usagiZ
Well-Known Member
This is v. coolOk so I'm looking right now at porting over usagiZ's converted Phase-4 in DOA2U/DOAO to DOA3 but I'm running into some issues here. I don't know what the button input number/values are in the moveset.bin file to convert the DOA2U input values -> DOA3 input values.
Seems that UsagiZ's work is already done on the moveset, I've just got to change the attack/guard/throw button inputs (possibly other things?) so that you can attack, so far I can import both .bin and .mot and move around (looks like DOA2 and DOA3 share movement values) but the animations are all wrong when I do anything else.
I don't think I've got to change any values in the .mot since I tested using the phase4.mot and kasumi.bin, it was playable! just that I couldn't access any Phase-4 moves.
Things that work:
+Stance (works perfectly!)
+Movements (Works perfectly)
+AI can use the moveset correctly (but some moves freeze the game)
-DOA2U,, inputs cause wrong animations / crash the game (values need to match DOA3's ,, button presses!)
I was thinking of making a DOA3 version of my Kasumi Alpha moveset eventually, but maybe I don't have to now lol
I made a few changes since that build, but I haven't posted it anywhere yet.
(Side note, I tested DOA2U on the emulator and I got it to load into practice without freezing, but only once.)
DOA2U and DOA3 character.bin files aren't actually too different, the part that makes it the most buggy is probably that they have different starting points for certain move sections.
85 00 is in 2U
8A 00 is in DOA3 (I think, it's been a while)
The moveset freezing when the AI uses it is probably bc of one of these reasons:
1- It's trying to load sound effects that aren't there
2- It's trying to use move properties that aren't there
3- The AI section was edited heavily (and haphazardly tbh) and I'm not sure DOA3's AI section works the same way.
-edit-
I'll put some screenshots to explain what I mean about the input sections, as soon as I can
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