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Thank you for the the pics The console gives very good graphics when compared to the devkit board I have! That is why I thought the console is using something ...
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  1. #11
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    Thank you for the the pics

    The console gives very good graphics when compared to the devkit board I have! That is why I thought the console is using something other than spg290.

  2. #12
    Just Joined! weskm's Avatar
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    Have you tired the Dev Kit with oneof the CD's?

    Just wondering if you tried to execute the Hyper.exe found on the X-Men CD with the Dev Kit?

    I'm think with the CD being so sparse and open that reverese engineering that Hyper.exe file is the key to getting the HyperScan to work with linux.

    The CD has:
    sounds files in .wav format. > Playable with Windows media Player.

    documented script coding in .txt format
    > seem to setup the scenario for game play and screen display.
    object coding with a extension of .cad
    > seem to be data for the collectible cards used with scanner.
    coding for plugin controller support .joy
    backup duplicates of other files .bak
    example: r_c.cad and r_c.cad.bak
    other files: .spx , .mov , .chr , .bvg , .bck
    Not sure what the above do.

    I discerned the files by opening with and using windows notepad.

    Finally did the same with the hyper.exe which seems to launch the game and pulled out the following detail:
    1.2.3 upgradesettings: bad backid %d upgradescreen1.bck upgradescreen2.bck scan scan.spx upgradewaves.txt medfont.spx smallfont.spx sobject_select no stand for '%s'.cad fullname no fullname for '%s'.cad meter upgrademeter.spx tick ticks.spx upgrade upgrade.spx upgradefx upgradefx.spx Player 1@ Re-Scan your@character card player 2@ Re-Scan your@character card Re-Scan your@character card Mission %d complete! Level %d to level %d %d\%d tmenu tmenu.spx cursor toptions.spx cursor.spx X_MANSION.BVG mainmenu.bck u_jug_c.cad s_c.cad g_c.cad dangerroom%d.cad dangerroom1.cad wolv_c.cad scene background background2 player0 dr can't find player 0 sounds2 music tranceh.bvg dascene1.txt scene continue caction room dangerroomb6.cad background player0 player1 kickspt fullname no fullname for '%s'.cad font16.spx sounds2 music tranceh.bvg Rematch? %d Continue? %d p0spt p1spt around can't find round Game Paused scan scan.spx font16.spx %x %02x %2x ss ss.spx scan scan.spx font16.spx Reset card CARD CREATOR %s scan scan.spx cursor cursor.spx tsc = '%5d' cursor cursor.spx options.bck controls.bck cursor cursor.spx PMoptions.spx menuspt playmenu.spx smallfont.spx main_menu.bvg playmenu.bck
    *
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    *legal.bck slestill.bck credits.bck wolverine.mov u_wolverine.mov storm.mov cyclops.mov u_cyclops.mov gambit.mov colossus.mov nightcrawler.mov iceman.mov rogue.mov jeangray.mov u_jeangray.mov beast.mov magneto.mov u_magneto.mov juggernaut.mov toad.mov mystique.mov sabertooth.mov u_sabertooth.mov ladydeathstrike.mov u_ladydeathstrike.mov scarletwitch.mov omegared.mov blob.mov sentinel.mov x_men_win01.bvg brotherhood_win01.bvg black.bck mattel.BVG mattel.mov cursor droptions.spx dangerselect.bck scan scanf.spx medfont.spx smallfont.spx state dangerroom%d.cad %s choose a@danger room scan a@danger room card pad professorxa bad missions %d bad missions, dr/opp %d bad sum, dr/opp %d bad getmissptr %d bad getnummiss %d str spd dur fs prj int room dangerroomb6.cad smallfont.spx swipescreenchar.bck swipescreenvs.bck swipescreenone.bck scan scan.spx powericon extrascan.spx ca smlicons.spx blueys blueys.spx px pxicon.spx bluey sobject_select can't find stand sounds2 Scan your@character card Player 1@ Scan your@character card Player 2@ Scan your@character card player 1@ scan a mod card,@ or press the@green button to skip player 2@ scan a mod card,@ or press the@green button to skip player 1 scan@ another mod card,@ or press the@green button to skip player 2 scan@ another mod card,@ or press the@green button to skip player 1 scan yet@ another mod card,@ or press the@green button to skip player 2 scan yet@ another mod card,@ or press the@green button to skip cas bad countaction id %d quickspawn %s +%d stdchar.chr strength speed durability fighting skills energy projection intelligence Character Attack Defense Counter attack Counter defense Finish move Danger room Professor X Bad Card upgradescreen1.bck scan scan.spx meter upgrademeter.spx tick ticks.spx blueys blueys.spx medfont.spx smallfont.spx mod.spx sobject_select bad cur card, no sobject_select %s %d\%d fullname bad cad in eval2 Missions %d\%d Level %d bad cad in fullname parent +%d cdefend bad cad in cdefend cattack bad cad in cattack scan a card M
    **M
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    *invalid slot for powercards no script for sectionrange section section eof can't find '%s' xmen_data loading.spx stdchar.chr scan scan.spx card.lst menusounds.txt token too big 1missing */ (end comment) for '%s' 2missing */ (end comment) for '%s' missing close quote for '%s' Pv
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    *base test power hitbar joy3 fountain gear printsprite target too many sobjects spark spark.spx unknown object type '%s' can only amend same kind of compressed sprites.. '%s' can' only amend 1 sequence at a time can only amend compressed sprites.. quickspawn smlicons.spx Now defeat your opponent! spark spark.spx endit rounds.spx d
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    *scan scan.spx player0 player1 cache founty salloc_init: not 4 aligned, start %08x, end %08x salloc_init: not enough memory scheck: bad chunk scheck: corrupt heap salloc_exit: memleak bad salloc umm.. salloc: corrupt heap salloc: out of memory salloc: can't alloc 0 bytes salloc: not inited sfree: ptr %08x already freed sfree: corrupt heap sfree: can't find ptr sfree: bad ptr %08x sfree: not inited ssize: bad pointer %08x srealloc: not inited qalloc_init: not 4 aligned, start %08x, end %08x qalloc_init: not enough memory qcheck: bad chunk qcheck: corrupt heap qalloc_exit: memleak bad qalloc umm.. qalloc: corrupt heap qalloc: out of memory qalloc: can't alloc 0 bytes qalloc: not inited qfree: ptr %08x already freed qfree: corrupt heap qfree: can't find ptr qfree: bad ptr %08x qfree: not inited qsize: bad pointer %08x qrealloc: not inited ai.joy keep1 can't find anim '%s' to free too many fractional digits '%s' '%s' bad '%s':'%s' not known x %s %d [%d] %s %d %s $%08x [%08x] %s $%08x %s strpool too big '%s' strpool string to big '%s' bad idx for changestrpool '%d' changestrpool string to big '%s' bad idx for getstrpool '%d' floor gravity CheatA CheatB target goaltarget losetime wintime plosetime pwintime continuetime var1 var2 var3 var4 targettype user0 user1 user2 user3 endbeh pos vel xmirror drawpri depth gravityfactor jumpspeed doscroll walkspeed crawlspeed floating kickstrength punchstrength specialstrength canfly canstealth doanim startframe startseq sregen fnt_vel fnt_rndvel fnt_offset fnt_rndoffset fnt_gravityfactor fnt_rndgravityfactor fnt_user0 fnt_rnduser0 fnt_user1 fnt_rnduser1 fnt_user2 fnt_rnduser2 fnt_user3 fnt_rnduser3 fnt_ntimes fnt_period fnt_rndperiod fnt_starttime fnt_activetime fnt_deactivetime fnt_number fnt_rndnumber fnt_punchstrength fnt_rndpunchstrength fnt_goodstrength fnt_rndgoodstrength fnt_beh fnt_endbeh fnt_spx fnt_xmir fnt_doanim fnt_startframe fnt_rndstartframe fnt_startseq fnt_rndstartseq fnt_depth fnt_drawpri fnt_enable string ptr1 ptr2 eof in sceneglobal '%s' used before object declared eof in objmember ptr: can't find global '%s' in the list object eof player0 sobject_fight can't find fight for '%s' sobject_amend sobject_modifier player1 p0spt no playercard[0] health_icon no playerspt[0] p1spt no playercard[1] no playerspt[1] T * * * *p * *  * *| * *h * * *problem with decompress problem with compress |D *C *D *D *D *D *D *D *D *D *D *D *D *D *D *D *HD *C *D *D *D *0D *0123456789AB CDEFGHIJKLMNOPQRSTUVWXYZ missing entry wince attack smash specialhit kick punch block blockspecial speciala specialb specialvoice finishvoice finishfx vict any professorx endit ca_proshield ca_melshield ca_resurrect ca_autoduck ca_triplestrike .wav increase NREFWAVES can't find refwave to free lws2 eof0 lws2 eof1 bad count in wavescript2 slot '%s' already defined lws2 eof2 null lws2 eof3 stateprc printperf waitvb zed palo perf: timestack overflow! perf: timestack underflow perf: perf_end(%s) expected %s PERF -- frm %d - %d -- %2d %s: %2d calls/frm, %d ms/frm, %d ms/call SUMM -- %d fms, %d ms/frm, %d fps -- \ can't mount bad read amount %d bad read amount2 %d spgread: read error spgopen: already open spgopen: no SPGREAD can't open '%s' spgread: not open spgread: already closed sppal: mem leak at entry %d, val %d not enough spalette memory needed = 1 bppal: mem leak at entry %d, val %d not enough bpalette memory anum_build: bad compressed data wrong version, is %d, should be %d or %d or %d too many anims bad anim_free increase st scan loading.spx call cobject_create sooner bad custom %d %d bad version, is %d wants %d bobject: too small size %d %d bobject: not mult of 32 %d %d decomp failure in bobject_create with '%s' bad customsize %d %d bad placement %d %d bobject: bad hicolor size

    As some interesting coding in there and sure does look like it's an operating system!

    Wes

  3. #13
    Just Joined! weskm's Avatar
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    Have been doing some more 'searching' on the internet and found further patents that have the HyperScan as the Gamester.
    See page 40 of this pdf: http://www.wipo.int/pctdb/images1/PA.../ff/009bff.pdf

    See this Radica Site:Handheld Games, Electronic Games, Manufacturer of Games - Radica Games

    and going to the Contacts US link, Who are they a Susidary of?
    Mattel Consumer Relations Answer Center - Contact Us

    So there a little bit on insight on the Motherboard Label that says:
    K4366 Gamester for PS GAM-01 Rev 01

    Wes

  4. $spacer_open
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  5. #14
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    I actually spoke to someone from SemiLogic this afternoon. It was unexpected that I'd recieve a call back, but I spoke directly to Glen Thompson! He's going to talk to the Producer of the HyperScan project. He's told him a few time that people are trying to get devkits, and if enough people are interested, there might be a chance! He couldn't really talk much about it do to an NDA, however, he gave my number to a few people that will hopefully be at liberty to discuss such items. I also asked about the usb port, and I should have a response hopefully soon.

  6. #15
    Just Joined! weskm's Avatar
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    JustBob,

    That is great news! Hopefully it is indeed fruitfull!
    So SemiLogic was the ones it seems behind the whole product. I see from the website they have info on all the games excpet for IWL.
    http://www.semilogic.com/

    Real Insightful Information, Wes

  7. #16
    Just Joined! weskm's Avatar
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    Have you had any further Follow up on this?

    Wes

  8. #17
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    Quote Originally Posted by weskm View Post
    Just wondering if you tried to execute the Hyper.exe found on the X-Men CD with the Dev Kit?

    I'm think with the CD being so sparse and open that reverese engineering that Hyper.exe file is the key to getting the HyperScan to work with linux.

    The CD has:
    sounds files in .wav format. > Playable with Windows media Player.

    documented script coding in .txt format
    > seem to setup the scenario for game play and screen display.
    object coding with a extension of .cad
    > seem to be data for the collectible cards used with scanner.
    coding for plugin controller support .joy
    backup duplicates of other files .bak
    example: r_c.cad and r_c.cad.bak
    other files: .spx , .mov , .chr , .bvg , .bck
    Not sure what the above do.

    I discerned the files by opening with and using windows notepad.

    Finally did the same with the hyper.exe which seems to launch the game and pulled out the following detail:
    1.2.3 upgradesettings: bad backid &#37;d upgradescreen1.bck upgradescreen2.bck scan scan.spx upgradewaves.txt medfont.spx smallfont.spx sobject_select no stand for '%s'.cad fullname no fullname for '%s'.cad meter upgrademeter.spx tick ticks.spx upgrade upgrade.spx upgradefx upgradefx.spx Player 1@ Re-Scan your@character card player 2@ Re-Scan your@character card Re-Scan your@character card Mission %d complete! Level %d to level %d %d\%d tmenu tmenu.spx cursor toptions.spx cursor.spx X_MANSION.BVG mainmenu.bck u_jug_c.cad s_c.cad g_c.cad dangerroom%d.cad dangerroom1.cad wolv_c.cad scene background background2 player0 dr can't find player 0 sounds2 music tranceh.bvg dascene1.txt scene continue caction room dangerroomb6.cad background player0 player1 kickspt fullname no fullname for '%s'.cad font16.spx sounds2 music tranceh.bvg Rematch? %d Continue? %d p0spt p1spt around can't find round Game Paused scan scan.spx font16.spx %x %02x %2x ss ss.spx scan scan.spx font16.spx Reset card CARD CREATOR %s scan scan.spx cursor cursor.spx tsc = '%5d' cursor cursor.spx options.bck controls.bck cursor cursor.spx PMoptions.spx menuspt playmenu.spx smallfont.spx main_menu.bvg playmenu.bck &#220;
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    *base test power hitbar joy3 fountain gear printsprite target too many sobjects spark spark.spx unknown object type '%s' can only amend same kind of compressed sprites.. '%s' can' only amend 1 sequence at a time can only amend compressed sprites.. quickspawn smlicons.spx Now defeat your opponent! spark spark.spx endit rounds.spx d&#164;
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    *scan scan.spx player0 player1 cache founty salloc_init: not 4 aligned, start %08x, end %08x salloc_init: not enough memory scheck: bad chunk scheck: corrupt heap salloc_exit: memleak bad salloc umm.. salloc: corrupt heap salloc: out of memory salloc: can't alloc 0 bytes salloc: not inited sfree: ptr %08x already freed sfree: corrupt heap sfree: can't find ptr sfree: bad ptr %08x sfree: not inited ssize: bad pointer %08x srealloc: not inited qalloc_init: not 4 aligned, start %08x, end %08x qalloc_init: not enough memory qcheck: bad chunk qcheck: corrupt heap qalloc_exit: memleak bad qalloc umm.. qalloc: corrupt heap qalloc: out of memory qalloc: can't alloc 0 bytes qalloc: not inited qfree: ptr %08x already freed qfree: corrupt heap qfree: can't find ptr qfree: bad ptr %08x qfree: not inited qsize: bad pointer %08x qrealloc: not inited ai.joy keep1 can't find anim '%s' to free too many fractional digits '%s' '%s' bad '%s':'%s' not known x %s %d [%d] %s %d %s $%08x [%08x] %s $%08x %s strpool too big '%s' strpool string to big '%s' bad idx for changestrpool '%d' changestrpool string to big '%s' bad idx for getstrpool '%d' floor gravity CheatA CheatB target goaltarget losetime wintime plosetime pwintime continuetime var1 var2 var3 var4 targettype user0 user1 user2 user3 endbeh pos vel xmirror drawpri depth gravityfactor jumpspeed doscroll walkspeed crawlspeed floating kickstrength punchstrength specialstrength canfly canstealth doanim startframe startseq sregen fnt_vel fnt_rndvel fnt_offset fnt_rndoffset fnt_gravityfactor fnt_rndgravityfactor fnt_user0 fnt_rnduser0 fnt_user1 fnt_rnduser1 fnt_user2 fnt_rnduser2 fnt_user3 fnt_rnduser3 fnt_ntimes fnt_period fnt_rndperiod fnt_starttime fnt_activetime fnt_deactivetime fnt_number fnt_rndnumber fnt_punchstrength fnt_rndpunchstrength fnt_goodstrength fnt_rndgoodstrength fnt_beh fnt_endbeh fnt_spx fnt_xmir fnt_doanim fnt_startframe fnt_rndstartframe fnt_startseq fnt_rndstartseq fnt_depth fnt_drawpri fnt_enable string ptr1 ptr2 eof in sceneglobal '%s' used before object declared eof in objmember ptr: can't find global '%s' in the list object eof player0 sobject_fight can't find fight for '%s' sobject_amend sobject_modifier player1 p0spt no playercard[0] health_icon no playerspt[0] p1spt no playercard[1] no playerspt[1] T*&#168;*&#252;*&#188;*p*&#204;** *| *&#176;*h*&#196;*&#248; *problem with decompress problem with compress |D*&#184;C*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD*ŽD* ŽD*HD*&#220;C*D*ŽD*ŽD*0D*0123456789ABCDEFGHIJKLMNO PQRSTUVWXYZ missing entry wince attack smash specialhit kick punch block blockspecial speciala specialb specialvoice finishvoice finishfx vict any professorx endit ca_proshield ca_melshield ca_resurrect ca_autoduck ca_triplestrike .wav increase NREFWAVES can't find refwave to free lws2 eof0 lws2 eof1 bad count in wavescript2 slot '%s' already defined lws2 eof2 null lws2 eof3 stateprc printperf waitvb zed palo perf: timestack overflow! perf: timestack underflow perf: perf_end(%s) expected %s PERF -- frm %d - %d -- %2d %s: %2d calls/frm, %d ms/frm, %d ms/call SUMM -- %d fms, %d ms/frm, %d fps -- \ can't mount bad read amount %d bad read amount2 %d spgread: read error spgopen: already open spgopen: no SPGREAD can't open '%s' spgread: not open spgread: already closed sppal: mem leak at entry %d, val %d not enough spalette memory needed = 1 bppal: mem leak at entry %d, val %d not enough bpalette memory anum_build: bad compressed data wrong version, is %d, should be %d or %d or %d too many anims bad anim_free increase st scan loading.spx call cobject_create sooner bad custom %d %d bad version, is %d wants %d bobject: too small size %d %d bobject: not mult of 32 %d %d decomp failure in bobject_create with '%s' bad customsize %d %d bad placement %d %d bobject: bad hicolor size

