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Royameadow

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Posts posted by Royameadow

  1. Below is a link for those who intend to download the Bulk Set of the recent builds for each installment, rather than get them individually.

    This ZIP File will be updated whenever a new game or build comes out to assure that everything is up to par and not dated by a build or more; it will also be in the first post for new readers as well.

    ~ MIAA Women's Hockey 20I5: The Bulk Set: http://www.mediafire.com/download/psj1du99hti2oo7/MIAA+Women%27s+Hockey+20I5%3B+The+Bulk+Set.zip

    Kingraph, wishfully, this will help out in any probable way for you, since you had requested the files in a more accessible form.

    The reason that I use RAR files, however, is primarily due to my history on both Sonic Retro and SSRG, they use RAR files for most of their ROM hacks and Homebrew works more than any site that I have grown up with; WinRAR is the utmost recommended application to extract these files with, please do bear in mind that the RAR files here were compressed with Version 05.I0, so I do not know if prior releases will be able to extract them by normal means.

  2. Title says it all.

    Post screenshots or videos of a glitch that you have found while playing NHL '98, it may be any version of the game that you know of or touch on a normal basis.

    Below is the Infinite Power Play Glitch in my NTSC~J Region MIAA Setup Hack of the Megadrive version.

    When this glitch happens, the code that is used to register that the player's penalty is over does not get triggered, thus keeping the Power Play Timer endlessly at 00:00; this could be extremely bad for those who play this in Original Game and Full Game Mode, as I do with the Bonus Teams, this is one of the oddest yet most painful of glitches out there to handle.

    Extra audio that is used in this video was taken from vocal samplings in the in~house version of NBA Jam (Super Famicom version), known simply as NBA Jam XXX.

    You may get those sound effects and the very comical prototype ROM here: http://www.nintendoplayer.com/prototype/nba-jam-xxx/

  3. As far as I am aware, editing the background for the Main Menu is not an easy task in its current form, as even the Thirty Team ROM still has these graphics partially compressed.

    It is probable to do if you are able to align each tile with the correct offset in Tile Molester, but it is an ample strenuous task, you might be at it for hours even when you do know where to edit.

    A future incarnation of the game's visual template will be mandatory for optimally being able to liberally add in a wallpaper or image into the Main Menu, I personally would not work with the current incarnation of the Thirty Team ROM to do this just yet.

    For now though, if you are able to edit the palette of the Main Menu to something that will work well with the image(s) that you intend to input, then assure that you know which tile goes to which portion of the screen; failure to do so will result in you having different tiles of the image all over the place, which could accidentally write over vital portions of the code that would trigger the ROM to crash, so do proceed with caution in the event that you do intend to take this for a spin.

  4. Hey, sorry if I bully you in any way. I can tell you are smart and you are devoted to your project, but your decision making is baffling to your fellows in the intelligentsia:

    - The 0eros, the 1nes... will they be followed by a 'Z' for all 2wos and an 'E' for all 3hrees? don't get me started on the squiggly dashes.

    - The aspect ration for the background pictures... surely these young ladies would rather look like themselves in the game materials instead of suffering the condensed widths that make them look like freaks, six feet tall but six inches wide.

    - Choices like sending a landlocked Medway girl to Uppity Island instead of finding a player to cut just seems like a thing that probably only makes sense in your head and others stand no chance of grasping.

    - Do they play on purple and pink ice?

    No offense taken.

    I am more than able to tell that you respect my knowledge and ability, and anybody that is able to do that at any probable point in time has a friend in me, that be a guarantee. (:

    To clarify on what you have mentioned and asked about, I'll explain each one accordingly:

    ~ My mindset on the number "0" dates back to some point in May of 2009, probably earlier, in which I would put one in front of any number below I000 or above -I000, and the usage of the letter I for the number "1" actually dates back a matter of months ago, it solely depends on the font that will currently determine my usage of either or, but eventually, I might simply go back to using the number regularly, it all depends on how my mindset works; as for other letters to refer to other numbers, one would only view me use Z for "2" and E for "3" if I were working on a work of Horror, I need to get back into that at some point, who knows when that could happen?

    The ~ symbol is used by me instead of the usual - symbol for style based reasons, never was much of a fan of the flat line that Dash and Hyphon symbols delivered, the wavy symbol attracted me more, it has been that way since 2006.

    ~ Certain logos look a bit too stretched out when they are in the full dimensions that the game delivers.

    I tried doing that with St. Mary's (Lynn) and Central Catholic's logos, the Spartan and Raider logos were far too spaced out in the full dimensions, so at least making them more adaptable for when we do implement Anamorphic Widescreen is a decent way to play it safe. (:

    ~ I know that if Caroline Smith were to play this, she would probably wonder why she is a part of Martha's Vineyard instead of her native Medway/Ashland, that be for sure.

    As stated before, since we could only have 026 players per team at this time, and the Mustangs had 027, certain drafts had to be made to compensate for the limits of Volume 0I, cutting out players never is an option for me; The Complete Experience, which will run on whatever Disassembly that we get, will definitely have this fixed, anything to make the teams as accurate as they could probably become.

    ~ Lighting Effect, that is the secret behind the Purple and Pink Ice.

    In all due seriousness though, the reason for changing it to such dark colours is actually for a personal reason: Eye Care, I suffer from strained vision at night when I am playing with bright lights and colours on screen; Volume 02 uses Gray Ice with Red Lighting, Volume 03 will use Desaturated Navy Ice with Periwinkle Lighting, and Volumes 04 and 05 have yet to be determined at this point in time; simply put though, it is so that nobody ever has to worry about their eyes getting hurt by bright lighting or colours for those Late Night and After Dark gaming sessions, sounds reasonable given the matter at hand. (:

    You have done an unbelievable magnificent job!

    Amazing!

    I LOVE:

    The CIRCLES around the activated players, instead of the STAR

    The MUSIC is the BEST I've ever heard on a '94 hack

    The look of the PLAYERS, nice vibrant colors, and smoother cartoon (less pixelated) look

    I HATE:

    The ICE COLOR. Can't you use a nice BLUE and not make it so dark? It really hurts my eyes!!

    The GRAPHICS FONTS that get lighter in shade as you go downward. It is SO HARD on my eyes to read!!!

    PLEASE Keep up the GREAT WORK!

    IF only you had the source code, you could do miracles with this game.

    I appreciate the compliments and well wishes towards both myself and this project.

    This truly means a lot to me that you enjoy what you have viewed so far from this, there is still plentiful more to view. (:

    The cons that you have mentioned, I understand what you mean.

    The Ice colours, as stated in my reply to Tru, is primarily for Eye Care purposes because it had strained my eyes to play any of these installments in anything above Hex Number 404040; as for the matter regarding the palette of The Zana GX Font Volume 0I & II, the only instance where it does have this lighting trouble is in the opening credits of the Tournament Edition, I had to do that to remedy select factors that I had with other palette issues at the time, that will be fixed in Revision 00a of the Tournament Edition if applicable.

    The Source Code of NHL Hockey '94 alone would probably not be enough for me to optimize the game in full.

