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Asher413

NHL '95 Gen- Season/Division notes

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Season Schedule notes:

The schedule is found in the following places for NHL '95-98:

'95: 00008DD9-00009720                     '96: 00013559-00013E9F           '97:     000176BB-00017FCE     '98:  

The schedules for '95, '96 and '97 (I haven't looked at '98 yet) appear to be in the following format:

1 byte to say the number of games on a day (including the 00's for the all start break), 2 bytes for each game, home team, then away team (Team bytes are in alphabetical order, from 00 for Anaheim to 19 for Winnipeg.  Dallas is in alphabetical order, not the Minnesota slot).  Editing the schedule works in '95 as long as you either: A. End the season on byte 9720, or B. copy the "end of season" code after 9720 to the end of your custom schedule (I haven't tested how much, but it works in my '94-'95 replay rom with about 64 bytes copied at the end).

I copied the schedule from '97 to '95 successfully, adding some empty bytes at the end.  A simulated season of 82 games went off just fine!  '96 worked fine until the end of the 82 games, but it still felt like it wanted more games, and crashed.

Division notes:

The divisions are found in two places, and it appears both need edited to stick (in '95).  At 0009D648 ('95) and 00014286 ('96) the teams are listed in alphabetical order from the Pacific, Central, Northeast and Atlantic.  At 00091918 ('95) and 0001D9D58 ('96) you find the # of teams in the Pacific, followed by the teams, the # of teams in the Central followed by the teams, etc. for each division.  In '96, then, the # of teams in the Western conference, followed by the teams, and # of teams in the Eastern Conference, followed by the teams.

It is was possible to swap team bytes in BOTH places to move teams around in '95.  I could not change the size of the divisions without errors and a lockup.  In '96 the standings screen would lock up with a straight switch (QUE/ANA), but display oddly if you only changed the lists at 0001D9D58.

Other season notes:

In '95: The month names on the "Games Today" screen is text that can be found in the ROM (Just look for "October"), and edited easily.  However, the month on the team's schedule is a graphic, so the text change doesn't impact that.

I have not yet found what impacts the player stats in simulating a season.  I've been able to identify every byte but one within a team/player data (where you can edit players, uniforms, etc- most of which is done in nose).  I am 95% certain it is coded somewhere based on a roster spot- (you can give the player in Ray Bourque's spot all 0 ratings, and he will still put up 100+ points in a season when simulating games), but I'm not sure how or where it is.  I'm fairly confident it is not attached to bytes of player ratings and name.

Where the offense/defense/home/away bytes are found in '92-'94 doesn't feel like it impacts season simulation at a notable level.

 

Edited by Asher413
Continual cleanup to keep first post readable/informative
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@Asher413 is a beacon of light during these dark times!

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I have made a small breakthrough today (which will need more exploring):

I was able to create a functional season of 48 games with the 1994-95 schedule, that did NOT require any ending of the season early.  The key was to move the 'empty' days from the end of the season to the front of the season.  I also copied the next few lines of code to the end of the schedule as well, then filled in the gap with FF's.  I'm not sure how much code is needed to move.  This does lead to a longer time period to set up a season, and the game was auto-simulating the 80 or so empty days of lockout when the season is created.

This was disappointing in the fact I can't use the correct dates, and the 15th of the last month *must* be the last day of scheduled games, but a step forward none-the-less.

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6124550f34a0e157-the-matrix-film-gif-by-

Nice Work!

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More randomness (I try to capture it for others to use in their works!)

I have not yet found what impacts the player stats in simulating a season.  I've been able to identify every byte but one within a team/player data (where you can edit players, uniforms, etc- most of which is done in nose).  I am 95% certain it is coded somewhere based on a roster spot- (you can give the player in Ray Bourque's spot all 0 ratings, and he will still put up 100+ points in a season when simulating games), but I'm not sure how or where it is.  I'm fairly confident it is not attached to bytes of player ratings and name.  But the classic example for me is Gretzky- I've traded him a lot (as a kid) moved him around now while editing, and there is no way he'd be programmed to get 35 points in a season (or even 10 once!).  You could build a rom where you place the best players in the right spots or catalog the spots, but I'm running into unrealistic numbers (you could have a perfect player on Anaheim and they probably won't break 70 points, or a player on Detroit will always go Fedorov level crazy...)

Where the offense/defense/home/away bytes are found in '92-'94 doesn't feel like it impacts season simulation at a notable level.  In my rom, Quebec, Pittsburgh and Detroit all have 6 offenses, and Detroit tends to score a goal a game more over a season than the other two, while 0 offense teams regularly outscore Quebec.

I'm unsure where to look for the simulation values outside of those places.

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@Asher413  very interesting stuff!

Yeah I have noticed that too on the slots.  I made a super team and simmed when @kingraph was working on the 95 project.  And the team did not fair any better.  And the guys that took over the spots in the line up that were previously held by top players had great stat lines for the season.

Good find too on the home/away stuff.  Are there bytes at all that give extra advantage for home and away like 94 in a reg game?  I don't think anywhere in the game or manual they talk about an advantage in 95.  

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6 hours ago, segathon said:

Good find too on the home/away stuff.  Are there bytes at all that give extra advantage for home and away like 94 in a reg game?  I don't think anywhere in the game or manual they talk about an advantage in 95.  

The bytes are there, but i'm not sure if they impact anything.

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