March 27Mar 27 comment_214687 After finding out that fighting was back in the game, I just wondered what else thought impossible is possible. With fighting now in both games 93 and 94 having an extra line of tough guys would be great (thinking Washington Caps Simon-Hunter-Berube line). Not sure why they originally went with 3 lines – space maybe? Only just found out we had the 92 source code! Unfortunately, have not touched this stuff in 15 years so have lost all the knowledge I used to have. I had a go at the ‘Finding RAM Values’ tutorial last month (highly recommended btw) to see if it would bring back any memories and thought I would have a look to see what I could find without really any hope of finding anything at all as have no clue what I was doing. Not sure if anyone has looked at this before or is looking at this but I managed to get it to select the Pw1 instead of the Sc1 line in the 92 Sega/Genesis version, see image. I have also managed to get it to select the Pw1 in SNES 93 version although it is harder as I don’t have the code to cross reference, PIT Pw1 line against NY 5 players. I guess I’m asking (from those with a much better idea than I have) is a full hack possible? I think this would involve requiring another button to select the fourth line and changing the menu graphic from A SC1, B SC2, C CHK to display A SC1, B SC2, C CHK, (new button) 4th LINE. We would then need to add in an extra line in expanded rom (or as an easier alternative we could perhaps use Pw1 as the fourth line or Sc1 as fourth line and Pw1 as the top line). I’m guessing adding the graphics shouldn’t be a problem as assuming something similar was done for the fighting in 94 but the extra button is. I believe some 6-button hack was done ages ago for the Gens version but not sure if anyone understands how it works or if it works on an expanded ROM? Can this be done on the SNES versions? Report
March 27Mar 27 comment_214689 To be fair, that the Genesis version had three lines and the SNES version had four does make sense when you look at the controllers. That said if say, the Genesis version could be modified to use the D-pad instead and each direction is a different line, that would be a welcome addition. Report
March 27Mar 27 Author comment_214695 Yes that would be it, totally forgot it had only 3 buttons unlike the SNES! 🙂 Report
March 27Mar 27 comment_214698 If you were using a 6 button controller (which can be configged in most emulators) this is definitely plausible. You could swap the No Line Change line for Line 1 to get an extra line without having to bugger up your PP and PK units. It's just a matter of getting the popup to display 4 choices instead of 3. Then assigning a button to select that new choice (A-B-C-X). Edited March 27Mar 27 by Drezz Report
March 28Mar 28 Author comment_214730 7 hours ago, Slafzilla said: Are you saying that NHL 94 has fighting now? Yes, you can read about it here Report
March 28Mar 28 Author comment_214731 20 hours ago, Drezz said: If you were using a 6 button controller (which can be configged in most emulators) this is definitely plausible. You could swap the No Line Change line for Line 1 to get an extra line without having to bugger up your PP and PK units. It's just a matter of getting the popup to display 4 choices instead of 3. Then assigning a button to select that new choice (A-B-C-X). Not sure how easy it is to add the extra button. There is the following post but not sure if anyone has done anything with it (other hacks) or whether it works on expanded roms which is why I'm asking if anyone has experience of doing it. Report
March 28Mar 28 comment_214737 3 hours ago, top shelf said: On 3/27/2026 at 9:26 AM, Drezz said: If you were using a 6 button controller (which can be configged in most emulators) this is definitely plausible. You could swap the No Line Change line for Line 1 to get an extra line without having to bugger up your PP and PK units. It's just a matter of getting the popup to display 4 choices instead of 3. Then assigning a button to select that new choice (A-B-C-X). Not sure how easy it is to add the extra button. There is the following post but not sure if anyone has done anything with it (other hacks) or whether it works on expanded roms which is why I'm asking if anyone has experience of doing it. There was a third party site that relayed the process of getting the Y-Button hack to work. It relays how the process doesn't exclude the X & Z buttons, but it's a matter of what is possible in the game engine. That said, I know a percentage of players prefer the 3-Button controller. [my go-to is an 8-button configuration, but no one has figured