libretro / mame2003-plus-libretro

Updated 2018 version of MAME (0.78) for libretro. with added game support plus many fixes and improvements
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Updating catver.ini and other metadata #759

Closed Taranchul closed 4 years ago

Taranchul commented 4 years ago

Hello to all praiseworthy contributors, most of the metadata files, namely catver.ini, cheat.dat, hiscore.dat, and history.dat, weren't updated for nearly to over a year despite many new games made working in the last couple of months. Are there any plans to do so?

I opened this issue lest they don't be forgotten. I would even help with this if someone explained to me how to do it. I have zero experience in this. Cheers Taranchul (aka Clyde at the Retropie forum)

arcadez2003 commented 4 years ago

Yeah ideally whenever we added support for a new game, fixed one when it didn't work before or if a rom changes say to support a new dump of a sound or protection MCU, all the files you mentioned above should have been updated to reflect said changes.

Luckly for users of this core grant and mark routinely updated these files and big thanks to them for doin so as the work is a little on the tedious side, but unfortunately for differing reasons both are currently unable to do so.

Anyway @Taranchul leave this with me for now being honest here i dont have the time to work on this just now but if you or anyone else wanna help out a little a list of all the new games which have been added and a list of any romsets that changed since the last time the catver.ini, cheat.dat, hiscore.dat, and history.dat were updated will go a long way to getting us on the right track.

BTW i've never bothered updating these files before so like you im kinda in the dark around how you go about it but i assume we just take the info we need from the same files in later MAME builds and add it to our versions.??

Also it's worth noting i dont have the github build tools setup on my PC which means i cannot upload files of such a huge size directly to the git, so even after we trackdown and add in the missing info we'll need to get someone else who has this setup already to push the changes for us.

Regards

Wilstorm commented 4 years ago

@Taranchul - Hey Clyde it's Riverstorm from the RP forums. I agree on some of the updates would be really nice and handy but will probably require some elbow grease. I can provide a complete list of added games if you feel like updating the catver.ini? I think catver.ini and history.dat would more be cut-and-paste type updating from newer versions. The others might present more of challenge possibly.

I think the cheat.dat would be one of the more tricky ones and require a process to get the correct addresses with some testing. There's some guides on how to do if you Google.

On the other hand clones might use the same addressing and be easy to add. Maybe they are already done somewhere or possibly newer cheats could be back ported to the old format. Here's what the dkong cheats looks like.

; [ Donkey Kong (US set 1) ]
dkong:0:6001:90:000:Infinite Credits
dkong:0:6228:06:000:Infinite Lives
dkong:0:19C9:C9:100:Invincibility
dkong:0:6394:0F:002:Infinite hammer upon pickup
dkong:0:62B1:63:000:Infinite bonus time
dkong:0:638C:99:502:Infinite bonus time (2/2)
dkong:0:62B9:00:000:No fireballs on ramps
dkong:0:6403:00:000:No fireballs on factory
dkong:0:65A0:00:000:No pies on factory
dkong:0:6400:00:000:No fireballs on rivets
dkong:0:6500:00:000:No jacks on elevators
dkong:0:6392:00:000:No barrels on ramps
dkong:0:6215:01:000:Always climb
dkong:0:6215:00:001:Deactivate climb
dkong:0:6217:01:000:Hammer
dkong:0:6691:01:500:Hammer (2/2)
dkong:0:6290:00:001:Finish sub-level 4 Now!
dkong:0:6229:FF:072:Select current round
dkong:0:6229:FF:062:Select next round

I think the hiscore.dat would be a similar challenge with clones being easy to add with the same address pokes possibly but the others would require work figuring out the correct addressing. When I was looking for some hiscore information (I love keeping high scores probably more than cheats even) anyway I emailed and chatted with Leezer (the guy who's done a lot of MAME hiscores) and he knows the process well. He was extremely easy going fellow that I believe would help if someone wants to dig into it.

