Gultigargar
Well-Known Member
Sure, I'll see if I can get anything to work in the weekend.
Seems like the cut DOA2 Indian character was a lady.
I'm struggling to finish to model... Tried some half-assed file-swapping and got to see the idle stance and... Brad's handstand?! I think this bellydancer was the prototype for Brad. o__O
Stream of me attempting poorly to put her together:
LINKS
- Possible concept art?
- India's unmodified files including .BIN and .MOT (model is in IND00.CHR but extracted below)
- Extracted Model (Install Blender + this add-on to import her) *someone more capable with Blender PLEASE assemble her properly*
YOOOOO WHY DID THEY CUT HER??? She easily could have been added into later ports of the game! A bellydancing stance-based fighting style like this could have been tons of fun so it's a mystery as to why they'd scrap her when they got this far with her. I wonder if her textures are in the files somewhere!Seems like the cut DOA2 Indian character was a lady.
I'm struggling to finish to model... Tried some half-assed file-swapping and got to see the idle stance and... Brad's handstand?! I think this bellydancer was the prototype for Brad. o__O
Stream of me attempting poorly to put her together:
LINKS
- Possible concept art?
- India's unmodified files including .BIN and .MOT (model is in IND00.CHR but extracted below)
- Extracted Model (Install Blender + this add-on to import her) *someone more capable with Blender PLEASE assemble her properly*
0B = Raidou
0F = Indian Belly Dancer
Now I have reason to believe that all the other placeholder slots from the modding thread are deleted characters (highlighted in blue on the right).
Okay, so credit goes out to Laurent to pointing out these leftover files to me, which I then investigated. This prototype was released by DRX and Hidden-Palace, again not by me. I was only able to view the model thanks to Vincent hacking the file format. I was only able to extract the voice clips because of Sapphard. So this is a group effort and I hope more people help investigate even further because I am not capable enough to do this on my own.This is possibly one of, if not THE biggest discoveries of unused content in the entire series. You deserve an award for this lol!
Good question. I think "BOSS" is also very specifically referring to another body other than Raidou, Tengu, Genra.Wait, who were "Berserk" and "Rival"?
As you can see, there are a bunch of moves that uses her Jab animation as a placeholder, since the actual animation wasn't completed yet.Slot = Address = Move
0000 = 0088 = Idle
3000 = 0208 = Jump
3100 = 0210 = Jump(?)
3200 = 0218 = Backturned Jump
3800 = 0248 = Backturned Jump(?)
6A00 = 03D8 = Parry High/Mid
6B00 = 03E0 = Parry Low
6C00 = 03E8 = High Hold
6D00 = 03E8 = High Hold (Unused)
6E00 = 03F8 = Mid P Hold
6F00 = 0400 = Mid K Hold
7000 = 0408 = Low Hold
7100 = 0408 = Low Hold (Unused)
7E00 = 0478 = F+P user
7F00 = 0480 = F+P target
7E00 = 0488 = F+P.Break user
7F00 = 0490 = F+P.Break target
7E00 = 0498 = F+P vs BT user
7F00 = 04A0 = F+P vs BT target
8400 = 04A8 = P
8500 = 04B0 = 3P
8600 = 04B8 = 2P
