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tjans

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Posts posted by tjans

  1. Isn't client mode P2P? If you mean servers, why even use servers anymore these days? Either way, I'm glad to see that it works nicely with Gens too...we use it with Nestopia and it works great. I've always wanted to try it with Gens for coach k and a few other games...

  2. I noticed in one of your tutorials, you use the P2P version of Kaillera where you have to pick that you want to play P2P instead of the servers...just curious why you use that instead of the newer one where it's just always P2P? That's the one we use for Tecmo and RBI...obviously you guys use what works, I'm just asking so I know if I have to keep two versions of kaillera laying around (one for when I vs. one set of people and one for when I play vs. others).

    Thanks guys...

  3. I play SNES. AIM=c4outlaws

    SNES Tecmo? Football? Baseball?

    Sweet, I'll add you to my AIM list. SNES Tecmo Super Bowl. Sorry, I'm just so used to Tecmo being standard for the football series in our community. I have been in NES TSB leagues both old school rosters, modern rosters, and even a dynasty college league with recruiting...but most of my Tecmo desires lie in the SNES version of the game.

  4. I run an SNES Tecmo league and an RBI Baseball league, so I don't have time for league play, but I'm def. interested in playing some SNES pickup games (I can host with or without hamachi).

    New to the NHL online world, but by no means new to the online retro gaming world...as I said I'm an online Tecmo vet as well as an RBI vet (I run www.rbibaseball.us). So, if anyone wants a casual no-stakes game, hit me up at TecmoTurd on AIM. I've added a few people here to my AIM list that said they play SNES, so I hope to see you on...

  5. The multitude of networks is mainly for organizational purposes for each league and/or division. You can run the Hamachi client all day on your PC but if you don't host or connect to any other players it really is just sitting there doing nothing.

    No, I know that...maybe I'm phrasing my question wrong...what I'm asking is, do you guys just have someone in the league have a hamachi client up with "nhl94online1.net" running all day long, and all the people who want to play their games just connect through that? I saw an option for "managed" hamachi which I thought might actually have the hamachi client running on one of their servers and you just connect to that...

    Seems like if one of your leage members had that connection open all day and a bunch of people connected it would kill his bandwidth. Just trying to find ways to make it a little cleaner, and not having to use my PC as the "central" server would be nice...

  6. I noticed on this page (http://nhl94online.com/html/getting-started.php) that you guys have listed 6 hamachi networks to connect to...I'm wondering, do you just leave yours running on your computer so that people can connect, or do you have some dedicated server setup for this? In our league play for RBI we just connect to each others Hamachi instances running locally and turn them off or on when we're gonna play.

    I like the idea that you have central servers setup, if that is in fact what you do. Can you enlighten me?

  7. I think your explanation was fine, smoz, I think my sticking point is the rounding. As in, how 13.7 Becomes C and not E. Thanks for your patience.

    The math is off Slightly, xE is actually a value of 15(x0 is counted), making a clean convert of 1/17th actual value.

    right, so to convert, it is BGR, reverse of the Norm. So you need to reverse the order of RGB, then divide each value by 15.(bright yellow for example is R-255,G-255,B-0) so reverse that you have 0/17,255/17,255/17= 0,15,15=in hec 0EE, add the first default x0 and you get 00EE for yellow. Gold is R-204,g-172,b-98, reversed is 98/17,172/17,204/17=4.6,10.1,13.7=rounded to nearest odd value5,11,13 the hex values would be hex-6,A,C, so Gensis color hex would be 06AC. Hope that helps

  8. Getting closer...but how does D4 = C, and AF = A, and 37 = 2? Not sure how you derived that information...I'm actually using HivePal so I shouldn't have to even open the ROM to see the color it came up with...

    say you have the colour "Metallic Gold", which has the RGB value #D4AF37.

    On the genesis, you only have the even numbers to use, up to E...

    so it could be approximated as CA2. D4->C, AF->A, 37->2. However, I think it uses a different order, so it might be 2CA or AC2 or something.

    And I think you have pad the value to make it 2 bytes, so it becomes 0CA2.

    Anyway, just experiment with it and it'll become obvious, I think. Try some test value, run the ROM, take a screen shot, open it in a graphics program, use the colour-picker tool to see what colour your tested values gave.. come up with a formula to use.. All I know off the top of my head is that the value E(14) in the Genesis palette will result in FF(255) in normal RBG, so I guess the RGB value is 18.2x(genesis value).

  9. there's no byte flipping with the genesis, due to it using a motorola CPU

    i think colours are coded using the hex values 0/2/4/6/8/a/c/e. 000 is black. eee is white.

    this is a bit strange since you'd expect fff to be white, but that value isn't used (in nhl 94 anyway?). consequently you need to take the scaling into account somehow..

    I'm not sure what order they are in RGB, BGR, or another order..

    Can you give me an example of this with some color? I want to take the RGB values and convert it to hex so I can write that back to the ROM...

