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FrizzleFried:

--- Quote from: Fyrecrypts on June 22, 2009, 01:44:23 pm ---
--- Quote from: FrizzleFried on June 22, 2009, 01:40:14 pm ---
--- Quote from: Fyrecrypts on June 22, 2009, 01:01:14 pm ---I have taken a look, and have not yet found the score table, I haven't stopped trying though.

--- End quote ---

OK...I'll shut up now.  I figured my request was lost amongst the responses above...

Thank you BTW.

--- End quote ---

Hahaha, I'm not a mamedev, you don't have to tiptoe around me. =D

I actually thought about posting a reply, but since I hadn't found it yet, I figured it wasn't worth a post. And no worries, I'm happy people are interested in the project and really, providing games that aren't in the hiscore.dat that someone actually plays is helping to enhance it. By posting requests, you're actually contributing. Otherwise I'm just left to choosing games I enjoy, and miss some gems that other's know about.

--- End quote ---

You don't have any idea the floodgate you just opened... do ya?  :)

I'm happy to "contribute" whenever I can. 

Cananas:

--- Quote from: FrizzleFried on June 22, 2009, 12:56:10 pm ---Any of you pro's had a chance to look at PuzzLoop or PuzzLoop 2?   Two excellent games that I just don' t play much because the highscores don't save...   :'(

--- End quote ---

Sorry, but puzzloop and puzzloop2 are included in the hiscore.dat, and they saves correctly. You only must follow the instructions for puzzloop2. In this game, the hiscore table is generated the first time is going to be showed. Then, the hiscore data is changed with the data of the pzloop2.hi.

No special instructions for puzzloop.

FrizzleFried:
Strange... my HS works but PL and PL2 don't.  I guess I will go in and delete the .HS files (if they are there). 

Now what I don't understand is your instructions for PL2...

"The highscore table is generated the first time is going to be showed.  Then, the highscore data is changed with the data of the pzloop2.hi" 

I'm not quite picking those sentences up.  Can you please reiterate?


EDIT: After deleting the .hi file,  PuzzLoop is working.   When i have a chance I'll have to go searching through the highscore.dat file to find the instructions I assume are there for PuzzLoop 2.   I do apologize for the wild goose chase and I will make sure to CHECK the freakin' .DAT file instead of relying on whether a game is saving HS or not as proof positive it's included or not.

My bad 100%.

:(

EDIT #2: I just checked the latest hiscore.dat (i believe it is) and this is what I found RE: Puzz Loop 2:


--- Quote ---** stage scores not right ** ** you must wait untill the hiscore table has displayed **
;** at least once before you start a game for this save to work  ****
--- End quote ---

I will have to try this... now I wonder if they mean at boot up,  or after a high score is achieved,  the next game is not to start until the HS table is displayed?


Cananas:

--- Quote from: FrizzleFried on June 22, 2009, 04:56:02 pm ---I will have to try this... now I wonder if they mean at boot up,  or after a high score is achieved,  the next game is not to start until the HS table is displayed?
--- End quote ---

Yes, only at boot up. Each time you load the roms (of this game) from mame, the hiscore table is 'loaded' into memory only when it is going to be displayed for the first time. After loaded, the data is overwritten with the data of the hi file.

After that, you can play normally.

Wob:
Rolling Thunder (rthunder, rthundro)


--- Quote ---This game has 5 high scores

Notes:
Maximum Score = 9,999,990 = (99 99 99) Trailing 0 is added in game
Maximum Area = 99 = (99) Stored in Decimal
Name Characters = 3

- Bytes 00-02 (00 30 00): 1st Score, In this case 30,000
- Byte  03    (05): 1st Area, In this case 5
- Bytes 04-06 (0A 15 0B): 1st Initials, in this case "ALB"

- Bytes 07-09 (00 20 00): 2nd Score, In this case 20,000
- Byte  10    (05): 2nd Area, In this case 4
- Bytes 11-13 (15 12 1B): 2nd Initials, in this case "LIR"

...

- Bytes 28-30 (00 04 00): 5th Score, In this case 4,000
- Byte  31    (01): 5th Area, In this case 1
- Bytes 32-34 (16 19 12): 5th Initials, in this case "MPI"

- Bytes 35-37 (00 30 00): The in game high score, in this case 30,000


Non ASCII for the Characters

The characters

0A: A
0B: B
...
23: Z

24: ?
25: !
26: .
27: ,
28: :
29: ;

--- End quote ---

Screenshot


Cheers,
Wob

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