8700 = 04C0 = K
8800 = 04C8 = 3K
8900 = 04D0 = 2K
8A00 = 04D8 = BT P
8B00 = 04E0 = BT 3P
8C00 = 04E8 = BT 2P
8D00 = 04F0 = BT K
8E00 = 04F8 = BT 3K
8F00 = 0500 = BT 2K
9000 = 0508 = 9P (Same move as 7P/8P)
9100 = 0510 = 9K
9200 = 0518 = 8P (Same move as 7P/9P)
9300 = 0520 = 8K
9400 = 0528 = 7P (Same move as 8P/9P)
9500 = 0530 = Unused 7K? (P dummy anim w/ hitbox '16')
9600 = 0538 = Jump P
9700 = 0540 = Jump K
9800 = 0548 = BT Jump P
9900 = 0550 = BT Jump K
9A00 = 0558 = Land P
9B00 = 0560 = Land K
9C00 = 0568 = BT Land P
9D00 = 0570 = BT Land K
9E00 = 0578 = ?? Jump P
9F00 = 0580 = ?? Jump K
A000 = 0588 = Jump P Landing
A100 = 0590 = Jump K Landing
A200 = 0598 = BT Jump P Landing
A300 = 05A0 = BT Jump K Landing
A400 = 05A8 - Wakeup Kick Mid
A500 = 05B0 - Wakeup Kick Low
AE00 = 05F8 = 8P+K Down Attack
AF00 = 0600 = 8P+K Down Attack Hit
B000 = 0608 = 8P+K Down Attack Miss
C600 = 06B8 = F
C700 = 06C0 = 2F
C800 = 06C8 = BT F
C900 = 06D0 = BT 2F
D500 = 0730 = Stance 2
D600 = 0738 = Stance 6
D700 = 0740 = Stance 4
D800 = 0748 = Stance 44
D900 = 0750 = Stance 8.6 (9)
DA00 = 0758 = Stance 8
DB00 = 0760 = Stance 8.4 (7)
DD00 = 0770 = K2_
DE00 = 0778 = KK
DF00 = 0780 = KK2_
E000 = 0788 = 7K
E100 = 0790 = 7K dummy anim w/ hitbox '21' (Or 2nd hit of 7K)
E200 = 0798 = KKK
E300 = 07A0 = KKK dummy anim w/ hitbox '23' (or 2nd hit of KKK)
E400 = 07A8 = KK2K
E500 = 07B0 = KK2K2_
E600 = 07B8 = K2K
E700 = 07C0 = K2KK
E800 = 07C8 = K2KK2_
E900 = 07D0 = 1K
EA00 = 07D8 = 1KK
EB00 = 07D8 = 1KK dummy anim w/ hitbox '2B' (or 2nd hit of 1KK)
EC00 = 07E8 = 3KK? ver.A
ED00 = 07F0 = Rising K?
EF00 = 0800 = 6K2_ (P dummy anim w/ hitbox '2F')
F000 = 0808 = BT K2_ (P dummy anim w/ hitbox '30')
F100 = 0810 = 3KK? ver.B (P dummy anim w/ hitbox '31')
F200 = 0818 = 3KK2K ver.B (P dummy anim w/ hitbox '32')
F300 = 0820 = 8KK
F400 = 0828 = 4K
F500 = 0830 = 4K2_
F600 = 0838 = 2F+K
F700 = 0840 = 2F+K2_
F800 = 0848 = F+K
F900 = 0848 = F+K copy (Possibly unfinished F+K2_ slot)(or 2nd hit of F+K)
FA00 = 0858 = F+KK
FB00 = 0860 = 66K
FC00 = 0868 = 66KK
FD00 = 0870 = P dummy anim w/ hitbox '3C'
FE00 = 0878 = 6F+K (P dummy anim w/ hitbox '3D')
FF00 = 0880 = P+K
0001 = 0888 = 1P
0101 = 0890 = 6P
0201 = 0898 = 4P
0301 = 08A0 = 4PP
0401 = 08A8 = 66P
0501 = 08B0 = PP
0601 = 08B8 = P dummy anim w/ hitbox '45'
0701 = 08C0 = P dummy anim w/ hitbox '46'
0801 = 08C8 = P dummy anim w/ hitbox '47'
0901 = 08D0 = P dummy anim w/ hitbox '48'
0A01 = 08D8 = P dummy anim w/ hitbox '49'
0B01 = 08E0 = 8PP
0C01 = 08E8 = Stance 4K?
0D01 = 08F0 = F+P
0E01 = 08F8 = 46F+P
0F01 = 0900 = 214F+P
1001 = 0908 = 236F+P
1101 = 0910 = 2F+P
1201 = 0918 = Land F+P
1301 = 0920 = BT Land F+P
1401 = 0928 = ?? Land F+P
1501 = 0930 = Land 2F+P
1601 = 0938 = BT Land 2F+P
1701 = 0940 = ?? Land 2F+P
0000 = Idle
0100 = Crouch idle
0200 = -
0300 = -
0400 = Running
0500 = Walk forward (6)
0600 = Walk backwards (4)
0700 = Crouch walk forward (3)
0800 = Crouch walk backwards (1)
0900 = Forward dash? (Goes far) (66)
0A00 = Backdash (44)
0B00 = -
0C00 = *crash (Jump?)
2800 = *crash (DOA1 Intro?)
2900 =
2A00 =
2B00 =
2C00 =
2D00 =
2E00 =
2F00 = *crash (Lose?)
