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kingraph

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  • Birthday 06/21/1979

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  1. The only way I've found headers is looking for a group of tiles in TM, and finding the first tile as best I can. Note the hex location. If it's a straightforward graphic, the header should be 10 bytes before that first tile, so I'll look in a hex editor around that first tile location. It's not foolproof, some graphics in games are not as straightforward. I think some graphics are created during the game via some decompression routine or something I don't fully understand. Said another way, I think there are graphics in Sega games that can't be found by tile searching in TM.
  2. SNES Balanced League (SBL) ROM: NHL '94 (USA)_Hot_Cold_Patched.sfc Season 01 will use an SNES ROM with the following hack applied: Fix hot/cold bonus bug Reference: https://forum.nhl94.com/index.php?/topic/33959-how-to-fix-hotcold-bonus-bug-snes/ League Format Classic Style League (Pick one team for season) 40 Game Regular Season 16 Team cap 4 Divisions, 2 Conferences (assumed 16 teams) Single League (no A/B) Waitlist possible after 16 Team Draft will be weighted based on coaches Elo (lowest Elo draft first) Season duration: 4 weeks (~10 games a week) Playoff Format 12 Teams Conference winners are top 2 seeds Regular season points to make playoffs, seeding based on win % Will be same if all games played. No reseeding Duration: To be played promptly. Streamed live or recorded/streamed if possible. 1st Round Top 4 seeds get first round bye 5 vs 12 6 vs 11 7 vs 10 8 vs 9 2nd Round 1 vs (winner of 8 vs 9) 2 vs (winner of 7 vs 10) 3 vs (winner of 6 vs 11) 4 vs (winner of 5 vs 12)
  3. I agree! But in that regard it does appear some folks are also making updates to '98 as well.
  4. Are you saying convert NHL'98 player stats and teams to a '94 ROM? Here are some examples that I found: @CoachMac did one here: https://forum.nhl94.com/index.php?/topic/19792-1951-1970-and-1971-1999-roms/#findComment-180098 @naples39 did deadline ROMs: https://forum.nhl94.com/index.php?/topic/15608-my-deadline-roms/ @slapshot67: https://forum.nhl94.com/index.php?/topic/4327-70s80s90s00s-roms/page/4/#findComment-180065 To be honest, I haven't played/tried them so can't speak to any specifics.
  5. The code 6700 is the instruction in the game to "Branch on Equal" and the code 6000 is "Branch Always". I haven't delved into the code, but I assume the game was doing a test to see if the player was supposed to have the QB functions or if it was a player after a catch/run. Again, this is just a guess but the code you changed was probably something like: * Check if the active player is QB or runner. If it's a runner (branch on equal), go to (branch) to the function to make the player a runner. Changed to * Always goto runner (branch always). So from it sounds like, when you press the pass button, that routine now just says "this is a runner". Which yes, bypasses the passing window, but is not the desired outcome. I agree, the leading assumption would be that there is a function that calls up thet passing window routine and you can just bypass that. I'll try to help.
  6. Can you post the ROMs here, or update your original message for reference?
  7. TBD. It's tough to figure out since we don't have a large sample to begin with and even smaller with geographic location. Agree that a regional distribution makes sense, but it could also be printing machine, factory, random, etc. A little while back @McMikey asked Sean Ramjagsingh (current NHL EA Sports) if he or anyone at EA knew what the letters represented, but no dice. FYI, we have only captured afraction of the estimated first round numbers out there. As of today, 460 copies, which is 0.13% of an estimated 350,000. And even fewer where we captured the current location of the box. And even then we can't determine if that was the original sale location.
  8. LEAGUES AND LEAGUES AND LEAGUES: https://nhl94online.com/, and there is a '95 Discord with their own leagues: https://docs.google.com/spreadsheets/d/1GBDlaeQQriDsBREbpbdMsb61Ccgq9YkqcnsrW722MTA/edit Classic league, draft leagues, different roster leagues, different rules leagues, etc. The hardcore folks on the forums barely play any games vs the CPU. Ironically a season mode would ultimately not be exciting for us, outside of the accomplisment of hacking it into the game. Nothing wrong with it, and I agree a 32 team season mode in '95 would be tons of fun for the majority of people.
  9. You've also just made me realize that the faceoff window is not in the same location each time. So I agree with your conjecture that the overlay is relatvive to some point rather than a fixed x/y (credit to @swos for this graphic below)
  10. Thanks for this above - I've started to poke around and not as straighforward as some of the other x/y graphics I've seen in the past. Will continue to work on this, seems like a fun project.
  11. Do you have a location of the ref and faceoff overlay graphics? Like, any tile will do. What I would suggest, and I can try to do this, is to see if we can find the header of that faceoff and ref overlay graphics. It should be located at the beginning of those graphics. IF we find that, we can probably find where in the ROM that graphic is called up, maybe a pointer. From there, we can investigate and see if there is an x/y location part of the graphic which is found in the menu, clock, etc.
  12. Unedited video stream from this tournament:
  13. I never really gave the season expansion a try. I'm not sure if it's possible or not. Season mode, you start getting into the RAM and saved RAM (SRAM) areas. You'd have to map all of that out to see if there's room to expand teams, schedules, results, standings, etc. I imagine so since I don't think that kind of data takes up as much space as graphics for example, but really the whole RAM areas were unexplored territory for me.
  14. This ROM was ultimately used to release the Tucson Roadrunners 2024-25 schedule Thanks again for all the help to make this happen!
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