how's the disassembly coming along? ;P
Updated to v1.21c, which is mostly just some minor tweaks and fixes.
-Christie's DOA4 PPK animation has been imported, changing the attack from i14 to i12.
-Hayate's 4P+K has been changed from i24 to i25. I initially put is as i24 because that is what the DOA4 and DOAD official frame data lists it as, but actually counting the frames showed that this was not accurate.
-Leifang's DOA4 3P+K animation has been imported (input is 4P in DOA4). Frame data is unchanged, but the animation has her ducking slightly which lets her avoid attacks if the hitbox is high up enough.
-Fixed a minor issue with Kasumi's tag version of 6P+K.
-Fixed a minor issue with Ein's tag version of 46K.
-Fixed the tracking of Leon's 9P to match Bayman's 9P. (Would previously track for the entire startup of the animation.)
-Tweaked the DOA3++ logo slightly.
1)Will this mod work on a flashed Xbox 360? I believe this would be much easier on a JTAG or RGH console.
2) The base DOA3 needed in order to replace the files needs to be DOA3.0, 3.1, or 3.2? My Xbox 360 is NTSC-U, but I really don't know if region locking applies to OG Xbox games on Xbox 360.
If you can launch the default.xbe file then it would function as if you're booting the original.
Unfortunately, if you make the changes to the loadfile.afs and attempt to run on a US default.xbe then you will experience crashes at some point due to the extreme differences between the versions. The base version this project was built off of was the Japanese version. The project is supposed to be downloadable/installable through Rocky5's Downloader application on the original xbox soon as well, and I don't know if he offers the application to be accessible separately from his XBMC4Gamers dashboard.
No, not on a stock system. Would require a jtag or rgh hack to get around the region lock. Best bet's probably emulation.japanese version of DOA3 and an American Xbox 360
New update, v1.22 https://www.mediafire.com/file/7qq3katfmte7gws/DOA3pp-1_22.rar/file
-Updated logo once again, this time based on a high resolution scan.
-Added a custom thumbnail, default.tbr, which you can drop into the game's folder if you want to use it.
-1st hit of Christie's 6F+K changed to a lift stun, same as in future games. Previously used short high side stun, which could push the opponent far enough away that the 2nd hit would not connect.
-Tina Jump K and Running K, and Bass's F+K now cause short knockback to target's in the air. (This is to keep them consistent with other drop-kicks that do the same.)
-Zack's 236K and PP6K changed from mini-launch to Leifang's 64P faint stun, which makes the follow-up strike(s) a natural combo. This means he can now get wall-splats instead of wall knockdowns because the target is no longer in an air state when hitting the wall.
-Leifang's 4PP and PP4PP changed from lift stun to stomach stun.
-Leon's knee P6PK no longer wall-splats, same as in future games.
Discovered that it was possible to open up some move-slots for basically every character, as well as break the file-size limit. Here's a preview of the next big update:(I'm still testing and deliberating what else to import, so no download yet.)
Changing stuns was possible from the beginning, and has been done on a few moves already.Amazing work! Looking forward to using Tina.
How about Saddle Crash from DOA4?
Does this mean you can also add critical stuns to moves now?
This is a big discovery! Can't wait to see the future.
Changing stuns was possible from the beginning, and has been done on a few moves already.
I always got the impression that Tina's 7PPP was kind of gimmick-y and not that useful. Am I wrong about that? I'd prefer to prioritize essential moves that improves the character's game overall, rather than, for example, the alternate attack option out of Bass's 2P+K "stance" for weird mixup you'd probably never do anyway.
If you still want it, I was thinking maybe it could work if we do it as her 7P going straight into the 7PPP ender, so it's a 2-move string instead?
How'd you manage that?Discovered that it was possible to open up some move-slots for basically every character, as well as break the file-size limit.
The method I've been using goes like this: Open up your .afs file with AFSExplorer, then select the file you want to replace and import the new one. If the new file exceeds the size limit, it will ask you to set reserved space for the file. Say yes. Then go to 'Advanced > Modify Reserved Space' and select 'Regenerate AFS. This will allow you to save a new, bigger copy of the .afs with the proper amount of space for the new file.How'd you manage that?