Release Hitbox viewer + file swapper + more

AlexXsWx

Active Member
Hitboxes visualizer: https://gfycat.com/bountifulquarrelsomeenglishpointer

Moveset bin swapper: https://gfycat.com/smoggyweeesok

For other capabilities, see the README in the zip.

The mod with sources and example bin swaps:

(Back up your save data before trying the main config bin swap)

v2.08a - https://www.mediafire.com/file/d1ye...d_bin_swapper_29aug23-v2.08a-30e4f7f.zip/file ( [mirror] )
(optional helper python scripts: https://www.mediafire.com/file/3wta1f0ym1y1a36/helper_python_scripts.zip/file)

# v2.07a -> v2.08a Features: * Add ability to redirect reading of .rdb* files by putting new ones in mod/rdbReplacements/ * Add command line argument --hbxModNoRdbSwaps

v2.07a - https://www.mediafire.com/file/3jv4...d_bin_swapper_26jun23-v2.07a-ca09650.zip/file
# v2.06b -> v2.07a Features: * Add support for modding game's main menu config, localization and some other files * Add new config options, debugExtractData and debugExtractDeflatedDataToo * Add command line argument --hbxModOff * Add command line argument --hbxModNoFileSwaps * Add command line argument --hbxModNoGameplayMods * Add command line argument --hbxModConfigIni "path/to/my/custom/file.ini" * Add command line argument --hbxModFolder "path/to/my/custom/mod/" Bug fixes: * Fix swapper sometimes failing to detect a file by synchronizing reading threads (may increase loading times) Under the hood: * Add override to redirect lock check for raidou boss, raidou prototype and "fake" phase 4 to their playable versions * Overhaul initialization of the mod to enable swapping files that are loaded very early on * Transition from string to wstring for everything related to file paths * Add timestamps to the log * Add some more logs * Add command line argument --hbxModDebugSleepOnStart 1000 * Add command line argument --hbxModDebugLogReadFileAtPos "36/36.bin" 1323972 * Add command line argument --hbxModDebugNerfSplashScreen

v2.06b - https://www.mediafire.com/file/idqn...d_bin_swapper_01dec22-v2.06b-55fe954.zip/file
# v2.06a -> v2.06b Bug fixes: * Add compatibility with Linux/Steam Deck (by not caring if imports fail)

v2.06a - https://www.mediafire.com/file/ihez...d_bin_swapper_24jul22-v2.06a-de8d9c5.zip/file
# v2.05a -> v2.06a Features: * Add new config option, showAdvantageMode * Add new config option, screenPadding * Add new config option, showMoveIds Tweaks: * When viewing history, saving position with Space+Shift+5 will grab the historic position instead of actual * Change format of .hbx files (hitboxes history) - not backwards compatible; now includes information about advantage and current move id * Add new possible value to config option drawPositions to only draw positions when drawing colliders * Change default value of drawPositions to the new possible value * Space(+6)+7 and Space(+6)+8 can no longer scroll outside of available data (aka reset history navigation, use Space+7+8 for that) Bug fixes: * Fix positions not rendering unless there are colliders to render along * Fix ghosts sometimes not updating properly due to race condition between render and game logic threads * Fix active frame numbers being 1 frame late Under the hood: * Refactor rendering of numbers

