Jump to content
NHL'94 Forums

AdamCatalyst

Members
  • Posts

    466
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by AdamCatalyst

  1. Hi there! I haven't put out an "Arcade" patch since v.2022.6.x. In that version I also had a "Rookie" that made it easier to score. I am planning on putting out patches sooner than later, but not promising any release date yet, as I'm still not close to being able to get that done. What aspects do you think are making scoring the most difficult? The goaltending? Defensive checking? Shot accuracy? Any insights would be appreciated.
  2. Hey George! Can you send me a screen cap of what you mean? I'm just struggling to understand. As far as changing the order of how the boxes fill up, they both have to be left to right in order to accommodate how the system draws the graphics in Rink view.
  3. I'm going to have to leave that one to someone else. Just too much other work to do. If you, or anyone else can make some progress on this, I would be interested to see if I could try.
  4. When I was timing player energy depletion rates, I thought that I noticed that Time Clock and Penalty Clock sometimes got out of sync by about a second in the original version. Perhaps I just imagined this… has anyone else seen this happen? Regarding the penalty clock not updating on some frames, I wondered if this could be because 65,536 divided by a 1,092 countdown interval is actually 60.01465201465 fps, and so if the penalty clock is set to 60 fps, they are not in perfect sync. I thought that using factors of 65,536 would fix this. For instance, setting the game clock speed to 65,536 divided by 2048 (0800), with a penalty clock speed set to 32 (0020). However, the dropped frame problem you noted still persists. Anyone have any ideas why that might be?
  5. Hey folks, new update is live! This is a roster and lines update for every single team, covering everything through the trade deadline. I hope you enjoy.
  6. New Roster update on the main page! As always, please let me know if there are any issues. I'm still working on revamping the gameplay for v3.0, but I have no idea when that'll be ready. For now let's just get the rosters and lines and photos up-to-date.
  7. THANKYOU for all the info. I don’t believe any 2.x release will be any better. I will try to look at this in the future, but I suspect this might be one that is too much for me. If I get a potential solution, I will PM you with it! Best wishes to you and all our Russian friends.
  8. Me too. They killed it. But this year they brought it back, no judges, no showmanship, period. Only actual skills based competitions, in a more competitive format. They went from the worst ever last year, to arguably the best ever this year. Players were visibly gassed competing for the million dollars. Stamina actually came into it. p.s. I was also pleased to see that the finalists were 1. McDavid, 2. Makar, and 3. Matthews, since that’s identical to the top three ratings in my ROM. Not exactly going out on a limb, I know.
  9. Oh shoot, I forgot, what were we fighting about? Got sick again, and lost my train of thought. Back awake now. Next time I'll take notes, and see my flame war through more throughly. This time I'll have to concede defeat. To tell you the truth, I actually really enjoyed the skills competition events this year. Or did you already know that, and just wanted to preemptively call me a 10-year old? Hmmm. Could be 4D chess. Or I'm just regressing in my old age. When the all-star game was in Toronto in 2000, I went, and it was surprisingly way more fun in person. Although the highlight was the pre-game warm-ups. Unbelievable getting to see all those great players at once, what they each do before the game, and to compare their relative skill levels. That was the game the Pavel & Valeri Bure just lit it up. Watching them together, it made you wonder why Valeri never had a greater impact. Lindros was the player the really surprised me though. He was a way more skilled player than I had ever realized. Really eye-opening. And Forsberg was great, but I had seen FoPa play twice before, and he had already impressed me as the best player along the boards.
  10. Thanks for your kind words! To tell you the truth I have never noticed such a thing. I will look out for it as soon as I get back to test playing. In any case, I have *no* idea what causes this. Is this something that only happens in my ROM hack, or is it in others? Is it in the original? I have very limited understanding of the gameplay engine, and have only changed a couple of variables that should affect that. That being said, there can always be unintended consequences to even the most minor of changes. If it is only my ROM hack that has the problem, there are a few things I could try stripping out, to see if it makes a difference. If you would have the time / interest to test this for me, send me a PM and I can output a few different variations for you to day. But if the issue is in all the ROMs, it is *way* beyond my technical expertise. I'm most a guy who takes the hard work of others, and refines it into a cohesive package. I don't really have the knowledge for the more technical aspects.
  11. Vapourware. I have it on good authority that @von Ozbourne has retired to the Caribbean, with the major bank he made with the 1.x releases this year. And what about @Jkline3? That's good question. What happened to @Jkline3, @von Ozbourne? It's been two months since he has posted on this thread. Where is he exactly? Was your 50/50 split too small a share for you? Is *murder* covered under your "NDA" as well?
