Dead Or Alive 2: Final (RELEASE!)

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Dirge Of Ram
Graffiti Grind
Posts: 321

Re: Dead Or Alive 2: Final (RELEASE!)

Post#261 » Fri Jul 21, 2023 7:33 am

ryu_highabusa wrote:
Dirge Of Ram wrote:
Hex Files to search up on by Green Ranger and Dee4doa

0015ae20 - Story Text
0015e574 - Dialogue Text
0015f410 - Soundtrack Text
1aaac3 - Camera Lighting Effect (Character Select- Ein)
1c9e0e - lighting Effect (ingame)
1c3f50 - Mouth animation data
18754f - Stage Camera Angle (Stage Select)
1943dc - Character Win Pose Camera
176e4f - Moveset stuns
1943dc - Eye blinking animation
170947 - background camera (menu)
1d0521 - Intro
1d05c5 - Menu Logo voice
1d18b8 - controls and button logos
174056 - Stage Select (VS + Watch Mode)
1d062d - Logo Stages (press start)

How to swap characters completely!

*Characters select values*
173f48 - Characters

*Character values*
05 06 01 00 02 0D 18 04 07 09 08 0C 03

*Character costume hex values*

1b8658 - Ayane
1b8800 - Leon
1b899c - Bass
1b89f8 - Gen-Fu
1b8b4c - Helena
1b8ce8 - Jan-Lee
1b8e44 - Kasumi
1b9054 - Ein
1b9174 - Lei-Fang
1b9308 - Hayabusa
1b94b0 - Tina
1b963c - Tengu -
1b96dc - Zack
1b9824 - Bayman -
1b9900 - Loran and Mam -

Tag stages the offset is: 175313 there Five 08's all being the Danger Zone. You can't just swap over any Hex Value level because its crashes the game. Danger Zone Hardcoded!

17062f - Kasumi's Clone Laugh Cutscene (Demon Church)
170650 - Kasumi/Ein Cutscene (Miyama-Day)
170664 - Helena's Cutscene stage (Dragon Hills)
17066b - Helena/Ayane Cutscene (Great Opera)
170699 - Hayabusa/Kasumi Cutscene (Ariel Garden -Night)
1706ad - Ein/Helena Cutscene (Spiral)
1706b3 - Jan-lee/Lei-Fang Cutscene (Ariel Garden-Night)
1706c5 - Hayabusa/Tengu Cutscene (Miyama -Night)
170704 - Jan-Lee/Gen-Fu Cutscene (The White Storm)
17071f - Tina/Bass Poster Cutscene (Bass's Ally Stage)
170731 - Lei-Fang/Helena Elevator Cutscene (Elevator Stage)
17075e - Hayabusa/Tengu Win Cutscene (Miyama -Night)
170770 - Helena Unknown Cutscene???? (Demon Church)
170782 - Lei-Fang/Gen-Fu Cutscene (White Storm)
1707a6 - Leon/Zack Cutscene (Death Vally)
1707af - Tina/Zack Cutscene (Ariel Garden-Night)
1707dc - Ein/Ayane Cutscene (Ariel Garden-Night)
1707e5 - Ein/Tengu Cutscene (Demon Church)
1708f3 - Tina/Lei-Fang Cutscene (The L's Castle)
1708fc - Leon/Gen-Fu Cutscene (The Buida Zehn)
170905 - Helena/Gen-Fu Cutscene (The Ariel Garden-Night)
17090e - Ein/Hayabusa Cutscene (Demon Church)
170917 - Ein/Hayabusa Win Cutscene (Demon Church-Lower Level)
170920 - ???? Cutscene (????)
170929 - Hayabusa/Jan-lee Cutscene (Spiral)

Once you have your desired cutscene you wish to edit, you need to know what values to edit within the string of data! Here is an example:

Leon and Genfu's cutscene in the Buida Zehn is offset 1708fc, when I go to that offset is has these values:

06 fd 08 fd 29

I have bolded the values that are important, the first value '06' is the value for the other character in the scene in this case 06=Gen-Fu.

Then the value fd which is basically there to seperate the character value '06' from '08' The value '08' being Leon.
Here is a list of Hex values for the characters if anyone needs help to tell which values are for which character:

00 Zack, 01 Tina, 02 Jann Lee, 03 Ein, 04 Hayabusa, 05 Kasumi, 06 Gen Fu, 07 Helena, 08 Leon
09 Bass, 0A Helena's mum, 0B (RAIDOU), 0C Lei Fang, 0D Ayane, 0E Young Bass, 0F (INDIAN BELLY DANCER)
10 Roland, 11 Tengu, 12 (CoTINA), 13 (BERSERK), 14 (RIVAL), 15 (GENRA), 16 (BOSS), 17 Rabbit, 18 Bayman

