Dna Disturber Posted July 13, 2011 Share Posted July 13, 2011 I also made a small guide to decipher a game a long time ago (never published).... Most of it I think you already know but who knows....maybe it will help you Deciphering the game It's all about recognizing patterns.......and you start getting better at it in no-time ;-) First off , make sure the game does save the scores (via nvram or in hi with the hiscore.dat) To make things easier start the game and wait till the hiscore-table shows up and make a screenshot using F12 When you exit the game a hi or nvram is created if it didn't exist already. Look at what kind of information you want to extract (the screenshot of the hiscore-table will give you a good indication) Things such as : Scores Initials Rounds Coins used Character used Percentages etc... How to find them (using the screenshot of the hiscore-table and the nvram of hi file): Scores: - each byte stands for one digit , for instance 01 03 02 05 00 00 = 132.500 - in the right order , for instance 13 25 00 = 132.500 - reversed , for instance 00 25 13 = 132.500 It also happens that the game only counts in 10 or 100 fold..... Uncommon but it does happen , the hiscore is saved without the 1 or 2 zero's For example : 07 50 and the hiscore-table reads 75000 (the program adds 2 zero's which are not in the nvram or hi) 1250 and the hiscore-table reads 12500 (the program adds 1 zero which is not in the nvram or hi) Most of the time the scores are easy to detect and just use decimal values. Occasionally the scores are in hex and you must convert them to decimals to compare them with the hiscore table of the game. When in hex they can also be reversed etc..... In many games the "hiscore in game" also gets saved. You'll then have two scores that are equal (always the highest score) . To find out which one is which you can hexedit one score and start up the game. If it's the "hiscore in game" you'll see it when you play. If you see it in the hiscore-table it belongs to the number 1 score. Initials: - in the right order , for instance 41 42 43 - reversed , for instance 43,42,41 - one of the above with padding between the initials , for instance (reversed) 00 43 00 42 00 41 00 * in the above examples 41 = A , 42 = B , 43 = C ( the results of all the examples in the above will be ABC in the hiscore-table) The Initials are in hex. If you're lucky they are in ASCII and can be read in your hex-editor. They can however be any value. Most of the time you can add 1 to the value to get the next letter in the alphabet. Ocasionally you must add 2 to get the next letter. If you're really unlucky they have no pattern (just play the game often and look what letter has what value) A few examples of the most common ones: 00 = A 01 = B .. .. 19 = Z ---------- 41 = A 42 = B .. .. 5A = Z ---------- 00 = A 02 = B .. .. 32 = Z Remember to get every character that can be put in the initials ! Some usefull hints: Play the game and enter ABZ (this should get you the whole alphabet if there is a pattern, if there is a lowercase as well , you have to repeat it in lowercase) For numbers you can do the same enter 019 as your initials Play the game and enter all the other characters , for example ( ) ! < > - (you should really check them all by entering them even when it looks like it's all ASCII) Play the game and enter a character and let the initials entry time-out and see how the rest of the characters get filled up ! One advice.......cheat.dat is your friend. To understand the data of the nvram or hi you sometimes have to play often and get huge scores (so use cheats , it works a lot faster) You can also hexedit the scores (if you can find them) to make it easier getting on the hiscore-table. Round/Characters: Most of the time they are only one byte large. You can mostly find them near the scores or initials. They can be in hex or decimals: Round: for example round 10 is in hex 0A or just 10 in decimals. Characters: for example 00 = HOMER , 01 = BART , 02 = LISA , 03 = MARGE If you have a slight suspicion about a byte being a character or round , you can change the value of that one with a hexeditor to see what it does to the hiscore-table. Dna Disturber Link to comment Share on other sites More sharing options...
Fyrecrypts Posted July 13, 2011 Author Share Posted July 13, 2011 There are (unfortunately) probably hundreds of ways for games to have scores sorted. Some are awkward, Crystal Castles stores the scores in sections. First 250 bytes are the last digits for all 250 scores, the next 250 bytes the middle digits, etc... Some use checksums like punch out. There are a few standard methods for storing data which you seem to have figured out, but on the whole I'd say about 20% of games require something unique. Link to comment Share on other sites More sharing options...
bLAZER Posted July 13, 2011 Share Posted July 13, 2011 Yeah, I fiddled with a bunch of games myself, and to me it seems kind of impossible to make a program to get the data automagically. Link to comment Share on other sites More sharing options...
