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HiToText (Version 2010.11.4).

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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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