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How to Use the Hacks in: NHL 94: 2022 Edition v6 by Adam Catalyst


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How to Use the Hacks in: NHL 94: 2022 Edition v6 by Adam Catalyst


This is a counterpart to my ROM NHL 94: 2022 v6.0 2022 06 12. I wanted to document and share how you could tweak some of the game logic to suit your own tastes better, and what these hack do. Furthermore, I wanted to make it easier for anyone to lift any of these hacks for their own ROMs. Grab a HEX editor (I use Hex Fiend but any will do) and change things up!

 

HEX Hacks


  1. Title Screen Credits
  2. Text Edits
  3. Menu Crash Fix
  4. Player Overall Ratings Formula
  5. Smaller Hot/Cold variance
  6. Rink & Net Size
  7. Speed Burst Multiplier
  8. Stopping & Crossover Rate
  9. Energy Depletion & Recovery
  10. Stars of the Game Formula
  11. Stars of the Game Typesetting
  12. Player Cards - Vegas & Washington Crash Fix

The numbers in parenthesis after each heading indicate the ROM version and date that these values were changed.

 

0. Team Data Re-Allocation (v5.0 2022 05 17)


If you decide to edit the ROM in NOSE, please note that the feature “Auto-Byte Allocation” may screw things up. My ROM was re-structured with a fixed 820 bytes allocated for each team. This should be enough for most purposes, and it is recommend that you do not enable “Auto-Bytes Allocation” unless you know what you’re doing.

 

1. Title Screen Credits (v6.0 2022 06 12)


Everything you need to know is at: https://forum.nhl94.com/index.php?/topic/12299-howto-edit-the-game-credits/

Quote

“The credits roll at the bottom of the main splash screen.

Credits are arranged into lines, and pages. The credits roll up, line by line, until a page end is reached, then it pauses for a second or so before going onto subsequent lines. Typically you arrange the credits into groups of up to 4 lines (since 4 lines can be displayed at once), but I guess you could create longer pages, but they would just keep scrolling, instead of pausing to let you read them.

The credits start at offset @5776 in the ROM

The maximum width of a line is 24 displayed characters.

A line begins with hex 00xx where xx is the length of the line in hex, plus 2. For example, a line with 18 characters would be preceded with 0014 (since 18dec = 12hex, and add 2 to get 14hex).

A line must be an even number of characters. If your line has an odd number of characters, then add a 00 byte on the end. It will display as a space.

A 'page' is ended with hex 0004FF00. This creates a pause in the scrolling for a second or so.

You have to be careful when editing the credits that you don't change the size of the ROM by inserting or deleting bytes. You need to do your work in overwrite mode.

The end of the credit area is at 5B1B. The total size is 3a6. To end the credits, insert two consecutive page ends (0004ff00 0004ff00).

You can add an empty line in a page with 0002.”

When making major disruptive edits to the credits, my personal advice is to…

  1. Write out exactly what you want it to say.
  2. Conform it to the character count and other limitations of the ROM.
  3. Code it outside of the ROM.
  4. Paste it into the ROM.

For major edits, I found it much easier to re-write the whole thing from front to back rather than working from within. Minor edits are easy enough to make inline once you get the hang of it.


Credits @
0x005776

Original

0018 24203139 39332045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00144465 7369676E 20616461 70746564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72000004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6500 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7300 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65000004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73000004 FF000014 506C6179 65722052 6174696E 67732062 79000010 49676F72 204B7570 65726D61 6E000004 FF000018 506C6179 65722043 61726420 50686F74 6F732062 79000010 53746576 65204261 62696E65 61750004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 001C4541 20486F63 6B657920 4C656167 75652043 68616D70 696F6E00 000E4B65 76696E20 486F6761 6E000004 FF000002 0004FF00 0004FF00 0000


