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kingraph

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Everything posted by kingraph

  1. I'm not sure if it's the same in FIFA/Super Monaco, but I do explain how the tile pattern layout works in '94: From my OP, here's how the layout logic works (which is located after each image): "Each 2 bytes represents which tile to use, and you'll find 36 tile layouts for the 6x6 logo graphic. The first digit is the palette being used: 0 - Palette 1 2 - Palette 2 4 - Palette 3 6 - Palette 4 If the tile is flipped vertically, the number is 1 higher (1,3,5,7). The next byte will show the horizontal flip. 0 is normal and 8 will flip horizontal. You're likely not going to be flipping tiles vertically or horizontally for your new image, so don't worry too much about that. The next byte is the tile number used. In our example, you'll see the tile layout starts with 2000, 2001, 2002...until all 36 are listed. This means the logo is using palette 2, tile 00, tile 01, etc."
  2. Love it -- would love if you can share your notes or details on "how to" if you find some time. This is definitely something I think people would greatly enjoy. So very cool.
  3. Assuming the background image is the same number of tiles as the original, I doubt it would be a VDP memory issue. If you increased the background image size (increase number of tiles) then perhaps that's it. If it's the same size, but you stuck it in another part of the ROM, then I'd agree maybe some player cards were overwritten or something like that.
  4. This looks sweet man! I'm not sure what the differences of the the two images? They look the same. Does the issue arise when the player cards are scrolling through, or is the actual image messed up (so it's there the entire time)?
  5. I remember trying to the the reverse of what you said -- bring in the transparent '95 into '94, but that wasn't as straightforward as I had hoped. If I dig up any notes I'll share, but if I remember correctly something about that transparency was making it a bit trickier than "change the background to black" if that makes sense. Definitely think it's possible though.
  6. I wrote down all the 32 team ROM offsets. This question gets asks so frequently, I'll post it when I get home or possibly weekend
  7. Yeah, sprites/animations are a different animal. My tutorial was on static images like splash pages/logos. The animations will be trickier. I remember doing that for the "spinning cup" in '95 on the playoff bracket page. Thought it's been so long I don't recall. I'll have to check my notes and happy to share any relevant information.
  8. Here's is Smoz's program: https://forum.nhl94.com/index.php?/topic/14421-tool-genesis-image-ditherer-to-16-colours/ It takes some time if the file size is big. In my experience, once the first set of 16 images appears, I close the program and don't wait for the rest. The variances are too small to sort through. It'll make sense once you try the tool once. As far as decompressing graphics, I wrote up this piece to explain how it works in '94 and most EA Sega games I've seen: https://forum.nhl94.com/index.php?/topic/19978-how-to-decompress-graphics-in-sega-genesis/
  9. First of all, I really love and appreciate you guys sharing your methods on this topic. In particular, I'm a big fan of both of your ROM work and your graphics. Here's my quick notes on my graphic editing approaches: I export any graphics from TM (v0.16) to png I use MS Paint instead of Photoshop. I don't know if there are advantages to Photoshop for bitmap editing, but Paint seems to work well. Similarly to you all, I manually rearrange tiles to the full picture in Paint, and keep a reference map of the original picture. I make any changes in Paint. If I use new/custom colors, I then use @smozoma's Ditherer program to convert it to '94 colors. I have tried other various methods, but that program saves me a lot of time and I am generally happy with the results. Especially with the knowledge/expectations of my color limits to begin with. Once satisfied, I re-cut the tiles back into the original layout and paste back in using TM. FYI, I think TileLayer Pro is a TM alternative that has this arrangement functionality built in, but I was never good with using that program. At the same time I rarely need to do this kind of editing as much of the graphics work I do has been rearranged already (or I rearrange in the ROM layout).
  10. @eltoro666, it's on my list of projects. I haven't been active in a few months, but hoping to get re-energized on a bunch of '94 items around the December holidays. The blood hack is on my list. See here as well:
  11. This is 100% in my thought process so definitely a "chance", but nothing confirmed at the moment. Likely planning will happen in the late December/early January timeframe. The key item last time was we had a great connection with the location (separate floor in a bar in the heart of NYC) thanks to @MikeGartner22, which will be hard to replicate. If we can secure that again, great, but if not I'll be asking around. I'm fairly confident we can make something work.
  12. Yes! @UltraMagnusis running a dynasty league that is in it's 5th season and there is a pretty active '95 community! Check out the '95 discord here: https://discord.gg/KYUs8zd3Qn
  13. And here's the Sega Genesis Font in case anyone else comes across this thread: NHL'94.ttf
  14. I also made an SNES '94 font for those interested:NHL94SNES.ttf
  15. Haha, awesome man! We have a live tournament in Toronto coming up Oct 15th! I expect we'll have another in Minnesota sometime around February and maybe NYC area in the later spring/summer. Aside from live in-person events, we play '94 all year round in leagues. Best to join our Discord server for immediate chat/help. https://discord.gg/5aQwEcH3HG
  16. For '96, '97 and '98, the game should pretty much play identical on the emulator and console as the ROMs are unchanged. Not sure what would possibly be causing the CPU to act differently unless something has changed in the code.
  17. This is pretty cool and useful. It was posted before I had my elementary understanding of assembly language (which I learned from Markey Jester's site!). Makes a lot more sense, I like the way the subroutines are identified into pieces. Yes, there is a TON of work to do, but this organization helps a lot.
  18. This was fun to read 5 years later. I could have definitely done a better job explaining as I found it hard to follow some items...and I'm the one who friggin' wrote it! Perhaps @UltraMagnus, you can continue to post updates and other items related to anything you find in season mode and data. I'll also have to re-check my last local notes. You never know who can see this and get inspired!
  19. Definitely give me a PM when you're ready. Not sure if all my notes are typed up here but I'm pretty sure everything that was needed to hack has been done.
  20. Hey! I had found the palettes, team graphics, team and player data structure. So basically if anyone wanted to make an update the information exists now to make it happen. I haven't touched it since then, but if anyone is interested in making new names, teams graphics and such, I'd be happy to collaborate on a '23 MLH!
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