torino Posted July 13, 2011 Share Posted July 13, 2011 Hi Torino, Here are some other examples I came across (scoring-wise) All the ones you have mentioned above but then reversed for instance: Reversed ASCII_6 --> 987,500 = 00 00 05 07 08 09 Reversed HEX_6 --> 987,500 = 00 75 98 (time pilot) Last one can be very tricky with default hiscore table with like 10,000 and you have 5 bytes.... It would look like it's the normal one (not reversed), came across that multiple times 10,000 = 00 00 01 00 00 There are also hex scores (metal slug) Hex 987,500 = 0F 11 6C Can't remember if I encountered a reversed Hex , I thought I did but it's rare Hex + a zero behind it (pengo) There are also ASCII scores ASCII 987500 = 39 38 37 35 30 30 Came across 2 games , so it's pretty rare Great, thank you. "10,000 = 00 00 01 00 00" does not look right if you write the whole number down: "0010,0xx" ...unless the counter actually shows 7 digits. -- In any case I obviously need to rename those formats in order to allow for even greater diversity, unfortunately. Luckily, as long as those formats conform to some rules and map linearly/continuously they can be searched for and found by the cracking algorithm, pretty much in the same way we can find it with our eyes - by looking for some "pattern". I will now comment on other "crazy formats" that I think would be hard to search for and require specialized algorithms. I am afraid some of those games would still need to be cracked manually, or perhaps semi-manually, and I hope there is not too many of them, so more troubling I think is how to define such "random" formats in the database and still keep it all simple for the other games. For example my ".dat" file has this entry for Donkey Kong: "5 0 | 7 34 6 173 | 15 34 3 80", and thats all it needs to know in order to read and write to "dkong.hi". The program found those numbers by itself since it knew what pattern to look for, and the same algorithm should work for any other game that uses "ASCII_6" format and if score/name entries are evenly spaced in the memory, but if the format is more "random" than "ordered" it's not only hard to look for particular entries, but also once cracked it would be hard to "describe" in general terms and without addressing every single entry individually. For now I use *relative* and very general format description, for it does not matter if the order is reversed, and offsets too can be both positive and negative, so I can read the data from end to start and define all the reversed byte formats as "mirrors cases" with just one flag. And the very odd ones for instance joust: The score: The score consist of 1 digit per byte , the first 4 bits of a byte are always F For example : 4.000 looks like : F0 F0 F0 F4 F0 F0 F0 123.450 looks like : F0 F1 F2 F3 F4 F5 F0 That kind of stuff makes it all very tedious to implement. -- In any case, I would like to base the decision on what byte formats to include in auto-cracking tool in relation to how common particular format is. If there is just a few games using something like that then they could be cracked manually and the program should still be able to read & write hi-scores once it knows how to shift those numbers and obtain correct values. The program does not really need be able to crack every format, just know how to use them. Additional effort would then be required to include those formats into auto-cracking algorithm. For instance Qbert: The score: It's one digit per byte (7 bytes total) 05 00 03 00 24 24 24= 5030 The score is made up by 7 bytes, they get filled at the back with 24h (spaces) other examples 800 would look like: 08 00 00 24 24 24 24 150.400 would look like: 01 05 00 04 00 00 24 2.750.300 would look like: 02 07 05 00 03 00 00 Ay, why do they have to do that. It all really depends on how many games do such things, but in any case cracking tool should be useful, even if only to crack just "names" and show them in readable format so to make "scores" easier to find and crack manually, or vice versa. Alternatively, there is some logic and pattern in that format as well, and if more than, say 10% of games used it I suppose it would be justifiable to included it in the crack-format database, still though, this "crack-wizard" is only meant to assist, but even if it only ends up working 50% of the time, it would still be better than doing it all manually, or so it would seem. Hope this helps That was fantastic, it saves me a lot of time and I can now think a little bit more in advance than before. And about the characters, I would like to see at least some non alphabet characters in it......especially in the games where you can put more than 3 characters in.... Like - or ! and numbers , so just the regular ones. But that's my opinion. As for deciphering the characters I think you should check some of the old post that are on byoac forum in the HiToText thread with the decipher data in it. There are two problems, two "mappings". 