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Everything posted by von Ozbourne
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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.
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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 *** MAIN MENU FIGHT OPTION [picked the wrong one as default and don't want to remake the patch?] Located @ 200AE5 Default Options: 0 = OFF 1 = ON 2 = Arcade Mode ON *** 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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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How Fighting Works in the NHL94 Fighting Patch
von Ozbourne replied to chaos's topic in Game Mechanics
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. -
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.
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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.
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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.
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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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Just in time for the winter solstice. Why go outside in the dark and cold when you can stay inside and play games. The Version 2 update is now ready in the main post. Aside from the rosters and player getting updated, the other most obvious change is the aspect ratio. NHL 2026 - 94 Edition v2.20.bin
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If I may interject with an example, this is a version of the NHL95 base game ROM that I was able to make without having to share many tiles. It did consist of minimizing the number of tiles required for each team and being lucky that it worked out. I was just learning how '95 was put together at the time of making this mod so there was a bit of trial and error, but essentially it came down to getting all of the important bits in there and then a lot of counting tiles when it came to the hex editor portion. All of those striped bits at the bottom represent the location of the hex code that determines how the banner tiles are arranged. The banners are 11 tiles wide, so you can set your hex editor to [11x2] 22 bytes per row to get the data lined up, but then it's counting and putting in the numbers. [I'm glazing over a lot, but this is basically the workflow once you're familiar with the basics] Another option I'd used before was mono-spaced fonts and sharing all of the letters, but that's leaning into the tile counting even further. Actually it looks like I used this method for the team banners in the Pause Menu since there are less tiles to work with. Should probably reiterate that the 34-team mod is a little easier to work with in this regard.
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Vintage Roms 1908-Present Date Project!!!! NHL95
von Ozbourne replied to UltraMagnus's topic in Genesis Roms
I can relate. There was a player on the 1920 French Olympic team who according to all the official records, was only ever known as F. Cattia. Either his parents were jerks or since he was an underutilized spare in the ironman days, he was deemed inconsequential. [dirty secret. I eventually just gave the mystery man the nickname "Francois" since its literal translation to English means "Frenchman"] Even in the 1990's, only thirty years ago when this was supposed to be better, some of the international teams were so hard to get information on, that I had to get help from a couple of guys in different countries that had access to information that I just couldn't crack otherwise. The takeaway was that while I could put together most of the artwork in a couple of weeks, [not including player photos] that was only 10% of the total time I spent on each of those mods, because sometimes record keepers just didn't seem to be good at their job description or realize that in 20-120 years from then, some weirdo is going to want to make a crazy moving picture game about the sport they are watching. The fact that it is happening at all is nothing short of astonishing.- 36 replies
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@AdamCatalyst That might be an idea... To be fair the only thing I know was from this thread. Although I suppose I also know from a couple of hacks including the numerous attempts at solving the Winnipeg freeze bug, that a "6002" is what you use when you don't want the code to do a thing. But much like how an early freeze bug fix just nuked all of the save data including that which gave you the ability to play the playoff mode, it might be possible to take a more surgical approach. I will note that the current method is kind of fun in that you can have coaches/managers in the game, listed in the roster, but by making them "Forwards", they will only show up in the Main Menu roll call or Player Card screen and not be eligible in the Edit Lines screen even if you decide to assign them to the extra attacker roll. I've used this twice already, but I understand that I may be in the minority on that.
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Ah bollocks. I had fixed the CBJ mistake in the upcoming wide screen update, but forgot to save the correction in the standard version. Quickly fixed and updated the main post. As for the line saving function, this was already noted in the main post notes. I've included an option to play any player at any position. This would be most common in a case where a team uses a 4F/1D lineup on the PP, less common these days where some players would shift at various points in their career or during a game depending on how the coach was adapting to specific on-ice situations. The problem with the PA³ mod is that it conflicts with the line saving data. Admittedly I never remember to save lines and will always just edit them every time I don't just use the default, so I tend to forget about this drawback. Now, I coincidentally came here to look up something. If i can only remember what that was...
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Maybe? It might depend on what level of roster updating you are looking to do. NOSE is the tool for editing everything Team/Player data related. If you need, the whole resource on that program is here https://forum.nhl94.com/index.php?/forum/18-nose/ But one thing you can't do in that tool is edit the player pictures. That can be a bit of work, however, it almost sounds like you're not going to want to worry about that as you could very well be changing players on a near daily basis if you start accounting for up-and-down fourth liners and healthy scratches. This isn't so much of a big deal with some of the other ROMs on this site as a lot of them only feature pictures of the top line, but we are using the full team pictures mod and that can get a bit messy if you start changing your 1st line or looking at the player cards screen. Although, given that NHL95 couldn't do that, maybe this isn't a big deal?
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Thanks for that @AdamCatalyst. I will note that when I play, a lot of penalties are usually handed out like the ref thinks he's Dr. Tran at your local record store. But I've never experienced any issues except for that one specific scenario where the math of Penalties x 2 + Goalie - 1 is maybe glitching something in the game logic when it needs to figure out how many players are supposed to be on the ice. Given the short window of time for all of those things to happen, I've not really been able to test this all that well. In light of this fix though, I figure I might as well update Minnesota's arena and put out a mini update in the main post. Wide screen with new player photos is still on the way. Just not right now.
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My first reaction was to reenact a common scene in my childhood home any time a certain child made the mistake of saying that a person or thing was coming [along]. Inevitably followed by a certain adult pointing out that "So is Christmas." But since it works out that Christmas is not far away, I guess I better get cracking. Although I would think that it shouldn't take as long as that.
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That image is equally intriguing and disturbing. And the face is actually giving me more vibes of another former Leaf.
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I was just thinking the same thing actually. I recalled seeing @Drezz 's three guys behind the bench and marvelled at the technical side of making that happen, even if it didn't really fit with my normal style. I liked what you did with the one coach and two tunnels on either side, and figured that I couldn't straight up lift that for one of my games. I had already gone with a third option [limitations being the mother of creativity] in my WWF ROM with simply dividing the middle tunnel into two with a dividing section in the middle with a simple home-team-coloured stripe painted on the wall so I just adopted that idea to my default widescreen ROM, with the addition of one coach. [one is enough]. Getting the animated head and colour changing tie to work was time consuming enough make me call it there. I might note that in the failed pile, I was experimenting with making an arena with the tunnels on opposite sides, but then that not only means removing the section between the penalty boxes in the overhead view, but also drawing a tunnel on the pause screen.
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Not sure what annoys me more. That I missed that. Or that it is that. Guess I have something for the update list. This is something I would never bring myself to do, but instead of using crowd animation tiles for coaches and rink-side commentators, it wouldn't be too hard to just repurpose all of those tiles into animated board ads. Once you get past the urge to throw up anyway.