DOA3 Beta in the wild apparently

grap3fruitman

Well-Known Member
Standard Donor
Funny enough, they bragged about Tina's abs in a promotion that's still up: http://www.tecmo.co.jp/product/doa3/ss0914c.htm

「初登場のティナ新コスチューム裾の短いシャツにゼブラパンツ。露出した部分から彼女の身体がたくましく鍛え上げられているのがうかがえる。」

Google Translate: "Tina's new costume for the first time. Short shirt with hem and zebra pants. It can be seen from the exposed parts that her body has been steadily trained."

Also, couple interesting strings in the prototype:

potential debug menu text??

leftover 4-way hold text
 
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grap3fruitman

Well-Known Member
Standard Donor
More beta songs! Have a playlist: https://soundcloud.com/ryu_highabusa%2Fsets%2Fdoa3-prototype-vs-final
PROTOTYPE ZACK'S THEME
Name: kl_sng.adx
Size: 9709568 bytes (9482 KiB)
CRC32: DAB14F9F
CRC64: 87632AE804F985FE
SHA256: 9E310F9BA248AAF957987A9E8BB9FCDA6B6B460BF7D783256BBE3B0D936A5966
SHA1: 0D6F8DF3B7E860525D4451097327D78518ABEDCB
BLAKE2sp: F08516AF80C2C36734C6C5B0199E13F8FA9DA3CDB75CB147C9FCB0B2CEF96FFC

FINAL ZACK's THEME
Name: kl_sng.adx
Size: 11747328 bytes (11 MiB)
CRC32: 34C49D98
CRC64: 378784CEB7D9440B
SHA256: A0797AA494DFC2B2565521A7EE26B77F7ADF652F120C015C19D0594428BF642F
SHA1: E3A1AD3604201E20D177AA31103E3A515AB27414
BLAKE2sp: 5ACC936F07022A6D1B2C59C48B59565C0212C26FA613EB41511119345AE2A2A8

PROTOTYPE JANN-LEE/HITOMI CUTSCENE
Name: c14_sng.adx
Size: 858798 bytes (838 KiB)
CRC32: 04939FEF
CRC64: D00488E004392993
SHA256: D355B9AAAA87376AA34A88084D41240E7928A5E312CFC41B9E646351A566F9F5
SHA1: 21AA894C50BF5288115B096D103AAE2377411C8E
BLAKE2sp: 92EBA73F60B3BC4B87CD5D9B4FFAF4EB2F5CE48EB6EAFACF9B353D020864DC4A

FINAL JANN-LEE/HITOMI CUTSCENE
Name: c14_sng.adx
Size: 839142 bytes (819 KiB)
CRC32: EAAEBBB4
CRC64: 4B22DDF574697DB3
SHA256: D69BB2CDB8AC6F42E8571D513CE3618C65AAE1ACD6E1CF53E114D0D867CAC19E
SHA1: 1015E80A7C74D0EB61C628EE3F5B4CBFCA2F7693
BLAKE2sp: A46BF0902970532E9A027AB30A12BEF2A734290137FBC4ABC0E56EFA55FB2C5B


Edit: And for fun, here's a mix of the final and beta tracks. Left channel's the final and the right is the prototype. The big difference just seems to be the drum or slap bass intro and transition I think.

Edit 2: TEXTURES!!

 
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Tina2040_

Well-Known Member
Does anyone know if the stages' lighting is done in the .tmc files or elsewhere? The blue would look really good with my Smackdown overhaul of the octagon.

Tina's abs should be able to be extracted easily to be put on her C2 and C3. I'll look into it
 

Derock

Well-Known Member
More beta songs! Have a playlist: https://soundcloud.com/ryu_highabusa%2Fsets%2Fdoa3-prototype-vs-final
PROTOTYPE ZACK'S THEME
Name: kl_sng.adx
Size: 9709568 bytes (9482 KiB)
CRC32: DAB14F9F
CRC64: 87632AE804F985FE
SHA256: 9E310F9BA248AAF957987A9E8BB9FCDA6B6B460BF7D783256BBE3B0D936A5966
SHA1: 0D6F8DF3B7E860525D4451097327D78518ABEDCB
BLAKE2sp: F08516AF80C2C36734C6C5B0199E13F8FA9DA3CDB75CB147C9FCB0B2CEF96FFC

FINAL ZACK's THEME
Name: kl_sng.adx
Size: 11747328 bytes (11 MiB)
CRC32: 34C49D98
CRC64: 378784CEB7D9440B
SHA256: A0797AA494DFC2B2565521A7EE26B77F7ADF652F120C015C19D0594428BF642F
SHA1: E3A1AD3604201E20D177AA31103E3A515AB27414
BLAKE2sp: 5ACC936F07022A6D1B2C59C48B59565C0212C26FA613EB41511119345AE2A2A8

PROTOTYPE JANN-LEE/HITOMI CUTSCENE
Name: c14_sng.adx
Size: 858798 bytes (838 KiB)
CRC32: 04939FEF
CRC64: D00488E004392993
SHA256: D355B9AAAA87376AA34A88084D41240E7928A5E312CFC41B9E646351A566F9F5
SHA1: 21AA894C50BF5288115B096D103AAE2377411C8E
BLAKE2sp: 92EBA73F60B3BC4B87CD5D9B4FFAF4EB2F5CE48EB6EAFACF9B353D020864DC4A

FINAL JANN-LEE/HITOMI CUTSCENE
Name: c14_sng.adx
Size: 839142 bytes (819 KiB)
CRC32: EAAEBBB4
CRC64: 4B22DDF574697DB3
SHA256: D69BB2CDB8AC6F42E8571D513CE3618C65AAE1ACD6E1CF53E114D0D867CAC19E
SHA1: 1015E80A7C74D0EB61C628EE3F5B4CBFCA2F7693
BLAKE2sp: A46BF0902970532E9A027AB30A12BEF2A734290137FBC4ABC0E56EFA55FB2C5B


Edit: And for fun, here's a mix of the final and beta tracks. Left channel's the final and the right is the prototype. The big difference just seems to be the drum or slap bass intro and transition I think.

Edit 2: TEXTURES!!

Cool!

Any more beta tracks?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Does anyone know if the stages' lighting is done in the .tmc files or elsewhere? The blue would look really good with my Smackdown overhaul of the octagon.

Tina's abs should be able to be extracted easily to be put on her C2 and C3. I'll look into it

It was one of the first things I checked. The blue is not due to any of the stages textures or textures for the effects. So it must be hardcoded in the default.xbe most likely. The only thing I don't like about the blue stage is that the steel looks TOO blue, like an 80s WWF cage match.
 

grap3fruitman

Well-Known Member
Standard Donor
Does anyone know if the stages' lighting is done in the .tmc files or elsewhere? The blue would look really good with my Smackdown overhaul of the octagon.
So sOCT_dat.bin are 1:1 identical between the prototype and final but stgOCT.xpr is like a whole MB larger in the final so I'm assuming it's somewhere in there. I tried inserting the proto stgOCT.xpr into the final afs but it just crashes the game for me. Could be my AFSexplorer repack being bad. I hate packing AFS files soooooo much. See if maybe you have better luck?

I tried unsuccessfully to create an unpacked 3.1 over the weekend by using the strings in the executable to figure out the directory structure and placed all the packed files into their appropriate directories (fun fact: the DOA4 360 demo is unpacked by default) then modified a couple strings in the XBE. Didn't work cause I don't really know what I'm doing tbh. I feel like it'd still be possible for someone more capable to create an unpacked version so mods like 3++ could easily be updated without constantly repacking huge AFS files which is a buggy mess every time.

Any more beta tracks?
Just the two from this version.
 

Tina2040_

Well-Known Member
The lighting isn't in the .xpr unfortunately. The actual stage lights are, which can be modified, but sadly not the blue atmosphere.

Tina's beta abs are a mystery. Firstly, the DOA2 outfit doesn't use them in the beta... you'd think it would since they have an ab texture lying around, right? Secondly, when applied to that outfit, or her C3, there's a difference but nowhere as much definition as C1 and the alt. The texture looks best on C1/alt. Not sure how this is. It must be lighting properties. Interesting.

Nonetheless I've applied it to her DOA2 outfit and her cowboy outfit with some editing because it wasn't as visible (still isn't) as when it's used on the C1 beta. Could this be why it was scrapped?

