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Royameadow

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Everything posted by Royameadow

  1. The "extremely well" message is within the code of the original and Thirty Team ROMs, but whenever I play either of them, I only get either no message or the simple "playing well" message. I do remember an instance when I was experimenting with my old cart's User Records where I had a 07 Win streak with both the Boston Bruins and the Philadelphia Flyers in separate playing sessions from 2005 and 2006, and not even that winning streak had triggered the "extremely well" message, from what I recall, I had only gotten as good as the "playing well" line of text. Given that it is within the code of the ROM, I am more than positive that it is probable to trigger "extremely well" in the Genesis/MD version, but I would not know how to do so, whether it be randomized or I have to get a lot of wins as a particular team to do so, however high a number of wins in a row that be. I will keep at attempting to see if I am able to trigger it though, I am positive that it might be done, even if it is ample rare to obtain; what shocks me more about this is that getting this message is even harder for me to get than breaking the glass, which I have only done six times between 2005 and this year (once back in July of that year, and the other five this year), one would think that getting something as simple as a message would be the easiest thing in the world, yet I somehow found this to become a challenge. Astounding.
  2. Now, as the lot of you in the scene happen to know, on the rare occasion that it does happen, there will come a time where Ron Barr's Commentary screen will talk to you about a team's playing condition. Ron Barr will usually say, "Lately, (Team Name) has been playing well.", which I had always thought that this meant that the game had obtained a difficulty spike for the team that is competing with the team that had gotten this statement, although I am positive that this is not the case, but hey, 05 to 09 year old Roya was very curious about the game's rare events back then. (: While looking in the code of the ROM for text editing, I had noticed that there was an extra line of text that was present, one that I had not noticed in general gameplay before that takes place at Ron Barr's commentary screen. That line of text, as some of you might know, is "Lately, (Team Name) has been playing extremely well.", and I had never viewed that line of text at that screen ever since I had begun playing NHL '94 back in 200I. What I would like to know about this is if you folks have gotten the line regarding a team having Extreme Playing Wellness, as well as how the Playing Wellness lines are triggered. Would there happen to be certain requirements that allow Ron Barr to say this about a team; is it based on your User Records with a particular team, are game outcomes the result of it, or is this entirely randomized? I never could understand why I would get the message, as some teams, I never even played as and I had gotten the regular "playing well" on the screen, and I have tried excessively to get it so that Ron Barr says that my team is "playing extremely well", but even after 0I4 years and change, I still cannot obtain the line. In the event that you have gotten this line, do also mention how often you get it, as well as its rarity, if you happen to know what it be, anything to help myself and others understand the way that this works and how it affects general and important gameplay; I will gladly thank you in advance for any information that you may provide on this topic, truly will be of major assistance.
  3. Ah, I see. The way that it sounds may indeed be confusing a little bit, given the way that you say that matters had worked back then for the I99X titles, but it seems rather easy to understand, given how you had explained it, makes sense to me; I am glad that you could help clear up my confusion on that. (: Now, if I had to make reference to my project, MIAA Women's Hockey 20I5, in discussion to the topic regarding the way that seasons work, MIAA 20I5 is for the 20I4~20I5 season. The Demos, Beta, Revision 00, and 02 on 02 copies of Volumes 0I to 04 have the Player Ratings and Statistics based on how they had done up to the end of their final game in the regular season; Volume 05 and The Super 08 at TD Banknorth Garden will have the teams' ratings and statistics higher than their Volume 0I to 04 counterparts because that is where the teams come into Post~Season territory, and they are about 07 months more powerful than their regular season counterparts, respectively. Unlike the NHL though, the MIAA, being a part of the National Federation of State High School Associations (NFHS), is both non~profit and just runs the sports leagues of the Senior High schools, which also means that they do not do roster trades, as a result of this (although I could understand why they would not do so anyway, I am ample positive that a lot of parents would not be very well accepting of their children going to a different school or city just for playing sports with another team than the one that they were already a part of). Theoretically, this would mean that editing up an MIAA roster would probably not be as complicated as I presume that it could be for editing up rosters for a league with roster trades; the issue that I have is worse, actually, and that is because of the fact that neither the MIAA nor MyHockey LIVE store all 086 of their team rosters (they are not all in one spot, not even MHL has all 086 teams present on there, but they have most of them), they also get rid of the records of each roster when the next season's rosters are ready for action, which is truthfully bad for a ROM hack such as mine, as it puts me in a race against time with this project (as I require the 086 teams to be ready in full to work on Volume 05 and all future installments, as those will just recycle the main 086), but I digress. I also use 20I5 as the year for the game because the finals for the MIAA Women's Hockey playoffs had taken place on March 0I5 of 20I5 at TD Banknorth Garden, as well as the fact that there are no available 20I3~20I4 records to make an MIAA 20I4 out of. For continuity reasons, given that I do not know if I will work on an MIAA Women's Hockey 20I6, as I do not know if both the MIAA and MyHockey LIVE will be competent enough to save the league's rosters in full for the 20I5~20I6 season, in the event that I ever do create another MIAA Women's Hockey title, then chances are that it will just simply be known to us as MIAA Women's Hockey II, kind of similar as to how Konami had done with Pro Yakyuu Spirits II to Pro Yakyuu Spirits VI in Japan, just so that numbering the season with a year was not a factor that they had to deal with, makes matters easier in the long run, I would say.
  4. Just asking out of curiosity, as I never could understand why EA Sports titles NHL Hockey games the way that they have done since NHLPA Hockey '93. Given that this ROM hack provides all of the rosters that were finalized for the 20I4~20I5 season trade deadline, would this technically be what NHL 'I6 will be delivering to us for player rosters, when that title comes out? I had to ask because I never could understand why EA Sports makes each game about the previous season's roster, yet names it the year that takes place after the season and Stanley Cup Finals are over. That had always confused me when I was younger; vehicle models do the same thing, now that I think of it, I think that is where my confusion had come from when I had noticed that the NHL Hockey and even the RBI Baseball series had done this with every game beginning with '93.
  5. Glad that you agree on this, Kingraph. It always had irked me that GS/MD, Sega CD, and Super 032X titles that normally displayed in 0256x0224 never had gotten either an emulator to expand the screen to 0320x0224, or even obtain what I presume would be the Generation IV Gaming alternative to what Generation 05 and VI have known as a Widescreen Hack; wishfully, somebody out there knows how to work screen extension into the titles, truly is well needed for more modern hacks, especially for those that are heavy in design detail, truly will be notable for the MD scene if it becomes the norm in the 2020s. As for attempting to modify the NHL series on the Genesis and Megadrive to run specific features that the Super 032X has, Anamorphic Widescreen included in that, there are a few people out there that have been able to show off how to use the console's Software Rendering to get certain things working on a ROM image that were harder to implement while it was still on the GS/MD. Varion Icaria, for example, is the most notable right now in the Sonic Hacking scene for his work in Sonic 04: Cybernetic Outbreak, as his modification of the Sonic 03 (& Knuckles) Disassembly is running on the Super 032X, primarily using the Software Rendering and PWM for select things to optimize the 2006 ROM hack (details on what have been added will be mentioned by him at Sonic Hacking Contest XIII this Summer, I am positive); I would probably have to talk with him or somebody who is very savvy in the way that the add~on works before attempting to pursue the addition of a Widescreen feature with the usage of the Software Rendering, as in the case of the NHL titles, especially '94, I would need to know how to move 02 Dimensional sprites to the SR and then work from that to either size down the sprites or rework the gameplay screen for the maximum possible resolution. Either way that we view it right now though, I am more than positive that there will come a time where this will become easy to do, all that it might take right now is patience. There is a lot that could probably be obtained from Anamorphic Widescreen for a hockey title such as '94 (and '98 as well, actually. That game's arena is far too wide for the small resolution that we are given to traverse through it.); I would definitely put this to good use, I could probably enhance the design of the sprites a bit easier to adapt to it too, we definitely will have to see at that time. (:
  6. Okay, the title might confuse you a little bit, so I will gladly explain what I mean by this, although I will admit right now that this is merely only a theory at the time of this post, but it could become something later on. I do recall viewing this topic being brought up once before on this forum, while I was doing my research before making ROM hacks of '94, but given that it has been a rather long while since that topic, I thought that I would bring it up, given that it will be something that I do intend on using at some point with my own hacks and perhaps some others will want to as well. So for experimental reasons, I had made one of my copies of MIAA Women's Hockey 20I5 ~ Volume 0I (Second Beta) into a ROM image that could be read by Gens Rerecording as a Super 032X file. I had done this because I was rather curious of what Super 032X emulation would do to an ordinary Genesis/Megadrive ROM when looking at certain visuals; especially game screens. What I had ended up finding (and I truly find it odd that I cannot do this in Megadrive emulation on my copy of Gens Rerecording) is the displaying of what happens when you have a 0256x0224 screen when shifting the VDP from Super 032X to Megadrive. It displays that image from its original resolution, yet it assumes that it is in its full size (0320x0224), thus leaving out 064 columns of pixels that remain unused for displaying purposes; the below screenshot is an example of what I am talking about here. Looking at that had truthfully made myself curious. If I have to worry about the lack of 064 columns of pixels being left out, then this completely defeats the purpose of why I had wanted to implement Anamorphic Widescreen into MIAA 20I5 in the first place. That is, unless it is probable to deal with, in some way, a probable way that we probably do not know, as of yet. So this got me going this morning, and I had decided to create a mockup image of what I am truthfully aiming for here with this particular concept. Below this text are three images: Two are the same, while the last one is for high resolution display. This mockup image presents what I am looking for in Anamorphic Widescreen for MIAA 20I5 and other ROM hacks of NHL '94 (as well as its respective siblings on the console); I am quite surprised that not many images of the game such as this have been made, there truly needs to be more of these examples, given what is being desired here. ~ Here be the image in the 04:03 Aspect Ratio. The center portion of the image is the primary screenshot, while the sides are taken from the Instant Replay images that I had used to create this, photomanipulation was used where and when necessary, so do pardon any rough or broken edges on some of the artwork. ~ Now here be the image in the I6:09 Aspect Ratio. Same as the above, but this is to show how the game would truly look if it were stretched out into Widescreen; do keep in mind that the center portion is in its original 0256x224 screen resolution. ~ And now, here is the image in the resolution of 2844xI600. This is just here for the sake of convenience; anybody that wanted this in a high resolution have their wishes fulfilled; feel more than free to make this your wallpaper, for whatever reason, it be completely fine by me. This truly happens to be something that a decent amount of the folks in the NHL scene want to have become a reality, based on what I have viewed elsewhere over the years. Sadly, I am just completely unsure for as to when this would actually happen, in the event that it ever does; I honestly do know that the scene is still a long way before Widescreen NHL on the Genesis/Megadrive (and eventually Sega CD/Mega~CD and the Super 032X), but some day, it might come to us, I am positive. Also to add, given what I do now about the console's capabilities, the Genesis/Megadrive and the Super 032X are indeed capable of implementing Anamorphic Widescreen into their games by certain means, although I am assuming that they are by special means, depending on how it is worked into the code (I honestly would not know personally, this is only a hunch). I presume that the MD way is to create code for the main gameplay to expand the screen from its original size to the maximum resolution, so that more sprites and tiles may be presented without lag frames becoming a factor, while the Super 032X would use the Software Rendering to implement the Anamorphic Widescreen as a feature, kind of similar as to how Sega had done so when they had brought Virtua Fighter over to the add~on. Given all of what I have mentioned above, do any of you feel that there will come a point in the NHL scene where both expanding the screen in the Genesis/Megadrive ROM and/or coding the game to implement the Super 032X's Software Rendering to run the game with Anamorphic Widescreen will become a reality, at least within the next decade or two? (I give this estimate primarily based on how many there are that actually do work in the field of delivering such a feature to games of this particular generation, just to clarify on that.) It would be ample lovely, as it would be one step further towards delivering the optimal NHL series experience on the Generation IV console, and who knows, it might encourage more folks to consider finding ways to make every Genesis/Megadrive and Super 032X title obtain this feature on their original console, rather than have an HD port, at least that be how I feel about it. With that said, please do discuss. This truly is a vital topic for talking about, especially when we think about how ROM hacking will be in the 202X and 203X decades for this generation of gaming titles.
