps and we have an idea what lineups are going to be looking like.
Unless there are some glaring glitches obviously, but we seem okay on that front hopefully.Main updates for this version are the rosters getting some updates as players get traded, signed, assigned new numbers. Still some info in limbo, likely until training camp gets closer, but here we are.
Still yet to unveil the official cover athlete, but the menu screen gets some colour.
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I'm going back and forth between
"I would like to see what help I can offer in testing"
and
"Am I even capable of conducting any tests where the goal is literally anything other than 'Is there a limit?' and mapping the border between bonkers and broken?" -
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I remember coming across WHL Seattle Totems' legend Guyle Fielder's wiki page that mentioned that "He is the fourth-leading scorer in professional ice hockey history, behind Wayne Gretzky, Jaromír Jágr, and Gordie Howe" and thinking that what about Tony Hand? He outscored them all. An editor has since amended that line to specify "North American" so the recognition of centric-thinking is nice.
A few years ago I did make an IIHF mod based on the 1994 World Championships and Tony was on Great Britain's team that year.
Unfortunately his stats didn't line up so well when compared to the "NHL94 accurate" rating calculations, but then even the best teams only had a few players rated higher than a 60 overall. I think Joe Sakic and Luc Robitaille might be the highest rated players in this game at an 84,
which is why I switched to a more contained system for the "remaster" where if the highest scorers in the tournament are given around a 95 score and everyone else is graded on a sliding scale, Tony's performance with an admittedly very weak Great Britain side that year came in looking a bit more respectable.
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On 1/28/2025 at 11:55 AM, AdamCatalyst said:
So you can see why I defined this as "Puck Friction" when it only occurred with pucks on the ice.
This is going back a ways, but I'm just looking for some validation in my memory. I seem to recall playing one of the Genesis NHL games back in the day and coming across a weird trick where the puck might be shot in the air but if you pause the game, if halved the velocity of the shot. So Al MacInnis could blast it from the point, but after spamming the start button, the puck would just die in mid air by the face off circle and fall straight down.
The thing is that this was obviously on original hardware, and between '92 to '96 I don't recall which game this glitch was in, and I haven't been able to replicate it in emulation.
In contrast to the friction along the ice, there doesn't seem to be any friction acting on the puck when airborne and I don't remember this trick having any effect when the puck was on the ice anyway. Not sure if there is any way to track down what would cause this, nor does it have much practical application anyway, but it was just a curiosity that I was reminded of with this statement.
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Small update for some new players [pictures coming later] and nine new logos, mostly to cover all of the anniversaries being marked this season.
NHL 2026 - Summer Showcase 0.91.bin
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Oh. Sorry.
I just meant that with most current season ROMs, shortly after they are posted, the league will trade some players and immediately make some rosters outdated.In this case, I took a look at it yesterday and noticed that just that morning, the news came out that Kunlun was traded to Shanghai.
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Congrats on completing your first ROM.
Although I couldn't help but notice that it didn't take long for the age old question to pop up.
Update?
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August is a bit early to be thinking about hockey ain't it?
Well, yeah, but we're testing some new stats and stuff so why wait.So in a loose reference to the recently completed World Junior Summer Showcase, we figured we'll call this one:
The NHL '26 - Summer Showcase Edition
Obviously this is way too early for the upcoming season so we're still in beta-like mode. Some of the new players have been given new numbers on a "historical precedence or best guess" criteria when conflicts arose. Beyond that, we're trying a few things and wouldn't mind getting some feedback.
A quick rundown.
- New player ratings formulas
- New Weight bug fix
- New Checking formula
- New Hot/Cold calculations
- New Utah Mammoth name and logo
- New art
Some notes, due to how early this is and that there are some depth chart guys that haven't really secured a permanent spot yet, and in the interest of saving some effort later, there are some placeholder players in the game. Please just ignore them as they will be filled in as the actual season gets closer.
New for version 0.9.13
- Roster Updates. Still a few spots left open, but most are ready for camp.
- Changed the menu screen to get ready for the new season.
- Still hyping that cover athlete reveal. No leaks as of yet.
