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segathon

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Posts posted by segathon

  1. THE LEGEND OF JAGR

    There is a running joke that Jagr is Magical

    And it's not a joke, it's real. 

    But Jagr does not use his magic for Hockey.

    Let me ask you a question:  Why are 16 bit NHL EA games still so great while most other 16 bit sports game suck? 

    It's because of Jagr's Magic QI or as us mortals call it "life force"

    He uses his Qi to make 16 bit games playable. 

    When he retires the Qi will leave and form a black hole.

    And all 16 bit EA games will turn into 

    StreetHockey95BoxArtSNES.jpg

  2. just tested out and was blown away.   Great friggen job!  Love the graphics on start up screen and all the logos.  Could not stop grinning

    Played a couple games and simulated all the way to the cup  (florida won and Kyle Turris got MVP).

    Only stuff I saw and it might be my emulator but the screen would flicker time to time when playing and rosters sometimes would have checkmarks by guys names when subbing

    Again great job!  let me know what else i can test.

    Also FYI @mack did some graphic hacks like waterbottle on goalie net.  Can they be added as well?  just a thought..

    • Thanks 1
  3. Just a heads up from experience when I ran a dual tourney with NHL 95 and NBA Jam where you can play in both tourneys it definitely caused a lot of bottle necks.   It can be pulled off but can't give guys a break if they are up for next game.

  4. On 9/15/2017 at 3:54 PM, kingraph said:

    Interesting note on the title screen.  The screen is 32 x 28 tiles, which means a fully decompressed image would be 896 tiles.  However, the game has 1,013 tiles stored in the image!  I've confirmed that over 120+ tiles are not used in the title image, which means decompressing the image actually saves a ton of room on the ROM!  The extra tiles look to be the NHL Shield and NHLPA logo.  My guess is originally they wanted the shield and NHLPA logo to "fly in" as an overlay like it does in '94, but due to whatever reason (graphic constraints?), they just stuck directly on the picture.  Anyway, graphic edits are more fun, so I'm playing with those now. :)

    NHL95_34TM_15f_000.png

    is this a shot from NHL 95?

  5. 8 hours ago, kingraph said:

    Turns out the game writes a new table to the SRAM (offsets 20000 - 20FFFF) that the game references at offset @207C28.  The table contains the line data for each team (NLC, SC1, SC2..etc), which is the roster number (in hex) of the player on the team, 6 people per line.  The data is the same numbers found in the team data sections, except this new table in the SRAM adds a byte to each value, so it's twice as long.  For example, the team data will show 011214 (goalie, LD, RD...etc), but the new table is 000100120014.  Anyway, the table in the SRAM stops at the 28th team and my original intent was to find the code that generated this table in the RAM to "tell it" to go to 34 but I couldn't find it.  At least not yet. 

    So as a band-aid, I included an expanded table in the ROM, and changed the offsets that referenced 207C28.  The player cards AND names work for all 34 teams, but the names that show up during the home screen match will be incorrect after someone edits the lines since the table I pasted is static.  The SRAM is still written, so it's easy enough to flip the offsets back to the SRAM, which I will eventually have to do since I believe the game also uses the SRAM for line changes data.

    So as of now I have a playable 34 team ROM, with editable logos and banners, and players. (YAY!)

    Things I need to continue to work on, expected level of difficulty:

    * Teams 29-34 won't work with line changes (MED/HIGH)

    * Add music for new teams (MED)

    * Find out how to make playoffs work for teams past 26 (MED)

    * Decompress some additional graphics like the splash screens, timer logo, John Schrader, etc. (LOW)

    * Figure out the season data stuff -- calendars, teams, matchups, standings, divisions, etc (HIGH)

    Moving along...

    Me trying to help out on this...

     

    • Haha 1
  6. Wow lot of thought put into this!  Just read the blog.  Love the dedication

    I've done something similar in the past.  Was fun to do, but I think it made me worse against human opponents afterwards since I got used to really slow players and tricking drones.

    I think if I did something again I'd either do something like I need to complete X number of passes in a row before scoring or rarer scoring moves that don't always work.

  7.  

    It's like trying to ready Chinese with all these Hex updates.  Nevertheless, this progress makes me so happy.  

    Keep up the great work guys.  Told a bunch of Segathoners at a FF draft last night what you guys were up to and  you were all cheered like conquering heroes!

    • Like 2
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