    That would require the Disassembly to be created and released, and even when it does come, my work to deliver a definitive version of MIAA 20I5 and all subsequent titles that I make from it will require me to obtain some extra assistance, both from here and from both Sonic Retro and SSRG, it would have to be a joint effort between NHL Hacking, Sonic Hacking, and Megadrive Homebrew sceners combined, among plentiful others in my own team and select other groups, in order to perfect the game in full; who knows, it will probably come sooner or later, making a version of '94 that sets the console to its optimal limits is my ambition here, that is what will get Generation IV Gaming for sports up and running in full again, I am positive. (:

    I think it's '93.

    He says, before mentioning fighting, "This version of the game distinguishes strongly from the original in the regard that it is an overhaul of '93, in comparison to '94"

    You are correct, Smozoma, that is accurate.

    The original MIAA Women's Hockey 20I5 is a ROM hack of '94, while MIAA Women's Hockey 20I5: Tournament Edition is a ROM hack of '93.

    The original Revision 00 release for Volume 0I of the Tournament Edition had actually only taken about 03 to 04 days tops, this title was extremely quick to work on and edit up.

    I still need to deliver my guide for editing up the palettes in HivePal, I will make sure to do that when I have the available time, that be for sure. (:

  5. Why are all of the pictures squished? So much work to put in just to do things like send a Medway girl to an island instead of cutting somebody. You sure are a weird dude.

    Select logos use a 04x06 (Main Menu only) or a 04x04 (Ice Logos only) dimension because of the aim to deliver easier stretching quality for when we get to implement Anamorphic Widescreen to ROM hacks of NHL '94.

    Certain teams also use a different logo for the ice as well, and this is primarily because their actual palette will not allow it properly; the Canton Bulldogs are a prime example of this truth, their official logo is Red and Black, while their Ice Hockey Jerseys are a Blueish Green, that had taken some looking into to understand why, but that's another story for another time, even I still do not fully understand it.

    Drafting Caroline Smith to the Vineyarders was not a bad idea, actually, they do have good use use for her in this title if the Triple Digit players are all in the Penalty Box because of a 07 minute Roughing or Damaging penalty.

    Once we are able to create a method or install a patch to increase the maximum number of players that we are able to have on a team, which might expand the ROM side to 4096 KB in the process if more is done, then I will definitely move Caroline back to the Medway/Ashland Mustangs, she will not have to be portraying the role of Gilligan for too long.

    As for your constant thought of my sense of style and views as being weird, I personally take that as a compliment, and I do have a reason for that: I used to be bullied a lot in Senior High school because of both my extremely high level of intelligence and my uniqueness, I even cried over the constant daily and weekly attacks by other students that had poked fun at what I knew and how I always did more than them; guess which ones never had gotten High Honours (All As and one B or better) or even any awards during their times there, I had topped them all at their own game in the end.

    The reason that I never bash you for considering me as weird is because I actually like your works, I could never attack you for that because I both respect you and don't think that you are a jerk by any means probable, you're more of an ally and friend than anything else, especially since you were the first to welcome me here, which I am happy about; I have played a few good games from your Ninety Flow franchise, and I personally enjoy the approach that you had taken with it, you are basically what I am to the Genesis and Megadrive version but for the Super Nintendo and Super Famicom counterpart, that could never go without its respective acclaim by yours truly and that is why I truthfully do have respect for you, I would never admit otherwise to you for any probable reason out there. (:

    I'm hesitant to ask, but can you explain what you did here in more detail (just a little... ;) )? I'll download and play the ROM tonight to see myself, but I found this to be interesting as hacking the music in the game is something that isn't discussed much.

    You are in for a treat, especially for Volume 02, that has the better menu tracks, especially for Evan Gikas' commentary at the Matchups Screen.

    By following SWOS and Smozoma's offsets, I had learned which areas indicate the instrument (C0 09 C1 02. for example, will deliver the alternative to the YM2I5I's Brass 03 for Instrument 0I and the YM26I2's Bass 0I for Instrument 02, if my memory serves correctly); I had used Instrument DF for one of the portions of music within the Matchups Screen and Scoreboard Menu for Volume 02, that has a very ambient sound that feels more as if it were true YM26I2 synth compared to the original track that you view in Volume 0I.

    A good amount of Organ Cues now use a different instrument, although the Royameadow Royans, BrainScratch Commies, Sonic Retro Hackers, and NHL '94.com Forum do not use these changes, aside from the Forum now using Brass 03 (Instrument 09) for the Jaws Theme.

    The cues, however, will remain the same across all of the installments, this also goes for Volume 05: Bay State All~Stars, 02 on 02: Hardcore and Personal, 06 on 06: The Blitz Tour, and The Super 08 at TD Banknorth Garden, this will be for the sake of not having to edit the cues each time; in the event that we ever get the NHL '94 Disassembly in Future~Time though, then all of the music will take up and run on the Super 032X's PWM instead, leaving the DAC entirely open for the players and puck's sound effects, and the PWM will instead use my own personal compositions and Mashup Mixes, those will be present if I could ever work on a Revision 0I release, but that is also another story for another time, we might have to wait years for that one unless if we are extremely lucky and delivers us a perfectly workable set of files to work from. (:

  6. miaa_women_s_hockey_20i5__volume_0i_boxa

    Tonight, we have a major update to Volume 0I, Revision 00c is now available.

    This revision is now the modern template for the rest of the games, the one that will be the lead of the pack for subsequent releases and future franchises created by the team, all prior builds are rendered as obsolete but you may still get them if you wish to view how the series began.

    Revision 00c of Volume 0I includes the following that is listed below.

    Please note that Volume 02's Revision 00 build also has these changes, they are practically the same game now by means of fixes and structure.

    ~ Smozoma's Hot and Cold Randomizer (Fix 04) is being used now.

    You will now have a different experience with each team every single time that you play a game, it will especially be noticeable for those who tackle the Original Game and Full Game time settings indeed..

    ~ The Sprite Patch is now in use, delivering to you the more modern feel of the arenas with the Trapezoid, newer glass, coaches, and more detailed sprites intact.

    ~ Six Button Controller Support by Clockwise and Kaneda is now available.

    Doing Poke Checks will be far easier to do, given this change; the Y button also acts as the B button, for those who are new to the Goalie Patch, so if you need an extra button to use on your controller for those intense games, now you have that luxury.

    ~ The 20II~20I2 Wilmington Wildcats now have their complete roster intact, thanks to the folks over at MassHSHockey.

    I owe them a decent lot for this one, they truly had come in handy with helping me out in optimizing the accuracy of Jane Farrell's Year III team.

    ~ Remixed Music, about time, too.

    Ever since I had studied SWOS and Smozoma's musical editing tutorial on here, I was well aware that I did not want to have the same instrument for each organ cue; now you may listen to a lot of other instruments for plentiful tracks, and now you also could have a true Brass Bonanza, play as Matignon for optimal effect!

    ~ Player Line information now runs on the logic of Six on Six gameplay, you may now know who the Extra Attacker is for each line.

    Sadly, however, at this time, the Extra Attacker is not probable to be edited; this will be fixed in Revision 00d, once that becomes probable, not sure when that will be though, but hey, it will come eventually.

