WAZAAAAA

Well-Known Member
2018-02-08 | version 2.1
- (BUSABOT) auto-hold trigger distance increased from 1.90 to 2.10
- (BUSABOT) auto-guard input slowed down to prevent accidental 7H holds in case of extreme lag
- (CHARACTER UNLOCKER, CHEAT TABLE) updated character addresses


Just saying: if anyone happens to find the accurate "current online delay frames/milliseconds" address let me know. It would make for a fine addition to the CT and a great improvement to the BusaBot. I could only find the practice mode frame lag simulator address myself :\


For some reason character unlocker doesn't work with version 1.10C, at least for me. Weird because it should work on most of game versions now, right?
thanks for the warning, fixed it, should work now if you re-download
 

NinetyCore

New Member
Hi, thank you for this toolbox. ;)

Do you know if there is a way to have the infinite ko part in the replay section? When I used it this part is cut and the video jump directly to the winpose.
 

The Enforcer

Well-Known Member
@WAZAAAAA Thank you for making these and and updating them. I tried them a long time ago, but gave up since I think they were out of sync with the current version of the game at the time. Now that the game is done with updates it's nice to experiment with these. I really like the tag on any stage and stage unlock features. It took me a minute to figure out how to use Cheat Engine, but I think I have the hang of it now. A few questions if ok,

Would it be possible to make the stage unlocker work for Private Paradise? I notice those are still locked in to Zack Island. Also is there any way that this could be used to modify the frame loop count of Victory & Defeat animations? I've never learned of a way to do that even using the Movie Data tool.

Thanks!

Edit: Didn't originally see the stages buried in the documentation, thanks for including those.
 
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WAZAAAAA

Well-Known Member
Hi, thank you for this toolbox. ;)

Do you know if there is a way to have the infinite ko part in the replay section? When I used it this part is cut and the video jump directly to the winpose.
Not sure what you mean, it didn't seem to do that on replays when I tried as far as I remember

Would it be possible to make the stage unlocker work for Private Paradise?
wtf is a private paradise
Also is there any way that this could be used to modify the frame loop count of Victory & Defeat animations?
modify in what way
 

The Enforcer

Well-Known Member
wtf is a private paradise

LoL, this makes it sound like you have never played DOA5 XD unless your play under a non English language and perhaps gives it a different name. :) Private Paradise is the DLC movies section for the beach romping videos. They are all locked to Zack Island, so I was curious if Stage Locker could override that.

modify in what way

Victory & Defeat animations all loop after a certain number of frames. I've been under the impression that this data is stored outside of the file holding the animations. Possibly true for the character shown in the video as well. I know AutoLink has a method for changing characters, but I don't use that app. I'm hoping for a possibility that maybe there is an index that could be overriden to increase or decrease frame limits when a video is being played or possible to change the character in the video by way of an index the way that the Character Unlocker works. Making changes to the animation files directly using Movie Data Tool have not been successful so far.

Thanks if you have any ideas.
 

WAZAAAAA

Well-Known Member
LoL, this makes it sound like you have never played DOA5 XD unless your play under a non English language and perhaps gives it a different name. :) Private Paradise is the DLC movies section for the beach romping videos. They are all locked to Zack Island, so I was curious if Stage Locker could override that.
well you see I did in fact play DOA5, not fap to it so I didn't know it existed. Not interested in private paradise sorry

@WAZAAAAA
Is there a version or code for Busabot to auto guard low instead of auto hold* low?
No, but you can make one I guess.
The idea was "why guard if you can hold instead". Note also that guarding from standing to crouching and viceversa is SLOW in DOA, see the "SWITCH FRAME (STANDING/CROUCHING)" part of the frame data window for more details. I personally try to low hold instead of low guard even when I'm not using any bot lol.
 
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otakadelic

New Member
Thx for the great tool!!!
I am an active modder on DeviantArt and LoversLab also have some experiences with scripting so I made own AutoHotKey scripts but yours really deep, really nice.

