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trudatman

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Everything posted by trudatman

  1. word(-s -- like clipboard versus notepad, etc.) , but one step at a time! now advantages: does this look about right to you? if so, was there a better way to find this based on the location begin/end value? couldn't figure out what to do with that. edit: I certainly cannot be doing this right as I need to pinpoint these sets and I couldn't find one and found too many to pick from of another. hmm... how do I find, say "E6D5D-E6D5F" for the first team?
  2. found this: which suggests to me that there are about a dozen.
  3. I'm quoting that and moving this chart over here for my own ease of use:team, location begin/end, o/d h/a pp/pk sequence ANH E6D5D-E6D5F 07 02 13 BOS E2DBA-E2DBC 41 21 21 BUF E3040-E3042 64 10 21 CGY E32CF-E32D1 42 00 00 CHI E354E-E3550 20 10 21 DAL E425D-E425F 14 10 00 DET E37E5-E3737 73 21 00 EDM E3AAB-E3AAD 16 02 12 FLA E6B5B-E6B5D 07 02 13 HFD E3D2B-E3D2D 17 02 00 LA. E3FC0-E3FC2 66 12 11 MTL E44E9-E44EB 52 11 21 NJ. E478C-E478E 34 11 12 NYI E4A39-E4A3B 53 21 00 NYR E4CAA-E4CAC 34 11 11 OTW E4F14-E4F16 07 02 13 PHI E51BA-E51BC 36 02 22 PIT E5445-E5447 71 20 21 QBC E56E0-E56E2 75 21 00 SJ. E596E-E5970 07 02 12 STL E5BE2-E5BE4 22 20 21 TB. E5E58-E5E5A 05 02 00 TOR E60EA-E60EC 20 20 11 VAN E638C-E638E 61 02 11 WPG E6613-E6615 45 11 11 WSH E68BB-E68BD 52 20 11 ASE E2865-E2867 77 20 00 ASW E2B12-E2B14 77 20 00 I think I get it. now that I better understand the "sequence" part of that, I realize that I was overlooking something that I didn't recognize as relevant. the fact that there are these three types of advantages clears up quite a bit of the opacity in my seeing the workings of player/team advantages. here's hoping I'll navigate and alter the hex values well from tonight on.
  4. word, thanks. well, yeah, it does say copy the output to a clipboard or text document to analyze or whatever, but I may be missing the greater point of how the data sets are compared and then extrapolated from. I agree that learning to do it in one program will help me know how to do a similar thing in another, but I am not quite ready. closer daily, I'm sure. maybe tinkering with the advantages will check one more task off the list and make me feel a bit more like all of it is in reach. thanks, yet again.
  5. I have not found the home/away help yet, but I'll look again. also, every time I read that thread I feel a bit more confident that I could do it, but it sure looks hard. I'm not quite there. is there a particular program that you'd suggest for deciphering the processes in SNES ROMs? the other part I'm a bit fuzzy on is then using that data and the big clipboard to reinterpret, but I suppose that'd be a matter of fuxing with the program 'til it clicks. thanks for responding. I love this site. decent teachers and fine motivators. let's keep thinking of ways to make this game better and/or more fun and/or more challenging! thanks, again. off to try to find the home/away fix help. edit: I also am not ever really sure what to change to make an alteration nor how to balance any changes so the integrity of the whole isn't lost, but I get closer to it all with every read. not at all interested in editing Genesis games quite yet, though.
  6. past that stumbling point. DARWINE won. easy.
  7. bumping this thread in hopes of continuing the conversation about the hot/cold and home/away boosts that are most obvious in the speed and acceleration statistics. when using a team full of 25's, it seems like some players (I believe it is usually one defender and maybe the goaltender when away and two forwards when home) get boosts way out of their supposed ten-point attribute ranges. there is no way a 27 in speed and acceleration should be going as fast as they are able to. somebody fixed the Genesis ratings/reality offsets and that is damned impressive. I'd love to say I'm going to do the same for SNES, but I know that is well out of my range with ROM hacking, so I'm hoping to move us forward by calling attention to this phenomenon. has anybody removed home/away advantages from the SNES game? can you help me do that? thoughts, y'all?
  8. went through the ROM much more carefully with the tile editor, replacing every piece that looked like it could possibly be the face of the sprawled-out injured player, but none turned out to be that tile fragment. I'm still quite confused about the seemingly overlapping sprite parts. when I try to remove the numbers and stars and arrows there are always little parts I can't get to disappear. maybe replacing those dots with other colors would make them invisible, but it isn't the most logical of tactics. EA sure did a great job of scrambling the data in this game. in other ROMs I've opened up (Sega CD and Genesis NHL '94s, SNES Street Fighter II, SNES Sim City), replacing sprites is easy once the colors are figured out. SNES NHL '94 is almost as jumbled as SNES Zelda. I'm hoping somebody here is good with this stuff and wants to help me. holler!
  9. I am trying very hard to get three people injured at the same time for one of the two bad teams. I can't seem to get it to happen and I am frustrated. with two injuries, the backup goalie skates. with three, I suspect there will be an "arena" glitch or a decent (but maybe nameless) player created (the player cards for those teams show an extra player at the end of the decks), but I can't prove my theory. are you good at hurting folks in ninety-flow? do it up, please! if you do get three injured, figure out what happens and get screenshots of the extra player (if there is one) listed in the goal/assist pop-up (maybe pull your goaltender after the third injury to make it more likely that they score) and/or the goals statistics list from the menu. I get the closest using the Global Allstars against one of the crap teams (with fatigue/manual changing on), but it may be easier to play as the bad team and just hold the puck a lot. ideas? help? holler!
  10. lost 17-16 (STR versus WM) today. was back and forth. then I was down by four or five in the third. I came back to tie it in the final minute. they put one more in with about 33 seconds left to play. I lost. got to love the ability to lose to the computer! whoo! feels good. updated file in the first post and linked in my signature. holler! edit: lost again; 12-11.
  11. it's pretty good. hoping for a rosters update.
  12. I'm guessing you are referring to playing ninety-flow onlag with other members and, thus, I am of no assistance in your quest to have your question addressed, but I am currently wishing you all of the best. enjoy our silly site. we have fun.
  13. I suspect it wouldn't. the SNES images are so jumbled... they even seem to overwrite each other, essentially having multiple (drastically different) pieces of the data using the same image parts. I hope I'm wrong, but open the SNES ROM image and peek.
  14. if you can show me the tiles from SNES organized in a way that allows for such an experience, I will thank you.
  15. so you are talking about a particular type of save attempt? I'm not sure I follow.
  16. can't speak to the Genesis one, but I often find myself amazed at the variety of moves in the SNES game. got to love being able to simply instantly switch to the goalie and stack the pads.
  17. able to move further away, but not back toward the edge of the ice. can also travel up and down the side of the arena. was able to pass the puck at any time, though. that is all.
  18. http://www.youtube.com/truvegan#p/c/287DD229A3B4D241/0/q1YABGdai5k
  19. what about his "a freak?" and what is his "a freak," anyway?
  20. it's really annoying. worse than all caps. do you do it intentionally?!
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