out how to incorporate shoulder buttons into a Genesis/Megadrive game] This is why I suggested a D-pad option, but then that would need to overwrite the ability to keep skating around with the line change popup open so that might be a non-starter. I think the No Line Change line is a good idea though. There is even precedent with NHL Hockey and NHLPA'93 using the NLC line simultaneously as the 1st line. I don't know if the NLC and 1st line had any reason to be different back in 1994, and even these days, unless you have a Draisaitl or Malkin as your SC2 center that you want to promote to your SC1 winger, I don't know if there is much reason still to make those different. Curious how easier-said-than-done getting that popup to display four choices would be. Report
March 31Mar 31 comment_214772 What would you think of this… when changing lines, press <Y> to select your NLC line (Line Change Off Line). You would presumably use this in select scenarios. It wouldn't have a Line Change menu Energy bar graph, but you could throw it on the ice if you want. I mean, it already exists in the game, it's just inaccessible when Line Changes are on. Report
March 31Mar 31 comment_214774 Would it be possible to have one button cycle through you lines? Report
March 31Mar 31 comment_214775 i was looking in a hex editor, i dont even see where that NLC would be in 94, theres no real label i though maybe you could find some clues by comparing 93 and 94 what about doing LN1 (sc1), LN2 (sc2), LN3 (chk), LN4 (pp1), PP1 (pp2), PP2 (pk1), PK1 (pk2), and PK2 is just pk2 again =P or like i mentioned before NLC and SC1 are the same like in 93, that should free up one set of lines in 94 Edited March 31Mar 31 by 77 Report
March 31Mar 31 comment_214780 NLC is the first line stored in the Lines section of each team's data, but I believe that it is referenced as Line #7 when being called in the code. There wouldn't be a label, as it is only accessible when Line Changes are off. Report
April 1Apr 1 comment_214782 10 hours ago, AdamCatalyst said: What would you think of this… when changing lines, press <Y> to select your NLC line (Line Change Off Line). You would presumably use this in select scenarios. It wouldn't have a Line Change menu Energy bar graph, but you could throw it on the ice if you want. I mean, it already exists in the game, it's just inaccessible when Line Changes are on. If I may offer a hundredth of a two dollar bill, I find this idea intriguing, but I can't say I'd be a fan of this in practice. Without knowing how viable the line is, or being able to view it in the Edit Lines menu, it kind of feels like a gaffer tape solution. Plus there is the question of what line will that NLC line be in a game? Do you make it your 4th "Energy" line that you use sparingly and don't have to manage their... energy...? Or is it your first line because that is still what you would use if you play Line Changes off. In that case, is your opening line in a Line Changes on game technically going to be your SC2 Line? I feel like there are a lot of questions around this idea that lead me to think that depending on what the technical limitations dictate the final result is going to have to be, this may or may not be worth the effort. Report
April 1Apr 1 comment_214788 The idea was that they would be your offensive zone faceoff line with 30 seconds left or pulling the goalie line. Report
April 1Apr 1 comment_214792 11 hours ago, AdamCatalyst said: The idea was that they would be your offensive zone faceoff line with 30 seconds left or pulling the goalie line. Ah. Curious, so would that basically just be the NLC line? As in a team's best players anyway, but ones that might not be on a regular line together in reality? Now I'm thinking this is kind of like a "Desperate nuclear option" when say Edmonton would put McDavid and Draisaitl together. Or Crosby and Malkin in Pittsburgh. Or what Winnipeg should have done when they had the chance and put Nikolaj Ehlers on the top line. Admittedly, my preference would be to have a proper 4th line, but barring that, this seems like an interesting alternative. Report
April 2Apr 2 comment_214793 On 3/31/2026 at 7:12 PM, AdamCatalyst said: NLC is the first line stored in the Lines section of each team's data, but I believe that it is referenced as Line #7 when being called in the code. There wouldn't be a label, as it is only accessible when Line Changes are off. so this is where you're saying the line changes actually are? i thought that was just the team colors... so, wed need to do the same thing as the main menu where you limit the number of teams... somewhere theres gotta be a value to look for SC1, make i find the NLC instead, and see if the line changes shift Edited April 2Apr 2 by 77 Report
April 2Apr 2 comment_214800 11 hours ago, von Ozbourne said: Ah. Curious, so would that basically just be the NLC line? As in a team's best players anyway, but ones that might not be on a regular line together in reality? Now I'm thinking this is kind of like a "Desperate nuclear option" when say Edmonton would put McDavid and Draisaitl together. Or Crosby and Malkin in Pittsburgh. Or what Winnipeg should have done when they had the chance and put Nikolaj Ehlers on the top line. Admittedly, my preference would be to have a proper 4th line, but barring that, this seems like an interesting alternative. It would literally be the NLC line. Just crossing the wires to give access to it with Line Changes on, for when you want to go nuclear. A real 4th line would be nice, but it’s too expensive for me to pursue personally. Report
April 2Apr 2 comment_214801 12 hours ago, 77 said: so this is where you're saying the line changes actually are? i thought that was just the team colors... so, wed need to do the same thing as the main menu where you limit the number of teams... somewhere theres gotta be a value to look for SC1, make i find the NLC instead, and see if the line changes shift Here is how it is stored in the ROM: Report
April 2Apr 2 comment_214803 2 hours ago, AdamCatalyst said: It would literally be the NLC line. Just crossing the wires to give access to it with Line Changes on, for when you want to go nuclear. A real 4th line would be nice, but it’s too expensive for me to pursue personally. This does make me wonder how the Save Lines function works now. As in if I go into a game with line changes off, set and save a line, then reset and start another game with line changes on, then go into Edit Lines and load your save. What happens then? I know that this will just load your NLC saved line into the SC1 spot, so if you want those to be different, you will need to re-edit your SC1 line. But now the question is what happens with your NLC line? Does loading a save mean that this line is also loaded up behind the scenes or is it completely ignored by the code of a Changes On so you're locked into whatever default was already set. Report
April 3Apr 3 Author comment_214817 On 3/31/2026 at 7:46 PM, jer_33 said: Would it be possible to have one button cycle through you lines? This is not something I had thought of. I can change the buttons so they all select the same line which is pretty useless but to get one button to select different lines would be difficult and would need someone with a great understanding of how the game works and how to code it. Report
April 3Apr 3 Author comment_214818 On 3/31/2026 at 3:20 PM, AdamCatalyst said: What would you think of this… when changing lines, press <Y> to select your NLC line (Line Change Off Line). You would presumably use this in select scenarios. It wouldn't have a Line Change menu Energy bar graph, but you could throw it on the ice if you want. I mean, it already exists in the game, it's just inaccessible when Line Changes are on. I think this is something to try first just to see if it can actually be done. If we can do something like the 'Extra button for goalie control hack' that I mentioned above. I had a quick look at it and I got it to work on the 30 team wboy rom (although doesn't load the original rom but that might be a me thing). Unfortunately it's more written what he was doing rather than a tutorial of how to do it. However, it will need something similar using the expanded rom. Another option I was thinking was if a combo option could be used e.g. A+C or to random a 3rd/4th line to avoid not losing the line change menu using Y, but that is getting ahead of myself. I don't even remember how to use the expanded rom in the gens version so need to look at that first (although have got it to work in the SNES). I have found quite a bit of the button stuff in both games but still not sure i can get this to work having not done this in such a long time. Need to do some more testing then can hopefully upload my findings. Edited April 3Apr 3 by top shelf Report