v2.05a - https://www.mediafire.com/file/kl0q...d_bin_swapper_05jun22-v2.05a-2465b41.zip/file
# v2.04a -> v2.05a Features: * Add ability to show hitboxes and hurtboxes even outside active frames * Add ability to show pushboxes * Add shorcuts Ctrl+Shift+1 and Ctrl+Shift+2 to toggle pushboxes of P1 and P2 respectively * Add new config options - pushbox3dDrawMode and pushbox2dDrawMode * Add new config option, pushboxProjectionOffsetCm * Add new config options - wireframeOpacityOffset and solidOpacityOffset * Add new config option, styleDefault * Add new config options - styleP1Pushbox and styleP2Pushbox * Add new config options - styleP1HitboxIgnored and styleP2HitboxIgnored * Add new config options - styleP1HitboxHistory, styleP1HitboxIgnoredHistory, styleP1HurtboxHistory and styleP1PushboxHistory * Add new config options - styleP2HitboxHistory, styleP2HitboxIgnoredHistory, styleP2HurtboxHistory and styleP2PushboxHistory * Add new config options - styleP1HitboxGhost, styleP1HurtboxGhost and styleP1PushboxGhost * Add new config options - styleP2HitboxGhost, styleP2HurtboxGhost and styleP2PushboxGhost * Add new config options - curveGhostsTransparency and curveRuntimeOpacityDuringGhost * Add new config option, hideRealtimeDuringGhosts * Add new config option, suppressSoundFeedback * Add new config option, hideAllIfPausedForLongerThan Tweaks: * Change behavior of Ctrl+Shift+1+2 to toggle all colliders display at once (not individually anymore) * Space(+6)+7 and Space(+6)+8 can now be held for auto repeated history scroll action * Revisit hitboxes history navigation behavior * Ctrl+Space+6 now has effect on ghosts too * Remove Shift + 3 (toggle wireframe rendering mode) * Remove Ctrl/Shift + 4 (toggle wireframe / solid color on/off) * Remove Ctrl/Shift + 7/8 (control opacity of wireframe/solid color) * Reorganize .ini with sections * Change config option showTimeCounter to showTimeCounterDigits * Time counter now automatically resets on round start, position reset and Ctrl + 0 * Change colorP1Hitbox to styleP1Hitbox, colorP1Hurtbox to styleP1Hurtbox * Change colorP2Hitbox to styleP2Hitbox, colorP2Hurtbox to styleP2Hurtbox * Remove config option includeEmptyFramesInHistory (it's now always on) * Stop rendering things that have full transparent configuration color * Displayed numbers now change to historic values when viewing history (note: the health number is couple frames late) * Vieweing history now displays active history channel index and entry number * Increase opacity of background box of numbers * Increase detail on solid color capsules * Change default draw order of colliders - first hurtboxes, then hitboxes, then pushboxes * Change format of .hbx files (hitboxes history) - not backwards compatible; now includes information like hp and more * Change format of .rec.txt files - backwards compatible; now can contain text version of position data * Change format of .pos.txt files - backwards compatible; now can contain text version of position data Bug fixes: * Fix quads back-face culling Under the hood: * Add config options debugStyleP1HitboxOld, debugStyleP1HurtboxOld, debugStyleP2HitboxOld and debugStyleP2HurtboxOld * Add config option debugShowUnchangedHitboxes * Add config option debugShowBothSources * Improve stability of hooks * Refactor renderer and colliders extraction hooks

v2.04a - https://www.mediafire.com/file/u23d...d_bin_swapper_18may22-v2.04a-9b08d7c.zip/file
# v2.03a -> v2.04a Features: * Add option to save and restore training mode recordings - Space + (Ctrl? Shift?) + 1/2/3 * Add new config option, restartRecordingPlaybackOnReset * Add option to control training mode reset position - Space + (Ctrl? Shift?) + 5 * Add new config option, dontTryAutoClearUsePositionsOnReset * Add hitboxes history - Space + (Ctrl? Shift?) + 6/7/8 * Add new config option, includeEmptyFramesInHistory * Add new config option, showHealthNumber * Add new config options - drawPositions, drawPositionsAtMinLevel and drawBtAreas * Add new config options - colorP1BtArea90, colorP1BtArea180, colorP2BtArea90, colorP2BtArea180 Tweaks: * The mod will now ensure existence of folders it may need (./mod/replacemenets, ./mod/recordings/slot_1 etc) * Change error sound to another system one so that it's different from success sound on Win10 * Add sound feedback to Ctrl+0 * Rename and merge config options hitboxColorR/G/B/A into colorP2Hitbox * Rename and merge config options hurtboxColorR/G/B/A into colorP2Hurtbox * Rename and merge config options hitboxColorP1R/G/B/A into colorP1Hitbox * Rename and merge config options hurtboxColorP1R/G/B/A into colorP1Hurtbox * Config options colorP1Hitbox and colorP1Hurtbox no longer default to colorP2Hitbox and colorP2Hurtbox * Change default values of colorP1Hitbox and colorP1Hurtbox Bug fixes: * Fix Ctrl+Shift+7 and Ctrl+Shift+8 not updating solid color opacity Under the hood: * Improve code that detects available moveset replacement files * Refactor handling of keyboard shorcuts * Refactor loading moveset replacements files * Refactor parsing config file * Add new config option, debugRotationSourceOffset * Add new config option, debugReportHitboxesPointers

v2.03a - https://www.mediafire.com/file/gxp0...d_bin_swapper_26aug21-v2.03a-037f752.zip/file
# v2.02a -> v2.03a Features: * Add option to disable juggle damage scaling * Add option to control break gauge * Add "time" counter Under the hood: * Refactor overriding hit result check

