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  1. usagiZ

    [DOA2++] Moveset Editing Project

    *whispering* Here's a few from DOA4 Helena: [/spoiler] * * * Anyway, that's all for now~
  2. usagiZ

    [DOA2++] Moveset Editing Project

    For anyone looking to find unused animations in the character.mot files, here's how to do it: ----------------Mot Viewing Tutorial------------------ and a window with tons of buttons: THEN start qloaderC3.exe --This should open DOAO into the "please select a channel" window with...
  3. usagiZ

    DOA4's demo and other questions

    There's lots more, but I don't think I can motivate myself to record/gif them all just yet :confused: I'm guessing there's at least 20 unused animations per character. I had to do some poking around in the character.bin to find the properties and input, which takes a bit more time. I outline...
  4. usagiZ

    DOA4's demo and other questions

    Oh D: Someone converted the motions? Does DOA5 use the same animation format? The dream is to convert custom animations to mot format for use in game, which'll never happen. Ok, I'll put together the tut then - It shouldn't take very long. Viewing the motions is actually pretty simple, just...
  5. usagiZ

    DOA4's demo and other questions

    I had a quick look in DOA4 Kasumi's data to find that fake-out kick, and found a few things. (Side note: I used DOA Online to sift through the animations, but it's DOA4 Kasumi's animation file)
  6. usagiZ

    DOA4's demo and other questions

    Thanks for these videos, it's nice to see more of x05 DOA4. The weird move from Jann Lee looks like they gave him a string off of the jump punch? That's something that's never existed in DOA before. When making the movesets, they probably just kept the animations they -might- use in the files...
  7. usagiZ

    [DOA2++] Moveset Editing Project

    Ah ok, that's an easy fix then. There's a flag that allows teching in the anim-def of an animation, just have to change the values. The flag that allows teching is also the only way to allow the opponent to be ground thrown/down attacked, which seems like a bad way to code the ground state...
  8. usagiZ

    [DOA2++] Moveset Editing Project

    @WAZAAAAA Thanks for the info~ Hmm, so it was an issue in vanilla 2U then - or maybe only DOAO? It's a relief to know I didn't somehow cause that issue lol. Still, it's pretty weird - I never noticed until I started adding a bunch of garbage to the character.bin's - so I assumed it was bc of...
  9. usagiZ

    [DOA2++] Moveset Editing Project

    Hey everyone, I hope you've been well. The project's still being worked on, I just haven't posted any updates here in forever. @Gultigargar Thank you for linking the YT channel ++ Here's a playlist for the preview videos I've done so far. Playlist for Time Attack Preview Videos...
  10. usagiZ

    System "Infinite" backturned loop exploit

    I used to see this a lot. Not sure what the exact pattern was, but I tried to recreate it from memory. The pattern is 6P to limbo, then PP, 9P, PP, 9P, repeat forever. No timing required, afaik. https://u.pomf.is/hwpxyr.mp4
  11. usagiZ

    Dead or Alive 4 Modding Thread (lets collect all the information about modding this game)

    I would venture to say all of that is possible, seeing as the file systems for movesets aren't too different from DOAU/O or DOA3. I'm almost certain the movesets are as easy to tweak as they are in DOAO, although some testing would need to be done for the things you're suggesting. I would...
  12. usagiZ

    [DOA2++] Moveset Editing Project

    Alright, so here's the animation porting tutorial, in all its tedium. This will cover both porting the animation and getting it to work in game over an existing move. We're going to be porting Jann Lee's 4P from DOA4 over his 46P in DOAO. The difference in those animations is only subtle, so it...
  13. usagiZ

    [DOA2++] Moveset Editing Project

    Thanks, I'm glad you think so~ Phase's teleports need quite a bit of precision to execute, but that doesn't really fit with the general mechanics of 2U's engine, so I decided that Alpha's teleports would be a lot simpler with much less strict timing.
  14. usagiZ

    [DOA2++] Moveset Editing Project

    Update: Thanks to anyone still watching the thread, I know it's been a long time. Work on the gameplay patch will resume as planned. Documentation will also resume. Probably the most drastic modification one can do to these movesets is importing an animation, which is what the next tutorial...
  15. usagiZ

    [DOA2++] Moveset Editing Project

    @Gultigargar You're probably right - It seems like a good idea to keep it at 25 damage, considering all of that. And, yeah, with the help of everyone who's contributed to the thread, I have a clearer idea of where this is headed. Thanks for your input. [/SPOILER] @leidoa I'll see if I can put...
  16. usagiZ

    [DOA2++] Moveset Editing Project

    Hey again, to anyone watching the thread. Here's what's been worked on while I've been away: There have been a few global changes in the general gameplay since the last update. The juggles have been very slightly toned down - along with the stun game. Too many moves had re-launch properties /...
  17. usagiZ

    [DOA2++] Moveset Editing Project

    OFFSET 21 - "Animation-Definitions Offset Table" Located at 0x54 This leads to a table of offsets that point to what I will be calling the "Animation-Definitions", or "Anim-defs" Each of these offsets point to "Animation-Definitions", or "Anim-defs" We'll be exploring the anim-def for...
  18. usagiZ

    [DOA2++] Moveset Editing Project

    Further Explanation of the Input-Def data chunk Follow Offset 2, from this table: And you'll end up here: These offsets lead to "groups" of input offsets. There are 0x38 groups (0xE0 divided by 4) total for DOA3.1. There are 0x30 (0xC0 divided by 4) total for 2U. To clarify what I mean by...
  19. usagiZ

    [DOA2++] Moveset Editing Project

    Documentation has begun~ here's the first little bit of info I could get together. I'll update this post with more later. This is the table of offsets to most of the important data in the .bin.
  20. usagiZ

    [DOA2++] Moveset Editing Project

    @Gultigargar Yeah, I'd say a lot of your criticisms are valid - and I do understand how it can come across, to you, as having a lot of DOA4 elements - and, I didn't intend for anything I did to mimic DOA4, other than the added strings. I'm definitely not trying to emulate 4's mechanics... I DID...
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