Revised   

0018 24203230 32322045 6C656374 726F6E69 63204172 7473000E 4C696365 6E736564 20627900 00185365 67612045 6E746572 70726973 6573204C 74642E00 0004FF00 00084E48 4C273934 00020012 32303232 20456469 74696F6E 20627920 00104164 616D2043 6174616C 79737420 0004FF00 000E7665 7273696F 6E20362E 30200002 000C3230 32322E36 2E313220 0004FF00 00164275 696C7420 6F6E2074 68652077 6F726B20 6F66001A 74686520 4E484C39 342E636F 6D20636F 6D6D756E 69747920 0004FF00 00144261 73656420 6F6E204E 484C2739 34206279 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00105072 6F677261 6D6D6564 20627900 000E4D61 726B204C 65737365 72200004 FF00000E 47726170 68696373 20627900 000C446F 75672057 696B6520 0004FF00 00164261 73656420 6F6E204E 484C5041 20393320 6279000E 4A696D20 53696D6D 6F6E7320 0004FF00 00144D75 73696320 616E6420 536F756E 64206279 000E526F 62204875 62626172 64000004 FF000010 4F726761 6E204D75 73696320 62790010 44696574 65722052 7565686C 65200004 FF000014 45786563 75746976 65205072 6F647563 6572000C 53636F74 74204F72 72000004 FF00000E 50726F64 75636564 20627900 00104D69 63686165 6C204272 6F6F6B00 0004FF00 00144173 73697374 616E7420 50726F64 75636572 000E4B65 76696E20 486F6761 6E000004 FF000016 54656368 6E696361 6C204469 72656374 6F727300 000C526F 62204861 72726973 000E4C6F 6E204D65 696E6563 6B650004 FF00000C 54657374 696E6720 6279000A 59756E20 5368696E 000C4B65 6E20526F 67657273 000C4372 61696720 57696B65 0004FF00 000C5465 7374696E 67206279 000E4A6F 686E2042 6F657269 6F00000C 4A656420 47617276 6579000C 47616265 20426F79 73200004 FF000014 53706563 69616C20 5468616E 6B732074 6F00000C 426F6220 426F7267 656E000C 44616E20 42726F6F 6B00000E 4A756C69 65204372 65737361 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00105261 6E647920 44656C75 63636869 000E4A65 66662046 656E6E65 6C00000C 43686970 204C616E 67650004 FF000014 53706563 69616C20 5468616E 6B732074 6F000010 42617272 79204D65 6C726F73 6500000E 53636F74 74205072 6F62696E 000C4961 6E205075 6C766572 0004FF00 00145370 65636961 6C205468 616E6B73 20746F00 00104D69 6B652052 7562696E 656C6C69 000C4B79 72612057 6F6F6479 0004FF00 00020004 FF000004 FF00

 

 

2. Text Edits (v3.1 2021 01 06)


The following text edits were made. In each case below, the original text is on the left, my revisions are on the right.
 


Main Menu

0xF8116
Period Len. —> Period Length

0xF8136
Leave Off! —> User Records

0xF8004
On —> On (Not Recommended)
 


Pre-Game

0xFCD8D
ADVANTAGE: —> ADVANTAGE

0xFD406
center —> Forward

0xFD418
left forward —> Forward

0xFD406
right forward —> Forward

0xFD406
left defenseman —> Defence

0xFD406
right defenseman —> Defence

0xFD453
goalie —> Goaltending
 


In-Game Menu

0x9EDA
no goalie —> NO GOALIE
 


 

 

3. Menu Crash Fix (v3.0 2022 01 04)


This prevents the Main Menu from crashing when it shows the goalie image for Washington, etc.
 


Menu Crash Fix 1/2 @
0xF8AB0, 0xF8B2C

Original
4EB9000F98C6, 4EB9000F9AAC

Revised
4E714E714E71, 4E714E714E71
 


Menu Crash Fix 2/2 @
0xF8A8E, 0xF8B0C, 0xF8B42

Original
4E, 4E, 4E

Revised (erases first, third and fourth lines)
20, 20, 20
 


 

 

4. Player Overall Ratings Formula (v6.0 2022 06 12)


From: https://forum.nhl94.com/index.php?/topic/10098-how-to-edit-the-player-overall-rating-formula/#comment-76406

Quote

 

“Starting at location 0x000FAB1C, there is a list of values 16 bytes long:

02. 02. 02. 02. 04. 06. 02. 04. 02. 04. 06. 06. 04. 02. 02 02

Agr Pas Rgh End ShA StH H/F Chk ShP DfA OfA Spd Agi Wgt #2 #1

GlL GlR StL StR NA NA NA NA PC DA OA Sp Ag Wet #2 #1

The values are BACKWARDS and DOUBLED! That is, they run in reverse order to the bit order listed above, and are double the value of the actual multiplier. So, you can see that Speed has a value of "06" which means in the Overall formula, speed has a multiplier of 3.

You may notice that there are no zero values: to make something have no multiplier, you are supposed to use a zero in the bit field -- do not make the value zero in this list of multipliers.

Now, if you want to change the formula for goalies, these values are at:

0x00019582 (value is 130F)

0x000FAB2C (value is 02 02 02 02 02 02 02 02 09 09 02 02 09 02 02 02)”

 


I have included all the original and altered values below. If you skip ahead and start reading my ratings formula, you may find yourself scratching your head or outright disagreeing. It is important to understand a few key things first…

1. Player Attribute ratings affect how every single player plays, and as a whole have a significant affect on how the game plays. 

2. Player Overall ratings do absolutely nothing to gameplay.

3. How I rated Player Attributes would be an epic post that I doubt I’d ever have time to write, but I can summarize it as follows: I have rated Player Attributes to make the sprites play, relatively to eachother, as accurately as possible to their real-life counterparts, while updating the gameplay to be more realistically modern. This is the single most important thing to setting the game’s feel and flow.

After my initial version was released, I received feedback critical of some of the Overall Ratings people were seeing, not because they were unrealistic for the game, but because they were unrealistic for the real world. I realized that I was missing something…

4. Overall Ratings matter to people as part of the holistic immersive experience.

Once I realized this, I went about customizing the Overall Rating formulas with a goal of taking the carefully considered Player Attribute ratings which set the gameplay, and generating Overall Ratings that reflect how people feel about the players in the real world. 

For these reasons, the following ratings may not be of terrible interest or use, since they are a specific counterpart to my Player Attribute ratings, and the specific goals I had set.

 


Goaltenders Original formula
1.0 - Stick Left
1.0 - Glove Right
1.0 - Stick Left   
1.0 - Stick Right 
—  - N/A 
—  - N/A 
—  - N/A 
—  - N/A 
4.5 - Puck Control
4.5 - Defensive Awareness
—  - Offensive Awareness
—  - Speed
4.5 - Agility
—  - Weight
—  - #2
—  - #1

Goaltenders Revised formula
2.0 - Stick Left
2.0 - Glove Right
2.0 - Stick Left   
2.0 - Stick Right 
—  - N/A 
—  - N/A 
—  - N/A 
—  - N/A 
7.5 - Puck Control
4.0 - Defensive Awareness
—  - Offensive Awareness
—  - Speed
8.0 - Agility
—  - Weight
—  - #2
—  - #1

This translates to the following code changes:

Goaltender Overall Rating Formula @
0x000FAB2C

Original
02 02 02 02 02 02 02 02 09 09 02 02 09 02 02 02

Revised
04 04 04 04 02 02 02 02 0F 08 02 02 10 02 02 02
 


Skaters Original formula
—  - Aggressiveness
1.0 - Passing
—  - Roughness (Bias)
1.0 - Endurance
2.0 - Shot Accuracy
3.0 - Stick Handling
—  - Handed/Fighting
2.0 - Checking
1.0 - Shot Power
2.0 - Defensive Awareness
3.0 - Offensive Awareness
3.0 - Speed
2.0 - Agility
—  - Weight
—  - #2
—  - #1

Skaters Revised formula
—  - Aggressiveness
3.0 - Passing
—  - Roughness (Bias)
1.0 - Endurance
4.0 - Shot Accuracy
3.0 - Stick Handling
—  - Handed/Fighting
2.0 - Checking
4.0 - Shot Power
4.5 - Defensive Awareness
4.0 - Offensive Awareness
3.0 - Speed
3.0 - Agility
2.0  - Weight
—  - #2
—  - #1

This translates to the following code changes:

Skater Overall Rating Formula @
0x000FAB1C

Original
02 02 02 02 04 06 02 04 02 04 06 06 04 02 02 02

Revised
02 06 02 02 08 06 02 04 08 09 08 06 06 06 02 02


Furthermore, we need to enable weight to be used in the Overall calculations for Skaters, otherwies this value is ignored.

Set Skater Attributes to be used in Overall Rating calculations @
0x00019420

Original
1FBA

Revised
3FBA
 


 

 

5. Smaller Hot/Cold bonuses (v3.0 2022 01 04)


From: https://forum.nhl94.com/index.php?/topic/21637-how-to-change-the-variation-of-hotcold-in-a-rom/

Quote

 

“What this hack does is limit the variation of Hot/Cold bonus in the ROM. In the vanilla ROM, the Hot/Cold can vary between -9/+8 (negative is Cold, positive is Hot).

The RNG function used by many things in the game starts at 0x01107A. The RNG function requires an "input", and at the end, produces a "random" result using the "input" as its negative limit. For the Hot/Cold bonus, this "input" value is stored at 0x0F70AD. In the vanilla ROM, the value is 09.

Changing the byte at 0x0F70AD from 09 to 04, for example, will set the Hot/Cold variation from -9/+8 to -4/+3.

Note, internally, the game take this value and divides it by 3 (and drops the remainder). So, for example, changing the value to -4, we get a -4/+3 variation. But, in reality, -4 is the viewed the same as -3 by the game since it divides and drops the remainder.”

 


The original RNG of 9 plays out as follows…
~6% (1/18) odds of -3   (random values -9)
~17% (3/18) odds of -2   (random values -8,-7,-6)
~17% (3/18) odds of -1   (random values -5,-4,-3)
~28% (5/18) odds of 0   (random values -2,-1, 0,+1,+2)
~17% (3/18) odds of +1   (random values +3,+4,+5)
~17% (3/18) odds of +2  (random value of +6,+7,+8)
 
I am using an RNG value of 7 which plays out as follows…
~14% (2/14) odds of -2   (random values -7,-6)
~21% (3/14) odds of -1   (random values -5,-4,-3)
~36% (5/14) odds of 0   (random values -2,-1, 0,+1,+2)
~21% (3/14) odds of +1   (random values +3,+4,+5)
~7% (2/14) odds of +2  (random value of +6)
 
Not a huge change, but it reduced the chance that an attribute will be boosted or cut by more than 1 from 40%, to 21%.
 


Random Number Generator Range @
0x0F70AD

Original
09

Revised
07
 


 

 

6. Rink & Net Size (v3.0 2022 01 04)


By adjusting the geometry of the rink and net size, you can do more than just change up the rebounds from the boards, you can make it more difficult to score, easier to hit the post, add a bit more space behind the net, and make it harder to accidentally score goals on yourself when stick-handling around your own net with the puck.

References: https://forum.nhl94.com/index.php?/topic/18850-how-to-make-puck-hit-boards-instead-of-invisible-barrier/
 


Side-boards barrier 3 pixels wider, and Goal Post barrier 3 pixels narrower:

Side Boards & Goal Posts @
0x17012

Original
0005

Revised
0002
 


End-boards barrier 2 pixels longer, and Back of Net 2 pixels shallower:

End Boards & Back of Net @
0x17014

Original
0005

Revised
0003
 


 

 

7. Speed Burst Multiplier (v5.2 2022 05 20)


From: https://forum.nhl94.com/index.php?/topic/3430-9x-hack-c-button-speed-burst/

Quote

“This hack allows you to control the multiplying factor that gets applied against your current speed to when the C button is pressed and you are not in possession of the puck.

The default value for all years is $20 hex (32 x) which is set via a different method, which this hack modifies. To alter this value, change the bytes EE48 to 70?? ... where ?? equals multiplying factor in hex

7001 (1 x) effectively disables the thrust (though the animation still occurs).

7010 (16 x) halves the game default, making it less effective to chase down a break away.

7040 (64 x) makes your player zoom across the rink with bouncing off all in his way.

Set it too high (7060 or above for your novelty roms) and it can cause you players to zoom backwards (wont explain why here, but there is valid reasons!).


The original Speed Boost Multiplier of 32x was reduced by 25% to 24x, which seemed to provide a much more realistic surge. However, in play testing I found that by lowering the effect of the Speed Boost, the person playing used more speed boosts to try and keep pace. Since each Speed Boost has an energy cost of ~5%, changing this value should be made with consideration for the Energy Depletion & Recovery (which is covered next.)

Speed Burst Multiplier @
0x00BB88

Original (Equivalent to 7020 or 32x)
EE48

Revised (24x)
7018
 


 

 

8. Stopping & Crossover Rate (v6.0 2022 06 12)


From: https://forum.nhl94.com/index.php?/topic/3431-9x-hack-stop-turn-ability/

Quote

“This hack allows you to control the stopping distance and turn of a skater when skating from one direction to the opposite (e.g. Up to down, left to right etc.). 

The higher the value, the quicker a skater will pull up and turn (possibly in addition to their agility rating). A high enough value will even make the skater change directions so quick it defies Newton's law of Motion.

The lower the value, the longer it takes to stop. If you set to 0001, your skater will do a huuuuuuuugggeee hockey stop... then turn (eventually).”

NHL 94 (UE) [!]

$ 010E24:0096 - from Left of screen to Right

$ 010E32:0096 - from Right of screen to Left

$ 010E48:0096 - from Top of screen to Bottom

$ 010E56:0096 - from Bottom of screen to Top

The original Stopping & Crossover rate of 150 was unrealistically slow for how contemporary hockey is played. Raising this value (slightly) increases the perceived responsiveness of skaters. I found that a value of 224–300 seems realistically responsive. Please note that these values have to be set for each of the four directions a player can stop.


Stopping & Crossover Rate (From Left of screen to Right) @
0x010E24 

Original (150)
0096

Revised (256)
0100
 


Stopping & Crossover Rate (From Right of screen to Left) @
0x010E32

Original (150)
0096

Revised (256)
0100
 


Stopping & Crossover Rate (From Top of screen to Bottom) @
0x010E48

Original (150)
0096

Revised (256)
0100
 


Stopping & Crossover Rate (From Bottom of screen to Top) @
0x010E56 

Original (150)
0096

Revised (256)
0100
 


 

 

9. Energy Depletion & Recovery (v6.0 2022 06 12)


From: https://forum.nhl94.com/index.php?/topic/3429-how-to-9x-hack-player-energy/

Quote

“Players have 4096 ($1000) energy units, which deplete at a rate of 33 ($0021) while on the ice, and replenishes at a rate of 9 ($0009) while on the bench.”


I have done incomplete research on the affects of this, so I am not 100% sure I got this all correct, but this is what I observed.

  • Each time a player Speed Bursts / Body Checks they seem to consumer 5% energy. This appears to be a constant regardless of the energy Depletion Rate (DR). I believe this is why Defencemen, (who tend to have a higher Checking rating, which increases both quality and frequency body checking) seem to deplete energy faster than the forwards.
     
  • By raising the DR, you can in effect reduce the relative affect that Speed Bursts / Body Checking has on causing player fatigue.
     
  • The original game Recovery Rate (RR) of 9 would take ~7.5 minutes (450 seconds) for a player with zero energy left to fully recover. An RR of 16 seems to re-generate ~24.5% energy per minute sitting on the bench. If somehow a player ever gets completely tanked, with this setting it will take them just over 4 minutes (~245 seconds )to fully recharge on the bench.
     
  • Other settings I tested were an RR of 17, which took ~235 seconds for 100 energy recovers, and an RR of 18, which took ~220 seconds for 100 energy recovery.
     
  • Since the Speed Burst depletion rate is a constant, one way to think about setting the RR is the amount of seconds a player has to rest on the bench for every speed Burst / Body Check on their shift. An RR of 16 will cost you just over 12 seconds of rest on the bench for each speed burst used. The original RR of 9 would take ~22.5 seconds of recovery for each Speed Burst / Body Check.
     
  • The original game had a Depletion to Recovery ratio of ~3.67:1. Raising this ratio will increase the likelihood that you have to play with fatigued players, and will need to make strategic line changes or play stoppages. Lowering this ratio will have the inverse effect.
     
  • When the Speed Burst multiplier is lowered, the person playing tends to use more speed bursts to try and keep pace. This fatigues the player much more quickly, and this effect should be considered and compensated for when setting the Depletion & Recovery rates.

