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Royameadow

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Posts posted by Royameadow

  1. Question about NHL '98's setup for obtaining the World Record.

    Assuming that this record was done on the Original Game (020 Minutes) Time Setting, are there different/separate World Records for those who get it on Slow, Normal Speed, and Fast games?

    In the event that I ever wanted to do a Live or Tool~Assisted World Record run, I want to be able to know that I could play with different settings for different records, as whenever I play NHL '98 on the Genesis or on my Japanese Megadrive Edit, I always play with the Game Speed setting locked to Fast/High, primarily because it allows me to control the players far easier and in a more bearable form than if I were playing on Slow or Normal.

    Any clarification on this will be taken with ample appreciation, this truly is vital for those who aim to go for a WR in NHL '98, whether or not they are using the Bonus Teams for this record (EA and THQ/Angry Legion included in that statement); I know that the Game Speed setting for '98 was what had truly defined its gameplay on the Genesis/Megadrive version, so if there are indeed different records for each Game Speed Setting, then it truly be worth noting down, that will allow more opportunities for players of it to obtain records in the gameplay style(s) they enjoy and play best under.

  2. While I have been busy on MIAA Women's Hockey 20I5, I have been doing some Mini~Hacks here and there with other NHL titles, preferably the Genesis version of NHL '98.

    Because NHL '98 is not really modifiable graphically at this time, I am mostly making the game far similar to MIAA 20I5 in my selection of palette and ruleset, as well as making the game playable on both a PAL and Japanese Megadrive, among a few other things.

    However, I am also editing some of the text in the game as well, so I had thought that it would be lovely for you folks to know where you may edit the text for the game in a Hex Editor, for those that are curious with the ROM image known as NHL 98 (U) [c][!].bin, and wishfully, this will allow other developers to have a faster time getting to each chunk of text.

    Similar to my NHL '94: Thirty Team ROM Text Editing notes that I have on this forum, you will view the starting and ending coordinates for each block of text, so that way, you know where to begin and where to end; any errors in coordinates that you find will be edited accordingly by yours truly, if any that I list are inaccurate; please also note that the Roster Information coordinates for each team are from the original ROM image, the ROM image that I am using for these notes does not have any of the rosters edited at all; the Roster Information offsets will change after you edit the rosters in NOSE, so do ignore those offsets if you are using NOSE for editing your rosters instead.

    With that said, here be the offsets that I could find for NHL '98.

    ~ Region Lock Text: 00000525, 0000058C.

    ~ Roster Information ~ Anaheim: 0000090A, 00000B98.

    ~ Roster Information ~ Boston: 00000C3C, 00000EAE.

    ~ Roster Information ~ Buffalo: 00000F52, 000011CE.

    ~ Roster Information ~ Calgary: 00001272, 000014F9.

    ~ Roster Information ~ Chicago: 0000159C, 00001816.

    ~ Roster Information ~ Colorado: 000018BA, 00001B02.

    ~ Roster Information ~ Dallas: 00001BA6, 00001E14.

    ~ Roster Information ~ Detroit: 00001EB8, 00002151.

    ~ Roster Information ~ Edmonton: 000021F4, 0000246C.

    ~ Roster Information ~ Florida: 00002510, 00002792.

    ~ Roster Information ~ Carolina: 00002836, 00002A77.

    ~ Roster Information ~ Los Angeles: 00002B1E, 00002DAA.

    ~ Roster Information ~ Montreal: 00002E4E, 000030A3.

    ~ Roster Information ~ New Jersey: 00003146,00003386.

    ~ Roster Information ~ New York Islanders: 0000342A, 00003646.

    ~ Roster Information ~ New York Rangers: 000036EA, 0000397A.

    ~ Roster Information ~ Ottawa: 00003A1E, 00003CB4.

    ~ Roster Information ~ Philadelphia: 00003D58, 00003FB3.

    ~ Roster Information ~ Phoenix: 00004056, 000042DD.

    ~ Roster Information ~ Pittsburgh: 00004380, 000045F4.

    ~ Roster Information ~ San Jose: 00004698, 00004907.

    ~ Roster Information ~ Saint Louis: 000049AA, 00004BFA.

    ~ Roster Information ~ Tampa Bay: 00004C9E, 00004F1C.

    ~ Roster Information ~ Toronto: 00004FC0, 0000524F.

    ~ Roster Information ~ Vancouver: 000052F2, 00005561.

    ~ Roster Information ~ Washington: 00005604, 00005877.

    ~ Roster Information ~ Canada: 0000591A, 00005BAC.

    ~ Roster Information ~ North America (USA): 00005C50, 00005EE0.

    ~ Roster Information ~ Europe: 00005F84, 000061EE.

    ~ Roster Information ~ Eastern All~Stars: 00006292, 000064F7.

    ~ Roster Information ~ Western All~Stars: 0000659A, 000067DF.

    ~ Roster Information ~ EA Sports: 00006882, 00006AB8.

    ~ Roster Information ~ THQ (Angry Legion): 00006B5C, 00006D65.

    ~ Copyright Information: 00006F76, 000078B0.

    ~ Referee and Penalty Cues: 000121AC, 0001252D.

    ~ Date and Month Word Cues (Season Mode): 000152E8, 00015336.

    ~ Season Mode Save Deletion Warning: 00015525, 000155E0.

    ~ Roster Trading Text (Clarification Required): 00015809, 0001588B.

    ~ Team Select Text: 00016041, 00016150.

    ~ Unknown Text, probably used for Season Mode or Roster Trades (Clarification Required): 00016B2B, 00016C1F.

    ~ Season Mode Menu and Status Text: 000173F4, 000179F1.

    ~ Season Mode Text (Player Conditions): 00018D36, 00018D8F.

    ~ Debug Mode Text: 00018EEF, 00018F24.

    ~ Manual Goalie/Auto Goalie Text: 000198CA, 00019BEF.

    ~ Player Status Text (In~Game): 00019D46, 00019D6B.

    ~ Righty/Lefty Text: 00019E39, 00019E49.

    ~ Timeouts Text: 00019FCF, 00019FD6.

    ~ Injury Text (In~Game): 000280CB, 000281D2.

    ~ Pentalty Shot Text: 000282AF, 000282C1.

    ~ Goal!/Hat Trick!/Power Play Goal! Text: 00028451, 000284BB.

    ~ Address Error/Illegal Instruction/Division by Zero Text: 000287BD, 0002881C.

    ~ Player Lines, Player Types, and Periods: 000289AE, 00028A15.

    ~ Gameplay Menu Text: 00028A9A, 00029931.

    Note: Each menu is pretty obvious to find, but they are all slapped together here.

    Please bear that in mind while editing; you might accidentally edit the text for the wrong menu and have to go back to a previous state if you don't know what you are doing.

    ~ Ron Barr's Unused Commentary (presented by NHL '96 Milestone 07): 000924DC, 000926CD.

    ~ "EA Sports Hockey Night Presents", plus Hot and Cold Text: 001D284F, 001D28A4.

    ~ Main Menu Text: 001D2D8F, 001D2EBE.

    ~ Coaching Style Menu Text: 001D3721, 001D3B72.

    ~ NHL Standings/Conference/Division Text: 001D378F, 001D3FBF.

    ~ Western and Eastern Conference Text: 001D42C3, 001D437A.

    ~ Game Options Text: 001D465F, 001D4A45.

    ~ Goals/Assists/Points Text: 001D4C48, 001D4C62.

    ~ Unknown Text, probably for something involving Season Mode (Clarification Required): 001D52C1, 001D5353.

    ~ Season Stats Screen Text: 001D57CF, 001D59E0.

    ~ Transactions Screen and "Rating" Text: 001D6269, 001D6620.

    ~ Trading Outcome Text: 001D6B60, 001D71AD.

    ~ Unknown Text, probably used for Create a Player or User Records (Clarification Required): 001D7FAE, 001D800B.

    ~ Create a Player Text: 001D82DA, 001D83FA.

    ~ Create a Player Menu Text: 001D87DB, 001D8B10.

    ~ Unknown Text, I truly do not know what this was used for.: 001D8F71, 001D9193.

    ~ Player Statistics Text, probably used for assigning statistics in the Create a Player Menu: 001D95F6, 001D975F.

    ~ Create a Player Menu Text, this time for editing the Player Ratings: 001D9C43, 001D9CA8.

    ~ "Violation of Roster Rules" Text: 001DA406, 001DA421.

    ~ Sign Players Menu Text: 001DA833, 001DA961.

    ~ Release Players Menu Text: 001DB0E5, 001DB180.

    ~ Another set of code that uses the Main Menu and Game Options Text: 001D8841, 001DBA27.

    ~ Another set of code that uses the Game Options Text: 001DBEA4, 001DC0F3.

    ~ Edit Lines Menu Text: 001DC7A9, 001DCA46.

    ~ "Select Player to Edit" Text: 001DCDD5, 001DCE03.

    ~ Period Text, presumably for the in~game scoreboard: 001DD680, 001DD6F8.

    ~ Team Roster Menu Text: 001DD8F7, 001DDCED.

    ~ Scoring Summary Text: 001DE05D, 001DE0B9.

    ~ Penalty Summary Text: 001DE27F, 001DE2DB.

    ~ Period Stats Text: 001DE697, 001DE71E.

    ~ Game Stats Text: 001DE751, 001DEC8A.

    ~ Shootout Setup Menu Text: 001DEDAD, 001DF395.

    ~ All~Time Records Screen Text: 001DF46D, 001DF984.

    ~ Player Stats Screen Text: 001E0A73, 001E0E3A.

    ~ User Entry Menu Text: 001E1765, 001E19B8.

    ~ Playoff Information and Playoff Brackets Screen Text: 001E276C, 001E2B12.

    ~ Period Text (HUD) and Trophy Awards Text: 001E307E, 001E833.

    ~ Skills Challenges Menu Text: 001E4CBA, 001E529D

    ~ Skills Challenges Gameplay Text: 001E5ABA, 001E6718.

    And that is just about it, the final NHL title in the series to be on the Genesis and Megadrive dissected of its Hex Editor offsets for its text for us to edit.

    I had taken roughly 04 hours to get all of this typed up today while having to go through the entire ROM image front to back finding any sign of text that had seemed vitally important; I would be surprised if anybody were to decide to use this guide for editing the text in this particular title, as there is a massive lot of duplicated text, but almost everything is present here, figuring out the rest will be up to the rest of you.

    Wishfully, this will assist those of you who are modifying NHL '98 to the utmost complete of extents probable, having this information present truly might or will aide you in being able to make the game feel a bit more original or festive with new text.

    I might get around to the HivePal offsets for Palette Editing sooner or later, but at this time, I feel that this will do for now; granted though, you folks will get your offsets to edit the menus and other things in NHL '98 in all due time; this is capable of taking hours to weeks on end, but hey, it all be for the proper reasons, and I am more than positive that writing notes such as this truly has been able to come in handy for the lot of you, I appreciate that you take the time to read what I've to bring up to help you folks out.

    With that said, folks, have a go at this, you might be able to do more than I am already able to with the game's text as it already be presented. (:

  3. Ah, I see.

    I will definitely have to do some testings to view which of the Hot and Cold fixes works best in favour of MIAA 20I5, knowing how each fix works will be necessary for future Volumes and revisions.

    Given what has been provided by Smozoma here though, I feel that the First Fix would probably work best for playing Regular Season titles, as player conditions usually change at a lot of different points; the Second Fix would more than likely work best for a Post~Season or Tournament ROM, as it seems logical that teams during the Post~Season festivities would stay at the same levels, give or take a few statistical changes nearing the Finals.

    You do make a point though, Kingraph, reading up about this truly be worth the time spent; a bugfix such as this truly does appear to be vital for optimization of the experience in NHL '94 and other titles that have this bug present (if there are any that have it, anyway), and definitely is of ample requirement to have implemented to allow the game to feel more complete, if not perfected. (:

  4. Okay, so I have read this completely, and I do understand a massive amount of what this bugfix does, especially if it helps in making the numbers as accurate in~game as probable on a Game by Game basis.

    However, I am a tad bit confused on a particular factor regarding the First Fix, and I want to be sure that I know what I am doing before putting this into MIAA Women's Hockey 20I5, primarily my current builds and revisions that I will use as templates for future titles.

    I had originally developed MIAA 20I5 with faster paced hockey games in mind, and any that have played the current builds and revisions of Volume 0I and 02 are well aware that this title's gameplay is structured primarily around it.

    What I would like to know before applying the First Fix is the following: How dynamically would this affect the players that have Hot and Cold Bonuses, knowing that the players in the MIAA series (as well as another series that I am working on immediately after it; more on that later) were made for faster and far more difficult gameplay; would this bugfix make the game even faster and harder than it already be (that would be very welcome, in the event that it does so), or will it make the game slower to sluggish (not as sluggish as NTSC versions of NHL Hockey '92, I am hoping) and feel more like the original NHL '94?

    Although I am one for having accurate numbers that randomize from game to game to make the experience with each team a different one every single time (seriously, this bugfix probably would be majorly lovely for Volume 0I, because the Reading Rockets are capable of taking down Methuen in almost every single game that I have pitted the two against each other in while playing CPU Only Full Game Mode, given the fixed player stats), all that I hope be that this does not damage the player stats and ratings that I have applied to each team, or else I will have to keep this fix out.

    Given this thought, I had felt that it would be proper to obtain some clarification on that before using it; I do not want to apply the fix and then it makes the gampleplay slightly slower and harder to handle then how I already have it, just want to play it safe before doing anything that I will have to review in Future~Time.

  5. I feel that the probability of us getting NHL '94 as a part of NHL 'I6 could be rendered as debatable, as although this be the 025th title in the entire series, it technically is not the 025th Anniversary Special, which would be NHL 'I7, in this case, in the event that it is indeed released in August or September of 20I6.

    If Electronic Arts and EA Sports were to put NHL '94 into NHL 'I6, then that also means that they would have to port NHL Hockey '92 as well, because that was the first game of the 025 in the franchise, and it would only make sense to bring back the title that had started it all rather than the title that most people from Generation IV console gaming are familiar with, the title that had popularized the series; please do bear in mind that I am not saying that NHL '94 is not necessary for a Generation 08 console NHL title, as it truly be required for it at some point, but I do not expect them to do anything until NHL Hockey '92 turns 025 next year, even though NHL 'I6 is the 025th installment of the series, as stated above; some might happen to be able to view it this way, as it is a bit confusing yet is understandable; Madden NFL Football (I988)'s 025th Anniversary title (what was not titled Madden NFL 'I4) is also a prime example of this too, as that is the 030th title in the franchise, but because it be the Anniversary Special, that was the title to have the special content and/or any significant changes towards its structure.

    NHL 'I6 could go either way though, we could probably get something that has been kept under wraps, in the event that it be retro content.

    To be truthful though, I would not count this title to bring any major extras because it is not the 025th Anniversary Special, unless if it be something that a lot of the fans or the team truly want to have implemented; for now though, in the event that we do not obtain anything such as NHL '94 in NHL 'I6, then just wait for NHL Hockey '92's 025th Anniversary and/or NHL 'I7, I am pretty sure that EA Sports definitely has something planned for that title; in the event that it be an optimal version of NHL Hockey '92 or an NHL Hockey: 025th Anniversary Complete Collection bulk set of the first 026 titles in the series (either on their original consoles or ported to the PlayStation 04; keeping the Xbox One out of this because there are more PlayStation line titles by comparison, starting with '96), then hey, that truly will be welcome for all of us, and if we get something else, then we get something else, I won't complain.

    Let's wish that whatever they do be for the better of the fanbase and franchise though, bringing in the original titles in the form of optimized ports truly will allow fans of the series from the prior decades to actually get back into it again, I've not a doubt in my mind that this be a major truth.

  6. Below are the links that I was able to look at to remedy the factor that I was having with working on the arena graphics, for any newcomers that are curious about this.

    It's basically the How To guide for the Trapezoid Edit and the Sprite Patch page on Pixelpuck, but Tru is right, these are a must to have in the thread to clarify which solution(s) I had ended up using (Thanks for the reminder, by the way!), so that way, others could find it a little easier, makes sense to me.

    ~ Original post from "HOW TO: Trapezoid Edit": http://forum.nhl94.com/index.php/topic/6684-how-to-trapezoid-patch/#entry141228

    ~ Link to the Sprite Patch on Pixel Puck: http://pixelpuck.com/?p=1776

  7. Double Post.

    This matter has been resolved.

    Literally found out about the most recent incarnation of the Sprite Patch that was made to fix the matter that I was having, and this was within the last five minutes of the time of this post, so anything that was brought up by yours truly regarding arena editing troubles in this thread is now nullified.

    Thought that I would at least bring that up before anybody were to reply to this, so I am glad that I had in time.

    In the event that I have other troubles that need to be brought up regarding the topic on arena editing, I will probably talk about it in a new thread, if not this one, so for now, I will just say that things are progressing easily, no need for me to worry at this time. (:

  8. Most titles prior to the Model II Genesis and Megadrive were not able to use the Six Button Controller by normal means, unless if coding in features for the controller was done particularly for such titles.

    None of the NHL titles on these consoles were ever Six Button Controller compatible, at least in the regard that the X, Y, and Z buttons were ever used, and it truly be kind of a shame too, for I truly do feel that we could have a few luxuries from playing with the extra three buttons, as least to make certain things not as complicated.

    Below are some actions that we could probably use if usage of the Six Button Controller's extra buttons was available to us in the NHL series on the Genesis and Megadrive.

    Wishfully, some to all of these make some sort of sense here, they do come off as logical actions that could help speed up the gameplay in some form, and maybe even help some matters feel easier, in some regard, have a read.

    ~ Line Changing: No more having to pick up the puck as your team and then hold down the A Button to bring up the Line Change box, just simply press a button to automatically send in your Player Line.

    X would send in Scoring 0I/Power Play 0I/Penalty Kill 0I, Y sends in Scoring 02/Power Play 02/Penalty Kill 02, and Z delivers the Checking line to the arena.

    ~ Checking Functionality: I never could get used to having to constantly press the B button to switch to a specific player on the ice just to have to hold the B button again so that I could allow the player push their stick out; I know that others would probably disagree with my views on this, but coding the checking action to its own button (Y, in this case) rather than sharing the Switch Player button would make it slightly easier for those that want to use the function right away, rather than have to hold the button and wait about a second to use it.

    If the A and C buttons also have similar functions when playing Defense, where one would have to hold down the button in order to do a checking action, then those could be coded to the X and Z buttons respectively, keeping every button to using only one function individually.

    ~ Main Menu Functions: Not that this would be necessary for some, but X and Z could serve as L and R buttons for moving through the teams faster, while Y would be a Randomizer, of sorts.

    X would go back six teams in the list, while Z would go forward six teams; Y would randomly select a team, and that would primarily be there for those that do not wish to have to go through the list to find a team that they want to play as.

    ~ .... Activation of Cheat Codes, perhaps?: Kind of would defeat the purpose of having to hold down a set of buttons to unlock the Developer Teams, of which can be complicating within itself at times for even the best of us, I am positive.

    NHL '98, for example, is kind of wonky with the way that you unlock the EA Sports and THQ: Angry Legion teams, as well as triggering the Blitz Game time setting; If NHL games that have Cheat Codes in them could be coded to use a button sequence instead, then perhaps playing with the extras would be slightly to far more accessible for us, it sure beats having to remember to hold down the buttons for the original codes to activate them every single time that you play the game on actual hardware, that be for sure.

    These are the only logical concepts that I would think would become available to us if Six Button functionality were available in the GS/MD NHL titles, each of these concepts do come off as understandable for making it feel a bit more modernized and they do bear some decent to major potential for making the gameplay more accessible and slightly faster for those that are used to the later generations of the franchise in the long run.

    Of course, if the ability to use the Six Button Controller in full ever were to be implemented into any ROM hack of ours on here, then chances are that it would probably be made as a feature that you could toggle on and off, and then perhaps it will become a permanent feature once it is optimal for usage by regular means; similar to other topics that I have discussed on here, I do not expect a functionality such as this to become a reality at any point in time soon, but is always good to talk about it beforehand, especially if somebody does have this in mind and wants to work on it.

    With that said, feel free to talk about this.

    Truly, I was always curious for how Six Button functionality would work in an NHL title, and perhaps some of you have thought the same way on this as I have; the X, Y, and Z buttons clearly do have some worth here in this series, so wishfully, somebody could put this to their advantage, it would be a lovely experience for the lot of us. (:

  9. MIAA Women's Hockey 20I5; Battle of the Bay State Demo (JUE) [!] - Copy - Copy (02)_000.png

    Delays in my personal experiences had set back the releases of Volumes 02 to 05, which had led to development and production taking longer than they were originally intended to.

    However, I still intend on getting all five Volumes out by August 09 for SHC, so for the time being, I will still be delivering the builds here, as originally promised, beginning with the Volume 02 Demo, Battle of the Bay State.

    Battle of the Bay State delivers the 08 Division 0I teams that I had intended for playing as in Volume 02.

    All of them have a rank of 090 or higher, and each one is debatably higher in difficulty, when compared to the rosters of Volume 0I.

    This installment also marks the video game debut of Evan Gikas, a fellow Royameadow: Mid~Generation II Variety Member in my team, and also the creator and main runner of The E Channel Hits, his online radio network that he has been running for the past four years and change, at the time of this post.

    Do give TECS a view sometime when you are able to, I am more than glad to assist in promoting it in some probable form, Evan truly would appreciate the listen and reception. (:

    One notable thing that is presented here is also the fact that you will notice that the Brookline Warriors, Cambridge Falcons, and Peabody Tanners all have Male Division Rosters, classified with the abbreviation "(MDV)" to indicate that they are Men's Division teams.

    These teams are not considered as Bonus Teams, rather they are actually teams to fill in the slot that would normally take the Women's Hockey slots, just to assure that all 086 teams in the MIAA Hockey League are present and playable in some probable form; to compensate for this factor, all of these teams have a Team Rating of 090, just to assure that they are not stronger than the Women's Hockey teams that take place during the season, but this is subject to change if certain MDV teams had made it to Post~Season festivities or the Super 08 Tournament, so do keep an eye out for that, if necessary.

    You may download the Volume 02 Demo in the first post, or you may do so from the below link.

    http://www.mediafire.com/download/ac87zapiy61qse7/MIAA_Women%27s_Hockey_20I5%3B_Battle_of_the_Bay_State_Demo_%28JUE%29_%5B%21%5D.rar

    miaa_women_s_hockey_20i5__volume_0i_boxa

    Also to compensate for extra troubles that I had with Volume 0I, I have released yet another revision for it, Revision 00b.

    Revision 00b repairs select palettes in the Main Menu and In~Game Menus and also fixes untouched statistics and jersey numbers in teams that I had thought were accurate, not including the 20II~20I2 Wilmington Wildcats.

    The St. Mary's (Lynn) Spartans also have been corrected to have all of their jersey numbers and original names applied to them, rather than their nicknames (Maggie Flaherty is now referred to in~game as Margaret Flaherty, for example.).

    You will also notice that the Spartans have a player that was originally not listed by MyHockey LIVE, but was present in the 20I4~20I5 season: Number 02I, Adara Nazarian, who bears a Player Rating of 09I in this title.

    Player Lines have also been partially edited amongst the Promoted Teams (Beverly/Danvers, Winthrop/Lynn, St. Mary's (Lynn), and Tewksbury/Methuen), as I had not known if having a Forward in the Defense section had glitched them up any, but I think that they are stable now.

    Most of the changes to Volume 0I are also noticeable in the Volume 02 Demo for accuracy purposes, and any extra revisions will span across all of the Volumes to assure that the experience with the game is identical amongst all players, rather than just a few.

    You may download Revision 00b of Volume 0I in the first post or in the below link.

    http://www.mediafire.com/download/yp6qinsiht040nz/MIAA_Women%27s_Hockey_20I5_%7E_Volume_0I%3B_The_Mass_Tour_%28JUE%29_%5B%21%5D_%28Revision_00b%29.rar

    And that will be it for now.

    I've a lot of work to do if I want to get Volumes 02 to 05 done prior to August 09, so I will taking my time getting all of this done for us.

    Hoping that you folks enjoy the installments as they come out, I truly am glad to work on these.

    As I always say on here, in the event that you happen to have any questions on the series at all, then feel more than free to ask, I will always answer them at all times.

    Until the complete version of Volume 02 comes out, enjoy, there be a lot to take on with the new 08 teams. (:

  10. You are greatly welcome.

    Very glad to have done this; I know that a lot of people probably were having trouble with finding particular offsets for particular palettes, so this helps open up a lot of probabilities for a lot of the developers here art wise. (:

    At the moment, I cannot vouch for anything regarding Tile Molester palette importing, I still have to change palettes by hand in TM for now until I or somebody else figures out this properly, knowing these particular offsets in HivePal now.

    Also, I think that it was mentioned on here, probably by Smozoma or another member, HivePal and Tile Molester have different offsets for both the palettes and the artwork, so I do not know if palette importing would be easy to do, even with the information on the starts of palettes being available to all of us now; perhaps somebody could assist on this, I truly am unsure on what the Decimal values would be at this time.

  11. Funny that you bring up the Hot and Cold cues.

    I was actually doing some experimentation with the way that Ron Barr says the line for each player last month, and I had gotten some rather obscure results.

    Apparently, in order to have a specific player be listed under Hot and Cold, it all depends on when you hit the Start button at the Main Menu, as it is Frame Perfect and delivers a different outcome every time, it also varies whether or not "Lately, (Team) has been playing well." shows up, but "Extremely Well" presumably does not work this way, even with such experimentation; waiting a few frames at the Playoff Brackets screen will not change the outcome of Hot and Cold because it only stores the information cues that were held at the Main Menu when the Start button was pressed, and nothing afterward for the screen.

    In the case of Hot and Cold, the utmost rarest of outcomes to obtain for it is to get Ron Barr to tell you that your team's Left Wing is on a Hot Streak and your Right Defenseman is off their game; getting that had taken me a few thousand savestates to get going correctly, and I must admit, when I had gotten it, I was truthfully happy about it, that was debatably one of the hardest things to find in the game this year; chances are that it probably is a one in a few thousand chance that you could actually trigger the Hot LW/Cold RD commentary screen, while "Extremely Well" probably might be one in a few million chance of obtaining, wouldn't be surprised.

  12. Bump.

    Thought that this would further clarify on the existence of Ron Barr's "Extremely Well" line being in the code, but I still do not know what triggers it.

    Below presents where one would find the line in the Thirty Team ROM's code via a Hex Editor; HxD, in this particular scenario.

    11214036_867918173245702_605765003912167

    This screenshot is from my current build of the soon to be released MIAA Women's Hockey 20I5: Battle of the Bay State Demo, using a new commentary setup featuring another guest that I will talk about later on in the main thread.

    What is intended to be viewed here is at offset 0004B776, it does present that Ron Barr was indeed supposed to say that a team was playing "Extremely Well", yet it has never shown up in my history of playing NHL '94 on the Genesis and Megadrive, ROM hacks included, as stated before.

    Perhaps this could help somebody explain why the line rarely, if it ever does, trigger, and under what circumstances that it be able to, I truly am stumped on this.

    In the event that it does not ever trigger in original builds and ROM hacks, I will presume that either a Bugfix or reconstruction of how the "Extremely Well" line triggers would be the only way to handle dealing with this factor; either way though, this little attention to detail is still something that would require to be touched upon to get everything working in the ROM in the way that it is supposed to; no reason to put good text to waste, right?

  13. Finally about time that I had gotten around to doing this.

    I had promised this months ago, didn't have the free time to get around to doing this until now, so better later on than never, I would admit.


    Title says it all, this thread is primarily for those looking for the Starting Offsets of each palette that is able to be edited in HivePal, yet are probably not able to find certain starting points.

    For obvious reasons, in order to prevent messing up your palette when saving to the ROM image, deal with only the second to sixteenth colour in the palette after it is loaded, the first colour truly does not need to be touched unless if the screen uses all 0I6 colours that the palette provides.


    Please also note that certain listings might have more than one offset for it listed.

    For example, the "High Score Productions and Mark Lesser Present...." Splash Screen has three separate palettes that require editing if you are using an image that fills up the entire screen, and three offsets are provided for teams; the first two offsets for the teams will be for their Main Menu Banner (Visitor, then Home), while the third offset is for that team's Main Menu Logo; everything else will just have one offset unless if it be explained.



    Primary Offsets: Non~Main Menu Logo offsets that are changable without giving error:


    ~ Main Menu: 04D5AA.

    ~ Ron Barr's Commentary, Playoff Screen, and Menu Screens: 05523A (Main Screens), 05525A (Playoff Mode Banners), 05527A, and 05529A (Unknown to me, I will assume that these probably are for the Team Roster and Player Card palettes accordingly, as these two offsets seem to have different palettes for their text, when compared to the previous two.)

    ~ Arena Palette 0I: 059924.

    ~ Arena Palette 02: 059944.

    ~ Ron Barr's Commentary Screen, "Hot" and "Cold" Sprites: 0BD3C2. (11CDFA also has this same palette. In the event that 0BD3C2 does not help you out on editing the "Hot" and "Cold" Sprites' palette, then use 11CDFA instead.)

    ~ Player Cards Screen and Background: 0E913C.

    ~ "High Score Productions and Mark Lesser Present...." Splash Screen: 0F5162 (Top Row), 0F51A2 (Center Row), and 0F51C2 (Bottom Row).

    ~ EA Sports Splash Screen: 1086EA. (How surprising that the EA Sports Splash Screen offset would end in "EA". A coincidence, I am positive; I do not assume that was intentional at all.)

    ~ Title Screen: 1195A6 (Main Title Screen Image), 1195C6 (NHL Logo), and 1195E6 (NHLPA Logo), and 11C302 (Game Title Logo).


    Main Menu Offsets: Palettes that affect the Banners (first and second offsets) and Team Logos (third offset) at the Main Menu.

    ~ Team 0I: 1C6982, 1C69A2, 1C81EE.

    ~ Team 02: 1C69C2, 1C69E2, 1C820E.

    ~ Team 03: 1C6A02, 1C6A22, 1C822E.

    ~ Team 04: 1C6A42, 1C6A62, 1C824E.

    ~ Team 05: 1C6A82, 1C6AA2, 1C826E.

    ~ Team 06: 1C6AC2, 1C6AE2, 1C828E.

    ~ Team 07: 1C6B02, 1C6B22, 1C82AE.

    ~ Team 08: 1C6B42, 1C6B62, 1C82CE.

    ~ Team 09: 1C6B82, 1C6BA2, 1C82EE.

    ~ Team 0I0: 1C6BC2, 1C6BE2, 1C830E.

    ~ Team 0II: 1C6C02, 1C6C22, 1C832E.

    ~ Team 0I2: 1C6C42, 1C6C62, 1C834E.

    ~ Team 0I3: 1C6C82, 1C6CA2, 1C836E.

    ~ Team 0I4: 1C6CC2, 1C6CE2, 1C838E.

    ~ Team 0I5: 1C6D02, 1C6D22, 1C83AE.

    ~ Team 0I6: 1C6D42, 1C6D62, 1C83CE.

    ~ Team 0I7: 1C6D82, 1C6DA2, 1C83EE.

    ~ Team 0I8: 1C6DC2, 1C6DE2, 1C840E.

    ~ Team 0I9: 1C6E02, 1C6E22, 1C842E.

    ~ Team 020: 1C6E42, 1C6E62, 1C844E.

    ~ Team 02I: 1C6E82, 1C6EA2, 1C846E.

    ~ Team 022: 1C6EC2, 1C6EE2, 1C848E.

    ~ Team 023: 1C6F02, 1C6F22, 1C84AE.

    ~ Team 024: 1C6F42, 1C6F62, 1C84CE.

    ~ Team 025: 1C6F82, 1C6FA2, 1C84EE.

    ~ Team 026: 1C6FC2, 1C6FE2, 1C850E.

    ~ Team 027: 1C7002, 1C7022, 1C852E.

    ~ Team 028: 1C7042, 1C7062, 1C854E.

    ~ Team 029: 1C7082, 1C70A2, 1C856E.

    ~ Team 030: 1C70C2, 1C70E2, 1C858E.



    That is all of the offsets that I could find that deliver some form of significant or relevant change to the palettes without messing around with and/or corrupting the ROM image, perhaps this will help out some of you massively in your editing skills, when it comes to the game's graphics, I had to find these to find ways to make some of the sprites (especially the text) look as proper as probable, while the rest were for either obvious reasons or to make the game look as visually polished as probable.

    In the event that you find other offsets in the Thirty Team ROM that could have their palettes modified without corrupting the ROM image, then do list them in a comment and I will edit this post accordingly to assure that it be as complete as probable.


    Anyhoo, folks, I truly am hoping that the lot of you will obtain some major positives out of this, I am more than positive that you will be able to make the visual look of your Thirty Team ROM hacks ever more beautiful than before using this rather vital information on editing the palettes properly.

    As always, I am always ever so glad to be of assistance, and at all times; wishfully, this information will be put to good use, I completely feel that a lot of positives may come from being able to edit as much of the game's palette as we are able to, especially to improve the artwork in any known form. (:

  14. cool to see a massachusetts rom, i was in the miaa in high school but for track. rom looks nice though, ill have to try it out.

    Glad that you like it.

    I appreciate the positive reception. (:

    Track, you say?

    Very lovely; the only time that I had ever done Track or Cross Country was during Autumn of 2008 for Thurgood Marshall Junior High, I never was able to get a high position at the end of each race due to the length of the courses (they were all two or three laps each) and my stamina at the time was rather low, but I did have the highest level of agility of the bunch, probably would have done well in a Short Dash or Relay Race if I had done Track in Senior High, who knows? (:

    This looks pretty awesome I must say.

    And looks like a ton of hard work was put into it, good stuff.

    I don't get the three digits for everything and the point of Japanese...lol

    The fact that I was able to make Volume 0I look as graphically beautiful and close to MIAA accurate within a few months is truthfully astounding even to yours truly.

    I might be an Intermediate level ROM hacker, but I will admit that I was a Novice with NHL '94 back at the beginning of March, so I am glad that I could get this up and available as quickly as I had.

    Most of the extensive work was actually finding and applying the proper palettes to all of the menus and logos, those had taken some moderate to extensive understanding of the proper palette offsets, as well as which colours mixed and matched properly with each sprite in each palette, especially to get the menu text looking proper without looking uneven.

    Players with Triple Digits for their ratings indicate that they are the major players of the team; Promoted Teams (Beverly, Lynn, St. Mary's, and Methuen) have high ratings for the best players (Amanda Conway, especially, as she is the best player for this season), and all of the Bonus Teams will have higher ratings because they are from prior seasons, thus meaning that their level of power is higher than the others (the 20II~20I2 Wilmington Wildcats, for example, everybody is in their Late Teens or Early 020s now, so for obvious reasons, they have their stats boosted up the roof, presenting their superiority in power); the four Major Bonus Teams (Royameadow, BrainScratch, Sonic Retro, and NHL94.com) all have above 0I07 for a player rating to present that these are the ones that deliver a major challenge, they are basically this game's alternative to the EA Sports and THQ: Angry Legion Bonus Teams from NHL '98, made some decent sense to do.

    As for the Japanese, the Genesis/Megadrive version of NHL '94 did not get an official Japanese translation, and I do intend on doing that at some point for future installments.

    It also had allowed me to learn how to work with the palette of the scoreboard and arena, as you might notice that all of the text bears ample amounts of shine, and for what it be worth, it looks decently well, it truly looks more far appealing than the flat text that we would view for the banners and in~game text in other ROM hacks that we have viewed up to now. (:

  15. miaa_women_s_hockey_20i5__volume_0i_boxa

    Overnight, I had released Revision 00a of Volume 0I, something that I had known was well required, after having had to review what was wrong with the original Revision 00.

    I wanted to make sure that I had done this before getting to other Volumes, as the primary template for certain graphics, as well as accuracy fixes, were absolutely mandatory before going over to the next installments of the series, so I am glad that I am doing this now rather than later.

    Revision 00a of Volume 0I delivers the following changes to the ROM image:

    ~ Name Spelling and Numbering Corrections.

    All names of the players and their jerseys (except for the 20II~20I2 Wilmington Wildcats) have been fixed and are 099.9999997% accurate; if there are any incorrect names and jersey numbers, then they will be fixed in a later revision, and also for The Complete Experience.

    ~ Arena Template Upgrading.

    The arena now has extra lining around the edges and a changed box for where the commentators in the modern templates are supposed to be.

    At this time, I am unable to do a tile for tile edit of the arena in full, so that it matches the modern arena template for the game, so this will be the current best that will be delivered from myself on this for now.

    ~ Logo Fixes.

    The I972 Waltham Hawks logo at the Main Menu has been repaired to apply more towards its delivered palette; the logos for the Haverhill Hillies and Falmouth Clippers have also been fixed for better visual accuracy with their given palettes, and also to fix any rough edges.

    All logos look exactly as they were originally intended to be at this time.

    ~ Penalty Box Text Colour Correction.

    The Japanese text for "# Penalty" has been fixed, all colours and shading are now properly accurate with the arena's primary palette, no more improper colouring here.

    You may download Revision 00a from the first post, or you may do so from the below link.

    ~ Volume 0I: Revision 00a (Finalization Date: July 04 of 20I5): http://www.mediafire.com/download/yeby7v37nw6awnw/MIAA_Women's_Hockey_20I5_~_Volume_0I;_The_Mass_Tour_(JUE)_[!]_(Revision_00a).rar

    As always, in the event that you wish to talk about this game or if you have any questions about it, then just deliver your thoughts in a comment, and I will get back to you as soon as I view it.

    Until then though, Volume 02 is next to come out, so enjoy this revision to Volume 0I for now, and do stay tuned! (:

  16. Most NHL '94 ROM hacks that I have viewed on here that feature modern rosters have the obvious notable change to the gameplay visually, that being the modifications to the arena to have more people hanging out in the open sections on the sides, as well as the changes to the section in front of the Goal Net, and even as the two slanted lines that you view behind the net (I always had coined the area as the "Icing Section", but if it has a different name, then do correct me on that), among other probable design changes.

    I probably will also have to know about this for the Pause Menu as well, but for now, we will just be touching the main arena, although I will return to this regarding the Pause Menu later on, when I know where the offset be for it.

    The following is a compare and contrast between the visual layout of the Original Arena graphics and the Modern Arena edit, using two ROM hacks as the basis for my observation.

    10952539_859016600802526_537975066169244

    Above in the above image be the Original NHL '94 arena layout at Tile Molester offset 00056064, currently being used in MIAA Women's Hockey 20I5, the lower tile set is from NHL '94: Trapezoid Edit by Clockwise, which uses the Modern Arena layout.

    Editing this by hand would have truly been complicating for me, as I do not know exactly which tiles are supposed to be edited to deliver the lines and the commentators, so I had used the Copy and Paste method as an example of what would happen if I had changed all of the tiles from the original layout with one of the modern designs; turns out that does not work as it was originally expected, the arena ends up obtaining the graphical changes for the slanted lines and commentators in either the glass or in their correct location with garbled sprites, and I know that is not how it is supposed to look at all.

    I truthfully forget if there were a ROM Patcher here on the forums to apply the new arena layout (or at least the SWOS design for adding in the commentators, as depicted in NOSE), but if there is not any way to modify this by normal means or a patcher, then I will hold off on adding in the Modern Arena layout for now until it becomes probable.

    While I am here though, I am rather curious for as to what I am doing wrong; I know that certain tiles are required to be modified in this section to change the lines and add the commentators on the ice, but I just do not know which ones to modify without accidentally corrupting the graphics; wishfully, this may be dealt with soon, this truly has been irking me for the past matter of weeks, so any help on this is well appreciated.

  17. What's this leading 0, capital i instead of number 1 convention? I don't get it...

    it's his "style." I asked elsewhere and the answer didn't help me to understand any reasoning involved. that may have been more due to my frustration with the other half of that "style," which is superfluously redundantly repetitive longwindedness. I hope this person can help advance ROM hacking around here, but what makes up the cost? my sanity is an inclusion, for sure.

    Yep, Tru explained it correctly, that is indeed my typing habit.

    However, I have not made a thorough explanation for why this had come to be, so for further clarification on that, I will explain below.

    Ever since about March or May of 20I0, something unknown to me had changed my personal mindset on all numbers that are above -I000 but below +I000, resulting in me placing a "0" in front of it when using a number regularly.

    The first notable time that this had happened was when I was making a Mockup Boxart for a PC project that I had scrapped in October of that year, respectively known as Streets of Rage 04: Fighting Force Edition, which was originally supposed to be a Live Action Brawler title for Windows XP, and I was planning to do all of the art and menu design for it, but that project had ultimately and completely went to the Backburner in October due to Royameadow: Generation II's visual and technological overhaul behind the scenes that had forced me to work on that instead.

    When discussing code, as well as any year that begins with an apostrophe in their title, I will still present the numbers as they were originally presented (example, 000FAE64 for code, and '97 for years), any instance of a number that is from -0999 to +0999 will be presented by me with the "0" in front of it, just so it does not feel to me as if something is missing.

    As for using the number "1" as Capital I, this had begun last year; I had grown ample tired of the number "1" having that tail/hook on the top of select fonts that use it, so based on the font that I am using, it will be "1" and in all other fonts that this personal rule does not apply to, then expect it to be a Capital I when discussing a regular number; when discussing code (and phone numbers or Zip Codes, when necessary), however, presenting the number "1" in its original form is done for prevention of confusion, cannot put it any simpler than that.

    As I have told my own friends and team, as well as other scenes and groups, I do consider this to be a phobia of sorts, what this phobia would be called though would be well beyond my knowledge, not even I know what triggered it.

    I'll probably mention the name of it if I ever learn what it be though; at least 2000 people that I know are aware that I have this, and while some find it interesting or weird, at least it be what makes me unique, in my own regard, I've absolutely no shame in that or being myself. (:

    As for your latter statement, Tru, I truly do wish that I am able to help deliver to us an optimal experience for NHL '94, as well as its siblings, there truly be a massive lot of potential in both the games and this scene that has yet to be viewed by us.

    Although at this time, we might have certain major limits on what we may do with the ROM in Assembly Hacking, who knows, perhaps everything will pick up rather swiftly, once we know and master everything that this title has to offer in full; I am forever glad to be of assistance however probable truly has been worth my time doing my research and working on projects for here since I had joined in March. (:

  18. Very glad that this thread was created.

    I was honestly wondering when it would be brought up, so better now than later, I would admit, truly worth the discussion.

    What I do have to ask about though with the Potential NHL Team Expansion happens to be how our ROM hacks here would become.

    As stated in my thread asking about the maximum amount of teams that one may put into an NHL '94 ROM image, I had said that in the event that the NHL were to legitimately go through with this expansion, obviously we will have to expand the ROM to compensate for the amount of teams for that season, while special and extra teams would be thought of for later.

    Assuming that this will fully go through for the league, in which we do obtain the new teams, where does the Thirty Team ROM go from here?

    Obviously, come as early as 20I7, when the new Expansion Teams do come to the NHL to play, the Thirty Team ROM would become rendered as obsolete due to the fact that it would not have every team in the league, so as stated in my thread, a new ROM hack that increases the team count will be mandatory for the next generation of hockey here; I just do not know what will happen at that point though, but wishfully, a resolution does come then, we will require it for accuracy purposes.

    Other than that though, I truly am curious for as to where the league will go with this expansion, it will be rather lovely to view some new folks and logos showing up on my Analogue Television set every now and then.

    As for explaining my votes, the reason for me selecting Seattle, Las Vegas, Houston, and Kansas City is because they were the first four that I had known were in the mix for this expansion, after looking at a massive lot of the 20I4 articles that were discussing this, thus they would end up having the highest superiority for my voting options; sounds simple enough, I would say. (:

  19. I'm no coding expert by any means, but I believe Sega Genesis could handle 4MB ROMS.

    That is correct, standard Genesis and Megadrive ROM images are capable of going as far as 4096 KB without a Memory Mapper.

    In order to play ROM images that able to have as much as 0I0 MB for a file size, there would have to be a Memory Mapper intact, and the Sega CD and Super 032X would apparently crush those memory maps (the Sega CD would take the second 4096 KB Block, while the Super 032X takes the other 2048 KB of the third block of 4096 KB).

    Games that were to exceed the 0I0 MB mark are only capable of being played on Gens032 Surreal, preferably Ice Blue's rendition, Version 0I.76 and later, as well as any emulator that was made to play Genesis/Megadrive/Super 032X ROM images that exceed 6I44 KB.

    Ultimate Mortal Kombat Trilogy goes as high of a data size as 0I4 MB, for example; it is only capable of being played on such an emulator because the actual hardware does not have the necessary amount of memory to function such a ROM image, even with the Sega CD and Super 032X intact with the Genesis or Megadrive.

    Assuming you can double the ROM again (and code your ass off), I would think at least 30+ more teams could be added?

    After having looked at Wboy's notes through Smozoma's thread, chances are that I would probably expand upon them to get extra teams in, but this might take a good amount of time to do to assure that everything works properly and does not exceed the 4096 KB limit.

    Also to add, when it comes to this. when I start getting down the road to doing work on MIAA Women's Hockey 20I5 HD: The Definitive Experience, any remaining free memory will go towards using the Super 032X's features and the Sega CD's Mode 0I functionality, as all of the rosters will have already been put in, so I could just use the rest of the memory for working on special features and design changes; but again though, enhancing the game beyond Genesis and Megadrive standards will be talked about following finishing up and releasing The Complete Experience; given that Team Count Expansion is the necessary thing to do first for this project, the rest may wait until later; either way though, if any of us are able to put Wboy's notes to good use here and expand the amount of teams to a higher amount in a larger ROM image, then chances are that we will be able to get larger leagues such as the MIAA into a single ROM rather than having to release the league in portions or Volumes, it will be a project worth undergoing indeed. (:

    The large part of the 2MB Rom is player pictures, so if you don't add many portraits, the Rom size isn't much of an issue.

    This is what I had thought since the beginning, actually.

    The uncompressed art literally takes up more than the second half of the ROM image for the Thirty Team ROM; given that this is an Assembly Hack, I could understand why it would take up so much data in the first place, I presume that the file had to be expanded to 2048 KB in order to compensate for such large pieces of information and images in the ROM; if those were never touched and the teams were just simply added, then I would not be surprised if more teams were available by normal means.

    Looking at other games on the console that are 2048 KB, both Madden NFL '97 and College Football USA '97 have an expressively ample amount of teams slapped into the ROM.

    College Football USA '97 alone has all 0III teams in the Division I~A portion, and I honestly forget how many teams Madden NFL '97 has, but I know that it had the entire NFL from that season plus a good amount of Classic Teams, which I will presume got the team count to somewhere around 040 to 060 at minimum; EA Sports' John Madden Football series and NHL Hockey series are the utmost similar to each other too, when compared to their other works, they share the same menu setup up to '93 and then they had gone their separate ways, looking far more complex from one another beginning with '94, but I truly feel that they were made from the same software and engine that would probably make Team Count Expansion appear to be easier than we might have anticipated; if the Madden and College Football USA series could have so many teams in a 2048 KB ROM image, then I would not be surprised if NHL '94 and its siblings are able to do the same for a ROM of the same size or double, using the Thirty Team ROM, or a Disassembly (if it ever comes), as a basis for it, that seems logical but might require extensive understanding of Wboy's notes to get it exactly in the way that we want it to be.

    However, this will be entertaining to work on, I always had loved a good challenge.

    Perhaps something major will come from this; I truly feel something positive from these notes, and if we are able to work from this to expand the team list to an expressively high amount, then I am more than glad to view the end results at all times. (:

  20. Well, this is something that I am probably jumping to talking about a bit too soon, given our current technical limits at this point in time, but this will definitely be something that I will have to be talking about after I release the other installments of MIAA 20I5, so I thought that I would bring this up now for reference later.

    Especially since this might take a while to do, given our current norms, I haven't a clue if we will be able to get an answer for this (yet), but I am more than glad to view what you folks have to say on the topic, anything to help us out in the long run.

    So, as some of you might happen to know, after I am done with developing and releasing the original installments of MIAA Women's Hockey 20I5, I have stated that I will attempt to bring all of the teams together in a ROM to create what will be known as The Complete Experience, and that will be necessary to create and finalize before even beginning to do work on the Super 032X version, MIAA Women's Hockey 20I5 HD: The Definitive Experience, which will deliver all 086 teams, as well as all of the Bonus Teams that I implement into Volumes 02 to 05, Hardcore and Personal, and The Super 08 at TD Banknorth Garden, in order to deliver an optimal experience with this series of titles.

    The big problem with this be the fact that this means that there will be 0I00 or more teams in a single ROM hack, in the event that the final versions of this game are ever created, probably taking up all 6I44 KB of data that a normal Sega Genesis/Megadrive/Super 032X ROM image could probably ever have (not considering the stuff that Watermelon had to have done in order to get the file size of Pier Solar and the Great Architects to 8I92 KB); in the event that I ever get to working on The Complete Experience and The Definitive Experience, I have to assure that I do not have to work on more than one part, or else I will probably have to turn the game into a project with Lock~On Technology to get certain teams up and running, which I would rather not do, as Lock~On Technology is not as easy as some might put it out to be, and I feel that having all of the teams in one ROM image would do better for the lot of players of this title, given that not everybody is a tech savvy gamer out there.

    The Thirty Team ROM of NHL '94 and the 064 Team ROM of NHLPA Hockey '93 (SNES/SFC) both make it clear to us that it is probable that we are able to have more than the games' original amount of teams in a ROM hack, but when it comes to making a ROM hack as massive as mine that has a league of 086 teams, not including the Bonus Teams that I am implementing, it requires folks such as myself to do extensive amounts of research and find out how to set the game to its technical limits data wise for teams, before I am able to add in other special features that I have talked about for MIAA Women's Hockey 20I5 HD (including translations, different camera views, new sound effects and music, and even cutscenes and play~by~play commentary, as examples of what I will be implementing for it later on).

    What needs to be known here is how many teams are able to be actually put into NHL '94 (Genesis/Megadrive version), while simultaneously having all of the uncompressed artwork from the Thirty Team ROM (while also probably uncompressing the rest of the compressed artwork as well) for editing up an optimal ROM hack for the game; such information on Team Count Expansion happens to be necessary to know for a project of my magnitude, and it will also be helpful to the rest of you as well, in the event that a ROM with extra teams beyond 030 is necessary, also considering the fact that the NHL might expand their team count again at some point and those that want all of them in '94 will require the knowledge to assure that getting them in is completely able to do.

    In the event that any of you happen to be also working on a ROM hack of '94 to get as many teams into the game as probable, then do inform myself and the rest of us of your findings and how many teams that you are able to get into a single file.

    As stated above, I probably will not require this knowledge for editing the game until after I am done with The Super 08 at TD Banknorth Garden, as every ROM up to now will only require 030 teams at maximum for this year's installments, but in order to give you an optimal version of MIAA 20I5, knowing the maximum amount of teams that we are able to get into a single ROM image will truly assist all of us, when the time comes to create TCE and TDE for you folks (among other sports projects that I have in store; more on that later), anything to assure that I am able to keep to my promises in delivering to you an optimal experience with this game and any future works, as well as expand upon what we have already established for NHL ROM hacking at this time.

    And, with that said, I will gladly read what you folks have to say about this topic, anything to help understand this more than I currently do.

    I know that I have been posing various questions about the more Intermediate to Advanced Level stuff about NHL ROM hacking on here lately, but hey, it truly has been helping out a decent lot, so I truly am glad that I am able to bring up the more difficult topics such as this one, it assists us in understanding more than we already do about the way that the game works and what liberties we are delivered in modifying it; never could I ever be ungrateful for that at all. (:

  21. When you are using Tile Molester, somewhere after the sprites for the players, goalie, and Instant Replay Menu, there are tiles where the main text will be present, menu and scoreboard text included.

    Unlike the common ROM hacks that you will find by the other developers on here, however, I use Zana GB's The Zana GX Font: Volume 0I & II (with a few tweaks here and there for making optimal design for specific letters) for the menu text, truly gives the game a lovely amount of shine and polishing to the text's design and structure; in order to get this font looking in the way that it is in my works, however, serious palette editing had to be done to get the font to work in all of the screens, and this will be a factor for you if you are aiming for more detailed and textured fonts in your ROM hack, in the event that certain colours appear visually off, so do bear that in mind during work on any project.

    For the Thirty Team ROM in Tile Molester, the large menu and scoreboard text begins at the offset 000A9A1A, the in~game and menu text starts at 000AAC7C, and the Main Menu text begins at 000BE294.

    If you have a font that you want to manually import into TM, then best bets are to do it by hand, it is far easier to do (even though it will take about 02 to 04 hours to get in detailed fonts, if you are doing them by hand); also to add, if you are intending on making sprites for Japanese text in either the in~game/game menu or Main Menu text, then you will have to stick for Standard Hiragana or Katakana, both of which have 046 characters (06 less than the regular letters' 052) individually, so in the event that you know what you are doing with that (especially when you are doing text editing), you could easily make an English to Japanese translation without a trouble; just make sure not to mix and match the characters from HG and KK together, and you will do just fine, in that regard.

    Hoping that this helps out anybody that is curious about this, I am glad to be of assistance on such a topic. (:

  22. MIAA Women's Hockey 20I5 ~ Volume 0I; The Mass Tour (JUE) [!] (Revision 00) (0I)_001.png

    Complete with the feel of Royameadow: Generation 0I, Revision 00 has been made available for Volume 0I.

    Originally, I was intending to release it first at the first annual Sega Homebrew Competition, but given that I had to deal with specific details in Volume 0I before getting to Volume 02 to 05, I had felt that this was necessary to finish up and get out before releasing a later Volume with such changes, so this will not be a trouble in the long run for the project, I am positive.

    Volume 0I (Revision 00) introduces five minor and major modifications.

    ~ Palette corrections for Volume 0I have been defined now.

    The Main Menu and all team logos do not have any improper colours anymore.

    ~ The Medway/Ashland Mustangs and Duxbury Dragons now have their entire rosters implemented.

    Originally, I had only had half of each team in Volume 0I (Second Beta) because of my prior lack of knowledge on the Arrange Free Bytes feature that editors may use in NOSE to add in more players based on the amount of free bytes left.

    Medway, however, has 027 players, one more than the game engine allows you to insert into any roster.

    Due to this flaw in the game, Caroline Smith of the Mustangs had to be drafted to the Martha's Vineyard Vineyarders; do bear this in mind, while you are playing this, Caroline is a worthy player indeed, it just be a shame that she had to be drafted to another team in this ROM due to data restraints.

    The Complete Experience and MIAA Women's Hockey 20I5 HD: The Definitive Experience will expand the game to store more than 026 players per team, in order to assure that Caroline Smith is on the correct team, I promise that this will be dealt with at that point in time.

    ~ Player Ratings have been properly fixed.

    I had apparently gotten the improper mean values for each team in Volume 0I (Second Beta), so I had to fix that; all numbers are where they are supposed to be now, and will only be modified for the Post~Season installments, which will include Volume 05 and The Super 08 at TD Banknorth Garden.

    ~ Player Card orders have also been fixed.

    You will not crash right away at the Main Menu this time around; teams that will still crash the game at the Main Menu are those who do not have 020 or more players in their roster, do bear that in mind.

    Lastly, there are four major Bonus Teams that will be in all of the ROM images beyond this point.

    Those four teams are all ranked at 099, and they happen to have rosters based on those that I have known over the years; you may read up a little bit on them and their playing setup below.

    MIAA Women's Hockey 20I5; Royameadow Royans Logo.png

    ~ Team Name: Royameadow Royans (Generation 0I).

    ~ Arena: Home Base (2008).

    ~ Gameplay Difficulty (Human): Balanced.

    ~ Gameplay Difficulty (Computer): Balanced.

    ~ Starting Lineup: The Top Head and Co~Heads of Royameadow: Generation 0I (as of May of 20I7).

    The Generation 0I Royameadow Royans are what had started it all.

    This is a set of 026 of the best to have existed within Royameadow and Co. during the Generation 0I phase of the team, myself included, and are considerably some of the group's most notable; they are also some of my utmost major influences and closest friends of the generation, and given their positive sense of prosperity and merit around me, I had felt that it be only proper to pay tribute to them in one of the ways that I happen to know of best: implementing them into a ROM hack of my own creation.

    Royameadow: Generation 0I is considered a Balanced team, when compared to the other 029.

    As a Level 099 team, the Royans are utmost powerful in coordination; they have some of the best Pass and Shot Accuracy, and are not overly aggressive or defensive; basically, we make a decent flow of gameplay for Legend and Master level players.

    MIAA Women's Hockey 20I5; BrainScratch Commies Logo.png

    ~ Team Name: BrainScratch Commies.

    ~ Arena: Skype Call.

    ~ Gameplay Difficulty (Human): Advanced.

    ~ Gameplay Difficulty (Computer): Moderately Hard.

    ~ Starting Lineup: The creators and top folk in BrainScratch Comms.

    The BrainScratch Commies are the people who made the scene of BrainScratch Commentaries what it happens to be today.

    Now, do not let the name fool you, as BSC is, in no particular way, a group of communists; these gaming commentators (commies, for short) have been going at it since April 04 of 2009, recording games and talking over them (as well as talking over shows and movies, occasionally), as well as developing artwork for their respective channel on YouTube; I have been a part of the BrainScratch scene since as early as May of 2009, so I am considered one of the legends of the scene as a result, they are the reason that my gaming life had excelled tenfold from 20I0 to now, and they are debatably some of the best folks that I have known up to now; give them a view, whenever you are more than able to, they will be more than glad to have your reception and support. (:

    BrainScratch Comms is considered the heaviest team in the game, and that is what will serve as your highest level of difficulty when playing against them.

    With at least 06 players rocking the 0200+ pound mark, they are ultimately and completely capable of wiping the floor with the regular teams, and they are also able to give your team the beatdown; their Roughness levels are some of the highest, especially for the heavier players, so do tread carefully, if you are playing against them; they will especially give you a hard time in Blitz Mode, I kid you not, do play strongly if you have to duke out with them in Playoff Mode under such a situation, you will require it.

    MIAA Women's Hockey 20I5; Sonic Retro Hackers Logo.png

    ~ Team Name: Sonic Retro Hackers.

    ~ Arena: Retro Channel.

    ~ Gameplay Difficulty (Human): Advanced.

    ~ Gameplay Difficulty (Computer): Balanced.

    ~ Starting Lineup: The more notable folks of all generations of the Sonic Hacking scene.

    The Sonic Retro Hackers are a group of famed ROM hackers from all generations of the Sonic Hacking scene, spanning from folks such as Cyan Helkaraxe and Esrael to modern revolutionizers such as Stealth and Markey Jester.

    These folks have been working on ROM hacks, ports, PC mods, and Disassemblies, among other things, since the Late I99X decade, and they are the reason why I had undergone ROM hacking of Genesis and Megadrive titles as early as August of 2006; they truly do present their skill and ability at all times, and if you have yet to know about what they do, then go to Sonic Retro, Sonic Games Dimension, SSRG, and plentiful other sites where they thrive strongly upon.

    Sonic Retro is a team that is primarily based on Sonic the Hedgehog's setup: They are a team that is filled to the rim with purely strong and unadulterated agility and speed.

    Because of this truth, it is best for an Advanced player to give them a go, especially if you folks intend on using them for any tournaments and/or leagues that you make out of this title; for a fun time, put them up against the slowest teams, you will score ridiculously with them that way.

    MIAA Women's Hockey 20I5; NHL '94 Forum Logo.png

    ~ Team Name: NHL94.com Forum

    ~ Arena: NHL Forums League Arena.

    ~ Gameplay Difficulty (Human): Easy.

    ~ Gameplay Difficulty (Computer): Critically Hard.

    ~ Starting Lineup: You will have to play to find out!

    The NHL '94 Forum is a forum that is dedicated to the entire NHL scene as a whole, primarily with NHL Hockey '94 being their basis for the forum and main area of discussion.

    Having been around for a rather lengthy amount of time, the forum has delivered lovely discussion on the NHL Hockey series as a whole; they have delivered to us plentiful utilities and ROM hacks to entertain us where EA Sports just could not do so; without their influence and their knowledge, this ROM hack would have never been created, so I feel that it only feels completely mandatory and proper to have them be a bonus team as a result; players will include those that are either notable or have a massively high post count on here, I truly hope that you folks enjoy this Bonus Team due to that.

    The NHL94.com Forum is considered to be a mixture of Royameadow, BrainScratch, and Sonic Retro's gameplay types, so they have the easiest time learning how to play as.

    They also rock that lovely Jaws Theme organ cue to give them far more intensity against their opponents, you are rarely ever able to lose a game whenever you are playing as them; unlike the other major Bonus Teams, the Forum is the team that will rack up the penalties far faster than any other team in the game, and you will notice this expressively in Full Game Mode, where you could get tens to hundreds of penalties as them per game, truly is a sight and experience to view; either way, they are completely well worth your time, you will always have a fun time playing as the NHL '94 Forum in this title at all times, no matter how you play your game.

    And that is about it for Volume 0I, I could get into Volumes 02 to 04 right away.

    Wishfully, the addition of the game revisions and major Bonus Teams will be able to allow you to feel entertained while you wait for the later installments to come out; I have a lot of work to do to get the other four Volumes ready for SHC, so do expect me to take my time with this for as long as probable.

    For those who are wondering how Demos in Volumes 02 to 04 will be, those will basically just have the Division 0I teams for that Volume, but have the remaining teams from the prior Volume so that Playoff Mode and team diversity still remain to be completely functional without error.

    Given that I will be able to work on this faster, since we are now approaching what I love to refer to as Summer Madness, do expect these demos to be released faster than how I had handled Volume 0I, you will get them in far quicker succession from here, I guarantee that entirely.

    With that said, enjoy the now complete Volume 0I, I truly hope that you will enjoy it.

    As always, you may get it from the link in the Downloads section in the first post above; in the event that you have any questions about the game or even the major Bonus Teams, then by all means, please do pose your questions below, I am more than glad to respond to you and answer any questions that you have.

    Anywho, enjoy!

    • Haha 1
  23. Royameadow was actually the name that I had come up with for my Variety group back in October of I999, when I was thinking of creating an entertainment team for rising to popularity and prosperity in the state of Massachusetts.

    I was not even 04 at the time, but my level of ability and intellectual skills were more than able to allow me to create a concept for what would be a group delivering entertainment over the past 0I5+ years, at the time of this post; since I have still yet to deliver a full~on documentary about Royameadow, here be a brief description about it.

    Royameadow was run by our own set of Original Six Head and Co~Head Administrators in what I will call Home Base (I996) in Mattapan, a major portion of the city of Boston, Massachusetts, with me having been the only person to have run the show for all of its pre~launch and post~launch times in Generation 0I from October of I999 to September 03 of 2007, and we would basically work on artwork, music, videos, game concepts, and even dancing and acting during Original Generation 0I.

    When my Original Six had to split for Grade VII in August, I was left coming back to Lynn, Massachusetts, so Neo Generation 0I had come to be from September 04 of 2007 to June 030 of 2009, which as of this year, has five people running it, myself still being the Top Head Administrator; we had expanded the group further in our offline life and increased our member count from school to school, resulting in over 6000 members in the team from Original and Neo Generation 0I combined, and we were able to do over 060 types of material at the time, a critical success for young prodigies making it their way through Elementary and Junior High in the 200X decade.

    Generation II was created on July 0I of 2009, and Generation III was created on October 02 of 20I2, but Generation II had ran up to June 030 of 20I3 and Generation III was officially launched on August 025 of 20I3, respectively.

    Generation II was the group's rise into the online world, although I had been in the Sonic Hacking scene prior to that, beginning as early as July 05 of 2006; Gen II was also the utmost political of the bunch, as the 4000+ new members of the group were having a falling out with the Senior High schools in Lynn, which had caused us to question and create campaigns to overhaul the town's system with the way that it handles both politics and ways to create a liberated academic environment without controversy; the 04 year generation was considered to be a universal success both locally and internationally, as we had gotten recognition as individuals (and occasionally as teams) for our content and campaigns, it had also given me hope that Generation III would thrive and prosper as a result of the changes to our society and the success that we had created here.

    Generation III is a 07+ year generation, of which will officially end the Generational Trilogy at the end of New Years Evening of 20I9.

    This is the generation that will reconstruct the group as a whole, as a lot of the Generation 0I and II units and divisions had to be either discontinued, archived, overhauled, or merged into other groups and divisions to balance out anything that Generation III will be offering; it is also the first generation to fully have the team go under the name Royameadow and Co., due to the mergers with teams of yesteryear and modern day, and is also the first generation to rebrand my primary sister Variety group Rokkumeadow under the new name of Royameadow International, dedicated to be presenting the content that comes from my members in the areas of Africa, West Asia, Oceania, and (if absolutely necessary) Antarctica.

    Our hardware is also outdated, as we are not all running on computers with intel Xeon E03 to E07 with high amounts of HDD space and RAM just (only a few Generation II members are using Personal Supercomputers right now), so Generation III was made with a technological overhaul in mind as well.

    We estimate that at least 087% of our now I2000+ member team will have upgraded to Personal Supercomputer quality hardware, but it is still a debatable topic; In the event that it happens though, the group will become far more productive in entertainment, journalism, scientific research, and content creation, among the other now 0200+ categories and sub~categories that we specialize in.

    And that is basically the jist of it, I would say, I have been using Royameadow as the primary name of my Variety group since I999, but not as a legitimate onlne username until the end of the group's Year 0II cycle, sometime in October of 20I0.

    Although not truly popular in the online world (yet, even though members have been online for at least the past 0I4 to 0I5 years), given that its popularity thrives in offline works, it is still one of the greatest successes of a Variety group that the state of Massachusetts has viewed amongst young men and women in the past 02 decades; I am utmost fortunate that I am able to still run the group as the Top Head Administrator during Generation III and Generational Trilogy, and to be truthful, I am happy that I could share this worthwhile information with the NHL gaming and hacking scene, having grown up with NHL '94 since 200I, it was only a matter of time before I would join the scene; I am completely fortunate to admit that Royameadow's existence within the scene has been a worthwhile one, over the past 03 months and change, another forum that is worthwhile to have my group's name reside with. (:

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