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top shelf

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Posts posted by top shelf

  1. I was hoping to have the banners decompressed today, but I ran into a problem that I'll have to do some extra work to get around...

    Since all the banners are stored together as one big graphic, then if I enlarge the graphic to have 52 banners, it overwrites other graphics in video memory, replacing them.. so other graphics in the game, like backgrounds and fonts, turn into fragments of banners. So... I'm not sure how to fix that yet.

    This is great news that you are on the right track. :D

  2. Basically you need to free up a colour in the palette e.g. the one used for skates then you can use this somewhere else e.g. the helmet. Each time you free up a colour then you need to go an apply this to every single sprite that appears in the game. Don't try this unless you have lots of patience as not all the sprites can be viewed as a whole, in fact a lot are just unrecognisable bits!!! So to create everything separately on the upper body was quite a job but worth the effort I think.

  3. Yeh, the best way to do it is to order your teams in NOSE then move your banners in TLP or TM. The banners are easy to see when you look through the .bin file (probably try TLP first as it is a bit more user friendly if your still stuck). Then as Smoz said find the correct offset by scrolling through until they line up properly. Then basically just copy + paste what banners you need to move. Then everything should match up when you run the rom.

  4. Some examples:

    MTL and TOR (now correct helmets for MTL, correct shoulders/arms for TOR)

    NYR and NJ (much more realistic jerseys)

    PHI and LA (now correct helmets for PHI -arms not correct but needed more colours!!)

    CHI and EDM (now correct helmets for CHI and correct shoulder colour for EDM)

    post-1995-017481700 1277120437_thumb.jpg

    post-1995-046592200 1277120446_thumb.jpg

    post-1995-020097900 1277120480_thumb.jpg

    post-1995-060992300 1277120589_thumb.jpg

  5. Finally finished my strip hack for SNES 93. Will create a patch (sometime) if anyone is interested???

    Can now have much more realistic team uniforms as all jersey parts and helmets are separate. Teams like Montreal, Chicago, Philadelphia now look really cool. Did eyes as well but couldn’t be bothered with stick tape. I don’t think players on the bench are editable (or haven’t found them). See picture which shows all parts are different.

    Will now have a go at creating a rom with Smoz’s 52 team rom.

    post-1995-062319600 1277109461_thumb.jpg

  6. Whoops: There is limited space for names, and I filled it all up in my demo ROM. So, to add new players, you need to delete some of the existing ones.

    There is a cell at the top of the spreadsheet that turns orange if you add too much data (see attachment).

    If you change the number of teams accessed in the menu and make it fewer, then you can leave out the data for those teams. Just make sure when you paste that you don't go past @88000.

    I had done this already (deleting info from the later teams) but it still doesn't work? Can send you what I've done if its easier.

  7. Whoops: There is limited space for names, and I filled it all up in my demo ROM. So, to add new players, you need to delete some of the existing ones.

    There is a cell at the top of the spreadsheet that turns orange if you add too much data (see attachment).

    If you change the number of teams accessed in the menu and make it fewer, then you can leave out the data for those teams. Just make sure when you paste that you don't go past @88000.

    I had done this already (deleting info from the later teams) but it still doesn't work? Can send you what I've done if its easier.

  8. Smoz, had a quick go on the editor and looks like something is wrong. :lol:

    What I have done - added new player names (left the rest of the data the same) copied in the team data and pointers and changed the no of teams. However, the game doesn't run. Looks like the pointers are not calculating correctly after the new data is put in.

  9. where does it crash? if you give me info, i can try to fix it :)

    yeah, this game actually really sucks.. i had already figured out a bunch of stuff before I actually needed to play it and discovered it was so bad, so I just finished it anyway... bad frame rate, jerky skating, your own goalie dives at every shot and gives up rebound goals, it can't play music and sounds at the same time... it's just a bad port of the sega version (unlike 94 which is actually it's own game, where they took it in their own direction apart from the sega version)

    Disagree that this game really sucks. I know its a bit basic, as for frame rate I don't say anything but don't see the problem with goalies diving about as its more realistic than having them stood up all the time. Don't think the goalies give up that many rebounds no more than other games. I think in other areas it is better than other versions: harder slap shot, better player abilities than any other version, great PP if you are good enough to move it around, really good hits if you can line players up and good variation of scoring unlike other games where it is much easier to score in one part of the net than others. This is why I suddenly got interested in expanding the rom. Certainly it ain't perfect but neither is any other version.

    Guess I won't change your mind but hey at least you're expanded rom won't go unused.

  10. I should have mentioned -- I've moved and blanked out all the team data and playoff matchups. Also, the banner tile maps (but not the banner graphics).

    I added 2 new teams, and my excel "hex generator" works reasonably well.

    There may still be a few pointers I've missed, but I haven't had any crashes recently.

