DOA2 Prototype leaked

inochinagi

Well-Known Member
Standard Donor
I wonder what the timeline where she was a playable DOA2 character would be like. It's amazing they went as far as to put in that much of her into the game, and we've gone so long without even a hint that she even existed. As much as I love the idea of an Indian woman in DOA, her design seems really out of place with the rest of the DOA2 cast (well visually, she'd at least look fine standing next to Leon with his turban, lol... maybe they were initially supposed to be related in some way?). I would have thought she'd be an NPC like Loran at first, but seeing that she had fighting animations is the craziest thing. Closest thing she reminds me of is Pullum Purna from Arika's EX series. I wonder if this gives any chance to a female Indian character like this being added in a future installment.

Amazing find grap3fruitman, I really appreciate for your work. As someone with Indian background, my love for DOA has grown a bit more just knowing an Indian character was ever considered as much as this for DOA2.
 

Derock

Well-Known Member
Seems like the cut DOA2 Indian character was a lady.
lGgtyBO.png

PbMK1CE.png


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

This character should had been made instead of Marie and Honoka. It looks like her model was in that age bracket, judging by design. (Well, then again, beside Kasumi and Ayane, Lei-Fang was in that category).
 

SaihateDYNAMO

Well-Known Member
Seems like the cut DOA2 Indian character was a lady.
lGgtyBO.png

PbMK1CE.png


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
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!

This is possibly one of, if not THE biggest discoveries of unused content in the entire series. You deserve an award for this lol!
 

grap3fruitman

Well-Known Member
Standard Donor
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).

rgmio3N.png
 

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grap3fruitman

Well-Known Member
Standard Donor
Beta and Final side by side

Busa's 236P didn't launch as high in the beta/arcade

the background camera stops cycling in the beta

x0F Indian Belly Dancer's Idle Stance

x0F 3K

x0F F+KK into handstand
 

grap3fruitman

Well-Known Member
Standard Donor
This is possibly one of, if not THE biggest discoveries of unused content in the entire series. You deserve an award for this lol!
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.

Laurent is also releasing another DOA2 beta in a couple days that's further along than this version but still has INDIA's and Raidou's files.

1633115089730.png




Wait, who were "Berserk" and "Rival"?
Good question. I think "BOSS" is also very specifically referring to another body other than Raidou, Tengu, Genra.

DOA1 had concept art for an energy boss character. Maybe them?
ghoXEJa.jpeg


Ein evolved from Kenji. Ein's files are actually all called like karate.bin and karate.mot actually in DOA2 because the name was one of the last things they settled on and they just started out with this karate chopping dude. But look at this concept art - there's another karate user - could Bob have been Kenji's "Rival"? Could Bob maybe have turned into Hitomi like Kenji turned into Ein..? I am speculating - this is a complete guess and I have no idea... but it's fun to imagine what could have been. I think the "Jackal" concept art looks like a possible candidate for "Berserk" but I'm guessing and have no idea. Those names are all that's leftover. I saw those 20 years ago in a hex editor and thought maybe they were just storymode characters (I actually thought India was referring to Roland lol).

9Dlrk9g.jpeg
NKoxaYw.png



Full Gallery: https://imgur.com/a/2CkM2kb
 
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Gultigargar

Well-Known Member
Having looked a bit into her .bin file, these are the current unique moves she has inputs for:
:4:/:2:/:6:/:8:/:4::4: during what is most likely her handstand stance. Also has inputs for :4:/:6: during her stance :8:(jump?), so those are probably some acrobatic forward/backward jumps.

:P::P:, :3::P:, :6::6::P:, :1::P:, :6::P:, :4::P::P: and :P: during a currently unidentified move.


:K::K::K:, :K::K::2::K:, :K::2::K::K:, :1::K::K:, :6::6::K::K:, :8::K::K:, :7::K:, :6::K:, :4::K:, something that might be While Rising :K:, two different moves both assigned to :3::K::K: (probably not intended, just never got finished), and :2::K: during a currently unidentified move.

:P+K: and what might be :8::P+K: (stance transition, perhaps?)

:6::F+K:, :2::F+K: and :F+K::K:

:214::F+P: , :236::F+P: , :4::6::F+P: , :2::F+P:, :F+P:.

Her only stance move seems to be :4::K:.

