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Everything posted by kingraph
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REFERENCE: 2nd Splash Screen (High Score Productions)
kingraph replied to kingraph's topic in How-To & Reference
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. -
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)
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I agree! But in that regard it does appear some folks are also making updates to '98 as well.
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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.
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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.
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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.
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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.
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Need your help with '94 [Moving Face-Offs, Refs, and more]
kingraph replied to AdamCatalyst's topic in General Discussion
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) -
Need your help with '94 [Moving Face-Offs, Refs, and more]
kingraph replied to AdamCatalyst's topic in General Discussion
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. -
Need your help with '94 [Moving Face-Offs, Refs, and more]
kingraph replied to AdamCatalyst's topic in General Discussion
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. -
[April 13, 2019 - NYC, NY] - NYC Tourney at St. Pat's Bar & Grill
kingraph replied to kingraph's topic in NYC Tournament
Unedited video stream from this tournament: -
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.
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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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CDL 09 Official ROM:CDL_season_09.bin 26 Drafted Teams of 12 players! Hot/Cold Reduced to "Warm/Cool". Boosts are limited to +1, 0, -1 vs original ROM -3, -2, -1, 0, 1, 2 1 minute penalties 12 second Penalty Shot Time (reduced from 25) Body Checks after whistle don't count in stats +/- stat added for boxscores Reduced time to switch to Manual Goalie Slightly Increased Goalie Roaming Range Boosted Goaltenders - All goalies get +1 to Agility and Stick/Glove Ratings, except Roy & Belfour 312 Updated Player Cards All 12 player cards cycle on start menu 26 Unique Teams Drafted by these rather dapper gentlemen: Eddie Belfour graces the cover in his Sharks uniform! Commissioner @chaos returns to the announcing action Updated menu screen featuring some familiar backgrounds from NHL '96 Pringles has sponsored CDL 09! ESPN remains the 3 stars of the game sponsor:
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I connected with @chaos on Discord and he helped confirm that the game logic described above is correct. So the implications that you guys are describing with regards to how often a matchup is selected, based on where the teams are located in the table, will also be correct.
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Instructions from 00011086 to 000110B8, comes up with a value in data register D0.
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This intrigued me, so I did a little research into how this works as I didn't see anything on the forums. From what I can tell, there definitely seems to be a random element. The code loads up the playoff draw table Then (apparently) a random number, always a multiple of 16, is added This essentially selects a random playoff draw from the 32 playoff draws from the table by creating that new offset. The game first checks if the Team 1 is less than 25 (which is 26 teams given we start at 0). This was the limit for "no all-star teams", which since has been hacked away to allow for all 30/32 teams to be selected. Game checks if Team 1 is listed in the playoff draw row, going incrementally from 1-16 If Team 1 isn't in that playoff draw (i.e. after 16 instances), it loads up the next playoff draw row and starts again Once Team 1 is found, if finds the opposing team and loads Team 2. I started the original '94 game from the beginning and traced 3-4 times from the start with Montreal and had different outcomes each time. Meaning, the entire sequence was the same, but the "random" assignment changed. I also selected the next team, NJ, and the random number changed again. So I can't confirm if the number is truly random, but the code where that number is generated is a lot of multiplication and the infamous $D066 RAM value is called, which from what I remember @chaosnoted is used in the RNG calcs. So I feel pretty confident that it's meant to be RNG, and I'm not going to decipher more of this .
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Current working ROM is here: AHL_24_beta_05.bin So incredibly grateful for the pixel Picasso @von Ozbourne and @smozoma's help. This could be a good base for anyone looking to complete an AHL ROM.
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Posting here for posterity: https://www.youtube.com/watch?v=HF449QxbBqQ
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I took some time to create a cover page that pays homage to the original. I will redo the AHL shield as I realized that an older logo that I just stuck in there. But anyway, more progress on this ROM. I'll post the template once all the team logos are incorporated.
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Ooooh, that looks amazing. I'd go with that one!
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Just to be clear -- though not posted, Hershey, Rockford and Milwaukee were previously done by me for other leagues: I'm keeping the OP updated as to what teams are left so we are not accidentally duplicating efforts
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Here's an alternative Admirals logo I found and used because the text was too much. I think it looks great And the ice logo (not asking for those here) was the name: