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Posted (edited)

NHL '94: Wide Display Mode (“widescreen”) Hack v2.0


Status: Stuck at ~93% ~96% ~98% ~99% completion

The existing Wide Display Mode patches change the game to use the 320 pixel wide video mode instead of the 256 pixel wide video mode in most gameplay screens. This causes many cosmetic bugs, and I've been on a quest to try to fix every single last issue myself, for both the original and 32-team ROMS. Alas, I could't quite get it to 100%. You can see my progress my downloading my latest ROM, and using the included Wide Mode patch. It's almost perfect, but there are a few issues I need your help with. If you can help me finish this, I can write up an easy to use tutorial that will work on every '94 ROM, as well as output new patches.

 


Everything I have done

I've taken this thing as far as I could on my own. Here are all my notes and research. I'm hopeful that some folks who're better at this stuff can help me get this project over the finish line! There are three sections separated into three different posts.

1. Patch v1.2 Analysis & Recommendations

2. Wide Mode Patch v1.2 Issues & Fixes

3. tldr; What do you need to get this to 100%?

 


 

1. Patch v1.2 Analysis & Recommendations

I tested the existing patch v1.2 by paul294met, and tried to identify every single thing that it was doing. This is what I found.

1. Remove Checksum

@ 0x300

4E B9 00 0F FA C0

v1.2

4E 71 4E 71 4E 71


2. Unknown: ???

@ 0x7D9F

00

v1.2

02

32-Team Recommendation
Use with caution, or do not use.

 

3. Fixes Pause Screen to be 256 wide

@ 0x7DD3

0031 7C91 0000 0431 7C92 1C00 04

v1.2

0430 BC91 0030 BC92 1C30 BC8C 00

32-Team Recommendation
Use as-is.

 

4. Unknown: ???

@ 0x7E82

58 78 B0 28

v1.2

4E 71 4E 71

32-Team Recommendation
Use with caution, or do not use.

 

5. Change Address of Referenced Code, to point to new code.

@ 0x0A13 / 0xA5C7

00 A4 48

v1.2

0F FA C0

32-Team Recommendation

1F FA C0

 

6. Unknown: ???

@ 0x0A456 

02

v1.2

03

32-Team Recommendation
Use with caution, or do not use.

 

7. Unknown: ???

@ 0x0A494 

02

v1.2

03

32-Team Recommendation
Use with caution, or do not use.

 

8. Unknown: ???

@ 0x0A4B4

00

v1.2

03

32-Team Recommendation
Use with caution, or do not use.

 

9. Unknown: ???

@ 0x0A4E2

02

v1.2

03

32-Team Recommendation
Use with caution, or do not use.

 

10. Unknown: Affects Rink width (Rightmost 4 block columns)

@ 0x0A641

3C

v1.2

20

32-Team Recommendation
Use as-is.

 

11. Unknown: Affects Rink width (Rightmost 4 block columns)

@ 0x0649

3C

v1.2

20

32-Team Recommendation
Use as-is.

 

12. Unknown: Affects Rink width (Leftmost 4 block columns)

@ 0x064D

C4

v1.2

E0

32-Team Recommendation
Use as-is.

 

13. Unknown: Affects Rink width (Leftmost 4 block columns)

@ 0x0655

C4

v1.2

E0

32-Team Recommendation
Use as-is.

 

14. Unknown: Affects Rink width (Leftmost 4 block columns)

@ 0x0B0AB

C4

v1.2

E0

32-Team Recommendation
Use as-is.

 

15. Unknown: Affects Rink width (Leftmost 4 block columns)

@ 0x0B0B3

C4

v1.2

E0

32-Team Recommendation
Use as-is.

 

16. Unknown: Affects Rink width (Rightmost 4 block columns)

@ 0x0B0C9

3C

v1.2

20

32-Team Recommendation
Use as-is.

 

17. Unknown: Affects Rink width (Rightmost 4 block columns)

@ 0x0BOD1

3C

v1.2

20

32-Team Recommendation
Use as-is.

