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Author Topic: HiToText (Version 2010.11.4).  (Read 151556 times)

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tspeirs

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Re: .hi file conversion.
« Reply #80 on: October 10, 2008, 01:11:01 pm »
By the way Firecryps, feel free to contact me if youd like the hosting. Didnt hear anything from you but I just assume you've not got round to it or are not ready yet.

Cheers.
Tom.

Fyrecrypts

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Re: .hi file conversion.
« Reply #81 on: October 10, 2008, 10:06:32 pm »
DigDug and Burger Time .cs files posted, and I've talked with Tom about getting some webspace so HiScanner can be more easily used.

Again, thanks very much Tom, I think this will help out this project quite a bit.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

NOP

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Re: .hi file conversion.
« Reply #82 on: October 12, 2008, 11:34:43 am »
moon patrol:

Looks pretty simple:
Score is in the first 3 bytes of the file.  My score of 006010 shows up as 10,60,00.
Byte 3 is (I believe) the zone # reached.  I made it to zone F, and the value in byte 3 was a 6.
Bytes 4-29h are 00 for me.
Byte 2A contained a 72h, and that was the record speed reported (72 seconds, so it's decimal) when I finished the beginner level. 

There are likely other records stored in other bytes though, but I'm not really good at the game, so I can't get 'em broken!



NOP

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Re: .hi file conversion.
« Reply #83 on: October 12, 2008, 12:15:48 pm »
donkey kong 3 (dkong3.hi)

5 entries total.
I think the first entry may be incorrect from hiscore.dat-it's confusing. (see below)

scores 2-5 are defined as such:
4 mystery bytes
then 3 bytes in ascii show the rank "2ND" "3RD" etc
Then 40h,40h
then the score in ascii, 6 bytes (score of 012000 is: 30,31,32,30,30,30)
then 40h,40h
then 3 bytes of initials, also in ascii
then 9 bytes of 40h
then a 7F
the score is then stored again in BCD in 4 bytes: (00 00 20 01 For the above score)

the 4 mystery bytes for 2nd, 3rd, 4th and 5th are:
53,76,f5,76
55,76,f7,76
57,76,f9,76
59,76,fb,76 


the problem is that score #1 doesn't have the ascii "1ST" as part of the standard definition, and in fact has 5 mystery bytes before the 40h,40h.  The 5 mystery bytes are: F3,76,E8,E2,E5 which almost follows the rest of them, but not quite.  I dunno.


There is some straggling data after the last score too.  It looks like the last 4 bytes in the file are BCD top score, but I don't have anything to go off for the 30h+ additional bytes between the last score and the last 4 bytes.

it's cornfusing, but it's a start.






Fyrecrypts

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Re: .hi file conversion.
« Reply #84 on: October 13, 2008, 07:11:03 pm »
Gigawing, Donkey Kong 3, and a fix to Do Donpachi .cs files added.

Edit: Took a look at moon patrol, and NOP is pretty dead on, we're gonna need someone who's good at moon patrol to decode everything. Preferably someone who has beaten it. Byte 2A is the time to stage 'E', byte 28 is the time to stage 'J'. They get set from 00 when that stage is passed, if your time is not better than the default best time for that stage, then that time is stored in it's respective byte.

If my math is right, there are 20 checkpoints like this to be stored? This is going to be interesting as this isn't really a typical high score file, so some new coding is going to be needed.
« Last Edit: October 13, 2008, 08:26:59 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #85 on: October 16, 2008, 10:37:52 am »
Added Ghosts N' Goblins, updated HiScanner and HiToText source attachments.

I've also put up seperate compiled versions of the application in case people didn't know to look in the bin/Debug directories of the source.

Also, I've realized that the .nv files that MAME generates for certain games, most notably older Atari games (Paperboy, 720), contain hi score data as well, so I'll be implementing some nv file parsing soon as well. Probably for the above games, so if anyone would like to help parse .nv files for games that don't have .hi files, we can use those too for this project.
« Last Edit: June 02, 2009, 11:57:16 am by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

NOP

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #86 on: October 16, 2008, 05:47:28 pm »
>if anyone would like to help parse .nv files for games that don't have .hi files, we can use those too for this project.

isn't joust one of those .nv only games too?  I know that's on the top of the list for sharing score files.

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #87 on: October 16, 2008, 06:05:07 pm »
Probably, and Defender as well I'd imagine.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #88 on: October 16, 2008, 06:22:28 pm »
Fyrecrypts: Maybe HiToText should be updated so you can set the hiscore entries from the command prompt?

Something like "HiToText -read [ROM]" to display the hiscore table and "HiToText -write [ROM] [RANK] [SCORE] [NAME]"?

TheShanMan

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #89 on: October 16, 2008, 06:59:41 pm »
Probably, and Defender as well I'd imagine.