    I just need to fill in teams 29-52 with some basic data and then release this thing to the wild...

    Which fixes are you have trouble with? I'll post my fix list in a bit..

    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 :(

  11. Here's v0.91

    The banners for LI and LA have been fixed, and Ron Barr doesn't go brain dead half-way through his spiel.

    You can edit the Ron Barr text at @90000 in the ROM. Just make sure you end each team's blurb with a '0d' character.

    Yeh, well done Smoz great work :( . The amount of work you have done in such a short time is really impressive.

    Ooops should have mentioned the LI and LA thing (i asterisked them on the first post)

  12. I was just going to make expanded versions of both games. 93 is simpler, so a good starting point for me to learn what's necessary.

    The excel thing might actually work surprisingly well as an editor, though...

    How are you getting on Smoz with blanking out the data - all done? I'm nearly there I think, I hope. Although the last few I'm struggling to find. I may need to ask you if you've found these just to save some time. Once I've blanked them out I can send you what I've done to see if anything differs.

  13. 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.

    yes I just meant yourself and Smoz may need to get together and work things out. Are you still up for adapting your SNES 94 editor for 93 statto? I guess you will need to redo your 94 one as well.

  14. That would be an average team size, I mean. If you make some teams smaller, you can make others bigger.

    The default expanded ROM that I'll make will have the default rosters for the original 24+2 teams (usually over 20 players), and then some small rosters for the other teams.

    I just finished moving the team data to the expanded bank. Working on the playoff data now.

    I'm not going to touch rink, sorry, unless learning the banner stuff makes the rink super easy.

    What are we thinking regarding an editor for 93?

  15. I haven't checked the rink palettes. I didn't notice any difference between the different arenas, so I think there is just one palette? If that's the case, it wouldn't need to be moved.

    I think I can make a ~54 team ROM. The limiting factor is that a bank is 0x8000 bytes and each banner, uncompressed, will be 0x240 bytes. That gives an upper limit of 56 teams. If the tile maps need to be in the same bank, that will also consume some space and reduce the number by 1 or 2. Also, the bank size limitation will affect how many players can be added to each team (with 56 teams, you could make teams with about 18 players each, at 12 characters average per name (NHL average is around 12.75 chars per name))

    (I haven't figured out the banners yet, btw. Luckily, it's possible to construct textless banners using the tile mapping array, so for the time being, that'll be my solution for the banners until I figure out graphics hacking: the extra teams will simply have textless banners that match their team colours where possible)

    Personally I would go for much less teams, more players (at least 23 per team as a minimum).

    When you figure out the banners what to do think about the rink? Are you planning to make it editable? If they are the same I can just copy my rink hacks from Genesis over which would be cool.

  16. At this point I think I can make a 30-team ROM, which I'll do. I'll make it 34 teams, to future-proof it (32 teams + ASE, ASW).

    Thanks for finding all those databank values to change, that'll save me loads of time!

    The one problem the first version of the ROM will have will be that I'll have to reuse banners from other teams since I haven't figured out the banner compression yet. So i'll make a version 0.9 of the ROM and then once I figure out the banners competely, v1.0!

    Wow that's great news. :D

    Just some info that may that may save you some time. I had very little time to do this otherwise I would have done lots lots more.

    I've blanked out the data except for the follwing which are still causing problems:

    00-01 : length of header / offset to first player ($8e = 142 bytes)

    04-05 : offset to team name (varies)

    06-07 : offset to lines ($56)

    56-5D : SC1 scoring line 1

    5E-65 : SC2 line

    66-6d : CHK line

    6e-75 : PP1 line

    76-7D : PP2 line

    7E-85 : PK1 line

    86-8D : PK2 line

    Note: I have checked that some of the other info is getting the new data from bank $90 but not all. But the game is running with all the rest blanked out. Some of these also seem to have links to the Ron Barr text such as 04-05 and 06-07 as does 08-09 which is why everything needs checking. 06-07 certainly crahes at Welcome to: on this screen when blanked. Haven't had time see how this is working. Off topic: Maybe this eventually needs expanding a bit as well for bigger descriptions?

    4F : number of forwards / number of defense also doesn't look like its used I guess it was just in there ready.

    Have you found the palettes for the rink? I had a look before and couldn't find.

    If you need any help please let me know. If you want me to carry on what I doing I can (I might anyway) but progress may be slow.

  17. If you've tried adding extra teams already, try taking them out until you can get the game working when just moving the team data to the new bank and blanking it out in the old bank. If you've caught all the accesses to the different bytes in the team data, then I think the game shouldn't crash. If it's crashing, then you're probably missing something.

    When you say the game doesn't run, do you mean the intro doesn't even run, or does it freeze later on, in the menu screen or the gameplay? If the intro screen doesn't run, that's weird. I would expect it to freeze/crash in the menu or in the game.