    You may download Revision 00c above in the first post, or from the below link:

    http://www.mediafire.com/download/stma9dkdbwkv0dg/MIAA+Women%27s+Hockey+20I5+~+Volume+0I%3B+The+Mass+Tour+%28JUE%29+%5B%21%5D+%28Revision+00c%29.rar

    And that is it for Volume 0I this year, this will be the build that you will be viewing at the first annual Sega Homebrew Competition.

    I truly do wonder how this build will turn out with the audience there, looks as if it will be a massive contest this year; in the meanwhile though, I have more to get to on here, so do continue reading.

    MIAA Women's Hockey 20I5 ~ Volume 02; Skaters of the East West (JUE) [!] (Revision 00) ~ Copy - Copy_000.png

    Revision 00 of Volume 02 is now available for you folks to have a go at as well.

    Play as 026 more teams in the MIAA as you go about to both the Eastern and Western portions of the Bay State to obtain the glory of being the best team statewide.

    Some of the best of Royameadow: Generation II are representing the Royans in the game this time around, starring my Head and Co~Head Administrators from the unit, as well as plentiful members and top colleagues from 2009 to 20I3.

    When you play as the Royans when they are the Visitors or Away Team, they are using the palette that was used for Generation II Head Administrator Doug Young II's subdivision, Hot Diggity Doug/DiggitayDougRiss (formerly known as FeedMEBabies, Bronze Cow, Fluid, and Auxadome in years prior), of which is the final renaming of his Variety group and entertainment franchise that he has been running since the Mid to Late 200X decade until he had definitively changed it to DougRiss as of 20I6; check out his material sometime, his quality and performance are very unique and powerful for modern era entertainment at all points in time. (:

    Due to archiving issues on the part of the MIAA, there are four Men's Division (MDV) teams that were made to patch up where the Women's Division teams were supposed to be.

    Those teams are the Brookline Warriors, Cambridge Falcons, Peabody Tanners, and the Shawsheen Rams; their stats have been raised to meet up with competing against the Women's Division teams, and they are slightly more unforgiving than the lot of the roster that you have here.

    Other than the changes that were made for Revision 00c of Volume 0I though, Volume 02 is basically the same game, just with new teams and difficulty to handle, plus a lovely Matchups track that sends rather interesting feelings of mood to the soundtrack.

    Beware the Shawsheen Redemption, however, they are the utmost difficult and ruthless of the mainstream teams to handle in this installment; with a Team Rating of 099, you do not know what the Rams are able to do and handle, please proceed with caution if you intend to take them on full force without prior training!

    You may download Revision 00 of Volume 02 in the first post or below this text:

    http://www.mediafire.com/download/o51g1f6hmotvgcn/MIAA+Women%27s+Hockey+20I5+~+Volume+02%3B+Skaters+of+the+East+West+%28JUE%29+%5B%21%5D+%28Revision+00%29.rar

    This installment will also be available for playing at SHC, so in the event that you want to support the game there, then be Sonic Retro and SSRG's guest and join in on the show, they would be glad to have you there.

    Lastly, it is time for a minor but well needed update, since this will also be hanging around as well:

    miaa_women_s_hockey_20i5__te_boxart_by_r

    I have fixed a few troubles that were present in the Revision 00 build of Volume 0I of the Tournament Edition, I had noticed some troubles that were present with the original release, so this is more of a minor change than anything.

    Typos in Ron Barr's commentary have been fixed, he also now has extremely long topics to talk about for each team; do give his commentary a read sometime while you are playing, you might learn something major or vital towards claiming victory in this game, especially for when you have to handle Tournament Mode, you will save yourself a lot of difficulty when you take the time to enjoy Ron Barr's lovely words.

    This is not a full on extra revision, I am not considering this to be Revision 00a.

    Revision 00a will come when the game is able to be edited more than it already is able to, perhaps that might even be a Revision 0I; either way, this is the Definitive Version of the original Revision 00 for Volume 0I of the Tournament Edition, this was how I had intended for it to be released originally.

    You may download what is also the SHC Build of Volume 0I TE in the first post and below:

    http://www.mediafire.com/download/h7jddb6w3hxkkab/MIAA+Women%27s+Hockey+20I5%3B+Tournament+Edition+~+Volume+0I+%28JUE%29+%5B%21%5D+%28Revision+00%29+%28SHC+Build%29.rar

    And with that, I will end this post here, this is all that will be available for you folks at this time.

    I am very glad that I had gotten these completed, I was worried that I would not be able to get these done in time for the contest to deliver them as the respective entries, but hey, perseverance will do that to anybody who is working hard to deliver to you High to Optimal Quality entertainment.

    Volume 02 of the Tournament Edition and the Volume 03 Demo will not be ready in time for SHC, I will instead release those titles together on here, when the respective time comes.

    Expect those to be ready sometime during the month, I sadly do not know exactly when that will be though, but do stay tuned, for I will have everything ready in all due time; as always, if you've any questions on the series, if you would like to deliver feedback on the current installments, and even if you would like to assist in the development of MIAA Women's Hockey 20I5 or want to obtain some extra knowledge on what be to come, then I will forever be glad to discuss the project with you in full, never will that be off limits at all.

    Anywho, folks, enjoy, I'll see you folks at SHC! (:

  7. My mistake re: the college thing. It's high school. I think I understand now. Thanks for explaining it to me.

    You are welcome, I am glad to explain this.

    There are three other MIAA leagues in the nation, all being outside of Massachusetts: There is the Maryland Interscholastic Athletic Association, the Michigan Intercollegiate Athletic Association, and the Mid~America Intercollegiate Athletics Association, respectively; Michigan's MIAA handles the NCAA's Division III in that area, whereas, Mid~America's handles the NCAA's Division II teams for their region.

    Maryland's MIAA is for 029 Baltimore Metro area Senior High Schools, but only uses 028 of them for Ice Hockey.

    The Women's incarnation of Maryland's MIAA, the Interscholastic Athletic Association of Maryland (IAAM, for short), only handles Field Hockey, but still makes use of a Thirty Team Cap; who knows, I might also make IAAM Women's Hockey titles at some point too, it more than likely might be probable. (:

    All the best in that competition! I didn't know such things existed.

    Thank you, the encouragement is well appreciated.

    The Sega Homebrew Competition debuts in Late October, at the time of this post; it is running in conjunction with Sonic Hacking Contest XIII this year to help expand the availability of content and developers out there; you will be able to view it from this website once Hapisan/Cinossu gets it up and fully running for us to register and submit our entries: http://shc.sonicresearch.org

    Not being at all knowledgable about rom hacking, I'll have to take your word on all that other stuff. I'm just glad there are people like you and smozoma and others, that have the know-how and desire to do this stuff.

    Absolutely, we take the NHL Hacking scene very seriously and we are very glad to talk about this at any point in time with you and anybody else who wishes to know more about the series and doing both engineering and reverse engineering of the titles in any probable form.