Yes, defender has non-volatile ram for the high scores. I think that's pretty typical on the williams boards.
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Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #90 on: October 16, 2008, 07:22:44 pm »
Fyrecrypts: Maybe HiToText should be updated so you can set the hiscore entries from the command prompt?

Something like "HiToText -read [ROM]" to display the hiscore table and "HiToText -write [ROM] [RANK] [SCORE] [NAME]"?

Yeah, this should actually be pretty easy given the way saving scores is called with a generic method that accepts a string array just like command arguments, I can probably squeeze this in tomorrow night.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #91 on: October 17, 2008, 11:16:33 pm »
New HiToText updated with the suggestions from Headkaze.

Syntax is: HiToText [-r|-w|-f] [filename] [score, name, etc... whatever a -f says, delimited by spaces]

-r reads the file, sends it to standard out.
-f tells you the format used for writing to the file.
-w writes to the .hi file.

There's no real error checking done here, but it works if the parameters are correct.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #92 on: October 18, 2008, 01:27:26 am »
Hey Fyrecrypts I've added some error checking so it will fail in most cases with a proper error message.

It's coming along really nicely I must say, great work guys :)


Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #93 on: October 18, 2008, 06:01:01 pm »
Very nice, I'll include those in my next update. Thank you.

Next update will also include a fix in the hiscore.dat table for xmen (Was missing stage reached byte for the 10th highest score for Cyclops), and I guess I'll do some version control with it as well. I'll probably also throw in the dkongjr fix.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #94 on: October 21, 2008, 05:43:49 pm »
Quick note, I've made a loading screen, as HiScanner now takes a little while to get some information from MAME.

I am terrible with photoshop, but I would love if someone who is artistic would be willing to create a nice little loading image that could be used.

Two things to know about this, I am not set on any particular image size, I'd rather it be less than 640x480, and there will be a progress bar that will take up at least some portion of the screen, I suppose someone could incorporate this into the image if they want.

Of course, I'll give you credit in HiScanner.
« Last Edit: October 22, 2008, 12:20:33 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #95 on: October 29, 2008, 11:20:59 pm »
I updated everything. HiScanner, HiToText, and the hiscore.dat file fixes X-men, I didn't get around to fixing dkongjr in this one.

HiScanner uses a new "no dupes" algorithm that while isn't perfectly efficient is still fast enough. No server for everyone yet, but I am mostly ready when it's ready.

New HiToText adds a couple more games: Simpsons, and Altered Beast.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

NOP

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #96 on: October 30, 2008, 10:49:55 am »
I'm gone for the next several days, but starting late next week I'll get back into decoding more files.


Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #97 on: November 15, 2008, 12:53:17 pm »
Made some more updates, added x-men which required some changes to the way HiScanner saved scores, which took a while for me to come up with a decent solution for that. Since it scores the top 10 scores by character, I couldn't assume the old way of sorting by scores would work. This should pave the way for .hi files or .nv files (when I start on that) that are more complicated score files such as Moon Patrol or Cameltry to be done easier. At least for HiScanner, all of these are easily done in HiToText as well. In addition, you will need the version 0.1 of the hiscore.dat included in hiscore.zip in the main post. It fixes the issue mentioned a few posts up.

There's also the possibility that HiToText could make it's way to Hyperspin in some form, it looks like BadBoyBill would like to see hiscores displayed in his front end! Hooray! Here's the thread: http://www.hyperspin-fe.com/forum/showthread.php?t=1274

Here's to hoping for some more widespread use of this, and more people able to help. There still are 1000's of games to decipher, and more and more my free time is shrinking. =(
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

tspeirs

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #98 on: November 17, 2008, 06:12:57 pm »
Hi Fyrecrypts. GameEx has support for your project now, and it includes hitotext.exe.

Sorry for the delay on the hosting. Although the server is being paid for I have not touched it really yet although its all installed and patched and has has a domain. I may just temporairly give you admin accesss via remote desktop so you can set up the site and SQL dbase. Do you want to do that for now?

PS: If you need a key for GameEx just ley me know.

Cheers.
Tom

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #99 on: November 18, 2008, 09:43:19 am »
Very cool Tom, I appreciate the support, I'll check it out in GameEx when I get a chance!

This is pretty much the very reason I design this project, was to see it used in FEs like this.

I'll shoot you an e-mail later today about the webspace, when I have some time (Gonna be busy today).
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #100 on: November 19, 2008, 05:50:16 pm »
So I've been thinking about how I'm sure more people would like to help if they thought they could, and while recruiting my non-technical brother, I realized I should make a post about what he does to help me get some of these games decoded just a little bit faster.

Basically, I'm getting pretty good and actually decoding the .hi files. Games like Road Runner (Atari) would be difficult if I hadn't already put the time in on Marble Madness which use the same space saving score and name coding.

