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HiToText (Version 2010.11.4).
Wob:
Ok, slow morning so here is Yie Ar Kung-Fu (yiear and yiear2)
--- Quote ---We have 10 high scores in the game
Notes:
Maximum valid high score value is 9999990 = (99 99 99), tailing 0 is added in game.
- Bytes 00-02 (00 38 40): Is the Top (1st) score. In this case, 38,400 points, tailing 0 is added in game.
- Byte 03 (03): Is the Stage for the Top (1st) score. In this case 3
- Bytes 04-13 (23 2B 24 23 25 14 11 10 10 10): Is the name of the Top (1st) score (10 characters), In this case S.TSUDA
- Bytes 14-16 (00 31 50): Is the next (2nd) score. In this case, 31,500 points
- Byte 17 (02): Is the Stage for the next (2nd) score. In this case 2
- Bytes 18-27 (29 2B 23 25 17 19 1D 1F 24 1F): Is the name of the next (2nd) score (10 characters), In this case Y.SUGIMOTO
and so on until
- Bytes 126-128 (00 04 80): Is the last (10th) score. In this case, 4,800 points
- Byte 129 (01): Is the Stage for the last (10th) score. In this case 1
- Bytes 130-139 (18 11 24 11 1E 1F 10 10 10 10): Is the name of the last (10th) score (10 characters), In this case HATANO
and finally we have
- Bytes 140-142 (00 38 40): This is the in game high score. In this case 38,400
This one is NON ASCII for the characters
The characters
10: (blank)
11: A
12: B
...
2A: Z
2B: . (period)
2C: =
2D: !
2E: (square)
--- End quote ---
Here is a screenshot to show the special Characters, mainly the square as it's an odd one.
Cheers,
Wob
Wob:
I'm picking some easy ones today, Here is Vendetta and clones (vendetta, vendett2, vendettj, vendtaso, vendetao, vendet2p, vendetas)
No hiscore.dat changes needed.
--- Quote ---We have 8 high scores in the game
Notes:
Maximum Valid Highscore Value is 9999 = (99 99)
No in game hi score for this game.
- Bytes 00-01 (00 50): Is the Top (#1) score. In this case 50
- Bytes 02-04 (41 41 41): Is the Initials of the Top (#1) score (3 characters), In this case AAA
- Bytes 05-06 (00 48): Is the next (#2) score. In this case 48
- Bytes 07-09 (42 42 42): Is the Initials of the next (#2) score (3 characters), In this case BBB
and so on until
- Bytes 35-36 (00 18): Is the last (#8) score. In this case 18
- Bytes 60-62 (48 48 48): Is the Initials of the last (#8) score (3 characters), In this case HHH
This one uses ASCII for the character set except for the two special characters
The characters
41: A
42: B
...
5A: Z
Special Character
40: (blank)
5B: . (period)
--- End quote ---
Cheers,
Wob
headkaze:
Nice work Wob, appreciate your contributions and good to see this project still going strong :cheers:
Wob:
Ok, brianoneill requested me to look at this one.
It's Twin Cobra (twincobr, twincobu,) it also works with (ktiger, fshark, fsharkbt, skyshark) the only difference being the latter ones use 6 characters for names when Twin Cobra only uses 3.
--- Quote ---We have 20 high scores in the game
Notes:
Maximum valid Score value = (09 99 99 99) 99,999,990
Name Characters = 3 (for twincobr, twincobu)
Name Characters = 6 (for ktiger, fshark, fsharkbt, skyshark)
Scores
- Bytes 000-003 (00 00 36 29): This appears to be a mirror of the #1 Score, just like rastan. Should always be the same as #1
- Bytes 004-007 (00 00 36 29): Is the highest (1st) score. Trailing 0 is added in game. In this case, 36,290 points
- Bytes 008-011 (00 00 30 00): Is the next (2nd) score. In this case, 30,000 points
...
- Bytes 080-083 (00 00 12 00): Is the last (20th) score. In this case, 12,000 points
Names (Twincobr and twincobu use only the first 3 digits, the last three digits change from ("---") to (" ") after a name is input)
- Bytes 084-095 (00 0A 00 0B 00 23 00 2D 00 2D 00 2D): Is the highest (1st) name. 00 Bytes are just padding. In this Case (ABZ )
- Bytes 096-105 (00 28 00 28 00 28 00 28 00 28 00 28): Is the next (2nd) name. In this Case (------)
...
- Bytes 312-317 (00 28 00 28 00 28 00 28 00 28 00 28): Is the last (20th) name. In this Case (------)
Areas Note: I'm not sure on the maximum valid value, but it does read both bytes. (01 01) = 257 and (FF FF) = 535 (at least in twincobr)
- Bytes 324-325 (00 0E): The Area for the highest (1st) score in Hex, In this Case 14
- Bytes 326-327 (00 0A): The Area for the next (2st) score in Hex, In this Case 10
...
- Bytes 328-329 (00 01): The Area for the last (20th) score in Hex, In this Case 1
And finally we have the in game high score.
- Bytes 364-371 (2D 2D 2D 03 06 02 09 00): One byte per digit, In this case 36,290 points. No tailing 0 here, the leading digits are blanks as per the character table (2D)
This one is NON ASCII for the characters
The characters
0A: A
0B: B
...
23: Z
Special Characters
24: !
25: ,
26: .
27: +
28: -
29: &
2A: ?
2D: (blank)
--- End quote ---
Picture of the table from twincobr
Cheers,
Wob
Fyrecrypts:
All right! New HiToText:
HiToText w/Source: http://the-elitists.com/HiToText/HiToText_2009.05.29.zip
HiToText.exe: http://the-elitists.com/HiToText/HiToText.exe
New hiscore.dat: http://the-elitists.com/HiToText/hiscore.dat_2009.05.29.zip
New games and clones in this release: Kung Fu Master, Circus Charlie, Double Dragon, Pacland, Mat Mania, Bank Panic, PunchOut, Super PunchOut, Kamikaze Cabbie, Rastan, Robocop, Black Tiger, World Rally, Vigilante, The Speed Rumbler, Wonderboy, Yie-Ar Kungfu, Vendetta, and Twin Cobra!
Big thanks to Cananas and Wob for deciphering these games!
Also, per a suggestion from Wob, I will be putting up an online spreadsheet shortly that contains the games in HiToText, and sections for people to put up suggestions, or to show what games are being worked on (to avoid duplication of work).
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