She also has a bunch of moves that can be cancelled into an alternate recovery. (Like Helena's PP4 and Brad Wong's 1K2_)
:K::2_:
:K::K::2_:
:K::K::2::K::2_:
:K::2::K::K::2_:
:6::K::2_:
Backturned :K::2_:
:4::K::2_:
:2::F+K::2_:
I'm guessing these would all end in her handstand stance.

If these inputs don't do anything, they have likely not been assignet to the correct move-slot, OR, the move-slot has not yet had any animations assigned to it.
 

Gultigargar

Well-Known Member
Using the inputs found previously to get an overview of her move-slots:
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
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.

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.

Edit: This is my current list of what her .mot animation list looks like (according to the .bin file, at least)

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
 
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grap3fruitman

Well-Known Member
Standard Donor
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.
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.

By the way, do you still have that Tengu restoration mod or a guide on how to recreate it? I'm still struggling to read .bin files after all these years.
 

Gultigargar

Well-Known Member
This is as far as I've currently gotten with him https://www.mediafire.com/file/pgdp0eu29cuwj4o/DOA3Tengu.rar/file
He's mean to replace Bass, so you gotta go into the loadfile.afs and overwrite Bass's .bin and .mot files with Tengu's, and then replace your default.xbe with the one here.

How to do it is pretty complicated, not sure I can explain every bit in one post, but more or less:
-All the inputs were using DOA2's format, so I had to go over them all and made sure DOA3 could read them.
-All his move-slots were in the default DOA2 positions, so I had to move some of them around to make sure they were placed where DOA3 expected them to be. (For example, universal moves like P, 3P, 2P are always at the same addresses for every character.)
-In the default xbe I had to turn off all of Bass's cameras so they didn't activate (they activate when you use pre-defined move-slots.)
-Also had to adjust both strike and throw wall splat distance to the correct values and attach them to the right moves.
-Finally, I tried making sure his edge throw, 33F+P, would activate properly. I thought I had made it match how the other edge throws work, but it's still not working right, so something's missing.
-Latest thing I've been trying to work out is down attacks. I think I've got the input conditions to trigger properly, but they don't activate the right hit animation when they connect. Not sure where that's defined yet.

Since this has more or less been something I did for fun, I've also been adding some DOA3 properties to some of his attacks just for kicks. Guard breaks, guard turnarounds, ground-bounces, air flips and so on.
 

grap3fruitman

Well-Known Member
Standard Donor
Another beta dropped - this one is from Feb 17th - three weeks after the Deluge beta we were just discussing and three weeks before final. What's interesting about this build is that it still includes INDIA's files but two have been modified, which would indicate that either 1) they continued to work on her or 2) some code change made some data shift around. IND.BIN being modified suggests that they indeed did continue to work on here but I'm not capable of reading the data. Paging @Gultigargar again, haha, sorry to keep bothering you. UPDATED IND.BIN

1633385905640.png


1633385921836.png


Both 2000.01.27 and 2000.02.16 also include BAY02.**, which might indicate an extra costume for Leon but upon further insepction, it's Bayman's DOA1 model:
1633386406260.png
 

NiGHTS

New Member
started using quick bms too
seeing raidou's doa 1 model in doa 2 files makes me so happy for some reason
i'm not skilled in blender but there you go
 

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Derock

Well-Known Member
Notes from the 2/17 prototype:
  1. It was interesting to see the other stages on the menu/character select screen but it's a huge bug. It can be corrected though. Go to Team Battle and toggle the number of fighters or go to Tag Battle and the screen goes back to The Danger Zone 2.
  2. All of the music is final/retail versions and in tact.
  3. Press Start is still in beta version
  4. Character select portraits are final, except for Bass (IMO should had kept) and Lei-Fang (Portrait is final but she's wearing the white dress). Tina's icon (not portrait) is still beta.
  5. Versus and Sparring are not selectable.
  6. Options is beta but looks like something from a PlayStation menu. Quick Select cannot be turn off and there's another option for quick stage select which also cannot be change either. Every thing else works.
  7. Grammar is finalized.
  8. Win Poses after major fight scenes are still shown.
  9. Major bug on the scene before Lei-Fang Vs. Helena: Helena stuck when Lei-Fang shows up on the elevator door.
Still investigating...
 
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dee4doa

Member
DOA2Beta2.gif


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!?
 
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Alpha-001

Member

This is a sudden request, I would like you to check the data about the 'amoeba bed' (video thumbnail) in the DOA2 opening.
 
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Derock

Well-Known Member
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!?

Is that stage the beta version of the Spiral? I wonder why they cut that version off.
 
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