3000 = -
3100 = -
3200 = -
3300 = P
3400 = 3P (Uppercut)
3500 = 2P *crash
3600 = K
3700 = 3K (Crouching upward kick)
3800 = 2K (Crouching low kick)
3900 = BT P *crash
3A00 = BT 2P *crash
3B00 = BT 2_P *crash
3C00 = BT K *crash
3D00 = BT 2K *crash
3E00 = BT 2_K *crash
3F00 = -
4000 = -
4100 = -
4200 = -
4300 = -
4400 = -
4500 = -
4600 = -
4700 = -
4800 = -
4900 = 9K
4A00 = Jump K *crash
4B00 = 9P / 8P / 7P
4C00 = Jump P
4D00 = 8K
4E00 =
4F00 =
5100 = 7K
6F00 = KK
7000 = KK2_
7100 = KKK
7200 = KK2K
7300 = KK2K2_
7400 = K2K
7500 = K2KK
7600 = K2KKK2_
7700 = 1K
7800 = 1KK
7A00 = 3KK ver.A
7B00 = Rising K?
8200 = 8KK
8500 = 2F+K
8600 = 2F+K2_
8900 = 66K
8A00 = 66KK
8D00 = P+K
8E00 = 1P
8F00 = 6P
9000 = 4P
B300 = Hold High / Parry High+Mid
B400 = Hold Mid
B500 = Hold Low / Parry Low
BB00 = 4PP
BC00 = 66P / Land K / BT Land K
BD00 = PP
C300 = 8PP
C500 = Stance 6
C600 = Stance 4
C900 = Stance 9
CA00 = Stance 8
CB00 = Stance 7
D400 = F+K
D500 = F+KK
D600 = 4K
D700 = 4K2_
D900 = Stance 2
E000 = Stance 44
E700 = Stance 4K?
ED00 = Land P / BT Land P
FA00 = Throw fast
FB00 = Throw mid *crash
FC00 = Throw slow *crash
FD00 = Throw Low fast
FF00 = Hold Low
1C01 = F
1D01 = 2F
2001 = BT F
2101 = BT 2F
2201 = TestAnim1
2301 = TestAnim2
4601 = 2 start
4701 = 2 loop
4801 = 2 end
4901 = 8 start
4A01 = 8 loop
4B01 = 8 end
4C01 = 6 start
4D01 = 6 loop
4E01 = 6 end
4F01 = 4 start
5001 = 4 loop
5101 = 4 end
5201 = 3 start
5301 = 3 loop
5401 = 3 end
5501 = 9 start
5601 = 9 loop
5701 = 9 end
5801 = 1 start
5901 = 1 loop
5A01 = 1 end
5B01 = 7 start
5C01 = 7 loop
5D01 = 7 end
A201 = F+P vs BT user
A301 = F+P vs BT target
A401 = F+P.Break user
A501 = F+P.Break target
A801 = F+P user
A901 = F+P target
I think all her files are in an older format or something because they crash DOA2 also. Same how Tengu's files in 3 weren't up to date. Trying to use her I've only managed to get a few moves to display (6K, F+KK, P+K, 4K, 2K, 1K, 3K, 3P) without some model/animation/camera glitch or a hard lock or reset.I've tried getting a similar overview of her animation list, but it seems DOA2 animations aren't really compatible with DOA3/DOA2U, most animations crash when I try viewing them in those games.
View attachment 36108
There was a video online of unseen footage of the SEGA NAOMI preview build, apparently this was shown at either E3 or the Japanese expo (forgot the name) The video was on YT in Japanese and I forgot the name so I can't find it again (hopefully it's not been deleted) but I created a small .GIF of the part of the video that was the most interesting.
As you can see this build was actually playable also there looks like there are wires/uneven smooth metal floors on the ground that actually collide with the players plus the staircase and the mechanic which got cut (we didn't see until DOA2U) The stage actually looks higher poly than the final version too.
I hope we can dig into the NAOMI version to see if these preview stages are still in the files so we could attempt to port them to the Dreamcast game, I tried scanning the ROM but it's encrypted and it's not in GDI format.
lastly I want to thank other here for linking me to the blender plugin to import 3D models from NAOMI/DC, so far I've managed to reconstruct most of the stages, what I'm having an issue here is applying the textures. Hopefully I get that sorted soon then we can use the stage/character models for other things. I'm actually thinking of porting these for VR Chat haha!
EDIT: Found the place where it was shown, hopefully others here can help find videos on it?
EDIT: I FOUND THE VIDEO! WOW 1998!?Amusement Machine Show 1998 - Sega Retro
segaretro.org