Wall Hits

grap3fruitman

Well-Known Member
Standard Donor
Wall hits produce an 0x09 (non-holdable stun) in DOA3 vs 0x08 (holdable stun) in DOA4.

1723022514955.png
 

Gultigargar

Well-Known Member
Mallo and I tried figuring out all the states a while back. These are the ones we know of:
00 = default
01 = jumping/landing
02 = jumping attack
03 = attacking
04 = during throw
05 = hold attempt
06 = during hold
07 = guarding
08 = critical stun / guard break
09 = launch/knockdown/hitstun/wall-stuff (Unable to hold)
0A = being thrown
0B = being held
0C = down / on the ground
0D = animation
0E = down attacking
0F = hit by down attack
10 = throw attempt

This only covers up until DOA3, so it's possible DOA4 and onward have more.
 

grap3fruitman

Well-Known Member
Standard Donor
Mallo and I tried figuring out all the states a while back. These are the ones we know of:
00 = default
01 = jumping/landing
02 = jumping attack
03 = attacking
04 = during throw
05 = hold attempt
06 = during hold
07 = guarding
08 = critical stun / guard break
09 = launch/knockdown/hitstun/wall-stuff (Unable to hold)
0A = being thrown
0B = being held
0C = down / on the ground
0D = animation
0E = down attacking
0F = hit by down attack
10 = throw attempt

This only covers up until DOA3, so it's possible DOA4 and onward have more.

Yeah, it's the same for DOA4. Here's the naming convention I used.

1723046220432.png



I'm more curious if you found where the 08/09 flags are set - is there a spot in the character.bins or common.bin? Or is it in the binary?

1723046410633.png


Found this section that seemingly lists different stun animations in groups; presumably grouped by different Act States but I'm still investigating.
 

Gultigargar

Well-Known Member
There's a big section in the .xbe where it sets up most of the "shared" moveIDs such as stuns, juggles, environment anims, etc.

The DOA3 wall stun looks like this:
5E22 07 09 FF 00 00 00 00 00 00 00 FF 00 00 00

and the bolded part is where it sets the moveID's actstate.


Some on-hit animations can also be found in the character .bins, for on-hit animations that would be unique to them. (Usually special-tailored launch heights and the like)
 

grap3fruitman

Well-Known Member
Standard Donor
How are we deciding ActCode/Anime names? I'm feeling a little overwhelmed here. Rev's spreadsheet is an amazing reference but I wonder how ya'll cataloged these names.

1734756702665.png
 

grap3fruitman

Well-Known Member
Standard Donor
What did I just find?

ydzFgZQ.png
This is the pause_menu for game_mode 0xD and 0xE, which seem to be an unused "Live Replay Mode" or something. You can play one match and then the post match replay is the whole match on a loop. Presumably mode 0xD is singles and 0xE is tag. Super glitchy.
Code:
0 
1 TITLE_SCREEN
2 MODE_SELECT
3 STORY_MODE
4 TIME_ATTACK_MODE
5 VERSUS_MODE
6 SURVIVAL_MODE_SINGLE
7 SURVIVAL_MODE_TAG
8 TEAM_BATTLE_MODE
9 SPARRING_MODE_SINGLE
A SPARRING_MODE_TAG
B WATCH_MODE_SINGLE
C WATCH_MODE_TAG
D 
E 
F BATTLE_VIEWER_MODE
10 
11 
12 
13 UPS_MODE
14 
15 ONLINE_MODE
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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