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kingraph

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Posts posted by kingraph

  1. 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.  

  2. 11 hours ago, Cowscrazy said:

    Stalled as in gave up trying.  Or stalled as in its not possible at all.   I wish I was smart enough to do stuff like this.  Like this feels so close but yet so far.    

    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.  

  3. 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

    teams.png

    Drafted by these rather dapper gentlemen:

    CDL_season_09_001.png

    Eddie Belfour graces the cover in his Sharks uniform!

    CDL_season_09_002.png

    Commissioner @chaos returns to the announcing action

    CDL_season_09_018.png

    Updated menu screen featuring some familiar backgrounds from NHL '96

    CDL_season_09_003.png

    Pringles has sponsored CDL 09!

    CDL_season_09_020.png

    ESPN remains the 3 stars of the game sponsor:

    stars.png

    • Love 2
  4. 2 hours ago, chaos said:

    Yep D066 and D068 are used in the RNG calc. Can you let me know the addresses you see in the trace? I can look at the disassembled code and map it out better if needed.

    Instructions from 00011086 to 000110B8, comes up with a value in data register D0.

  5. On 6/14/2024 at 10:57 AM, AdamCatalyst said:

    Interesting. I had assumed that it scrolled through matchups more linearly, but you're saying there is an element of randomness? I feel like someone *must* have written about this in the forums awhile back.

    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 :lol:.

     

     

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  6. On 9/20/2016 at 3:34 PM, kingraph said:

    Not sure if this ever came up, but has anyone wondered what the title screen photo is for NHL'94?

    http://i.imgur.com/jV8MpDk.png

    I'm almost certain this is Bryan Marchment (#2, Chicago) getting checked by Scott LaChance (#7, New York Islanders).

    http://www.tradingcarddb.com/Images/Cards/Hockey/4991/4991-369Bk.jpg

    From the jerseys, this was a home game for the Islanders. So I'm guessing this was from the 1992-93 season, which would make it the April 8, 1993 game where the Hawks won 3-2. It's the only time those two teams met in New York that year.

    Anyway, I'd love to be able to get the original photo and/or game footage. Just think it'd be fun to have it...that is all.

    Posting here for posterity:

    https://www.youtube.com/watch?v=HF449QxbBqQ

    • Like 2
  7. On 5/4/2024 at 12:50 AM, von Ozbourne said:

    I guess I'll post this here as a general note. My trick is to use photoshop to create an index colour image with about three times the allowable colours and the then use the colour table option to decide which colours to round up or down in order to adhere to the SEGA palette, but also maintain some sort of contrast when reducing to twelve including the default white and black. Still requires some manual drawing, but at least this way it's 90-95% of the way there.

    The other reason[s] for posting is that I used the version of the logo without the word mark. Is there a preference to which to use? I figure in the case of the Moose, Phantoms, Admirals, Ice Hogs, Thunderbirds and Roadrunners, at least they have versions of their logos that don't contain text and that would drastically improve how well they translate in 48x48 pixels, never mind tacking on the twelve colour restriction on top of that.

     

    Colours:
    -R- -G- -B-
    000 000 000 [black unused]
    224 224 224 [white]
    000 000 032
    000 032 064
    032 032 064
    000 064 128
    000 096 160
    064 064 064
    096 096 096
    128 128 128
    160 160 160
    192 192 192

    Manitoba.png

     

    On 5/4/2024 at 1:58 PM, von Ozbourne said:

    Well shoot guys. I did up a few last night, but something wasn't feeling right. Slept on it and realized the problem. I was using the wrong number of colours.

    I remembered that the bottom 9-16 and the #8 spot are used for logo colours and #6 & #7 are for white and black and #2 & #3 are the Home team banner, #4 & #5 are the Away team banner, but that leave #1, which is, like many other assets, still for transparency.

    Shouldn't be too much of an issue to remove the one more tone. Some of these didn't even need the full allotment of colours. I edited the Moose entry already and will post the rest a bit later.

    I CAN'T BELIVE I MISSED THESE POSTS!  I feel so dumb

    With regards to the text in logos, I agree, I have removed the text myself if I couldn't find a logo without text.  Sometimes it's not so bad, like the Ice Hogs

     

    Rockford.png

    I say go for whatever you feel looks good!

  8. On 5/4/2024 at 12:45 AM, smozoma said:

    12-colour wolf pack logo, ready for importing to TM

    image.png

    RED GREEN BLUE
    
    224   224   224   :white
    128   128   160   :2
    64    64    96    :3
    96    96    128   :4
    128   160   160   :5
    160   192   192   :6
    32    32    96    :7
    192   96    96    :8
    224   32    64    :9
    128   96    96    :10
    192   32    32    :11

    12th colour is black
     

    These are looking great even when I knocked off a color:

    AHL_24_beta_02_001.png

    • Like 1
  9. On 5/3/2024 at 10:22 AM, kingraph said:

    For team logos - one color will be white and one black.  Then you have 10 other colors you can use.  4 are unusable as they are used for the home/visitor banner colors.  

    I messed up - the first color is transparent, so also unusable.  So it's really 9 colors plus black/white.  My bad!

  10. An AHL team may be looking for a fun NHL'94 way to introduce their season via social media.  In short, I think getting a base ROM with the AHL team logos set up is what would be needed as a start.  There's no need for in depth player ratings, or even roster updates at this time.

    I personally don't have enough time on my plate to knock this out, so I'm seeing if there's anyone interested in collaborating.  32 teams, would be better if 4 people knocked out 8 teams each or even better 8 people did 4!  

    You can PM me if interested or respond here.

    Abbotsford Canucks 
    Bakersfield Condors
    Belleville Senators
    Bridgeport Islanders
    Calgary Wranglers
    Charlotte Checkers
    Chicago Wolves
    Cleveland Monsters
    Coachella Valley Firebirds
    Colorado Eagles
    Grand Rapids Griffins
    Hartford Wolf Pack 
    Henderson Silver Knights
    Hershey Bears
    Iowa Wild
    Laval Rocket
    Lehigh Valley Phantoms
    Manitoba Moose
    Milwaukee Admirals
    Ontario Reign
    Providence Bruins
    Rochester Americans
    Rockford IceHogs
    San Diego Gulls
    San Jose Barracuda
    Springfield Thunderbirds
    Syracuse Crunch
    Texas Stars
    Toronto Marlies
    Tucson Roadrunners
    Utica Comets
    Wilkes-Barre/Scranton Penguins

    • Like 4
    • Wow 1
  11. Is the goal crease that you want already done in other 94 ROMs?   The reason I ask is it will likely be a matter of updating tiles, which I can help with.  If not, drawing new creases could be quite an exercise.

    No idea about everdrive, I'd be googling no different than anyone else. 

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