DOA3 Modding: Understanding the BIN Files

Matt Ponton

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Each character has a BIN file. In this file is where the frame data, move properties, and the animations for moves/throws are made. For throw and hold animations both the opponent being thrown and the player throwing have the animation in the character's BIN file. In other words, when Jann Lee is hit by Bass' Super Freak throw, Bass' animation and Jann Lee's animation are both located in Bass' BIN file instead of Jann Lee's animation being located in Jann Lee's BIN file.

We are still attempting to figure out the entirety of the bin file.

On a side note, the move list notation and names are in a different file. It's just the displayed notation, not changing the notation of the attack. I believe those are in the default.xex (the prime executable).

For optimal reading of the BIN files, I would recommend viewing the HEX code in DEC (decimal) format at 8 bytes per row. Why 8 bytes? Well, because all the move calls appear to be that long and it formats it nicely.

Below is the description for each BIN file:
  • anime_cm: The system information. It's presumed the Freestep sidestepping variable is located in here
  • ayane: Ayane
  • bass: Bass
  • bayman: Bayman
  • bosnin: Genra/OMEGA
  • chin: Brad Wong's master
  • genfu: Gen Fu
  • gokei: Christie
  • hika: Helena
  • janlee: Jann Lee
  • karate: Ein
  • kasumi: Kasumi
  • koryu: Hitomi
  • leifang: Lei Fang
  • ninja: Hayate
  • ryu: Ryu Hayabusa
  • sambo: Leon
  • suiken: Brad Wong
  • tengu: Tengu
  • tina: Tina
  • zack: Zack
 

Matt Ponton

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Bass

Animation calls. This is the animations that are played when the player performs a command.

DEC Location - Description
1928 - Time Over
1936 - Win Taunt 1 - "Powaa no Kaji"
1944 - Win Taunt 2 - "Ring..."
1952 - Win Taunt 3 - Butt Slap - I think the "Deserve a spanking" one
1960 - Win Taunt 4 - Squat
1968 - Win Taunt 5
1976 - Win Taunt 6
1984 - Win Taunt 7
1992 - Intro Taunt 1
2000 - Intro Taunt 2 - "Donntokuyaa..."
2008 - Intro Taunt 3 - "Yuwashaa..."
2016 - Intro Taunt 4 - "...koi no do"
2024 - Intro Taunt 5
2032 - Intro Taunt 6
2040 - Intro Taunt 7
2048 - Intro Taunt 8
2056 - Intro Taunt 9
2064 - :4::6::4::F+P+K: - Tina Appeal (Everyone but Tina)
2072 - :4::6::4::F+P+K: - Tina Appeal (Tina Exclusive)
