Jump to content
NHL'94 Forums

northstar91

Members
  • Posts

    87
  • Joined

  • Last visited

Posts posted by northstar91

  1. Thanks for the comments, everybody! I'm glad that people are responding well to the new ROM. I've taken another break away from these boards, but let me reply to some stuff here.

    DynamiteSJ: Vancouver may be a tad overrated, but just look at Boston now (mwahaha). Remember, I used last season as the template for the ratings. I'm going to refine the advantages about mid-season, and maybe tweak some ratings in my next update.

    Bob Kudelski: I understand you are upset with my excluding Ottawa from the ROM. However, keep in mind that many people had them being in the lottery section of next year's draft. I had other reasons for including the other "bubble teams" (Minnesota being my home team, Phoenix being a playoff team last year, keeping East/West teams balanced). Believe me, if I could have thirty teams, they'd all be there (and I have tried). If I were to re-insert Ottawa, I'm going to leave out Winnipeg, NYI, or Phoenix.

    As far as the arrows go, I don't really plan on bringing them back; if I do, they'll be modded to not be as an eyesore.

    BTW: I'll have an update (with Ottawa, maybe) in a week or two.

  2. Hey guys, I've taken a brief sojourn away from the boards, but I am back to release my new updated NHL '94 ROM for the 2011-2012 season. Take a gander at some of the features:

    * 28 teams w/players from the Opening Day roster (no Columbus or Ottawa -- sorry -- and Winnipeg is back in its old slot!)

    * Completely overhauled the ratings, primarily using stats from last year. I put a lot of work into creating formulas for translating stats into ratings, making sure to emulate the balance of the original ROM.

    * Updated advantages, portrait palettes, uniforms

    * Utilization of pass/shot bias -- thanks to trudatman for the find.

    * Playoff brackets from last year

    * Line combos from opening weekend

    * Smaller puck, player indicators (diamond-shaped), no arrows -- thanks to trudatman for help on this one!

    * Altered in-game player numbers

    * Other changes

    If you have any questions/concerns/comments/bug finds, feel free to post. For ratings-related comments, I'll listen to ones regarding discrepancies in shot power, speed, or agility (and maybe goalie ratings), but I don't plan on major changes to the ratings as is unless it warrants it.

    I plan to make periodic updates to the roster and minor tweaks to advantages/ratings throughout the season, so keep posted!

    NHL \'12 Altered.zip

    • Haha 1
  3. if you can tell them apart, which is better?

    goaltop.png

    picture22o.png

    Are you referring to the goalie's uniform (the "main" portion)? If so, the second one looks by far better. Is that a tile or uniform palette adjustment? I suspect the former. That is the difference, and not the nets, right? Otherwise, I don't see much of a difference.

  4. Thanks for the comments, trudatman. I might have missed a couple of things in my testing (such as Pittsburgh's team rating ;)). You're right that some of the players might be off (including McQuaid, who I didn't really notice too much until the SCF), and I do want it to be like the original ROM in terms of ratings scales (that's why I didn't really want too many high 90s players). I have the scale in mind, and I'll be tinkering with the ratings for the '12 ROM for sure.

    As far as the logo color changing ability and generic pictures, I can get that info to you in the next day or so (I have it all; I just need to organize it).

  5. Yeah, maybe I took them out a little prematurely (they likely won't be in my 2012 ROM). I wanted to have a balanced number of teams from each conference, so I had to take one from each. Essentially, it is between Florida, Ottawa, or Atlanta/Winnipeg as the odd East team out. I figured that Florida will be a more intriguing team to watch next year than Ottawa imo.

  6. Hey everybody! I've been working on an updated version of my NHL '11 ROM for SNES. With this ROM, I've tried to make it look as nice and play as close to the original as I remember it. Plus, I found a way to "Free byte edit" to fit players', teams', and stadiums' names in full (more on that later...)

    * 28 teams (No Ottawa or Columbus; sorry...); Atlanta is in Winnipeg's spot to prepare for next season's ROM.

    * Updated rosters, playoff matchups ("top 8"/"bottom 8"), team ratings and advantages

    * The NLC line has been changed to the team's 4th line players (no particular reason other than keeping track of a team's 4th line, I never play NLC anyway).

    * Lines reflect common lines for the playoffs or the full regular season, depending on if the team was a playoff team or not

    * Updated logo palettes, portrait palettes

    If there are any issues to the ROM, post here and I'll see what I can do.