New for version 0.9.10
- Updated center ice logos for all of the anniversaries happening this year and a couple new [mostly old] looks.
- A few minor roster updates as summer signings start to wind up.
- Cover athlete still to be revealed. Much hype to ensue.

Logo changes for 2026Newest Version [as of 2025-09-08]
NHL 2026 - Summer Showcase 0.913.bin
Older Versions
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Okay, first, this is all very interesting and I look forward to the day we might be fisticuffing and one-timering in the same game.
Second, you bring up something that I am curious about now.
You mention the ratings scales in '93 [0-F] and '94 [0-6] have their own math, but also that you are making some adjustments to how those maths get mathed.
Hypothetically speaking, would this make it possible to copy the ratings equations for all stats from '93 into '94 so the two would be transferable?
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Curious what others use. I've used a different weighted system to smoz depending on the context, but usually I have full line changes on so the Team Overall rating is simply just an straight up average of the Overall rating of every player on that team.
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If I might add to this. I've already made a spreadsheet template [OpenOffice format but should be importable your program of choice]
You don't actually need to stick to the original calendar, [This file has the 1917-18 season in it as an example] but you do need to make sure that the days are all accounted for.
This one was based on NHL98, but the calendars for 96-98 all start on a different day, so you would need to add or delete some days at the beginning to make sure that the dates line up. And note that every day is represented with the format of [Number of games on that day], [Game 1 Home Team], [Game 1 Away Team], [Game 2 Home Team], [Game 2 Away Team], etc...
So in the example of 1917-18, the first games are on 19 December, so after a bunch of 00s representing every day from 04 October to 18 December, and teams numbers are zero indexed, so the first official day would look like:
02 02 00 01 0302 = Number of games played on that day.
02 = First Game, Home Team, 3rd Team [Ottawa Senators]
00 = First Game, Away Team, 1st Team [Montreal Canadiens]
01 = Second Game, Home Team, 2nd Team [Montreal Wanderers]
03 = Second Game, Away Team, 4th Team [Toronto Arenas]The day after there are no games so that is followed by another 00, but the 21st has two games as well so the format is carried on.
The other thing to note is that every day must be accounted for, [even 29 Feburary] so the full range in the addresses in each game need to be 00'd out [I think NHL'95's season mode used FF's to nullify the extra space, but '96-'98 uses 00's] I also might recommend going in small chunks of dates. I did a few seasons and had a few typos I'd missed and would end up with dates not lining up or some days with 27 games on them or something and it was a pain to track some of those mistakes down.
Last bit. The divisional alignments are listed in another post here [somewhere] so you can set which teams play in which conference, and you don't actually need to include every team in the standings if you don't want, but unfortunately the extra All-Star teams seem to cause some glitches if you try to include them in the season standings in '97 or '98 ['96 had no All-Star teams]. This did open things up for some fun possibilities despite the risks though.
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How To Select Edit Lines of the CPU team in 1 player mode? How? (NHL95)
in NHL '95
Posted
Unfortunately I don't think using the second controller to edit lines in '95 is possible. If I were to venture an educated guess, I would say that is because of its unique game engine. For Genesis/MegaDrive anyway, '92, '93 and '94 are all built on the same engine. '92 just goes straight to the game play after the match-up screen so it doesn't give you the opportunity to mess with the CPU team's lines [you actually can't even edit lines in the game anyway], but '93 and '94 will.
'96, '97 and '98 are all built on the same engine as well and you can also mess with the CPU team's lines or pull the goalie on it. '97 and '98 also added a menu option to switch teams in the middle of a game so you can even play as them or add a second player mid-game if you wanted. I think being a turncoat could mess up how the game thinks you won/lost in a playoff run, but I might be misremembering that.
Anyway, the problem here is that '95 is built on a unique engine when compared to the rest in the series and while it has a completely different menu setup and allows you to play a season mode where you can play every single game, it does not seem to support controlling a team that you did not specifically select in the Controller Setup screen.
So yeah, unless you wanted to permanently edit the lines in NOSE, I'd have to say that you are out of luck there.