2080 - :2::2::F+P+K: - Orakuge - Come on!
2088 - Sound Effect - "Saga teru" (Back off!)
2096 - Sound Effect - "Shyaaa" (Attack SFX from :P+K:)
2104 - Sound Effect - Screen shakes like :1::P:
2112 - Sound Effect - Win Taunt "...Powaa..."
2120 - Sound Effect - "Ha! Yuwasheruwa!"
2128 - :2::P+K:
2136 - :7::F: - Just the anim, doesnt function as the hold itself
2144 - Offensive Hold Clash (Attacking Player) - From DOA1
2152 - Offensive Hold Clash (Defending Player) - From DOA1
2160 - :P:
2168 - :P::P::P:
2176 - :3::K::K:
2184 - :P::K:
2192 - :P::K::K:
2200 - :6::P:
2208 - :6::P::P:
2216 - :P+K:
2224 - :9::P::P:
2232 - :4::P:
2240 - :4::P::P:
2248 - :4::P::P::P:
2256 - :6::K:
2264 - :6::K::P:
2272 - :6::6::P:
2280 - :3::P+K:
2288 - :3::P+K::P:
2296 - :3::K::K:
2304 - :3::3::P:
2312 - :6::6::P+K:
2320 - :6::6::K: - Turns around
2328 - :7::P::P:
2336 - :2::1::4::P:
2344 - :6::P+K:
2352 - BT:4::K:
2360 - :1::K:
2368 - :2::F+K:
2376 - :6::F+K:
2384 - :F+K:
2392 - FT:4::P+K:
2400 - FT:4::P+K: - 2nd version damage reversed
2408 - BT:4::P+K:
2416 - BT:4::P+K: - 2nd version damage reversed
2424 - WU:F+K:
2432 - :6::6::K: - Doesn't turn around
2440 - :1::P:
2448 - :1::P::P:
2456 - :1::P: - Different SFX (Possibly from mid string of :9::P::K::2::P:)
2464 - :2::P+K::P:
2472 - :6::P::K:
2480 - :8::P:
2488 - :8::K: - No Jump Animation
2496 - :9::P::K::P:
2504 - :9::P::K::2::P:
2512 - :6::6_::P:
2520 - :4::6::P:
2528 - :9::K: - :9::P::9::K:
2536 - BT:P+K:
2544 - :6::P+K::P:
2552 - :F+P: - Starts with DEC value 107 (Hex value 6B) which means it starts with the 4i throw anim
2560 - :4::F+P: - Starts with DEC value 108 - 5i throw anim
2568 - :3::F+P: - DEC value 108
2576 - :426::F+P: - DEC value 003 - 16i Catch throw anim
2584 - :2_::6::4::F+P: - DEC value 109 - 6i throw anim
2592 - :2::1::4::F+P: - DEC value 109 - 6i throw anim
2600 - :8::F+P: - DEC value 108 - 5i throw anim
2608 - :4::6::F+P: - DEC value 108 - 5i throw anim
2616 - :6::6::F+P: - DEC value 109 - 6i throw anim
2624 - :2::F+P: - DEC value 110 - Crouching 4i throw anim
2632 - :3::3::F+P: - DEC value 004 - Crouching 16i Catch throw anim
2640 - BT :F+P:
2648 - :6::F+P: - DEC value 108 - 5i throw anim
2656 - :6::F+P: - Near Wall
2664 - :1::F+P: - DEC value 111 - Crouching throw anim
2672 - :2::F+P: - DEC value 001 - Pickup at feet
2680 - :F+P: - DEC value 002 - Air Throw
2688 - :6::6_::F+P: - DEC value 005

