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statto

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Posts posted by statto

  1. I ain't figuring it out and I can't find an explanation. I also can't figure out how to type in the values. I hit 3 to start 37 and it puts in 03. ? I need a tutor. been haxing the fux out of Street Fighter II these past few days, though. still just the text, but good stuff.

    There a problem with the editor?

  2. Hey Statto, would it be possible to add an "edit advantages" for the next edition? That would be very helpful in editing for year ROMs.

    Yee. I gotta figure out where they are though. Also I need to release the one which lets you edit banner text without constraints.

  3. Love the winter classic and I think it's good for both the neutral viewer, but you're right, this is mostly for the newcomer.

    PIT @ BUF

    DET @ CHI

    PHI @ BOS - ironic

    and now

    WAS @ PIT

    It's not terrible, but the profile of the event has been raised by the last two games. Playing at Heinz Field is boring. Watching those two teams play again is boring. I think the NHL wanted that as the dream Eastern Conference Finals matchup and didn't get it, so they Winter Classicked it.

    It's confusing, but there are a LOT of things they could do to make it more interesting AND have a positive impact on the league. How about DET @ CMB at the Ohio State stadium? Columbus gets some press for the first time, well, ever. Or (this isn't original) PHI v PIT at Penn State?

    Admittedly, there aren't many US teams which can truly "celebrate" winter.

  4. yeah, i'm going to try it. the graphics will be the tough part. also, i think 94 is written in a way that will unfortunately make it a bit harder to find the bank/pointers to change to redirect to the new banks. 93 was very straight-forward, but i think 94 will use a few more tricks since the writers are probably way more experienced (93 appeared to be very rushed).

    The pointers to the teams in 94 immediately precede the teams but they're spaced inbetween the bytes "9C 00".

    Jerseys may not have a pointer, the 28 teams are in sequential order it appears starting with the away jerseys at decimal location 740304.

    Also the banner color palette pointers may be around decimal location 918969. That looks like it could be a pointer bank and matches one of the team's banner locations.

  5. I compared our two smc files. You are not missing anything from my file. I think you have changed about 20ish more things than mine. Some I recognise like number of playoffs teams but the others not sure so I look forward to reading your fix list.

    I have everything now apart from the stuff to do with selecting lines. I think you have missed this also as your version 1 file crashed when lines needed to be selected. With line changes off everything looked ok :(

  6. I SAY

    let him play in the league

    don't let him post on the boards

    OR

    restrict his account so he can only post in a filtered forum that no one else has posting access to except for hokkee.

    ALSO

    if the Coyotes win the stanley cup, hokkee gets moderator privileges over the entire board.

  7. i forgot about the team blurbs, that's why ron barr freezes if you pick a team beyond the 26th team. the LI/LA and WPG/WSH blurbs are probably mixed up, too...

    It doesn't necessarily freeze. It just can freeze.

    Out of curiosity, are the 51st and 52nd teams not in the playoffs because of space limitations?

    And what the heck are we supposed to do with all these teams? :angry::lol:B):D

  8. Here's a first release of the expanded ROM. I'll call it v0.9.

    I also made an "editor" (if it can be called that) in excel 2007. Hopefully it works in other versions of excel or in the OpenOffice.org spreadsheet...

    A bit of info about the editor (and I won't blame you have questions! it's confusing!):

    First, hopefully your monitor is at least 1680 pixels wide. The "Team Data" page is quite wide.

    There are 6 worksheets (ignore the last one, it's just a bit of info about palettes, but not much can be done with it):

    Team Data, Team Pointers, Banners, Number of Teams, Playoff Matchups, (Some palette info).

    You edit the info in the yellow cells. the blue cells are generated from the yellow cells, and contain the hex to paste into the ROM. when you're happy with what you've got, make a selection of all the blue cells on a worksheet (if there are yellow editable cells inside the blue cell area, copy those, too -- the selection should be one big rectangle), and then paste into the ROM at the address specified at the top of the blue section.

    I'm using the HxD hex editor and things paste perfectly using the Ctrl+B shortcut (overwrite paste), as long as your cursor is in the left/hex area, not the right/text area.

    When editing, go in order from the first sheet (Team Data) to the last sheet. If you paste the team pointers in the rom and then go change the length of a player's name, then you invalidate the pointers and the game crashes... team pointers must be pasted in AFTER team data.

    If you need any help, just ask.

    CityNames 51 and 52 are not playoff-selectable.

    The Long Island and Los Angeles banners are switched.

    When playing CityName35 v. CityName36, Ron Barr shits himself and the game freezes. Ron usually shits himself when you're playing with a new team, but you can still move forward like nothing happened.

    Otherwise, great work.

  9. I'm not going to make a program for it. I might be able to whip up an excel sheet that can generate the player data hex to be copied into the ROM..

    I think the wires got crossed here, I think top shelf wants an editor and I'd like an expanded version of '94. Not saying an expanded version of '93 isn't worth the work, though.

    Still, apologies if this is the case.

  10. Yeh it crashing after the intro screen. Will keep looking to see if I can find whats missing

    Never played 93 but 94 there's just one banner image and the palette changes based on the team, unlike GENS where each banner is its own image. In 94 there's a place which says

    Anaheim.Boston.Calgary.Chicago.Dallas

    ...

    93 may be the same unless the banners are all graphical.

  11. I have found the data for adding/removing a team. :)

    @7F36A is 001A (26 teams). Example: change to 0018 to remove ASE and ASW.

    If you make it bigger will crash when you go beyond ASW because no more teams exist.

    Not sure about playoff data but don’t think that matters for the moment.

    Smoz - I’m not sure if you want to leave the banners for the moment and see if you can add a team (I will try as well). I know there are still bits to find but it may be a little easier now or maybe not to see if anything works. I know you said it may crash without the banners and it might but from doing it on genesis I think the extra teams did run without the banners (the SNES version seemed to still run when I removed the rink data) but don’t quote me on that as it was a while since I did it. I think if we can just get one part to work (e.g. the extra teams to run if it’s possible) then that will be a platform to build on.

    If 93 is like 94 playoff data immediately follows the last team and is in the format 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F and then repeats. That specific example would put the first 16 teams in the playoffs alphabetically.

    If 93 is like 94 there will be pointers to the banner data before the banner data begins. If you could figure out a way to move this to blank space you might have a shot at team expansion.

  12. G1: Kirk McLean (Wankouver)

    LD: Paulie Coffey (Just a city boy)

    RD: Davey Manson (Sittin' in a city that's always on the attack)

    RW: Pavel! (Wankouver)

    C: Stevie Yzerman (Just a small town girl)

    LW: Brian Bradley (Tampa Bay)

    G2: Wendell Young (Tampa Bay)

    B: Petr Klima (Sittin' in a province a million miles from my friends)

  13. can you tell me where SNES stores the number of goalies? (i found it for forwards and D)

    There are two bytes somewhere... for instance 00 00... but if they are 11 00 then there are two goalies... 11 10 then there are three... 11 11 then there are four... but the thing is, they can be any number between 1 and F, and I don't know what that is for.

    Also, the editor has hard-coded pointers programmed in, so messing with where the data is stored will negatively impact your ability to use the editor...

    The number of characters in the name of the arena precedes it by two bytes... so the "11" before "Pond in Anaheim" refers to the 17(decimal) bytes after and including that one...

  14. Assembly is easier on the Genesis because the bytes are laid out in order, whereas in SNES games, i think each 'word' (word=2 bytes) has its bytes reversed.

    Genesis pointers are twice as big as SNES pointers, too.

    For example, on a Genesis, a pointer with the value '00001234', if you need to add 2 to it, it becomes 00001236.

    On a SNES, a pointer to the same location would be stored as '3412' and become 3612.

    Do you have any idea how would you go about expanding a SNES game as opposed to a GENS game?

  15. "00FF" is being used as and end marker for each team's data.

    I turned Cal into Stanford pretty easily by just zeroing out the string data and then replacing the pointers. However you have to be careful to make sure the correct pointer goes to the correct place.

    Also, I don't know where the uniform palettes are, and the color only displays when it says "Arizona: Red Georgia Tech: White" during the game, for instance.

  16. Also, thanks Statto as well for the layout...Hurricane gave me the filled in information and it jives with you posted...although he didn't give me the starting offset...do you said it starts from the 18th byte block? I'm not seeing it...

    I erred. It actually starts at the player number, which is immediately after an FF byte, and the players are 68 bytes long... from where I figured it began was with the "QZQMTWQZQMTWAZ" block which was wrong.

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