DOA: Prototype Discussion

Derock

Well-Known Member
Did anyone save this shit? I got perma'd so the Twitter info is gone and suffered a data loss so I lost all my hacking notes. ¯\_(ツ)_/¯

I started over again from scratch yesterday and so here's the Raidou code for M2emulator and Mame (DOA still runs like ass in Mame but whatever):

M2Emulator
Code:
function p1boss(value)
    I960_WriteWord(0x54fbe1,0xB);
end

function p2boss(value)
    I960_WriteWord(0x54fc39,0xB);
end

Options =
{
    boss1cheat={name="P1 RAIDOU",values={"Off","On"},runfunc=p1boss},
    boss2cheat={name="P2 RAIDOU",values={"Off","On"},runfunc=p2boss}
}

Mame
Code:
<mamecheat version="1">

  <cheat desc="P1 RAIDOU">
    <script state="run">
      <action>maincpu.pb@54fbe1=0B</action>
    </script>
  </cheat>

  <cheat desc="P2 RAIDOU">
    <script state="run">
      <action>maincpu.pb@54fc39=0B</action>
    </script>
  </cheat>

  <cheat desc="INSTA-KILL P1">
    <script state="run">
      <action>maincpu.pb@54FC02=FF</action>
    </script>
  </cheat>

  <cheat desc="INSTA-KILL P2">
    <script state="run">
      <action>maincpu.pb@54FC5A=FF</action>
    </script>
  </cheat>

</mamecheat>


You could replace 0B with anyone from this list for effect:
Code:
00 "Zack",
01 "Tina",
02 "Jann Lee",
03 "BETA TINA",
04 "Ryu Hayabusa",
05 "Kasumi",
06 "Gen-Fu",
07 "BETA CHAMPION",
08 "Bayman",
09 "BETA BLANK",
0A "BETA RAIDOU",
0B "Raidou",
0C "Lei-Fang",

I'm not proficient enough to make the code a selectable list. -_-


Interestingly enough, Raidou has an end-card with story as if he was intended to be unlockable in the arcade at one point.
8ktGmrz.png





I'm curious about the BETA characters.

Also, see if there's any end-card for the main cast. Unless I have to change the setting to Japanese to access them.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
I'm curious about the BETA characters.

Also, see if there's any end-card for the main cast. Unless I have to change the setting to Japanese to access them.

Main cast has end cards but only in Japanese. So yeah have to change to Japanese.
 

Dionysus

Well-Known Member
I can translate that Raidou card:
"So, with this it's over?
Looking down at his opponent fallen before him, Raidou whispered to himself. So in the end, this is all it amounted it...
Since being driven from the Mugen Tenshin Village, a great deal of time had passed. Ever since, he'd devoted himself solely and ravenously to the pursuit of power. To defeat all martial artists and make their power his own. He'd accepted the offer to join the tournament after having a presentiment that his craving for power might be assuaged. However, it seems it had been pointless. Raidou summoned lightning and disappeared into the fog..."
 

WAZAAAAA

Well-Known Member
I asked that punk_7890 dude to document his DOA2 debug mode infos, and he did https://tcrf.net/User_talk:Punk7890#DOA2_PS2_arcade_test_menu
Here's some stuff from my notes that work that doesn't have proper debug text rendering anymore.
Code:
In-game debug menus
202B4504 00000000
202B450C ????????


0C0B4DE8 Light edit / gravity edit + more?
0C0951B8 UV edit menu?
0C0A1804 ?
And here is one that does display.
Code:
UPS Editor After Logos (can't exit, wrong return address)
0027F568 00000038
1027F574 0000DC38
There's many more stubbed routines here and there but not sure what they do or if they have any collision rendering. The first two In-game debug menus stuff is active when R2 is held. I most likely won't work any further on the game considering most debug things seem to be in a bad state.
 

WAZAAAAA

Well-Known Member
oh shoot I just looked up random debug-related words in DOA5LR (game.exe) and found some pretty, perfectly aligned stuff
Code:
?AV?$SingletonPtr@VRoot@DebugMenu@Debug@@@TitleMemory@@
?AV?$safe_bool@V?$SingletonPtr@VRoot@DebugMenu@Debug@@@TitleMemory@@@stxx@@
?AUPrintPolicy@Detail@Debug@TL@@

VISIBLE UI            :%s
DISPLAY LIFE GAUGE    :%s
DISPLAY STATUS MESSAGE:%s
DISPLAY JUDGE MESSAGE :%s
GUIDE ENABLE          :%s
USE SKILL INFO        :%s
USE DIGITAL INST      :%s
INGAME UI DISP TYPE   :%d
DEBUG DISP            :%s
DEBUG SWITCH          :%s
DEBUG NUMBER          :%u
UPDATE SKIP TIME      :%d
and now a random assortment of strings
Code:
UN_0063d6d0(param_2,L"DOA5LR(%ls) %ls vs %ls %0.4d-%0.2d-%0.2d",L"Xbox 360",uVar2);
FUN_0063d6d0(param_4,L"DOA5LR(%ls)_%ls_vs_%ls_%0.4d-%0.2d-%0.2d",L"Xbox_360",uVar2);
local_58 = L"Ver.1.10C";

..\\basic_effect\\target\\texture_resource.cpp
source\\shader\\sprite_shader.cpp
source\\menu_memory_manager.cpp
draw_param\\draw_param.cpp
source\\post_effect\\godray.cpp
source\\post_effect\\color_correct_render.cpp
source\\scene\\ibl_cubemap_render.cpp
source\\scene\\shadow_edge_render.cpp
source\\graphics\\rect.cpp
source\\graphics\\graphics.cpp
source\\graphics\\vertex_utility.cpp
source\\graphics\\detail\\dx9\\geometry.cpp
source\\graphics\\report.cpp
source\\graphics\\detail\\dx9\\graphics_internal.cpp
source\\graphics\\detail\\dx9\\back_buffer.cpp

d:\\logs\\auto_test.log

C:\\DOA5Z_dx9\\libs\\tecmolibrary\\common\\include\\tl/memory/allocator.h
C:\\DOA5Z_dx9\\libs\\tecmoframework\\framework\\include\\tfw/memory/memory.h
 
Last edited:

grap3fruitman

Well-Known Member
Standard Donor

I also haven't checked stuff that's just been laying out in the open. This beta of the JP PSX version released awhile ago but I'm only now looking into it and despite only predating the final version by three weeks, there's considerable differences - prototype music plus the Saturn original (ARR)

1663642175464.png



Wow, Bayman's theme!! This PSX proto includes the Saturn version labeled ARR (Engrish for Original?) and WIP mixes labeld (NEW) that are almost done but with little differences here and there - the main difference is they cut abruptly instead of fading out like in the final.
19980110JPPSXDOAPROTOTYPE_BAYMANSONG.png
 

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Derock

Well-Known Member
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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