DominikJagr

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Everything posted by DominikJagr

  1. I just played 4 Genesis matches (5 mins periods)...and my opponent (CPU) hits the post two times (during the game, not after the play was stopped situation Depch is referring to). Few hours earlier I made my SNES slapshots record, four slapshots goals (Chelios 3, Noonan 1) in 10 mins period game against Buffalo (Fuhr is one of the best goalie in the game) out of ~20 attempts. Btw, I scored only one slapshot goal in those Genesis matches. No slappers in SNES and no posts in Genesis
  2. Can someone reupload the pos_xy.txt please?
  3. The scoreboard: Easy and fast TLP edit and I got this: krevonemezery 0003.bmp I like the scoreboard here much more than the original one, which is too big for my taste. EA logo is annoying under the clock. In TLP I can't find anything similar (except zamboni EA logo). The whole background would go away after erasing the logo in TLP. That's something I would like to have. If you do not like the HAT TRICK! (and PEN. SHOT and GOAL!) popup, it can be changed to something like this by simple hex editing: krevone 0004.bmp http://forum.nhl94.com/index.php?/topic/2999-how-to-edit-the-scoreboard/ I will try this Genesis way in the future, do not have much time these days. I am afraid it won't work as the Genesis version is in many ways very different (goalies roaming is exactly that case). tru, have youtried that? Or do you know where the EA logo is located? Goalies: I tried http://forum.nhl94.com/index.php?/topic/11467-how-to-let-the-goalie-roam-farther-with-and-without-the-puck/ but no luck here either. I found 2400/DCFF at F315A/F3193, F3182/F319F and F318E/F31A7 but changing to 7C00/84FF or even 4800/B8FF had no affect on goalies roaming. If i remember correctly you wanted to add bleeding after players get injured. It is not possible. I found the sprites in TLP which are used when the player is knocked down on the ice and added blood. Check following pics: krevone 0001.bmp krevone 0000.bmp krevone 0002.bmp All the players are "bleeding", no matter if they are injured or just knocked down and the color is the same as is used as jersey/helmet colors.
  4. Tried this and it's an awesome hack. I got couple of questions. New Rink (Based off NHL 94 Rink) Did you do this in NOSE or you had to use Tile Layer Pro/Tile Molester? AI Boosted How did you do this? What did you change in HexEd? 7 Minute Periods Offset please. Or it was changed in NOSE? Fatigue/Recovery Rates Increased Is this some kind of hex hack or simple attributes editing in NOSE? Player stopping and Turning speeds adjusted to be more Realistic Same question, was this done just by making players slower in NOSE or did it require hex editing? All 30 Teams now work in Playoffs (Thanks Smozoma) What was altered/added in the code please?
  5. Interesting, for me the Genesis version is more arcadish than the SNES version. When playing the Genesis version, I score slappers goals pretty easily with simple pressing the shoot button, scoring with slappers in SNES version is about right timing and aiming (that's imo the reason why Genesis players think it is almost impossible to score with slappers on SNES, they play the SNES version in the same way they do with Genesis and it does not work). Goalkeepers are retarded in Genesis version imo, they sometimes skate around the goal like crazy, SNES goalies are less active waiting for a human player to control them, which is what I prefer. I would not call passing more easier but more accurate in SNES, it should be like that, we control NHL players and they have to have good passing skills.Same can be said about overall control, SNES players are better skaters, Genesis players are extremely clumsy. It's true hitting the post is pretty common in SNES version but in average I hit the post around three times, maybe less, in a 5 mins period game. It's a game from 4th generation era and has its bugs and mistakes, just like the Genesis version. Both versions are pretty far from true ice-hockey simulation and bashing one version for having bugs and mistakes is funny when the other version has plenty of stuff to criticize as well.
  6. Overall. The percentage would be probably higher if I try to score only with the players with good shooting skills but I try to score with slappers with all the players. I'll try to dig the videos and stats asap to post them.
  7. That's a myth ;-) My stats with slappers are around 5%. I made some recording a year ago (don't have idea where all the vids are now, I got many external hard drives) to show how to score and want to elaborate more on this subject. Basicaly it's a matter of right timing and choosing a player with good shooting skills. Surprisingly backhand slappers work pretty well too.
  8. They are too popish for my taste. I like this cover (Tecmo Super Bowl NES theme):
  9. The best Some kind of retrospective talk and other versions reviews, just like in these videos: https://www.youtube.com/watch?v=rWjep88kB9w Short talk about the nhl94.com community, like in this one: Yes, SNES!
  10. I would like to see the classic Canada Cup format with six teams. Single round robin schedule, then semi-finals (1st vs 4th). This won't happen I am afraid. And make it biennial (in the odd-numbered year) please!
  11. Team menu logos or team ice logos can't be altered, these graphics are crunched (that's a main difference to Genesis version), without decrunching them it's not possible to alter them in any way. Ad star indicators - should be possible to make hybrid of the original rom (with star indicators) and Ninety Flow rom (with all the changes) via Hex Editor. It's a task for couple of minutes, read above and try. Why someone who is not interested in SNES asks questions about SNES editing?
  12. There is much easier way I suppose. First you need to know offsets, where the star indicators are located in the rom. Open the graphics editor (TLP), open the original rom, delete the star indicators completely, save the rom, then open hexeditor and compare this edited rom with the original one. Now you should know the offsets. Copy the values at these offsets from the original rom to Ninety Flow rom. If it does not work, copy everything from Ninety Flow except offsets where the star indicators are located to the original, unaltered, rom. This should work.
  13. IIRC I tested these TRAK locations, rewrote everything to 00, had no effect on organ music during the game.
  14. Menu/stats logos are located somewhere else, more info already posted, here, if you mean this. With referees' skin, gameclock and other graphics or palettes it's complicated as these palettes are used for some other graphics as well. For instance altering referees' skin automatically alters colors somewhere in the menus or at the rink etc. I would like to see the color chart too, it would be very useful.
  15. Europeans play P2P exclusively, almost no kaillera servers games. One of those annual tournaments was held last weekend in Denmark. There are many Amiga versions of SWOS. Original SWOS (with bugs), improved SWOS called 1.1, then 95/96 (with added curled ground passes and the so called standing headers) and 95/96 European Championships edition (some improvments over 95/96 and 16 teams and correct format in Euro Championships) and then 96/97, which is taken as the ultimate version of Amiga SWOS. Update disk was released for this version too. I personally prefer SWOS 1.1 as it was the game I played on a regular basis in nineties and I think it's more difficult than later versions, with curled ground passes it's way too easy to overplay the computer opponent. If you like the Genesis versions of Sensi, try Atari Jaguar version, the gameplay is the same and it looks brilliant. Should work fine under an emulator on modern PCs. As a huge Amiga SWOS and Mega Drive Sensible Soccer fan I was interested in online playing years ago, it was 2007 I think, visited their chat and arranged few games. I think I am a very good player but these guys from sensiblesoccer.de are pure fanatics and play this game like gods, I had no chance. And I played just few friendlies against players ranked around 30-50 (at that time there were around 150 ranked players, not 40 or 50 like nowadays), competition matches against the best must be a butchery. If you decide to play their leagues and tourneys on a regular basis, expect months and hundreds of games to become at least below average player, good luck :-) Reason for editing: many typos.
  16. Here's the editor for NBA Live '96 (Genesis) if you are interested: DOWNLOAD. FYI, 35 in Appearance is a head type (39 types, all can be seen when creating a player) and the value next to it = left handed/right handed. ?? next to DRI in Abilities is Strenght.
  17. D5156 - D5197 - center ice logos palette Can be rewritten with the "ice color" value (see above) and get logos disabled. More details here.
  18. That is true for changes made on menu logos, not for this edit Intro logos won't be affected, I promise. Good news: Center ice logos can be disabled, very easily, in few seconds. That's great news for many NHL 94 SNES players. Bad news: This way of disabling center ice logos work for *all* teams. Not possible to disable just three or four, sorry. In hex editor, go to offset D5156. You will see this block of values 33 67 29 25 D6 5A 29 25 F7 5E 54 21 99 0A 2D 76 BF 36 32 25 39 32 31 6F 70 36 D6 31 12 42 D7 41 EC 03 18 63 73 4E 29 25 73 4E F5 11 55 1E 29 25 6B 3D 29 35 67 11 93 62 36 1D 52 29 FC 1D 17 36 98 7F surrouned by 00. This is center ice logos palette. Change 33 67 to 98 7F, copy these new values and paste them (ctrl+B) in the entire block to make it look like this: 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F 98 7F Save the changes, your rom is center ice logos free now. 98 7F is the original ice color, when altering ice color (more here) you have to use your new values of course to disable ice logos. Happy editing!
  19. Offset D50B6 and now: 98 7F = ice color. BD 7F = center area of the lights reflection and nets / glasses seams BA 7F = lights reflection and shades of the glass at the bottom of the rink / ice in the referee window 7B 6F = menu frame, letters (menu, team abbreviations, time, players...), part of the goal posts, face off spots, thin white lines surrounding red lines, circles and semi-circles around the goals 00 00 = do not edit, almost all black used in the arena, audience, menus D6 5A = rink boards, upper area AD 35 and 29 25 = do not edit DB 5A = thin lines surrounding red lines, face off spots (four pixels) 5F 4A = red lines and circles, referee's faces 3B 35 = red lines, circles and face off spots, referee's faces 4D 6E = blue lines, star indicators, centre of the puck DB 12 = boards (bottom area) and „walls“ behind the benches D2 7E = blue lines, star indicators, crease, GOAL font (in the box with a scoring player and assists) 84 10 = do not edit 72 7F = blue lines, star indicators, crease "Do not edit" values and other values behind 72 7F are values for referee's uniform, menu background, audience or for the graphics I did not spot. If you want to alter colors of the original graphics and my description is not good enough, alter the original values to 00 00 (black color) and you will have an idea what graphics are affected by the values above.
  20. Thanks a lot, this explanation should be enough!
  21. Pucks in the intro won't be affected by editing center ice logos, which is + imo. I am going to post how to change center ice logos including other useful edit information tomorrow. If you can give me any details about player portraits (mainly offsets not included in SNES mapping project thread) and organ tunes (I cant find them) I would appreciate it.
  22. Can you make a short tutorial how to swap original players portraits with the generic ones? Mainly offsets of generic portraits and offsets of unique portraits (Roy, Gretzky, Jagr and so on) would be helpful.