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AdamCatalyst

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AdamCatalyst last won the day on June 18

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    Sega CD
  • Favorite Way To Score
    Five-way passing play.

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  1. @cizar39 I really don’t know anything about that system. I can only offer the generic advice of unzipping the distribution, and trying placing only the ROM in your ROM directory.
  2. I agree. I can't recall what $30A is used for, but definitely we've seen that value before.
  3. I can tell you the value in A2 when it crashed was $30A. When I changed the PowerPlay clock display and Line Changes to no longer load $30A, the problem went way. I can't tell you why any of this happens, only what I've observed from tests and interventions. It happens most often when a) two players on the same team receive a penalty at the same time or b) two players exit the penalty box at the same time.
  4. It got it fixed guys. Will write it out when I have time. It was a strange bug, more likely to occur with line changes on. The A2 value set by the graphics for Line Changes or the PP clock was sometimes still present in A2 when it was read for the Team pointer. After seriously, an embarrassing amount of time over the past days, there was a fairly simple solution. 1. Right before A2 is used by the PP clock, I set A2 to the Home Team pointer, and A3 to Away. 2. I check the PP flag set by updatePowerPlay, and switch A2 <> A3 if A3 is on the PP. 3. Continue as it was. That's it. Stress tested it for hours, with 30-50 simultaneous games, unrealistic extreme settings that reliably crash the ROM. No crashes. PP clock always accurate. I believe this potential "flaw" was present in the original game, but rarely if ever occurred. For whatever reason, it got exacerbated by the ROM expansion, and even more so in my ROM this year. Original @0x012A2E 42 40 42 43 41 EA 00 9A Revised @0x012A2E 42 40 4E B9 00 1F F8 00 New @0x01FF800 42 43 34 7C C6 CE 47 EA 03 64 08 38 00 06 C2 EE 66 02 C5 4B 41 EA 00 9A 4E 75 I couldn't figure out how to get this done inline, so relied on a patch.
  5. @Jkline3 I live for silly math stuff!
  6. @bcrt2000 thanks! @Jlsegafan2001 I can't quite recall how to do that. I know I did it recently for UTA, but it wasn't simple work. It is more than just the rosters and lines, which are relatively easy, but also moving graphics around inside the ROM. I can try to help you if you get to a certain point and are stuck, but I can't possibly map out the entire process. I'd look at the links you referenced before, and consider using the Image Export Tool that someone one here released in the last year or two. Very helpful for a move like this. All that being said, I don't recommend that you do this unless you really want to. It's not a simple operation.
  7. I'm so sorry, I can't understand what you are trying to accomplish. I need WAY more specific detail if you want help.
  8. I'm so sorry, I am not understanding what you mean. Do you mean that you want to export the team data from one game, and put it into another?
  9. What do you mean by "move" in this context?
  10. Hey there, I'm not sure what you are asking. Can you describe it in more words? What are you trying to do?
  11. I've narrowed the problem down to the value in A2. I can manually force A2 to have a value with a valid team pointer and crashes go away, but that corrupts the graphic display for the PowerPlay clock. I think I'm pretty close to getting this sorted out now. Both mechanics are sharing A2, and for whatever reason the value used by the graphics system ($30A) isn't always cleared properly and replaced with the pointer. Been at it for quite some time, the pieces just started falling into place today.
  12. Thanks man.
  13. IDA Pro looks awesome, and Chaos tried to hook me up, but alas it was beyond my skill level and comprehension at this point.
  14. Thanks for looking that up! That explains it. I found the root of the problem. It was the memory allocation for teams in either the 30 team or 32 team ROM expansion. Do you know if any changes were made to memory allocations or addresses when that work was done? I've narrowed the problem to emerging with either to 30 or 32 team ROM expansion, and it having to do with a corrupt team pointer or similar data being used for the PowerPlay clock.
  15. I have no original hardware, but trying to fix bug(s) reported by users with original hardware. In the past I've had issues where I could replicate a bug in Genesis Plus GX, but the moment I loaded up a hacking version of Gens, I couldn't get it to happen. All ttheis time I thought I was just incompetent with Gens (fact check: true), but this past week I tried Exodus again, and bang, the error is there. So I staged some experiments. I've got my first replicable problem with Address Error $377 @0x12A40 / @0x12A40. If I run a couple dozen demos at once with some tweaked settings, I will usually get this error within 10 minutes, and will have it in virtually every game within an hour on Exodus or Genesis Plus GX. I can leave the same test sample running overnight in Gens, and still will not have an Address Error. I know Genesis Plus GX has a setting to enable or disable 68k address errors, I'm wondering if Gens has such a setting buried deep somewhere I didn't look. Funny, I recall trying Exodus and throwing it out the window some time ago. I only went back to it this past week, and am scratching my head wondering why I discarded it before.
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