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Posts posted by kingraph

  1. 1 hour ago, Premium said:

    Off-topic, but I'm looking at the site, and I see what @kingraph listed for Agility/Speed is not what I thought.

    It says:

    Agility - How quickly a player stops and turns, deking ability. Also affects acceleration

    Speed - How quickly a player achieves top speed (acceleration)


    I thought Agility was the speed at which a player accelerates from a stationary position. Then it transitions into the player's SPEED stat

    Speed is how fast a player will skate after the agility acceleration (or deceleration) - so not everyone has the same top speed. The top speed of a player is the higher of the agility/speed stat


    Example: Brian Leetch has 6 agility and 3 speed: This means Brian Leetch starts skating at 6 speed but then decelerates to 3 speed over time

    Example: Peter Bondra has 4 agility and 6 speed: This means Peter Bondra starts skating at 4 speed but then accelerates to 6 speed over time


    EDIT: Also, I think weight affects agility speed, but not speed speed. I think there is a multiplier, where 7 weight is the average. anything lighter makes you faster, and anything heavier makes you slower. So for example, Lemieux is 10 weight, 5 agility.. I think that's the equivalent of let's say 6 weight 4 agility.

    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. 

  2. 7 hours ago, bushhockeyfan said:

    bump for possible progress on this project.

    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.  

    • Thanks 1
  3. 12 hours ago, smozoma said:

    In 94, the checking rating just controls how often AI players will check (but not, as far as I know, how effective the checks are).


    I have noticed, as has @Uncle Seth and others, that the checking ratings seems to factor into the success of C/B checks.  You will see a much higher success rate of CB with Dave Manson (9 wgt, 4 chk) than Paul Coffey (9 wgt, 2 chk).   

    • Like 3
  4. Official Season 02ROM - CDL_season_02.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!

    Live Draft!.png

    The 24 Featured Teams:


    Graphic updates:

    Season 01 MVP Mark Recchi on the Cover of Season 02:


    24 Sexy coaches competing for the cup:


    New teams like the Brampton Battalion, Wheeling Nailers, and Helsingin Jokerit added!



    Our own @danTML7is back announcing the lineups, this time people are "Warm" or "Cool"


    As mentioned, all 288 player cards are updated!

    Florida and Anaheim center ice logos copied from NHL'94 Rewind!



    Scoreboard logo is back - Coors Light returns as our unofficial sponsor:


    CDL Zamboni and our friend in the green shirt returns to his severed leg!

    The 3 stars of the game bring back some old friends:



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  5. 22 hours ago, Green Majik said:

    Hello @kingraph--

    In lieu of a very long pm, I thought I would post in this forum :) 

    I have a question about the Appendix of Individual Player Attributes. This was from a long time ago, but do you you happen to remember what values you put in for each attribute to get the ratings you did (Roenick 100, etc)? You mention the values below, but when I plug them in I still get Lemieux 100, Mogilny 97, Lindros 93, etc.

     Screen Shot 2021-03-12 at 10.41.07 PM.png

    E.g. did you do something strange with the weight calculation? If I put weight as (-5), Roenick is now 100, Bure 93, Mogilny 93, Yzerman 91, etc. It's close to the Player Appendix, but not quite exact. 

    Anyway, thanks a million :) 

    Hey buddy, these are the ratings for the appendix :


    	 	Forwards 	 Defense 	 Goalie 
     Scale 		0.465		0.509		0.969
     Weight 	5.000		5.000		0.000
     Agility 	4.000		3.125		4.500
     Speed 		8.000		3.750		0.000
     Off A 		1.000		1.250		0.000
     Def A 		1.000		3.875		4.500
     ShP/Puck 	7.000		2.875		4.500
     Chk 		1.000		1.875	
     Stick 		3.000		3.375	
     ShA 		3.000		2.125	
     End/StkR 	0.000		0.000		1.000
     Roug/StkL 	0.000		0.000		1.000
     Pass/Gr 	3.000		3.500		1.000
     Aggr/Gl 	0.000		0.000		1.000


  6. Final Teams:

    Anaheim Ducks --------- kingraph
    Brampton Battalion ---- IceStorm
    Buffalo Sabres -------- szpakman
    Calgary Flames -------- Chaos
    California Seals ------ Schmidt
    Carolina Hurricanes --- Uncle Seth
    Dallas Stars ---------- corbettkb
    Detroit Red Wings ----- kazelegend
    Edmonton Oilers ------- Scribe
    Florida Panthers ------ TecmoJon
    Halifax Mooseheads ---- Sheehy
    Helsingin Jokerit ----- Tickenest
    Los Angeles Kings ----- sonoffett87
    Minnesota North Stars - LeifErickson
    Montreal Canadiens ---- Sebe
    New Jersey Devils ----- MikeGartner22
    New York Rangers ------ Lupz27
    Pittsburgh Penguins --- Chris O
    San Jose Sharks ------- angryjay93
    Toronto St. Pat's ----- Thrillhouse
    Toronto Maple Leafs --- danTML7
    Vancouver Canucks ----- hokkeefan
    Vegas Golden Knights -- Mr. T
    Wheeling Nailers ------ SOH


