AlexXsWx
Active Member
This is same what I did with DOA5LR but for DOA6; although now includes few examples how to actually mod stuff.
For people who aren't afraid of hex values and, ideally, able to look at some code, as big part of the documentation is actually in the code and its comments.
Together with this mod you can use this to not just parse the data, but also to modify and make the game use the modded movesets, localized strings, combo challenges, main menu, scripts and more.
(Edit 24jul22: as of v2.06a this mod can now also display active move IDs so you don't have to query them with code as the documentation suggests)
Link (2023aug31): https://www.mediafire.com/folder/4dcwpc2c1pf6x/doa6_moveset_2.3.0
(mirror: code_and_documentation + extractedBins)
Changes: https://www.freestepdodge.com/threa...rmat-partial-how-to-mod-them.8918/post-424212
Props to WAZAA and Revan for testing and providing feedback.
Also props to Gultigargar and UsagiZ for awesome documentation of animation events timeline opcodes.
P.S. Here are extracted juggle momentum multipliers and char heights as of v1.22a #8:
Edit 12aug2022: Videotutorial example (kind of outdated as of 04/2023 because of the new rebuilder that is much more capable than these manual edits, but is probably still helpfull in some ways):
Edit 2023jul15: There's now a patch tool that allows to parse XX/XX.bin files (aka .rpack2) AND decrypt their content
For people who aren't afraid of hex values and, ideally, able to look at some code, as big part of the documentation is actually in the code and its comments.
Together with this mod you can use this to not just parse the data, but also to modify and make the game use the modded movesets, localized strings, combo challenges, main menu, scripts and more.
(Edit 24jul22: as of v2.06a this mod can now also display active move IDs so you don't have to query them with code as the documentation suggests)
Link (2023aug31): https://www.mediafire.com/folder/4dcwpc2c1pf6x/doa6_moveset_2.3.0
(mirror: code_and_documentation + extractedBins)
Changes: https://www.freestepdodge.com/threa...rmat-partial-how-to-mod-them.8918/post-424212
Link (2023jun30): https://www.mediafire.com/folder/g8vmyenvcjdeu/doa6_moveset_2.2.1
v2.2.0 (2023jun29): https://www.mediafire.com/folder/1hzxp47604nnw/doa6_moveset_2.2.0
Changes: see above
v2.1.0 (04/2023): https://www.mediafire.com/folder/av5etan5j9uqs/doa6_moveset_2.1.0
v2.0.1: https://www.mediafire.com/folder/lrd7jocv94ory/doa6_moveset_2.0.1
2.2.0 -> 2.2.1
# Features
* Moderately improve listing of script files by commenting string values from unknown13 when they are accessed by opcode 2F
# Documentation
* Add a FIXME in rebuilder example for main config, highlighting a potential issue when adding characters
# Extracted bins
* Update listing of the sample script bins
2.1.0 -> 2.2.0
# Features
* Add ability to parse and mod/rebuild main menu config (.rpack)
* Add ability to mod/rebuild localized strings
* Add ability to parse doa6's script files (without full understanding of what which opcodes do), as well as generate slightly readable listing
* Add ability to parse and mod/rebuild combo challenges (.ccs, .ccv and .ccx)
* Add ability to parse files like Dead or Alive 6/36/36.bin (although it's not capable of decrypting)
# Documentation
* Added doa6_file_extensions.md, doa6_main_config.md, doa6_modding_strings.md, doa6_script_bins.md and doa6_combo_challenges.md
* Add rebuilder example for modding a combo challenge
* Add rebuilder example for modding the main menu config (adding stage, hidden chars etc)
# Extracted bins
* Add extracted bins of combo challenges (props to Revan for extracting them), main menu config, full "en.strings", example of first read-and-decrypted file (that hitbox viewer mod's swapper is capable of detecting/swapping), some doa6's script file examples and the bin that contains info per story's episode (parsing not supported but it's not too complicated format for manual edits; meant to be used in conjunction with main menu config)
# Under the hood
* Changed format of the doa6.strings -> en.strings to be a full file so that it can be swapped by the hitbox viewer mod
And some more minor changes
# Features
* Moderately improve listing of script files by commenting string values from unknown13 when they are accessed by opcode 2F
# Documentation
* Add a FIXME in rebuilder example for main config, highlighting a potential issue when adding characters
# Extracted bins
* Update listing of the sample script bins
2.1.0 -> 2.2.0
# Features
* Add ability to parse and mod/rebuild main menu config (.rpack)
* Add ability to mod/rebuild localized strings
* Add ability to parse doa6's script files (without full understanding of what which opcodes do), as well as generate slightly readable listing
* Add ability to parse and mod/rebuild combo challenges (.ccs, .ccv and .ccx)
* Add ability to parse files like Dead or Alive 6/36/36.bin (although it's not capable of decrypting)
# Documentation
* Added doa6_file_extensions.md, doa6_main_config.md, doa6_modding_strings.md, doa6_script_bins.md and doa6_combo_challenges.md
* Add rebuilder example for modding a combo challenge
* Add rebuilder example for modding the main menu config (adding stage, hidden chars etc)
# Extracted bins
* Add extracted bins of combo challenges (props to Revan for extracting them), main menu config, full "en.strings", example of first read-and-decrypted file (that hitbox viewer mod's swapper is capable of detecting/swapping), some doa6's script file examples and the bin that contains info per story's episode (parsing not supported but it's not too complicated format for manual edits; meant to be used in conjunction with main menu config)
# Under the hood
* Changed format of the doa6.strings -> en.strings to be a full file so that it can be swapped by the hitbox viewer mod
And some more minor changes
v2.2.0 (2023jun29): https://www.mediafire.com/folder/1hzxp47604nnw/doa6_moveset_2.2.0
Changes: see above
v2.1.0 (04/2023): https://www.mediafire.com/folder/av5etan5j9uqs/doa6_moveset_2.1.0
* Added a "rebuilder", a tool to modify any part of a moveset bin via code with capabilities of deleting data and inserting new data. The API is documented via bunch of examples that together cover it in its entirety. The rebuilder is only available for doa6, via a button in the "parse bins (doa6) mode".