  7. The Second Beta for Volume 0I is complete and ready to download and play. I was originally not intending to release two Beta copies for Volume 0I, but it was able to get me to optimize certain things in the graphics and a few other things here and there, so perhaps it was for the best that the completed Volume 0I Beta had gotten a 0I month delay. Additions and modifications of Volume 0I (Second Beta) include the following: ~Optimized Title Screen Logo Design. The MIAA and MyHockey LIVE logos are far shinier to have at least ten colours, obsoleting prior logo designs from Rise of the North Shore Demo and Volume 0I (First Beta). ~ Further statistical tweaks have been made towards RotNS and First Beta’s teams, resulting in difficulty balances and easier control amongst the games' complete roster. ~ The Japanese Translation has been gone into a little more, although it is not much at this time. Textures for the Hot and Cold sprites at Ron Barr’s Commentary screen, as well as the Hockey Night text, have been translated properly. ~ Team Ratings have been properly edited up for each team. These numbers, however, are able to be rendered as contradictory due to the way that each team truly is during the in~game experience. Methuen, for example, is actually one of the best teams in the game because of their 0I2/00 record in their own division and 0I4/04/0I record in the entirety of Division 02, which is relatively better than at least 087% of the league. Their Team Rating is low because it was based solely on the mean value of the Player Ratings when added up and divided by how many players (goalies included) are in the team; do bear this fact in mind while playing, as it could confuse some players, especially if they are having a hard time playing as a team with a Team Rating that is higher than 080. ~ The Wilmington Wildcats are considered a Bonus Team in Volume 0I. MyHockey LIVE did not have their 20I4~20I5 roster, so you will instead be playing as their 20II~20I2 counterparts, starring a 02I or 022 year old Jane Farrell and her posse of teammates from that season, all whom are now Seniors in Wilmington or Freshman or Sophomores in college, at the original time of this post. The 20II~20I2 Wildcats have a 093 Team Rating and all of the players have a rating starting from at least 0I00 or 0I02, while the then Freshman (now Senior) Goalies, Bridget Santos and Shelby McHugh, are at 095 and 097, respectively. Play against them at your own risk. As a Bonus Team, they truly are capable of being brutal at times; take them for a spin if you want a challenge! Volume 02 and 03’s Demos, Battle of the East State and Hockey Pilgrims, will be worked on next, those will have complete rosters for the other 040 teams in the MIAA that I’ve yet to touch at this time. Revision 00 will have to wait until I am able to complete Volume 03 because we are nearing the deadline that MyHockey LIVE will change their rosters to the 20I5~20I6 season, and I do not want to have those games become incomplete due to that. Volume 04 and MIAA 20I5 Specials will not be worked on until I am able to get Volume 02 and 03 done either, so for now, I will be dedicating my work solely to getting those completed. All Volumes in their Revision 00 form are anticipated for a Late August release, as a part of the first annual Sega Homebrew Competition, so in the event that you are wondering when I will get to working on Revision 00, following the Demo Releases that you are getting on here, then expect them to be available then; I will do everything within my power and ability to get everything intact before the deadline is reached, anything to assure that you folks are completely satisfied with the end results in full. With that said, enjoy the Second Beta for Volume 0I, available above in the links. In the event that you have any questions and/or feedback that you would love to deliver, then please do say what you must, nothing will be left unnoticed. Enjoy! (:
  8. The First Beta Release is now available. A list of modifications are listed below. ~ This build has modified the graphics a little further, now including a slightly better redesigned Main Menu, as well as new screens, Ron Barr looks better with 08 colours, and Team Banners have shinier text. ~ Difficulty balances have been done to the Beverly Panthers and Methuen Red Rangers. Methuen is far more aggressive, while Beverly has obtained stronger levels of Checking. ~ Unlike what you happen to be viewing above, the NFHS logo at the title screen has been replaced with the logo for MyHockey LIVE. ~ Blood has returned for the first time since the NHL '94 Blood Hack from over a decade ago. The blood, however, is visually faulty, based on who you are playing as; play as a team with a Red unifom (the Waltham Hawks, especially), if you want more accurate blood colours. ~ The 09 teams that were planned for Volume 0I are all imported and fully playable. All added teams are from the Division 0I portion of the league; Division 02 will be added completely for the Second Beta Release, and Revision 00 will deal with those Bonus Team slots that you see there. You may download Volume 0I Beta from the beginning of the thread, listed right below the Rise of the North Shore Demo link. Feel free to deliver feedback, if you have anything that you would like to bring up, truly will be appreciated. (:
  9. Now, as the lot of you that have played the series already know by now, assuming that you have messed around with emulation as much as I have over the years, NHL Hockey '92 to NHL '97 appear to be able to be played on a Japanese Megadrive or Megadrive 02 without any factors regarding Regional Lockout. In emulation, the ROM images for those six titles may be played with the regional setting left on Japan (NTSC), you would be able to play it without the worry of yourself getting a Regional Lockout notice. NHL '98, however, is not made with Region Free usage in mind, unless you are probably using the Mega Everdrive on a European or Japanese Megadrive console, or through means of a Game Genie or Pro Action Replay cartridge lock~on. Now, I am more than positive that this may easily be dealt with by hacking the portion of the game's code that enables the regional lockout in the first place, but at this time, not even I would know about that. What I would like to know, however, is if anybody has attempted to get the original NHL '98 ROM image, NHL 98 (U) [c][!], working without the issue of Region Lockout by means of hacking it. Given how '92 to '97 do not have this problem during emulation and while running on actual hardware, I am truthfully confused that '98 does; I truly feel that there was absolutely no reason to do this to '98, other than the fact that this game was developed in part by THQ, and it has just aggravated my mind for the past matter of years. In the event that a Region Free version has yet to be made, then I guess that I will just have to wait until it is available then. Sometimes, I truly do feel that being able to play NHL '98 on a European or Japanese Megadrive by normal means would be a major convenience for players in those regions that do not use emulation normally; it definitely would expand the audience as well, in its own special way.
  10. I have been primarily using RetroArch for iOS as a tester of Sonic ROM hacks, so I won't be able to help out much on the topic of its rendition of Netplay. One of the problems that I have noticed though with RetroArch is that running either the Genesis Plus GX or Picodrive core for select titles will not work for them. Revision 024 of Sonic 02 Delta by Esrael, all versions of Blue Sphere Plus, and even certain titles with an SRAM have not been able to run on the emulator. The emulator clearly is still unstable to me, so it might take a long time for both complete ROM compatibility, as well as Netplay to become fully accessible for us to use; I give them a few years to improve certain issues, I'm not expecting anything new at anytime soon.
  11. Thought that I would deliver a list of offsets for where the beginning and ending of sections of text in the NHL '94 Thirty Team ROM reside. For novices and newcomers to the scene, I feel that it is mandatory for myself to mention to you to please be massively careful editing beyond certain portions of text (parts of the text that have period symbols, for example), as editing over those can corrupt the ROM if those are done incorrectly. With that mentioned, let us view the list of available offsets. The first offset is where the text begins, and the second offset is where it ends (this will be presented as "Offset 0I; Offset 02"); this thread post will be edited if I have missed any locations. ~ Title Screen Credits: 00005778; 00005B0C. ~ Manual Goalie/Auto Goalie (Gameplay Options): 00008053; 00008077. ~ (Select Player) Text: 00008419; 00008428. ~ Player Line Names (Team Roster Menu): 00008CC1; 00008D4D. ~ Player Status Text (Team Roster Menu): 00008DEE; 00008E13 ~ Player Hand (Team Roster Menu): 00008E7C; 00008E8D. ~ Scoring Summary Text: 00008ED9; 00008EE7. ~ Period, Time, Team, Goal/Assist, P/S Text (Scoring Summary Menu): 00008F0D; 00008F34. ~ Shot Types (SH, SH2, PP, PP2) (Scoring summary Menu): 0000912C, 00009140. ~ Penalty Summary Text: 0000916B; 0000917A. ~ A ~ Switch Teams (All Menus): 000094BB; 000094CA. ~ Player Stats Text: 000094D9; 000094E5. ~ Player Stats Menu Text: 00009910; 000099C5. ~ Crowd Meter Text: 00009A51; 00009A5C. ~ Crowd Meter Stats Text: 00009A8F; 00009B8E. ~ "no goalie" text: 00009EDA; 00009ED2. ~ EA Hockey Night Box Text: 0001348A; 000134D6. ~ "Highlight from Game:" Text: 00013592; 000135A5. ~ Stars of the Game Text: 00018555; 00018565. ~ Injury Text: 00018745; 000187B0. ~ Penalty Shot! Text: 00018889; 00018895. ~ Goal!, Hat Trick!, and Power Play Goal! Text: 00018A19; 00018A52. ~ Game Crash