WAZAAAAA

Well-Known Member
((Also, do you still play Dead or Alive? o: ))
you can bet your tits I do


Wanting to start with the game on Steam and mods. Where shoupd I start?
reading READ ME FOR THE LOVE OF GOD.txt should be enough to get you started


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?).
I tried to keep the little readme as simple as possible in order to make stuff at least function even for the most braindead individual
values.txt and changelog.txt could be made separate files for even further clarity.
nah I prefer the all-in-one approach there since almost no one cares about either of those, so there's less files polluting the main folder
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
I kinda wanted to let the user have the freedom to input any possible character ID manually, even the weird ones that cause crashes. Who knows maybe one of the ID's that I never bothered to test actually contains a playable Donovan or something LUL. It also makes the interface and code simpler
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...
DOA2U PC and DOA5LR PC were programmed in a way that the useful addresses were very easy to find and save because they're static (shown as green in CE) meaning that if you find them once you're good. Black ones on the other hand when you find them and restart the game, they won't work anymore, so you need to find "pointers" to make them "last" forever which is annoying. I've never really attempted to scan an emulator's memory but I suppose the addresses would all be "black" or something. And since it's an emulator there's probably better and "cleaner" solutions compared to Cheat Tables
TL;DR not sure my dyude, gl
 

WAZAAAAA

Well-Known Member
yes you just attach CE to the game with the addresses.ct file loaded and tick the "infinite timer toggle" checkbox
 

WAZAAAAA

Well-Known Member
Untested, but it should be.
because I made that specific part very resilient to different game versions
 

WiseGuy75

New Member
Untested, but it should be.
because I made that specific part very resilient to different game versions
I tried to test it but not sure If I did something wrong. I checked "POST-KO TIMER" and "Infinite Timer Toggle" but couldn't check the PX_KOTimer. It says freeze me to 100 but I wasn't sure which to change to 100 (Still new to Cheat Engine). Also I saw this on the second page, is it still relevant or an outdated ct file?
lol the infinite KO was too funny to not attempt it

PREVIEW:
https://aww.moe/0qlnnk.mp4

DOWNLOAD:
http://www.mediafire.com/file/ymkjh5k9cby8j18/TimerPostKO_1.09A.ct
Freeze and change address to 100 to activate, unfreeze to deactivate. Alternative method is to just tick the script.
I will include it on my ToolBox .CT starting from the next update.


About the upskirt... eh I think I'll pass, not very interested
 

WAZAAAAA

Well-Known Member
ignore the other posts they're outdated, just use the main download

1. run DOA5LR_Toolbox_2.1(ExtractMe).zip\DOA5LR toolbox\files\addresses.ct <<< use this
2. check infinite timer toggle
You don't need anything else.
 

WiseGuy75

New Member
ignore the other posts they're outdated, just use the main download

1. run DOA5LR_Toolbox_2.1(ExtractMe).zip\DOA5LR toolbox\files\addresses.ct <<< use this
2. check infinite timer toggle
You don't need anything else.
Just tried it again. It does work, unfortunately around a minute the ko'd enemy wouldn't moved after being hit and was just laying there frozen. Also, I couldn't unfreeze the timer by checking it again so I had to close the game in desktop.
 

WAZAAAAA

Well-Known Member
Just tried it again. It does work, unfortunately around a minute the ko'd enemy wouldn't moved after being hit and was just laying there frozen. Also, I couldn't unfreeze the timer by checking it again so I had to close the game in desktop.
hey you wanted infinity, you got infinity
I think you may have reached the 30 hit combo limit which triggers invincibility lool, can be prevented by resetting the combo counter with the right type of hit (usually 2P and wait), or by disabling the combo counter entirely with CE

but if you want more control:
1. ignore "infinite timer toggle" and never touch it
2. check "<- CHECK THIS PLEASE"
3. check "PX_KOTimer" and change it to 100. When you want to stop, uncheck it
 
Last edited:

TomFrank

New Member
Hi Wazaaaaa,I really like the toolbox bot you made. I implemented it using behavior tree, C# dotnet 8.0.

Currently, the function of BusaBot_P1_A has just been completed using behavior trees, and it remains to be tested. I didn't know how to play this game at first, and I didn't know what many terms were. In the future, I want to see if combo can be implemented in the behavior tree.


My project is a console project that reads a Json file and deserializes the behavior tree nodes. Another WinForm implementation to edit and save behavior tree Json files.

The Ugly Behavior Tree Editor
Behaivor-Tree-Editor-2024-07-11-20-26-38.png


here is the project
https://github.com/TyroneGus/DOA5Bot

By the way 90% code are generate by Claude 3.5 sonnet, GPT4o.The Codium AI, codeium, continue plugin also allsome
 
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