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3.2.3 Q) Does this game have an intro? I load the game, and hear music, but no video... help!
A) Yes, this game has a wonderful intro. I suggest you re-run the install and select a lower video quality. The difference between HIGH, MEDIUM or LOW is very small, so don't worry.
3.2.4 Q) I get a weird error "Prefetch Error = FFFFFF" when running the game or trying "test" in the install. Help!
A) This bug is very puzzling, but sometimes occurs when using a multimedia device other than MSCDEX
3.2.5 Q) When I try to install the game I get a weird 4GW error. What can cause this?
A) The NBAL95 install program also runs in SVGA. Thus, you will need to load your VESA driver to be able to run it. If you do not have one, simply enter the directory UNIVBE, and run UNIVBE.EXE.
Part 4 - NBA Live Tips & Tricks
===============================
Here is a collection of Tips & Tricks to make you a better NBA Live
'95 Player:
4.1 - Frank van Geloven suggests "Always play with 'Crash Boards'
ON. Rebounding is much better and the fatigue-level of the players isn't affected by 'Crash Boards'."
4.2 - To make the computer a better opponent, Frank van Geloven suggests: "If the computer isn't giving you a tough job, switch 'Computer Assist' ON and 'Shooting' to COMPUTER.
It makes a difference. Really."
4.3 - tsnotebo@nyx10.cs.du.edu gives us the following tip "When you come to the city screen, where the computer introduces the tip, pressing the right mouse button on the middle of the screen skips the starters and takes you directly to the game. This is also true for the screens between each quarter."
Part 5 - NBA Live '95 on WWW/FTP/Usenet
=======================================
5.1 What NBA Live '95 files can I find on FTP sites?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can find Lutz van Hasselt's patch, which includes the missing players, at ftp.cdrom.com, in /pub/games/incoming. You can find Jose de
Leon's editor on that same site, in /pub/games/editors. The latest version of the patch is 2.31.
5.2 Which newsgroups on Usenet discuss NBA Live '95?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Discussions on this game on Usenet are frequent at comp.sys.ibm.pc.action and comp.sys.ibm.pc.misc. These are also where the patch, the editor and this FAQ are frequently posted.
Part 6 - Additional information
===============================
6.1 Patching the game yourself
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are instructions on patching the game yourself. These are quoted, with permission, from Lutz van Hasselt's NBA.DOC, included with his patch v2.30. Lots of thanks to him for the patch and this information
NBA.DOC by Lutz van Hasselt
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are the instructions how to patch the game yourself, however a complete patch including Jordan, Barkley and Robinson may be ordered at willwink@pool.informatik.rwth-aachen.de
Ok, first make sure to get a Hex editor, available at many places in the net, figure out how to use it and how to calculate with Hex numbers. Now, edit nba95.exe The first three quarters is program code, the rest is game data.
The data part starts with the ASCII data (names of players, colleges, credits etc., more on that later) at position 925,781. Now, the binary data starts at position 995,497 (that is the 995,497th byte of the file, aka block 3889, just let the editor search for the following Hex data: CA 01 D7 00 04 00
01 00 6A 00. The CA is the first important byte. Now, every player is characterized by 88 bytes. The players are sorted by teams (Atl,Bos,...,Was), then by lineup, starting five (C,PF,SF,SG,PG in that order), then the reserves.
So, that CA and the following 87 bytes are for Andrew Lang, the next 88 bytes for Grant Long etc. After the last player of the Bullets, you'll find the
Eastern all-stars, then the Western all-stars, then the fake stats, then
All-Star Center at block 4025. The all-star teams work just like the usual teams. Then follow some fake players. Of those, only the 93-94 stats are important, combined with the number in the fake team, read the bit below about pointer to fake stats for further information.
Now, the first 28 of the 88 bytes are the 93-94 stats.
01-02 FG att.
03-04 FG made
05-06 3s att.
07-08 3s made
09-10 FT att.
11-12 FT made
13-14 Blocked shots
15-16 Off. Reb.
17-18 Assists
19-20 PFs
21-22 Steals
23-24 Def. Reb.
25-26 TOs
27-28 Minutes
Now, thats two bytes for each category. Make sure to enter the hex number correclty. If someone, say made 666 FGs, you should figure out that this would be Hex, errr, 29A (or so), then you want to enter 9A 02.
29-30 Zero, now the next 15 bytes are some misc. player data.