    Where Smozoma is a master in the coding and bugfixing of the NHL titles (among other fields), I specialize best in modifying the artwork and palettes, all of us are masters at something here; others such as Wboy, CoachMac, Slapshot67, Hackmaster Mack, and evengood folks such as Tru, SWOS, Kingraph, and Clockwise, among the plentiful others that are here, all have delivered something major towards the progression of the scene, and if it is more than able to assist good folks such as yourself at any point with your work on here and in other ROM Hacking groups, then I know that all of us are doing an astoundingly good job with what we do, I speak on behalf of the entire forum that what you will learn from all of us will be able to aide you strongly if you ever are to work on any projects for here or anywhere else. (:

  8. A question for you: I'm curious about your decision to focus your project, roster-wise, on Massachusetts College Women's hockey. It's just...so specific. Can I ask what the inspiration for that was?

    The Massachusetts Interscholastic Athletics Association is not College Women's Hockey, it's actually Varsity Women's Hockey for that of the Senior High Schools, a good amount of those from the North Shore of Massachusetts being personal friends of mine locally.

    The project had begun at the beginning of March, I had found NOSE on ROMHacking.net, and since I already had the concept on making a Women's Hockey title on me for the past two years prior to that, I was already set; all that I had required was the league and rosters; the reason for selecting the MIAA was because the NHL Hacking scene, to my knowledge, did not have a Women's Hockey title, and since the MIAA's Ice Hockey league is ever so massive (086 teams, and that is before you add in the Bonus Teams into the game!), I knew that this would be my selling point, Women's Ice Hockey truly needed to come to the light, and my native state was the best place to begin this project with.

    Now, that is where the star of the Tewksbury/Methuen Red Rangers for the past three years, Amanda Conway, comes into play, she was my true primary influence for the creation of MIAA 20I5 up to now, and she still will be for the entirety of the project and subsequent Women's Hockey Homebrew titles and ROM hacks.

    Her run in the upcoming season with the Boston Shamrocks in the Junior Women's Hockey League (the JWHL) will also be the influence for making an annual series on here after I am done with development of The Super 08 at TD Banknorth Garden; the JWHL is only a small amount of teams (less than that of Nippon Professional Baseball, actually; used to be twelve in the JWHL, but now it's ten due to licensing matters and other things), so I would be able to recycle the same ROM image for the next build, and the logos rarely (if ever) change, so I will rarely have to modify the game more than I already have, give or take the Player Cards for every title once I reach that point.

    Since I knew that MIAA 20I5 would become a title that would become a major part of the face of modern NHL ROM Hacking in some probable form, I had to take extensive time studying this forum and developing an understanding of the patches, bugfixes, palletes, music, and graphics; as a result, using what I have mastered here over the past six months and change, the game has become the utmost complex both visually and audibly when compared to the other titles that I have viewed on here up to now, something that I would love to view more of outside of simply my works on here.

    I am not attempting to sound narcissistic about this by any means probable, but NHL '94 bears a massive lot of potential in its current form; there is a lot that we could do with the game that most developers have go unnoticed in current ROM hacks, and that truly needs to change for the better of the scene at some point; setting the Assembly to its limits is what we must aim to do both now and in Future~Time, as we take the scene forward, the game deserves to become optimal for all of us.

    Once the site comes up later this week or this month, I intend to have the utmost recent builds of MIAA 20I5 as an entry within the first annual Sega Homebrew Competition, that will be able to present to others what can be done with NHL '94 and NHLPA Hockey '93 (I am entering the Tournament Edition of MIAA 20I5, which is a ROM hack of '93, into the competition as well), and it will be able to allow the forum to get some extra well needed attention as well, consider it to be my Thank You gift to the forum for their worthwhile information and support that I have obtained here since March.

    I do not expect it to come home with an award, but hey, it will do good for everybody who will be involved with the contest, us especially included, and it might and/or will bring more in to actually learn about the series and make more ROM hacks for the forum and for the fans of the games; that would make me smile, getting this scene to the next level is my ambition, and if I have learned anything from here up to now, it be that our quality and performance is key to obtaining the enhancements and upgrades for the scene in full; I would not ever desire that in any other probable form than the utmost positive, that would explain how I feel about this project and what it means for our future progression. (:

  9. The majority of the Megadrive Hacking and Homebrew scene is rather massive in what it does for presenting how to set the console to its limits.

    All of the major titles that we have viewed up to now have presented to us the qualities that both the Genesis and Megadrive are able to offer, and it is kind of a shame that a good amount of them go unnoticed or put on a very slow development schedule or even a permanent hiatus until somebody comes to pick up the pieces.

    Two of my most favoured Megadrive Homebrew works that are out there right now are Project MD by SiktheHedgehog and Oerg866, and The Chaos Layer by Markey Jester and a good amount of the folks over in the Sonic Hacking scene.

    These titles are the best that I have viewed from our side of the scene, and to be truthful, I consider them to be what I would expect out of modern MD Platformers, they allow us to view how fluidly beautiful the graphics are capable of becoming, and the music in them is superb, especially knowing what we are now able to do using the YM26I2, the PSG, and modern DAC audio sampling; you may view footage from both games below.

    ~ Project MD (20I2 Version), footage taken from my main channel:

    ~ The Chaos Layer, footage from Razor & Zenon; will be replaced with my commentary of it when I release it on my channel:

    As for a Hockey Homebrew title, the bugfixes and redesigns of the NHL titles that you view on here, while they are indeed a portion of the NHL Hacking scene, they are simultaneously rendered as Homebrew, as reconstruction of any video game that was not done by the official teams that made them is considered a Homebrew work (for an early example, think of Missile Command's mod known as Super Missile Attack, or when Midway's version of Pac~Man had become modded to become Crazy Otto, which later on went to become Midway's version of Ms. Pac~Man, or Pac~Woman, as it was called four days before its official release.

    In the case of making an entirely new game out of the NHL series, we cannot do much outside of their Assemblies to make a full~on original Homebrew work without knowing everything that the ROM image has to offer, such an action would be able to be done easier with a Disassembly, and to be truthful, at this time, only a disassembly of either NHL Hockey '94 or NHL '98 would be best for this, as they are the most complex to work with in their current incarnations, those being the Thirty Team ROM of '94 with all of the patches, and the original '98.

    As I have stated a few times before, my project, MIAA Women's Hockey 20I5, will eventually become a game of its own once I make The Definitive Experience incarnation of it for the Super 032X, which will not necessarily be requiring reliance on far too much of the systems and mechanics that are present in NHL '94; instead, the game will have its own original and new features and systems, while still having parts of '94 present as the basis for what will come of it.

    Registers such as where and when to trigger Audio Cues and specific screens (or arena angles, if you are using a 03D arena with the Super 032X's Software Rendering) can be a bit tricky if you do not know exactly where in the new game's code to set it in, the same also goes for player actions and what they are able to do on the ice; in my scenario, whenever I do end up finally being able to begin working on the Super 032X version of MIAA 20I5, that will have a very active array of sounds and sprites going on at once, as every set of sprites will have fluid animation thanks to added sprites and the audio will score an original soundtrack and Play by Play Commentary that will take up the add~on's PWM, leaving the DAC and YM26I2 open for other things than simply Organ Music and the Menu tracks; now, if I were to do that all from '94's original code from the Thirty Team ROM, this would mean that I would have an ample lot of rewriting and study of the sprites and audio's data size, which again, is easier to understand while working with a Disassembly when compared to its Assembly based counterpart, which is why this particular title will take about a decade or two to have a fully optimal version of in the way that the NHL Hacking scene currently progresses.

