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HiToText (Version 2010.11.4).

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Fyrecrypts:

--- Quote from: Wob on May 25, 2009, 01:39:19 am ---
--- Quote from: Fyrecrypts on May 25, 2009, 01:27:41 am ---As I was reading, I was looking how it looked an awful like Ghosts N' Goblins. Not surprisingly, both games are mid 80's Capcom. Thankfully, because of that, this should take minutes instead of hours. =)

--- End quote ---

Good stuff, so does ghosts n' goblins use the same system? seems likes a strange way to do it, why not just have the table in order? I am sure it made sense to someone at the time :)

The changes to the hi and not a must, but it makes more sense to have the score reference before the ingame score that after, plus it optimises the number of lines :)

--- End quote ---

Yeah, Ghosts N' Goblins looks exactly the same, it is strange, and seems like a waste of space really. I guess you don't have to move a ton of scores around when you get a new score though. You only write over the lowest score, and just modify the pointers.

We'll definitely change the hiscore.dat, anything that makes it cleaner is an upgrade, this most certainly is an upgrade.

Fyrecrypts:
I should have a release out by Friday, I have translated much of Wob's work into code, and Cananas has given me Punch Out, Super Punch Out, Kamikaze Cabbie, and some updates to Violent Fight.

I think it should be a pretty good update. =D

Wob:
Next one is Vigilante

First off we can add the clones to the hiscore.dat file, it only has the original listed and the clones work the same.

hiscore.dat after adding two clones.

--- Quote ---vigilant:
vigilntj:
vigilntu:
0:e048:3f:00:48
--- End quote ---

This was a nice and easy one.

--- Quote ---We have 10 high scores in the game

Notes:
Maximum Valid Highscore Value is 999990 = (90 99 99), The last digit will always show as a 0 ingame regardless of what the value is.

- Bytes 00-02 (00 45 11): This is the in game high score, stored in reverse byte order, in this case 114,500

- Bytes 03-05 (00 45 11): Is the Top (#1) score. In this case, 114,500 points (Stored in reverse Byte Order)
- Bytes 06-08 (41 45 4B): Is the Initials of the Top (#1) score (3 characters), In this case AEK

- Bytes 09-11 (00 87 09): Is the next (#2) score. In this case, 98,700 points (Stored in reverse Byte Order)
- Bytes 12-14 (4D 2E 4B): Is the Initials of the next (#2) score (3 characters), In this case M.K

and so on until

- Bytes 57-59 (00 65 01): Is the last (#10) score. In this case, 16,500 points (Stored in reverse Byte Order)
- Bytes 60-62 (45 2E 48): Is the Initials of the last (#10) score (3 characters), In this case E.H

This one uses ASCII for the character set except for a One Special characters

The characters
41: A
...
5A: Z

20: (blank)
21: !
26: &
2D: - (dash)
2E: . (period)

Special Character
1B: (Heart)

--- End quote ---

Cheers,
Wob

Fyrecrypts:
Okay, new release will happen tomorrow morning, I may add some more things if I can find the time (may be hard), or if someone else has more they'd like me to put in before it goes out tomorrow.

It will contain all of Wob's deciphered games in this thread, and the files mentioned above from Cananas. Around 15 new games + their clones.

Wob:
I can hardly wait :)

I just want to take the opportunity to thank Fyrecrypts and all the other people working behind the scenes on HiToText and the next big thing.  All your hard work is appreciated.

I would also like to encourage everyone using the tool to take a look at decoding some hi files, it's not as hard as it looks and the more you do the easier they get, just start with your favourites that are not done yet and go from there, as they say many hand make light work :)

Cheers,
Wob

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