I have a couple of questions(not requests for additional functions).

- Is it realistic to add 'reload' function to reloading TMC/TMCL files from newly added files? I frequently modify TMC/TMCL files for my mods but Autolink seems to have not reload function. Anytime I found the glitch with my TMC/TMCL then I have to exit the game then start again.
I believe Cheat Engine is view/change memory only, no function to read from file. But AutoHotKey can do that, can read TMC/TCML files but where these data should send to? Do you have any ideas?

- How about manipulating camera location? Autolink has function to change the direction but no function to move the camera location.
We have Movie Data Tool which is nice but needs to pre-defined, no function to change during play interactively. And movies only, not fighting scene nor fighting viewer.

My humble guess is somewhere in the memory there is the address(es) storing current camera location. (values should change constantly.)
Do you have any thoughts or suggestions for how to find the address?

Absolutely no need to be the strike answer, just let me know if something popped up in your mind. I will try by myself for better understanding.

Thx again for your great tool!!!
 

otakadelic

New Member
Ops I found few ways/Cheat Engine scripts to change location of Camera. And even Autolink itself can move a bit. Sorry I didn't do my homework very well.
 

Random

New Member
Hey, is there any way you can manipulate the code to ALLOW for a 2vs1? xP Currently, 2v1 works up until the first round ends, and then the game crashes. I would love the extra challenge of a 2v1, lol.
 

WAZAAAAA

Well-Known Member
you mofos come up with the weirdest ideas

Hey, is there any way you can manipulate the code to ALLOW for a 2vs1? xP Currently, 2v1 works up until the first round ends, and then the game crashes. I would love the extra challenge of a 2v1, lol.
2v1? YOU ARE NOTHING BUT A BEGINNER
p1ICn1E.png

it's the team mode, try this http://www.mediafire.com/file/o6a1yaf8gncmknb/DOA5LR_1.10C_characters.CT
255 = no character
CT has all 7 character slots (there are even more but I crashed when I tried, I'll take a look at it later on), the file is ugly right now but it should work on the latest Steam 1.10C version fine and I'll include it to the first post some day
 

otakadelic

New Member
Hi, sorry to keep throwing questions...
Do you think 'reload' function for Autolink is realistic to establish with Cheat Engine and AHK?
Autolink, made by two DLLs, one is for take care of input and the other is main part, enabling to select dozens of costumes (TMC and TMCL files) from specific folder but has to restart the game if I added or replaced with fixed files.
um? if I found out how to kick out the DLL(like call initialize or main function), maybe possible from AHK???
I'd keep look into the dll but please tell me if you have opinions and suggestions.
Thanks again for great scripts!!!
 

WAZAAAAA

Well-Known Member
Hi, sorry to keep throwing questions...
Do you think 'reload' function for Autolink is realistic to establish with Cheat Engine and AHK?
Autolink, made by two DLLs, one is for take care of input and the other is main part, enabling to select dozens of costumes (TMC and TMCL files) from specific folder but has to restart the game if I added or replaced with fixed files.
um? if I found out how to kick out the DLL(like call initialize or main function), maybe possible from AHK???
I'd keep look into the dll but please tell me if you have opinions and suggestions.
Thanks again for great scripts!!!
AHK can do pretty much anything on Windows... the functions it doesn't "have" are covered by the almighty DllCall

However, I've never used AutoLink and your idea of loading/unloading DLLs without restarting the game sounds super "ugly" and bound to fuck everything up at a glance ¯\_(ツ)_/¯

You said you found the "kick out the DLL call" can you tell me the function names
 
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otakadelic

New Member
AHK can do pretty much anything on Windows... the functions it doesn't "have" are covered by the almighty DllCall

However, I've never used AutoLink and your idea of loading/unloading DLLs without restarting the game sounds super "ugly" and bound to fuck everything up at a glance ¯\_(ツ)_/¯

You said you found the "kick out the DLL call" can you tell me the function names

Thx for the your response!!! Ah, sounds like (very) bad thing happens but I'm gonna try, because adding 5 to 10 lines to existing AHK file is not huge, to call one function. And yes, highly likely one call is not enough but worth to try.