Text (Address Error, Illegal Instruction, Division by Zero): 00018C09; 00018C68. ~ Referee and Penalty Text: 00018E4E; 00019125. ~ Player Line Names, Player Line Positions, and EA Hockey Night Period Text: 000191A8; 00019207. ~ Player Ratings Information Text (Team Roster Menu), Options Menu Text, Player Line Setup Text: 000193DA; 0001A047. ~ Ron Barr's Commentary: 0004B5DA; 0004B79D. ~ Main Menu Text: 000F7D18; 000F8162. ~ Player Cards and User Record Text (You will have to search between the lines of coding a bit for specific bits and parts of text. Not all of the text is in plain sight, as the above have done for us): 000FA432; 000FD583. ~ Period Stats Text: 000FDA11; 000FDB53. ~ Game Statistics Text: 000FDC85; 000FE136. ~ Player Names, Team Names, Team Abbreviations (In Game Scoreboard), and Team Arena (The Player Names presumably go in order by how they appear in NOSE. Only deal with these if you know what you are doing in a Hex Editor and you do not want to edit names in NOSE.): These offsets will vary based primarily on how much data you have implemented into each team. Due to this, I am only able to deliver a Starting Offset; that offset is 001DCB5E. And that is about all that I was able to find within 067 minutes of searching through the ROM's coding, just to type this up. Use these primarily as locations to jump to when you are looking for a certain piece of text that you are desiring to edit. In the event that any of you find any extra offsets to jump to for certain things, then by all means, please do share what you know. I will edit this post to have that offset, as mentioned above, so that way, this list is as complete and unabridged as possible. Hoping that this helps out some of you folks in your own NHL '94: Thirty Team ROM projects. This truly could be of major benefit to you, in the long run. (:
  12. Dang it, it looks as if they had gotten rid of the High Quality PSG feature in Revision 0352. This feature turns all of the Square Wave audio from the PSG channels to be played in the form of Sine Waves instead. Why they had gotten rid of this is well beyond my knowledge, but I truly wish that they bring the High Quality PSG feature back in a later build. I was never truly a fan of having Square Waves in Genesis and Megadrive titles; Sine Waves are more ambient, they feel more proper to listen to and they give more of a Surround Sound feel, when compared to Square Waves; I'll bear with it for now, but oh, how disturbing that was when I had noticed this. :/
  13. MIAA Women's Hockey 20I5: The Mass Tour (MIAA 女子 ホッケー 20I5 in Japan) is a ROM hack of NHL Hockey '94 that is currently in progress by the people of Royameadow and Co., with the major work being done on it by the team's creator and Top Head Administrator, Roya Rockwood (me). This ROM hack had undergone development at the very beginning of March of 20I5, and will be an ongoing project for a good amount of years, probably even decades; it is notable on The NHL '94 Forum as being the utmost complex and thorough of ROM hacks of NHL '94 that are available as of October 02 of 20I5, and also bears critical acclaim by members who have played and/or tested it from March to October, especially for its quick development time and strong presentation quality. This is the first ROM hack of NHL '94 to feature the Massachusetts Interscholastic Athletic Association (or MIAA, for short) being put into a video game of any form, and also the first Generation IV gaming title to introduce an All~Women's Hockey League. It was inspired to be created thanks to the likes of famed Tewksbury/Methuen Red Rangers player Amanda Conway (Number 02, Forward), who has dominated astoundingly well in the league, having scored 0204 goals and over 0220 points in her three years with the Red Rangers since the team's debut in the 20I2~20I3 season; this ROM hack would have never been created without her influence, so even though Roya is the one who had originally created this project and has been working on it, the lot of the credit for its creation truly deserves to go to her, that is meant entirely. Features and information of the current version of the ROM will include the following that are listed below. ~ The game will be released in 05 parts, or Volumes, as the ROM will say. There are 086 teams in the MIAA, and only 026 Mainstream Teams can be held in the main ROM image, as well as the addition of four Major Bonus Teams, so the first four Volumes divide the teams into groups, and Volume 05 will be a Best of the 20I4~20I5 League installment. There will be four Promoted Teams that will be in all four original Volumes, and these include the Winthrop/Lynn Bulldogs, Saint Mary's (Lynn) Spartans, Beverly/Danvers Panthers, and the Tewksbury/Methuen Red Rangers. This is more or less because the team intends on keeping all of the teams intact, for they do not wish to delete teams from the Thirty Team ROM, and it would be rather lovely to see what little extras that could put into an Assembly Hack; the Promoted Teams are also the ones that make up each of the installments' Title Screen and Boxart (Beverly/Danvers for Volume 0I, Winthrop/Lynn for Volume 02, Saint Mary's (Lynn) for Volume 03, and Tewksbury/Methuen for Volume 04), they are the opening attractions for each Volume and represent the series in full, and are the ones who are recommended to have a go at first to get used to the way that the franchise presents itself. ~ A major graphical overhaul, primarily what may be dealt with at the current time. Most sprites from the Thirty Team ROM remain completely intact, but have been modified for each team so that they match their official palette, based on Genesis and Megadrive standards; The Zana GX Font, originally created by ZanaGB of the Sonic Hacking scene, is being used, in place of the original NHL Hockey font; the Main Menu now scores a slightly more stylish palette and design, Ron Barr scores a new 08 colour look, based on a photo from a more recent time; each player now has a unique Hockey Stick colour for Home and Visitor palettes (rather than every team sharing the same sticks anymore), and the arena sure looks more Blue and Purple, based on what you will view; it's not perfect, but could be improved upon in later revisions. ~ Partially, a Japanese Translation. Given that NHL '94 (Sega GS/Megadrive version) never had reached the hands of the Japanese audience, contrary to the fact that the unmodified original ROM image is indeed Region Free, this is a way of giving the game to them in its own special way. All banners of the MIAA teams and even the Instant Replay Menu are in Japanese now; the Instant Replay Menu is known to partially glitch up the arena if you are playing with Player Records on, so do not play with User Records enabled, no matter how much you might actually want to do so. ~ Anamorphic Widescreen capabilities, of some major sort. Now, naturally, NHL Hockey '92 to NHL '98 were not at all capable of doing this because of the way that the art direction was during their original Genesis/Megadrive versions' development. However, with some slight tweaks to certain graphics, this is indeed possible to come to be, and although this primarily only applies to the Splash Screens, Title Screen, and parts of the arena (you might notice that each Arena Logo is a bit more narrow during gameplay, rather than how NHL '94 had badly stretched the logo images) at this current time, it looks decent for what it be, so hook your PC or console up to a Widescreen Monitor and stretch it out for a fun time! ~ There are two new Time Modes for this ROM hack. Along with the Short Game and Original Game time settings (05 and 020 minutes, respectively), there are now the Blitz Game and Full Game settings. Please note that the Time Estimates provided are based on my knowledge of how the timer works in Realtime. The first estimate is how long a period will go without the whistle blown at all, and the latter of the two estimates is assuming that the whistle is blown and penalties are delivered ample liberally throughout gameplay. ~ Blitz Games are one in~game minute per period, or about 022 seconds in Realtime, if the whistle is not blown. With an Overtime of 05 minutes (0II0 seconds in Realtime), these games are at least 04 to 07 minutes long, on average; this setting is perfect for those who wish to play the game and do not have much time to do so, at certain points, it also serves well for MIAA Women's Hockey Blitz Tournaments, in the event that any are created; it's all up to skill with this setting. ~ Full Games are intended to feel more like an official MIAA Women's Hockey game, of which is usually about 060 to 090 minutes, according to the games that the development team have viewed over the past matter of years. Exclusive to the Volume 0I Demo, Rise of the North Shore, the periods were 050 in~game minutes (0I8 muntues and 020 seconds to 025 minutes), so completing one would take about 055 to 065 minutes, on