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kingraph

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Everything posted by kingraph

  1. Official Season 01 ROM - CDL_season_01.bin 24 Drafted Teams of 12 players! Static ROM (ratings don't get hot/cold applied or PP/PK) 1 minute penalties Body Checks after whistle don't count +/- stat added Reduced time to switch to Manual Goalie Slightly Increased Goalie Range Boosted Goaltenders - All get +1 to Agility and Stick/Glove Ratings except Roy & Belfour 288 Updated Player Cards! All 12 player cards cycle on start menu! Graphic updates: Mats Sundin on the cover! Commissioner and Sundin Fanboy@chaos approved! New teams like the Halifax Mooseheads and Hamilton Bulldogs added: Our own @danTML7is announcing the lineups! As mentioned, all 288 player cards are updated! Chicago and Pittsburgh center ice logos copied from NHL'94 Rewind: Scoreboard logo is back - Coors Light our unofficial sponsor: CDL Zamboni and our friend in the green shirt returns to his severed leg! Finally, the 3 stars of the game bring back some old friends:
  2. It's for league play (Chaos Draft League), and I'll be posting the final version tomorrow on the forums with all the descriptions of the hacks/updates. Love this updated feature a lot.
  3. WORKED! Latest ROM will scroll through the 12 players on each team. So cool.
  4. When I check F890A on the 32 team ROM and 30 team ROM, both come up with a value of FFFF. Can you double check? I'd like to try this on my next ROM.
  5. Unfortunately you can't flip positions with no line changes league during a PP or PK. You'll just get a replacement on the PK and/or injury.
  6. Time to start setting your lines. This basic format works for most, but if you want to set particular replacements, you can if you understand how that works - How It Works Otherwise, I assume you want a 3rd defensemen to come in for either LD/RD who gets a penalty/gets injured. The 4th only comes in as necessary. I also assume your extra attacker will be your 4th F if an injury occurs. On a penalty, I'll keep your starters on unless otherwise indicated. IF YOU KNOW OF A JERSEY NUMBER CONFLICT - you can also indicate it below. Otherwise I will bump up the lesser known players up/down one. If you have two starters with the same number, I'll look for a previous NHL number. Team Name: Anaheim Ducks LD: Al Iafrate RD: Alexei Kasatonov LW: Russ Courtnall C: Valeri Kamensky RW: Luc Robitaille X: Kevin Stevens 3rd D: Doug Lidster G: Kelly Hrudey
  7. Here's the draft sheet embedded. The full draft document can be seen here: CDL Draft - Season 01
  8. kingraph

    2020 SHL

    This is pretty awesome. Would this work with team logos, or would the increase in the center ice logo only work for a static logo? The default center ice is just 24 tiles (6x4), would be cool to increase that size even a little bit.
  9. The player card table not only sets the pointers to the right pictures, but you can choose which roster spots come up on the main menu screen. It's NOT linked to the NLC line, but rather the roster spots you designate in the table. It will look up the name and card offset. Here's a snapshot of the spreadsheet I made for the player card sorter: My guess is that the ROM you are using has the first 3 roster spots, 00,01,02 in the beginning, which are the goalies. If you swap 02 (3rd goalie) with another spot I think that solves your issue. Or just remove the 3rd goalie altogether in NOSE. Hope that clears things up a bit. Unfortunately I don't have the offset location of the 32 team player card table as I haven't done any work on that, but the methodology is the same.
  10. Not sure what you're trying to do exactly, but I wrote up how the player card table works in detail here: You should be able to display whoever you want on each team in the roster.
  11. For a strategy guide, I think the best would be a website that combines the text with video example. That's what I set out to do with www.nhl94strategy.com But to your point, it takes a bit of time and I lost my passion for updating the site. However the little that I did update has been referenced and used many times over, so I think I can set a 2021 goal to update at least a few more sections. Yes, I'm on it!
  12. @dangler, well said and I think you're 100% correct here. This is what makes long tournaments against good players so difficult. You have to stay focused the entire time....and it ain't easy! I think I will change my title from "mechanics" to "mental game", or some way incorporate that as pretty much all my bullets are aspects of the mental game.
  13. This is a great discussion on strategy and is so naturally correlated to this topic even though I said this is NOT a strategy guide . I would agree with you on what you said about how reliant the offense is based on the flow of the game. If you have the knowledge of different offensive strategies (whatever they may be), how much do you adjust/execute/react to those during the game? This type of thinking you are already doing makes me want to review one of your games as a "deep dive". Who knows if we find anything, but I think it'd be fun. "FUN"
  14. I wanted to document my thoughts about how we can look at a game result and understand what consistently separates (human) players from others. There are differences from "A" vs "B" players, but I want to further look at why guys like Mikhail and @annatar are consistently on top of the SNES side and why me and @angryjay93keep meeting in the finals in Genesis. The outline above represents my original thoughts and I welcome all feedback. In the most simplest terms, I believe there are two things that separate players: Game knowledge/Understanding of the Game Execution / Actually playing the Game Underneath those broad topics, there's a lot more to discuss. This is NOT a strategy guide, but I will highlight some quick thoughts on the topics. And this applies to Genesis and SNES. When I say "game knowledge", that can mean broad understanding, but there are also a granular details that separate the top players. A broad example would be understanding player attributes. A Genesis player trying a slapshot with Wayne Gretzky may not understand he has a weak shot. It may be a good play, but with the wrong player! Another broad example would be where I (kingraph) know how to score in SNES with a deke. However, at a more granular level, I don't have the knowledge of how far back I can shoot the deke, what angles are feasible, etc. than guys like @TheProfessor or other top SNES guys understand. So during the game, I wouldn't even try certain shots (they wouldn't enter my mind), or on the flip side try defend those dekes because I don't perceive them as a possible scoring threat. (I'm learning!) I think most of the "A" players excel in knowledge, but it's important to note that there are still those details that certain players know better than others. There can also be game-changing knowledge that happens. Think CB check that Plabax discovered or the Goalie Dive Across save in SNES that Mikhail has recently introduced. Before Mikhail (very effectively) demonstrated that technique in KO94-4, I didn't see anyone even trying these saves. That knowledge is a differentiator before the game happens. In Genesis, if you're not aware of the rebound goal, you won't try to score with it, OR defend against it. Now the biggest differentiator is the in-game execution. Some of the mechanics can be learned, such as quick one-timers, pass shots, "Y" button get up, rebound goal, goalie control, dekes, etc. that is visible. The top players more frequently finish one timers, finish dekes, get shots off, etc. Reaction time to the puck, to the play, to goalie control is also something that you can witness and differentiate. Many people say manual goalie is one of the biggest skills that separate the best players, and I think that's obvious. The mental game is harder to define or observe because it's unique to each individual. But ultimately it's trying to understand the decision making that happens many times throughout the game. From setting a lineup, to choosing which shot to take, to pass vs skate, to check or sit back, etc. In general, I feel the top players make better decisions throughout the game that lead to better scoring chances and better defensive options. And seeing those top players adapt each game based on what's working vs. what isn't. Having said all of that, we have the magic of NHL'94 variables that are overlayed on top of everything. These game variables are what causes all the variances from one game to another between two given players. The player variables will outweigh the uncontrollable variables over time, but in a given game anyone can win. You can make the right decisions, execute your one-timer, but Roenick will miss an open net from 2 feet. I tried to list out some of the things that happen each game that are somewhat uncontrollable. To be clear, this would be measured above what would be considered "normal". If that slapshot from Gretzky is stopped by the goalie, that isn't an abnormal result. If that slapshot gets passed Eddie Belfour, that would be considered above expectations. With all the tournament action and updated frequency of streaming games, I am considering doing some deep dive reviews of a game. Deep dive means either reviewing possession by possession, reviewing scoring chances, key plays/sequences, or maybe just goals. I may never get to it, but I'm definitely interested in trying to look at game with all of this in mind.
  15. PLAYER VARIABLE Game Knowledge (pre-game) Player attributes/players How to score in various ways Understanding angles, distance and probability of success Different ways to defend Different ways to check Breakouts & Zone Entries Execution / Mechanics / Mental Focus (in-game) Execution of game tactics Reducing mistakes Overall Reaction time Manual goalie control Anticipating opponent's play Adapting Choosing the most effective option at a given situation considering players, game status and opponent Creating more high percentage plays than low Passive vs Aggressive defense Ice vision/awareness Awareness of game momentum, team cohesiveness, "hot/cold" GAME/CPU VARIABLES (Non-controllable / Random) All of these examples highlight behavior that is considered above or below reasonable expectations AI controlled players defensive effectiveness Stifling, shadowing defense "Parting of seas" defensemen AI players set up properly on offense, or not Center ready for one timer Wingers behind net AI players picking up loose pucks, rebounds AI players skating in right/wrong way more often when switching AI players organized vs getting in your own way Checks more successful or solid checks being unsuccessful Shots hitting open net, directly at goalie, or wide Goalie making extra saves or letting in easy goals Passes connecting Passes going to target player One timers executing Player holding onto puck or having tipped away AI penalties away from play Penalty frequency
  16. None of this happens without lord @chaos around. Great list of representatives, I'd vote for you all if I could.
  17. FACT. When I first joined, it was @Sebe_The_Legendwho took the time to repeatedly kick my ass over and over in exis, share his knowledge, and ultimately get my game up to "A". Other two who were integral to this were @Zalexand @smozoma EDIT: That experience is also why I will exi against anyone who asks. It meant a lot to me in the beginning to have an "A" level player play against me. Almost all of them wouldn't bother. I know I don't do it as often these days, but I really wanted to pay that experience forward.
  18. Marc, who was St. Louis finished the regular season with a 2.33 GAA. That's amazing.
  19. What we really need is a connection at EA that has an ear to listen.
  20. The rom they use is 33 team, and the rink graphics are all vanilla, so I think they modified their own ROM. No Winnipeg freeze issue either. I'm trying to get answers for you guys! Let's just say I'm plugged into the Empty Clip Studio guys with my questions, but they are just slammed right now. Should they get the green light from EA to update, online play and other bugs are on the table. It's just in EA's court now.
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