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NHL 2004 (PlayStation 2)
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Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts > Games developed by EA Canada > Games developed by EA Black Box
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Electronic Arts > Games published by EA Sports
Games > Games by release date > Games released in 2003
Games > Games by series > NHL series
| NHL 2004 |
|---|
|
Developer:
EA Black Box
|
| This article has just been started and needs the article basics added. Help us out and add them. |
Contents
- 1 Development Text
- 1.1 defaultColors.txt
- 1.2 gm_contract_logic.txt
- 1.3 gmDefaults.txt
- 1.4 gmHallOfFame.txt
- 1.5 packagesounds.txt
- 1.6 online_privacy.txt
- 1.7 tuneAttendace.txt
- 1.8 tuneDayEffect.txt
- 1.9 tunePlayerMoralModel.txt
- 1.10 tunePracticeDefaults.txt
- 1.11 tuneRevenueModel.txt
- 1.12 tuneRookies.txt
- 1.13 tuneTrading.txt
- 1.14 tuneTVContract.txt
- 1.15 tuneUpgradeEffects.txt
- 1.16 tweaksDefaults.txt
Development Text
The configuration files inside tuning.viv contain many comments left by the developers.
defaultColors.txt
// This is a comment // Team Abbreviation, Alpha, Red, Green, Blue
gm_contract_logic.txt
//when deciding to resign a contract after it's up (as in, just before free agent month starts), it will: // // // //when deciding to sign a draft pick (just before the season starts), it will: // // // //during the regular season, it will decide if it wants to pick up free agents based on: // // // //during the free agent month, it will decide if it wants to pick up free agents based on: // // //
gmDefaults.txt
// These are the members we need to set for the defaults // int mExperiencePoints; // int mUpgradePoints; // int mPrestigePoints; // int mRevenu; (in millions) // int mExpenses; // int mUpgradeScouting; // int mUpgradeMedical; // int mUpgradeCoaching; // int mUpgradeMarketing; // int mUpgradeLegal; // int mUpgradeEquipment; // int mUpgradeTravel; // int mUpgradeWorkout; // int mUpgradePractice; // int mUpgradeLocker; // bool mTVContractSigned; // int mTVContractLength; // int mTVContractAmount; // int mPriceSeasonTicket; // int mPricePlayoffsTicket; // int mPriceConcession; // int mPreviousPlayoffsRun; // 0 (no playoffs), // 1 (1st Round) // 2 (2nd Round) // 3 (3rd Round) // 4 (Final Round) // 5 (Champ)
gmHallOfFame.txt
// This sets the default GM Hall of Famers
packagesounds.txt
// examples listing all of the buttons that can be remapped, and all of the sounds they can // be remapped with... // It doesn't matter if the spacing is wrong, as long as it has the package name, followed by // the button name, followed by the sound event name. //
online_privacy.txt
there a lot of privacy over here!
tuneAttendace.txt
// The dollar amount the GM can boost the ticket price // each year without having negative effect
tuneDayEffect.txt
// This is for tuning the effect of what happens during a day. // Each of the possible action for a day modifies the following // All the modification are negative or until even with the base attributes // The player cannot have abod its based attributes value
tunePlayerMoralModel.txt
// Thresholds is the low bound, so 7 means 7 and above. // Modifiers can be positive and negative. // First is if they win the stanley cup, ther other not StanleyModifier: 1.25 0.85
tunePracticeDefaults.txt
// The data are for tuning the amount of practices by default
tuneRevenueModel.txt
// No data is currently needed for this model
tuneRookies.txt
// Percentage of the number of rookies to get the high/medium/low attributes // It's random and therefore doesn't mean the exact percentage will be met // If I randomize a number out of 100, if that number is great than the one below, // the potential will be based on that potential_high_percentage: 86 // Someone like PECA - The optimal rookie has PECA - 10 2way_forward_speed: 76 // Someone like Tkachuk : 85% power_forward_speed: 75 // A bruiser/enforcer like Worrell : 85% bruiser_speed: 60 // A goal scorer/sniper like Kariya : 85% goal_scorer_speed: 81 // A playmaker like Oates : 85% play_maker_speed: 69 // A speedster like Bure : 85% speedster_speed: 80 // A grinder like Roberts : 85% grinder_speed: 69 // A offensive defensemen like Pronger : 85% offensive_defenseman_speed: 76 // A offensive defensemen like Foote : 85% defenseman_speed: 76 // A standup goalie like Burke : 85% standup_goalie_speed: 82 // A standup goalie like Roy : 85% butterfly_goalie_speed: 77 // A standup goalie like Brodeur : 85% positional_goalie_speed: 78 // A reflex goalie like Belfour : 85% reflex_goalie_speed: 73 // A flopper goalie like Hasek : 85% flopper_goalie_speed: 87
tuneTrading.txt
// Define the number of chances in a trade to have a draft pick // Calculation in code rand() % (100 / draftpickchances) DraftPickChances: 15 // Offer Influence // Before an offer is sent to the user it is tested to ensure it is somewhat interesting. // We don't want the user to keep receiving lupsided or boring trade // We do not want it to be only valid trades either // This defines a threshold by which we let trade offers go through to the user // The larger the value the more trade will go through OfferInfluence: 5 // Number of games to wait before allowing draft pick to be traded // This is to ensure that you cannot have easy draft pick when the standings is undecided // 10 games ... minimumGames: 10 // BEST Draft pick value BestValue: 94 // Draft Pick offest per round round1: 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3
tuneTVContract.txt
// The actual dollar amount for the contract it will be multiplied by 1 000 000 ContractDollars: 41 38 33 30 25 21 // The prestige to be reach to receive the contract offer at that level Prestige: 125 100 65 40 25 0 // This is to increase the contract every year FranchiseYearModifier: 5
tuneUpgradeEffects.txt
// Affect trading only, drafting is more complex formula in the code. scouting1: -1 // Coaching affect potential // coaching1: 0 // coaching2: 0 // coaching3: 0 // coaching4: 0 // coaching5: 0 // coaching6: 0 // coaching7: 0 // coaching8: 0 // coaching9: 0 // coaching10: 0 // Medical affects injury and recovery // medical1: -5 // medical2: -4 // medical3: -3 // medical4: -1 // medical5: 0 // medical6: 1 // medical7: 2 // medical8: 3 // medical9: 4 // medical10: 5 // Marketing affect Attendance // marketing1: -5 // marketing2: -4 // marketing3: -3 // marketing4: -1 // marketing5: 0 // marketing6: 1 // marketing7: 2 // marketing8: 3 // marketing9: 5 // marketing10: 10 // Legal affect contracts // legal1: -4 // legal2: -3 // legal3: -2 // legal4: -1 // legal5: 0 // legal6: 1 // legal7: 2 // legal8: 3 // legal9: 4 // legal10: 5
tweaksDefaults.txt
// ALL VALUES ARE ZERO-BASED INDEX // For each item, there is 4 values to set for each skills
| The NHL series | |
|---|---|
| Genesis | NHL Hockey • NHL '94 • NHL All-Star Hockey '95 • NHL '95 • NHL '96 • NHL '97 • NHL '98 |
| Sega CD | NHL '94 |
| SNES | NHL '95 • NHL '96 • NHL '97 • NHL '98 • NHL Stanley Cup |
| Nintendo 64 | NHL Breakaway 98 • NHL Breakaway 99 • NHL Blades of Steel '99 • NHL 99 |
| Game Boy (Color) | NHL Hockey '95 • NHL '96 • NHL 2000 • Blades of Steel • Blades of Steel 2000 |
| PlayStation | Powerplay '96 |
| PlayStation 2 | NHL 2004 • NHL 2K8 |
| PlayStation 3 | NHL 12 |
| Windows | Powerplay '98 |
Cleanup > Articles needing basics
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Electronic Arts > Games developed by EA Canada > Games developed by EA Black Box
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Electronic Arts > Games published by EA Sports
Games > Games by release date > Games released in 2003
Games > Games by series > NHL series