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Drezz

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Drezz last won the day on March 27

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  • Birthday 01/03/1977

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    Shawn Chambers and his 1 overall rammin it home.

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  1. Further Update - still have some specific timings to fix (that is the most tedious part) But I think I have a quicker way for import and it should be easier to TEACH people how to do this. Screen Recording 2026-04-10 215620.mp4
  2. So I finally got this to work. Please excuse the timing issues on the song. I know it's still janky, but the biggest hurdle has been breached. I had to do the ENTIRE song in MIDI by hand, and that's what took so freakin long. Plus, I couldn't get the sounds right. I am going to try something new (hopefully this weekend) to figure out a cleaner way of doing an instrument per channel, into the full HEX dump for the whole song. It's gonna be tedious. It may not work - but it's worth a shot. I gave up on this one earlier, but now I've figured out a bit more about the song structure editing via HEX. This is the Coach's Corner (Don Cherry) intermission theme... Coachs Corner Test 2026-04-02 185403.mp4
  3. Okay - I'm completely wrong. The banner edit does NOT work using the McMarkis tool if you have a Custom BG. I had my custom banners mapped to the original 30-team location, and it used the HOME / AWAY defaults. I must have tested it on a the original 30-team ROM that doesn't have the BG hack.
  4. That's probably why. The NHL series was notoriously bad for not rendering audio/video properly on a good day. You have to make sure the wav files are exactly in the format they need otherwise they just won't play. See if you can sniff out some documentation on the DittyImprter that is specific to NHL2002. I recall it being slightly different than 2001. Good luck.
  5. I remember NHL 2002 being very finicky about sound. How are you running this - through a glide wrapper? Virtual Machine? Natively?
  6. If you were using a 6 button controller (which can be configged in most emulators) this is definitely plausible. You could swap the No Line Change line for Line 1 to get an extra line without having to bugger up your PP and PK units. It's just a matter of getting the popup to display 4 choices instead of 3. Then assigning a button to select that new choice (A-B-C-X).
  7. Ahhhh that makes perfect sense. Witchcraft!
  8. Yeah mine was a 30-team. That's why I'm wondering if it's isolated to the 32 team.
  9. Hmm - I wonder if it's a 32 team ROM thing. I inserted the banners and minis into my ROM with a custom menu BG and it worked fine. EDIT: Just read that the Fight Patch/Menu hack also fixes some of the memory issues. That makes sense. Play on, boys...
  10. BOO WORST COVER EVER lmaoooo jk This update looks freaking amazing - I love the level of graphical detail you put into your roms. It's like AC level fanaticism and I'm all for it. Now... did I read correctly about COACH player portraits? HOW??
  11. This looks great! A nice update to the tireless work of UltraMagnus - we need more folks to tackle these ROMS and keep it fresh!
  12. Gotta update that title screen lol - Love the cranes and unfinished arena - it's hilarious
  13. FYI:
  14. Folks, there are some caveats with this patch... If you're adding this to an existing mod you made or to one of your old favourites, there are a number of things you have to take into account. First, the patch uses McMarkis menu hack to add options for fighting, so it WILL change the menu set-up from your current ROM. If you have a ROM with 4 custom period lengths (5, 7, 10, 20) it will default BACK to the 3 options of 5-10-20, but it won't change the actual period lengths and correspond with the updated menu, and it will be messed up. e.g 5 minutes - 5 minutes 10 minutes - 7 minutes 20 minutes - 10 minutes no option - 20 minutes The menu is also set up for the original 26-team ROM from 94. If you have a 30-team or 32-team ROM, all of the teams won't appear. You will need to make some edits to menulengths.asm and menulengths2.asm - At Line 8 and Line 10 - you'll see the value $1C (which is 28 = 26 teams + 2 all-star teams). - Change this to the number of teams your ROM has. (e.g. "$22" for a 32-team + 2 allstar teams) - To change the Period Length to four options, change the value at Line 12 to 4. Your teams will appear in the menu after you recompile the ROM using the scripts. SECOND... If your ROM features custom sprite hacks, you will have to make the edits to the specific fight sprite tiles in TileMolester. Fortunately, there are not a LOT of tiles, but there are individual tiles (heads, arms, fists) and it can get confusing. In addition to that, the blood that appears after a KO belongs to a different palette. Be mindful of that when applying your hacks. The sprites are located at the end of the player sprites (look for the offscreen directional arrows used in game - and they are near the same area) Hope that helps some of you looking to add the patch to custom ROMS.
  15. Truth - I've been posting my findings in the discord to show @chaos how modded games break the code. It's been great learning how to get my hands dirty with the asm. He's right - there's no way to account for all the minor edits and oddities of each ROM, so it's best to use the fight patch first as a base for a 30 or 32 team ROM and work from there.
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