 

18. Unknown: Affects top two block rows

@ 0x0115C4

3F

v1.2

3B

32-Team Recommendation
Use with caution, or do not use.

 

19. Change Address of Referenced Code, to point to new code.

This is the main code that changes the gameplay view to 320 pixels wide.
@ 0x012B5D

01 17 38

v1.2

0F FA DA

32-Team Recommendation

1F FA DA

 

20. Cosmetic: Score Clock

Score Clock position
@ 0x012C7B

17

v1.2

1F


Home Team Name / Visitor Team Name
@ 0x012C8D / @ 0x012C9F

18

v1.2

20


Score position
@ 0x012D1F

1C

v1.2

24


21. Rink Background X-position
@ 0x015F3F

C0

v1.2

E0

 

22. Crowd Animation X-position?

@ 0x0161F7

C0

v1.2

E0

 

23. Cosmetic: Crowd Animation position

@ 0x016287

90

v1.2

B0

 

24. Unknown

@ 0x016941

90

v1.2

B0

32-Team Recommendation
Use as-is.

 

25. Unknown

@ 0x016949

70

v1.2

50

32-Team Recommendation
Use as-is.

 

26. Rink Background position?

@ 0x016951

00

v1.2

20

32-Team Recommendation
Use as-is.

 

27. Unknown

@ 0x01695B

90

v1.2

B0

32-Team Recommendation
Use as-is.

 

28. Unknown

@ 0x016963

70

v1.2

50

32-Team Recommendation
Use as-is.

 

29. Unknown

@ 0x0FFAC0 

700091C8223C0003FEB0B0FC018C660458486002D09853816EF00C808AB9F12166024E75287C00C0000438BC8F0238BC800438BC870038BC814438BCC000323C003F33FC000E00C0000051C9FFF660FE

v1.2

33FC920E00C0000433FC8C8100C000045278B00E4EF90000A44833FC920200C0000433FC8C8100C000044EF900011738FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

32-Team Recommendation
Do NOT make the alteration listed above. 
Instead use the revised code included at the end of the next section.
 


Continued in the next post…

 

Edited by AdamCatalyst
Progress update
Posted (edited)

2. Wide Mode Patch v1.2 Issues & Fixes


Status: Fixed

  1. Issue: End of file / No-op not indicated.
    Status: Fixed. See method below.
     
  2. Issue: Face-Off Overlays display in wrong spot.
    Status: Fixed. See method in subsequent post.
     
  3. Issue: Crowd Animation events (such as during face-offs) do not display on right side of the Rink.
    Status: Fixed. See method below.
     
  4. Issue: Bench & Crowd Animation events display in wrong position & size.
    Status: Fixed. See method below.
     
  5. Issue: Clear Screen. Only part of the screen is cleared / refreshed after displaying graphical overlays.
    Status: Fixed. See method below.
     
  6. Issue: Line Change Overlays appear in the wrong spot.
    Status: Fixed. See method below.
     
  7. Issue: Ref needs to be moved 3 tiles / 24 pixels to the right OR Goal etc. overlays need to be moved the same.
    Status: In-Progress.
     
  8. Issue: Penalty Call Sideboards view incorrectly displays in 320 pixel mode.
    Status: Fixed. See method in subsequent post.
     
  9. Issue: Injury Overlays appear in wrong spot.
    Status: Fixed. See method below.
     
  10. Issue: Penalty Shot Overlays no longer appears centred. 
    Status: Fixed. See method below.
     
  11. Issue: Shoot-Out Overlays no longer appears centred. 
    Status: Fixed. See method below.
     
  12. Issue: Goal Overlays (Goal, PP Goal, Hat Trick) appear in the wrong spot.
    Status: Fixed. See method below.
     
  13. Issue: Stars of the Game overlay no longer appears centred.
    Status: Fixed. See method below.
     
  14. Issue: Does not work with 30/32 team ROMs, only showing 256 wide properly, with 3 rows of video garbage at the top.
    Status: Fixed.
     

