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kingraph

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kingraph last won the day on October 30 2022

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About kingraph

  • Birthday 06/21/1979

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    Genesis
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    With 3 defensemen

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  1. My original favorite player for Sega was Russ Courtnall. And probably still is, but it's evolved over these years more into a love/hate relationship lol. My original feeling (almost 30 years ago???) was that he wasn't an all-star or top player in the game. He was this hidden gem on a team that was also not recognized as a top team (Dallas Stars). I prefer righty shots on the LW, and SPEED is the most valued attribute, so he was the perfect player. I always loved dominating with Russ and the Stars because it provided more legitimacy than winning with the Blackhawks, Red Wings, etc. When I stumbled into this community back in Spring'11, I used the Stars in Classic. Probably not a coincidence. Thanks to this community, I've amassed more knowledge about players and attributes than any normal person should know. And one thing that troubles me with Russ now is his poor stick handling skills (3 rated out of 6). Stick handling affects the ability of a player to handle a pass. So with Russ, you'll notice that many passes bounce off his skates. It's frustrating, and requires some patience and adjustments when you play with him. But since we go way back, I think I still have a soft spot for him and would be my favorite player for that reason. PLUS, @chaos got Russ to do a Cameo appearance for me to start CDL 05! As far as SNES, I stink and have no idea.
  2. What about making the skate blade white at home? Then you have the white color to use and the blade color is the least noticable color imo. Either way I like the white on the home logo.
  3. From the Empty Clip website and my e-mail exchanges conversations with their CEO, it looks like they use something called Arsenal. Haven't found any information on that software, or even if it's proprietary, but it does seem like something that allows you to run old ROMs on modern platforms with enhancements.
  4. Thank you!!! I appreciate this in so many ways. Thanks for taking the time to make the detailed post. Also major kudos to your art skills! Hacking and coding is one thing, but the art of making a small image using 16 colors look good in the game is no easy feat. (anyone who has done Sega graphic edits are nodding their heads).
  5. Thanks for the reminder! Will do this week
  6. This issue I was referring to was more the latter -- available graphic RAM at one time. I ran into this when I was doing my '95 update: https://forum.nhl94.com/index.php?/topic/18130-nhl95-expanded-rom-project/&do=findComment&comment=170815 What happened was when I expanded the banner image (banners are actually one giant image), when the playoff screen went up the the available graphic memory ran out and started creeping over the background. My solution was to make the image of the Stanley Cup smaller by reducing the tiles. The original '95 game has a spinning cup. I made it static to reduce the tiles. Sort of....technically it's still spinning, but it's the same image over and over again
  7. At the very least you can change the background the same way @Drezzmentioned, however increasing tiles is TBD. It could be possible, but once you increase an image size then you may run into space limitations on the graphics.
  8. I'm not sure if it's the same in FIFA/Super Monaco, but I do explain how the tile pattern layout works in '94: From my OP, here's how the layout logic works (which is located after each image): "Each 2 bytes represents which tile to use, and you'll find 36 tile layouts for the 6x6 logo graphic. The first digit is the palette being used: 0 - Palette 1 2 - Palette 2 4 - Palette 3 6 - Palette 4 If the tile is flipped vertically, the number is 1 higher (1,3,5,7). The next byte will show the horizontal flip. 0 is normal and 8 will flip horizontal. You're likely not going to be flipping tiles vertically or horizontally for your new image, so don't worry too much about that. The next byte is the tile number used. In our example, you'll see the tile layout starts with 2000, 2001, 2002...until all 36 are listed. This means the logo is using palette 2, tile 00, tile 01, etc."
  9. Love it -- would love if you can share your notes or details on "how to" if you find some time. This is definitely something I think people would greatly enjoy. So very cool.
  10. Assuming the background image is the same number of tiles as the original, I doubt it would be a VDP memory issue. If you increased the background image size (increase number of tiles) then perhaps that's it. If it's the same size, but you stuck it in another part of the ROM, then I'd agree maybe some player cards were overwritten or something like that.
  11. This looks sweet man! I'm not sure what the differences of the the two images? They look the same. Does the issue arise when the player cards are scrolling through, or is the actual image messed up (so it's there the entire time)?
  12. I remember trying to the the reverse of what you said -- bring in the transparent '95 into '94, but that wasn't as straightforward as I had hoped. If I dig up any notes I'll share, but if I remember correctly something about that transparency was making it a bit trickier than "change the background to black" if that makes sense. Definitely think it's possible though.
  13. I wrote down all the 32 team ROM offsets. This question gets asks so frequently, I'll post it when I get home or possibly weekend
  14. Yeah, sprites/animations are a different animal. My tutorial was on static images like splash pages/logos. The animations will be trickier. I remember doing that for the "spinning cup" in '95 on the playoff bracket page. Thought it's been so long I don't recall. I'll have to check my notes and happy to share any relevant information.
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