31 Games played 93-94
32 Ejections 93-94
33 Number on jersey
34 Position: 04-PG, 03-SG, 02-SF, 01-PF, 00-C
35 Height: 5'6-Hex42, 6'0-48, 6'6-4E, 7'0-54, 7'6-5A to name a few, should be enough, the rest is obvious.
36 Weight minus 100 pounds. If someone weighs 240 pounds, make that
140 and enter 8C
37 Years pro
38 College. Look at the college list in the ASCII data part, and count to the college you want, then you got the number
39 Skin color: 00-brown, 01-black, 02-bright, 03-white
40 Other stuff related to how a player looks during game action. Here, you have to look at the single bits. I have not figured that out in detail,
I think bits 2, 4 and 8 are for dark hair, 10 is for blond hair,
20 for glasses and headbands and stuff. For a headband instead of glasses, you should add 1. The rest is probably also used, for beards or so, just try before you think, standard, is 00 for bald people, 08 for dark hair and ten for blonde hair. You can combine all that by adding the numbers, so someone with glasses, and dark hair would be 28 or so.
41 00 for right-handed and 01 for left-handed
42-43 Points total 93-94
44 ???
45 Overall skill. Increase or decrease it to alter the playing time
And now the skills, not quite in the order as in the game
46 FGs
47 3s
48 Fts (equals FT%)
49 Dunking
50 Stealing
51 Shotblocking
52 Off. Reb.
53 Def. Reb.
54 Ballhandling
55 Off. Awareness
56 Def. Aw.
57 Speed
58 Quickness
59 Jumping
60 Dribbling
61 Strength
62 Pointer to fake stats. The program uses the 93-94 stats to calculate realistic season stats. Now some players (rookies) did not play any games in 93-94, they have fake stats instead, you'll find complete fake players behind the all-star data, but only the 93-94 stats of them are important. Those players have numbers, too, so the first player with his 93-94 stats all zero has 01 here as fake stats pointer, the next 02 etc. It ends with 30 or 40 or so. For players not using fake stats, the value of this byte is usually between
40 and 60. Note that it will crash your game when you enter Zero for
Games Played or Minutes Played and do not set this pointer to some fake stats (division by zero error)
63-71 ??? (all changes ignored, or so it seems)
72-73 Pointer to last name. Now, this is the most complicated part. It took me a while to find out. Note that you cannot change it directly.
Look at the total position of byte 72 in the .exe file (like 999,704 for Buechler) and subtract 995.413 from that number. (995.413:=zero=start of data) Change the result to Hex
(10c3), change the first number to zero (yes, sounds silly, but just do it) and remember to reverse the numbers as usual. Then you have the offset you need to find the real pointer. Also keep the actual value of bytes 72 and 73 in mind. Now, goto around byte 350,000 of nba95.exe and let your editor search for XX XX 02 YY YY, with XX XX the offset you calculated above and YY YY the value of bytes 72 and 73. If you do not find a match until around bye 380,000, you have done something wrong. If you find a match, though, you may change the YY YY you found, replace it with the new pointer value. To calculate the pointer value, start counting at byte 925,781 (the obvious start of the ASCII data), so look at the total position of the name you want your pointer to point to and subtract 925,781 from it. Change it to hex and you are done. Now, you may not just want to change the pointers, but also the names. I strongly recommend that you do NOT change the actual list of names. You can enter your new names anywhere in the ASCII section of the file. I suggest you write your data above the message 'You are trying to run the program with very low memory...blabla etc...would you like to run it anyway?', starting at 927,314 / $FD 05. You have to seperate every single name (each first name, each last name, each nickname is a name of its own) by a zero byte (NOT by just hitting the space key or so)
Are you still reading this? Not bored or confused? Well, probably not, so I remind you that you still can play the patch or get Jose de
Leon's cool player editor from comp.sys.ibm.pc.games.misc or somewhere.
74-75 Zero
76-77 First name (see above)
78-79 Zero
80-81 Nickname (see above)
82-83 Zero
84 Number of team
85-86 Overall player number. Relevant for loading both portraits and season stats. The numbers start with 00 00 (Andrew Lang) and end with 8A 01
(All-Star Center). You can give some players the no-portrait-available picture (8A 01), but do this only if you just play exhibitions, it will crash season play. Changing the portraits of the all-star teams does not crash the season, though.
87 Number of player in team (between 00 and 0B)
88 Zero
Changes recommended:
Replace Trevor Ruffin with Charles Barkley
Replace Jud Buechler with, err, I forgot his name, err, that baseball dude
Replace Howard Eisley and All-Star Center with David Robinson
Replace Alaa Abdelnaby with Henry Turner
Replace Johnny Dawkins with Negele Knight
Replace Rafael Addison with Ivano Newbill
Replace Steve Henson with Aaron Mckie
Replace John Williams with Duane Ferrell
Replace Antonio Lang with Richard Dumas
Replace Aaron Williams with Tate George
Replace Cedric Ceballos with Charles Barkley on the all-star team
Replace All-Star Center with David Robinson
Make sure to put Barkley, Robinson, Jordan and McKie into the starting line-up. They are not in it automatically.