v2.02a - https://www.mediafire.com/file/dq3n...d_bin_swapper_25jun21-v2.02a-8597d1b.zip/file
# v2.01a -> v2.02a Features: * Add support for REDELBE mod to run in parallel to this mod * Add option to control "active frames" counter font height * Add options to display on which frame hold was interrupted Tweaks: * Ctrl+9 changed to Ctrl+Shift+9 * Change default font height Under the hood: * Replace IAT patching with function from author of REDELBE * Refactor logic to calculate "active frames" counter * Improve custom EnumProcessModulesEx

v2.01a - https://www.mediafire.com/file/7iv6...d_bin_swapper_25jun21-v2.01a-1706e24.zip/file
Note: hitboxes rendering is now turned off by default, use ctrl+shift+1+2 to turn them back on
# v2.00a -> v2.01a Features: * Add underlay, controlled with ctrl/shift/6 * Add new config option, showHitboxesFromStart * Add option to display "active frames" counter * Add new shortcut, Shift+0, to reset all mod settings Tweaks: * Ctrl+5 now reloads entire .ini file except wireframe density Bug fixes: * Fix crash on overkill * Fix crash on Mila 6S vs Tina 4K * Fix shortcuts still working when DOA window is out of focus * keepGhostsFor with value of 0 will no longer display ghosts indefinitely

v2.00a - https://www.mediafire.com/file/lqoz...d_bin_swapper_18jun21-v2.00a-1f748e1.zip/file

If you have issues launching the game with the mod, try installing d3dcompiler_47 through protontricks.

Disclaimer: this is my first ever exe/dll mod, and I have no idea how anti cheat systems work, so PROCEED ON YOUR OWN RISK.

Thanks to Matt Ponton, WAZAAA and revan for testing and providing feedback.

Also thanks to Matt Ponton for the idea to replace Mai 236P cancel with 9P.

And thanks to the author of REDELBE for making the REDELBE mod and providing bits of its source code to make this mod possible.

Stay tuned for partial documentation of the DOA6 moveset bin file format & some tools to work with it, similar to how I did with DOA5 ( https://www.freestepdodge.com/threads/moveset-bin-format-structure-a-bit-more.8886/#post-416932 )
Edit 18jul21: DOA6 moveset bin file format: https://www.freestepdodge.com/threads/doa6-moveset-bin-format-partial-how-to-mod-them.8918/

Edit 19jun21: Matt Ponton did a stream demonstrating how to install and use the mod, VOD is available here:

Edit 2023jul15: There's now a patch tool that allows to create XX/XX.bin files that don't have restriction on same-size-or-less-than-original for modified files.

Edit 2023aug29: Sorry for the broken gfycat links - looks like gfycat is about to expire and I just don't feel like moving them elsewhere.
 
Last edited:

KasumiLover

SovereignKnight_
Premium Donor
Is it the first 3d fighter to get a hitbox viewer? I know sc6 had some video of its hitboxes but not sure if it released
DOA isn't technically the first, it's been shown quite alot in the earlier days iirc but this would be the first universal tool for it tho!
 

AlexXsWx

Active Member
I guess I could add some more video material:

1st dev video:

2nd dev video:

Demo that throws use some other logic: https://gfycat.com/agilecleanlacewing-dead-or-alive-6-dead-or-alive-doa6-doa-mod
Rig's FR missing on best launcher: https://gfycat.com/warmloathsomeandeancondor-dead-or-alive-6-dead-or-alive-doa6-doa-mod-rig
Short sample of Helena's hurtboxes: https://gfycat.com/parallelnimblehyracotherium-dead-or-alive-6-dead-or-alive-doa6-doa-mod

Crushing WUK with lower damage: https://gfycat.com/briefgentleichthyostega-dead-or-alive-6-dead-or-alive-doa6-doa-mod

Old vide of Kula's breathing attack (camera is not tracked yet): https://gfycat.com/competentspiritedbrahmancow

Tengu's wind attack is a projectile that you can jump over: https://gfycat.com/serenewarmappaloosa

How one capsule stays behind during jump attacks (it's not always actually vulnerable): https://gfycat.com/gratefulkindlybufflehead
(E.g. that capsule of Rig's H+K6K does not get hit by Helena's 2P+K6P)

Showcase of hit check override (provided by this mod) and how some juggle finishers give consistent frame advantage: https://gfycat.com/coldsharpandalusianhorse
 

WAZAAAAA

Well-Known Member
Is it the first 3d fighter to get a hitbox viewer? I know sc6 had some video of its hitboxes but not sure if it released
not the first
TK7 had 3 hitbox viewers but only 1 released, the accurate one with cylinders
SC6 had 1 hitbox viewer but it never released
BREX had 1 hitbox viewer through the internal debug mode!

Tekken 7: hurt-cylinders + hit-lines https://youtu.be/-ixul2xD_Mg
Soulcalibur 6: hurt-spheres + hit-lines&hit-spheres https://youtu.be/RKsm5zBWPbw
Bloody Roar Extreme: all spheres https://youtu.be/jCpl5_oKBuo
Dead or Alive 6: hurt-spheres&hurt-capsules + hit-spheres&hit-capsules https://twitter.com/AlexXsWx/status/1405711367299026952
Virtua Fighter: ???
 

WAZAAAAA

Well-Known Member
@deathofaninja frontpage this thread m8 we've had enough of Comic-Ari winning that one DOA5 Throwdown tournament LUL

@AlexXsWx just an idea to make the hitboxes more visible: manipulating the brightness value to get a clear background. Remember this settings page?
Hushi3y.png

The brightness value can be edited to surpass the regular limits. It's a float. It's a dynamic address (black in CE) but it still remained on the same address for me after game reboots as if it was static (green) wtf (82003154). Literally type +Inf as the Value for black, or -999999999999 for white
Code:
LIGHTEST:
0.6700000763 (20 85 2B 3F)
or
0.6700009108 (2E 85 2B 3F)
DARKEST:
2 (00 00 00 40)
or
1.999999046 (F8 FF FF 3F)

Kasumi 4P example
JmCOKFX.gif


video showcase:
 

cotrienla

Member
Hitboxes visualizer: https://gfycat.com/bountifulquarrelsomeenglishpointer

Moveset bin swapper: https://gfycat.com/smoggyweeesok

The mod with sources and example bin swaps: https://www.mediafire.com/file/lqoz...d_bin_swapper_18jun21-v2.00a-1f748e1.zip/file

Disclaimer: this is my first ever exe/dll mod, and I have no idea how anti cheat systems work, so PROCEED ON YOUR OWN RISK.

Thanks to Matt Ponton and WAZAAA for testing and providing feedback.

Also thanks to Matt Ponton for the idea to replace Mai 236P cancel with 9P.

Stay tuned for partial documentation of the DOA6 moveset bin file format & some tools to work with it, similar to how I did with DOA5 ( https://www.freestepdodge.com/threads/moveset-bin-format-structure-a-bit-more.8886/#post-416932 )
My goodness! The day has finally came! Thank you for your hardwork on this!!!!
 

AlexXsWx

Active Member
@deathofaninja frontpage this thread m8 we've had enough of Comic-Ari winning that one DOA5 Throwdown tournament LUL

@AlexXsWx just an idea to make the hitboxes more visible: manipulating the brightness value to get a clear background. Remember this settings page?
Hushi3y.png

The brightness value can be edited to surpass the regular limits. It's a float. It's a dynamic address (black in CE) but it still remained on the same address for me after game reboots as if it was static (green) wtf (82003154). Literally type +Inf as the Value for black, or -999999999999 for white
Code:
LIGHTEST:
0.6700000763 (20 85 2B 3F)
or
0.6700009108 (2E 85 2B 3F)
DARKEST:
2 (00 00 00 40)
or
1.999999046 (F8 FF FF 3F)

Kasumi 4P example
JmCOKFX.gif


video showcase:
Interesting idea, although tweaking mod renderer clear color might be more straight forward approach :) Anyways I'm not gonna touch it for now
 

AlexXsWx

Active Member
FYI the mod seem to cause a crash when a round ends on 2-in-1 attack (e.g. Helena's 9K or Rig's 6H+K). I'm not sure how to fix it so don't expect a patch; just know it's a thing.

Props to revan for finding and reporting it
 

WAZAAAAA

Well-Known Member
Hope it can be done on the PREVIOUS games in the series BRO I wanna see just how badly the devs pussied out by watering down evasion. Did the big universal capsule stuck in everyone's ass exist back in 2U/3? kek
 

AlexXsWx

Active Member
Sorry, belated noob question here - is this compatible with codex?
This mod was made for DOA6 v1.22a#8 (Steam); with size of DOA6.exe being 44,261,008 bytes and its sha256 being 7922bba920bf471730baad946b2641553f6957f510a5eaca39ea6ce9634b1efc . If that matches and your version doesn't include d3d11.dll already then it'll probably work.
 
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