MAMEWorld >> News
View all threads Index   Flat Mode Flat  

SmitdoggAdministrator
Reged: 09/18/03
Posts: 16877
Send PM
Toki!
11/04/15 04:34 AM


I got the info below today from dlfrsilver about Toki:


-----------------------------------------------------
Hello guys,

I have found lately a video made by 2 French guys, which have been in contact with the ex boss Tadashi Yokoyama, the owner of Tad(ashi) Corporation arcade company

Facts :

- Toki was chosen by Tadashi because it's the name of his own son


Coding Facts :

Akira Sakuma, the coder of Toki said this about the coding :

"Most of TAD employees used PC-98XX in those days. I think I was using PC-9801RA (CPU:80386 DX) and PC-9801FA (CPU:i486SX+ODP). And I developed a program using an ICE(In Circuit Emulator) of IWASAKI GIKEN."

So Toki was coded with the same system used by the neogeo coders at SNK.

- Akira Sakuma still has the entire source code of Toki.

- The devil monkey with horns from the level 2 has the most complex AI routine. It takes 27 pages 'A4' format in the source code.

- The game was released on the Dec 8th 1989 in japan, and sales figures are 3148 arcade boards sold.

- The game was released the Jan 22nd 1990 in USA by Fabtek, sales figures are 1452 arcade board sold.

- Their goal at TAD was to sell 5000 PCBs in order to recoup the development costs.

- On the 26 Feb 1990, TAD know that bootleg boards were hitting the market (information from TAD archives).

- A gift from Akira Sakuma and a few words from him:

"TO ALL THOSE WHO LOVE TOKI WHICH WE HAVE CREATED MORE THAN 25 YEARS AGO, I WOULD LIKE TO
EXPRESS MY SINCERE THANKS. THIS CHEAT IS A TINY PRESENT FOR YOU FROM ME WHO WAS IN CHARGE
OF ITS PROGRAMMING.

AKIRA SAKUMA, TOKI PROJECT PROGRAMMER, EX-TAD EMPLOYEE"

In order to access the TOKI hidden DEBUG MODE :
------------------------------------------------------------------

use a hex editor, and open the file k10_4e.bin, and at offset $244, replace the '00' by '0F'

- The debug mode is the only one to give a real invincibility (source: Skira Sakuma)

On screen you have then the following :

AXX
BXX
MXX
TXX
IXX

A is corresponding to the visible enemies on screen

B is corresponding to the enemies loaded in memory but not visible on screen

M is corresponding to the number of enemies projectiles/shots on screen

T is corresponding to the Traps sets on screen

I is corresponding to the Items visible on screen



enjoy !!!!







Entire thread
Subject Posted by Posted on
* Toki! SmitdoggAdministrator 11/04/15 04:34 AM
. * Re: Toki! jordanrom  11/08/15 05:24 AM
. * Re: Toki! URherenow  11/06/15 05:09 AM
. * Re: Toki! Foxhack  11/05/15 05:42 AM
. * Re: Toki! jordanrom  11/05/15 01:49 AM
. * Re: Toki! SmitdoggAdministrator  11/05/15 05:34 AM
. * Re: Toki! agard  11/04/15 01:43 PM
. * Re: Toki! Vas Crabb  11/05/15 07:07 AM
. * Re: Toki! Dullaron  11/05/15 08:53 AM
. * Re: Toki! Foxhack  11/05/15 03:38 PM
. * Re: Toki! B2K24  11/04/15 05:41 AM

Extra information Permissions
Moderator:  John IV, Robbbert, Tafoid 
0 registered and 11 anonymous users are browsing this forum.
You cannot start new topics
You cannot reply to topics
HTML is enabled
UBBCode is enabled
Thread views: 3905