Status: Unknown

  1. Issue: CPU Players sometimes suddenly appear or disappear on far left side of the ice, when puck is on far right side of the ice.
    Status: Failing to reproduce. Likely inadvertently fixed.

 


 

Issue: End of file / No-op not indicated.

Fix @
0x0FFAF0
FFFF to 60FE

 


 

Issue: Crowd Animation events (such as during face-offs) do not display on right side of the Rink

Fix 1/2@
0x016281
C0 to E0

Fix 2/2 @
0x016287
90 to D0

 


 

Issue: Bench & Crowd Animation events display in wrong position & size.

Fix 1/2 @
0x0FD81D
C0 to D0

Fix 2/2 @
0x0FD823
90 to B0

 


 

Issue: Clear Screen. Only part of the screen is cleared / refreshed after displaying graphical overlays.

This change is essential for most of the following fixes to work properly. Furthermore, code written by the v1.2 Wide Mode patch itself needs to be modified.

Clear Screen Box @
0x12B7F
20 to 28

Updated Wide Mode patch code @ TBD:
Please see the most up-to-date patch code at the bottom of this post.

 


 


Issue: Line Change overlays appear in the wrong spot. 


Fix @
0x0B9E5
16 to IE

 


 

Issue: Injury Overlays appear in the wrong spot.

Fixes as follows.

Injury Text Box @
0x018727
0B to 11

Text: “Injury to:” (PERIOD) @
0x018743
0C to 12


Text: “Out for period” @
0x018750
0C to 12

Text: Injured Player Name (PERIOD) @
0x018761
0C to 12

Text: “Injury to:” (GAME)
@
0x01876F
0C to 12

Text: “Out for game” @
0x01877C
0C to 12

Injured Player Name (GAME) @
0x01878B
0C to 12

 


 

Issue: Penalty Shot Overlay no longer appears centred

Fixes as follows:

Clear Box for Penalty Shot & Shoot-Out @

0x01203D 
030200701B to 050200701C

Penalty Shot Overlay Box @
0x0187E3
030200701B to 060200701C

Heading Text: “PENALTY SHOT!” @
0x018887
04 to 08

Infraction Name @
0x01882D
04 to 08

Infracting Player Number & Name @
0x018858
04 to 08

Shooter Number & Name @
0x018897
04 to 08

 


 

Issue: Shoot-Out Overlays no longer appear centred.

Fixes as follows:

Clear Box for Penalty Shot & Shoot-Out @

0x01203D 
030200701B to 050200701D

Shoot-Out Overlay Box @
0x0FC337
03 to 06

Second Player Name Position @
0x0FC38F
04 to 07

First Team (Home) Name & Score @
0x0FC3CF
04 to 07

First Team (Home) Score Position @
0x0FC3E9
15 to 18

Second Team (Visitor) Name & Score Position @
0x0FC409
04 to 07

Second Team (Visitor) Score Position @
0x0FC423
15 to 18

Round Number Position @
0x0FC443
04 to 07

Heading Text: “SHOOTOUT MODE” @
0x0FC469
04 to 07

First Player Name Position @
0x0FC479
04 to 07

End of Shoot-Out Box Position @
0x0FC5BB
01 to 05

End of Shoot-Out Text “SHOOTOUT WON BY” @
0x0FC5D5
02 to 06

End of Shoot-Out Text: Winning Team Name Position (X-Axis) @
0x0FC611
02 to 06

 


 

Issue: Goal Overlays (Goal, PP Goal, Hat Trick) appear in the wrong spot.

Fixes as follows:

“Goal!” Box @
0x188D1
0B to 10

Goal Scorer @
0x1897D
0C to 11
 

Text Heading “Assist by:” @
0x189C1 
0E to 13

Assist #1 @
0x189CE
0C to 11

Assist #2 @
0x189F3
0C to 11
 

Text Heading “GOALl!” @
0x18A17
0F to 14


0x18A1F (may be unnecessary)
0C to 11


Text Heading “HAT TRICK!” (1/2) 
0x18A25
0C to 11

0x18A32 (may be unnecessary)
0C to 11


Text Heading “PP GOALl!” @
0x18A37
0D to 12

0x18A42 (may be unnecessary)
0C to 11 ?


Text Heading “HAT TRICK!” (2/2) @
0x18A47
0C to 11

0x18A54 (may be unnecessary)
0C to 11


Overtime Goal Clear Box @
0x18A5D
0B02007013 to 1002007018

 


 

Issue: Stars of the Game Overlay no longer appears centred

Fixes as follows:

Box for Stars of the Game @
0x18541
02 to 06

Text: Stars of the Game @
0x18553
09 to 0D

Graphic: Stars of the Game Sponsor Icon (invisible) @
0x18567        
03 to 07


Text: Player Team @
0x1859D
1A to 1E

Text: Player Number & Name @
0x185B9
03 to 07

 


Appendix: Recommended Patch Code

This is the most recent version of the Patch code. You can put it anywhere that you have 72 bytes of unused space, however you will need to update references if you do not put it at my recommend location: @ 0x1FFAC0

33FC 920E 00C0 0004 33FC 8C81 00C0 0004 5278 B00E 4EF9 0000 A448 33FC 9200 00C0 0004 33FC 8C81 00C0 0004 4EF9 0001 1738 4E75 247C 0005 CF6C 33FC 8C00 00C0 0004 4EF9 0001 20D6 4E75

 


Continued in the next post…

 

Edited by AdamCatalyst
updates
  • Love 1
Posted (edited)

3. tldr; What do you need to get this to 100%?

UPDATE: I believe I have everything I need. Now I jsut need some time to test and optimize. Will be released for everyone over the Christmas break.

There are three (known) issues that are preventing me from getting this patch to 100%, and writing a corresponding how-to for any '94 ROM.

  1. image.pngHighest Priority: Sideboards view incorrectly shows up in 320 pixel mode when displaying a penalty call.
    There is already code included that changes the Sideboards view to use the 256 wide mode whenever the game is paused. However, I cannot even find where in the code it initiates the Penalty Call Sideboards view. If you can find the right section of the code for me, I might be able to insert a patch that does what we need. Can you help me find where the Penalty Call Sideboards view is initiated? 
     FOUND by @McMarkis!
     
  2. image.pngMedium Priority. Face-Off overlay (right side) appears in the wrong spot. It is too far to the left, while arguably the face-off overlay on the left should also be moved a little closer to the centre. I have gotten close to finding where in the code this happens, but I was never able to figure it out.  Can you help me find where the X & Y positions are set for the face-off overlays? FOUND by @McMarkis!

     
  3. image.pngLowest Priority. The Ref overlay is also in the wrong spot. It needs to be moved 3 tiles / 24 pixels to the right OR the Goal etc. overlays need to be moved the same. This might not be obvious to you as an error, but this adjustment needs to be made in order to get the patch to be a perfect wide screen representation of the proportions of the original. Can you please find how to move the X position of the ref overlay?
     

To kick things off, I've posted my previous research on this matter in this thread here:

 


That's it. That's everything. Any and all help is greatly appreciated.

 

Edited by AdamCatalyst
update.
  • Love 2
Posted (edited)

Can you help me find where the Penalty Call Sideboards view is initiated?

  • Try location 120C8 in your Wide mode rom. I know this line of code calls the Set Horizontal method when a penalty is called.
  • Feel free to message me on discord as well to discuss.

-Mark.

Edited by McMarkis
  • Thanks 1
Posted

I’m so happy that you’ve decided to make your hobby hacking NHL 94 instead of becoming an evil villain or something like that. This is amazing. 

  • Like 1
Posted
3 hours ago, McMarkis said:

Can you help me find where the Penalty Call Sideboards view is initiated?

  • Try location 120C8 in your Wide mode rom. I know this line of code calls the Set Horizontal method when a penalty is called.
  • Feel free to message me on discord as well to discuss.

-Mark.

Thanks so much for this! I tried, but couldn't figure this out. Will chase you up on Discord later.