23 --> 58 --> "black & red heart symbol" First number is the actual number in ".hi" file, second number is mapping to our systems character set, and for A-Z this mapping should be simple linear shift, but for any other symbols this same offset number would most likely not map to appropriate characters any more, however all those symbols would still get to be mapped - somewhere, it's just that non-letters like exclamation mark might translate to question mark, or smiley face, or whatever gibberish symbol from the ASCII set, and it should really be up to front-end or web-server to provide this second mapping and adequate representation for those symbols, which can be done on top of first "shift" mapping. As long as the feature itself exist so additional characters CAN be mapped I don't think the main development should be too much concerned about actually providing those extra definitions and include all the mapping for all the games, we only need to provide what is necessary and make it simple enough so any enthusiastic user could extend, or even completely change, this default mapping themselves. I agree at least some other characters would be welcome, but if we have to choose between supporting 90% of the games with only A-Z, or supporting 20% of the games fully, then I am ready to welcome the sacrifice of all the other characters, except the alphabet itself, and leave the extended mapping for the future, while certainly keeping it in mind to allow for easy expansion. Let's first finish the project and improve it later, rather than looking for the completeness and perfection all along the way and never actually get to finish it at all. 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torino Posted July 13, 2011 Share Posted July 13, 2011 There are (unfortunately) probably hundreds of ways for games to have scores sorted. Some are awkward, Crystal Castles stores the scores in sections. First 250 bytes are the last digits for all 250 scores, the next 250 bytes the middle digits, etc... Some use checksums like punch out. There are a few standard methods for storing data which you seem to have figured out, but on the whole I'd say about 20% of games require something unique. 30% would be depressing, but 20% is ok, although I expected it to be less than 10%, and I really did not even dream the formats would run so wild, but on the other hand I think most of the games can actually be auto-cracked fairly easy, which I hope to demonstrate by the next week. I think if the average user could decipher every 3rd game with auto-cracking tool it would be "good enough", so the two thirds would be left to us to either fix manually or improve cracking algorithm, whichever seem more optimal solution for the given number of remaining games. Link to comment Share on other sites More sharing options...
Dna Disturber Posted July 14, 2011 Share Posted July 14, 2011 "10,000 = 00 00 01 00 00" does not look right if you write the whole number down: "0010,0xx" ...unless the counter actually shows 7 digits. Oops my bad....... I had edited the post and added the one with hex + zero... It's the one above that. Just wanted to let you know that in some cases you really need real hiscores (not from the initial scoreboard) otherwise you don't know if it's reversed or not... So it should have been: Reversed ASCII_6 --> 987,500 = 00 00 05 07 08 09 Last one can be very tricky with default hiscore table with like 10,000 and you have 5 bytes.... It would look like it's the normal one (not reversed), came across that multiple times 10,000 = 00 00 01 00 00 Dna Disturber Link to comment Share on other sites More sharing options...
torino Posted July 14, 2011 Share Posted July 14, 2011 Yes, just like ideal name entry is "ABZ", as opposed to "AAA", so for the scores ideal entry will also have all of the places populated and different, so to produce "unique pattern", like "984,750", as opposed to "1,000". The same goes for manual cracking, if we want to make it less error prone we have to make scores and names easy to recognize among all the other bytes, so we can be more certain about their starting point and byte length, as well as to properly identify their formats. That's also why there have to be at least two entries given to cracking-tool and supplied in hi-score file, so algorithm can double-check the format and in case there is no match algorithm loops to a different format and continues to compare until it finds both entries in the same format. Once complete match is found program calculates starting point and location difference between the fields of the 1st two entries and with this relative offsets prints out the whole scoreboard, then it checks with user whether everything looks as it should - if not, it's tough luck, but if yes it saves new game definition to the database and from then on this game's hi-score file should be supported for reading, writing and merging. Link to comment Share on other sites More sharing options...
torino Posted July 18, 2011 Share Posted July 18, 2011 Hi-Score Wizard: hsw-v01.zip ======================= http://www.mediafire.com/file/ywgx3agths06u3z/hsw-v01.zip NAME formats: Normal, Reverse, Padding, Rev+Padd SCORE formats: ASC_6_6, RAS_6_6, ASC_6_3, RAS_6_3, ASC_5_5, RAS_5_5, ASC_5_3, RAS_5_3, HEX_6_3, RHX_6_3, HEX_5_2, RHX_5_2, ASC_4_4, RAS_4_4, ASC_4_2, RAS_4_2 "ASC_" = ASCII "RAS_" = Reversed Asc. "HEX_" = Hexadecimal "REX_" = Reversed Hex. "x_" = 1st number says how many digits are in the format "_x" = 2nd number says how many bytes store that value amidar.hi anteater.hi apb.hi arabian.hi arkanoid.hi asteroid.hi bagman.hi bankp.hi blueprnt.hi boblbobl.hi bombjack.hi boomrang.hi brubber.hi btime.hi bullfgt.hi calipso.hi cclimber.hi circusc.hi commando.hi congo.hi crush.hi csilver.hi digdug.hi dkong.hi dkong3.hi dkongjr.hi docastle.hi dorunrun.hi dowild.hi fnkyfish.hi frogger.hi futspy.hi galaga.hi gberet.hi gng.hi gunsmoke.hi gyruss.hi higemaru.hi hopmappy.hi ikari.hi imsorry.hi ironhors.hi jailbrek.hi jjack.hi junofrst.hi kchamp.hi kicker.hi kungfum.hi ladybug.hi mappy.hi mario.hi matmania.hi mhavoc.hi mikie.hi missile.hi mmonkey.hi mrdo.hi mrviking.hi nibbler.hi pang.hi pengo.hi pepper2.hi pingpong.hi pooyan.hi popeyebl.hi raiden.hi rescue.hi rocnrope.hi scramble.hi tempest.hi theend.hi timeplt.hi travrusa.hi turtles.hi tutankhm.hi upndown.hi vanvan.hi wboy.hi yiear.hi zaxxon.hi EXAMPLE [R]EAD USAGE: hsw r dkong.hi EXAMPLE [C]RACK USAGE: hsw c dknog.hi * delete game definitions from "hswizard.dat" to crack them again Most of the games I tried were cracked successfully, the other ones fall in several different categories. Some games are not yet supported for the sake of simplicity, like the ones that use more than 6 digits counters, then some games use rare formats so there was no point including it auto-cracking algorithm. There are also hi-score files which produce multiple matches, so those results need to be verified manually, and some games use no logical character mapping or number formatting what-so-ever, they have to be both cracked and defined manually, or so it would seem. By the way, the source code and all those hi-score files are included in the zip as well. 1.) EASY - can be included in auto-cracking wizard starwars, airwolf: * scores w/ more 6 digits wboy, ???: * shifted ASCII score format 2.) MEDIUM - need manual verification or mapping congo, mario, zaxxon: * multiple HI-SCORE matches timeplt, gyruss, ambush: * need manual char mapping 3.) HARD - need manual cracking, and maybe not? gng, 1942: * unsorted scores in memory mappy, qbert: * random/unique score formats In summary, I think this auto-cracking method in its first release can already support 70% of the games. Cracking is really fast and easy once hi-score file is ready with proper scores and initials. If people could supply all the ".hi" and ".nv" files with some nice scores I suppose I could crack all the games myself in the next two weeks. -- Opinions, comments, questions? Link to comment Share on other sites More sharing options...
torino Posted July 21, 2011 Share Posted July 21, 2011 Fyrecrypts & Dna Disturber, You are not really interested in this project, I just wasted my time and I should not really expect any further posts in this thread, not even a simple comment about my magnificent solution, right? - If I have eight hours for cutting wood, I spend six sharpening my axe. Link to comment Share on other sites More sharing options...
Dna Disturber Posted July 22, 2011 Share Posted July 22, 2011 Fyrecrypts & Dna Disturber,You are not really interested in this project, I just wasted my time and I should not really expect any further posts in this thread, not even a simple comment about my magnificent solution, right? - If I have eight hours for cutting wood, I spend six sharpening my axe. Are you an impatient guy or what......... You do realise I have a life besides this hobby....didn't realise I was on the clock here... I suggest you ask a few volunteers to test it out and get some feedback and suggestions....as I'm putting a lot of time in another project I don't have much time...... But I wouldn't put any volunteers on the clock too much ....... Link to comment Share on other sites More sharing options...