    I haven't looked at the banners. Actually, I'm not sure where start when looking for those :anger:

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

  18. Have you tried putting a breakpoint on that byte yet, to see if the game ever accesses it? It is possible the byte is never actually accessed -- it might just be there in preparation for 94 when you can edit lines. If that is the case, then there is nothing to update for that byte, since it's never used.

    My guesses on when it might access that byte: when there is an injury or a penalty to a defenseman, it might need to access the byte to find out where the defenseman are, to find a replacement.

    I think the tutorial I made should be enough info to add a new team. I don't play this game, so I don't really want to spend a lot of time fixing it, when there are dedicated 93 fans who can do it :lol:. If you're stuck in a particular spot, I can try to help (once in a while it can be hard to find the bank byte to fix when it's in some completely different area of the ROM).

    Haven't had time to look yet for the missing bytes but will do. Something is missing because the game doesn't run when I blank out the original bytes. Your guess might be right as it would make sense to have it there. I think you were right about the lack of banners crashing the game, as I found some notes, and must have been thinking of an earlier stage - oh well.

    If you don't like 93 then that's fair enough I will carry on and see if I can this part to work but if your willing to help when I get stuck thats great :anger:

    Any breakthrough with the banners yet?

  19. I've been trying to figure out how to decompress graphics for SNES '94, but it's not going well.

    wboy took a long time between releasing the 94 30-team ROM and the 93 30-team ROM, which I think illustrates how difficult and time-consuming it is to fix all the code to work with extra teams. And he knew what he was doing for the 93 version and still took a long time.. we don't know what we're doing, and we're working on SNES, a much less hacker-friendly system... :)

    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.

  20. I think that somewhere in the team header is a byte that has the number of players and number of D (it's not a pointer, it's a value).

    I suspect it's the 79th byte (value c7 for ASW, 12 forwards, 7 D).

    You need to do traces for all the bytes in the team data header to fix those.

    Sorry don't think I explained things very well. I had already found the values C7 etc. Yes I think these are the values for the number of players and number of D. Even if I can find the pointer for this not sure how to test it (like the other data) as you can't edit the team lines in 93. Also for the missing data God knows??

    Probably need to find the bytes to add/remove teams then perhaps work backwards/in the dark to see what works and what doesn't.

  21. Above you write you helped expand the the 93 rom. Was it for genesis. If so maybe you can help me. I can't find how the rom points to/assigns palletes and logo to each team on Coahc K basketball. I have a 85% edit done fo rthis year. Team info is done. I rewrote all the pointers and regrouped everything for a fellow Tecmo Hacker to create an editor for. He is almost done. I can edit unies through HivePaellte, and editing logos trough tile molestor, but the greats teams share a bunch of info with the normal counterpart, and would like to redirect those teams to an empty part of the ROM. I have been hacking for over a year(Working on a TSB3 Ncaa edit for SNES with my brother. Already have a 80percent hack, now just redisigning plays for a more college feel). Any help in the Coahc K issue would be aprreciated. It was done by EA, so i am hoping they use the same prgramming techniques.

    I didn't help with the 30 team NHL 93 on Genesis - this was all wboy's work. Before he released it I was having a go at adding teams and managed so far (with some help from him) but never managed to link any of the graphics etc. I don't know the game you are talking about but I used the free space by the same way we are doing it on the SNES, finding the pointer table for the teams then just changing the pointer to point to the free space, which sounds like you have done already. Sorry I can't be more helpful but I think you need to speak to wboy if you can catch him.

  22. Anything in that team data header will have to be moved.

    If you add another team, that team needs its own team header data...

    What is in the team header - which palette to use, value to identify the team what else?

    Also there are 5 digits in the team data which I don't know what they are? This is after the palettte info.

    away palette then ? ? ? PP adv then ? ? No of fowards then No of defensemen

    Not sure if this is going to cause a problem when adding more teams??

    --------

    More information

    @3711 uniform palettes

    @7D774 goalies 1-4 on the team roster screen

    @7DDFC team ratings

    @7EB71 team lines on the team roster screen

    Still need pointers for No of fowards then No of defensemen I'm guessing.

    Smoz - whats the plan of action now?

  23. I'm afraid I don't know much graphics stuff...

    If someone can find where the graphics are decompressed to, using the method described in the first post, I might be able to get some ideas...

    However, the one time I tried his method, I couldn't figure much out. I saw the graphics in VRAM, but he said not to use the VRAM, so I'm not sure what to look for in the RAM.

    Made a bit of a discovery when searching for the goalie pause menu name.

    Changed @78FD2 from bank $83 to $90 and all the rink data disappeared. So I'm guessing this points to the data in RAM/VRAM as the rink is not editable in TM. If we can find the rink data copy it to the free space and change the pointer it may mean we can edit the rink. If this is correct it may be easier to find out how to decompress the banners (maybe).

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