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Author Topic: HiToText (Version 2010.11.4).  (Read 151633 times)

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FrizzleFried

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Re: HiToText (Version 2009.4.15.0) and ???? Coming soon...
« Reply #240 on: May 29, 2009, 12:33:08 pm »
All right! New HiToText:

HiToText w/Source: http://the-elitists.com/HiToText/HiToText_2009.05.29.zip
HiToText.exe: http://the-elitists.com/HiToText/HiToText.exe
New hiscore.dat: http://the-elitists.com/HiToText/hiscore.dat_2009.05.29.zip

New games and clones in this release: Kung Fu Master, Circus Charlie, Double Dragon, Pacland, Mat Mania, Bank Panic, PunchOut, Super PunchOut, Kamikaze Cabbie, Rastan, Robocop, Black Tiger, World Rally, Vigilante, The Speed Rumbler, Wonderboy, Yie-Ar Kungfu, Vendetta, and Twin Cobra!

Big thanks to Cananas and Wob for deciphering these games!

Also, per a suggestion from Wob, I will be putting up an online spreadsheet shortly that contains the games in HiToText, and sections for people to put up suggestions, or to show what games are being worked on (to avoid duplication of work).

Is it strange this file has an exact same byte count as the highscore.dat from early March?
Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

Fyrecrypts

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Re: HiToText (Version 2009.4.15.0) and ???? Coming soon...
« Reply #241 on: May 29, 2009, 12:55:50 pm »
All right! New HiToText:

HiToText w/Source: http://the-elitists.com/HiToText/HiToText_2009.05.29.zip
HiToText.exe: http://the-elitists.com/HiToText/HiToText.exe
New hiscore.dat: http://the-elitists.com/HiToText/hiscore.dat_2009.05.29.zip

New games and clones in this release: Kung Fu Master, Circus Charlie, Double Dragon, Pacland, Mat Mania, Bank Panic, PunchOut, Super PunchOut, Kamikaze Cabbie, Rastan, Robocop, Black Tiger, World Rally, Vigilante, The Speed Rumbler, Wonderboy, Yie-Ar Kungfu, Vendetta, and Twin Cobra!

Big thanks to Cananas and Wob for deciphering these games!

Also, per a suggestion from Wob, I will be putting up an online spreadsheet shortly that contains the games in HiToText, and sections for people to put up suggestions, or to show what games are being worked on (to avoid duplication of work).

Is it strange this file has an exact same byte count as the highscore.dat from early March?

It is strange, but I just downloaded it, and it's definitely the updated hiscore.dat.

Very weird coincidence.
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

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #242 on: May 29, 2009, 07:08:48 pm »
Just a note to everyone, if you have a .hi file for any of the games that needed changes to the hiscore.dat file you will need to delete them or you may end up with a corrupt high score table.

Cheers,
Wob

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #243 on: May 31, 2009, 09:37:32 pm »
Ok my next one is Popeye (popeye, popeyeu, popeyef, popeyebl)

No changes needed to the hiscore.dat

This is one that doesn't store the values in order, it starts with cell references that designate the order.

Quote
We have 5 high scores in the game

Notes:
Maximum Valid Highscore Value is 999,999

- Byte 00 (00): Last Score position modified (01 - 05) starts as 00.

This is a reference to the start of the bytes containing the each score, for our reference it is the hex value - 5.  They start in order but change as the scores are added, the lowest score is overwritten and the references are changed.
- Byte 01 (0B): Location for top (#1) score (0B - 05) = 06 (Byte 06)
- Byte 02 (11): Location for 2nd (#2) score (11 - 05) = 0C (Byte 12)
- Byte 03 (17): Location for 3rd (#3) score (17 - 05) = 12 (Byte 18)
- Byte 04 (1D): Location for 4th (#4) score (1D - 05) = 18 (Byte 24)
- Byte 05 (23): Location for last (#5) score (23 - 05) = 1E (Byte 30

The Storage Slots, in no particular order
- Bytes 06-08 (10 0E 1D): Is slot #1 for name (3 characters), In this case GET
- Bytes 09-11 (00 26 03): Is slot #1 for score. In this case, 032,600 points (Stored in reverse Byte order)

- Bytes 12-14 (1D 13 12): Is slot #2 for name (3 characters), In this case TJI
- Bytes 15-17 (00 97 02): Is slot #2 for score. In this case, 029,700 points (Stored in reverse Byte order)

...

- Bytes 30-32 (22 18 14): Is slot #5 for name (3 characters), In this case YOK
- Bytes 33-35 (50 11 02): Is slot #5 for score. In this case, 021,150 points (Stored in reverse Byte order)

And finally the in game high score
- Bytes 36-38 (00 26 03): Is the in game high score, in this case 032,600 (Stored in reverse Byte order) Changes don't seem to have an effect in game.
- Bytes 39-44 (00 03 02 06 00 00): Is the in game high score, one byte per digit, in this case 032,600 (Changes to this one do have an effect in game)

This one is NON ASCII for the characters

The characters
0A: A
0B: B
...
23: Z
24: / (slash)
25: , (comma)
26: . (period)
27: * (Astrix)
28:   (square)
29:   (space)

Here is a pic of the special characters.


Cheers,
Wob

Fyrecrypts

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #244 on: June 02, 2009, 02:51:06 pm »
I've updated the hiscore.dat with the latest updates from Leezer.
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

FrizzleFried

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #245 on: June 03, 2009, 05:39:18 pm »
Request for those in the know:

PuzzLoop and PuzzLoop 2.  Both are excellent puzzle games and both don't save HS right now.

BTW: Did I mention you guys kickass?

Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #246 on: June 04, 2009, 11:24:01 pm »
Today I have Silk Worm (silkworm, silkwrm2)

Some fixes to the hiscore.dat to remove some unneeded bytes.

hiscore.dat
Quote
silkworm:
silkwrm2:
0:d262:64:00:10
0:c848:8:20:30
0:c858:8:20:30
0:d54f:3:00:00
0:d573:3:00:00

And after the changes the deciphering goes like this
Quote
In this one we have 2 Tables both with 5 high scores.
The scores are stored in a single table then split in game.
The first 5 entries make up the Table for the Heli
The last 5 entires make up the Table for the Jeep

Notes;
Maximum Valid Hiscore is (99 99 99) = 99,999,900 (Two tailing 0's are added in game)
Maximum Valid Round is (63) = 99 (Stored in Hex)
Name = 3 Characters

- Byte  00    (00): Is the position in the table
- Bytes 01-03 (98 03 00): Is the highest Heli score (1st), Stored in reverse byte order. In this case, 39,800 points.
- Bytes 04-06 (41 42 5A): Is the initials of the highest Heli score (1st), In this case "ABZ"
- Byte  07    (02): The Round. In this case 02 (Stored in Hex)
- Bytes 08-09 (01 35): Is the Time. In this Case 01:53. one byte each side of the : (Stored in Hex)

...

- Byte  40    (04): Is the position in the table
- Bytes 41-43 (00 03 00): Is the last Heli score (5th), Stored in reverse byte order. In this case, 30,000 points.
- Bytes 44-46 (4D 2E 54): Is the initials of the last Heli score (5th), In this case "M.T"
- Byte  47    (01): The Round. In this case 01 (Stored in Hex)
- Bytes 48-49 (00 10): Is the Time. In this Case 00:16. (Stored in Hex)

- Byte  50    (05): Is the position in the table
- Bytes 51-53 (00 03 00): Is the highest Jeep score (1st), Stored in reverse byte order. In this case, 30,000 points.
- Bytes 54-56 (54 2E 4D): Is the initials of the highest Jeep score (1st), In this case "T.M"
- Byte  57    (01): The Round. In this case 01 (Stored in Hex)
- Bytes 58-59 (00 10): Is the Time. In this Case 00:16. (Stored in Hex)

...

- Byte  90    (09): Is the position in the table
- Bytes 91-93 (00 03 00): Is the last Jeep score (5th), Stored in reverse byte order. In this case, 30,000 points.
- Bytes 94-96 (4F 2E 48): Is the initials of the last Jeep score (5th), In this case "O.H"
- Byte  97    (01): The Round. In this case 01 (Stored in Hex)
- Bytes 98-99 (00 10): Is the Time. In this Case 00:16. (Stored in Hex)

Here we have the in game high score stored in ASCII, with one digit per byte (No trailing 0's added here), Changes here are shown directly on screen.
- Bytes 100-107 (20 20 20 33 30 30 30 30): Is the in game high score for the Jeep, In this Case "   30000"
- Bytes 108-115 (20 20 20 33 39 38 30 30): Is the in game high score for the Heli, In this Case "   39800"

Numbers (for the in game high score)
30: 0
31: 1
...
39: 9

Last he have the in game high scores again, this time stored the same as the score table.
- Bytes 116-118 (98 03 00): Is the in game high score for the Heli, Stored in reverse byte order. In this case, 39,800 points.
- Bytes 119-121 (00 03 00): Is the in game high score for the Jeep, Stored in reverse byte order. In this case, 30,000 points.


Good old ASCII for all the Characters, only special character is a period.

The characters
41: A
42: B
...
5A: Z
2E: . (period)



Cheers,
Wob

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #247 on: June 08, 2009, 07:30:05 pm »
I can't believe I didn't think of this one earlier, here is Rygar (rygar, rygar2, rygarj, rygar3)

This one needed some fixing up in the hiscore.dat file, it stopped just two bytes into the last entry in the table (#51) so I extended the first grab.  It also had 3 lines where only 1 was needed.

Changes to the hiscore.dat
Quote
rygar:
rygar2:
rygarj:
rygar3:
0:c983:1cb:41:02
0:c023:4:00:00
0:d06c:8:01:60

Deciphering after changes
Quote
We have 50 high scores shown in the game but we have 51 high scores stored in memory

Notes:
Maximum Valid Highscore Value is 99,999,999 = (99 99 99 99)
Maximum Name = 3 Characters
Rank is shown in game using badges, the value 1D (29) shows as "BEST".  I have found reference that the ranking system continues above this but in the score table it will start to cycle back to the first badge again.  The default value for the rank is 41 (65) ,See http://www.arcade-history.com/?n=rygar-legend-warrior&page=detail&id=2280 for info on the ranking if needed.

- Byte  00       (02): Is the Rank of the top (#1) score. Stored in Hex. In this case 2
- Bytes 01-04 (00 04 08 60): Is the top (#1) Score. In this case, 40,860 points
- Bytes 05-07 (57 4F 42): Is the Name of the top (#1) score, In this case WOB
- Byte  08       (02): Is the Round of the top (#1) score. Stored in Hex. In this case 2

- Byte  09       (01): Is the Rank of the next (#2) score. Stored in Hex. In this case 1
- Bytes 10-13 (00 03 95 90): Is the next (#2) Score. In this case, 39,590 points
- Bytes 14-16 (5B 5C 41): Is the Name of the next (#2) score, In this case ".(shield)A"
- Byte  17       (02): Is the Round of the next (#2) score. Stored in Hex. In this case 2

...

- Byte  450         (41): Is the Rank of the last (#51) score. Stored in Hex. In this case 65
- Bytes 451-454 (00 03 00 00): Is the last (#51) Score. In this case, 30,000 points
- Bytes 454-457 (41 41 41): Is the Name of the last (#51) score, In this case "AAA"
- Byte  458         (02): Is the Round of the last (#51) score. Stored in Hex. In this case 2

(The table starts with all values the same as shown in #51 record)

Finally the in game high score.