    In order to make a new Ice Hockey game from scratch, you would have to already know what you're doing when coding the game, and at the same time, you will have to be strongly aware of what works and what doesn't, I think that is simple enough to understand for any developer.

    The process, however, could take plentiful years, it all depends solely on how much you are putting into the game and whether or not you are setting the console to its limits, as well as the amount of people and dedication that are being put into the project as well; your amount of resources is also a rough patch as well if you do not have everything that you require, that is another factor that must be touched upon when you go into this full force.

    At the moment though, Homebrew Hockey titles that are not ROM hacks of NHL titles on the Genesis and Megadrive will probably take a long while to create, but I am positive that they would succeed at an extremely high to optimal level.

    Absolute maximum quality and performance with this will only truly be obtained when you are able to utilize the Sega CD/Mega~CD and Super 032X's features with this game, which is what I am aiming for, doing that will be able to give you the boost that you require to have the greatest probable outcome with any project, the primary key for this though is patience and the proper team for it, such a project cannot be perfected without both of those at all points in time.

  10. You are welcome, glad that I could recommend this to you.

    To be truthful, as one who views that the newer ROM hacks of '93 and '94 truly deserve to show everything that the assembly is able to change, I feel that a title such as the Tournament Edition of MIAA 20I5 will assist modern generation developers to know what to expect from us when it comes to taking the game to the next level.

    As you have noticed by now, my Hot Spot with editing '93 is the art and palettes, the text editing comes naturally.

    In future installments and/or revisions, it would be lovely to view if we could expand the editing of the game to adding even more teams, changing the weight scale (as Smozoma has been able to present with '94), changing and/or remixing the music, and even add Six Button Controller support (as how Clockwise and Kaneda have done for '94 up to now); with this new template and also my example of what to expect from a ROM hack of '93 at this point in time, it would be lovely to view where the '93 Hacking scene will proceed on from here, modding of this title truly seems as if it bears the potential of becoming almost as expansive as '94, probably even more than it if the dedication and information on editing become more present to us. (:

  11. As far as I am aware, I am currently one of the only people on this forum to have made a full~on ROM hack out of this version of '93 using a complete roster, as well as modifying the majority of the artwork and palettes that this template provided.

    You may have a view of what to expect from it from the description from this part of my project thread:

    http://forum.nhl94.com/index.php/topic/16770-miaa-womens-hockey-20i5-the-mass-tour/#entry152602

    This link will lead you to the description for MIAA Women's Hockey 20I5: Tournament Edition, basically my way of implementing my rosters and art template into this version of '93 as much as probable, Volume 0I is available for download.

    Please bear in mind though that there are some kinks with the Revision 00 build such as minor graphical troubles and complications with stat editing at Ron Barr's screen, plus a few typos that have since been edited for the Revision 00a release; but nonetheless, it is a nearly completely edited ROM for this version of '93, feel more than free to take it for a spin if you are interested. (:

  12. miaa_women_s_hockey_20i5__te_boxart_by_r

    MIAA Women's Hockey 20I5: Tournament Edition (MIAA 女子 ホッケー 20I5: トーナメント エディション in Japan) is a ROM hack of NHLPA Hockey '93: Thirty Team ROM (Slapshot67 Version) that is being developed in conjunction with the original MIAA Women's Hockey 20I5 series.

    This version of the game distinguishes strongly from the original in the regard that it is an overhaul of '93, in comparison to '94, yet still is bearing the same ambition as the original: To assure that the gameplay, visuals, speed, and overall structure of the original game is as modified as probable, all the while delivering to you a new design and roster to handle the odds with as you make it your way around the state of Massachusetts.

    The Tournament Edition bears everything from '93 intact, which includes the fighting and the blood, as well as most of the graphical changes that were done in the original MIAA 20I5 and the Japanese banners.

    The commentator will have a little bit to tell you about each team before you begin each game; please do pay attention to their words carefully, it will assist in determination of what you are supposed to do with each team in order to win; there is also an MIAA Game time setting this time around, which is based on the MIAA's newly approved game time cap for the 20I5~20I6 season, which is 0I7 in~game minutes for each period (06 minutes and 0I4 seconds in Realtime without the blowing of the whistle), and this time setting is intended to be used with the Tournament Mode primarily, so that way, your Playoff Duels are always feeling as league accurate as probable.

    In its Revision 00 form, Volume 0I of the Tournament Edition has two problems that I am still waiting for some attention to be dealt with.

    They are listed below for those that do wish to help out with the title's development.

    ~ The sprite for "# Penalty" is currently unmodified.

    I am in a requirement to know where in Tile Molester I have to edit in order to replace the English text with my shiner Japanese text from the original MIAA 20I5; if it is unable to be modified, then I will leave it as is, but I would love to fix that as soon as I am able to.

    ~ The numbered rankings that you view for each team's statistics at the commentary screen are unchanged at this time.

    This is due to the fact that I honestly have no clue as to how to edit these numbers in a Hex Editor, due to the numbers not being in plain sight to edit; they are not regularly visible to me, but I know that they are probable to modify, so I will require further clarification on this one.

    ~ (Note from September 0I9 of 20I5) An extra known trouble was the description of a few teams, there were some typos in the commentary that Ron Barr has.

    That has been fixed as of now, and those fixes will be present following the release of Revision 00a.

    A Revision 00a release will be made to fix these troubles once I obtain the respective assistance.

    For now though, do enjoy this build until I am able to get Revision 00c of Volume 0I and Revision 00 of Volume 02 done, I guarantee that you will have some extremely fun times with this installment.

    Want to view what looks new?

    Well, have some screenshots! (:

    HOCKEY 2015 (03)_000.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_001.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_002.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_003.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_004.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_005.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_006.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_007.pngMIAA Women's Hockey 20I5; Tournament Edition ~ Volume 0I (JUE) [!] (Revision 00)_010.png

    You may download Revision 00 of Volume 0I's Tournament Edition either from the first post in the thread, or from the link below this text.

    http://www.mediafire.com/download/ownpp1gs8qrfvbv/MIAA_Women%27s_Hockey_20I5%3B_Tournament_Edition_%7E_Volume_0I_%28JUE%29_%5B%21%5D_%28Revision_00%29.rar

    And that will be it for now, I will release Revision 00a when the time comes for it.

    This ROM hack had only taken 04 full days to work on, it truly does present how much modifying the games has become for me at this point.

    As always, if you would love to deliver feedback or if you have any questions about this project, then mention what you must, and I will get back to you when that time comes.

    Wishfully, this will satisfy you folks more than enough while I get Volumes 02 to 05 done in the meanwhile, this installment basically now delivers to you the ability to experience the game with a system that some others happen to enjoy, so now you have the best of both worlds with playing this series; subsequent releases will be done in conjunction with the original release of the game, followed by obtaining their own Tournament Edition days later, so that way, you do not have to worry about any Volume lacking a TE one bit, this be a guarantee by me in full.

    Anywho, folks, enjoy! (:

  13. For the past four days, I have been working very quickly on a ROM hack out of Slapshot67's version of NHLPA Hockey '93: Thirty Team ROM.

    I have intended to release the hack within the night or tomorrow, but I still have some loose ends to deal with in order to release this with only little to worry about following the Revision 00 release.

    The two issues that I am dealing with are listed below.

    ~ Cannot find the offset in Tile Molester to modify the "# Penalty" sprite that is found at the Scoreboard screen.

    Wanted to change it to the shinier Japanese sprite that I use in MIAA Women's Hockey 20I5, but I do not view it anywhere in TM; if it's in plain sight, then I presume that I had overlooked it.

    ~ Unsure on how to modify the ratings that you view for the statistics presented on Ron Barr's Commentary screen.

    I also would like to know if it is probable to change those numbers with regular letters, as my ranking system is easier to use with letters than numbers in the long run; if that cannot be done, then I will simply stick with editing the numbers normally.

    Other than dealing with the two above factors, I've got a ROM hack that is pretty much mostly ready to come out for you folks to play at this time, but I would love to have these dealt with now so I do not have to release a Revision 00a prematurely or too soon.

    In the event that any of you are able to help out with these at this time, then I would be more than glad to read what you've to mention, anything to get this particular work done now so that I could get back to the primary projects that I am already dealing with.

    You have my thanks in advance, any assistance is very well appreciated as always. (:

  14. Bump.

    Concerning the matter and factor on editing this ROM for those of you that handle extensive Palette Editing, as I have done with '94, up to now.

    I feel that this truly does require to be brought to the attention of the developers because it is kind of an important topic of discussion.

    Aside from the usual palettes that require editing in it, the palette that is used for the Hockey Arena will have to be done in HivePal, if you are using the current build of NHLPA Hockey '93: Thirty Team ROM, it is not possible to edit it in NOSE to my knowledge.

    I presume that in NOSE, when you edit the palette for the arena, the offset that it is presumably edited is the one that was used in the original ROM of '93, rather than the new offset that is used for it in this one; another revision of NOSE will have to be made to compensate for this trouble, I am positive, so wishfully, this is handled with soon to assure that the basics are able to be completely edited.

    In the meanwhile, I will have to look for the offsets in HivePal and make them available in the How To section to assure that you folks will be able to edit the menu and arena palettes without having troubles or lack of knowledge on what to modify.

    Doing that for the Thirty Team ROM for '94 was a cakewalk, so I don't think that I will have a trouble doing this for '93 as well; in the event that my notes result in finding duplicate palettes, then I will mention the such accordingly in the thread.

    Hoping this helps out anybody who is working on ROM hacks using this particular one, this had caught me off guard when I had first noticed it.

  15. You are welcome. (:

    Just attempted to see if editing at 000837B that way would work, twice before reading this, and twice after.

    Sadly, no luck on that, pressing Directional Pad Down when the Right Wing player is highlighted will only take me to the next page, rather than highlighting the Extra Attacker; we're probably missing something on this that we have yet to find at this point in time, I'm sure that it'll be found or figured out eventually.

  16. Offsets 00087C1 and 00087C7, those are what I had to modify to present other players in the Penalty Kill slots, 87C1 for Penalty Kill 0I and 87C7 for Penalty Kill 02, respectively.

    Their original values in the hex editor at those offsets is set to 03; to get the Right Wing shown on the screen, using your method, 03 would have to be changed to 04, it still works the same way.

    Below would be what is supposed to be shown after modifying both of those offsets.

    11095221_881076181929901_470248310194982

  17. Okay, so after trying this out, your method does work in the regard that changing it from 04 to 05 for each player line does present the Extra Attacker.

    The only downside with this though: not only is "EA" not presented (it's not in the code, of course, so that is reasonable), but it is improbable for me to highlight it without editing something else, but I would not know what.

    Below are two screenshots from MIAA Women's Hockey 20I5 ~ Volume 0I: The Mass Tour (Revision 00c) which present the Extra Attacker being present.

    11056562_881057275265125_490644501779780

    11951854_881057311931788_419522146404448

    The same thing also appears to work for the Penalty Kill lines, which I have changed to have the Right Wing player present on the menu, but similar to the Six Player lines, the extra player slots cannot be edited.

    I presume that there are indeed other offsets that I have to modify first, but I would not happen to know what those would be.

    Would you happen to know where exactly would have to be modified now, given this factor?

  18. I am looking for primarily two things out of how this method works:

    ~ The first would be to assure that there is absolutely no sign of the goalies as playable whatsoever, as The Blitz Tour will be made with quick periods and Empty Net Six on Six play with the Extra Attacker as the primary attraction for its gameplay.

    ~ The second would be what you have asked me above, getting the Extra Attacker to appear and be changed in the Line Editor screen, that will also be mandatory because some players of TBT might want that feature in there to insert a better player rather than the EA that they are forced to play with.

    At the same time, however, to prevent game crashes, there will also have to be a way to replace the Goalie at both the Main Menu and Matchups screen with the EA instead, as without the Goalie in the NLC line in NOSE, the game will crash when they show up on screen, so the EA would have to be presented in those screens to assist in rebounding from that issue.

    If this is probable using the above and/or extra methods for an optimal Empty Net Six on Six ROM, then knowing this for future reference will come in handy when I do get around to working on TBT.

    If it is improbable at this time, then I understand, I will wait until a new or better method comes up for working on that easier.

  19. Bump.

    Kind of curious on this one, as I am not exactly sure if this method will help out with what I am looking for.

    Perhaps some insight could be delivered on this, it definitely could come in handy for further reference.

    Would this particular method for repairing the Line Editing Crash be able to work with the optimization of a Six on Six (Empty Net) ROM, at least with what we currently know about the Thirty Team ROM Assembly?

    Made sense for me to ask, as I do have to know if this would work, considering that whenever I do get to working on MIAA Women's Hockey 20I5: The Blitz Tour, that will be an Empty Net Six on Six ROM; the primary reason for asking if this fix would would work on such a build is primarily because I know that the Extra Attacker is not ever listed in the Line Editor Menu, and the game clearly does not present them in the Main Menu and Matchups screen, that is what worries me the most about this factor; well, that, and I do not know if it is probable to replace the Goalie in the Main Menu and Matchups screens to have the Extra Attacker instead, I presume that requires Intermediate to Advanced level knowledge on recoding the game to present players that were not meant to be displayed this way, but I am positive that might be a challenge in and of itself.

  20. Just looked into what you said, Premium, I was entirely unaware that the I994~I995 season had a lockout, thus postponing and moving the All~Star game to January 020 of I996, as I am currently reading up on.

    I am quite surprised that none of the official Wikipedia or Wikia pages for NHL '96 actually tell us that the lockout had resulted in the two teams being omitted from that particular title; I'm not an editor for either of the sites, but granted, somebody has to slap that into the respective pages, not everybody would know that right away.

    • Like 1
  21. Well, this is truly embarrassing for me.

    How did I not notice that, even after having played the game for the past matter of months?

    As far as I am aware, NHL '96 does not have any presence of the Eastern and Western All~Star teams, at least on consoles (if the PC version also lacks them, then please do mention it).

    I had just noticed this within the past few minutes while I was about to do some General Gameplay of both titles; how I was unaware of the lack of the All~Star teams is well beyond myself though.

    However, there was an All~Star game that season, if my memory serves correctly, so the lack of them makes no sense to me.

    There must have been a specific for their omission, I do not think that EA Sports would deliberately take out the All~Star teams, especially since they were in NHL Hockey '92 to NHL '95 prior to this, '97 and '98 also having them.

    In the event that you could explain why NHL '96 does not have the Eastern and Western All~Star teams in the game, then please do so, this truly is confusing to me, provided that this is the only title on both the Genesis/Megadrive and Super Nintendo/Super Famicom that had this factor.

    Perhaps somewhere along the way, once it becomes expansively hackable, somebody could insert the All~Stars into it by means of expanding the amount of teams; without these two (as well as probably the lack of the USA, Canada, and Europe teams, or even probably the EA Sports and High Score Productions Bonus Teams, if you truly are one for the 037 team setup in '98), it truly does feel a little incomplete, it feels odd or off without them, I would not be surprised if some of you are feeling the same way about this, this is rather abnormal.

    • Like 1
  22. NHL Hockey MD: MIAA Setup Edition is a series of ROM hacks of NHL Hockey '92 and NHL '95 to NHL '98 that was created by the people of Royameadow and Co., myself doing the primary work, to view what could be modified by basic or regular means in the games at this current time, prior to them obtaining the treatment of easier art editing.

    These Mini~Hacks will be using templates for palettes and text sprites, as well as a ruleset for penalties that resemble that of MIAA Women's Hockey 20I5, and you will notice that there are even modernization standards that you probably will notice right away; some will be obvious, while others will require some serious attention to detail.

    This series of Mini~Hacks is not to be considered as full~on modifications and/or bugfixes of the original titles that they represent, these hacks were created solely as an experiment to view if I could put the templates that I had originally made for MIAA 20I5 into them in some probable way or form.

    If ROM hacks of NHL Hockey '92 and NHL '95 to '98 become a reality for us, then these will be left here for archiving purposes, and future ROM hacks of mine that use these five titles will instead use the superior mods rather than the original titles.

    Below be a list of changes that were done for each title.

    If nothing is mentioned, then that means that I have yet to work on that particular mod at this time.

    NHL Hockey '92:

    ~ All menus and most screens have had their palettes modified, you will be viewing a lot of Pink and Plum in the game now. Text has also been modified for the menus and four teams.

    ~ The Zana GX Font has been imported to a decent extent. Not all screens will support it though; a palette swap will be required to do this in full.

    ~ The Eastern and Western All~Stars are now using their palette from NHL '97 and NHL '98. Their names have been changed in the menus but are still the same in their respective banners.

    ~The arena entirely matches that of the arena that is used in MIAA Women's Hockey 20I5 ~ Volume 0I: The Mass Tour. You may now play your games in this with Eye Care being present for those Late Night and After Dark sessions.

    ~ Full Game Mode is now implemented, as well as the harsher penalty system.

    Because of the fact that there are no Major Penalties in this title, some penalties have their Major Punishment from MIAA 20I5, if not a more lenient or their Minor counterpart.

    NHL '95: Coming Soon!

    NHL '96: Coming Soon!

    NHL '97: Coming Soon!

    NHL '98:

    ~ All teams and the ice have slightly modified palettes. The arena is a bit more Bluer instead of Turquoise, so wishfully, that allows the ice to shine a little better than it originally had.

    ~ Certain menu text has been modified, primarily for the Time Settings. Not much had to be changed as everything truly had remained the same, regardless of how much I would modify it.

    ~ Penalties are either extremely lenient or extremely harsh. The Damaging (Player Injury) and Fighting penalties will glitch up the screen's graphics (although the game does not crash, ironically enough) and it will require you to go to the Pause Menu and out of it to fix that, or else the graphics will remain garbled, that could only be repaired through means of a Bugfix.

    ~ The Blitz Game and Full Game Time Settings have returned for this Mini~Hack. However, those that wish to play a Blitz Game will still require to trigger the cheat code for enabling it. Periods in Blitz Mode are still a full in~game minute, or 022 seconds in Realtime.

    ~ Also, please note that this is the first ROM hack of NHL '98 on here, to my knowledge, that was intended for play on the Japanese Megadrive. If you play this set the region on your console or emulator to North America or Europe, then you will be in for a little surprise in the Region Lock Screen.

    Screenshots will be viewable below.

    If a title does not have any screenshots available, then I will mention that as necessarily required.

    NHL Hockey '92:

    11892224_877853408918845_176754136158682

    11144444_877853428918843_32782207252032511855829_877853435585509_215694500623034

    11904673_877853462252173_72018137877324111904702_877853512252168_47213104048726411896197_877853538918832_695537372001165

    NHL '95: Coming Soon!

    NHL '96: Coming Soon!

    NHL '97: Coming Soon!

    NHL '98:

    11075035_877983455572507_45049840850532411855747_877983465572506_698151415816177

    11873807_877983475572505_16148783905166411873687_877983492239170_44410437628749311895987_877983502239169_816002162250277

    Download links are available below.

    If a title does not have a link, then the Mini~Hack has not been done at this time; in the event that I am to release a Revision for any of the Mini~Hacks, then do expect me to add extra links accordingly, that be a guarantee at all times.

    NHL Hockey '92:

    ~ Revision 00: http://www.mediafire.com/download/186752a80uucocs/NHL_Hockey_%2792%3B_MIAA_Setup_Edition_%28JUE%29_%5B%21%5D_%28Revision_00%29.rar

    NHL '95:

    ~ Revision 00: Link will become available upon release.

    NHL '96:

    ~ Revision 00: Link will become available upon release.

    NHL '97:

    ~ Revision 00: Link will become available upon release.

    NHL '98:

    ~ Revision 00: http://www.mediafire.com/download/frb6aybdzm17z5e/NHL_%2798%3B_MIAA_Setup_Edition_%28J%29_%5Bc%5D%5B%21%5D_%28Revision_00%29.rar

    And that will be all for now, I feel that being able to make these Mini~Hacks be more than enough proof that even the original versions of NHL Hockey '92 and NHL '95 to '98 are easily modifiable by normal means, even if you cannot edit everything at this point in time, or if some things end up becoming glitched if you mess around with them.

    Please note that the reason for as to why I am not modifying the original Genesis/Megadrive versions of NHLPA Hockey '93 and NHL Hockey '94 in this regard are because of the existence of the Thirty Team ROMs for both being ever more superior to the originals and expressively far more modifiable by comparison, those two are strictly worked with by yours truly for any major ROM hacks that I am working on until either '98 is capable of becoming dissected and graphically overhauled with little to no requirement of expansive effort or if I could optimize any of the titles with new methods and tactics that are not known to us yet.

    Wishfully though, this will keep you satisfied for some time while I continue to work on MIAA Women's Hockey 20i5.

    I am not usually one to work on multiple projects at one time outside of art, music, and/or commentary, but hey, these mods are able to be worked on in just a few days for me, they are a cakewalk with what I currently know about these titles so far.

    In the event that you enjoy the little minor changes, then do let me know, I truly am very glad to work on these to experiment with the original ROM images until they get their respective dissections and we are able to expand and edit them far easier; if the more expansively editable versions of these titles ever do get to view the light of day, then these ROM images here will simply remain for archiving purposes, to primarily present what could have been done with the games before they were able to become something entirely different than what we had originally known them as.

    Enjoy! (:

  23. [MD] stands for Megadrive.

    I use this to distinguish between versions of a game if there are multiple versions, or to classify which console I am referring to for each topic.

    For further clarification, if I were to refer to other consoles for specific versions, then you would view the following:

    ~ [MS/GG]: Master System/Game Gear.

    ~ [sFC]: Super Famicom.

    ~ [sS]: Sega Saturn.

    ~ [PSX]: PlayStation.

    Simple enough to adapt to, I would say.

    As a researcher on consoles, I am known to often use these abbreviations rather than spell them out every single time, saves time and title space.

  24. .... Whoa, this one is a rather major trouble.

    Apparently, one cannot do everything with this game graphically, it is a bit troubling to get certain sprites looking proper.

    As a part of my NHL Hockey MD: MIAA 20I5 Edition series of titles, in which I am going out of my way to modify the original ROM images of NHL Hockey '92 to NHL '98 (sans '94), I am attempting to go out of my way to make certain graphics look proper or more well defined, based on the original compressed art.

    This series does not do too much to the original titles at this point in time, but in their Alpha Version form, they have text, palette, tile, and ruleset edits that make the game feel a little more modern in design and feel, as well as bear the Penalty Ruleset that was used in MIAA Women's Hockey 20I5, hence the title name.

    Now, while I was undergoing the editing process for the graphics, NHL Hockey '92 was apparently not fully created with this setup in mind, and I will explain what I mean about this below.

    This is of ample seriousness to pay attention to, for those of you who are editing with multiple colours; you will have to notice this closely while touching this game's tiles in particular, this is not how it is supposed to work.

    Below are screenshots of what I have done currently.

    11904729_876870469017139_398395866242490

    11903763_876870589017127_287492676908891

    Below are screenshots of what is actually being displayed, as well as the palette in the VDP that I had based my above sprite edits on (I know that the E in "Pause" was edited up wrong, I will edit that accordingly).

    11866412_876870935683759_622334541051301

    11902251_876871059017080_881385103507554

    11855767_876870082350511_896945228258485

    What is happening with me while editing the graphics of the original ROM image is that I am using the Arena Palette to work on the colours of the Scoreboard and Text sprites, however they do not generate all 0I6 colours in the Arena Palette, as it does in NHL '94.

    Instead, these sprites are only generating two colours: 000000 (Black) and E0E0E0 (Timberwolf/the closest thing to White that I could get in HivePal); I do not think that this was how Electronic Arts had planned to do this originally, and this trouble would later be fixed for the graphics in NHLPA Hockey '93.

    Which leads me to the following question: Would there happen to be a specific way to get around this factor, to get all 0I6 colours of the Arena Palette working with the sprites made for the text?

    Unless if I am able to work out this problem and get the palette working in the way that it does in NHLPA Hockey '93 and NHL '94, I will not be able to release this particular ROM hack without this factor being present; this is indeed a major graphical trouble with the first title in the NHL series, and I understand why this title has not yet been properly touched for a full~on Thirty or 032 Team ROM as of yet, matters such as this would have to be completely fixed before ever considering creating yet another major ROM hack in the scene.

    In the event that any of you happen to know how Electronic Arts had fixed this trouble for NHLPA Hockey '93 and also how to put that fix here into NHL Hockey '92, then please do reply with what you know about it.

    My Text Sprite edits use 04 to 06 colours, respectively, and the fact that '92 only generates Black and Timberwolf/White truly had caught me well off guard; please do note that the Zana GX Font edit that I am using for this works on the Title Screen, Main Menu, Pre~Game Stats Screen, and Ice palettes perfectly without error, so it is only the Heads~Up Display (HUD) and the Pause Menu that have this problem in full, that be what must be focused on here.

    With that said, please do discuss, any assistance on handling this matter will be completely well appreciated.

    I would love to release this Mini~Hack of NHL Hockey '92 at some point, it truly would open up more probabilities for future ROM hacks and builds indeed.

  25. That ruleset for '98 sounds relatively fair, I could understand that.

    I usually play with most of what is required here during my General Play of the title, but it will be rather difficult to get used to Normal Game Speed for me, primarily because I always set it to Fast for easier player control and it makes passing easier for myself as well.

    That be a bummer, although I understand why Twin Galaxies requires that we must make World Record runs on actual hardware, rather than emulation or Tool~Assisted runs.

    Unlike Speedruns LIVE, where emulation is acceptable under specific or particular circumstances (such as the game not being able to be recorded from actual hardware or the game that is getting the Realtime Speedrun is not available to the runner for play on actual hardware), I presume that Twin Galaxies is more like Speed Demos Archive and Games Done Quick, where playing as authentically as probable will deliver the utmost accurate of results and all due fairness; now, that sounds logical, and it does sound reasonable to prevent any form of cheating or Record Fraud, however I do feel that emulation does need to be accepted at some point, as not everybody can play on actual hardware for every title.

    However, given the desire to campaign the allowance of emulated World Record runs, I am now curious if the folks at TASVideos have a particular section for this.

    I have been following the website as far back as October of 2006, and I never had taken the time to view if they do TAS runs of Sports genre titles for WR scores.

    TASVideos is also far more lenient with the way that they handle the rules of doing a run as well.

    For example, suppose NHL '98 was accepted on there for WR scores, there would be multiple types of runs that could be done based on the settings that were selected, but I do not know if it would be considered a separate run if you select a different team but with the same game settings; given this setup, somebody could get a WR score on a "0I0 Minute Periods, with Penalties, no Offsides, All~Star Difficulty, and Normal Speed" run, while somebody else could obtain a separate record on there for a "0I0 Minute Periods, with Penalties, no Offsides, All~Star Difficulty, and Fast Speed" run; the Separate Records for Different Runs system also works in the regard that if somebody gets a record for the Any% run and somebody else gets it for the 0I00% run, because they are separate runs with different rules and settings, they are able to be given different records for those runners as a result of that.

    Not sure if Sports titles are able to obtain the same treatment in TAS form, given the examples that I have provided here, but it does sound as if it be decent and/or logical, for what it be worth.

    There might come a time where all WR runs might have to become emulated, in the event that our consoles end up no longer working over time and there are limited or scarce quantities of them, so TG and other groups might have to consider emulation and TAS methods to become the norm at some point; might not happen for a matter of decades, but it always be positive to prepare for outcomes of Future~Time, I must say,

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