dkong:
dkongjo:
dkongj:
dkongjpo:
dkongo:
dkongjo1:
dkongf:  ;******Donkey Kong Foundry (hack)
dkonghrd:
dkongpe:
0:6100:AA:94:76
0:60B8:03:50:00
0:7641:01:00:00
0:7621:01:00:00
0:7601:01:07:07
0:75e1:01:06:06
0:75c1:01:05:05
0:75a1:01:00:00

Here's an example of a history.dat entry. More of a cut-and-paste thing like the catver.ini from newer versions would be easy enough I think. I wouldn't be against doing some of the catver.ini and history.dat work but would need someone to walk me through one with layman steps...step by step the first time through. Forking and all that. The cheats and high scores might require a bit more know how.

$info=dkong,dkongo,dkongjp,dkongjo,dkongjo1,
$bio

Donkey Kong (c) 07/1981 Nintendo.

An absolutely legendary arcade game in which the player takes on the role of Jumpman - who would be renamed 'Mario' and go on to become a gaming legend - and must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the evil giant ape, Kong.

Jumpman is controlled with a the joystick and the JUMP button and must be jump over and avoid rolling barrels thrown by Kong; jumping over fireballs and cement tubs and avoiding bouncing rivets as he traverses the levels; moving along girders and conveyor belts and utilising ladders and elevators. For additional points, Jumpman can collect umbrellas, hats, purses and other bonus items that the girl has dropped on her way to the top of the building. The player can also grab a hammer (by jumping up to it) to smash barrels, fireballs, and cement tubs which erans the player additional bonus points. The hammer can only be used for a limited amount of time, however.

On the Girder, Elevator and Conveyor Belt levels, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next higher level. But on the Rivet level, Jumpman must remove all the rivets on each and every floor by running or jumping over them. After all the rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and then Jumpman and Pauline will be together again for good. The game then starts over again with an increased difficulty level.

- TECHNICAL -

Donkey Kong machines came in one of four different cabinets. Two flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different gameplay. The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style sideart (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).

Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : I8035 (@ 400 Khz)

Sound Chips : DAC, Samples

Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Aspect ratio : 3/4

Screen refresh : 60.00 Hz

Palette colors : 256

Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)

- TRIVIA -

Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly. After winning a couple of lawsuits, Nintendo licensed out Donkey Kong to other manufacturers who created the table top games.

Donkey Kong introduced a number of wholly original gameplay ideas to the platform genre. It was the first ever game to feature multiple playfields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radarscope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.

The Jumpman character was renamed Mario after Mario Segali, the landlord of Nintendo of America's first warehouse location in Seattle (thought it was debated whether this occurred before or well after the game was released). Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic. Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'seperate' to his torso was to have them as a different colour - hence he wears 'dungarees'. The moustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.

The game was originally going to be called 'Monkey Kong' but, as with "Continental Circus", a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigiru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.

About 60,000 units were sold in the U.S. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.

Steve Wiebe holds the official record for this game with 885,900 points on March 2, 2002.

Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.

A Donkey Kong unit appears in the 1983 movie 'WarGames', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'.

A Donkey Kong machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's ramp stage. 'Can You Battle Donkey Kong And Save the Fair Maiden?'.

Donkey Kong also spawned a cartoon series of the same name :

Ruby-Spears Productions

Produced By Joe Ruby, Ken Spears.

Originally aired on CBS, September 17, 1983.

- UPDATES -

Originally both the US and Japanese versions asked us 'How high can you try?'. This was quickly grammatically corrected to ask the familiar 'How high can you get?'.

The game does end, as it has a 'kill screen'!. The timer in level 22 expires so quickly, that the first stage cannot be completed.

A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).

The Japanese version has all 4 screens displayed in their original, logical order 1-2-3-4.

For the US version they changed it to match the 'How high can you try/get?' theme. With the screen order as follows :

L1 1-4

L2 1-3-4

L3 1-2-3-4. 

L4 1-2-1-3-4

L5 1-2-1-3-1-4

L6 through L21 all remain the same as L5

L22 1 (Kill screen).

- SCORING -

Jumping Red or Blue Barrels :

1 Barrel : 100 points

2 Barrels : 300 points

3 Barrels : 500 points

4 Barrels and more : 800 points

Jumping over a Fire Monster : 100 points

Destroying Red Barrels with hammer : 300 points

Destroying Blue Barrels with hammer : 500 points

Destroying Fire Monsters : 500 points

Picking up the Can, Piano, and/or the Umbrella :

Level 1 : 300 points

Level 2 : 500 points

Level 3 : 800 points

Every level after 3 is 800 points.

Bonus points (starting) :

Level 1 : 5000 points

Level 2 : 6000 points

Level 3 : 7000 points

Level 4 : 8000 points

Every level after 4 is 8000 points.

- TIPS AND TRICKS -

* When you start the game, Mario will start at the fire barrel on the bottom level of the Girders. Your job is to navigate him to the top so that he can progress to the next levels. Here are some strategies for each level...

* GIRDER :

1) On Level 01, the Girders are pretty easy. Donkey Kong will start the show by dropping a barrel into the fire barrel igniting it. After a couple of seconds, a Fire Monster will jump out and dance about.  On the later Girder screens, Donkey Kong will throw the barrel diagonal toward the lower right corner. If you are running toward that ladder, you and the barrel may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump that barrel.

2) Donkey Kong releases a barrel about every 2 seconds. This does not mean, however, that the barrels will all come at you at a uniform rate. Some barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the barrels to bunch up in 2's, 3's, and even 4's. Be wary when attempting to jump too many barrels since you don't have the horizontal range to jump too many.

3) Also remember to have enough overhead clearance when jumping barrels. If Mario's head goes above the platform above, he may hit a barrel rolling down that platform. This problem is especially true at the ends of the platforms.

4) In the later levels, the barrels seem to go for Mario. To offset this a bit, go just a little past a ladder.  The barrel may drop giving you an opening at a ladder farther down the platform.

5) The hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips :

a) Remember, you cannot jump or climb ladders when you have the hammer.

b) Be wary of trying to hammer barrels that are close together. You will take out the first barrel, but the second barrel will get you when Mario is swinging the hammer up. It's better to do a quick back and forth jog so that you can get the second barrel.

c) If Mario stands at the end of a platform so the one above is right above his head, he can destroy barrels before they drop to his level. Again, watch out for how much hammering time you have or a barrel may drop on you right when your hammer goes away.

6) If there is a barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels.

7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels.

8) Although the Fire Monster on this screen is rather sedate, it still can pose a danger. If you take too long on the level, the Fire Monster will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.

* RIVET : This is probably one of the easiest levels to go through...

1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Fire Monsters. At the later levels, the Fire Monsters move quite a bit faster and they become more aggressive.

2) One tactic is to get on one side of the rivet. Right as a Fire Monster gets right next to Mario, jump backward over the rivet. You will gain 100 points and remove the rivet. Fire Monsters cannot cross the gap created by the missing rivet.

3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Mario real quick.

4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Fire Monsters and there is nowhere left to go.

* ELEVATOR : Probably the hardest level in Donkey Kong. It's the one that players have the most trouble with...

1) Mario will start out on the bottom of the rightmost girder. This level has a few hazards you must negotiate :

a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.

b) The elevators themselves can be hazardous if you don't jump off in time. Mario will be caught in the gears either in the uppermost or lowermost girders.

c) The springs themselves are a hazard. If your timing is off, be prepared to have Mario squashed by a wayward spring.

2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are :

a) You don't have as many jumps to make.

b) You will have to cross the path of the springs twice. Once while traveling on the lowest girders and again when you cross over on the highest girders.

c) These factors create a higher risk for Mario not to make it.

3) To navigate the top route, do the following :

a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fire Monster is in the way, jump back to the top of the girder on the left.

b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Mario is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Mario will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder.