  10. Anyone got any good tips on displaying and converting RGB colors to Genesis colors? I know nothing about Genesis palettes...I know in the SNES you have to flip the bytes...and convert the RGB to binary and then to hex (I think...I have the SNES info in my notes somewhere). If I code an editor, it'll be nice to be able to have people set their color for a uniform automatically without having to know hex...

    Coach K .

    Hey guys. Yeah i found the pointers. I found the Checksum desable from the EA tread on here. It worked perfectly. I am not that versed in programmer, i'm a trial and error type. I do know that the pointers at 000CF56C are to the team starting point, but if you switch tehm, only data changes, the color is hard coded to that pteam position...ie if i swap duke with arkansas, they get arkansass logo, and red unies. The DATA is just placed in that spot. I am working on getting my info straight before passing on to an editor creator. Also, i have broken down the bytes on players. Thefirst 5 are info....number,Postion,height(player sprite grows with the value...no special assigning needed if you make a guy grow 1 foot(:),weight,class...the next 2bytes dictate skin color, then head. bytes 9-44 are previous season data (i have formula), followed by an unknown byte, then 15bytes of ratings, then 8 bytes idon't know. I know the FF ends the line. PS you can add DATA to the open space on the ROM, and send the pointer there to get it. Did it to fit Marquette in Missouri's spot. City Milwaukee wouldn't fit. Worked perfectly. And the teams don't always end with 00 FF. I have seen them end with just the 00 then the first player. Think the FF are just fillers, have over wrote them with no problems. I used HivePal by HiveBrain to find palletes, the Genesis uses less colrs than the SNES.....16 palletes, but only 512. onSNES 7fff is white, on genesis 0EEE is white. Actually a pretty handy tool as it can browse for good pallett codes. That's how i found the pallets, that and a debug with the GENS emulator. I do want to try and see if i move the team Pointers together, then the team info, then all the players. Like TSB is set up. Don't know if that'll work, but if it does, then that should help make each teams info area on ROM equal, making editing easier.

  11. Thanks guys...I wrote some SNES editors using string pointers before, this is just my first attempt at doing it on a Genesis ROM, and it's a layout I'm not familiar with yet. Truth be told I'm better on the programming side than I am on the assembly side...

    Hurricane found the color palettes, I believe. He's gonna explain the string data to me tonight I hope. I'll check back again in soon to give an update and probably ask more questions...

    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.

  12. 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.

    Yep, I figured that part out...do you know anything about the team names? I assume I have to stay within the bounds of the current lengths unless there's a pointer table somewhere...so replacing Duke I'd only have 4 letters to work with?

  13. Awesome! I was able to convert it to a bin myself, and I think hurricane found a way to disable the checksum reading another post on here, but I haven't tried it myself yet. If by 3 second delay, you mean between switching menus, then that's freakin' great. I'll hopefully get a chance to look at this stuff tonight. Thanks for all the help...

    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...

  14. Awesome! I was able to convert it to a bin myself, and I think hurricane found a way to disable the checksum reading another post on here, but I haven't tried it myself yet. If by 3 second delay, you mean between switching menus, then that's freakin' great. I'll hopefully get a chance to look at this stuff tonight. Thanks for all the help...

    I found out how to get rid of the checksum error:

    OFFSET: 0690
    OLD VALUE: 4EB9 001F E000		   (instruction: "JSR $001FE000" ie: "go do the checksum function")
    NEW VALUE: 4E71 4E71 4E71		   (instruction: "NOP NOP NOP" ie: "do nothing, continue running the game")

    This also gets rid of that annoying 3 second delay :)

    I used GROM to convert from SMD format to BIN.

    Put grom.exe in with the ROM, open a dos prompt in that directory, and run the command >grom "Coach K College Basketball" -bin (or "Coach K College Basketball.smd" if it's named that)

    There was another SMD to BIN converter I tried called "ROM Converter" that actually didn't work, it messed up the decoding and made a non-functional BIN ROM.

  15. The code in NHL94 isn't compressed (but some of the graphics are). I don't know about Coach K. If it's a newer game, it might all be compressed...

    Can you supply some details about the 'strange format'?

    I am assuming that by 'Cygnus' you mean a hex editor with that name?

    It seems as though he converted it from SMD to BIN and was able to edit it (I'll have to confirm). Yeah, he uses Cygnus hex editor, I prefer XVI32. The game is 94 I believe, so I figure it might be similar to the way NHL works...anyways, thanks much for the quick response...I'll stop back if I have questions...

  16. Did the other thread you posted in solve your problem? (or just give a starting point)

    EDIT: oh, Coach K is a genesis game, i thought you were talking about a SNES game so was surprised it would work..

    Hey guys, I'm going to be coding the editor for this project...I know Hurricane mentioned that he had to load it into some strange format for him to be able to edit with Cygnus...is that because it's compressed? Is there anything I have to do to be able to read the data in code? I've written several editors before, but it was mostly straight pulls from pointer tables, straight text, or converting hex to dec...any insight you can provide is appreciated...

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