  7. On 12/24/2007 at 5:20 AM, IAmFleury'sHipCheck said:

    And I'm going to defend a shot that I love to do (some call it the EA Special... thx to bhf ;-) ) The wrist shot / rebound goal is a great tactic to keep the other guy on his toes. I'll be the first to admit it doesn't work all the time but you need to know with particular players where that shot is most effective to make the G dive out of the way. It does take some knowledge to know where that play will work depending on the guy shooting.

    Some might consider it cheap, I call it diversifying your offensive strategy. What separates the best from the rest in most of our lgs is that someone who can use all types of attack strategies. I'll point one person that comes to mind right now... he's a guy that is better than most at doing utilizing every offensive look is scribe. Imo, no matter how good you are at one aspect of the game, once you have a game plan that's predictable, your opponent has an immediate advantage.

    BUMPING this post.  Thanks to @smozomafor sleuthing this, but the origin of the phrase "EA Special" is confirmed to have been coined by @backhandfloater.  And indeed because @IAmFleury'sHipCheck was abusing people with that shot :lol:

    • Haha 1
  8. I don't believe I had

    9 hours ago, von Ozbourme said:

    Just a follow up.
    Turns out the 34 team ROM works the same for me [start at offset 0A06FA instead of 0A06DC]
    Those six extra teams seem to be referencing something else, but that isn't dissimilar from the player photos and roster data.
    Teams #31 and #34 are the only ones with really messed up ratings so I'm not overly concerned given the circumstances


    I never updated the overall ratings for the 34 team ROM (I should have, just never notice).  The right way to do this would be to find an empty location for 34 bytes to load the overall values, and then change the pointer at 0A06BA to the new location.  Pretty easy fix if anyone wanted to do this.

    So right now teams 29-34 are using the 63 63 32 45 4C 46 values, which is actually a different part of the code and should not be changed.  

    To your point, I don't think these overall team ratings are used for any team simulations.  I never looked into the season mode as I hit a wall and never got up :lol:

    • Haha 2
  9. 17 hours ago, von Ozbourme said:

    Alright, if I may @UltraMagnus , as a preeminent expert on NHL 95 around here, I am compelled to ask.
    How the hell are the team overall ratings determined?

    Long long story short, I've broken a lot of things in my experimentation, but I can't for the life of me figure out how to get that number to change. [which is kind of dumb as the game includes built in create-a-player and roster editing functions. I can have a team stacked with 90+ ringers vs an AHL squad and the team ratings still won't reflect that]
    The step-by-step only shows the pointer, but changing that [even to just hide the number] doesn't seem to have any effect, too bad EARE just crashes if you try to open anything but a 94 ROM, and messing around with the team hex data like with NHLPA 93, doesn't seem to hold the key either. I'm right bloody stumped.

    From my notes when I hacked 95, I have 


    Offset: 0A06BA

    offsets to TEAM OVERALL Ratings.  Each byte represents the overall rating

    Check and see if that helps.  Again, this is me blowing the dust off my notes, I haven't checked, but this sounds right. lol.


    EDIT:  CONFIRMED, this is the offset to the team ratings.  So the value at 0A06BA is 000A 06DC.  That's the pointer to the team overall offset.

    Starting at 000A 06DC, the team overall values are in hex.  

    It starts with 3A 4D, which is 58 and 77 (Anaheim and Boston's rating, continuing for all the teams...)

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  10. I rearranged the tiles for the team logos so it's much easier to see and manipulate in TM.  Now the 23 logos are each 6x4 in order as you can see in the screenshot.  I also remapped the palettes to make it possible to edit in TM easily.  So as of now, it's pretty easy to edit the logos.  

    Each team has 7 unique colors they can change (3-9) and the other 8 are shared (2; 10-16), which is the two reds and the black/whites/greys.  Color 1 is transparent.


    0123 post 03.png

    (Some snapshots of the 15 colors all working properly from TM to the game, as well as what the puck looks like unedited and the full space of the 6x4 grid)

    0123 post 02.png

    Direct port of the Anaheim ice logo from the original ROM.  


    • Like 1
  11. 50 minutes ago, bushhockeyfan said:

    its interesting that the logos on the pucks are different colors in the menu and easy to tell while here seem to use some of sort of corresponding coloring for every logo, perhaps the colors are coded in for each layer? i hope this does not disrupt the idea of custom logos.

    No, each logo has a separate palette that you have to load in order to see it properly.  The colors I had loaded for that particular image was for the Black Hearts only.  

    • Wow 1