    I've also been working on an Excel editor (taking elements of smozoma's NHLPA '93 64-team ROM) that one may use to edit this ROM or create their own (though it is a long process). It's still a work in progress (and not in Excel format; only OpenOffice), but I can release some info about it.

    Currently, the NHL '94 Altered Editor (v 0.5) can:

    * Edit team, player data

    * Edit lines

    * Edit playoff matches

    * Edit banner text

    * Change center ice logo pointers

    * Edit portrait palettes

    I'm not ready to post the editor here yet, but PM me if you want the test version.

    * Edit... Updated ROM to fix line issues

    NHL \'94 Altered (2011).zip

  7. To make the 64-team SNES rom, i transplanted the team pointer list into a new memory bank and changed the bank number and pointer that referenced it (as well as the number of teams value). The same would have be done for any list that didn't have room to expand in its original location.

    Essentially, a pointer table/list is 'data' (not code). Data that needs to expand and doesn't have room to expand in it's original location must be moved to a new bank in the expanded ROM. Team rosters, logos, etc.

    (I still need to answer your PM some time, sorry for the delay. short of it: without first solving the logo problem, i don't see much value in moving the player data to an expanded bank (which would break compatibility with statto's editor, anyway))

    I knew the pointer table was data; I just wanted to bring it to people's attention that there's more to a 30-team ROM than just the logos and player data.

  8. I've been thinking a bit about this recently, and I've realized another issue with trying to . We know about the team data/logo situation, but how about palettes and pointers (banner text/center ice logos/portraits/etc). Obviously when they made this game, for example, they only allotted enough space in the pointer tables for twenty-eight teams. We would probably have to overhaul the organization of the ROM and how it reads pointer tables to allow for two extra teams. Perhaps the GENS community came across this issue when they expanded to thirty teams, too (maybe they have some suggestions?)

    BTW, it does seem that the logos in the main menu are referenced by a single pointer with offset (definitely not by a pointer table). I tried (in vain) to force the game to have thirty teams selectable in the main menu. Once I got past the last team, the game broke, but I noticed that the logo shown for the team was the NHL shield seen in the new playoffs option (the next one was the NHLPA logo).

  9. It's not everyday you see a team's top two centers (one of whom was a "heart and soul" franchise player) get traded in THE SAME DAY. Philly did get some pretty good return value, however (though mostly based on potential for all of them).

    The Carter/Nash combo will be SCARY. I wish the Wild had assets to pull off something like this (maybe with Burns).

  10. Interesting observations about the center ice logos. They seem to work quite differently from other graphics we have found so far.

    the 8-byte "unknown" portion of the pointer table area I referred to in an earlier post is actually two pointers to menu logo palettes; one for the NHL shield and the other for the NHLPA logo. Thus, it seems like that pointer table area does not pertain to the logos in the main menu.

    One would think that there would be a 70 or 140 byte pointer table (if including the NHL/NHLPA logos, 78 and 156) somewhere in that references those logos, assuming that they work in a similar fashion to player portraits. So far, it's been quite elusive.

  11. There are 115 pointers from e03b7-e057f

    So probably all the logos are there? That's 4x28 + 3. Not sure what that extra 3 would be...

    No, I don't think the menu logos are there. Here's what the pointers are from e03b7-e057f, based on information I have (I can always double check to confirm, I could have messed up somewhere):

    Center Ice Logos: @0E03B7-@0E0496

    Menu Logo Palettes: @0E0497-@0E050E (28 teams + NHL shield + NHLPA logo)

    Banner Palettes: @0E050F-@0E057E

  12. 8-byte (64-bit) pointers?

    Sounds like one half is the pointer to the start of the graphic (something like 34 12 9D 00?) and the other is something else, maybe the size of the graphic, or a second pointer to something else used for the graphic (perhaps the tile map -- the logos are broken up into to 16x16 and 8x8 pixel tiles that then are arranged to create the graphic.. one of the reasons I got discouraged working on it was I had no idea where the tile maps were in 94 or how they worked).

    But excellent find.

    I'll keep playing around with that pointer section in order to figure out how exactly it works. It might be the arrangement of the logo, as you mentioned.

  13. I found the pointer table for center ice logos! They are located from @0E03B7-@0E0496 (headerless). It seems that the pointers are 8 bytes rather than 4. I'll update the Google spreadsheet. Experimenting with it, I found that if the second half is changed and the first half is unchanged, the logo gets distorted but the game is playable. By contrast, if the first half is unchanged and the second half is unchanged, the game breaks after the beginning of the game.