It works perfectly on the retail C1 and alt. So perhaps there's lighting properties in TIN01.xpr/bin or whatever that were carried over, just not the texture. The reflection textures in the retail also use the beta abs. Interesting!

If you're curious, I've attached my personal .xprs here (note that my personal use DOA2 outfit is modified to look a bit more like DOAD, and I added armbands to C1 and it's alt). These have the new ab textures and confirm to work on 3.1 retail, cutscenes and all.
 

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grap3fruitman

Well-Known Member
Standard Donor
Tina's beta abs are a mystery. Firstly, the DOA2 outfit doesn't use them in the beta... you'd think it would since they have an ab texture lying around, right? Secondly, when applied to that outfit, or her C3, there's a difference but nowhere as much definition as C1 and the alt. The texture looks best on C1/alt. Not sure how this is. It must be lighting properties. Interesting.
Did you copy the alpha layer as well? I'm assuming that's where the issue lies otherwise the model would have to be different and I don't think it is.
 

Tina2040_

Well-Known Member
nQ
DQid you copy the alpha layer as well? I'm assuming that's where the issue lies otherwise the model would have to be different and I don't think it is.

Maybe I'm dumb but there's just one .dds file that needed to be replaced. I replaced it on retail and it worked fine, so I think it must be the lighting properties?
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
The shaders for DOA3 are very basic. There isn't any complexity like reading the alpha layer for normals or other values besides transparency. The lighting for the X Octagon is in the default.xbe somewhere as it's been hard coded.
 

WAZAAAAA

Well-Known Member
Edit: Updated this table with all known DOA3 builds. If there's anything missing from this list, please let me know. I wonder if other regions got slightly altered versions since DOA3 predates patching on Xbox. Ironically, if they had kept the install more PC-like as it was in the prototype, they could've easily made the booster disk install an updated loadfile.afs but alas I suspect Microsoft pushed for a more console-like experience and we got caching during a warning screen instead.
ey b0ss what about the little known DOA3 Korea (XID: TC00106J) https://dbox.tools/search/?search=dead+or+alive+3

speaking of which, we kinda know the differences between 3.0(NA) 3.1(JP) 3.2(EU)... but what about 3.3(KO) which is almost a year older than EU? mmmmm...
 
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grap3fruitman

Well-Known Member
Standard Donor
I need to stay off the internet when I'm ganja-less. lmao sorry but seriously though - you could've just quoted and added onto the table yourself. That was the point I was tiptoeing around. I don't want to maintain stuff. Even small stuff. I'm tired. I'm stressed beyond belief and I'm barely holding my head above water. Please do not put more on my plate right now. To answer your question, I don't know the differences. You're better players than me. You tell me what the gameplay differences are. I'm focusing on the versions I'm focusing on at the moment. I'm just saying - if you've ever counted frames in a fighting game, you should probably get tested.
 
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WAZAAAAA

Well-Known Member
okei fellow schizo
thumbs-up.svg
add this line to the table it's ready

Series
Specific Title
Edition
Build_Date
Release Date
TitleID
Serial
Region
Version
Filename
System
SKU
Additional Notes
Dead or Alive 3​
Dead or Alive 3 [3.3]​
2002.11.28
54430001​
TC-001​
NTSC​
1.1180166​
Xbox
Final Release​
http://redump.org/disc/59397/
 

GenraReborn3

New Member
I made an account just today to post this because nobody ever really talked about it I believe.
Omega Genra is playable in the beta version of the game. By using cheat engine on XEMU which seems to be the only emulator that runs that version for me, (cxbx doesn't work with it, at least not the versions I have.) I don't know if this information is useful at all because it seems to this day people are struggling still to make him work in the normal version of the game, but I don't think many people know this.

He's fully playable as long as a ID swap is used only in the beta version, and the controls work. I got it working myself today as I randomly got memories of DOA3.
There is also an unfinished stance where he uses 1 saber blade and it gives him a couple strings to do from the stance. There is even a unique animation for it. I am guessing that the "code" for him being only usable by the AI is not there in this version and it allowed the devs to control him for testing. The camera angle is fixed though like the final game still.
 

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