RetroBorg Posted July 23, 2011 Share Posted July 23, 2011 Sounds like you're making some head way in to hi-score sharing torino, I would really like to see something like this eventuate. Have you had any ideas on how to avoid cheating? If people could supply all the ".hi" and ".nv" files with some nice scores I suppose I could crack all the games myself in the next two weeks. -- Opinions, comments, questions? I'm happy to upload all my ".hi" and ".nv" files, just let me know where you want me to upload them to. Q2.) My primary interest for your tool is to share hi-scores online. For example Twin Galaxies or MARP could keep the database of hi-score files to reflect current submitted records so people could actually see those scoreboards inside the game itself. -- Was this not your original intention and purpose for HiToText? Q3.) I have a simple .BAT script that uses free shared "web-folder" account to act as server for smaller circle competitions, so for example a group of friends can beat each others records with "Live Internet Scoreboard", to make it all more interesting. -- What do you think about it? I really like the idea how you can have groups so just you and your friends can share scores. I'd also like the option where the world record is the number one score then the rest are just you and your friends score where only the top score of each person is on the list. That way the top score table is not all one person's initials when someone is really good at one game. Does something like this sound doable? Link to comment Share on other sites More sharing options...
torino Posted July 23, 2011 Share Posted July 23, 2011 Are you an impatient guy or what.........You do realise I have a life besides this hobby....didn't realise I was on the clock here... I suggest you ask a few volunteers to test it out and get some feedback and suggestions....as I'm putting a lot of time in another project I don't have much time...... But I wouldn't put any volunteers on the clock too much ....... Impatience is important part of being optimal, and very appropriate in this particular situation. It is me who suggested you how to complete this project. Take it or leave it. I don't quite understand how you turned this around as if it is me asking something from you. -- You were interested when I initially made the proposal, which is why I realised it with the 'proof of concept' solution, so I find it strange you have nothing to say about it now that it's actually done. Link to comment Share on other sites More sharing options...
torino Posted July 23, 2011 Share Posted July 23, 2011 Have you had any ideas on how to avoid cheating? Yes, with 'input recordings', it's just the question who will be responsible to watch and verify them. Twin Galaxies have referees to do this, while at MARP every participant is also a referee too. In the first case scores are unpublished until verified and proven valid, while in the other case scores are immediately published but can be disqualified later on. I'm happy to upload all my ".hi" and ".nv" files, just let me know where you want me to upload them to. It does not seem there is more than a few people actually interested to use any of this, so I don't think it's worth the effort, but I suppose if you have nice collection, with good scores, you could upload it in case the situation changes and someone else decides to complete the project. I really like the idea how you can have groups so just you and your friends can share scores. I'd also like the option where the world record is the number one score then the rest are just you and your friends score where only the top score of each person is on the list. That way the top score table is not all one person's initials when someone is really good at one game. Does something like this sound doable? Yes, that can be done with HiToText and simple .BAT script. On the other hand my solution would need to have special function for that type of merging since it's doing it internally, but that's as easy to write as the .BAT script. Link to comment Share on other sites More sharing options...
Dna Disturber Posted July 23, 2011 Share Posted July 23, 2011 Impatience is important part of being optimal, and very appropriate in this particular situation. It is me who suggested you how to complete this project. Take it or leave it. I don't quite understand how you turned this around as if it is me asking something from you. -- You were interested when I initially made the proposal, which is why I realised it with the 'proof of concept' solution, so I find it strange you have nothing to say about it now that it's actually done. Well , my mistake then...... I was under the impression that you wanted to create another program. Wanted to help and give as much information as I could. I definitely would have tried it out but I never got the chance..... After 4 days away I read your post about not responding and that dempened my enthousiasm. Retroborg is interested and wants to help and is also part of the Hitotext project. Maybe he would also want to test and help out on your Hiscore-Wizard program (and maybe others). No reason to abandon a great program just because we have different opinions on how to spend our free-time. Dna Disturber Link to comment Share on other sites More sharing options...
groo Posted August 1, 2011 Share Posted August 1, 2011 Dudes, it's really "impossible" or just "too dificult" to hack neo geo games memory in order to save hiscores? Anyone interested on help (teach ) me on how to do it? Link to comment Share on other sites More sharing options...
Dna Disturber Posted August 2, 2011 Share Posted August 2, 2011 Dudes, it's really "impossible" or just "too dificult" to hack neo geo games memory in order to save hiscores? Anyone interested on help (teach ) me on how to do it? Hi groo, Some Neo Geo games have already been added to HiToText. Metal Slug Series Neo Turf Masters But the problem is that at the moment the games that use nvram do not display in hyperspin. It takes a change in hitotext or hyperspin to make that work. Because of that the neo geo games were put on hold I guess , since you only see them when you use hitotext on the commandline. The difficulty depends on the games itself.......Neo Turf Masters was really hard....but the metal slug's were quite easy. If you are interested a couple of posts back there is an explanation on deciphering the game. When you have a hexeditor you could try and figure a game out. If you read the first post you can find out stuff regarding the xml-file that's being used to insert new games into hitotext (Cananas made a tutorial for it) It's a lot to take in but you get better at it in no time... Dna Disturber Link to comment Share on other sites More sharing options...
groo Posted August 2, 2011 Share Posted August 2, 2011 Tnx Dna Disturber! I'm a entusiast of KoF series. I'll try to read the stuff you pointed to me and, maybe, do something useful. Best Regards! Link to comment Share on other sites More sharing options...
Pyramid_Head Posted December 12, 2011 Share Posted December 12, 2011 Hitotext keeps crashing on me was this ever fixed? I posted about it over at byoacs but didn't really get anywhere. Link to comment Share on other sites More sharing options...
Dna Disturber Posted December 12, 2011 Share Posted December 12, 2011 There have been earlier troubles with people using the u-versions.... When they used the official release and compiled that one it all worked (again). So my advice would be only to use the official releases..... Dna Disturber P.S. Can't help otherwise I'm afraid , Fyrecrypts is not really active anymore on the forum.... Just one thing I can remember is that people had stuff from old versions of hitotext in their folder and that caused crashes..... Link to comment Share on other sites More sharing options...
KyoKusagani1999 Posted January 23, 2012 Share Posted January 23, 2012 This is very convenient for players wishing to save their high scores, and I have to say, It's more efficient than taking a picture of the screen to submit something, but I still insist on recording the game for world record purposes. Proof is essential in those cases. Link to comment Share on other sites More sharing options...
Pyramid_Head Posted January 23, 2012 Share Posted January 23, 2012 I still have hope for this project. It's a shame Fyrecrypts isn't active anymore. I hope someone can at least attempt to revive this Link to comment Share on other sites More sharing options...
chillinwater Posted December 2, 2012 Share Posted December 2, 2012 I still have hope for this project. It's a shame Fyrecrypts isn't active anymore. I hope someone can at least attempt to revive this Thats a big +1 for me too!!!I Love this app. But support for HiToText unfortunately seems to be dead now so FWIW.... Im pretty sure after cycling this a few times I've found a bug. Whether its in HS or HiToText I'm not sure but it makes sense to me that it would be HS. ***The bug*** So when running HS in single system mode for Mame (really the only system HiToText supports), HiToText will not work. Ive been gravitating towards running single system Mame lately with guests to avoid too much game choice overload for them and me having to be the administrator instead of me gettin my funk on which is how I found this out. Just thought I'd pass it on!!! This is to use for database creation. For some reason Hyperlist wont accept it and create a database for me. Maybe somone else will have better luck. Hitotext-Parents Only v.11\04\2010 005 10yard 1941 1942 1943 1943kai 1943kai 1944 19xx 4dwarrio 8ballact actionhw ad2083 afighter agress airattck airbustr airduel airwolf ajax alexkidd alibaba alien3 aliens aliensec aliensyn alpine altbeast amazon ambush amidar angelkds animaljr anteater apb aquajack arabfgt argus arkanoid arkarea arknoid2 arkretrn armedf armora armorcar assault astdelux asterix asteroid astyanax athena atlantis atomicp aurail avengers baddudes bagman balonfgt bankp barrier barrier batsugun battlcry battlex battlnts bermudat berzerk bioatack bjtwin blktiger blockout bloodbro blueprnt bnzabros bombjack boomrang boxingb brkthru brubber btime bublbobl bullfgt bzone cabal calipso captaven carnival cburnrub ccastles cclimber centiped chasehq circusc ckong cleopatr columns columns2 commando congo contra crash crush crzrally daioh dariusg dazzler ddonpach ddragon ddribble deadeye defender demon digdug digdug2 dino djboy dkong dkong3 dkongjr dockman dogfgt domino dommy dorunrun dotron dowild dragnblz dynagear elevator enigma2 esprade evilston exerion exprraid extrmatn eyes fnkyfish freeze frogger frogs fshark funkybee funnymou futspy galaga galaxian gaunt2 gauntlet gberet geebee gigawing gijoe gijoe gng gunsmoke gwarrior gyruss headon headon2 headoni hexa hvysmsh hyperpac hyperspt hyprduel imgfight indianbt invaders jack jackal jjack jjsquawk joinem journey joust joust2 junglek jungler junofrst kamikcab kangaroo kchamp kick kickridr killcom kingball klax knights kungfum ladybug levers logicpro loverboy lrescue m660 m79amb madalien mappy marble mario matmania megablst megadon mermaid metafox metlclsh metrocrs mhavoc mikie milliped mimonkey minefld missile mk mk2 mmonkey mole monsterb montecar mooncrst moonwar mpatrol