* Added timeline analyzer (
* Added an automatic moveset analyzer for convenience (e.g.
* Added basic AI analyzer (
* Named and renamed many things (no complete list)
* Added moveset bin of "clone 4" - very similar to Phase 4, used in story mode IIRC
* Added a very limited way to modify g1a files
* And other changes
This release is probably of the worst quality of anything I ever released, but the choice was between releasing this or releasing nothing at all. I hope you don't encounter too many issues.
* Added timeline analyzer (
genTools.tryAnalyzeTimeline
or e.g. ... .analyzeMoveId("12 34").animationInfo.analyzeTimeline
)* Added an automatic moveset analyzer for convenience (e.g.
parsedBins["rig"].autoAnalyzed
)* Added basic AI analyzer (
genTools.createAiWeightedStuffHelper
and genTools.tryAnalyzeAiCombo
)* Named and renamed many things (no complete list)
* Added moveset bin of "clone 4" - very similar to Phase 4, used in story mode IIRC
* Added a very limited way to modify g1a files
* And other changes
This release is probably of the worst quality of anything I ever released, but the choice was between releasing this or releasing nothing at all. I hope you don't encounter too many issues.
v2.0.1: https://www.mediafire.com/folder/lrd7jocv94ory/doa6_moveset_2.0.1
Props to WAZAA and Revan for testing and providing feedback.
Also props to Gultigargar and UsagiZ for awesome documentation of animation events timeline opcodes.
P.S. Here are extracted juggle momentum multipliers and char heights as of v1.22a #8:
Juggle momentum multiplier (higher value = higher juggle)
Char height: (used as starting height for launchers)
JavaScript:
[
{
"juggleMomentumMultiplier": "0.940000",
"characters": [
"bass",
"bayman",
"rachel",
"raidou",
"raidou_boss",
"raidou_prototype"
]
},
{
"juggleMomentumMultiplier": "1.000000",
"characters": [
"brad wong",
"christie",
"diego",
"hayabusa",
"hayate",
"helena",
"jann lee",
"lisa",
"nyotengu",
"rig",
"tina",
"zack"
]
},
{
"juggleMomentumMultiplier": "1.035000",
"characters": [
"ayane",
"eliot",
"hitomi",
"honoka",
"kasumi",
"kokoro",
"kula",
"leifang",
"mai",
"marie rose",
"mila",
"momiji",
"nico",
"phase 4",
"tamaki"
]
}
]
Char height: (used as starting height for launchers)
JavaScript:
[
{
"charHeight": "0.962000",
"characters": [
"leifang"
]
},
{
"charHeight": "0.988000",
"characters": [
"ayane",
"helena",
"honoka",
"kasumi",
"mai",
"marie rose",
"momiji",
"phase 4",
"tamaki"
]
},
{
"charHeight": "1.000000",
"characters": [
"brad wong",
"christie",
"eliot",
"hitomi",
"kokoro",
"lisa",
"mila",
"nyotengu"
]
},
{
"charHeight": "1.002000",
"characters": [
"diego",
"hayabusa",
"hayate",
"jann lee",
"kula",
"nico",
"rig",
"tina",
"zack"
]
},
{
"charHeight": "1.089000",
"characters": [
"bass",
"bayman",
"rachel",
"raidou",
"raidou_boss",
"raidou_prototype"
]
}
]
Edit 12aug2022: Video
Edit 2023jul15: There's now a patch tool that allows to parse XX/XX.bin files (aka .rpack2) AND decrypt their content
Last edited: