Gultigargar hacked Tengu to be more playable

grap3fruitman

Well-Known Member
Standard Donor
Here's @Gultigargar 's description:
There's some unused Tengu data present in DOA3's files. It is basically his data from DOA2, partially converted to DOA3's format. (I guess they never got around to finishing it.) Long story short, I now know enough about DOA's .bin file format to be able to fix up some of Tengu's files to get him to a semi-playable state. It's far from perfect, however. I wasn't able to find the correct properties for all of his attacks (1P and 2F+K, for example, don't act properly against airborne targets), and for some reason I can't enable all of his inputs (P+K and 33F+P won't activate for some reason). There are also some issues that stem from his files overwriting other characters. Wall-splats and camera angles are hard-coded into the game, which is why you can see some of his attacks have weird camera angles and don't wall-splat properly. Because of these problems, it is currently unlikely that he will ever reach a fully, properly playable state, unless someone somehow finds a way to select Tengu's actual character ID. That being said, I still thought this might be interesting to see. It's certainly a far cry from his glitchy, raw data.

Here's the video of semi-playable Tengu:

For comparison, this is how Tengu plays without @Gultigargar 's modifications/corrections to the data:

I thought this was thread worthy.

He's found some other unused stuff too:
 

dee4doa

Member
This is awesome, I'm still trying to figure out where the button inputs are located converting a moveset from DOA2U to DOA3.

I've actually managed to import DOA2 movesets into DOA2U, It's actually a lot more compatible but still the button inputs for DOA2 are slighty different to Ultimate.

Here's what I found:
Universal: (DOA2 Dreamcast, DOA2U and DOA3)
80 = :4:
40 = :6:
10 = :2:
20 = :8:
80 + 10 = 90 = :1:
80 + 20 = A0 = :7:
40 + 10 = 50 = :3:
40 + 20 = 60 = :9:
Button checks: (not inputs!)
01 02 = :F:
02 02 = :P:
04 02 = :K:
03 06 = :F+P:
05 06 = :F+K:
06 06 = :P+K:
07 06 = :F+P+K:


DOA3 inputs: (All versions of DOA3)
8A 00 = :P:
8B 00 = :3::P:
8C 00 = :2::P:
8D 00 = :K:
8E 00 = :3::K:
8F 00 = :2::K:
90 00 = BT :P:
91 00 = BT :2::P:
92 00 = BT :2_::P:
93 00 = BT :K:
94 00 = BT:2::K:
95 00 = BT:2_::K:
96 00 = :h: or :F: ????


DOA2 inputs: (DOA2U and DOAO)
85 00 = :P:
86 00 = :3::P:
87 00 = :2::P:
88 00 = :K:
89 00 = :3::K:
8A 00 = :2::K:
8B 00 = BT :P:
8C 00 = BT :2::P:
8D 00 = BT :2_::P:
8E 00 = BT :K:
8F 00 = BT:2::K:
90 00 = BT:2_::K:
91 00 = :h: or :F: ????


DOA2 inputs: (DOA2, incomplete)
84 00 = :P:
85 00 = :3::P:
86 00 = :2::P:
87 00 = :K:
88 00 = :3::K:
89 00 = :2::K:
8A 00 = BT :P:
8B 00 = BT :2::P:
8C 00 = BT :2_::P:
8D 00 = BT :K:
8E 00 = BT:2::K:
8F 00 = BT:2_::K:
90 00 = :h: or :F: ????
Here's what I'm doing to try to convert DOA2U to DOA3, though there's still something that's preventing the proper human button inputs from working. I still can't find what I'm missing. I don't think it's the move-def, I've been chatting with usagiZ and we think it's the 'Input table' in the .bin which apparently points to different inputs.
Conversion: (DOA2U -> DOA3 character.bin)
Directionals = Universal
85 00 -> 8A 00 :P:
88 00 -> 8D 00 :K:
_ _ 1F -> _ _ 22
_ _ 11 -> _ _ 13
 
Last edited:

Gultigargar

Well-Known Member
Basically, go to the input section of the .bin file and go through it, "updating" the file so that DOA3 can read it properly.
Look out for [Move-def] 1F [stuff]
[Move-def] 1F [Move-def] 10 [stuff] 11

1F -> 22
10 -> 12 (If there's an 11 later)
11 -> 13 (After a 10)



16 [Move-def] 1F
17 [Move-def] 1F
20 [Move-def] 1F
22 [Move-def] 1F

16 -> 19
17 -> 1A
20 -> 23
22 -> 25
26 -> 29



1F [Move-def] 12
1F [Move-def] 14
1F [Move-def] 1B

12 -> 14
14 -> 16
1B -> 1E

Comparing the DOA3 Tengu .bin to his DOA2 counterpart (or the unfinished Christie/Brad Wong DOA2 conversions to teir DOA3 counterparts) will hopefully let you see what I mean.

I'm not very used to explaining stuff like this through text, sorry if it sounds confusing.
 

usagiZ

Well-Known Member
Basically, go to the input section of the .bin file and go through it, "updating" the file so that DOA3 can read it properly.

Comparing the DOA3 Tengu .bin to his DOA2 counterpart (or the unfinished Christie/Brad Wong DOA2 conversions to teir DOA3 counterparts) will hopefully let you see what I mean.

I'm not very used to explaining stuff like this through text, sorry if it sounds confusing.
Thank you, this helps a lot. It looks like we were on the right track by editing the input stuff - I didn't know there were more value differences between the games' inputs.

I assume we'll also need to move some data around to fix the hardcoding pointing to the wrong slots for the ported movesets.
Thanks again.
 

Gultigargar

Well-Known Member
I assume we'll also need to move some data around to fix the hardcoding pointing to the wrong slots for the ported movesets.
That's what I did. It's messy, but it was the only solution I had available since it seems hardcoded. Messes with tracking, and the block frame disadvantage doesn't work right, I guess because it thinks a different animation is playing.
 
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