May 28May 28 comment_215641 While I find the idea intriguing, I'm more interested in the fact that you probably have some similar wants that I do.I'd love for there to be a 4th line in the game, but I think the biggest problem with it is that, in a video game as opposed to a realistic simulation, it's already very rare that even the 3rd/CHK line sees the ice. My personal solution has been to use NOSE and put each teams top couple tough guys on the 2nd line. I'd do the checking line instead, IF I could find a way to make sure they get at least a shift every period or so. Maybe lowering the energy for the entire league down to essentially zero? Would that force more line changes because of tired legs? I feel like I tested it many years ago but even still couldn't get the CHK lines to take the ice unless their team is ahead in the 3rd, in which case it doesn't really solve the issue as you have the tough guys out for one team, but not the other. So I do think the solution to this without doing anything with the code is to make a different line your enforcer line, either line 2 or CHK. I actually think most of my 2nd lines are a combo of scorers and tough guys, because most teams don't have a full 5 tough guys I'd put on 2nd, they just have maybe 1 to 3. So 2 or more skaters on that 2nd line, I keep the top offensive guys who would be on that line anyway. Report
May 28May 28 comment_215646 You can always increase the players energy depletion rate. That SHOULD in theory force the CPU to use more lines. Report
June 26Jun 26 Author comment_216029 On 5/28/2026 at 4:55 PM, bradu said:I'd love for there to be a 4th line in the game, but I think the biggest problem with it is that, in a video game as opposed to a realistic simulation, it's already very rare that even the 3rd/CHK line sees the ice.I think you need at least 10 minutes, ideally 20 minute periods to make the 3rd line (and possibly 4th line) players have any chance of some ice time. There is certainly merit in having 3rd and 4th line. Just like in real life these would contain your best defensive players, high energy guys and fighters. So could be used to shut down the other teams top line or change momentum with a fight or a high energy shift to keep the opposition in their own end. Much more interesting than having line 1 v line 1 all the time. Report
June 26Jun 26 Author comment_216031 So what with watching the play-offs and my spare time disappearing have not touched this in awhile but uploading files of how far I got (hopefully the right ones - let me know if not doing what they are supposed to). So I managed to get it to change the lines from the expanded space without breaking.So this should, after first face-off, load line 4 instead of line 1 on every line change (best selecting Pittsburgh as I changed Mario to LW so easier to tell):nhl92 sort of working selecting line 4.binSo, with the next download I was playing around with AI (not claiming to have done this myself 😀) and it managed to get it to random occasionally between line 1 and line 4 (a lot of things didn't work):nhl92 sort of working maybe randomn.binThis seems to work but I have not tested a lot so if anyone wants to beta test this to see if it consistently works? It will break on penalty call though. From what I remember (not recently read my notes which I should have done before posting so could be totally wrong), the game sets a flag when a PP/PK is called so whether that is breaking or something else is referenced I have not tested yet. Maybe someone can shed any light on this?One thing I noticed a few weeks ago when testing is that when making changes in the original code the game breaks on a penalty in the Gens versions (I think in both 92 and 94) but still runs on the SNES (in 93 anyway), which is interesting as wasn't expecting it. Report
June 26Jun 26 comment_216032 2 hours ago, top shelf said:I think you need at least 10 minutes, ideally 20 minute periods to make the 3rd line (and possibly 4th line) players have any chance of some ice time. There is certainly merit in having 3rd and 4th line. Just like in real life these would contain your best defensive players, high energy guys and fighters. So could be used to shut down the other teams top line or change momentum with a fight or a high energy shift to keep the opposition in their own end. Much more interesting than having line 1 v line 1 all the time.I actually did get this working. The current version I'm using, I play 10 minute periods and I found some hack that causes energy to deplete faster. I'm testing mostly with demo games, and I've noticed the computer basically never changes lines on the fly, so occasionally a line will get stuck out there for over half the period without a whistle. But barring that, I'm seeing the CHK line get 1 or 2 shifts a period on average. Once both the top two lines have had a regular (not super short) shift, the chk line will come on. I'm digging it for simulations at least, not sure people would love the fast energy depletion when they're actually playing the game and seeing their players get tired fast. Report
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