- Bytes 459-462 (60 08 04 00): Is the in game high score, stored in reverse byte order. In this case 40,860
- Bytes 463-470 (01 01 01 64 60 68 66 60): Is the in game high score, 1 digit per byte as per the table below, In this Case 40,860

Characters table for second in game high score.
01: (blank leading digit)
61: 1
62: 2
..
69: 3

This one is ASCII for the characters except the two specials

The Name characters
41: A
42: B
...
5A: Z

5B: . (period)
5C:   (sheild)

Image


Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #248 on: June 09, 2009, 06:09:12 am »
(gyruss)

byte 00 = rank1 -> value 0
byte 03,02,01 = score
byte 04,05,06 = name

byte 08 = rank2 -> value 1
byte 11,10,09 = score
byte 12,13,14 = name

byte 16 = rank3 -> value 2
byte 19,18,17 = score
byte 20,21,22 = name

byte 24 = rank4 -> value 3
byte 27,26,25 = score
byte 28,29,30 = name

byte 32 = rank5 -> value 4
byte 35,34,33 = score
byte 36,37,38 = name

byte 41,40,39 = high-score

alphabet in HEX:
34h = A
e7h = B
03h = C
c4h = D
ffh = E
25h = F
c2h = G
87h = H
88h = I
40h = J
51h = K
e8h = L
a5h = M
29h = N
b2h = O
6ah = P
c6h = Q
bfh = R
c1h = S
fch = T
c3h = U
f1h = V
b4h = W
0dh = X
b0h = Y
0bh = Z
f8h = .


name-values in initial high-score table are not from the alphabet in hex:
K.O    d7h,d3h,b1h   byte 04,05,06 = name
N.A    47h,d3h,eeh   byte 12,13,14 = name
M.I    3ah,d3h,48h   byte 20,21,22 = name
O.O    b1h,d3h,b1h   byte 28,29,30 = name
RYO    6dh,a7h,b1h   byte 36,37,38 = name



-------------
Dna Disturber
-------------
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

dna disturber

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #249 on: June 09, 2009, 06:55:17 am »
(jungler)

bytes 02,01,00 = score
bytes 03-14 = name
values 5bh in bytes 03-14 mark the end of the name.

 
This repeats 10 times at every offset (16,32....till 160)
rank according to place (offset)

at offset 160 the 3 bytes are the highest-score 02,01,00


The alphabet is in ascii.
A-Z (no other characters available)
------------------
Dna Disturber
------------------
« Last Edit: June 09, 2009, 10:18:02 am by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

dna disturber

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #250 on: June 09, 2009, 07:45:48 am »
(timeplt)

byte 00 = rank1 -> value 0
byte 03,02,01 = score
byte 04,05,06 = name

byte 08 = rank2 -> value 1
byte 11,10,09 = score
byte 12,13,14 = name

byte 16 = rank3 -> value 2
byte 19,18,17 = score
byte 20,21,22 = name

byte 24 = rank4 -> value 3
byte 27,26,25 = score
byte 28,29,30 = name

byte 32 = rank5 -> value 4
byte 35,34,33 = score
byte 36,37,38 = name

byte 41,40,39 = high-score

alphabet in HEX:
74h = A
b1h = B
cch = C
ech = D
5ch = E
16h = F
39h = G
50h = H
67h = I
21h = J
7ah = K
c5h = L
f7h = M
beh = N
54h = O
80h = P
2fh = Q
5fh = R
9fh = S
6dh = T
44h = U
b8h = V
e7h = W
bdh = X
89h = Y
59h = Z
1ah = .


name-values in initial high-score table are not from the alphabet in hex:
K.O    7ch,11h,68h   byte 04,05,06 = name
N.A    3bh,11h,a5h   byte 12,13,14 = name
M.I    38h,11h,fdh   byte 20,21,22 = name
O.O    68h,11h,68h   byte 28,29,30 = name
Y.A    bfh,11h,a5h   byte 36,37,38 = name



-------------
Dna Disturber
-------------
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #251 on: June 09, 2009, 08:12:31 am »
Nice work dna disturber,

Good to see someone else joining the deciphering ranks.

I can't believe I didn't do Time Pilot earlier, it's one of my all time favourites.

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #252 on: June 09, 2009, 08:32:58 am »
Thanks Wob,

I'm just picking up the somewhat easy ones....
The rest I leave to the pros like you , cananas and fyrecrypts........

Although I had to play a few games to get the alphabet on gyruss and timepilot.
I didn't see any pattern there.
(thank God the default highscores weren't high).
Wanted to do roc'n rope but I really suck at the game.....couldn't even get past the initial high-score for like 10 times.... :angry: turns out you can't even write your initials  :banghead:

 
:cheers:   

« Last Edit: June 09, 2009, 08:41:19 am by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

dna disturber

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #253 on: June 09, 2009, 09:54:30 am »
Hmmm must find another hobby this is becoming addictive.  :P

(ladybug)

bytes 00-02 = highscore top
bytes 03-05 = highscore 2
bytes 06-08 = highscore 3
bytes 09-11 = highscore 4
bytes 12-14 = highscore 5
bytes 15-17 = highscore 6
bytes 18-20 = highscore 7
bytes 21-23 = highscore 8
bytes 24-26 = highscore 9
bytes 28-37 = name top
bytes 40-49 = name 2
bytes 52-61 = name 3
bytes 64-73 = name 4
bytes 76-85 = name 5
bytes 88-97 = name 6
bytes 100-109 = name 7
bytes 112-121 = name 8
bytes 124-133 = name 9

***Note : When not all places are used in the name (can be 10 characters) the byte(s) will fill up from the front with bytes FFh (hex)
For instance when you would put bill in top highscore:
bytes 28-33 should read FFh (hex)
byte 34 0bh
byte 35 12h
byte 36 15h
byte 37 15h



The alphabet/numbers/characters (hex):
00h = 0
01h = 1
02h = 2
03h = 3
04h = 4
05h = 5
06h = 6
07h = 7
08h = 8
09h = 9
0ah = A
0bh = B
0ch = C
0dh = D
0eh = E
0fh = F
10h = G
11h = H
12h = I
13h = J
14h = K
15h = L
16h = M
17h = N
18h = O
19h = P
1ah = Q
1bh = R
1ch = S
1dh = T
1eh = U
1fh = V
20h = W
21h = X
22h = Y
23h = Z
24h = &
27h = ?
28h = !
29h = (heartshape)
2dh = .
ffh = (space)


--------------
Dna Disturber
--------------
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #254 on: June 09, 2009, 07:15:07 pm »
They are some strange looking character sets, most of the ones I have hit so far, even when they are non ASCII are at least sequential :)

It is very addictive when you start doing them, it is rewarding once Fyercyrpts has updated HiToText and you see the games you deciphered working. Keep up the good work.

Just a couple of tips that might save you some time.

1. When you get a ASCII set make sure you test all the special (non alpha) characters as I have found they are more often than not non ASCII standard.

