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Fyrecrypts:
Whew, I am so behind, but that's good! Thanks for all the help everyone. =)

dna disturber:
(toki) * no clones because they take a different chunk of code (information hiscore.dat)


0-3   score number 1
4-7   score number 2
...
76-79   score number 20
-------------------------------------
80 padding
81-83    initials number 1
84 padding
85-87   initials number 2
...
156 padding
157-159   initials number 20
-------------------------------------
160   area reached number 1   *** see area value's below
161   area reached number 2
...
179   area reached number 20
--------------------------------------
180-183 hi-score in  game
184 padding

The area's value are in hex from 00h to 40h:
00h = 1-A
01h = 1-B
...
09h = 1-J
0Ah = 2-A
0Bh= 2-B
...
10h = 2-H
11h = 3-A
12h = 3-B
...
22h = 3-Q
23h = 4-A
24h = 4-B
...
2Eh = 4-L
2Fh = 5-A
30h = 5-B
...
3Bh = 5-M
3Ch = 6-A
3Dh = 6-B
3Eh = 6-C
3Fh = 6-D
40h = 6-E  (this is the last level)

The characters ASCII:
41h = A
42h = B
...
5Ah = Z

Special characters :
20h = (space)
00h = (blank) *** when initials-entry time-outs
5Bh = [ (in initials-entry select a ! and this will be written in the initials
5Ch = \ (in initials-entry select a ? and this will be written in the initals
5Dh = ] ( in initials-entry select a & and this will be written in the initials

*** don't know if this is a bug in the driver or that it is a bug in the original board or .......

--------------------
Dna Disturber
--------------------  :cheers:

Wob:

--- Quote from: dna disturber on June 14, 2009, 06:07:42 pm ---(toki) * no clones because they take a different chunk of code (information hiscore.dat)


0-3   score number 1
4-7   score number 2
...
76-79   score number 20
-------------------------------------
80 padding
81-83    initials number 1
84 padding
85-87   initials number 2
...
156 padding
157-159   initials number 20
-------------------------------------
160   area reached number 1   *** see area value's below
161   area reached number 2
...
179   area reached number 20
--------------------------------------
180-183 hi-score in  game
184 padding

The area's value are in hex from 00h to 40h:
00h = 1-A
01h = 1-B
...
09h = 1-J
0Ah = 2-A
0Bh= 2-B
...
10h = 2-H
11h = 3-A
12h = 3-B
...
22h = 3-Q
23h = 4-A
24h = 4-B
...
2Eh = 4-L
2Fh = 5-A
30h = 5-B
...
3Bh = 5-M
3Ch = 6-A
3Dh = 6-B
3Eh = 6-C
3Fh = 6-D
40h = 6-E  (this is the last level)

The characters ASCII:
41h = A
42h = B
...
5Ah = Z

Special characters :
20h = (space)
00h = (blank) *** when initials-entry time-outs
5Bh = [ (in initials-entry select a ! and this will be written in the initials
5Ch = \ (in initials-entry select a ? and this will be written in the initals
5Dh = ] ( in initials-entry select a & and this will be written in the initials

*** don't know if this is a bug in the driver or that it is a bug in the original board or .......

--------------------
Dna Disturber
--------------------  :cheers:

--- End quote ---

Hi DNA,

Your decoding will work for the clones (tokib, tokiu, tokia, juju, jujub) , the only difference is the location it grabs from, and toki games a duplicate byte at the end (for no apparent reason) this happens on a semi regular basis. Hence your 184 byte is padding, as it's the 3rd byte of your in game hi score.  So for the clones the last byte is 183.

I agree we shouldn't implement unnecessary changes to the hiscore.dat, but I think in cases like this when there is an unnecessary line causing more work in reading\writing, and it means the hi file is different from it's clones for no real reason that the changes should be made.  So I would suggest removing the last line from toki.


--- Quote ---;*********pstadium.c (toki (world set 1))
toki:
0:66b5e:b 4:00:03
0:60008:4:00:00

--- End quote ---

Note: I had to add a space between the b and 4 because this stupid forum and it's BINGO crap.

Cheers,
Wob

Wob:
Here is Express Raider (exprraid, wexpress, wexpresb, wexpresc)

First off we just need to add a clone (wexpresc) that is missing from the hiscore.dat file.  Just add it to the other wexpress games

modified hiscore.dat entry

--- Quote ---wexpress:
wexpresb:
wexpresc:
0:0245:3:15:00
0:0240:50:20:00
--- End quote ---

The decoding will also work for the clone (exprrada), the only difference being it doesn't have the in game high score (it pulls it from the table), so the first 3 bytes are not there, shift all the other numbers down by three.


--- Quote ---This game has 10 high scores in the table.

Notes:
Maximum Score = 999,999
Name Characters = 3

- Bytes 00-02 (15 00 00): Is the in game high score, in this case 150,000

- Bytes 03-04 (20 31): 1st Ranking, Stored in ASCII, in this case " 1"
- Bytes 05-07 (53 4B 4E): 1st Name, in this case "SKN"
- Bytes 08-10 (15 00 00): 1st Score, in this case 150,000

- Bytes 11-12 (20 32): 2nd Ranking, Stored in ASCII, in this case " 2"
- Bytes 13-15 (41 49 4F): 2nd Name, in this case "AIO"
- Bytes 16-18 (08 90 00): 2nd Score, in this case 89,000

...

- Bytes 75-76 (31 30): Last Ranking, Stored in ASCII, in this case "10"
- Bytes 77-79 (4E 52 49): Last Name, in this case "NRI"
- Bytes 80-82 (02 40 00): Last Score, in this case 24,000


All ASCII for the Characters, even the special characters

The characters
20:   (space)
21: !
2D: -
3D: =
3F: ?

41: A
42: B
...
5A: Z

--- End quote ---

Screenshot


Cheers,
Wob

Wob:
Here is Cabal (cabal, cabalbl, cabalus2, cabalus, cabala)


--- Quote ---This game has 10 high scores in the table.

Notes:
Maximum Score = 99,999,999
Name Characters = 3

- Bytes 00-02 (44 59 46): 1st Name, in this case "DYF"
- Bytes 03-06 (00 09 97 00): 1st Score, in this case 00099700 (All characters are shown)
- Byte  07    (00): Padding
- Byte  08    (09): Round In hex (See below for decoding)
- Byte  09    (00): Padding

- Bytes 10-12 (54 48 4F): 2nd Name, in this case "THO"
- Bytes 13-16 (00 09 48 00): 2nd Score, in this case 00094800
- Byte  17    (00): Padding
- Byte  18    (08): Round In hex (See below for decoding)
- Byte  19    (00): Padding

...

- Bytes 90-92 (4E 49 54): last Name, in this case "NIT"
- Bytes 93-96 (00 02 88 10): last Score, in this case 00028810
- Byte  97    (00): Padding
- Byte  98    (00): Round In hex (See below for decoding)
Note: No final padding byte is grabbed on the last score

Round Decoding
00h = 1-1
01h = 1-2
02h = 1-3
03h = 1-4
04h = 2-1
05h = 2-2
...
12h = 5-3
13h = 5-4
14h = ALL

All ASCII for the Characters, even the special characters

The characters
20:   (space)
21: !
2D: -
2F: /
3F: ?

41: A
42: B
...
5A: Z

--- End quote ---

Screenshot


Cheers,
Wob

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