    Now we just have to figure out where the pointers for the logos in the main menu are located in the ROM. One would think since most of the pointer tables that have been found are in the Exxxx portion of the ROM, the main menu logo pointers would be there as well.

  14. I might try this LC/sniff programs out on the ROM in the next day or so. My main motivation graphics-wise is to find the location of the logos (or pointer tables referencing the menu/center ice logos) within the rather than making them editable. I know we have found pointers to player portraits for each team, as well as location of logo and portrait palettes. Assuming some logical organization, shouldn't such a pointer table exist somewhere near that information?

  15. YAY! a few things:

    -I think this thread should have the data in it, too, not just as a link. maybe the in-thread text would be a streamlined version with the obscure or super-detailed stuff left to the spreadsheet.

    -what is "ptr?"

    -why are you assuming a header? I don't mean "don't do that," I just want to examine the choice. when I hack, I don't add nor remove headers, I don't think, so which would that be?

    -screenshots of the tile editing stuff would be nice additions to this thread.

    -I can stop dropping irrelevant hints about the need for such a project.

    1. This is just a start. We can have stuff in both (I was imagining that I would make a reference document if people preferred).

    2. "ptr" is pointer (CS shorthand, I'll try to avoid it)

    3. I'll include both header and non-header stuff eventually. I've been using a header on my edits, so that's what I am used to, and I know that others use headerless ROMs. I'll work on that...

    4. I personally haven't been trying tile editing stuff

    5. I saw one of your posts mentioning the need for this, and I decided to follow through on it.

  16. Hey everybody! I've been reading around the forums for a while now, impressed by all of the hacks/edits performed on the GENS version (most notably the new Clockwise ROM and new stat creations). With the increased interest on hacking for the SNES side, including attempting to get 30+ teams and to deal with logos, I want to help out as much as possible.

    That said, the first thing we should do to streamline SNES hacking/editing is to compile all the information we have on the ROM in one location. The eventual goal is to have a complete ROM mapping of NHL '94 for SNES (which I know will be difficult, but it can be done). For now, I have started a Google Spreadsheet to compile information related to locations of palettes and pointer tables I have found on the forums (click on the link below to view it). If you have information about any other locations of pointer tables/palettes/etc. that is not on the document, post it on this topic and I can add it to the spreadsheet.

    Spreadsheet (Note: offsets assume header on the ROM)

    https://spreadsheets.google.com/spreadsheet/ccc?key=0ArV1f1EnnLgZdElrZ3d0NUFWeGhSMndIQkpNSkRlMEE&hl=en_US&authkey=CMSFy4kC

  17. Hey,

    Did you know that there is an hack with a 4th button use, on the gens version...

    you can use the goal with this button...

    http://www.blog.nhl91.com/#11gc

    I think it was made up by Clockwise

    I just have an idea, of an other button, for call the extra attacker in the last minute of the game, without passing through the menu and set "no goalie"

    It will be great for have a surprise effect, and more control, you can call the extra attacker just when you have won the puck on the face off...

    Yeah I saw this; it's quite impressive. I'd like to see a button used for bringing up the line change sub-menu (like in the SNES version). That way, one doesn't have to flip the puck to bring up the menu (making line changes as easy to implement as in the SNES version).

  18. About the move: not shocked, likely means that Phoenix will stay put for a little while, at least.

    About the possible new nickname: doesn't matter much to me, but I'm sick of all the red/blue/white teams in the NHL. Let's try a different combination (maybe something with green...)

    About re-alignment: It makes the most sense to move Nashville or Columbus to the Southeast, then put either Winnipeg (or Minnesota) in the Central.

  19. Good luck! I have been trying to at least find where the logos (and the pointer table for these logos) are located, but haven't been successful. I think that most would say that the editing logos issue is the toughest one to tackle (due to compression issues) I wonder if working on making 30 teams with banners, uniforms, etc. (possibly with blank logos for the extra teams) would be an intermediary (and easier) step.

  20. Hey everyone! So I felt like making a WJC ROM for SNES...

    * All 10 teams from the 2011 tournament, plus the 2010 USA and Canada teams

    * "Even teams" ROM (I don't really know enough about most of the teams to make sound rating judgments)

    * Lines based on lineup cards from IIHF website

    If anyone has any insight for ratings (not just for CAN/USA), lines, or advantages, feel free to reply.

    WJC 2011.zip

×
×
  • Create New...