2. When you get a sequential set of alpha characters like your last one, you can just list them like this;
     0ah = A
     0bh = B
     ...
     23h = Z

3. It might just be me, I'll let fyrecrypts comment on this one, but I like to account for all the bytes, so if there is padding (like in time pilot) just list it as Byte 07 - padding

4. If you get a game that is really hard to get a high score (I have had a few) and you can see the scores in the high table, then just set them lower in the hi file, then they are easier to beat :)

Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #255 on: June 09, 2009, 07:28:37 pm »
They are some strange looking character sets, most of the ones I have hit so far, even when they are non ASCII are at least sequential :)

It is very addictive when you start doing them, it is rewarding once Fyercyrpts has updated HiToText and you see the games you deciphered working. Keep up the good work.

Just a couple of tips that might save you some time.

1. When you get a ASCII set make sure you test all the special (non alpha) characters as I have found they are more often than not non ASCII standard.

2. When you get a sequential set of alpha characters like your last one, you can just list them like this;
     0ah = A
     0bh = B
     ...
     23h = Z

3. It might just be me, I'll let fyrecrypts comment on this one, but I like to account for all the bytes, so if there is padding (like in time pilot) just list it as Byte 07 - padding

4. If you get a game that is really hard to get a high score (I have had a few) and you can see the scores in the high table, then just set them lower in the hi file, then they are easier to beat :)

Cheers,
Wob

All very good tips, very strange about Time Pilot, and Gyruss, I always double check these with my own .hi files and make sure they are valid, so if they aren't I'll find out right away. Thank you very much for the help!

I once again will be running low on time for a while, however I do hope to get a minor update out sometime this week with some new games, and a fix to Bank Panic.
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

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #256 on: June 09, 2009, 09:46:10 pm »
Here is an oldie "Burnin' Rubber" AKA "Bump 'n' Jump" (brubber, bnj, cburnrub, cbnj, cburnrb2)

This one needed some fixes to the hiscore.dat, the first ones (brubber and bnj) were grabbing some unneeded data and a duplicate byte.  The cassette versions (cburnrub, cbnj, cburnrb2) were only grabbing the top #5 initial score and wouldn't get any of the other 95.  I don't know why anyone would play the cassette version, but here are the new entires of all sets to go in the hiscore.dat file.

New hiscore.dat
Quote
;********btime.c
bnj:
brubber:
0:000a:3:12:01
0:500:12c:01:00
0:640:12c:4d:00

;(cassette: bump n jump) and clones
cburnrub:
cbnj:
cburnrb2:
0:9:3:12:01
0:7800:12c:01:00
0:9800:12c:4d:00

Here is the Deciphering after the changes to the hiscore.dat
Quote
This game has a massive 100 high scores in the table.

Notes:
The game only starts with the Top 5, the rest of the bytes are all OO until scores are set.
Maximum Score = 999,999
Name Characters = 3

First the in game high score
- Bytes 000-002 (36 35 01): Is the in game high score, stored in reverse byte order. In this case 13,536

Then the Scores
- Bytes 003-005 (01 35 36): Is the highest (#1) score. In this case, 13,536
- Bytes 006-008 (01 00 12): Is the next (#2) score. In this case, 10,012 points
...
- Bytes 300-302 (00 00 00): Is the last (#100) score. In this case, 0 points

Then lastly the Initials
- Bytes 303-305 (3B 3C 54): Is the highest (#1) name. In this case "ABZ"
- Bytes 306-308 (4D 3B 51): Is the next (#2) name. In this case "SAW"
...
- Bytes 600-602 (00 00 00): Is the last (#100) name. In this case "   "


Non ASCII for the Characters.

The characters
3B: A
3C: B
...
54: Z

Special Characters
55: !
56: :
57: ,
58: . (period)
00:   (blank\space)

Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #257 on: June 10, 2009, 01:43:09 am »
Here is Shadow Warrior AKA Ninja Gaiden & Clones

This one took a fair bit of fiddling to work out all the bytes, first we have some cleaning up of the hiscore.dat.  I moved all the reference to a single entry, added a missing clone, and removed the last line that was reading a random byte from the middle of the original grab.

Old hiscore.dat entries.
Quote
;(ninja gaiden (world)) clones
shadoww:
ryukendn:
0:62e34:d0:2e:00
0:62e47:1:09:09

;*******gaiden.c (ninja gaiden (world))
gaiden:
0:62e34:d0:2e:00
0:62e47:1:09:09

;shadow warriors (US set 2)(clone)(by tamphax)
shadowwa:
0:62e34:d0:2e:00
0:62e47:1:09:09

To be replaced with this new hiscore.dat entry
Quote
;Shadow Warrior and clones (Ninja Gaiden)
shadoww:
shadowwa:
gaiden:
ryukendn:
ryukenda:
0:62e34:d0:2e:00

The deciphering after the changes to the hiscore.dat
Quote
This game has 10 high scores in the table.

This one is a little different, the memory reference can be converted for our use buy adjusting them for our hi file.  This can be done by using the following equation;
Valueh - 2E34h = New Reference

So for Bytes 000-001 the referece to the #1 Score would be;
2EF4h-2E34h=C0h (Byte 192)

The Tables contains 12 Slots, 10 are the Score table, 2 are spare rows.
When 1 player sets a new high score is set it is put into the first spare row.
When 2 players set new high scores is set it is put into both the spare rows.
The Scores that are bumped off the table them become the repacement spare row(s).

A fresh hi file, has the last two Memory slots (11 & 12) as the spares and then the scores are listed from lowest (slot 1) to highest (slot 10)

Notes:
No in game hi score for this game.
The table is NOT order.
Maximum Score = 999,999
Name Characters = 6

- Bytes 000-001 (2E F4): This is a Memory reference to the First (#1) Score.
- Bytes 002-003 (2E B 4): This is a Memory reference to the First spare row.

- Bytes 004-009 (80 80 80 80 80 00): Is the in game score for Player 1, this is whipped to 0 as soon as the player hits start, no need to do anything with it.
- Bytes 010-015 (80 80 80 80 80 00): Is the in game score for Player 2, as above.

Memory Slot 1
- Bytes 016-017 (00 00): Memory reference to the next score, in this case it's the last score so hence 00 00
- Bytes 018-019 (D0 09): Rank (Range is 00-09 being = 01-10), in this case 10
- Bytes 020-025 (00 00 01 00 00 00): Score, 1 Digit per Byte (Range 00-09), In this Case 1,000
- Bytes 026-031 (59 4F 52 4F 49 5C): Name, In this case "YOROI."