average. All other releases of this hack have the Full Game setting set to the length of 099 minutes per period (036 minutes and 0I8 seconds to 050 minutes of gameplay per period). Given such a massive length of gameplay for this setting, this means that Full Games would take about 0I08 minutes and 054 seconds to as long as 03 hours, feeling more like the length of an official NHL game, including all of the time that commercial breaks and the Halftime Commentary Show use up, of course. ~ Extra Bugfixes and Features. Bugfixes and structural changes created by SWOS, Clockwise, Kaneda, and Smozoma, among plentiful others, will be noticeable. These fixes and features include Smozoma's Randomized Stats fix for the players who get either a Hot or Cold at the Matchups screen, Six Button Support provided by Clockwise and Kaneda's Goalie Button Patch is now present, SWOS and Smozoma's Music Hacking Guide has now been used to change the sound and mood of the music, and the newer Sprite Patch is also here to modify the sprites of the players and the arena even further, making this title ever more complete in the process of it; these changes are significant to the overall experience of this title, and they truly will be noticeable while taking it on, the players of the game will be able to play with ever more ease and stability, not having as many troubles as one might have in revisions prior. Screenshots of all Volumes may be viewed below. They will more than likely be switched if newer builds produce significant visual changes than what is currently being presented. Volume 0I: Volume 02: Well, for those of you who love a good yet corny I99X style commercial to go with a video game, here be the Launch Trailer that I had made for it. More Launch Trailers will become available as the other Demos and Volumes are released. ~ Launch Trailer (Rise of the North Shore Demo): ~ Launch Trailer (Volume 0I plus Tournament Edition): Preview footage of certain changes to gameplay will be available below. This is for those that would like to take a look at some of the things that this hack has to offer. ~ Blitz Mode: 06 on 06 Battle Demonstration: ~ Palette Modification, "Hot" and "Cold" Japanese Translation, Remixed Music, and Extended Commentary at the Matchups Screen: Known issues (All Volumes): ~ Roster Crash (Main Menu) The game will crash if left at the Main Menu with select teams (Methuen, especially) for long enough that the Player Names and their photos show up. Please switch through the MIAA teams as fast as possible for now; if a bugfix is ever made for dealing with this problem, then this issue will be deleted from the list. ~ Player Card Crash (Post~Game): On very rare occasion, playing a game with certain teams will trigger a glitch in the way that the Player Cards register after the Third Period or Overtime is over, causing a crash on random cards. Please avoid this if possible; if a bugfix for this is ever made, then I will delete this from the list accordingly. ~ The Sweet Rave Party at Home (Main Menu Logo Colouring): I intentionally did this. Certain teams have the "Hyper Sonic" effect, in which their Home Logo palette will match the Visitors' Banner palette. If that is requested to be modified, then I will do so accordingly for Revision 00. ~ Blood is Back! (In~game experience): Blood has been (somewhat) implemented into the game for the first time since that NHL '94 Blood Hack that was released over a decade ago. The blood is only triggered during a Periodical Injury and not a Full Game Injury, making this kind of reminiscent of what NHLPA Hockey '93 had at the time. The blood is not perfect though, its colour will vary based on each individual team's palette. The Waltham Hawks in Volume 0I are the best team to experiment with the Red Blood, while teams such as the Matignon Warriors and Duxbury Dragons (Part 0I) will probably use either Green or Black, for example. Downloads will be available below. Because there will be multiple releases, there will be multiple links; each link will become available upon the release of the next build. Feel more than free to make mirror links from these, if you desire to, anything to help preserve the hack in any form possible. Volume 0I: The Mass Tour ~ Rise of the North Shore Demo (Alpha Release) (Finalization Date: March 025 of 20I5): http://www.mediafire.com/download/innj3dx79icn5w7/MIAA_Women's_Hockey_20I5_~__Volume_0I;_The_Mass_Tour_(Beta)_(UEJ)_[!]_(May_0I0_of_20I5).rar ~ Second Beta Release (Finalization Date: May 030 of 20I5): http://www.mediafire.com/download/6rvscbncfoiff6d/MIAA_Women's_Hockey_20I5_~_Volume_0I;_The_Mass_Tour_(JUE)_[!]_(Revision_00).rar ~ Revision 00a (Finalization Date: July 04 of 20I5): http://www.mediafire.com/download/yeby7v37nw6awnw/MIAA_Women%27s_Hockey_20I5_%7E_Volume_0I%3B_The_Mass_Tour_%28JUE%29_%5B%21%5D_%28Revision_00a%29.rar Revision 00a repairs the logo for the Waltham Hawks and Falmouth Clippers, and fixes any typos that are either in menus or Player Names, as well as upgrades the arena graphics to adapt more towards the modern NHL arenas, give or take a few details that still need to be put in. Any other graphical kinks in text and the arena palette~wise have also been dealt with in this revision, thus delivering a somewhat more desirable view of the game in certain areas. ~ Revision 00b (Finalization Date: July 025 of 20I5): 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 Revision 00b repairs some rough edges in the menus' palettes and also fixes unmodified statistics. The St. Mary's (Lynn) Spartans are also completely fixed, now having all of its players and newly accurate jersey numbers. ~ Revision 00c (Finalization Date: September 027 of 20I5): 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 Revision 00c is the current template for subequent builds of the series, as well as for future projects by the team. This version of Volume 0I overhauls a lot of things: The 20II~20I2 Wilmington Wildcats now have a complete roster, the Sprite Patch has been officially implemented, Six Button Controller Support by Clockwise and Kaneda is now present, information on player lines has been extended for those who will be playing Six on Six Battle games, and the game now has remixed music and organ tracks; all versions of the series beyond this release will be using this template, so now your gameplay will feel a little more optimized in feel and structure. Promoted Player on the Boxart: Kristen McCarthy, Number 05 of the Beverly Danvers Panthers, and the team's Alternate Captain for the 20I4~20I5 season. Volume 02: Skaters of the East West ~ Battle of the Bay State Demo (Finalization Date: July 025 of 20I5): http://www.mediafire.com/download/ac87zapiy61qse7/MIAA_Women's_Hockey_20I5%3B_Battle_of_the_Bay_State_Demo_(JUE)_[!].rar ~ Revision 00 (Finalization Date: October 0I of 20I5): 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 ~ Special Caroline Brewer Edition: Promoted Players on the Boxart: Annie Mahoney and Caroline McKinnon, Number 0I0 and 0II of the Winthrop/Lynn Bulldogs. Volume 03: Hockey Pilgrims ~ Revision 00: Link will become present upon release. ~ In~House Nas Edition: Link will become available upon release. Promoted Players on the Boxart: Lauren Skinnion, Number 030 of the Saint Mary's (Lynn) Spartans from 20II to 20I4, Brittany McPherson, Number 035 of the Spartans from 20I2 to 20I7, and Emily Stephenson, formerly Number 03 (now Number 0I) of the Spartans from 20I3 to 20I7 (exclusive to Volume 03's alternate boxart). Volume 04: Lady Hockey Heroes ~ Revision 00: Link will become present upon release. Promoted Player on the Boxart: Amanda Conway, Number 02 of the Tewksbury/Methuen Red Rangers from 20I2 to 20I5. Volume 05: Bay State All~Stars (Best of the 20I4~20I5 League) ~ Revision 00: Link will become present upon release. Given that I do intend to extend this game far beyond the normal standards of the original 05 Volumes, you will also be obtaining the following installments later on. You might view these coming towards your emulator a few months following SHC (not including the latter two installments, those might take a matter of years, depending on how things go from Late August in the NHL scene), so do stay tuned for these to come at some point in Future~Time. MIAA Women's Hockey 20I5: Tournament Edition Note: The Tournament Edition of MIAA 20I5 is a series of ROM Hacks of NHLPA Hockey '93, delivering to you the same experience as the original game but using '93's mechanics and structure. This version of the game has slightly modified stats for each team, as it uses the 0I5 Statistic Number system rather than the original's 06 Number system; it is also a way for those who would rather play '93, as opposed to '94, to have such an opportunity, so that way, players have the best of both worlds in this series. ~ Volume 0I (Revision 00) (Original Finalization Date: September 0I4 of 20I5): http://www.mediafire.com/download/ownpp1gs8qrfvbv/MIAA+Women%27s+Hockey+20I5%3B+Tournament+Edition+~+Volume+0I+%28JUE%29+%5B%21%5D+%28Revision+00%29.rar ~ Volume 0I (SHC Build) (Finalization Date: September 027 of 20I5): 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 ~ Volume 0I (Revision 00a): Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5 ~ 02 on 02: Hardcore and Personal Note: This installment will have each team in 02 on 02 form, with each player line set with the players and goalies who have the highest statistics. Now, the difficulty level might be ample high due to this, especially with players such as Amanda Conway and Jane Farrell having a Player Rating of 0I20, but if you know what you are doing against Max Rating players, then please do not be alarmed by this by any probable means. All 05 Volumes of Hardcore and Personal will not have new teams, they will instead be created from Volumes 0I to 05, respectively. in the event that difficulty balances need to be made to assure that no team is too weak, then I will have done so accordingly. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5 ~ 06 on 06: The Blitz Tour Note: This installment will be dedicated towards exactly what the ROM states: Pure and speedy 06 on 06 gameplay with only a short amount of time to endure the odds of lacking a goalie to defend your net. All teams will not have their goalies in play, thus bringing out the Extra Attacker for the 06 on 06 battles; the timer will also not go any shorter than 030 in~game seconds (0II seconds without the whistle blown) and no longer than 02 in~game minutes (044 seconds without the whistle), thus resulting in faster gameplay and the utmost powerful of outcomes, especially against teams with a higher difficulty. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. ~ Volume 05: Link will become available upon release. MIAA Women's Hockey 20I5: The Super 08 at TD Banknorth Garden (020 Team Tournament ROM) Note: This installment will deliver to you the top 0I6 teams of the MIAA that would compete for their spot in The Super 08 Tournament. Originally, Division 0I and Division 02 had done their respective tournaments separately, with Division 0I having 022 teams, and Division 02 having 025; Single Elimination Preliminary Matches were done with the bottom 0I2 teams of Division 0I and the bottom 0I8 teams of Division 02 to assure that there were only a Top 0I6 going into the main playoffs, of which would be Single Elimination games up to the finals at their respective arenas, and the final game would be a Best of 03 series that would take place at TD Banknorth Garden, home of the Boston Bruins. Of course, however, NHL '94 is not made with Preliminary Matches or teams having multiple arenas in mind, so instead, The Super 08 at TD Banknorth Garden will only deliver to you the Top 0I6 of Division 0I and the Top 0I6 of Division 02 for Volumes 0I and 02, respectively; Volume 03 will be a ROM that delivers to you the teams that made it to the Quarterfinals in both playoffs, even though this never actually happened in the official MIAA tournament series, this is just so that those that wonder what could have come from this tournament with this What If? Scenario may obtain some closure on that topic; Volume 04 will be based on the Player Ratings for the Top 0I6 of Volume 05, consider this to be a Bonus ROM of sorts from me. The four Bonus Teams from Revision 00 of Volume 05 will be playable outside of the Playoff Mode, and since my sprite editing skills are currently unable to replicate the MIAA Women's Hockey Trophy properly, the teams will instead be aiming to get Lord Stanley's Cup; the Original Game time setting will instead be referred to as the Tournament Game time setting, and that will be 0I5 in~game minutes (0330 to 0500 seconds) per period, which is the MIAA standard for all of their actual games, that is being done for accuracy purposes. In the event that you are legitimately curious about who had won the actual MIAA Women's Hockey Tournaments on March 0I5 of 20I5 at TD Banknorth Garden, then I will gladly tell you that the Reading Rockets had gone to win it all against the Acton~Boxborough Colonials with a 03 to 00 final score in the Division 0I finals, and the Falmouth Clippers had obtained their trophy defeating the Wellesley Raiders with a score of 03 to 02 in Overtime for Division 02. I will gladly re~enact those games whenever I get the opportunity, those truly were games to witness on screen or in person, if possible. ~ Volume 0I: Link will become available upon release. ~ Volume 02: Link will become available upon release. ~ Volume 03: Link will become available upon release. ~ Volume 04: Link will become available upon release. MIAA Women's Hockey 20I5: The Complete Experience Note: This installment will only be created if a 0I00 (or more) Team ROM is to ever be created and available to work from. The Complete Experience will be the ROM to combine all of the teams from Volumes 0I to 05 of the original release, so that those installments may become obsoleted; this ROM would also include the Bonus Teams from Volume 04 and 05, as well as an extra team to fill in for Team Slot 0I00, of which might be a Maximum Difficulty Challenge for the casual players; in the event that I am able to implement things from Hardcore and Personal or The Super 08 at TD Banknorth Garden, then do expect those to be in the game as well, although I would probably have to know how to extend the ROM for that first, but I digress. Given that a 0I00 Team ROM does not exist, please do not expect this installment to be worked on anytime soon, especially not following the Revision 00 releases, I will work on this if it ever becomes a reality though. In the event that this is ever created and finalized, then the below installment will be created as well. MIAA Women's Hockey 20I5 HD: The Definitive Experience (Sega CD and Super 032X) Note: As mentioned above, MIAA Women's Hockey 20I5 HD: The Definitive Experience will only become a reality if MIAA Women's Hockey 20I5: The Complete Experience is ever possible to create and complete. This will be the Definitive Edition of the game, scoring all 099 teams from Volumes 0I to 05, and if possible, probably a few extras to the mix of things as well. There are plentiful major features and changes that I will gladly add into this version of the game, such as adding in features from NHL Hockey '92 to NHL '98, as well as true Anamorphic Widescreen capabilities and even Play~by~Play Commentary by means of the then free DAC channel and the Sega CD's Mode 0I capabilities, in the event that it is ever created, but I do not want to get far too ahead of myself right now, so I will just say to please hold your applause for the project until the creation and release of what would become the true final version of MIAA 20I5. Once this gem is finalized and released, I feel that this title will be as complete as it will probably ever have to be, I do not feel as if anything else will have to be done to this title beyond that point aside from making sequels from it; this final version will more than likely be the optimal quality hockey title that the Generation IV consoles will ever view, and wishfully, many people will continue to play it for many decades to come, The Definitive Experience will be my masterpiece at that respective time, in the event that it be ever created, the only thing that will top it will be a sequel or update. MIAA Women's Hockey 20I5: The Bulk Set This is a compressed file that delivers to you the recent builds of every installment (including Special Editions) available, this file will be updated whenever a new installment is released. This will allow for those that want to get every title together, rather than alone, so that way, they are not missing anything from the series one single bit; as of May of 20I7, this bulk set will be expanded upon to have all major and/or publicly released prototype builds and promotional media present for the sake of keeping all the ROM images in one place, please refer to this link at around that time and beyond if this is your first time downloading from here to assure that you have virtually every copy that you must. ~ Download Link (ZIP): http://www.mediafire.com/download/psj1du99hti2oo7/MIAA+Women%27s+Hockey+20I5%3B+The+Bulk+Set.zip Credits (Original Series): ~ Roya Rockwood (me): Project Creator, Sprite Editor, Text Editor, Technical Direction, Japanese Translation, Roster Editor, Player Ratings, Gameplay Testing, Researcher, and Executive in Charge of Production. ~ Hailey Martin: Alpha Version Testing. ~ Amanda Conway: Influence for the ROM hack's creation. ~ Wboy: Sprite Editor and Player Cards. ~ Smozoma: Hacking Assistance, Advice, and Bugfixes. ~ SWOS: Music Hacking Guidance. ~ Clockwise: Production of Gameplay and Graphical Patches. ~ Kaneda: Production of Six Button Support. ~ Ana Gallardo (ZanaGB): Creator of The Zana GX Font: Volume 0I & II. ~ Nikki Lizotte: Concept Direction and Behind the Scenes Assistance. ~ The