A) Yes, this game has a wonderful intro. I suggest you re-run the install and select a lower video quality. The difference between HIGH, MEDIUM or LOW is very small, so don't worry.
3.2.4 Q) I get a weird error "Prefetch Error = FFFFFF" when running the game or trying "test" in the install. Help!
A) This bug is very puzzling, but sometimes occurs when using a multimedia device other than MSCDEX
3.2.5 Q) When I try to install the game I get a weird 4GW error. What can cause this?
A) The NBAL95 install program also runs in SVGA. Thus, you will need to load your VESA driver to be able to run it. If you do not have one, simply enter the directory UNIVBE, and run UNIVBE.EXE.
Part 4 - NBA Live Tips & Tricks
===============================
Here is a collection of Tips & Tricks to make you a better NBA Live
'95 Player:
4.1 - Frank van Geloven suggests "Always play with 'Crash Boards'
ON. Rebounding is much better and the fatigue-level of the players isn't affected by 'Crash Boards'."
4.2 - To make the computer a better opponent, Frank van Geloven suggests: "If the computer isn't giving you a tough job, switch 'Computer Assist' ON and 'Shooting' to COMPUTER.
It makes a difference. Really."
4.3 - tsnotebo@nyx10.cs.du.edu gives us the following tip "When you come to the city screen, where the computer introduces the tip, pressing the right mouse button on the middle of the screen skips the starters and takes you directly to the game. This is also true for the screens between each quarter."
Part 5 - NBA Live '95 on WWW/FTP/Usenet
=======================================
5.1 What NBA Live '95 files can I find on FTP sites?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can find Lutz van Hasselt's patch, which includes the missing players, at ftp.cdrom.com, in /pub/games/incoming. You can find Jose de
Leon's editor on that same site, in /pub/games/editors. The latest version of the patch is 2.31.
5.2 Which newsgroups on Usenet discuss NBA Live '95?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Discussions on this game on Usenet are frequent at comp.sys.ibm.pc.action and comp.sys.ibm.pc.misc. These are also where the patch, the editor and this FAQ are frequently posted.
Part 6 - Additional information
===============================
6.1 Patching the game yourself
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are instructions on patching the game yourself. These are quoted, with permission, from Lutz van Hasselt's NBA.DOC, included with his patch v2.30. Lots of thanks to him for the patch and this information
NBA.DOC by Lutz van Hasselt
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here are the instructions how to patch the game yourself, however a complete patch including Jordan, Barkley and Robinson may be ordered at willwink@pool.informatik.rwth-aachen.de
Ok, first make sure to get a Hex editor, available at many places in the net, figure out how to use it and how to calculate with Hex numbers. Now, edit nba95.exe The first three quarters is program code, the rest is game data.
The data part starts with the ASCII data (names of players, colleges, credits etc., more on that later) at position 925,781. Now, the binary data starts at position 995,497 (that is the 995,497th byte of the file, aka block 3889, just let the editor search for the following Hex data: CA 01 D7 00 04 00
01 00 6A 00. The CA is the first important byte. Now, every player is characterized by 88 bytes. The players are sorted by teams (Atl,Bos,...,Was), then by lineup, starting five (C,PF,SF,SG,PG in that order), then the reserves.
So, that CA and the following 87 bytes are for Andrew Lang, the next 88 bytes for Grant Long etc. After the last player of the Bullets, you'll find the
Eastern all-stars, then the Western all-stars, then the fake stats, then
All-Star Center at block 4025. The all-star teams work just like the usual teams. Then follow some fake players. Of those, only the 93-94 stats are important, combined with the number in the fake team, read the bit below about pointer to fake stats for further information.
Now, the first 28 of the 88 bytes are the 93-94 stats.
01-02 FG att.
03-04 FG made
05-06 3s att.
07-08 3s made
09-10 FT att.
11-12 FT made
13-14 Blocked shots
15-16 Off. Reb.
17-18 Assists
19-20 PFs
21-22 Steals
23-24 Def. Reb.
25-26 TOs
27-28 Minutes
Now, thats two bytes for each category. Make sure to enter the hex number correclty. If someone, say made 666 FGs, you should figure out that this would be Hex, errr, 29A (or so), then you want to enter 9A 02.
29-30 Zero, now the next 15 bytes are some misc. player data.
