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kingraph

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Everything posted by kingraph

  1. 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.
  2. 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
  3. 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.
  4. Here's is Smoz's program: https://forum.nhl94.com/index.php?/topic/14421-tool-genesis-image-ditherer-to-16-colours/ It takes some time if the file size is big. In my experience, once the first set of 16 images appears, I close the program and don't wait for the rest. The variances are too small to sort through. It'll make sense once you try the tool once. As far as decompressing graphics, I wrote up this piece to explain how it works in '94 and most EA Sega games I've seen: https://forum.nhl94.com/index.php?/topic/19978-how-to-decompress-graphics-in-sega-genesis/
  5. First of all, I really love and appreciate you guys sharing your methods on this topic. In particular, I'm a big fan of both of your ROM work and your graphics. Here's my quick notes on my graphic editing approaches: I export any graphics from TM (v0.16) to png I use MS Paint instead of Photoshop. I don't know if there are advantages to Photoshop for bitmap editing, but Paint seems to work well. Similarly to you all, I manually rearrange tiles to the full picture in Paint, and keep a reference map of the original picture. I make any changes in Paint. If I use new/custom colors, I then use @smozoma's Ditherer program to convert it to '94 colors. I have tried other various methods, but that program saves me a lot of time and I am generally happy with the results. Especially with the knowledge/expectations of my color limits to begin with. Once satisfied, I re-cut the tiles back into the original layout and paste back in using TM. FYI, I think TileLayer Pro is a TM alternative that has this arrangement functionality built in, but I was never good with using that program. At the same time I rarely need to do this kind of editing as much of the graphics work I do has been rearranged already (or I rearrange in the ROM layout).
  6. @eltoro666, it's on my list of projects. I haven't been active in a few months, but hoping to get re-energized on a bunch of '94 items around the December holidays. The blood hack is on my list. See here as well:
  7. This is 100% in my thought process so definitely a "chance", but nothing confirmed at the moment. Likely planning will happen in the late December/early January timeframe. The key item last time was we had a great connection with the location (separate floor in a bar in the heart of NYC) thanks to @MikeGartner22, which will be hard to replicate. If we can secure that again, great, but if not I'll be asking around. I'm fairly confident we can make something work.
  8. Yes! @UltraMagnusis running a dynasty league that is in it's 5th season and there is a pretty active '95 community! Check out the '95 discord here: https://discord.gg/KYUs8zd3Qn
  9. And here's the Sega Genesis Font in case anyone else comes across this thread: NHL'94.ttf
  10. I also made an SNES '94 font for those interested:NHL94SNES.ttf
  11. Haha, awesome man! We have a live tournament in Toronto coming up Oct 15th! I expect we'll have another in Minnesota sometime around February and maybe NYC area in the later spring/summer. Aside from live in-person events, we play '94 all year round in leagues. Best to join our Discord server for immediate chat/help. https://discord.gg/5aQwEcH3HG
  12. For '96, '97 and '98, the game should pretty much play identical on the emulator and console as the ROMs are unchanged. Not sure what would possibly be causing the CPU to act differently unless something has changed in the code.
  13. This is pretty cool and useful. It was posted before I had my elementary understanding of assembly language (which I learned from Markey Jester's site!). Makes a lot more sense, I like the way the subroutines are identified into pieces. Yes, there is a TON of work to do, but this organization helps a lot.
  14. This was fun to read 5 years later. I could have definitely done a better job explaining as I found it hard to follow some items...and I'm the one who friggin' wrote it! Perhaps @UltraMagnus, you can continue to post updates and other items related to anything you find in season mode and data. I'll also have to re-check my last local notes. You never know who can see this and get inspired!
  15. Definitely give me a PM when you're ready. Not sure if all my notes are typed up here but I'm pretty sure everything that was needed to hack has been done.
  16. Hey! I had found the palettes, team graphics, team and player data structure. So basically if anyone wanted to make an update the information exists now to make it happen. I haven't touched it since then, but if anyone is interested in making new names, teams graphics and such, I'd be happy to collaborate on a '23 MLH!
  17. Just have to redraw the tiles. If you're not sure which ones, the best thing to do is to overwrite the tiles with a 1,2,3,4 and map it out. I usually do something like this:
  18. Yet again, bumping this amazing post!
  19. I recently did this with intro, menu AND organ music from '93. I had the same issue on looping and/or stopping (in the case of organ music) when a goal was scored. Swapping the pure music is easy, but there MUST be some other reference bytes regarding looping/stopping. What I CAN say is that when copying the organ music from '93 (there are only 5 unique instances) into '94, the data for the songs/sounds is back to back. Meaning, immediately after the first organ song, the header of the 2nd song started. And it wasn't just songs, each sound is stored in a giant block. For example, the goal horn is the first sound, followed immediately by "lower ding", "higher ding", etc. until we start getting to longer data sets for organ songs and it finishes with the opening game music/menu/matchups. The data for the sounds/songs is all a large block of data, if that makes sense. So I thought if I copy one organ sound from '93 to replace another, this would be easy. However, I was surprised that the new organ sounds wouldn't "stop" at a goal, OR that the menu music during intermission wouldn't loop (or stop). Even if it's in the same location! Having said all of that, my current theory is that the information containing the start/stop/loop was stored somewhere else, perhaps tied to a particular data size. I haven't spend more time yet on this, but this triggered my memory and wanted to share as this IS a current hack I would like to spend more time working on. I'll post a separate/more cohesive thread on my findings.
  20. Hope this helps. I did this years ago, and I know it holds plenty for the entire Genesis library.
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