Because of this, more of my time getting a game into HiToText and HiScanner is usually ensuring that all the possible characters allowed in the name of the hiscore are taken into consideration. So I'm regularly beating hi scores and putting my name as: ",.-" to see what these characters map out to.

What I've got my brother doing, is beating hi scores, and using every possible character that the game allows, taking a screenshot of all the high scores, and e-mailing those screenshots and the .hi file to me, so I can spend more of my time programming and decoding the .hi file.
One important note about this, I never need all the alpha-numeric scores, usually just "ABZ", "abz", and "019", as every game so far has a pattern for these characters, that make needing "CDE" and so on pretty pointless.

For something like Captain America and the Avengers, the game only stores 5 scores at a time, but has a lot of characters that could not be on the same hiscore table at the same time, so my brother took multiple screenshots, and made copies of the captaven.hi file for those screenshots and sent me an e-mail with this information, deleted the old captaven.hi file and started again with the characters that wouldn't fit in the first hiscore table, I ended up with 4 different captaven.hi files, but was able to capture every possible character allowed with the screenshots.

I'm hoping that some of you that have games you'd like to see decoded (especially those of you using the new version of GameEx, thanks Tom!) would be willing to upload their hiscore screenshots, and .hi OR .nv files to this post. Please zip them up as this board does not actually accept .nv or .hi extensions, and converting these to .txt corrupt them.

I'll go ahead and put this information in the first post as well.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #101 on: November 19, 2008, 06:04:44 pm »
On another note, I've decided to make all clones and hacks listed in the hiscore.dat for games already deciphered included in the next version of HiToText and HiScanner. I thought about it, and if for whatever reason the scores are determined differently in clones/hacks that I can fix them as they show up. For now, it's just too much work to ensure that every Mr. Lo type game has the same encoding as Mr. Do.

Although it is technically possible that the games could have something like 4-byte scores that were reversed resulting in the same entry in the hiscore.dat file being valid, and then would be incorrectly decoded. I highly doubt this is the case, as most bootlegs or clones just wouldn't have any reason to do this, and if they did they'd more than likely do something to reduce the size of the hiscores, and therefore a new entry would need to be done in the hiscore.dat.

Again, if this causes a problem with untested games like Mr. Lo, I'm hoping someone comes to this board and posts it, and I can fix the problem.
« Last Edit: November 22, 2008, 05:09:43 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #102 on: November 19, 2008, 06:16:51 pm »
Here's a screenshot of HiToText running from inside GameEx :)

Say a big thanks to your brother Fyrecrypts his help is much appreciated. It's good to see that other people are seeing the usefulness of this project. I always had faith people would realize it eventually.

I was going to say that if your going to give thanks or credit for work on this project to include NOP in the list as his hard work has been invaluable. Fyrecrypts perhaps you should put some credits in the first post and list the people who have been involved in the project in some way? Maybe include a readme.txt in the software packages with info about the project, who's involved, contact addresses etc.

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #103 on: November 19, 2008, 06:19:24 pm »
I totally agree, having some credits is a great idea.

Edit: New version up, does not have the readme.txt as headkaze suggested above, but the next version probably will, I just wanted to get this newer version out real quick that adds Bubble Bobble and Captain America, plus works with all the hacks and clones as I mentioned above.
« Last Edit: November 19, 2008, 10:31:49 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

tspeirs

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #104 on: November 23, 2008, 12:27:09 am »
Good call on including the clones. I was going to suggest that. I could see that it was needed once it was running in GameEx.

What would be nice too, would be the option to output a list of supported roms from the command line. I made a file myself for GameEx to use, as I didnt wouldnt to have the overhead of calling the process for every game. This would make it a lot easier for me and other front end devs.

Thanks to all involved in the project.

tspeirs

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #105 on: November 23, 2008, 01:20:58 am »
Figured Id just add the list support myself. See attached. New -l (list) option.


« Last Edit: November 23, 2008, 10:48:25 pm by tspeirs »

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #106 on: November 23, 2008, 12:22:55 pm »
Figured Id just add the list support myself. See attached. New -l (list) option.

I don't see a new option called -l in that attachment Tom?

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #107 on: November 23, 2008, 12:26:00 pm »
It's in the HiToText/HiToText folder of the zip.

Edit:

I made some changes to use reflection to do this, as I did the same thing for HiScanner and actually modified the namespaces of all the game files for this very purpose. It may be a little slower than hardcoding the names, but it only needs to be run once.

I'll attach to the main post as well.
« Last Edit: November 23, 2008, 01:58:07 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #108 on: November 23, 2008, 01:16:31 pm »
Lol I just went and automated things as well doh! My version just uses "GamesSupported". But take your pick on the one you use they both do the same thing except I think mine is a little easier to update ;)
« Last Edit: November 23, 2008, 01:56:09 pm by headkaze »

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #109 on: November 23, 2008, 01:30:13 pm »
Lol I just went and automated things as well doh! My version just uses "GamesSupported". But take your pick on the one you use they both do the same thing except I think mine is a little easier to update ;)

Mine might be a little weird to understand, but after you add a new "game".cs file it'll be able to read GamesSupported without changing anything else, as long as it has the same namespace as the other games.

Edit: However, I very much like that you've overhauled the whole thing so we won't have to do a switch/case statement for every clone. =)
« Last Edit: November 23, 2008, 01:32:43 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #110 on: November 23, 2008, 01:34:19 pm »
Mine might be a little weird to understand, but after you add a new "game".cs file it'll be able to read GamesSupported without changing anything else, as long as it has the same namespace as the other games.

Yes but in mine you don't have to have a massive switch block to test each name, you simply add the new game to the m_game array and it will use GamesSupported for everything. Easier to maintain IMHO.

EDIT: Okay just read your edit, I think it's easier but interesting use of reflection I would have never have thought of that one ;)

EDIT2: There was a minor error that I fixed and it doesn't seem like you downloaded the last one I upped so you might want to grab that just in case.
« Last Edit: November 23, 2008, 01:41:28 pm by headkaze »

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #111 on: November 23, 2008, 01:37:51 pm »
Yeah, I believe your version to be the easier version to maintain, so I'll use that as I move forward.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #112 on: November 23, 2008, 01:55:44 pm »
Okay I think we should remove our attachments now and keep everything in the first post to avoid confusion  :cheers:

EDIT: Found another bug..

In Program.cs

Code: [Select]
game = m_games[j];
Should be

Code: [Select]
game = m_games[i];
« Last Edit: November 23, 2008, 01:59:08 pm by headkaze »

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #113 on: November 23, 2008, 02:03:17 pm »
Done.

Edit: Bug fixed.
« Last Edit: November 23, 2008, 02:07:44 pm by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

headkaze

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #114 on: November 23, 2008, 03:06:13 pm »
Another bug lol this will not effect the execution of the program but anyway..

Code: [Select]
Console.WriteLine(String.Format("Error: No ROM Specified", romName));
Should be

Code: [Select]
Console.WriteLine("Error: No ROM Specified");

tspeirs

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #115 on: November 23, 2008, 10:50:18 pm »
Im glad you took the time to do it properly.

[Ive removed my upload]

redhorse

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #116 on: November 25, 2008, 01:07:05 pm »
I'd like to contribute support for my favourite game R-Type.

The attachement contains the code for handling R-Type highscore files (rtype.cs), the rtype.hi file with the default highscores and an ingame screenshot of the default highscores.

Avenger Squadron
Tie Fighter Alliance (http://darkjedi.org/club/TFA)
Dark Jedi Organization (http://darkjedi.org)

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #117 on: November 25, 2008, 07:39:12 pm »
Very cool! Thank you redhorse, I will add this in the next version, or if you don't want to wait, you can compile it yourself pretty easily. I should have a new version with a few new games tomorrow night.

In addition, I'm hoping to write up a more detailed tutorial on how to help with pictures as well. In-laws are in town for a while, so not a lot of spare time.
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext

redhorse

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #118 on: November 26, 2008, 01:09:55 am »
I've already compiled it to try it out with GameEx. However when I run "Hitotext.exe -r rtype.hi" from a console window I get the error message that rtype.hi can not be found.

When I run it within Visual Studio (working folder set to the place where my rtype.hi is located) it works fine.
I also tried to specify the absolute path to the .hi file but without success.

Any hints what I might be doing wrong? I have to admit that I don't have much experience with programming in C# and working with Visual Studio, I'm more from the Java/Eclipse corner :-)

Btw, next game on my list would be Slapfight, if you want to add it to your "road map".

Avenger Squadron
Tie Fighter Alliance (http://darkjedi.org/club/TFA)
Dark Jedi Organization (http://darkjedi.org)

Fyrecrypts

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Re: .hi file conversion to text project. (HiScanner, HiToText)
« Reply #119 on: November 26, 2008, 10:49:15 am »
Only thing I can think of is that you might have forgotten the .hi extension? I see that you have it in your example above, but I forget it constantly.

Additionally, you may need to put quotes around the filename, especially if there are spaces.

I'm getting so tired of forgetting the .hi extension, in the next version I'll probably make that optional.

New version up BTW, adds a few new games: R-type (Thanks redhorse), Super Dodge Ball, Knights of the Round
« Last Edit: November 26, 2008, 10:51:23 am by Fyrecrypts »
Help us crack more .hi files here:
http://forum.arcadecontrols.com/index.php?topic=83614.0
Generate the newest hiscore.dat here:
http://www.hitotext.com/HiScoreDat/index.php
Sourceforge project page:
https://sourceforge.net/projects/hitotext