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 !!!!
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