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HiToText (Version 2010.11.4).
Cananas:
No problem. It will be in the next update.
For the moment, here you have the correct hiscore.dat data that saves the hi-scores:
--- Code: ---crzrally:
crzrallg:
crzralla:
0:c200:01:ff:ff
0:c000:36:00:00
--- End code ---
The order of the data is very important here to avoid mame crashes. The first byte is to control when mame must overwrite the other data.
9 entries
Score: 3 bytes
Names: 3 bytes ASCII Char
No special chars
Compiled and running!!
RetroBorg:
--- Quote from: Cananas on July 04, 2009, 06:25:58 am ---No problem. It will be in the next update.
--- End quote ---
Thanks.
--- Quote from: Cananas on July 04, 2009, 06:25:58 am ---For the moment, here you have the correct hiscore.dat data that saves the hi-scores:
--- Code: ---crzrally:
crzrallg:
crzralla:
0:c200:01:ff:ff
0:c000:36:00:00
--- End code ---
--- End quote ---
Excellent, works a treat.
--- Quote from: Cananas on July 04, 2009, 06:25:58 am ---The order of the data is very important here to avoid mame crashes. The first byte is to control when mame must overwrite the other data.
9 entries
Score: 3 bytes
Names: 3 bytes ASCII Char
No special chars
Compiled and running!!
--- End quote ---
Thanks again.
dna disturber:
Here is Metal Slug - Super Vehicle-001 :blowup: :blowup: :blowup:
--- Quote ---(mslug)
uses nvram only
Things to extract:
*** TOP 10 ***
Rank
Score
Initials
The bytes:
802 rank 1 (in hex 01 = 1 , 0a = 10)
805,804,807,806 score 1
808-813 initials score 1
814 rank 2 (in hex 01 = 1 , 0a = 10)
817,816,819,818 score 2
820-825 initials score 2
...
...
910 rank 10 (in hex 01 = 1 , 0a = 10)
913,912,915,914 score 10
916-921 initials score 10
The characters (yet another variation I haven't come across) : :dizzy:
One character is 2 bytes large.
40 0B = (space)
42 0B = !
4C 0C = . (period)
4E 0C = ?
60 0B = 0 (zero)
62 0B = 1
64 0B = 2
66 0B = 3
68 0B = 4
6A 0B = 5
6C 0B = 6
6E 0B = 7
60 0C = 8
62 0C = 9
82 0B = A
84 0B = B
86 0B = C
88 0B = D
8A 0B = E
8C 0B = F
8E 0B = G
80 0C = H
82 0C = I
84 0C = J
86 0C = K
88 0C = L
8A 0C = M
8C 0C = N
8E 0C = O
A0 0B = P
A2 0B = Q
A4 0B = R
A6 0B = S
A8 0B = T
AA 0B = U
AC 0B = V
AE 0B = W
A0 0C = X
A2 0C = Y
A4 0C = Z
--- End quote ---
Dna Disturber :cheers:
dna disturber:
Here is PENGO :bump
--- Quote ---
(pengo , pengob , pengo2 , pengo2u , pengo3u , pengo4 , penta)
*clone penta needs to be added to hiscore.dat (same adresses as pengo)
Things to extract:
*** TOP 5 ***
Initials
Score
Act (round)
The Bytes:
01,00 score 5 (in hex, convert to decimal + add 0 at the back for real score)
02 act 5 (in hex , 01 = act 1 , 0a = act 10)
03-05 initials 5
07,06 score 4 (in hex, convert to decimal + add 0 at the back for real score)
08 act 4 (in hex , 01 = act 1 , 0a = act 10)
09-11 inititals 4
...
...
25,24 score 1 (in hex, convert to decimal + add 0 at the back for real score)
26 act 1 (in hex , 01 = act 1 , 0a = act 10)
27-29 initials 1
31,30 hiscore in game (in hex, convert to decimal + add 0 at the back for real score)
The characters (ASCII) :
20 = (space)
41 = A
42 = B
..
..
5A = Z
Special character (non ascii):
5B = . (period)
--- End quote ---
Dna Disturber :cheers:
dna disturber:
Here is Journey.... :w00t
--- Quote ---(journey)
uses nvram only
Things to extract:
*** TOP 10 ***
initials
score
The bytes:
07-12 hiscore in game (every byte is a single digit , 00 04 06 05 00 00 = 46500)
There is a check to see if the hiscore is broken
This is at:
80-82 hiscore in game (in decimals)
If this is surpassed the bytes at 07-12 will change.
* If you manually alter 07-12 you will have the hiscore in game set. But the check at 80-82
will be lower. If someone beats that score the hiscore in game will be altered (even though
the hiscore in game was higher) !
Hope this makes sense.....
20-22 initials 1
23-25 score 1 (in decimals)
26-28 initials 2
29-31 score 2
..
..
74-76 initals 10
77-79 score 10
The characters in ASCII :
20 = (space)
41 = A
42 = B
..
..
5A = Z
Special characters (non ASCII)
00
*** The initial score-board is filled up with 00 's (initials and scores).
In the game these scores are not displayed. So if 2 scores are set the score-board will only let us see 2.
My suggestions is to check whether initials and score are all 00 's . If the answer is yes then that is the end of the score-board. In that case they don't get displayed in HiToText (just as in the game).
--- End quote ---
Dna Disturber :cheers:
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