Hoping for returning characters at some point. Alpha, Genfu, Bankotsubo, Leon. Can we expect something outside of move tweaks in the future?
uh sure it's the holidays, i can drop some previews
John Carpenter's
The Thing is a christmas move, right? obviously whatever JRPG monster this is wouldn't be usable but DOA modding is ahead of some of the other KT games and they can't easily just pick out the humanoid animations from the dump of some 40,000 .g1a files they have. We also don't have any legacy character animations in the compatible file format except for the ones that happen to be in doa 6 already, so maybe gen fu is possible but his throws would be "wrong" and he'd be missing anything they didn't put on eliot, honoka, or raidou.
This is the
requires redelbe stuff i was talking about, I can
swap animation
files into the game but we don't know how to do brand new ones yet so the "budget" is however many existing animation files are available. this is the other part of my reluctance to use fatal rush, rehabilitating it would be a lot of work as i said, but also it's a very convenient set of animation files already associated to each character to swap completely new stuff onto. Those two animations are from one of the final fantasy games and these particular files aren't exactly useful to us but hypothetically we could add "i'm here to kill chaos" guy to the game. I won't, because it would be way too much work and i'm not blowing a character slot on that since this tech would require
replacing an existing character. As much as i'd love to delete the lolis we probably only have the three story mode enemies to work with here, prototype raidou, boss raidou, and the extra phase 4. It's a little bit not the most useful because you need to cheat engine swap to get to those characters even if we replaced a bunch of models animtions and sounds with redelbe.
Next steps on that and the big hangup for adding leon or anybody else is converting old animations to the new format and nobody has the tools for maya, blender, or whatever to convert or create these .g1a files the game would be able to read. We can't even properly edit the existing ones and get them back into the game yet so the little fixes like making raidou's jab a little bit lower are not currently possible.
we would also need to dig into some pretty arcane UI modding to add the actual buttons to character select and the other menus that would let you pick our import character and until we have that figured out it would at best be an offline only thing.
I also broke the data silo that prevented putting x move on y character, all that stuff honoka got she already had in her data, i didn't take lisa 1kkp/1kkpp from lisa's data and put it on honoka somehow and all those old doa 3/4/5 moves were existing in the data, as I said we can't convert that stuff ourselves (yet?), Team Ninja had already adapted those animation and made a new controller for honoka so 1kkpp uses her voice and correct hiboxes etc, and those legacy moves were presumably converted with some automated process.
This clip is a combination of work with alex's tools and a redelbe swap of some rdb (database) file instead of a .g1a animation file swap so that bass's character data can "see" the animation file for this kasumi move. This means i can get
boss raidou moves onto regular any move in the game onto raidou (allowing for skeleton limitations. honoka's jab doesn't look right on him), or we could partially recreate naotora, or if the camera behaves I could give everyone an izuna, etc. it's also still pointing to kasumi's voice clip file instead of bass's, which I can change i just didn't bother because it would've taken too long to document the hex IDs of the voice clip database objects and for character identity reasons i don't expect to do this kind of swap often, if at all.
I've confirmed that these kinds of swaps work online, but i'm reluctant to tell people they have to install redelbe because it's a bunch of extra steps and it would be harder on anyone who wanted to switch between retail and modded gameplay if we swap onto any animation that's accessible in the base game.