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Everything posted by kingraph

  2. Here are the offsets to extract stats (similar to NHL'94) from RetroArch. The Retroarch Savestate Offsets are 32 bytes larger than the RAM offsets. Note, RetroArch stores stats in Little Endian. No need to get into that (here), but note that any stat that is 2 bytes long will need to be pulled by the larger offset first. So it's reversed -- instead of 12-34, the pull will be 34-12). You may notice that in the individual stats and scoring/penalty summaries that the order is a little funky because this as well.
  3. Classic will be starting up soon, keep an eye out! Also join our discord server for more up to minute chatter:
  4. You can choose which 6 roster spots are shown in the cycle, which is cool. You can see how to choose which roster spots get displayed in my google sheet document. You can select it for each team too. There is also a hack out there where you can actually choose more or less than 6! If a team doesn't have 26 players, the way I do the table is make the remaining player card spots to a default picture. Works perfectly every time.
  5. If you like spreadsheets, well have I got something for you! I don't use EARE for player cards anymore. I use this spreadsheet: which once you have a list of player cards and offsets (similar to your list), I use the roster extract to copy/paste the players into the document and then it does the work for me. The document spits out the new table that you can copy into Hex. The cool thing is you can also choose which player cards cycle through the menu screen. Full details here: Hope you find it useful as well.
  6. White home, new logo
  7. For me, you can make me the Anaheim Ducks (black aways)
  8. This can definitely work. We tried this with @segathona little more than a year ago. There were some technical issues we ran into with desyncs, but I think we figured it out in the end. Unfortunately it never took off due to limited participation. Testing will be key -- let's make sure we can get some successful exhibition games in. Here's the original post -- You can read through some of the troubleshooting we did to make it work. Also, if this takes off, we'd need to capture the locations (offsets) in the savestate (RAM) for the boxscores (like this). OR, worse case we can just manually keep track of wins/losses. Having said all of that, I am happy to help test and be part of a '95 league. Count me in.
  9. CDL 03 Official ROM: CDL_season_03.bin 24 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 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! First 3 ROUNDS were LIVE on Twitch! 24 Unique Featured Teams Graphic updates: Season 02 MVP Brett Hull on the Cover of Season 03 (WITH INFAMOUS BRAT HUL HET MAP!) 24 Wacklords competing for glory! @Sebe_The_Legendand @szpakattack announce the matchups "warm" & "cool". Announcer graphic hacked to be larger: Minnesota Wild Logo straight from NHL'94 Rewind! Scoreboard sponsor is haxball. Join @Heinz57's Hax league today! Buffalo Airways sponsors the 3 Stars of the Game:
  10. 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: Raymond Bourque RD: Glen Wesley LW: Andrei Kovalenko C: Luc Robitaille RW: Ted Donato X: Ron Francis 3rd D: Vladimir Malakov G: Kelly Hrudey
  11. I just re-read a lot of the comments here, and I find this thread to be great. I'm coming back to the idea of a deep dive into a game (likely with @angryjay93) and could use some feedback for the initial attempt. I want put together some kind of "advanced analytics" that we see in sports that's based on the OP topics. And to do so in a feasible way that wouldn't be too burdensome. In time, I hope this provides another view to a game that we anecdotally mention ("they were cold/hot", "momentum", "roll of the dice", "unlucky", "bounces went my way", etc) I'd appreciate your feedback as to what we could possibly track, or what makes more sense than not. Some initial thoughts I had, which could be tracked and potentially be useful: Possessions Control of the puck for 7 game seconds or more Scoring Opportunities Y/N based on observation AI Loose Pucks Count which team AI (not player controlled) picked up a loose puck. Human vs AI Penalties (self explanatory) GC Saves or actions (check, intercept pass, switch on/off) made because of manual goalie efforts that would have otherwise led to a scoring chance/goal. AI Factor - +1/-1 There are examples of the "Non-controllable/Random" AI behavior in the OP. Measuring AI helpfulness will be difficult because it is hard to define an expected "norm" against where an action could be deemed a +1 or -1. For example in GENS, if Mike Modano takes a slapshot from top of the circle and misses the net, that is normal. If he buries that slapshot, that is also normal. However, if he misses 4-5 times in a row, that may be considered a "-1". And if he buries two in a row that may be "+1". In SNES, let's say Stevens has a clean hit on Roenick in front of the net, but Roenick stays up and scores. Is that a "-1" for the defense and "+1" for the offense? Those are easy actions to isolate and already hard to decide. We'd have to look at all AI action throughout the game. This may be too much to track and too subjective. TBD. So I imagine watching a replay with 1 (or more) people with these categories being tracked as we re-watch the game. Any other thoughts, recommendations? Would really like to pilot this soon.
  13. Possible other match. @smozoma, you have me going back and grabbing screenshots of everything LOL
  14. I don't think we need to do pics of the stickers, but here are the latest two
  15. @smozoma, I was originally thinking of the exact same setup as the birthday problem. However, is there any difference because there is 12x the volume? So it's not 28999/29000 but rather 347989/348000? As I think about it, it's probably the same. So assuming your math is right, WE ARE NEARING 50% CHANCE!
  16. Hmm, that's also an interesting way to estimate total sales. If we track 1st round/regular ratio, we can have a reasonable assumption of total production. I feel like it's less than 50/50, but will track.
  17. @Tickenest, perhaps you can help answer this question? If we assume 12 batches of 29000 copies of A-L, what are the chances/probability that we would find a duplicate serial number at some point if we kept picking one at a time?
  18. Interesting. I was thinking the serial numbers are sequential and the letters were not a separate batch. So I'm about 1/12th the size you're thinking (0001 - 29000). Let's keep our eyes peeled. We have 193 numbers as of today, which is 0.67% of 29,000 and .055% of 348,000.
  19. The best method is to get a Super EverDrive and load some of the latest ROMs you can find here. EverDrive: Unfortunately nobody has figured out how to make a SNES version with all 31 (soon to be 32) teams. The last updated roster version I know is here:
  20. I'd suggest making playoffs top 6 (top 2 byes) or even tougher with only top 4 to make the regular season more meaningful 8/10 in playoffs is a little too generous imo. Fun way to use some old ROMs!
  21. This is interesting and worth testing either by a side-by-side with two players or frame by frame analysis. I still think agility is more "left/right" ability with the stick rotation and not a straightforward acceleration. Something weird thinking about Leetch skating at 6 and decelerate to 3. I think Leetch can turn on a dime or spin around quicker than others. I do agree that speed is more top speed. No way everyone is same speed.
  22. Thanks for the continued interest in this project! Once I uncovered how to hack the logos, players, player ratings, etc. I sort of lost steam as that would be enough to create a new updated/custom ROM. However, I can plow through some graphic hacks as those are the easiest (at least for me). If there's anything in particular you're looking for, I can surely focus on that next as well.