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HiToText (Version 2010.11.4).
dna disturber:
(blueprnt,blueprnj)
00-02 score number 1
03-05 .....
06-08 .....
09-11 .....
12-14 .....
15-17 .....
18-20 .....
21-23 .....
24-26 .....
27-29 score number 10
30 padding ? value 00
31 padding ? value 00
32-34 initials nr.1
35-37 .....
38-40 .....
41-43 .....
44-46 .....
47-49 .....
50-52 .....
53-55 .....
56-58 .....
59-61 initials nr 10.
characters:
90h = (space)
91h = A
92h = B
...
AAh = Z
-------------
Dna Disturber
-------------
dna disturber:
(crush ,maketrax,maketrxb,korosuke)
00-02 high-score in game (add a zero behind it for actual score)
03-05 initials number 1
06-08 score number 1 (add a zero behind it for actual score)
09-11 initials number 2
12-14 score number 2 (add a zero behind it for actual score)
15-17 initials number 3
18-20 score number 3 (add a zero behind it for actual score)
21-23 initials number 4
24-26 score number 4 (add a zero behind it for actual score)
27-29 initials number 5
30-32 score number 5 (add a zero behind it for actual score)
Ascii characterset:
41h = A
42h = B
...
5Ah = Z
special character:
40h = (space)
When you let the initials timeout the blank spot(s) will be filled with 40h
-------------
Dna Disturber
------------- :blah:
Wob:
--- Quote from: dna disturber on June 11, 2009, 07:32:09 pm ---(1941,1941j)
The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse) :'(
40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5
*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same
80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)
120-123 high-score in game
Rank-icon values can be 00 - 07
00 being the lowest rank , 07 the highest.
Maybe someone knows the titles to the ranks (if they aren't just made up) then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)
Characters are ASCII
41h A
42H B
....
5Ah Z
2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.
-------------
Dna Disturber
------------- :cheers:
--- End quote ---
The first section contains memory references, it's probably similar to Shadow Warrior, the table won't be in order, the memory references will be used to sort the table.
I'll have a better look at this one when I get 5.
Wob
Wob:
Here is Bombjack Twin (bjtwin, bjtwina)
This one is fairly simple, it does the logical thing of pulling the in game high score from the same memory location as the top score in the high score table, so no need to double up.
It does have an 11th score stored in memory, but because it is Blank it and makes the section start and finish with 00's, then the hiscore.dat puts it in memory before the system as written to it, thus the scores are wiped each time you load the game. It would be possible to pull the last score with an additional line in the hiscore.dat but I don't think it's worth the effort, if your 11th you suck anyway :) plus it's not shown in game.
--- Quote ---This game has 10 high scores in the table.
Notes:
Maximum Score = 99,999,999
Maximum Round Value = 99
Name Characters = 3 (I am going to reference the name in 2 Byte Chunks, even though the first byte 0C never changes, I think this is best way to avoid corruption)
- Bytes 000-003 (00 00 31 10): Is the highest (1st) Score, in this case 3,110
- Byte 004 (00): Padding
- Byte 005 (01): Is the highest (1st) Round, in this case 01
- Bytes 006-009 (00 00 00 00): Padding
- Bytes 010-015 (0C3C 0C3C 0C3C): Is the highest (1st) Name, in this case "PPP"
- Bytes 016-019 (00 00 25 70): Is the next (2nd) Score, in this case 2,570
- Byte 020 (00): Padding
- Byte 021 (01): Is the next (2nd) Round, in this case 01
- Bytes 022-025 (00 00 00 00): Padding
- Bytes 026-031 (0C00 0C00 0C00): Is the next (2nd) Name, in this case "AAA"
...
- Bytes 144-147 (00 00 00 10): Is the last (10th) Score, in this case 10
- Byte 148 (00): Padding
- Byte 149 (01): Is the last (10th) Round, in this case 01
- Bytes 150-153 (00 00 00 00): Padding
- Bytes 154-159 (0C04 0C20 0C4C): Is the last (10th) Name, in this case "BIT"
All NON ASCII for the Characters
The characters
0C00: A
0C04: B
...
0C64: Z
0C68: . (period)
0C80: (space)
--- End quote ---
Screenshot
Cheers,
Wob
Wob:
--- Quote from: dna disturber on June 11, 2009, 07:32:09 pm ---(1941,1941j)
The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse) :'(
40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5
*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same
80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)
120-123 high-score in game
Rank-icon values can be 00 - 07
00 being the lowest rank , 07 the highest.
Maybe someone knows the titles to the ranks (if they aren't just made up) then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)
Characters are ASCII
41h A
42H B
....
5Ah Z
2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.
-------------
Dna Disturber
------------- :cheers:
--- End quote ---
Ok, I looked at this one, your decoding is fine, the first part is definitely memory addresses but they don't change, and as you said only the top 5 scores\names are every changed. My guess is that the same hardware is used on other games that allow 10 high scores but they didn't use them all for this one.
We could trim out the excess but I think in this case it's probably best to keep it as it is, that way if we find the game that uses the same hardware we can decode them both the same in HiToText. So for this one we can just ignore them memory addresses and the last 5 Scores.
Your thoughts Fyrecrypts?
Cheers,
Wob
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