HYBRIDLVR
What's a Skarports???
MK's Program wasn't a peice of cake and I doubt you can do it if you think an Xport or Sharkport had anything to do with Making the program! And any scientific calculator will help you to figure Hex values, Simply put it's more complicated than you think, MK was the source but people like famine, Heydu, Apex1 and the guy's at GTH had a LOT to do with the program and all it's features! Getting a game save into your computer is not how it's done, You have to understand the files and memory addresses, Car addresses, Parts addy's, knowledge of a floating garage etc... None associated with a save transfer device.
Thanks for berating my intelligence by pointing out a typo, big guy. 👍
First off, I can do it, and I know how, and regardless of what you say, that kind of program wouldn't be possible without a Sharkport or Xport - therefore, if we can stipulate on this - they have ALOT todo with making a program like that, because it is the very foundation/basis for creating it. The hardest part is the time consuming labor that goes into finding out the values.
Since you really seem like you only know what's going on on the surface, let me explain!
You can trust me on this; this kind of work isn't hard, and it's not a challenge, it's TIME CONSUMING - I've been doing it for years in the emulation scene under a few different internet handles. I know you're trying to make it sound all complicated, but it's really not. The hardest thing to factor in is floating garages, which even then isn't hard. There are set parameters/areas of data for each car, and they're all organized the exact same way.
Let's say you have a 30 byte field for each car, and you have 3 cars to work with. That's 90 bytes of data broken down into divisions, one division for each car.
That's 30 bytes that are going to be allocated indentically. For example, if the first address in each of the 30-byte parameters is the car body code, then it will be easy to program a algorithm that will jump every 30 bytes for every place in the garage to tell you WHAT car is in WHAT slot. Then, you can furthur break down the structure of the "fields of data"
This kind of program isn't really all that complicated - once you figure out the file structure, it's really very easy to insert an equation/algorithm that will handle all of the data for "floating garages".
It would literally only take a few days to make a program that does what MKs does... that's right, A FEW DAYS! What takes MUCH, MUCH, MUCH longer is finding out what the values represent. Hypothetically you can release a program as powerful as MKs in a matter of days or weeks, but it won't be anywhere near as user friendly.
I've said it before - what makes MKs such a great program is the fact that all the information you need is there. You don't have to randomly put in values. For example, you don't put in "3E" for the car body type, you drop down a combo menu that has the list of car names, not values.
So now that we've cleared that up, it's easy to understand why MKs program is more of a dedication than a feat. (Not insulting his work at all! It's far better than anything I even plan todo! I'm just saying, from a programming stand point, it's not even close to being overly complicated.)
On the other hand, the MAX Drive *.mem files are compressed! Every single value of the files are different because of this, making it impossible to even get a grasp on editing such a monster.
If anyone knows of a program that decompresses MAX Drive Memory Card files, please let me know. Otherwise, I've ran into a dead end I don't care to overcome.