31 Games played 93-94
32 Ejections 93-94
33 Number on jersey
34 Position: 04-PG, 03-SG, 02-SF, 01-PF, 00-C
35 Height: 5'6-Hex42, 6'0-48, 6'6-4E, 7'0-54, 7'6-5A to name a few, should be enough, the rest is obvious.
36 Weight minus 100 pounds. If someone weighs 240 pounds, make that
140 and enter 8C
37 Years pro
38 College. Look at the college list in the ASCII data part, and count to the college you want, then you got the number
39 Skin color: 00-brown, 01-black, 02-bright, 03-white
40 Other stuff related to how a player looks during game action. Here, you have to look at the single bits. I have not figured that out in detail,
I think bits 2, 4 and 8 are for dark hair, 10 is for blond hair,
20 for glasses and headbands and stuff. For a headband instead of glasses, you should add 1. The rest is probably also used, for beards or so, just try before you think, standard, is 00 for bald people, 08 for dark hair and ten for blonde hair. You can combine all that by adding the numbers, so someone with glasses, and dark hair would be 28 or so.
41 00 for right-handed and 01 for left-handed
42-43 Points total 93-94
44 ???
45 Overall skill. Increase or decrease it to alter the playing time
And now the skills, not quite in the order as in the game
46 FGs
47 3s
48 Fts (equals FT%)
49 Dunking
50 Stealing
51 Shotblocking
52 Off. Reb.
53 Def. Reb.
54 Ballhandling
55 Off. Awareness
56 Def. Aw.
57 Speed
58 Quickness
59 Jumping
60 Dribbling
61 Strength
62 Pointer to fake stats. The program uses the 93-94 stats to calculate realistic season stats. Now some players (rookies) did not play any games in 93-94, they have fake stats instead, you'll find complete fake players behind the all-star data, but only the 93-94 stats of them are important. Those players have numbers, too, so the first player with his 93-94 stats all zero has 01 here as fake stats pointer, the next 02 etc. It ends with 30 or 40 or so. For players not using fake stats, the value of this byte is usually between
40 and 60. Note that it will crash your game when you enter Zero for
Games Played or Minutes Played and do not set this pointer to some fake stats (division by zero error)
63-71 ??? (all changes ignored, or so it seems)
72-73 Pointer to last name. Now, this is the most complicated part. It took me a while to find out. Note that you cannot change it directly.
Look at the total position of byte 72 in the .exe file (like 999,704 for Buechler) and subtract 995.413 from that number. (995.413:=zero=start of data) Change the result to Hex
(10c3), change the first number to zero (yes, sounds silly, but just do it) and remember to reverse the numbers as usual. Then you have the offset you need to find the real pointer. Also keep the actual value of bytes 72 and 73 in mind. Now, goto around byte 350,000 of nba95.exe and let your editor search for XX XX 02 YY YY, with XX XX the offset you calculated above and YY YY the value of bytes 72 and 73. If you do not find a match until around bye 380,000, you have done something wrong. If you find a match, though, you may change the YY YY you found, replace it with the new pointer value. To calculate the pointer value, start counting at byte 925,781 (the obvious start of the ASCII data), so look at the total position of the name you want your pointer to point to and subtract 925,781 from it. Change it to hex and you are done. Now, you may not just want to change the pointers, but also the names. I strongly recommend that you do NOT change the actual list of names. You can enter your new names anywhere in the ASCII section of the file. I suggest you write your data above the message 'You are trying to run the program with very low memory...blabla etc...would you like to run it anyway?', starting at 927,314 / $FD 05. You have to seperate every single name (each first name, each last name, each nickname is a name of its own) by a zero byte (NOT by just hitting the space key or so)
Are you still reading this? Not bored or confused? Well, probably not, so I remind you that you still can play the patch or get Jose de
Leon's cool player editor from comp.sys.ibm.pc.games.misc or somewhere.
74-75 Zero
76-77 First name (see above)
78-79 Zero
80-81 Nickname (see above)
82-83 Zero
84 Number of team
85-86 Overall player number. Relevant for loading both portraits and season stats. The numbers start with 00 00 (Andrew Lang) and end with 8A 01
(All-Star Center). You can give some players the no-portrait-available picture (8A 01), but do this only if you just play exhibitions, it will crash season play. Changing the portraits of the all-star teams does not crash the season, though.
87 Number of player in team (between 00 and 0B)
88 Zero
Changes recommended:
Replace Trevor Ruffin with Charles Barkley
Replace Jud Buechler with, err, I forgot his name, err, that baseball dude
Replace Howard Eisley and All-Star Center with David Robinson
Replace Alaa Abdelnaby with Henry Turner
Replace Johnny Dawkins with Negele Knight
Replace Rafael Addison with Ivano Newbill
Replace Steve Henson with Aaron Mckie
Replace John Williams with Duane Ferrell
Replace Antonio Lang with Richard Dumas
Replace Aaron Williams with Tate George
Replace Cedric Ceballos with Charles Barkley on the all-star team
Replace All-Star Center with David Robinson
Make sure to put Barkley, Robinson, Jordan and McKie into the starting line-up. They are not in it automatically.
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- NBA Live 95 FAQ by System on 09/03/2006, 09:50
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