Memory Slot 2
- Bytes 032-033 (2E 44): Memory reference to the next score
- Bytes 034-035 (D0 08): Rank, in this case 9
- Bytes 036-041 (00 00 01 00 00 00): Score, In this Case 1,000
- Bytes 042-047 (4B 41 42 55 54 4F): Name, In this case "KABUTO"

...

Memory Slot 8 (I am showing this Slot as it is the first "spare row")
- Bytes 128-129 (2E C4): Memory reference to the next spare row
- Bytes 130-131 (00 10): The Rank space for the spare rows are both the same, note the 00 instead of D0
- Bytes 132-137 (00 00 01 00 00 00): Score, In this Case 1,000
- Bytes 138-143 (53 41 49 5A 4F 55): Name, In this case "SAIZOU"

Memory Slot 9 (I am showing this Slot as it is the second "spare row")
- Bytes 144-145 (2F 04): Memory reference to the first blank cell after the high scores table.  The location is always 00
- Bytes 146-147 (00 10): The Rank space for the spare rows are both the same, note the 00 instead of D0
- Bytes 148-153 (00 00 01 00 00 00): Score, In this Case 1,000
- Bytes 154-159 (48 41 4E 5A 4F 55): Name, In this case "HANZOU"

...

Memory Slot 12
- Bytes 192-193 (2E E4): Memory reference to the next score
- Bytes 194-195 (D0 00): Rank, in this case 1
- Bytes 196-201 (00 01 01 02 00 00): Score, In this Case 11,200
- Bytes 202-207 (41 42 43 44 45 46): Name, In this case "ABCDEF"


Non ASCII for the Characters.

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

Special Characters
5B:   (space)
5C: . (period)

Screenshot


Cheers,
Wob
« Last Edit: June 10, 2009, 03:49:13 am by Wob »

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #258 on: June 10, 2009, 11:58:16 am »
Fyrecrypts,

As I play crazy kong a lot (because donkey kong is way too hard for me).  :-[
I noticed that the name-entry holds up to 12 characters.
But only 3 show up in hitotext.

In ckong:
bytes 15-26 hold the initals (instead of 15-17)

so the section that hold the initials should be extended by 9 bytes in each pattern.


TIA,

Dna Disturber
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #259 on: June 10, 2009, 07:09:14 pm »
Fyrecrypts,

As I play crazy kong a lot (because donkey kong is way too hard for me).  :-[
I noticed that the name-entry holds up to 12 characters.
But only 3 show up in hitotext.

In ckong:
bytes 15-26 hold the initals (instead of 15-17)

so the section that hold the initials should be extended by 9 bytes in each pattern.


TIA,

Dna Disturber

Ahh, thank you, I will try and fix that 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

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #260 on: June 11, 2009, 12:31:53 am »
Today is brought to you by the letter "B", B is for Blood Brothers (bloodbro, bloodbra, weststry)

This one required a tidy up for the hiscore.dat

New hiscore.dat entry
Quote
;********bloodbro.c
bloodbro:
weststry:
bloodbra:  ;******Blood Bros. (set 2)
0:85b1e:10:00:30
0:85b44:A0:00:11

The deciphering after changes
Quote
This game has 20 high scores in the table.

Notes:
Maximum Score = 99,999,999
Maximum Area Value = 9-9
Name Characters = 3


First is the in game high score
I am going to show this in 2 byte chunks, on chunk per digit.
- Bytes 000-015 (0030 0030 0031 0033 0031 0035 0033 0030): Is the in game high score, in this case 131,530

This is stored is ASCII so
30: 0
31: 1
...
39: 9

Then we have the score table
- Bytes 016-019 (00 13 15 30): Is the highest (#1) Score, in this case 131,530
- Bytes 020-022 (2E 21 20): Is the highest (#1) Name, in this case ".! "
- Byte  023 (22): Is the highest (#1) Area, in this case 2-2

- Bytes 024-027 (00 05 52 00): Is the next (#2) Score, in this case 55,200
- Bytes 028-030 (20 41 5A): Is the next (#2) Name, in this case " AZ"
- Byte  031 (12): Is the next (#2) Area, in this case 1-2

...

- Bytes 168-171 (00 00 58 00): Is the last (#20) Score, in this case 5,800
- Bytes 172-174 (54 41 44): Is the last (#20) Name, in this case "TAD"
- Byte  175 (11): Is the last (#20) Area, in this case 1-1


All ASCII for the Characters

The characters
41: A
42: B
...
5A: Z
20:   (space)
21: !
2E: . (period)

Screenshot


Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #261 on: June 11, 2009, 10:21:15 am »
Not sure if this is you guys or what,  but I noticed last night Phoenix HS saves are screwed.   When I loaded up Phoenix,  I had about 43,000 high score but it immediately switched over to a bunch of random characters... when i exited and re-entered,  those random characters are what stayed.
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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #262 on: June 11, 2009, 10:33:13 am »
Not sure if this is you guys or what,  but I noticed last night Phoenix HS saves are screwed.   When I loaded up Phoenix,  I had about 43,000 high score but it immediately switched over to a bunch of random characters... when i exited and re-entered,  those random characters are what stayed.


Phoenix did change Feb 5th to allow for more flexibility, it's probably likely that the .hi file was from a hiscore.dat that didn't have the newer changes put in place. The Phoenix changes Cananas did put in were brilliant I thought, before his changes you had to ensure your score moved from P1 or P2 to the top score before exiting. Now those scores are saved as well.

If this isn't the case, then I'll take a look at it and see if I can figure out why it's corrupting.
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

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #263 on: June 11, 2009, 06:46:08 pm »
Not sure if this is you guys or what,  but I noticed last night Phoenix HS saves are screwed.   When I loaded up Phoenix,  I had about 43,000 high score but it immediately switched over to a bunch of random characters... when i exited and re-entered,  those random characters are what stayed.


If a game has been changed in the hiscore.dat file then you need to wipe your old .hi file before using the new hiscore.dat file as it will be reading from different bytes.  Easiest way to test is move or delete your .hi file, set some new hi scores and then reload the game a few times and see if there is any data corruption.

~Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #264 on: June 11, 2009, 07:32:09 pm »
(1941,1941j)

The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse)   :'(

40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5

*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same

80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)

120-123 high-score in game


Rank-icon values can be 00 - 07   
00 being the lowest rank , 07 the highest.

Maybe someone knows the titles to the ranks (if they aren't just made up)  then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)


Characters are ASCII
41h A
42H B
....
5Ah Z

2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.


-------------
Dna Disturber
-------------              :cheers:
« Last Edit: June 11, 2009, 07:38:25 pm by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #265 on: June 11, 2009, 08:33:30 pm »
(blueprnt,blueprnj)

00-02 score number 1
03-05 .....
06-08 .....
09-11 .....
12-14 .....
15-17 .....
18-20 .....
21-23 .....
24-26 .....
27-29 score number 10
30 padding ? value 00
31 padding ? value 00
32-34 initials nr.1
35-37 .....
38-40 .....
41-43 .....
44-46 .....
47-49 .....
50-52 .....
53-55 .....
56-58 .....
59-61 initials nr 10.

characters:
90h = (space)
91h = A
92h = B
...
AAh = Z

-------------
Dna Disturber
-------------
« Last Edit: June 11, 2009, 08:39:44 pm by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #266 on: June 11, 2009, 09:30:30 pm »
(crush ,maketrax,maketrxb,korosuke)

00-02 high-score in game (add a zero behind it for actual score)
03-05 initials number 1
06-08 score number 1 (add a zero behind it for actual score)
09-11 initials number 2
12-14 score number 2 (add a zero behind it for actual score)
15-17 initials number 3
18-20 score number 3 (add a zero behind it for actual score)
21-23 initials number 4
24-26 score number 4 (add a zero behind it for actual score)
27-29 initials number 5
30-32 score number 5 (add a zero behind it for actual score)

Ascii characterset:
41h = A
42h = B
...
5Ah = Z

special character:
40h = (space)
When you let the initials timeout the blank spot(s) will be filled with 40h

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Author of PINemHi..
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HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #267 on: June 11, 2009, 10:38:48 pm »
(1941,1941j)

The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse)   :'(

40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5

*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same

80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)

120-123 high-score in game


Rank-icon values can be 00 - 07   
00 being the lowest rank , 07 the highest.

Maybe someone knows the titles to the ranks (if they aren't just made up)  then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)


Characters are ASCII
41h A
42H B
....
5Ah Z

2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.


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


The first section contains memory references, it's probably similar to Shadow Warrior, the table won't be in order, the memory references will be used to sort the table.

I'll have a better look at this one when I get 5.

Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #268 on: June 12, 2009, 02:15:43 am »
Here is Bombjack Twin (bjtwin, bjtwina)

This one is fairly simple, it does the logical thing of pulling the in game high score from the same memory location as the top score in the high score table, so no need to double up.

It does have an 11th score stored in memory, but because it is Blank it and makes the section start and finish with 00's, then the hiscore.dat puts it in memory before the system as written to it, thus the scores are wiped each time you load the game.  It would be possible to pull the last score with an additional line in the hiscore.dat but I don't think it's worth the effort, if your 11th you suck anyway :) plus it's not shown in game.

Quote
This game has 10 high scores in the table.

Notes:
Maximum Score = 99,999,999
Maximum Round Value = 99
Name Characters = 3 (I am going to reference the name in 2 Byte Chunks, even though the first byte 0C never changes, I think this is best way to avoid corruption)

- Bytes 000-003 (00 00 31 10): Is the highest (1st) Score, in this case 3,110
- Byte  004     (00): Padding
- Byte  005     (01): Is the highest (1st) Round, in this case 01
- Bytes 006-009 (00 00 00 00): Padding
- Bytes 010-015 (0C3C 0C3C 0C3C): Is the highest (1st) Name, in this case "PPP"


- Bytes 016-019 (00 00 25 70): Is the next (2nd) Score, in this case 2,570
- Byte  020     (00): Padding
- Byte  021     (01): Is the next (2nd) Round, in this case 01
- Bytes 022-025 (00 00 00 00): Padding
- Bytes 026-031 (0C00 0C00 0C00): Is the next (2nd) Name, in this case "AAA"

...

- Bytes 144-147 (00 00 00 10): Is the last (10th) Score, in this case 10
- Byte  148     (00): Padding
- Byte  149     (01): Is the last (10th) Round, in this case 01
- Bytes 150-153 (00 00 00 00): Padding
- Bytes 154-159 (0C04 0C20 0C4C): Is the last (10th) Name, in this case "BIT"


All NON ASCII for the Characters

The characters
0C00: A
0C04: B
...
0C64: Z
0C68: . (period)
0C80:   (space)

Screenshot


Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #269 on: June 12, 2009, 02:42:20 am »
(1941,1941j)

The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse)   :'(

40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5

*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same

80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)

120-123 high-score in game


Rank-icon values can be 00 - 07   
00 being the lowest rank , 07 the highest.

Maybe someone knows the titles to the ranks (if they aren't just made up)  then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)


Characters are ASCII
41h A
42H B
....
5Ah Z

2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.


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

Ok, I looked at this one, your decoding is fine, the first part is definitely memory addresses but they don't change, and as you said only the top 5 scores\names are every changed.  My guess is that the same hardware is used on other games that allow 10 high scores but they didn't use them all for this one.

We could trim out the excess but I think in this case it's probably best to keep it as it is, that way if we find the game that uses the same hardware we can decode them both the same in HiToText.  So for this one we can just ignore them memory addresses and the last 5 Scores.

Your thoughts Fyrecrypts?

Cheers,
Wob

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #270 on: June 12, 2009, 08:48:36 am »
(kangaroo,kangaroa,kangarob)

The hiscore.dat misses first byte for highest score (My guess is it's only used for internal use but nevertheless).

Old hiscore.dat:
;********kangaroo.c
kangaroo:
kangaroa:
kangarob:
0:e1a4:02:50:00
0:e1da:02:50:00
0:e1a0:3c:00:00

suggested change:

;********kangaroo.c
kangaroo:
kangaroa:
kangarob:
0:e1a3:03:00:00
0:e1da:02:50:00
0:e1a0:3c:00:00


00-02 highest score (internal use ? / get's copied from bytes 08-10)
03-04 default score at initial startup ? (always 50 00)
05-07 initials number 1
08-10 score number 1
11-13 initials number 2
14-16 score number 2
.....
59-61 initials number 10
62-64 score number 10


The characters:
00h = (blank/space) (happens when you let the initials entry time-out /on initial start hi-score table has blank initials)
0Ah = A
0Bh = B
...
23h = Z

****************************************************************
If the hiscore.dat entry isn't altered then you should delete byte 00 (thus becoming byte 01 byte 00) and change the other bytes accordingly (the last byte then being 63)
it's gonna look like this....

00-01 highest score (internal use ? / get's copied from bytes 07-09)
02-03 default score at initial startup ? (always 50 00)
04-06 initials number 1
etc
****************************************************************

-------------
Dna Disturber  :bat 
-------------


And thank you Wob for looking at the entry of 1941 for me.    :notworthy:
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #271 on: June 12, 2009, 10:19:24 am »
(pooyan,pooyans,pootan)

the cuddliest of all games !!!  :w00t

00 padding value 00
01 seconds played number 1
02 minutes played number 1
03 padding value 00
04 seconds played number 2
05 minutes played number 2
...
...
...
27 padding value 00
28 seconds played number 10
29 minutes played number 10

32,31,30 score number 1
35,34,33 score number 2
...
59,58,57 score number 10

60-62 initials number 1
63-65 initials number 2
...
87-89 initials number 10

90-92 hi-score in game


characters:
00h = heartshape (only in default hi-score table scores present,can't be selected with initial entry)
10h = (space)
11h = A
12h = B
...
2Ah = Z
2Bh = - (minus)
2Ch = . (period)


Dna Disturber  :cheers:
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #272 on: June 12, 2009, 10:21:03 am »
(1941,1941j)

The First 40 bytes seem to be obsolete but I can't get the hiscore.dat to work without them.
I came close , when I start at byte 39 then it all works well (maybe it needs byte 39 ?)
Maybe someone else can take a look at the entry in the hiscore.dat .......(but it will work the way it is now so no rush ofcourse)   :'(

40-43 number 1 score
44-46 initials number 1
47 rank-icon number 1
48-51 number 2 score
52-54 initials number 2
55 rank-icon number 2
56-59 number 3 score
60-62 initials number 3
63 rank-icon number 3
64-67 number 4 score
68-70 initials number 4
71 rank-icon number 4
72-75 number 5 score
76-78 initials number 5
79 rank-icon number 5

*note only top 5 hi-scores are shown in the game , there is however a top 10 ? Well sort of, the last 5 don't seem to be replaced and
are always the same

80-83 score (always 00 02 50 00)
84-86 initials (always COM)
87 rank-icon (always 00)
88-91 score (always 00 02 40 00)
92-94 initials (always CAP)
95 rank-icon (always 00)
96-99 score (always 00 02 30 00)
100-102 initials (always COM)
103 rank-icon (always 00)
104-107 score (always 00 02 20 00)
108-110 initials (always CAP)
111 rank-icon (always 00)
112-115 score (always 00 02 10 00)
116-118 initials (always COM)
119 rank-icon (always 00)

120-123 high-score in game


Rank-icon values can be 00 - 07   
00 being the lowest rank , 07 the highest.

Maybe someone knows the titles to the ranks (if they aren't just made up)  then you could add it to the text in hitotext. (for instance pilot 1st class , 2class , marshal)


Characters are ASCII
41h A
42H B
....
5Ah Z

2Eh = .
2Dh = -
2Ah = *
20h = (space) also when the input initials timeouts it puts 20h in the rest of the initials.


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

Ok, I looked at this one, your decoding is fine, the first part is definitely memory addresses but they don't change, and as you said only the top 5 scores\names are every changed.  My guess is that the same hardware is used on other games that allow 10 high scores but they didn't use them all for this one.

We could trim out the excess but I think in this case it's probably best to keep it as it is, that way if we find the game that uses the same hardware we can decode them both the same in HiToText.  So for this one we can just ignore them memory addresses and the last 5 Scores.

Your thoughts Fyrecrypts?

Cheers,
Wob

I agree that in 1941 we should only display the scores actually displayed in-game, the goal is to have HiToText act exactly as the game would when a new score is added. So if there are say 11 scores, with the 11th score never being shown in-game, but the score is replaced by the hardware, HiToText does the same thing even though it serves no practical purpose. The reason I like to do this is to reduce the amount of possible corruption. Who knows exactly what that 11th score actually does, and if it's not correct maybe something else fails. This is unlikely, of course, but these sorts of things can happen and by emulating what the hardware does we reduce that unknown risk.

Secondly, making changes to the hiscore.dat is a big deal. The system is relatively fragile, and it's very easy to possibly break how it works. Especially for games where the nvram and the memory in the hiscore.dat overlap. If an entry provides all the information we need, we shouldn't change it, even if it contains extra data. Sometimes that extra data is useful for purposes other than hi scores. As I've mentioned before, Bubble Bobble has about 40 or so bytes that contain in-game information about rewards that have been given out since the machine has been turned on. Other different rewards depend on earlier rewards being given out, so the hiscore.dat saves this data so every play though Bubble Bobble doesn't provide the exact same rewards. We wouldn't want to remove those bytes despite being unnecessary for scores.

It doesn't help that there are now two completely different versions of the hiscore.dat being used, our version which contains many changes, fixes, simplifications, and updates. Then there is Leezer's version, the original version that the majority of the people use. He's only been incorporating fixes and updates, and I can understand that, every change obsoletes any older .hi file for that game. Unless it was broken to begin with, he doesn't want to fix it and have people complain that their .hi files don't work anymore. I wish I'd thought of that earlier as some of the hiscore.dat changes we've made were purely cosmetic, and now work has gone into deciphering the .hi files of the newer hiscore.dat. Because of this it's bad to revert as it's a loss of work, and anyone using the new .hi files will once again have to delete their scores. The best thing to do is move on, and learn from that mistake, and not repeat it.
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

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #273 on: June 12, 2009, 11:21:38 am »
Fyrecrypts,

I totally agree that we should leave the hiscore.dat the way it is.
Just extract what we need and don't worry about extra data.
If we find an error (!) in an entry we could inform leezer and he could do the fix/update.

