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Posts posted by kingraph

  1. 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.   

    • Thanks 2
  2. 1 hour ago, LaTormenta said:

    Right, dumb questions alert...

    @kingraph - You mention in your guide that 6 players per team get shown in the selection screen but all 26 slots have to be assigned. 

    Is it the case that the same 6 players get shown every time or does the game cycle through a random 6?

    What happens if a team doesn't have 26 players in a roster to start with? 

    Do you have to fill the (selectable) player slots in each team with random players to pad things out or is it a case that the cards section needs to refer to 26 players and you can just make up names for the extras (and use generic images) on the basis that they will not be visible anywhere because (a) they're not in the main "in game" rosters and (b) only 6 players per team will cycle through?

    Basically, I am going to be updating my EIHL (UK) ROM over the next few weeks and have got pretty much everything I need to sort the player cards.  I just need to make sure I don't balls everything up by starting off on the wrong foot, so apologies if these questions are SUPER basic.


    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!  https://forum.nhl94.com/index.php?/topic/20230-how-to-limit-of-player-cards-shown-on-menu-ron-barr-screen/


    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.  



    • Like 2
  3. If you like spreadsheets, well have I got something for you! :)

    I don't use EARE for player cards anymore. I use this spreadsheet: https://docs.google.com/spreadsheets/d/1oPiasWKUsK2bS49QsQiZ0cQNyEwFfublFUury2LUsFg/edit#gid=697626098

    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.


  4. 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 -- https://forum.nhl94.com/index.php?/topic/19693-nhl95-online-rom-info/

    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.

    • Like 2
  5. 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:


    • Love 2
    • Thanks 2
    • Wow 2
  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: Raymond Bourque
    RD: Glen Wesley
    LW: Andrei Kovalenko
    C: Luc Robitaille
    RW: Ted Donato
    X: Ron Francis

    3rd D: Vladimir Malakov

    G: Kelly Hrudey


  7. 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.

    • Like 1
  8. 1 hour ago, smozoma said:

    It seems like more than half the boxes I see have the sticker, so 348k (~500k total in circulation) seems a lot more likely than 29k (~50k total in circulation).

    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.  

  9. 1 hour ago, smozoma said:

    The unlettered numbers, so far the highest is 04244. So I suspect it was a limited run of 5000.

    Also, the counts of each letter so far:


    A-L is 12 letters. 12x29,000 = 348,000

    I suspect that at some point we'll see a duplicate number (we still don't have a 1-apart, though we have a bunch of 8-aparts)


    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.  :unsure:

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