Exported functions of Dinput8.dll are:

DirectInput8Create 0x10001a10 0x00001a10 1 (0x1) DInput8.dll
DllCanUnloadNow 0x10052010 0x00052010 2 (0x2) DInput8.dll
DllGetClassObject 0x10052020 0x00052020 3 (0x3) DInput8.dll
DllRegisterServer 0x10052030 0x00052030 4 (0x4) DInput8.dll
DllUnregisterServer 0x10052040 0x00052040 5 (0x5) DInput8.dll
M_IDirectInputDevice8_GetDeviceData 0x100556e0 0x000556e0 6 (0x6) DInput8.dll
M_ReadFile 0x1000b7f0 0x0000b7f0 7 (0x7) DInput8.dll
long __stdcall MyDirectInput8Create(struct HINSTANCE__ *,unsigned long,struct _GUID const &,void * *,struct IUnknown *) 0x10001a10 0x00001a10 8 (0x8) DInput8.dll

And apparently the last function is the start point.
 

WAZAAAAA

Well-Known Member
DInput8 lel wut?
I just remembered I've never even touched this AutoLink before and I'm not going to start now, good luck to you
Rn7JGgN.png
 

otakadelic

New Member
Thx! The game broke like a hell! Or, freezed at best. Maybe learn Chinese then contact with the creator would be quicker.
Dinput8.ini, ini file of Autolink, has an on/off switch to 'force keyboard only' function so it might help your scripts.
Anyway thanks again for your reply.
 

Random

New Member

Heyy, that's pretty good! :D But I'm still holding out for a 2v1 Tag Mode in the future. ;P

In Tag Mode, the ability of the enemies to heal and tag-juggle is a big part of the added challenge, and that's just not present in the modded Team Fight mode; it feels a bit too similar to Survival mode. Is there perhaps a cheeky workaround I can do, like setting a character slot to 'literally not exist' instead of setting the character slot to '255' or something?

Whether there currently is a way to do a 2v1 tag or not, I'd like to thank you for the reply and for the awesome mod/toolbox!

((Also, do you still play Dead or Alive? o: ))
 
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ryu_highabusa

Well-Known Member
nobody ever cares about documentation.txt lel
Because why would you hide all the important info at the bottom of a changelog? Do you not see how that's confusing and why everyone misses it? It doesn't state this in the readme file either (why isn't it just in the readme?). values.txt and changelog.txt could be made separate files for even further clarity. Also, if your values are all in a specific file, would it be possible to update the character unlocker to pull those values/names instead of having the user look it up? lttp

Any advice on how to recreate this for the other DOAs? I'd love to do some digging in DOA1 and ++ and 2 in emulators. I'm technically challenged and the only thing I can find with Cheat Engine is the health bar and even then I have to manually look it up each time. I have no idea how to create a usable table like you have. I tried really hard to try find the character values in OG Model 2 DOA1 (to see if there were any leftovers) but I had no success. Some wonderful soul has already created cheats for Mame (they're built-in!) and DOA++ that let you choose different characters but it's limited to a fixed character list and I'd like to play with other values but am unsure of how to take that data from their cheat table and recreate it in Cheat Engine.

Besides looking for any leftover beta content, it'd be fun to create a sort of makeshift training mode wrapper for the DOAs that never got proper home versions. The Model 2 version of DOA1 is a little unique and more fun for me to play compared to the SS/Xbox port for some reason. I froze both sides health bars and it was fun and a challenge to try to go exclusively for ring-outs. That might be an idea for a fun mode in DOA6. Short rounds and the only way to get a point is to go for an interact-able or a ring out (knocking the opponent to the next tier in multi-tiered stages)? Just an idea. I've started rambling off topic...
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
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