Posted (edited)

EDIT: After writing all this out, the solution came to me. HUGE thanks to @McMarkis! Just two more smaller fixes, and we'll have this patch at 100%.

 


 

OK, this is all going over my head. Please bear in mind, I mostly work from pattern recognition. I'm a hack, not a hacker. :) Using Rhombus to look at this code, it looks like @0120C8 (1st image), it references a subroutine @012B94 (2nd image).

image.png

NHL 94 - Penalty Call 2.png

 

When I compare the code at both of these spots to the Original ROM (3rd image) where it imitates the Pause Screen, and the difference in the Widescreen ROM (4th image), I'm not recognizing any clear enough patterns that I can try and exploit. The WS like it was re-written to take up less space by setting a variable differently, than injecting an instruction, probably the one we need. Perhaps someone with more skills can take a look, and give me a hint. I'm still committed to working on this, but it really is over my head at this point. 

image.pngNHL 94 - Pause Screen - WS.png

Edited by AdamCatalyst
figured it out
  • Like 1
Posted (edited)

OK, a potential solution to the Penalty Call Sideboards problem:
 

@0120D0

Original Code

247C 0005 CF6C

Proposed Redirect to Hack

4EF9 001F FAF2

 

@1FFAF2

Original

FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF FFFF

Proposed Hack

247C 0005 CF6C 33FC 8C00 00C0 0004 4EF9 0001 20D6 4E75

 

I have no idea if this is an ideal way to do this, but it seems to work…

Edited by AdamCatalyst
typo
Posted

Looks good, you hijack the original code, point to new code, run the original code + the hack.

Looks like the hack is setting the VDP to change the screen resolution. I'm no expert either, just started picking on the gens side of things.

33FC 8C00 00C0 0004 4EF9 0001 20D6 4E75
  • Like 1
Posted
3 minutes ago, McMarkis said:

Looks good, you hijack the original code, point to new code, run the original code + the hack.

Looks like the hack is setting the VDP to change the screen resolution. I'm no expert either, just started picking on the gens side of things.

33FC 8C00 00C0 0004 4EF9 0001 20D6 4E75

Really and truly, I wasn't ever going to find where the code initiated that view. So despite your self-professed lack of "expert" status, your expertise was utterly essential to figuring this out.  :)

Posted

For item 2: Medium Priority. Face-Off overlay (right side) appears in the wrong spot.

Could you point out where in the code you think this is happening? I can then review the '92 source code, make some adjustments, and test how they affect it, with the goal of mapping it to '94 so you can fix this.

Posted

I found it in the 92 code, I can move the whole faceoff window over. The bad news is it just adds to x, so it will always push it right. Is that what you wanted?

I still have to map it to the 94 code where its happening. But progress :)

image.png

  • Wow 1
Posted

Yasss!!! Even if all you do is let me know where the value is for ‘92 I can go digging from there. Will need to specifically move the face off overlay when it appears in the right side of the screen, but I’m hopeful I can figure that out once I’m pointed to the right area of code. 

  • Like 1
Posted
4 hours ago, McMarkis said:

I found it in the 92 code, I can move the whole faceoff window over. The bad news is it just adds to x, so it will always push it right. Is that what you wanted?

I still have to map it to the 94 code where its happening. But progress :)

image.png

Where is this in the 92 code? I can find it in the 94 code

Posted (edited)

In your Wide Mode ROM at location FB5E, the instruction currently sets the X position for when the faceoff window is on the left side.

  • The current calculation is #8 + 46, d0 (Left side). By changing 70 36 to 70 40, it modifies the calculation to #8 + 46 + 10, which moves the window 10 units to the right.

Similarly, at location FB68, the X position is set for when the faceoff window is on the right side.

  • The current calculation is #(18 * 8 ) + 46, d0 (Right side). Changing 303C 00BE to 303C 00B4 adjusts the calculation to #(18 * 8 ) + 46 - 10, shifting the window 10 units to the left.

That should allow you to move the window around anywhere you want in any direction.