MIAA: Team Logos. ~ MyHockey LIVE: Providing of the Player Rosters. Special Thanks to: ~ NHLPA93EASN: Technical Advice. ~ Wboy: Creation of NHL '94: The Thirty Team ROM. ~ Smozoma: Creation of select utilities used for this project. ~ Luna Marie: Extra motivation to work on the project. ~ Hailey Martin: Personal review of the Volume 0I Demo. ~ Kingraph: Technical Advice. ~ Destiny White: Top recommender for the return of blood caused from injuries, this was well desired by her. ~ The Players of the Hack: Of course, those that play the hack deserve my thanks. After all, it is a ROM hack for an audience. (: ~ NHL94.com and its beloved forum: Pretty much for everything that I have learned here in almost a month of being here on the forum. ~ The Players of the MIAA: I might not know the lot of them personally, but hey, this hack is for them as well. I am forever glad to be working on this in dedication to them. ~ Amanda Conway: Once more, this ROM hack would not exist without her influence. She is truly the primary reason for this project's creation, she deserves all of the possible praise for this and her merit. ~ And you!: Both for having a view of this topic and/or playing the hack. Any attention to this is well appreciated. Credits (Tournament Edition): ~ Roya Rockwood (me): Project Creator, Sprite Editor, Text Editor, Technical Direction, Japanese Translation, Roster Editor, Player Ratings, Gameplay Testing, Researcher, and Executive in Charge of Production. ~ Hailey Martin: Alpha Version Testing. ~ Amanda Conway: Influence for the ROM hack's creation. ~ Wboy: Creator of NHLPA Hockey '93: Thirty Team ROM. ~ Smozoma: Hacking Assistance, Advice, and Bugfixes. ~ Slapshot67: Expansion of the editing liberties for NHLPA Hockey '93: Thirty Team ROM. ~ Ana Gallardo (ZanaGB): Creator of The Zana GX Font: Volume 0I & II. ~ Nikki Lizotte: Concept Direction and Behind the Scenes Assistance. ~ The MIAA: Brand Concept. ~ MyHockey LIVE and MassHS Hockey: Providing of the Player Rosters. Special Thanks to: ~ NHLPA93EASN: Technical Advice. ~ Wboy: Creation of NHLPA Hockey '93: The Thirty Team ROM. ~ Smozoma: Creation of select utilities used for this project. ~ Luna Marie: Extra motivation to work on the project. ~ Hailey Martin: Personal review of the Volume 0I Demo. ~ Kingraph: Technical Advice. ~ The Players of the Hack from the Forum: Of course, those that play the hack deserve the thanks. After all, it is a ROM hack for an audience, it would not be here without them. (: ~ NHL94.com and its beloved forum: Pretty much for everything that was learned there in almost a month of being here on the forum. ~ The Players of the MIAA: Those here in Royameadow and Co. might not know the lot of them personally, but hey, this hack is for them as well. We are forever glad to be working on this in dedication to them, they truly do deserve it. ~ Amanda Conway: Once more, this ROM hack would not exist without her influence. She is truly the primary reason for this project's creation, she deserves all of the possible praise for this and her merit. ~ And you!: Both for having a view of this topic and/or playing the hack. Any attention to this is well appreciated at all points in time. Wishfully, I hope that you folks will follow this ROM hack, as I work more on it. MIAA Women's Hockey 20I5 will be a lovely title to play in wherever your computer or console is, once this project is entirely completed; I truly will be glad once it is all ready for you to play, it be all for you in the long run. Stay tuned to this project's thread for further updates, as I work more on the project. There will be much to view, as the months and years go by, it's Women's Hockey at its finest! (:
  14. The people at Emu Crimson Rain had released Revision 035I of Gens Rerecording back on December 05 of last year. Not sure if it has the "Hook RAM" fix, as you have provided above; that might require some examination; but this particular build seems to fix a few issues with displaying certain things in the Debug section and one's experience with recording AVI files, as well as fixing the "Hog CPU" feature in the audio settings, and it even provides extra support for functioning titles and ROM hacks that were made for use on the Super 032X. For the sake of convenience, I thought that it might be best if this revision is supplied here as well. If it helps out any, then feel free to switch to it; I am still using Revisions 034I and 0348 at the moment, but I don't think that it would hurt to examine Revision 035I, given that it is the latest updated version of the emulator that is currently available, and more than likely has more differences than its October of 20I3 counterpart. ~ Link to Gens Rerecording: Revision 035I (Emu Crimson Rain): http://www.emucr.com/2014/12/gens-rerecording-svn-r351.html
  15. Bump. This problem is also happening in my Rise of the North Shore Demo for MIAA Women's Hockey 20I5, and this had occurred while working on the hack using the original NHL '94 ROM, and also while I had begun working from scratch using Wboy's 030 Team ROM. I presume that what's happening here, at least in my case (it might be different for you, as you are using a different ROM than me) is that this is a coding issue where the ROM Image is attempting to read and display players that are not there, and due to that, the game will crash probably due to insufficient, or the lack of, certain data that is supposed to be present; this crash will also happen if you have the Player Lines not properly edited in NOSE, so if you find a line that says "Hex !!!! (Number)", then do make sure that you fix this immediately, or the ROM will crash whenever you go into a Roster Menu, get to that Player Card at Ron Barr's commentary screen, score a goal, get a penalty, and I even think that it happens when a player gets injured, or when the Stars of the Game screen pop up. I presume that this will be a factor for all NHL '94 ROM hackers until one of two probable scenarios happen: ~ Somebody makes a Bugfix of NHL 94 (UE) [!] or Wboy's 030 Team ROM to prevent crashes while reading the roster for each team. ~ Disassembly Hacks become completely possible, both for the original ROM and 030 Team ROM, respectively, which will allow us to deal with the code and other material in a faster and far more bearable way than we are currently subject to deal with. For now, if any of us have a hack that has less players than what NHL '94 originally provides, then best bets are to just have Placeholder Players for now, just so that the ROM doesn't crash at all. You don't have to call them anything aside from "Forward (Number)" and "Defenseman (Number)", as Wboy had done in the 030 Team ROM, and you do not have to have them in your Player Lines, but this is the best way, at the time of this post (that I know of, anyway), that will allow you to go through the Main Menu without having a crash such as this happen; unless if one of the above two scenarios happen though, where we do either get a Bugfix for Assembly Hacks or the ability to make Disassembly Hacks and get rid of the glitch ourselves, we will probably have to use the Placeholder Method for a while, and while it could be a bit strenuous to do this at times, at least there is the hope that this will help out, for the most part.
  16. Thought that I would make a follow~up post to the above matter regarding the corrupted ROM copy. So yeah, I was correct, it was actually the result of me accidentally changing the pallete at the wrong coordinates (0F5CE2 and 0F5FC8) in HivePal, rather than importing a Splash Screen to replace the EA Sports image; the matter has been dealt with and the ROM is once more working normally. As I work more on MIAA Women's Hockey 20I5, I am currently typing into a document all of the hex addresses for the Starting Point of each of the screens in HivePal, primarily so that newcomers that will be doing palette editing will not have what had happened to me happen to them. I will make a new thread on that when the proper time comes; truly will be of major benefit in the long run. (:
  17. Yes, I do have the Image Ditherer, but I have found that it is primarily useful for just switching a 0I6 colour photo to Genesis/Megadrive colours (Option 03), given that I use more editing applications than what is currently available here. I use Irfanview instead; works far faster, for my tastes; to me, it delivers far more accurate palettes to photos as well, but that could be based on the one that uses it, mostly. The folks at SSRG use Irfanview massively, especially for editing most of the menu and Level Select screens in the more modern Classic Sonic ROM hacks. Sonic Classic Heroes, Big's Fishing Derby, Painto Edition II, Sonic the Hedgehog 03 Complete Collection, and a few others that do not come to mind at the moment, are prime examples of what modifying an image with Irfanview is capable of doing in a ROM hack; I recommend to give them a look sometime, when you are able to.
  18. The most recent copy, Copy 0I6b, might have gotten the problem when I had changed parts of the palettes in HivePal. What I had done was that, as I was looking for the palette to change, I had found two coordinates above 0FFAEA (Starting Point 0F5CE2 and Starting Point 0F5FC8, respectively), and both of these had oddly enough shared the same "American Flag" palette that the EA Sports Splash Screen had used; the actual Starting Point for the Thirty Team ROM's EA Sports Splash Screen when using HivePal is 1086EA, and I presume that changing the palettes from 0F5CE2 and 0F5FC8 were the reason that the ROM had gotten corrupt, as I have successfully imported my Splash Screen in Tile Molester Version 00.18a on plentiful other backup copies with the original "American Flag" palette still intact, and the ROM never had this happen to me. I probably might have solved my own problem by saying that, but if there seems to be other factors at hand here with this, then I would be more than glad to provide the corrupted copy privately, in case there is anything else that you could point out about this factor. If you want me to do so, then I will provide three copies: One where the Splash Screen is still the EA Sports image (Copy 0I5), one where that has been changed to my Splash Screen but the "American Flag" palette remains unchanged (Copy 0I6a), and the corrupt ROM that has the modified palette, but also the changes that were done at 0F5CE2 and 0F5FC8 in HivePal (Copy 0I6b); the most stable of the three is Copy 0I5, and later revisions will be built from that one, given the problems with Copy 0I6b that have been mentioned. Tile Molester Version 00.18a has any Splash Screen that is at 0320 x 0224 in emulation set to 040 x 028 tiles. The method that I am using for palette importing is that I set the image into Colour Palette FX (http://www.palettefx.com) to know what colours need to be put into TM, so that the photo goes in with little to no colour loss; that palette gets saved in another set, so that I do not have any problems with the colours for other screens and sprites. From there, I would then go into HivePal and import the colours that I had just put into TM, all the while attempting to find the correct hex address to assure that I am putting everything into the proper sections that they are supposed to be in. As mentioned in my above reply to Smoz, I think that the reason that the ROM had become corrupt was probably because of the fact that I had changed the palettes in Copy 0I6b that were at 0F5CE2 and 0F5FC8, but I will keep your advice mentioned above in mind for later reference; you have provided some worthwhile key points that require good attention to remember, as those can be overlooked at rare times by even the best of developers, so I am glad that you had brought them up. (:
  19. Contrary to what the title says, I am actually referring to the Thirty Team ROM, when I discuss this glitch. I do not think that this happens when hacking the original NHL '94 ROM, but if it does, then I will edit this post accordingly, where applicable. So I had gone out of my way to begin changing the Splash Screens that show up before the title screen. They display as they are normally supposed to, and they do not seem to trigger any glitches in both menus and gameplay. However, changing the EA Sports Splash Screen has resulted in what the footage from the below video presents. Apparently, what I am assuming is happening is that, by changing the EA Sports Splash Screen, as well as its palette, it causes a glitch in the way that Player Cards are presented on Ron Barr's commentary screen, and apparently flood the screen with a massive amount of pixelation, although the sprites for Ron Barr and the Player Cards actually do remain intact, if you mess with the A and C buttons enough to explore the glitch. In the event that any of you are able to help out in understanding why this glitch happens, and/or how I would go about in fixing this, then any assistance is well appreciated. This glitch only happens on my most recent revision copy of MIAA Women's Hockey 20I5: Rise of the North Shore Demo; no other copy before this one has it, as they do not have a modified Splash Screen or Splash Screen Palette, and I do not want this to be present when I do release the Alpha Version/Demo. With that said, deliver your insight. I truly am ample curious about this.
  20. Many thanks in advance, Kingraph. I am more than positive that I will be able to work with the Thirty Team ROM easily, once I figure it all out. (: Got to admit though, I am honestly surprised that there is not much talk in the NHL scene involving modifying the game's artwork. Being a person who had grown up watching the evolution of the Sonic Hacking scene over the years (currently, I am a 03+ year trialist at SSRG, and I did have a trial membership at Sonic Retro a long time back), I have viewed a lot primarily done in the art aspect, so coming over to here knowing what I do about changing a game's art, I was kind of surprised that NHL graphics editing is massively underlooked; it truly deserves better than it gets.
  21. Well, I could not find a proper link for the Thirty Team ROM, so I had decided to use the original instead. While it appears that the Thirty Team ROM is indeed easier to use, by comparison, I already have five teams and a font change with the original ROM that I am using; moving all of that over to the Thirty Team ROM, given this circumstance, I do not know if it will be labourous, so I am just playing it safe by asking about this to prevent having to redo the eight days of teams, palette, and text sprite changes that I have done already. There are 027 teams in the MIAA Women's Hockey League that will be used for the first hack (Division 0I has 027 teams, and Division 02 has 039; as this totals up to 066 teams in the league, this hack will be released in three or four Volumes), and 028 in the original NHL '94 ROM image, so I will have enough space to put in all of the teams (plus something I have planned for the Revision 00 release), regardless of which version that I use. If being able to move things over to the Thirty Team ROM are possible, in the event that I ever get a copy, then I will do that instead; as mentioned above though, if somebody were only to be able to use the original NHL '94 ROM instead, as I currently am, if tutorials did exist for being able to properly use Tile Molester with it, then chances are that more newcomers would have a higher level of accessibility for making a hack, even if it is not with the optimal resources.
  22. I think that I might need to explain what I mean by this. Wishfully, I do get an answer on this, it truly would help out in the long run; not just for me, but for those who are getting into hacking. So based on what I have viewed on NHL94.com and the forum, there does not appear to be any available video tutorials for using Tile Molester on a graphically unmodified ROM image of NHL '94, particularly NHL 94 (UE) [!], which my hack MIAA Women's Hockey 20I5 is being made from. The only video tutorials that I have noticed are available are specifically for the Thirty Team ROM, which bears different offsets for most or all objects in the game; given that NHL 94 (UE) [!] does not have the same offsets for sprites that the Thirty Team ROM does, I truly do feel that tutorials for editing certain things in the original ROM via Tile Molester is rather necessary, if it has not been already done, primarily because newcomers and novices that are using the original ROM might not be able to figure this out on their own, and if they view the Thirty Team ROM tutorials instead, then I presume that they might become a bit confused as to what they are supposed to do, in the long run, as they would be looking for offsets that are not there or correct. With that said, would there happen to be video tutorials for using Tile Molester with the original NHL '94 ROM image; and if there are not any, then would there happen to be a chance that such tutorials will ever be made for those that either are not using or don't have access to the Thirty Team ROM? I am primarily asking about this because I am currently having trouble working with modifying the Splash Screens, Title Screen, Team Logos, and the Player Cards in the original ROM image; I already have some images that I want to put in to test out before finalizing the Master Copy of MIAA Women's Hockey 20I5: Rise of the North Shore Demo for a release, but without such knowledge about where to put said images without them being put in the wrong section or coming out slightly altered, I sadly cannot do this just yet. For those of you who are able to help out with this factor, in the event that you've the time to either discuss this or make a tutorial for myself and future members, then I would gladly accept any assistance on this; anything to help make the tutorial section feel more complete, I am more than positive that many will appreciate this.
  23. Glad you asked about that. I don't know; early last year, I just grew tired of the way that "1" looks in this font, so I tend to use the Capital I in place of it (unless if I am working on code, of course). I'll go back to using the "1" button though, if it is considered a bit confusing to some. Truthfully, I am rarely ever asked about this, much to my shock and surprise, so I am glad that you had pointed it out. (:
  24. How do you do, ladies and gentlepeople? I hope that you are having a good day or night, whatever point of time it happens to be in your area. For those that do not know who I am, I am Roya Rockwood. I am the creator of Royameadow and Co.: A group made back in I999 (but not launched until 2003) that is based solely on the desire of delivering Variety based entertainment towards its audience. I come to the NHL '94 Forum primarily as a researcher and Novice to Intermediate level ROM hacker of sorts. NHL '94 has been a title that I have been studying since 2000, as it was my first Sports game alongside RBI Baseball III to '94, as well as Lakers versus Celtics and the NBA Playoffs; I have also been learning how to develop ROM hacks of NHL '94 since at least 20I2, primarily due to the fact that I had wanted to remake the game with an All Female roster since 2006, something that is not usually thought of or even implemented in the NHL '94 hacking scene, from what I have viewed of it, and I had felt that this would be an ample lovely addition to the scene in the long run. Currently, my main project in modifying NHL '94 is a hack that I currently refer to as MIAA Women's Hockey 20I5, of which is a modification of the Genesis version of the game that primarily includes (almost) every player in the 20I4~20I5 MIAA Women's Hockey roster. I will talk more about this one in another thread, when the time is proper; this project is in a very early state, but guaranteed, when I am ready to talk more about it, I shall in the respective section(s). Anywho, if you have any questions for me or just want to talk about something, then I am more than glad to discuss anything that you have to bring to the table. At the time of this post, I will mostly be looking around to get myself used to the forum, but hey, if I have any major questions that come to mind, then expect a post from me every now and then. Hoping that I enjoy it here. Based on my first impression of this forum, I already enjoy what I am viewing. (:
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