WangDrum
Student
hello.
I wanted to convert the Namco system11 games to Dancing Eyes, so I applied a patch to bypass keycus in mame and succeeded in booting and running the game.
However, keycus is used to convert hexadecimal to decimal, which displays the remaining time during gameplay, so when I run patched Dancing Eyes from keycus of another game, the remaining time is displayed as 999.
I knew that Namco's keycus was used for random number generation, but this was the first time I learned that it was used for hexadecimal-to-decimal conversion.
This could be solved by making an fpga chip that converts hexadecimal to decimal, but then the price would be too expensive and there would be no reason to convert, so if KEYCUS from another game is used like this, I think it could be solved by transplanting KEYCUS. Does anyone have any knowledge about this?
Or do you have any good ideas for solving this?
I wanted to convert the Namco system11 games to Dancing Eyes, so I applied a patch to bypass keycus in mame and succeeded in booting and running the game.
However, keycus is used to convert hexadecimal to decimal, which displays the remaining time during gameplay, so when I run patched Dancing Eyes from keycus of another game, the remaining time is displayed as 999.
I knew that Namco's keycus was used for random number generation, but this was the first time I learned that it was used for hexadecimal-to-decimal conversion.
This could be solved by making an fpga chip that converts hexadecimal to decimal, but then the price would be too expensive and there would be no reason to convert, so if KEYCUS from another game is used like this, I think it could be solved by transplanting KEYCUS. Does anyone have any knowledge about this?
Or do you have any good ideas for solving this?
Last edited: