Search results

  1. Gultigargar

    [DOA2++] Moveset Editing Project

    So far the only thing I've worked on with throws is the damage, which is easy enough. (I was considering lowering Tengu's crazy throw damage, but for now they're unchanged). It should also be possible to, for example, give characters catch throws by just copy/pasting data from another...
  2. Gultigargar

    [DOA2++] Moveset Editing Project

    I finally worked my way through all the characters (except Hitomi, but she's already more or less identical to her DOA3 self). You can get the new version of the "mod" here: http://www.mediafire.com/download/gjz99or27ii5tcg/DOA2to3 Mod.rar I've also included text files with addresses for...
  3. Gultigargar

    [DOA2++] Moveset Editing Project

    usagiZ is still the only one who knows how to import animations from the other games. It should be possible, but I just don't know how to do it. Making jump-attacks holdable should be pretty easy, though, if you don't mind just using the character's regular standing hold-animations. It didn't...
  4. Gultigargar

    [DOA2++] Moveset Editing Project

    I've been finding more addresses for Jann Lee, Gen Fu, Kasumi and Hayabusa, but haven't had time to make any changes. If any of you feel like doing it, you can get .txt files with the addresses here: http://www.mediafire.com/download/yyew5wriuhcx01x/DOA2U_AttackProperties.rar Contains the text...
  5. Gultigargar

    [DOA2++] Moveset Editing Project

    Time for some double-postin'. I've been working on 4 characters - Ayane, Bass, Ein and Zack - trying to make them as similar to their DOA3 incarnations as DOA2U will allow me. You can get their modified files here: http://www.mediafire.com/download/ecx7qt5qyon91qt/DOA3 Mod Test.rar Here's a...
  6. Gultigargar

    Design new characters for DOA6

    Female Tengu, you say?
  7. Gultigargar

    [DOA2++] Moveset Editing Project

    Hello again, thread. usagiZ was kind enough to teach me how to change the active frames of attacks, so I've been working on lowering the active frames of holds. Right now I've lowered holds to have 16 active frames, which made me realize that you can apparently only get a high-counter throw if...
  8. Gultigargar

    Some unused Tengu animations

    Or at least unused as far as I know.
  9. Gultigargar

    DOA2U: Tengu Intro and Victory Quotes

    Fun little thing about Tengu's intro animations: In his animation-list, he has an unused intro-animation that is identical to DOA1 Bass's intro animation. My guess is that this means they used a copy of Bass as a template when they made Tengu.
  10. Gultigargar

    [DOA2++] Moveset Editing Project

    @uzagiZ Thanks, man, that helped a lot. Now for some content: A few days ago I found where the damage for throws and holds are located. I like DOA2 a lot, but I always felt the hold damage was too high, so I grabbed the DOA2U .bin's and changed the characters's hold damage to match DOA3. If...
  11. Gultigargar

    [DOA2++] Moveset Editing Project

    As some of you may have seen, I figured out some stuff about the .bin files and how to edit them. I just wanted to share my notes so that can give it a try, if you want. _NOTES Tengu.txt The character's strike properties a stored like this in the editor. The first attacks seem to be the same...
  12. Gultigargar

    Editing Attack Properties in DOA Online

    Properties for attack inputs/strings/damage/stun animations/animation speed/you name it are all inside a character's .bin file. Too bad I could only figure out how to change damage and opponent animations. I'm clueless on how to edit wall splat properties, player animation speed and strings/inputs.
  13. Gultigargar

    [DOA2++] Moveset Editing Project

    Not really sure where else to put this, so here goes. In DOA Online, Tengu is slightly different from his DOA2U counterpart. The differences are that some of his attacks (P, 3P and 6P) are faster and have different launch/juggle relaunch heights in DOA Online. 3P/6PP is also changed to launch...
  14. Gultigargar

    Emulators and DOA++

    So I recently figured out how to fix the sound problems I've been having with ZiNc. You download a new sound plugin (P.E.Op.S. DSound PSX SPU) from here http://www.pbernert.com/html/spu.htm and then you put it in your ZiNc folder and rename it "sound.znc", replacing the old plugin. So yeah...
  15. Gultigargar

    3.0 Bayman and Leon

    I made a pseudo-guide for playing Leon a while back, which should have most of his juggles in there, plus some other nice-to-know things: I've also been playing around with Bayman lately due to a texture mod I'm making for him in DOA Online, and I think I've got his basic juggles down: NH...
  16. Gultigargar

    Emulators and DOA++

    I've recently been playing a lot of DOA++ and have tried different emulators and builds of MAME, and I thought it might be nice to document some of my experiences with them so others who want to emulate the game can find what they're looking for more easily. MAME...
  17. Gultigargar

    3.0 Bayman and Leon

    I can't tell if DOA is trying to "trick" me or something, but it seems like Bayman, after using :4::f+p:, can get a guaranteed :4::6::f+p: throw follow-up against the backturned opponent. Even when I set the CPU to respond with a strike the throw still connects. Of course, I guess it might be...
  18. Gultigargar

    3.0 Bayman and Leon

    I've only played 3.1 and 3.2, so I don't know, but doesn't Leon have his :4::P::6::K: string in DOA3.0? If he does, you cause more damage if you juggle with :4::P::6::K: and :6::K: instead of :3::P:, :P: and :3::P: before air throwing.
  19. Gultigargar

    [DOA2++] Moveset Editing Project

    If it's not too much work, I'd suggest making two different builds: A "Version One" that's as close to DOA2U/DOA3 as possible while "Version Two" has the more "experimental" features, like new strings, hit/guard properties, ground/wall bounces, etc. I think a lot of people (myself included, I...
  20. Gultigargar

    [DOA2++] Moveset Editing Project

    I've been playing a lot more DOA3 than I have DOA2U and I think they feel pretty different despite their many similarities, so I'm not exactly sure if my suggestions would actually benefit the game or not, but here goes: ZACK I'd like to see his :8::K: get increased launch height. Right now it...
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top