  • image.png
     

For reference, if anyone else comes across this, the routine is located in the 92 source code under puckfaceoff2, which is part of logic.asm

image.png

Edited by McMarkis
Added 92 source code reference
  • Like 1
  • Wow 1
Posted
14 hours ago, AdamCatalyst said:

EDIT: After writing all this out, the solution came to me. HUGE thanks to @McMarkis! Just two more smaller fixes, and we'll have this patch at 100%.

 


 

OK, this is all going over my head. Please bear in mind, I mostly work from pattern recognition. I'm a hack, not a hacker. :) Using Rhombus to look at this code, it looks like @0120C8 (1st image), it references a subroutine @012B94 (2nd image).

image.png

NHL 94 - Penalty Call 2.png

 

When I compare the code at both of these spots to the Original ROM (3rd image) where it imitates the Pause Screen, and the difference in the Widescreen ROM (4th image), I'm not recognizing any clear enough patterns that I can try and exploit. The WS like it was re-written to take up less space by setting a variable differently, than injecting an instruction, probably the one we need. Perhaps someone with more skills can take a look, and give me a hint. I'm still committed to working on this, but it really is over my head at this point. 

image.pngNHL 94 - Pause Screen - WS.png

Looking at my code, it looks like at 120B6 is where it sets the flag for horizontal mode for penalties (in the "chkprogress" subroutine). Then at 120C8 is where "SetHor" is called to enter it.

There is a flag that is set to enter 32 column mode (256 vertical resolution). This is bit 1 of RAM location FFBF78 ("disflags" in 92 source).

The game is always in 32 column mode except for title screen, options menu (game setup menu), and any of the aux screens chosen from the pause menu.

Instead of forcing the VDP register, you can just set or clear the display 32 column bit and let the code do the work for you.

 

 

 

 

  • Thanks 1
  • Like 1
Posted
9 hours ago, chaos said:

Looking at my code, it looks like at 120B6 is where it sets the flag for horizontal mode for penalties (in the "chkprogress" subroutine). Then at 120C8 is where "SetHor" is called to enter it.

There is a flag that is set to enter 32 column mode (256 vertical resolution). This is bit 1 of RAM location FFBF78 ("disflags" in 92 source).

The game is always in 32 column mode except for title screen, options menu (game setup menu), and any of the aux screens chosen from the pause menu.

Instead of forcing the VDP register, you can just set or clear the display 32 column bit and let the code do the work for you.

I wish I had the knowledge to be able to turn what you said into practical information for me. If you had time, I’d greatly appreciate if you could point me in the direction as to how I might make use of this. I really have no clue how to flip a bit in RAM like that. 

Posted
25 minutes ago, AdamCatalyst said:

I wish I had the knowledge to be able to turn what you said into practical information for me. If you had time, I’d greatly appreciate if you could point me in the direction as to how I might make use of this. I really have no clue how to flip a bit in RAM like that. 

 

Sure. Keep your jump in the same spot.

The assembly command would be

bset #1, ($FFFFBF78).w

to set the bit 1 in the disflags.

Opcode would be 

08F8 0001 BF78

 

So in your jump spot, try

 

247C 0005 CF6C 08F8 0001 BF78 4E75

I don't think you have to add the jump back, the rts should take care of that

Posted (edited)

OK, a proposed set of adjustments for the Face-Off overlays in 320 pixel wide mode:
 

@FB5F

Original

36

Proposed Revision

3E

 

@FB6B

Original

BE

Proposed Revision

F6

 

I have included screen caps of what this does. I'm not aiming for 100% numerical proportional equivalency, aiming for what "feels" like it probably would have looked like if originally conceived in 320 pixel wide mode. If anyone is reading this, please let me know if this "feels" right to you.

Cv1.png Lv1.png

Cv2.png Lv2.png


Rv1.png

Rv2.png

Edited by AdamCatalyst
fixed mistakes.
  • Like 1
Posted
2 hours ago, chaos said:

 

247C 0005 CF6C 08F8 0001 BF78 4E75

I don't think you have to add the jump back, the rts should take care of that

Thanks so much! I tried, with and without the jump back, no luck. Without the jump back it just shows a black screen on penalties, with the jump back it is still in 256 pixel mode. Happy to keep pursuing this, but also happy to just let the current solution stand, not seen a crash or glitch yet.