After play testing, I settled on a Depletion:Recovery ratio of 3:1, with values changed from 33:9 to 48:16. I believe this offers much more realistic energy energy depletion & recovery, rewarding more realistic player usage & line-changes.

 


Depletion Rate @
0x010D42

Original (33)
0021

Revised (48)
0030
 


Recovery Rate @
0x007A1A

Original (9)
0009

Revised (16)
0010
 



 

10. Stars of the Game Formula (v4.0 2022 03 16)


References: https://forum.nhl94.com/index.php?/topic/12181-tool-hack-applicator-aka-smozrom/

I used a custom Stars of the Game code, based on Smozoma’s, but with a few modifications:

  • Star points for Time on Ice has been restored. This prevents the game from crashing in rare circumstances where three different players have not registered enough meaningful stats to qualify for Star Points.
  • In order to accommodate this, Skater Shots & Checks must be assigned the same amount of Star Points. (Smozoma’s code allowed these to be assigned differently.)
  • Logic for detecting a Goalie’s minimum playtime to determine eligibility for Star Points has been removed. This means that any goalie who has faced shots during the game are eligible for Star Points, regardless of the amount of the game they played. I do not know what negative ramifications this might hold, but I’ve yet to see any in months of play.
     

Furthermore, I used custom values after play testing a wide array of scenarios. I settled on the following star point values

  • Goal +9000
  • Assist +5000
  • Check or Shot +1000
  • Goalie Shot Against +1000
  • Goalie Goal Against -6000
  • Goalie Shut-Out +6000

The variables used for “Goal Against” and “Shot Against” end up creating a mandatory minimum save percentage floor in order for a goalie to earn Star Points. I personally found that a -6:1 ratio worked best for me, meaning that goalies are only racking up Star Points for each shot faced with a save percentage above .857.

Furthermore, skaters receive points at a rate of 1 point per each second on the ice. Without any line changes, that means…

  • 300 pts. per 5 minute period (x3=900)
  • 600 pts. per 10 minute period (x3=1800)
  • 1200 pts. per 20 minute period (x3=3600)

Set your Star Point values high enough so that these time bonuses are used for tie-breaking, but do not supersede any more meaningful metrics.
 


Stars of the Game @
0x018698

Original

B8406200 003C4241 122A00B4 C2FC2AF8 D3944241 122A00CE C2FC2774 D3944241 122A00E8 C2FC000A 4A436600 000EC2FC 0064D394 4281D269 0136D394 6000003A BA690136 62000032 4241122A 00B4C2FC 00644242 142A00E8 6700001E 82C2B27C 00046200 00140694 00007D00 4A416600 00080694 000124F8 5449524A 584C51CC FF7E4E75

Revised

4241122A 00CEC2FC 13884242 142A00E8 B8406200 002AD394 4241122A 00B4C2FC 2328D394 4241122A 0102D441 C4FC03E8 D5944281 D2690136 D3946000 003ABA69 01366200 00324A42 6700002C E281D394 4241122A 00B44A41 66000008 06940000 1770C3FC E890D394 4A436A00 00045382 C4FC03E8 D5945449 524A584C 51CCFF80 4E75FFFF

Once you have implemented my revised code, you can change variable values as follows:
 


Goal @
0x0186B8

(9000)
2328
 


Assist @
0x0186A0

(5000)
1388
 


Check or Shot @
0x0186C6

(1000)
03E8
 


Goalie Shot Against @
0x01870A

(1000)
03E8
 


Goalie Goal Against @
0x0186FC

(-6000)
This negative number must be formatted as a Hex Signed 2’s Complement. You can do this conversion here: https://www.rapidtables.com/convert/number/decimal-to-hex.html
E890
 


Goalie Shut-Out @
0x0186F8

(6000)
1770
 


 

 

11. Stars of the Game typesetting (v3.0 2022 01 04)


There is a single space character at the end of “Stars of the Game ”. If you move this space to the beginning of the text, it moves the text a little to the right, which was desirable for me with the Star icons on the left.

Stars of the Game typesetting @
0x18555

Original “Stars of the Game ”
10537461 7273206F 66207468 65204761 6D65BF03 0F00227C

Revised “ STARS OF THE GAME”
10205354 41525320 4F462054 48452047 414D45BF 030F227C
 



 

12. Player Cards - Vegas & Washington Crash Fix (v3.0 2022 01 04)


I spent an obsessive amount of hours trying to understand the Player Cards & User Records systems, and to update them back to full functionality with 32-teams. I got close, but was never able to get it done. And very unfortunately, my research notes on this are an incomprehensible mess. The following modifation will prevent the Player Cards for Washington from crashing the game. I can’t tell you why. I can only tell you this works, as long as User Records are turned off and/or there is no saved stats for the Washington goaltenders.

Player Cards - Washington Crash Fix @
0xFA49C, 0xFA4A8

Original
3238, 3238

Revised
0000, 0000
 



Got any questions? Just let me know!

-Adam

Edited by AdamCatalyst
Included more research on Energy Recover Rates
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  • AdamCatalyst changed the title to How to Use the Hacks in: NHL 94: 2022 Edition v5.2 by Adam Catalyst

NHL’s 2022 Team Colours Key Adapted Values

Key Team Colours mapped to the Sega MD/Genesis colour space.

Anaheim

224  64   0 - Orange

160 128  64 - Gold

160 160 160 - Silver

 

Arizona

128 32  32 - Red

  0 64  32 - Green

192 192 160 - Sand

 

Boston

224 160   0 - Yellow

 

Buffalo

  0  32 128 - Blue

224 160   0 - Yellow

 

Calgary

192   0  32 - Red

224 160  64 - Yellow

 

Carolina

192   0  32 - Red

224  32  64 - Light Red

 

Chicago

192   0  32 - Red

 

Colorado

96 32   64 - Burgundy

32  96 160 - Blue

160 160 160 - Silver

 

Columbus

  0  32  96 - Blue

192   0  32 - Red

160 160 160 - Silver

 

Dallas

  0  96  64 - Green

 

Detroit

192   0  32 - Red

 

Edmonton

  0  32  64 - Blue

224  64   0 - Orange

 

Florida

192   0  32 - Red

  0  32 128 - Blue

160 128  64 - Tan

 

Los Angeles

160 160 160 - Silver

 

Minnesota

  0  64  32 - Green

160  32  32 - Red

224 160   0 - Yellow

192 192 160 - Wheat

 

Montreal

160   0  32 - Red

  0  32  96 - Blue (Logo)

  0  32 128 - Blue (Uniform)

 

Nashville

224 160   0 - Yellow

  0  32  64 - Blue

 

New Jersey

192   0  32 - Red

 

New York Islanders

  0  32 128 - Blue

224  96  32 - Orange

 

New York Rangers

  0  32 160 - Blue

192   0  32 - Red

 

Ottawa Senators

192   0  32 - Red

160 128  64 - Gold

 

Philadelphia

224  64   0 - Orange

 

Pittsburgh

224 160   0 - Yellow

 

San Jose

  0  96  96 - Teal

224  96   0 - Orange

 

Seattle

  0    0  32 - Blue Very Dark

  0   32  64 - Blue Dark

128 192 192 - Blue-Green Light

  32  64  96 - Blue-Green Dark

  96 128 160 - Blue Medium

192   0  32 - Red

 

St. Louis

  0  32 128 - Blue

224 160   0 - Yellow

  0  32  64 - Dark Blue

 

Tampa

  0  32  96 - Blue

 

Toronto

  0  32  96 - Blue

 

Vancouver

  0  32  96 - Blue

  0 128  64 - Green

 

Vegas

192 160  96 - Gold Light

160 128  64 - Gold Dark

64  64  64 - Grey

192   0  32 - Red

 

Washington

192   0  32 - Red

  0  32  64 - Blue

 

Winnipeg

  0  32  64 - Blue

  0  64 128 - Blue Light

160   0  32 - Red 

128  32  64 - Red Dark

96  96  96 - Grey Dark

128 128 128 - Grey Medium

160 160 160 - Grey Light

 

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  • AdamCatalyst changed the title to How to Use the Hacks in: NHL 94: 2022 Edition v6 by Adam Catalyst

To anyone who might have read this post in the past, please note that the first posting has been updated for version 6.0, which includes some new insights and hacks.

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