That way we don't get sidetracked by maintaining a hiscore.dat as well.

And for the scores.....all that is displayed in the game(s) is good enough for me.
Just as Wob said earlier if you're 11th and didn't make it to the first 10 you're not worth mentioning even if there is a (hidden) 11th place.

Dna Disturber

Keep up the good work.

« Last Edit: June 12, 2009, 06:30:32 pm by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

dna disturber

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #274 on: June 12, 2009, 11:28:34 am »
Dang,

Almost forgot to post this one due to the statement fyrecrypts made.  :applaud:

(swimmer,swimmera)

00-05 score number 1 (every byte contains one number ,score 254570 would look like 02 05 04 05 07 00)
06-08 initials number 1
09-14 score number 2
15-17 initials number 2
18-23 score number 3
24-26 initials number 3
27-32 score number 4
33-35 initials number 4
36-41 score number 5
42-44 initials number 5
45-50 hiscore in game (every byte contains one number ,score 254570 would look like 02 05 04 05 07 00)

Characters ASCII
41h = A
42h = B
...
5Ah = Z


Dna Disturber
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #275 on: June 12, 2009, 01:00:47 pm »
Fyrecrypts,

I totally agree that we should leave the hiscore.dat the way it is (leezer's version that is).
Just extract what we need and don't worry about extra data.
If we find an error (!) in an entry we could inform leezer and he could do the fix/update.

That way we don't get sidetracked by maintaining a hiscore.dat as well.

And for the scores.....all that is displayed in the game(s) is good enough for me.
Just as Wob said earlier if you're 11th and didn't make it to the first 10 you're not worth mentioning even if there is a (hidden) 11th place.

Dna Disturber

Keep up the good work.


We'll still be maintaining a hiscore.dat, since Leezer's version does not come out as often as HiToText (well, it might now). We also have entries that are already different. Leezer did not approve of the latest Phoenix changes, however I do like them. So some splitting is going to happen, and really isn't that big of a deal. I incorporate the changes Leezer makes so if you use HiToText, use the version of the hiscore.dat we put out. If you have old .hi files and you don't want to mess with adding them one by one in HiToText for the new version, use Leezer's version.

Edit: Also, thank you very much for all of your decoding dna disturber! I have a lot of catching up to do now though. Hehehe. Don't stop/slow though if you don't want to, one of us will get to it sooner or later. =)
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

dna disturber

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #276 on: June 12, 2009, 06:20:13 pm »
Quote
Don't stop/slow though if you don't want to
Maybe you're gonna regret those words  :P
What can I say....I like to puzzle..

(1944 ,1944j,1944d)

This was one #@$#@ tough cookie..to crack  :dizzy:
This game has also nvram but everything we need can be found in the hi.

There are 5 things to extract:
1 scores
2 stagenrs. achieved
3 stagenrs. started from
4 destroy-rate
5 initials

Presenting to you the stars of this evening ..theeeee Bytesssssssss (yep .. I've lost it)
---------
00-03 highscore in game

04-07 number 1 score
08-11 number 2 score
...
...
40-43 number 10 score
---------
44-46 padding
---------
47    stage-nr. achieved number 1 - value in hex  for instance 0ah = level 11 (00h=level 1)
48    started at stage-nr. number 1 - value in hex for instance 0bh = started at level 12 (00h=level 1)    *** for continue buy-ins
49-50 padding
51    stage-nr. achieved number 2
52    started at stage-nr. number 2
53-54 padding
...
...
83    stage-nr. achieved number 10
84    started at stage-nr. number 10
---------
85-87 destroy-rate number 1 - each byte has 1 digit 100% would be 01 00 00 , 92% would be 00 09 02
88       padding
89-91 destroy-rate number 2
92       padding
...
...
121-123 destroy-rate number 10
---------
124     padding
---------
125     1st character of initials number 1
126     padding
127     2nd character of initials number 1
128     padding
129     3rd character of initials number 1
130     padding
131     1st character of initials number 2
132     padding
133     2nd character of initials number 2
134     padding
135     3rd character of initials number 2
136     padding
...
...
181     1st character of initials number 10
182     padding
183     2nd character of initials number 10
184     padding
185     3rd character of initials number 10     
---------

The characters (you have to add 2 to get the next character starting with 00h):
00h = A
02h = B
..
32h = Z

Special characters:
34h = !
36h = &
38h = . (period)
3Ah = @ (at)
3Ch = (male icon)
3Eh = (female icon)
40h = (heartshape)
42h = (smilie)
44h = (space)

Hope you can understand all this....Had to shorten everything , but I hope you see the patterns correctly.

-------------
Dna Disturber
-------------

And now I'm gonna have myself a beer  :cheers:   
« Last Edit: June 12, 2009, 06:27:37 pm by dna disturber »
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #277 on: June 13, 2009, 11:27:38 am »
(troangel ,newtangl)


The bytes:
00-02   score number 5
03-05   initials number 5
06-08   score number 4
09-11   initials number 4
12-14   score number 3
15-17   initials number 3
18-20   score number 2
21-23   initials number 2
24-26   score number 1
27-29   initials number 1
30-32   hi-score in game

Characters ASCII:
41h = A
42h = B
...
5Ah = Z
2Eh = . (period)
20h - (space)  *** only sets them when you let the initials entry time-out

-------------------
Dna Disturber
-------------------
Author of PINemHi..
Decipher-dude for the HiToText project..


HiToText 2010.11.4  Vs.  Mame 0.140  ::)
-------------------------------------------------------------------
Percentage of original games in HiToText :  8.09 %
Percentage of original + clone games in HiToText : 10.57 %
-------------------------------------------------------------------

FrizzleFried

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #278 on: June 14, 2009, 12:21:45 pm »
I can confirm the PHOENIX issue I reported above was rectified by deleting the Phoenix .hs file...

Visit my arcade blog at: www.idahogaragecade.com (Updated 10-28-21)

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Re: HiToText (Version 2009.5.29.0) and ???? Coming soon...
« Reply #279 on: June 14, 2009, 01:23:57 pm »
I can confirm the PHOENIX issue I reported above was rectified by deleting the Phoenix .hs file...

Great!! Remember that now, there is no need to start a new game to save the hi score.