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HiToText (Version 2010.11.4).
redhorse:
Ok, I have it running now and after updating the GameEx HiScore_SupportedGames.txt file I can see my R-Type Higscores now!!
One question: In most of the samples that I've looked at the highest score gets a rank of 0. Why don't you use rank 1 for the highest score. IMO the highscore tables should show a "1" at the top, not a "0".
BTW: I've decoded the .hi file for Slapfight and programmed the decoding methods in a C# class. As soon as I've done the encoding methods for writing a file I will post the C# code here.
Fyrecrypts:
--- Quote from: redhorse on November 28, 2008, 02:34:05 pm ---Ok, I have it running now and after updating the GameEx HiScore_SupportedGames.txt file I can see my R-Type Higscores now!!
One question: In most of the samples that I've looked at the highest score gets a rank of 0. Why don't you use rank 1 for the highest score. IMO the highscore tables should show a "1" at the top, not a "0".
BTW: I've decoded the .hi file for Slapfight and programmed the decoding methods in a C# class. As soon as I've done the encoding methods for writing a file I will post the C# code here.
--- End quote ---
I agree with this, and I probably need to go back through the game files already created to change this. For R-type I actually changed this from 0 to 1 (and so on down the line) in the version you posted when I made the last version of HiToText. I'll look through the old ones again and see where this occurs. For HiToText it's only where games actually save or display rank.
headkaze:
Hey Fyrecrypts to enable HitToText to work with or without the .hi extention
Change
--- Code: ---fileName = args[1];
--- End code ---
to
--- Code: ---fileName = Path.GetExtension(args[1]) == String.Empty ? args[1] + ".hi" : args[1];
--- End code ---
headkaze:
Screenshot of HiToText running inside HyperSpin
Fyrecrypts:
Next update will include headkaze's optional .hi extension line of code above, and include a few new games: Metrocross, Hyperduel, and Bombjack. Might include more if I can get to it.
I've kinda been hoping to decode an nvram file soon, however even the smallest of these is usually 1,000 bytes or more, and require changes in numerous places to work correctly, so it's a little daunting. I'll get you yet Metal Slug 3...
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