  12. I’ve been sick, so no updates lately. I’m feeling better now, and getting back into this. Will put out an update sooner than later, aiming for the end of the all star break.
  13. Thank-you so much for getting to this, and sharing it so clearly and concisely! I'm looking forward to playing with it as soon as I'm well enough.
  14. I try to do things like clock McDavid's real-life blue-line to blue-line speed and replicate it in the ROM. Then I work on the slowest speed in the ROM that feels plausible playing against McD's speed. All of this has to be considered against certain constants, like the passing speed, which can't be changed. Will be including an "Arcade" style patch, that will increase speed and hits, for those who want more!
  15. Thanks for letting me know! Do you want to beta test an arcade / classic mode when I have one ready?
  16. Update v2.3 on the main page. There were a litany of small errors as to how I rate defence man in the previous release (2.2). While I doubt anyone would notice, I pulled it regardless. Aside from the ratings fix, I also fixed a long-standing error I just found out about yesterday. In other news, v3.0 is well in progress. I will be re-rating every single player from scratch, again, for the umpteenth time, as I've updated my gameplay model. Skating will be a bit slower. Overall slightly more realistic. If there is any interest, I may also bring back the "arcade mode" patch for those who want a less realistic more classic experience. Leave me a note if any variation patches interest you.
  17. I struggled to figure out how to get it down from nearly four full palettes to three. I did everything but bash my head against a wall to get it down to three palettes, and even then I cheated by changing that one, single use coloured pixel. If anyone can figure out how to get this down to two palettes, I would *LOVE* to see how! As a random aside, I changed the colour of two pixels in my personal version (not the one I posted) because I believe they were mistakes. I instead used the colours that I believe the original author intended. Later on, I went back and converted both my revision and the original to grayscale, and ran a comparison. The two pixels that I changed were 100% identical in grayscale / tonal value to the colour included in the original. And I mean that literally, mathematically, 100% identical in tone. I believe that an automated tool was used to break up larger images into tiles, that sometimes mismatched across tiles, by only, or weighting tonal values over hue. I recall having similar issues when using tools to compress graphics in the mid to late 90's, where available algorithms didn't always maintain global palette values correctly when breaking an image into tiles and reducing it's palette. And because this image has numerous unused colours in its palette, it makes me wonder if it was initially too complex, and had its palette reduced while in production. I have seen similar "errors" in the ROM where I believe that an algorithm incorrectly converted a colour to mismatch the same colour in a related tile. Of course, I can't prove this, but that pattern I've noticed is that: It seems to happen more often in low tonal value (darker) colours. When it happens with medium or higher tonal value (lighter) colours, it is almost always in a very low frequency colour, like the single pixel that uses it's own colour in the High Score Production image. In case anyone is still reading, here is what I mean… 1. Check the bottom right area of the sphere. There are two blue/purple pixels that seem out of place. The excerpt on the right depicts four tiles. The "issue" is right near the middle, which is actually the first and second pixel in that particular tile. 2. Based on the tonal value of those pixels, it would have been more likely that the artist intended the light blue to be yellow, and the purple to be the medium brown colour, as below. 3. Now if we take both of those excerpts, and convert them to grayscale, which approximates how an algorithm would assess the colours tonal value, we get this: 4. They look 100% identical in that area. If we run it through comparison software below, it confirms that the original and my revision are 100% identical in numeric values in that area. (I purposely left an error in the bottom right area of the image, so you could see that my software picked up the false positive.) Of course, I might be wrong. Perhaps all this is a post-hoc rationalization for a mental disorder where I felt the need to change two pixels on a title screen that no-one really looks at, in an old game with a niche audience, and then write about it publicly. I am open to your diagnosis.
  18. WOW. Very accurately named thread. I'm so lucky to have shown up here after so many people did such tremendously complex work.
  19. @danTML7 I jumped on the Discord group today as well. My username is the same there. You also have my personal cell in your PMs. That is the best way to quickly get my attention. I'm sorry, I'm notoriously difficult to get ahold of, as I silence most digital communicates most of the time for my own sanity. I am definitely still interested, but if you need to proceed without me this cycle, no worries at all.
  20. That's exactly what I discovered today. I'm embarrassed at how many man-hours I spent on what I thought I could do over breakfast. Lessons learned…
×
×
  • Create New...