AlexXsWx
Active Member
EDIT 18Jul21: for DOA6 there's this post: https://www.freestepdodge.com/threads/doa6-moveset-bin-format-partial-how-to-mod-them.8918/
I've been digging through moveset bin format for quite some time now, and even though there are still unknowns I'm now at a good point to share my findings and tools with everyone, along with some gifs I made along the way
Here's an example of what moveset bins contain:
Legacy information for hit reaction for BT NH / BT crouch NH:
https://gfycat.com/blondspeedyanemone
Frame advantage on block / nh (and even ch / hch as long as it doesn't stun or GB), stored as an actual advantage number (so the game does the math to make it match):
https://gfycat.com/sophisticatedwaterloggedafricanparadiseflycatcher
https://gfycat.com/severeplusharcherfish
Overall information which move ids to apply in which situations (stun / juggle / ground hit etc), here's some modding of that:
https://gfycat.com/bareacclaimedcat
Some unused moves and sometimes even inputs for them:
https://gfycat.com/acclaimedsandyleafwing
https://gfycat.com/drearycompassionatearabianhorse
Full AI configuration - pre-made combos and probability weights
e.g. here I constrained COM lvl 8 to just one combo (KK46K, PP4KKK) after I recorded the replay:
https://gfycat.com/pleasantfrequentasianporcupine
and here I changed probability weights to always start offense with an OH (which it doesn't have), and always defend with crushing moves:
https://gfycat.com/acclaimedmelodicindianglassfish
General information about character like juggle momentum multiplier:
(this one nicely shows how juggle system works)
https://gfycat.com/impressivefairafricanwildcat
https://gfycat.com/jealousanykakarikis
... or juggle starting height multiplier (sort of "character height"):
https://gfycat.com/illfatedspeedycardinal
A chunk for collisions, I'm talking hitboxes / hurtboxes / pushboxes:
https://gfycat.com/slowcookedbarebirdbat
Event timelines, among many other stuff, contain information about followup intervals:
https://gfycat.com/athleticexcitableamazonparrot
And I briefly touched format of actual animations (not part of moveset bin, but it's still used for it to tell how long an animation is, or to define root motion):
https://gfycat.com/grandminiaturecatfish
Anyways, here you can find folder with movesets, few motions, and the code I used to parse & document the files:
EDIT (24apr2021): please make sure to have verbose logs on (see this message for more details)
https://www.mediafire.com/folder/43n9rlglsxufo/doa5lr_moveset
Be advised that it is mainly for other programmes who can read code, and it's far from user friendly or complete, so don't expect to be able to use it out of the box.
Keep in mind I mainly tested on Rig's bin / animation, and while I was briefly checking other characters from time to time, a lot of validation is currently failing (and there are some overlaps in AI combos section, apparently I got some terminators wrong).
I've also seen that structure is seriously off for Marie, Honoka and one other char (can't remember right now), so they need to be inspected more closely.
I've been digging through moveset bin format for quite some time now, and even though there are still unknowns I'm now at a good point to share my findings and tools with everyone, along with some gifs I made along the way
Here's an example of what moveset bins contain:
Legacy information for hit reaction for BT NH / BT crouch NH:
https://gfycat.com/blondspeedyanemone
Frame advantage on block / nh (and even ch / hch as long as it doesn't stun or GB), stored as an actual advantage number (so the game does the math to make it match):
https://gfycat.com/sophisticatedwaterloggedafricanparadiseflycatcher
https://gfycat.com/severeplusharcherfish
Overall information which move ids to apply in which situations (stun / juggle / ground hit etc), here's some modding of that:
https://gfycat.com/bareacclaimedcat
Some unused moves and sometimes even inputs for them:
https://gfycat.com/acclaimedsandyleafwing
https://gfycat.com/drearycompassionatearabianhorse
Full AI configuration - pre-made combos and probability weights
e.g. here I constrained COM lvl 8 to just one combo (KK46K, PP4KKK) after I recorded the replay:
https://gfycat.com/pleasantfrequentasianporcupine
and here I changed probability weights to always start offense with an OH (which it doesn't have), and always defend with crushing moves:
https://gfycat.com/acclaimedmelodicindianglassfish
General information about character like juggle momentum multiplier:
(this one nicely shows how juggle system works)
https://gfycat.com/impressivefairafricanwildcat
https://gfycat.com/jealousanykakarikis
... or juggle starting height multiplier (sort of "character height"):
https://gfycat.com/illfatedspeedycardinal
Code:
// momentum mult. | height mult. | // char name
1.0200 0.9880 // kasumi
1.1025 0.9880 // alpha
1.0000 1.0000 // brad wong
1.0200 1.0000 // mila
1.0000 0.9880 // helena
1.0200 1.0000 // kokoro
0.9150 1.0890 // bayman
1.0000 1.0000 // christie
1.0000 1.0020 // rig
1.0000 1.0020 // jann lee
1.0000 1.0020 // zack
1.0200 0.9880 // ayane
1.0000 1.0020 // hayabusa
1.0000 1.0000 // nyotengu
1.0200 1.0000 // eliot
1.0000 1.0020 // tina
1.0000 1.0000 // lisa
1.0000 1.0020 // akira
1.0200 1.0000 // sarah
0.9150 1.0890 // bass
1.0200 0.9620 // leifang
1.0200 1.0000 // hitomi
1.0200 0.9880 // phase 4
1.0000 1.0020 // hayate
0.9150 1.0890 // raidou
1.0200 0.9880 // marie rose
1.0200 1.0000 // momiji
1.0000 0.9620 // gen fu
1.0200 0.9620 // pai
1.0000 1.0020 // jacky
1.0000 1.0000 // ein
0.9150 1.0890 // rachel
0.9150 1.0890 // leon
1.0200 0.9880 // honoka
1.0200 1.0000 // mai
1.0000 1.0020 // naotora
A chunk for collisions, I'm talking hitboxes / hurtboxes / pushboxes:
https://gfycat.com/slowcookedbarebirdbat
Event timelines, among many other stuff, contain information about followup intervals:
https://gfycat.com/athleticexcitableamazonparrot
And I briefly touched format of actual animations (not part of moveset bin, but it's still used for it to tell how long an animation is, or to define root motion):
https://gfycat.com/grandminiaturecatfish
Anyways, here you can find folder with movesets, few motions, and the code I used to parse & document the files:
EDIT (24apr2021): please make sure to have verbose logs on (see this message for more details)
https://www.mediafire.com/folder/43n9rlglsxufo/doa5lr_moveset
Be advised that it is mainly for other programmes who can read code, and it's far from user friendly or complete, so don't expect to be able to use it out of the box.
Keep in mind I mainly tested on Rig's bin / animation, and while I was briefly checking other characters from time to time, a lot of validation is currently failing (and there are some overlaps in AI combos section, apparently I got some terminators wrong).
I've also seen that structure is seriously off for Marie, Honoka and one other char (can't remember right now), so they need to be inspected more closely.
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