Note: Each byte of the high score stores the score visually correct, but not digitally. ie, a value of "25" in hex does not equal 19, it actually equals "25". Below is my default hiscore file
look up BCD .. this is what you're seeing; binary coded decimal
It was very common early on.
jeffquick
Ah, I see someone said that
I've been tempted to make c4a take a config file to describe the format of hi-files, so people like you could add games as well, but not figured out a good way to consistently describe them yet. That said, a lot of games do fall into simple patterns... score is BCD and 3/4/5/6 bytes or nibbles long, for instance; if not BCD, coudl just be binary. Occasionally you see an oddball one that is offset by one, or some other encoding entirely.
the name encoding can be messed up.. theres a few common ones ("A" as 0, or ASCII, or "A" as 17 ("11" in hex), or a few others.. but many games are just their own unique encoding.)
Still, all we _Really_ need to get working is the _Scores_.. the rest is nice to have, and helps the decoder get accuracy.
But we could make a 'heres a simple config file, that works for the following games' sort of config file; it would not work for all games, but could at least work for some, in the rudimentary way, and then pmprog or whomever could add some games.
As you can see, decoding hi-files is often not too hard, it just takes time; usually about 15-mins to figure out the hi-file and add the code for me, but getting scores in to test it, and fiddling with the server and tesitng and such.. a good half hour turn around. Just getting a few hours for me, is tough right now
But if you like, dumping specs here as you've done above, I can add those pretty quick.. astill takes testing though, but that cuts my time from 30misn to 15 for the above..
Tomorrow is pretyt busy, playing catch up with RL, but I should be able to add those this week