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Soitanen

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Everything posted by Soitanen

  1. By the way, how do you handle player photos? I mean if you assign them correctly one time, what is correct way to not too mess up during transfers and line changes?
  2. Also there is a new weight bug fix, very simple in HEX editor. And advise about backups is very very important. Especially when you'll start work with Tile Molester.
  3. Work is in progress, I will release KHL 26 someday.
  4. Wow! Cool idea! It's there possibly to reduce number of teams and totally rename all of them?
  5. Yeah, many trades, with many surprises, and all of this things will go into new KHL 2026 ROM, which I already have started, even changed 3 logos, removed one team and so on. Also I'm still learning, so need to fix "white eyes" bug, maybe add helmet different painting, player pictures, and I decided to put this updated in new ROM. This KHL 2025 is finished, as a season 24/25, with Lokomotiv as the winner of the Gagarin cup.
  6. Sorry, I'm not native English speaker, can't understand your question.
  7. Hi everyone! I want to introduce my first ROM - KHL 2025. This version imitates Kontinental Hockey League 2024/2025 season. All 23 teams are presented, each team have 2 to 4 goalkeapers, 14 forward skaters and 8 defenders. Rosters are set as at the end of regular season. All players have their stats based solely on 2024/2025 regular season statistics. Also I use 0-15 scale for stats. New weight bugfix is used. As a bonus I have included All Stars team for West and East conference, whole KHL and NHL! So you can play KHL vs NHL. All teams have their logos and ice logos are rotated and properly proportioned. Technical notes: I highly recommend to set screen aspect ratio to 1:1 PAR. This will give you correct proportions and best widescreen view by @AdamCatalyst. Also I didn't change ice color due to usage of shaders. I prefer sonkun's shader (https://forums.libretro.com/t/new-sonkun-crt-guest-advanced-hd-presets-thread/39091), look at the difference: Credits: Big thank for everyone here, because this is great forum with structured information for building own ROM. As refernece I took Classic 30-team ROM and changed it. Using work of @chaos @smozoma @AdamCatalyst @wboy and others. Sorry, if you helped me, but I forgot to mention you, please write me and I'll include you. I offer two versions: classic and Real speed mod. With this mod you'll have real speed assigned to skaters. Game will be slower, but more space for strategy and tactics. KHL 2025 Real Speed mod.bin KHL 2025.bin
  8. And another idea - real jersey numbers on the back, like it is done in NBA Live series of the same year.
  9. Played some games with real speed. First impression - they are very slow, but game start to be like strategy, not just run and rush, need to think a little bit. And need to tune speed burst value, now it's easy for defender without a puck to pickup fast forward. Welcome to test! nhl 94 real speed patch.zip
  10. Yeah, i forgot to say, that i used smozoma's utility to disable bonuses, but i forgot to check home/away bonuses, may be they affects too. Thank you for provided formulas. As I can understand, game can interpolate between values in lookup table, formula was used just to pre-calculate the values, not real time. But I can't understand, why need to store squared value, not the regular one.
  11. I decided to make some research of skating speed. I have assumed, that distance from center line to goal line is 25+64 feets, make special ROM for experiment and made teams with skaters speed from 0 to 6. Then make several attempts, and using frame-by-frame video editor calculated the results. Here they are: ╔══════════════╦═══════╗ ║ Speed rating ║ KMH ║ ╠══════════════╬═══════╣ ║ 0 ║ 31,84 ║ ║ 1 ║ 36,62 ║ ║ 2 ║ 40,13 ║ ║ 3 ║ 44,39 ║ ║ 4 ║ 48,03 ║ ║ 5 ║ 51,40 ║ ║ 6 ║ 54,25 ║ ╚══════════════╩═══════╝ Then I found Adam Catalyst's post about changing speed rating inside the ROM, at address 0x10D76 (16 values for different speed levels, values are squared). So I made specific ROM's, where all 16 levels were equal to level 0, 8, and 15. I found good correlation between value in table and speed, coefficient 180. Here is the table: ╔═════════════╦═══════════════════╦═══════════════╦═══════╗ ║ Speed level ║ Initial HEX value ║ SQRT of value ║ KMH ║ ╠═════════════╬═══════════════════╬═══════════════╬═══════╣ ║ 0 ║ 01CD 9410 ║ 5500 ║ 30,56 ║ ║ 1 ║ 01FC E3E1 ║ 5775 ║ 32,08 ║ ║ 2 ║ 022E 8284 ║ 6050 ║ 33,61 ║ ║ 3 ║ 0262 6FF9 ║ 6325 ║ 35,14 ║ ║ 4 ║ 0298 AC40 ║ 6600 ║ 36,67 ║ ║ 5 ║ 02D1 3759 ║ 6875 ║ 38,19 ║ ║ 6 ║ 030C 1144 ║ 7150 ║ 39,72 ║ ║ 7 ║ 0349 3A01 ║ 7425 ║ 41,25 ║ ║ 8 ║ 0388 B190 ║ 7700 ║ 42,78 ║ ║ 9 ║ 03CA 77F1 ║ 7975 ║ 44,31 ║ ║ 10 ║ 040E 8D24 ║ 8250 ║ 45,83 ║ ║ 11 ║ 0454 F129 ║ 8525 ║ 47,36 ║ ║ 12 ║ 049D A400 ║ 8800 ║ 48,89 ║ ║ 13 ║ 04E8 A5A9 ║ 9075 ║ 50,42 ║ ║ 14 ║ 0535 F624 ║ 9350 ║ 51,94 ║ ║ 15 ║ 0585 9571 ║ 9625 ║ 53,47 ║ ╚═════════════╩═══════════════════╩═══════════════╩═══════╝ And if I'm trying to find correlation between Speed rating and Speed level - it's hard, there is no direct link to some levels, and max speed level (at speed 6 of players) is even more than 15. ╔══════════════╦══════════════════════════╦═══════╦═════════════╗ ║ Speed rating ║ Speed value(SQRT of HEX) ║ KMH ║ Speed level ║ ╠══════════════╬══════════════════════════╬═══════╬═════════════╣ ║ 0 ║ 5732 ║ 31,84 ║ 0,84 ║ ║ 1 ║ 6592 ║ 36,62 ║ 3,97 ║ ║ 2 ║ 7224 ║ 40,13 ║ 6,27 ║ ║ 3 ║ 7990 ║ 44,39 ║ 9,06 ║ ║ 4 ║ 8645 ║ 48,03 ║ 11,44 ║ ║ 5 ║ 9252 ║ 51,40 ║ 13,64 ║ ║ 6 ║ 9766 ║ 54,25 ║ 15,51 ║ ╚══════════════╩══════════════════════════╩═══════╩═════════════╝ Anyway, players skate like rockets, I'll try do "real speed" mod, but possibly it will be not so fun to play.
  12. Do you know, if this bug is "fixed" in EARE? I mean, if I change PP there, it will affect PP in gameplay or not?
  13. Does this strengths applied to player's stats? As I can understand, from reading this forum, only Home-Away, PP-PK and Comeback bonuses applied. But maybe I'm wrong?
  14. Yeah, I know, that is coded into ROM, so question is, is there a "standard" method for calculation? I understand, that I need to calculate it by myself and put into ROM.
  15. Tried to use search for answer, but had no luck. What is correct method to calculate team rating to display during Ron Barr speech? Is it average of all players in roster, or only players in Lines, or even startup Line?
  16. So, the question is, if I'm making a ROM, and i have applied smozoma's WBF before, do i need to remove it and just change 2 bytes to 4E71?
  17. I'm new here and started to learn new things, and found, that almost in all tutorials there is information, that TileMolester require decimal palette offset number for import. I use TileMolester v0.21, and this version requires HEX palette offset. I made small modification to reference pictures with HEX palette numbers, for not to covert them all the times. refernece with HEX palette offsets.zip
  18. I found a pattern for quick working with logo's, using @Jkline3 "GIMP method" and @smozoma ditherer program, maybe someone found it usefull. 1. Prepare logo for import (size 48x48). 2. Open in GIMP and make indexed colors (10 if no black color in logo, 11 if logo has black) 3. Switch mode back to RGB and export to 24-bit BMP file. (Do not write color space information) 4. Put new BMP into ditherer, select Sega and 3-rd option (generate picture and palette for TileMolester). 5. You'll get prepared bitmap and palette to import into TileMolester.
  19. Yeah, I even did some experiments (I don't know really why, but did). Took original clean nhl94.bin rom and tried to apply the patch. And game doesn't run, black screen instead of first intro. But first time when I applied the patch original rom was modified by SMOZpatch and NOSE, and it runs. Then I take clean Classic 30 team mod and applied patch. Game works, I see this issues on the ice (near faceoff dot). Didn't get time to investigate deeper, just stuck at massive player names import, so will get into this issue later.
  20. Experience the same issue. If I apply patch to clean 94 ROM, I have trapezoid area behind the net, but broken lines in goalie area. If I apply this patch to "Classic 30 team ROM", recommended for start with modification, I got issues with strange gray rectangles near faceoff brackets.
  21. Hi everyone! My newbie question: is there a way to import Team Rosters into ROM? There is importer/exporter for SNES, but as I can see, GENS version work only with numbers, not touching the names. I need to import about 575 players, totally different from present players, looks that doing it by hand will take very long time.

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