4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Mario will be right on the edge of that girder. The springs will get very close to Mario (basically shaving his nose) but they won't hit him.

5) When a spring basically scrapes Mario's nose, take off running toward the ladder to the platform with the lady. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Mario will follow the spring that just bounced over him and beat the spring right behind it. This trick works on the later levels even when the springs are ''double-jumping''.

6) This level requires practice to perfect your techniques. Fortunately, there is only one elevator screen per level after the 03 level. Remember, Mario cannot survive long falls.

* PIE FACTORY : Another relatively easy screen. You just have to watch out for Fire Monsters and conveyer belts...

1) The conveyer belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance.

2) Watch out for the pies. They come up randomly and Mario will lose the battle if a pie hits him. The same goes for the Fire Monster that is born from the fire barrel.

3) If Mario goes off the edge of the screen on a conveyer belt he will lose that battle.

4) Any platforms that have circles on one or both of the ends are conveyer belts. That means the very bottom and third platforms are not conveyer belts. Plan your strategy accordingly.

5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the pies.  Just make sure the Fire Monster isn't around to harass you. Once the ladder extends to the next platform, climb it.

6) On this level, you don't have to climb the ladder to the platform the lady is on. All you have to do is make it to the platform that Donkey Kong is on.

7) As in the elevators, Mario cannot survive long falls such as the distance between platform 3 and 2.

- STAFF -

Designed by : Shigeru Miyamoto

Music by : Hirokazu Tanaka

Produced by : Gunpei Yokoi

- PORTS -

* Consoles :

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1983)

Atari XEGS

Atari 7800 (1988)

Nintendo Game Boy (1994)

Nintendo Famicom (1986)

Nintendo Famicom (1988, "Donkey Kong Classics")

Nintendo Game Boy (1994) : features multiple stage settings, starting with the original four.

Nintendo 64 (1999)

Nintendo Game Boy Advance (2004, Famicom Mini Series)

Nintendo Famicom Disk

* Computers :

Tandy Color Computer (1982, "Dunkey Munkey")

Tandy Color Computer (1982, "Donkey King")

Tandy Color Computer (1983, "The King")

Tandy Color Computer (1983, "Monkey Kong")

PC [Booter] (1983)

PC [Booter] (1983, "Gorilla Gorilla", a part of the "Friendlyware PC Arcade" suite)

Commodore VIC-20 (1983)

Apple II (1983)

Atari 800 (1983)

Commodore C64 (1983)

Amstrad CPC (1986)

Sinclair ZX Spectrum ("Kong")

MSX

* Others :

VFD handheld game (1982) released by Coleco.

LCD handheld game (Game&Watch) released by Nintendo : double screen.

- SOURCES -

F.A.Q. by Kevin Butler A.K.A. War Doc

$end
Taranchul commented 4 years ago

Thank you both very much. Sorry for the late response, I will dive deeper into this as soon as I have the time and leisure. Stay tuned.

@arcadez2003 I have the git tools on my Linux system installed and can fetch and push files from my command shell. Is that what you meant by the github build tools setup?

Redemp commented 4 years ago

The catver.ini as mentioned here has since long been out of date and in need of an update.

Several weeks ago i finally started the long and tedious process of categorizing 4920 games and updating it to Mame 0.221 standards.

An hour here, 15 minutes there and so on. It's finally complete. This was something i wanted to do for a long time. Well i hope you all like it.

catver.ini

Darknior commented 4 years ago

WOAW thanks a lot for this hard work :)

Wilstorm commented 4 years ago

@Redemp - Thanks a bunch for the catver.ini, nicely done! :)

Wilstorm commented 4 years ago

@Redemp - I submitted your catver.ini to replace the existing one in mame2003-plus as it looks more complete with better information.

mahoneyt944 commented 4 years ago

@Taranchul These files have been updated. please close this issue unless you still need help with this topic.

Taranchul commented 4 years ago

Done. Thanks to all who contributed to the update!