It should be noted that in the throws, that first DEC value for the throw anim determines which Throw animation to play. So we can't change the initial frames for a specific throw, but we can tell the game to play the 6 frame throw animation instead of the 5 frame throw animation as a work around to that limitation. So technically, I could make Bass' :4::F+P: a 6 frame throw punisher instead of the current 5 frame, or I can just tell it to play his DOA3 style back drop (granting him a free back-turned pickup).
 

Matt Ponton

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Hayate

DEC 2448+4 to DEC 2800+4 increments by 1. Seems to change stun property animation to match a different animation call.

2080 - Sound Effect backstance - "Nin."
2088 - Back :8::P+K: / :2::P+K:
2096 - Gut :8::P+K: / :2::P+K:
2104 - :4::4::K: / :6::P::4: / :P::P::6::P::4:
2112 - :4::4::K: / :6::P::4: / :P::P::6::P::4:
2120 - :4::4::K: / :6::P::4: / :P::P::6::P::4:
2128 - :P+K:
2136 - :6::4::K:
2144 - :6::P: / :P::P::6::P:
2152 - :P::P:
2160 - :6::6::P::5::4::4::K: - Awkward...
2168 - Hayabusa's :4::P:
2176 - Hayabusa's :P::P::4::P::6::P:
2184 - Hayabusa's :P::P::4::P::6::K:
2192 - :P::K:
2200 - :4::P:
2208 - Hayabusa's :6::6::P:
2216 - :1::P:
2224 - :P::P::2_::P::K: / :1_::P::K: - Close Hit version
2232 - Hayabusa's :6::P::K:
2240 - DOA4's :2::K::K: - anim, not DOA4's properties
2248 - :3_::P:
2256 - :6::6::k
2264 - :6::P: / :P::P::6::P:
2272 - :4::F+K:
2280 - :1::K: / :P::P::2::K:
2288 - :7::P::K:
2296 - Hayabusa's :2::3::6::K:
2304 - Hayabusa's :1::K:
2312 - :1::K::P: / :P::P::2::K::P:
2320 - :9::K::K: - Stance switch after completion
2328 - :2:f+k: - Close Hit
2336 - :3::P+K:
2344 - Hayabusa's :3::P+K:
2352 - BT :7::K:
2360 - :4::4::P: - Causes mega hit adv, hits high, and causes jab stun on CH
2368 - :3::3::K: - Causes mega hit adv, hits high, and causes Jab stun on CH
2376 - :3::3::K::K: - Causes mega hit adv, and launches on CH
2384 - :6::6::K::K: - 25 dmg points
2392 - :6::6::K::K::K: - 25 dmg points
2400 - :9::P: - 24 dmg points, no stun/hit stun
2408 - :4::P+K::5::4::4::K: - Yes, awkward, does both anims after each other
2416 - :F+K: - 36 dmg points
2424 - :F+K: - 35 dmg points
2432 - :3::F+K: - 14/30 dmg points (Seems original)
2440 - :3::F+K: - 24/25 dmg points (second hit awkward launches, doesn't seem right)
2448 - Hayabusa's :6::P::K:
2456 - Hayabusa's :6::P::P:
2464 - :2::3::6::P: - Doesn't track well, can whiff at point blank.
2472 - :2::3::6::K:
2480 - :4::P+K:
2488 - Looks like :9::K::K: but doesn't stun
2496 - :6::6::K::K:
2504 - :9::K::K:
2512 - :6::6::K:
2520 - :F+K:
2528 - :F+K::K:
2536 - :3_::P::P:
2544 - :4::K:
2552 - :4::K::K:
2560 - :3::K:
2568 - :4::4::P::2::K:
2576 - :6::F+K:
2584 - Back :8::8::K: / :2::2::K:
2592 - Gut :8::8::K: / :2::2::K:
2600 - :6::P::K: / :P::P::6::P::K:
2608 - :6::P::K: / :P::P::6::P::K:
2616 - :7_::P::K: / BT :7::K:
2624 - :3::3::K:
2632 - :3::3::K::K:
2640 - :8::P::P:
2648 - :6::6::P:
2656 - :4::4::P::P:
2664 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2672 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2680 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2688 - :4::4::P::P:
2696 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2704 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2712 - :6::P+K: / :6::6::P::P: / :6::6_::P::P: / :P::P::P::P:
2720 - Variation of :2::F+K: (need to determine which specific)
2728 - Variation of :2::F+K: (need to determine which specific)
2736 - Variation of :2::F+K: (need to determine which specific)
2744 - :1::P: / :P::P::2::P:
2752 - :1::K: / :P::P::2::K:
2760 - Variation of :2::F+K: (need to determine which specific)
2768 - :1::K::K: / :P::P::2::K::K: (Changing +4 will give stun animations from equal change)
2776 - :1::K::K: / :P::P::2::K::K: (Changing +4 appears to do nothing)
2784 - :6::K:
2792 - :2::1::4::P:
2800 - :2::1::4::P::P: / :3::P+K:
2808 - :4::4::K::K:
2816 - :6::P::4::K::K:
2824 - :P::P::6::P::4::K::K:
2832 - :6::F+P:
2840 - :3::3::F+P:
2848 - :6::6::F+P:
2856 - :4::6::F+P:
2864 - Hayabusa's :2::1::4::F+P:
2872 - :4::F: - Jumping Punch Hold
2880 - :2::F+P:
 

Matt Ponton

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I have no idea what I've done to this, thought there were no changes besides my cartwheel bin area. Apparently if I do :2::P+K: I get a cartwheel that has the camera zoom in on Hayate for a profile shot. Also :8::P::P: does :8::P: then :3::3::K::K::'s animation.
 

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grap3fruitman

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Hey @Mr. Wah @Rikuto , any chance we can give @dee4doa and @usagiZ access to this subforum? There's a lot of lot of data we posted they could potentially make use of. And, does anyone have our old DOA3/DOA4 move editors? I lost all my data to a hard drive failing. The text files I posted don't have the moves' locations, the app determined that, we were just identifying each string by input.
 

grap3fruitman

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Yeah, can we make this topic public now? I could use a write up on how to read these damn bin files cause I do not get it if we're being honest.
 
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