Wall Hits

grap3fruitman

Well-Known Member
Standard Donor
Wall hits produce an 0x09 (non-holdable stun) in DOA3 vs 0x08 (holdable stun) in DOA4.

1723022514955.png
 

Gultigargar

Well-Known Member
Mallo and I tried figuring out all the states a while back. These are the ones we know of:
00 = default
01 = jumping/landing
02 = jumping attack
03 = attacking
04 = during throw
05 = hold attempt
06 = during hold
07 = guarding
08 = critical stun / guard break
09 = launch/knockdown/hitstun/wall-stuff (Unable to hold)
0A = being thrown
0B = being held
0C = down / on the ground
0D = animation
0E = down attacking
0F = hit by down attack
10 = throw attempt

This only covers up until DOA3, so it's possible DOA4 and onward have more.
 

grap3fruitman

Well-Known Member
Standard Donor
Mallo and I tried figuring out all the states a while back. These are the ones we know of:
00 = default
01 = jumping/landing
02 = jumping attack
03 = attacking
04 = during throw
05 = hold attempt
06 = during hold
07 = guarding
08 = critical stun / guard break
09 = launch/knockdown/hitstun/wall-stuff (Unable to hold)
0A = being thrown
0B = being held
0C = down / on the ground
0D = animation
0E = down attacking
0F = hit by down attack
10 = throw attempt

This only covers up until DOA3, so it's possible DOA4 and onward have more.

Yeah, it's the same for DOA4. Here's the naming convention I used.

1723046220432.png



I'm more curious if you found where the 08/09 flags are set - is there a spot in the character.bins or common.bin? Or is it in the binary?

1723046410633.png


Found this section that seemingly lists different stun animations in groups; presumably grouped by different Act States but I'm still investigating.
 

Gultigargar

Well-Known Member
There's a big section in the .xbe where it sets up most of the "shared" moveIDs such as stuns, juggles, environment anims, etc.

The DOA3 wall stun looks like this:
5E22 07 09 FF 00 00 00 00 00 00 00 FF 00 00 00

and the bolded part is where it sets the moveID's actstate.


Some on-hit animations can also be found in the character .bins, for on-hit animations that would be unique to them. (Usually special-tailored launch heights and the like)
 

grap3fruitman

Well-Known Member
Standard Donor
How are we deciding ActCode/Anime names? I'm feeling a little overwhelmed here. Rev's spreadsheet is an amazing reference but I wonder how ya'll cataloged these names.

1734756702665.png
 
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