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Drezz

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Posts posted by Drezz

  1. 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  

    image.png


    - 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.
     

    • Love 1
  2. On 1/3/2026 at 9:30 PM, von Ozbourne said:

    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.

    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. 

    • Love 1
  3. From what I recall, the glichy errors occur when the player portraits appear, and the way I got around it was by fudging the data in the header by adding bytes to the total.

    @UltraMagnus Remember when you asked me to try doing this with 95, I got about as far as you did - but it crashed when I tried messing with the bytes, and I haven't been able to figure out a workaround. 



     

    • Thanks 1
  4. I'm gonna come out and say that ANY mod research project prior to original six is HARD work. Especially turn of the century stuff. Record keeping was not the greatest, sources are not completely accurate and unraveling details and tracing back correct information is crazy... (Is his name Harry, or Elmer or Fudge? WHAT IS IT!!?)

    I have been working on the NHL 94 counterpart to UltraMagnus' project here, and I can confirm - LOTSA WORK

    • Love 1
  5. On 12/8/2025 at 11:10 PM, von Ozbourne said:

    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.

    SIDE TRACK incoming

    So... years ago when I was modding FIFA International Soccer using the old school blunt force methods from these parts (think BEFORE NOSE etc) I came across some entries in the roster data that was for the team managers. They didn't show up in the roster scroll during squad edits, but I recall changing some of the data and they'd be referenced ingame. I wish I could remember exactly how it was done, but I think it was similar to this hack of switching the bytes to make F into D etc.

    • Like 1
  6. On 11/24/2025 at 7:52 AM, 77 said:

    who had the 2 coaches per bench? that was pretty neat... 

    I had two coaches and a trainer. Lemme tell you, it's A LOT of work to add in all that space. I'd be thankful we have an updated release for 2025-26.

    BLESSINGS

    • Love 2
    • Like 1
  7. Adam, you've done plenty. Thank you tremendously for your years of dedication and hard work on these yearly updates. You earned a break long ago, yet you still manage to whip out a banger every year that excels over the last. I can only imagine how exciting and exhausting it all is - perhaps there are others who will carry the torch going forward.

     

    • Love 1
    • Like 1
  8. image.png 

    image.png

    I suppose I should get off my ass and put in some more effort around here.

    Two upcoming projects -
    1) HNIC90-91 v1.3 Opening Day + HNIC90-91 V2.0 Playoff edition
    2) NHA 1909-1910 (Heritage Series)

    Now that @chaos is play testing a fight patch, I can put HNIC90-91 to bed finally.

    In the meantime, I decided to work on a few historical mods... which ballooned into a more ambitious project.

    • Love 5
    • Wow 1
  9. This is promising.

    3-bit colour makes things a bit trickier. The colours tend to be a bit dull and muddy, and the colours that are vibrant, stand out dramatically from their next step in chroma.

    You could get away with only ONE jersey, but palette swap. That would further reduce jersey sets. 

    Some of us have modified the colour zones on each individual sprite and experimented that way. If we could isolate the specific 8x8 tiles in the sprites that display the logo and make those individual to each team, would that work? And have the command grab those specific team tiles rather than the base tiles it is already using to build the sprite to build the animation?

    Let me know if that doesn't make sense to you...

  10. From our conversation on Discord, we determined that the two graphics that have been compressed are repeats from NHLPA93 which was highly compressed to keep it under 512kb.

    The background tile & Ron Barr.

    Everything else in 94 doesn't have the same type of compression, as space on the cart was saved by reusing tiles and designating it to the map (which were further 'decompressed' by @wboy and @kingraph and many others)

    This compression scheme could save us a lot of space in the future and allow roms to have more room for things... and still stay within the 2MB threshold.

     

    • Like 2
  11. 9 minutes ago, AdamCatalyst said:

    In all fairness, nearly everything anyone works on here meets that incredibly low-standard. :) I mean, is anyone here working on figuring out more monetization schemes and micro-transactions?

    Speak for yourself. I will be introducing my era specific pay-to-play pack HUT CHEL THREES ROM in a few short weeks. (Yeah no I won't. To hell with all that stuff.)

    In all seriousness I'm waiting on this mod to drop so I can finally give Probert and Nilan and Manson and Hunter their proper dues in my overhauled NHL 90-91 ROM. 

    I've been tracking this through the Discord and chatting with Abdul about it - sounds like there's some really cool stuff coming down the pipe in the NHL 94 labs.

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