    As some interesting coding in there and sure does look like it's an operating system!

    Wes
    wow here is another long one

    Well
    If you break down the files on the X-MAN CD
    you'll find intresting things:

    Config.txt

    startvideomaindriver 0 # 0 gdi, 1 directdraw, 2 direct3d
    startaudiomaindriver 1 # 0 waveplayer, 1 direct sound
    startusedirectinput 1 # 0 message based, 1 directinput
    dinput_nomouse 1 # 0 use mouse with directinpt, 1 don't use it.
    dofilelogger 0



    Card.lst


    # you can change the name of a .cad file if you wish.
    # right now some ids point to the same file.
    # this should change.

    # cad names should be like this
    # *_c.cad character
    # *_a.cad character attack
    # *_d.cad character defense
    # *_f.cad character finish move
    # counter_a*.cad counter attack
    # counter_d*.cad counter defense
    # dangerroom*.cad dangerroom

    # id 0 dummy
    dummy
    ########### character cards
    # id 1 wolverine
    wolv_c.cad
    # id 2 ultimate wolverine
    u_wolv_c.cad
    # id 3 storm
    s_c.cad
    # id 4 ultimate storm
    u_s_c.cad
    # id 5 cyclops
    cy_c.cad
    # id 6 ultimate cyclops
    u_cy_c.cad
    # id 7 gambit
    g_c.cad
    # id 8 ultimate gambit
    u_g_c.cad
    # id 9 colossus
    c_c.cad

    # id 10 ultimate colossus
    u_c_c.cad
    # id 11 nightcrawler
    n_c.cad
    # id 12 ultimate nightcrawler
    u_n_c.cad
    # id 13 iceman
    ic_c.cad
    # id 14 ultimate iceman
    u_ic_c.cad
    # id 15 rogue
    r_c.cad
    # id 16 ultimate rogue
    u_r_c.cad
    # id 17 jean gray/phoenix
    jean_c.cad
    # id 18 ultimate jean grey
    u_jean_c.cad
    # id 19 beast
    b_c.cad

    # id 20 ultimate beast
    u_b_c.cad
    # id 21 magneto
    m_c.cad
    # id 22 ultimate magneto
    u_m_c.cad
    # id 23 juggernaut
    jug_c.cad
    # id 24 ultimate juggernaut
    u_jug_c.cad
    # id 25 toad
    t_c.cad
    # id 26 ultimate toad
    u_t_c.cad
    # id 27 mystique
    ms_c.cad
    # id 28 ultimate mystique
    u_ms_c.cad
    # id 29 sabertooth
    sb_c.cad

    # id 30 ultimate sabertooth
    u_sb_c.cad
    # id 31 lady deathstrike
    ds_c.cad
    # id 32 ultimate lady deathstrike
    u_ds_c.cad
    # id 33 scarlet witch
    sc_c.cad
    # id 34 ultimate scarlet witch
    u_sc_c.cad
    # id 35 omega red
    om_c.cad
    # id 36 ultimate omega red
    u_om_c.cad
    # id 37 blob
    bl_c.cad
    # id 38 ultimate blob
    u_bl_c.cad
    # id 39 sentinel
    sn_c.cad

    # id 40 ultimate sentinel
    u_sn_c.cad
    # virtual card?
    # id 41 professor x
    px_c.cad
    ########### character attack and defense cards
    # id 42 wolverine attack
    wolv_a.cad
    # id 43 wolverine defense
    wolv_d.cad
    # id 44 storm attack
    s_a.cad
    # id 45 storm defense
    s_d.cad
    # id 46 cyclops attack
    cy_a.cad
    # id 47 cyclops defense
    cy_d.cad
    # id 48 gambit attack
    g_a.cad
    # id 49 gambit defense
    g_d.cad

    # id 50 colossus attack
    c_a.cad
    # id 51 colossus defense
    c_d.cad
    # id 52 nightcrawler attack
    n_a.cad
    # id 53 nightcrawler defense
    n_d.cad
    # id 54 iceman attack
    ic_a.cad
    # id 55 iceman defense
    ic_d.cad
    # id 56 rogue attack
    r_a.cad
    # id 57 rogue defense
    r_d.cad
    # id 58 jean grey attack
    jean_a.cad
    # id 59 jean gray defense
    jean_d.cad

    # id 60 beast attack
    b_a.cad
    # id 61 beast defense
    b_d.cad
    # id 62 magneto attack
    m_a.cad
    # id 63 magneto defense
    m_d.cad
    # id 64 juggernaut attack
    jug_a.cad
    # id 65 juggernaut defense
    jug_d.cad
    # id 66 toad attack
    t_a.cad
    # id 67 toad defense
    t_d.cad
    # id 68 mystique attack
    ms_a.cad
    # id 69 mystique defense
    ms_d.cad

    # id 70 sabertooth attack
    sb_a.cad
    # id 71 sabertooth defense
    sb_d.cad
    # id 72 lady deathstrike attack
    ds_a.cad
    # id 73 lady deathstrike defense
    ds_d.cad
    # id 74 scarlet witch attack
    sc_a.cad
    # id 75 scarlet witch defense
    sc_d.cad
    # id 76 omega red attack
    om_a.cad
    # id 77 omega red defense
    om_d.cad
    # id 78 blob attack
    bl_a.cad
    # id 79 blob defense
    bl_d.cad

    # id 80 sentinel attack
    sn_a.cad
    # id 81 sentinel defense
    sn_d.cad
    ########### character finish move cards
    # id 82 wolverine finish
    wolv_f.cad
    # id 83 storm finish
    s_f.cad
    # id 84 cyclops finish
    cy_f.cad
    # id 85 gambit finish
    g_f.cad
    # id 86 colossus finish
    c_f.cad
    # id 87 nightcrawler finish
    n_f.cad
    # id 88 iceman finish
    ic_f.cad
    # id 89 rogue finish
    r_f.cad

    # id 90 jean grey finish
    jean_f.cad
    # id 91 beast finish
    b_f.cad
    # id 92 magneto finish
    m_f.cad
    # id 93 juggernaut finish
    jug_f.cad
    # id 94 toad finish
    t_f.cad
    # id 95 mystique finish
    ms_f.cad
    # id 96 sabertooth finish
    sb_f.cad
    # id 97 ladydeathstrike finish
    ds_f.cad
    # id 98 scarlet witch finish
    sc_f.cad
    # id 99 omega red finish
    om_f.cad

    # id 100 blob finish
    bl_f.cad
    # id 101 sentinel finish
    sn_f.cad
    ########### counter defense
    # id 102 projectile shield
    counter_d0.cad
    # id 103 auto duck
    counter_d1.cad
    # id 104 super shield
    counter_d2.cad
    # id 105 auto jump
    counter_d3.cad
    # id 106 resurrect
    counter_d4.cad
    # id 107 melee shield
    counter_d5.cad
    ########### counter attack
    # id 108 triple strike
    counter_a0.cad
    # id 109 reflective mode
    counter_a1.cad

    # id 110 half as nice
    counter_a2.cad
    # id 111 super speed
    counter_a3.cad
    # id 112 projectile vengeance
    counter_a4.cad
    # id 113 melee vengeance
    counter_a5.cad
    ########### swiped dangerrooms
    # id 114 durability room
    dangerroom0.cad # 0 6
    # id 115 speed room
    dangerroom1.cad # 1 11
    # id 116 strength room
    dangerroom2.cad # 2 9
    # id 117 intelligence room
    dangerroom3.cad # 3 7
    # id 118 fighting skills room
    dangerroom4.cad # 4 8
    # id 119 engery projection room
    dangerroom5.cad # 5 10

    ########### virtual cards start at 120
    # selected dangerroom, not from a card
    # id 120 durabiltiy
    dangerroom6.cad
    # id 121 intelligence
    dangerroom7.cad
    # id 122 fight skills
    dangerroom8.cad
    # id 123 strength
    dangerroom9.cad
    # id 124 projection
    dangerroom10.cad
    # id 125 speed
    dangerroom11.cad
    ########### backgrounds for 2 player
    # id 126
    dangerroomb0.cad
    # id 127
    dangerroomb1.cad
    # id 128
    dangerroomb2.cad
    # id 129
    dangerroomb3.cad

    # id 130
    dangerroomb4.cad
    # id 131
    dangerroomb5.cad
    # id 132
    dangerroomb6.cad
    # id 133
    dangerroomb7.cad
    # id 134
    dangerroomb8.cad
    # id 135
    dangerroomb9.cad



    It praticly teaches you what to edit and what not,also it tells it has
    dirext X and Direct Draw,other info found it has openGL..109mhz...
    MIPPS or ARM or Sh3 Pocket Pc?...
    as for the jumper..could it be posable if jumped and a usb to usb cable was used you could use the
    RFID on a normal pc?<--Thats just a guess
    so is this ..when jumped could it posably be in a debug/programing mode?
    I have been having TONS of thoughts on the system,even changing the cads on X-MEN cd so its a ALL Ultamate Char. game and maybe removing the normal chars.

    i would say the .MOV files are movies & The .bck Are SOME sort of Image Files pgn,jpg..hell who knows,cuz when i turned on x-men,i took note about everything,legal.bck was the only thing i could put with the legal info displayed.
    but i will change the legal.bck with another .bck and a MOV with another and see if my guesses are correct.probaly marvel.Mov and magneto.mov,when i start her up if i see magneto 1st..thats right...they will be videos of a unknown codec..if thats the case i will probaly download some
    short mov<quicktime trilers or something they are .mov> from the net and rename it to marvel.mov
    and add it to the iso with magiciso or isobuster,see if it will play qt .mov.
    i am intrested in other isos if anyone would like to share email me @ mouseblood@gmail.com.
    i mean after all the console *IS* Abandoned Acording to mattel,i know here in columbus ohio it is legal for isos/roms *IF* the console is abandoned/no longer made..may be diffrent for some others..i don't wanna get no 1 in trubble...

    i have heard tail of using cdrw's and it plays them..legend has it that crappy cdr's work the best.

  9. #18
    Just Joined!
    Join Date
    Jun 2008
    Posts
    49
    while looking at the HYPER.exe the .SPX i recon are FONT files.
    i found font16.spx and scan.spx

    well.changing the mattel,mov failed,sys just locks up.
    changing the legal.bck to black.bck worked.

  10. #19
    Just Joined! weskm's Avatar
    Join Date
    Apr 2008
    Posts
    17
    This got canceled said they need source code to show it has been developed that I should wait and repapply when I have the code to submit for GNU!

  11. #20
    Just Joined! weskm's Avatar
    Join Date
    Apr 2008
    Posts
    17
    Hatespawn,
    If I were you I would try to contact Semilogic and see what they will spill....
    From what JustBob said above they are in aggreement and willing to work on Mattel.

    Maybe you can get someone to slip out some insightful info.

    I had to put this project on the back burner for another one that came along that has precedence ,but is good to see that the interest continues and people are doing the experimenting....

    I have 3 Hyperscan's one that I have developed into a development kit of sorts.

    Have it out of the case and Frankensteined , Am hoping to find a way to pull the firmware off the SST39WF800A, as once that is gotten the emulator can get coded.

    I beleive that to be the key to this project is to get the Hyperscan Virtual on the PC.

    Once that is done then work can be begun to integrate the RF and Controllers to the PC and gain the PC Drive access for the Game Disks.

    Once its on the PC getting Liunux on it should be easy as the PC can then be used to develop and the Hyperscan as the end result to run the code.

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