Posted
30 minutes ago, AdamCatalyst said:

Thanks so much! I tried, with and without the jump back, no luck. Without the jump back it just shows a black screen on penalties, with the jump back it is still in 256 pixel mode. Happy to keep pursuing this, but also happy to just let the current solution stand, not seen a crash or glitch yet.

OK, I'm confused, you want it to show the side in 256 pixel mode right? Is it not switching back to 320 when it goes back to vertical mode?

Posted

YES, want it to go to 256.

With cited code as-is, when it initiates Sideboards view it goes all black, and then doesn't draw anything until the face-off view, at 320px.

When I added the Jump back-in, it displays Sideboards view for a penalty call, the face-off view as expected, but stays at 320px the whole time. No 256 switch.

Posted
3 hours ago, AdamCatalyst said:

YES, want it to go to 256.

With cited code as-is, when it initiates Sideboards view it goes all black, and then doesn't draw anything until the face-off view, at 320px.

When I added the Jump back-in, it displays Sideboards view for a penalty call, the face-off view as expected, but stays at 320px the whole time. No 256 switch.

OK, just leave it how you have it. It looks like if you set that flag you also need to call another subroutine, which is basically doing what you are doing.

  • Like 1
Posted

image.png

  • In your Wide Mode ROM @ Location 1601A if you modify 54 40 to 56 40, this will move the ref window to the right.
    • image.png
  • The original 68k instruction is adding decimal value 2 to the D0 register. So changing the 54 to 56 adds #3 to D0 etc.
    • add    #2,d0
  • I think the text overlay may be a little more tricky. Still looking into that.
  • For reference, if anyone else comes across this, the routine is located in the 92 source code under showref, which is part of video.asm @chaos
Posted
2 minutes ago, McMarkis said:

image.png

  • In your Wide Mode ROM @ Location 1601A if you modify 54 40 to 56 40, this will move the ref window to the right.
    • image.png
  • The original 68k instruction is adding decimal value 2 to the D0 register. So changing the 54 to 56 adds #3 to D0 etc.
    • add    #2,d0
  • I think the text overlay may be a little more tricky. Still looking into that.
  • For reference, if anyone else comes across this, the routine is located in the 92 source code under showref, which is part of video.asm @chaos

Hahaha, nice find. I was 2 minutes away from finding this today, but ended up having to do house stuff. 

Posted (edited)

@McMarkis Hah! Guess what? Yesterday I figured this out:

Ref Call Text Box Position @
0x127AE

Ref Call Text Box Display Duration @
0x12795

I *think* that's it then! Guys, thank-you so much for your help. Please don't ever hesitate to let me know if there is something I can help you with.

1. I'm going to get this all working with my ROM, post that.

2. Next I'm going to get it refined for the OG, post that.

3. Then I will write out an easier to use set of instructions and patch for the 32-team ROM, and compatibility with other patches.

Will get #2 & #3 done over Christmas break. I can't tell you how many hours I poured into this with my brute force methods. I really appreciate you sharing your time and expertise on this.

Edited by AdamCatalyst
  • Like 1
Posted

image.png

Have you noticed any "artifacts" like this during face-offs(presumably items that would render off-screen), specifically after a penalty?

Messing around with the patch included in your last ROM on a definitely not WJC project, and obviously we're working from different templates so there's a decent probability I messed something up when cleaning up other things, but figured I'd throw it you way in case you've seen it before and/or I'm just missing it on this thread.

Posted (edited)

During development I saw stuff like that, but no more. Please send me your WIP! I need a few “third party” ROMs to test it on, as I work out an easy to use set of universal instructions. It would be good to have one of yours in that process. My goal is to get patches and instructions out for everyone as a Christmas gift. Just getting my own wrapped up first. 

Edited by AdamCatalyst
  • Thanks 1

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