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golub

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Everything posted by golub

  1. The first text file is basically a side-by-side comparison of the nhl.com database and the players from .DB-files from NHL95 so that you can see if there's anything missing. The CHECKME's simply mean that the alignment looks fine but that there might be an error in the comparison: It does not know if the two names are the same guy or not. Sometimes it's just that the names are slightly different spelled but it's the same guy, other times it's a completely different. Checkme = check this text line manually. Checkme's also indicatate that the row before and after might also be messed up somehow. Also I think the nhl.com database is not always entirely up to date either.
  2. since I am at it.. another file with summed up skills per team per_team.txt
  3. and the skills for the update... skills.txt
  4. Nice man, gonna try it out. Attaching a diff from nhl.com... sheet.txt
  5. golub

    roster update

    By the way, is it possible to update an ongoing leauge?
  6. golub

    roster update

    btw, it includes some line up errors from previously, so better take the new..
  7. golub

    roster update

    A new update. Some of the most recent trades are not included.. I put a text file too that is rather accurate about the differences from real life to the NHL95 database when it comes to what players are included and which isn't. 2010_feb16.zip diff.txt
  8. golub

    roster update

    I got some slightly newer ones.. Does anyone know if the source code for the editors is released? I mapped a lot of it already, but it would be much simpler to just copy some old code. I nearly got a program that can sync rosters automatically with online sources. Line-ups too, basically. Anyway, right now I'm too lazy to actually finish it.
  9. golub

    roster update

    I made a big roster update here based on triumphs old 0910.zip. Basically I included every trade since then. Includes all trades up until the recent trade with Kovalchuk. it maybe contains some jersey errors and so. I tried to set up the lines as realistic as possible, but i haven't fixed pp-lines and such. I know some player here and there might be missing like PHI bartulis. But anyway, i just post in case someone enjoys it. Should be pretty complete. feb4_2010.zip
  10. Well, I use 25 as minimum. Lower is not possible since 0 = 25 in the data files. I use the program below (public domain for you programmers out there) to set all players skills to 100 and vancouver guys to 25. It would be nice though if EA would release the source to the game so that the AI could be improved. Doing these kind of "difficulty" adjustments are not that fun. #include <stdio.h> struct player { char team; char jersey; char position; char first[16]; char last[16]; unsigned char u; int addr_1; int addr_2; unsigned char uu[8]; }; struct atts { unsigned char stickside; unsigned char speed; unsigned char agility; unsigned char weight; unsigned char shpower; unsigned char checking; unsigned char stick; unsigned char accuracy; unsigned char u1; unsigned char passing; unsigned char offensive; unsigned char defensive; unsigned char aggr; unsigned char endurance; unsigned char bias; unsigned char u2; unsigned char u3; unsigned char u4; unsigned char u5; unsigned char faceoffs; }; unsigned char attfile[65000]; unsigned char keyfile[65000]; int convert(int x) { return 25 + (5 * x); } int main(int argc, char *argv[]) { FILE *fp; struct player *p; struct atts *attr; size_t keysize; size_t attsize; int i, j; int val; fp = fopen("KEY.DB", "r"); keysize = fread(keyfile, 1, sizeof(keyfile)-1, fp); fclose(fp); printf("keysize %d\n", keysize); fp = fopen("ATT.DB", "r"); attsize = fread(attfile, 1, sizeof(attfile)-1, fp); fclose(fp); printf("attsize %d\n", attsize); for (i = 0; i < keysize; i+=sizeof(struct player)) { p = (struct player *) &keyfile[i]; printf("%3d %2d %c %-16s %-16s", p->team, p->jersey, p->position, p->first, p->last, p->addr_1); attr = (struct atts *) &attfile[p->addr_1]; /* conversion 25 - 0 30 - 1 35 - 2 40 - 3 45 - 4 50 - 5 55 - 6 60 - 7 65 - 8 70 - 9 75 - 10 80 - 11 85 - 12 90 - 13 95 - 14 100 - 15 (0x0f) */ if ( attr->stickside == 1 ) printf(" L"); else if ( attr->stickside == 0 ) printf(" R"); printf(" %3d", convert(attr->speed)); printf(" %3d", convert(attr->agility)); printf(" %3d", convert(attr->weight)); printf(" %3d", convert(attr->shpower)); printf(" %3d", convert(attr->checking)); printf(" %3d", convert(attr->stick)); printf(" %3d", convert(attr->accuracy)); printf(" %3d", convert(attr->passing)); printf(" %3d", convert(attr->offensive)); printf(" %3d", convert(attr->defensive)); printf(" %3d", convert(attr->aggr)); printf(" %3d", convert(attr->endurance)); printf(" %3d", convert(attr->bias)); printf(" %3d", convert(attr->faceoffs)); puts(""); // mess up the vancouver team if ( p->team == 21 ) { val = 0; attr->aggr = 15; } else { val = 15; attr->aggr = 0; } attr->speed = val; attr->agility = val; attr->weight = val; attr->shpower = val; attr->checking = val; attr->stick = val; attr->accuracy = val; attr->passing = val; attr->offensive = val; attr->defensive = val; attr->endurance = val; attr->bias = val; attr->faceoffs = val; } fp = fopen("ATT.DB", "w"); fwrite(attfile, 1, attsize, fp); fclose(fp); return 0; }
  11. Hello, I've played NHL 94+NHL 95 since.. erm.. 94/95 :-) Glad to find a forum for these wonderful games! To my problem: The game has grown too easy on me and I am sure there are others out there with the same problem. Are there any hacks out there that can improve the AI? Is the source code available? I'm now playing a season with all my players attributes lowered to the minumum and I still think the game is way too easy. The only thing that remains for me to keep the game somewhat challenging is to adjust all other players of the other teams to maximum skill levels with my own team minimized. Cheers. Note: I should add that I am playing the PC/DOS(box)-version.
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