mrdo mrdrillr mrgoemon mrviking ms5pcb mslug mslug2 mslug3 mslug4 mslug5 mslugx mspacman msword mtlchamp mwalk narc naughtyb navarone nemesis nitd nmouse nova2001 olibochu omegaf orbitron outzone pacland pacmania pacplus paperboy paradise pbaction pengo phoenix pirates pisces pleiads pooyan popeye puckman pulstar punchout qb3 qbert qbertqub qix qwak raiden rastan redbaron redclash redufo ripoff roadrunn robocop robotron rocnrope rompers rpatrol rthunder rtype rtype2 rygar s1945ii sasuke satansat saturn sbagman sci scramble sdtennis seawolf seawolf2 sf2 shadoww sheriff silkworm simpsons slapfigh snowbro2 solarq spdodgeb spectar speedfrk spf2t spnchout sprint1 srumbler starcas starwars steelwkr streakng subroc3d sundance superbug suprmrio swimmer szaxxon tailg tankbatt tapper targ tazmania tempest terracre tetris theend timber timeplt tinstar tmnt tmnt2 toki trackfld trackfld travrusa troangel tron turfmast twincobr uniwars unsquad upndown valtric vendetta videopin vigilant viofight wallc waterski wb3 wboy woodpeck worldwar wotw wrally xmen xmvsf xsleena yiear zaxxon zoar zodiack zombraid zookeep zzyzzyxx Hitotext-Parents and Clones v.11\04\2010 005 10yard 10yard85 10yardj 1941 1941j 1942 1942a 1942b 1942w 1943 1943j 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luckyluca Posted December 17, 2012 Share Posted December 17, 2012 Hi, I recently upgraded to hyperlaunch 2.0 and roughly since then, the highscore text in the mame wheel disappeared. I have the hi folder and the hiscore.dat file and mame 0.142 modified and mame.ini setup (basically nothing has changed). And I'm using the .140 BBB ahk file. Do you know if there's anything I need to do to re-enable hiscores? oh and the hi folder is populated properly with mame hiscores, it's just that they're not appearing in hyperspin anymore. thanks for your support! Thanks Luca Link to comment Share on other sites More sharing options...
luckyluca Posted December 19, 2012 Share Posted December 19, 2012 Ok it actually works afterall, sorry for my previous post. I found however that only a few hiscores are actually showing in hyperspin. ( for instance 1941 shows up, 1942 doesn't). I downloaded HiToText from the google source page and the latest hiscore.dat from http://highscore.mameworld.info/download.htm It seems the HiToText xml supports only a subset of the available hiscore.dat games, are there more up to date resources available? THanks a lot for all your help and all the volounteer work that made this possible Luca Link to comment Share on other sites More sharing options...
Fyrecrypts Posted January 16, 2013 Author Share Posted January 16, 2013 Thats a big +1 for me too!!!I Love this app. But support for HiToText unfortunately seems to be dead now so FWIW.... I very much enjoyed working on this project, but as time went on my interest faded, and the work became repetitive. After having my second child, taking on new responsibilities at work, and a separate project taking over my interest I decided to put HiToText on the back burner. Fast forward to now, and I have a new and more demanding job, a third kid, and that side project I'm working on has blown up within that community and taken over what little spare time I actually still have. My interest in MAME has waned severely as well, which hasn't helped. I would like to apologize for not giving any updates or information for the past few years, and honestly, I didn't really know it was missed. It's such a small drop in the vast MAME community bucket, and everything was open-sourced (free-sourced, you can even make commercial projects out of the code if you wanted) I kind of assumed people would use it and augment it how they needed, or continue to contribute to the hiscore.dat and HiToText.xml file. If I've forgotten some piece of code, I do still have all my older project folders and stuff in the cloud, but I'm fairly sure it's all there on sourceforge or even the arcadecontrols forum link. Should have everything. Sorry all, but I don't have plans to continue working on HiToText, and I'm sorry for not informing everyone at the time of my decision years ago. =( Link to comment Share on other sites More sharing options...
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