*Lighting values*

3d
3d
3d 46 df 78 3d a2 6e 7b 3d - Dark Blue Lighting
3e
3e
3e
3e 47 e0 79 3e a3 6f 7c 3e - Blue Lighting
3f 48 e1 80 3f a4 70 7d 3f - Defult Lighting
3f 49 e2 81 40 a5 71 7e 3f - Red Tint Lighting
3f 50 e3 82 41 a6 72 7f 3f - Red Lighting
3f 51 e4 83 42 a7 73 80 3f - Green tint Lighting
3f 52 e5 84 43 a8 74 81 3f - Green Lighting
3f 53 e6 85 44 a9 75 82 3f - Bright Green Lighting

*Character Story Mode Stages (Not Cutscenes)*

17523D - Tina (01,09,14,12)
175244 - Jan-Lee (14,09,01,12)
175249 - Ein (0c,09,14,01,12,12)
175252 - Hayabusa (14,09,0c,12)
175256 - Kasumi (0C,18,01,09,00,12)
175260 - Gen-Fu (00,09.01,12)
175265 - Helana (15,09,14,01,0a,12)
17526e - Leon (05,29,09,12)
17527a - Lei-Fang (28,00,0a,09,01,12)
175282 - Ayane (0A,09,00,01,12)

*Character Story Mode Character Opponents (Not Cutscenes)*

174ca5 - Zack
174cac - Tina
174cb4 - Jan-lee
174cba - Ein
174cc1 - Hayabusa
174cc8 - Kasumi
174ccf - Gen Fu
174cd6 - Helena
174cdd - Leon
174ce4 - Bass
174ceb - Helena's Mum (Buggy)
174cf9 - Lei Fang
174d00 - Ayane
174d07 - Young Bass (Buggy)
174d0e - Roland (Buggy)
174d15 - Tengu (Buggy)


Found some new data.

So the character lockout values (0B 0F 12 13 14 15 16) are right in front of the multiplayer character select values at offset 173F41 (RAM 8c183f41).
You can change those bytes to FF or something and those previously unselectable characters can now be chosen. Raidou and the Indian Belly Dancer still crash in the beta despite the lockout being defeated so there's still more investigation needed. I suspect their data is an older, incompatible format. https://clips.twitch.tv/WonderfulSparklingPancakeChefFrank-w2zwpZRhOMH992K1

Slots 12 thru 16 load without crashing although the data is incomplete and what loads isn't very playable. https://www.youtube.com/watch?v=KrqsP3xf1xY

Interestingly enough, #14 "Rival" has the "Hayate" name on the character select. https://clips.twitch.tv/RealOutstandingUdonNotATK-Jb6zxkektpybW3sS

Right before that at 173F28 (RAM 8c183f28) are the values for the maximum number of costumes per character
- they go in the same order as the character list; so first Zack, Tina second, Jann Lee Third, Ein Fourth, etc. You can probably change this and add extra costumes instead of replacing existing ones but someone needs to test.

Image





Maybe Raidou & India just going to be teaser cut-scenes only characters before becoming fully playable. This was in the Arcades afterall could have been planning more new future revisions on the Naomi board before the rushing out to consoles happened. Files we have may only work on a specific cut-scene path and only those SDK compactible with what was in Team Ninja offices back then. High hopes to see them both in game somehow & someway this is why I love Cut Content what should have been.

Thanks You For All This, watching your hacking video too. Makes me want to redownload the Prototypes get on with Chapter 31! Already made enough already this year.

https://archive.org/details/@cpldwaynehicks11

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ryu_highabusa
shadow
Posts: 13

Re: Dead Or Alive 2: Final (RELEASE!)

Post#262 » Sat Jul 22, 2023 1:59 pm

Esppiral wrote:

Would you be so kind as to share how you accomplished this with the rest of the class?

Dirge Of Ram wrote:Maybe Raidou & India just going to be teaser cut-scenes only characters before becoming fully playable.

Raidou was probably a holdover. The devs weren't going to throw away an entire character. Raidou's moveset was brought back and expanded upon as DOA3 Hayate FYI. But India? She was probably going to be playable - her moveset continued to be worked on in the second beta we have and she has a finished character select motion file that can still be accessed in the arcade and retail PS2 versions (https://clips.twitch.tv/CheerfulOilyCou ... yHmPeo8J76).

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Dirge Of Ram
Graffiti Grind
Posts: 321

Re: Dead Or Alive 2: Final (RELEASE!)

Post#263 » Sun Jul 23, 2023 10:16 am

Hidden video in plain sight just happened to pop up after your attempts! I don't know as Esppiral only knows he has been showing off blur & lighting effects within the game. I want more overhauling content to top Soul Calibur even more so.

More I know about those two the more feel ripped off by Ultimate today still claiming to be "Ultimate Only Xbox" since 2004.

Hey if Sonic The Fighters remaster can restore Honey The Cat who was dummied out & was saved by the Fans apparently. Ain't that what we doing right here for Raidou & India? Saving them restoring them back up to playable form! Tough drawing up fan interest to have Tecmo notice we want the real complete Dreamcast version remastered not some overpriced DLC packs. Yeah right that's not happening but I am hoping we can get this case solved.

Not forgotten about India animations as your old video still very much available to watch for all. Good Reality someone needs to post Raidou & India up on The Cutting Room Floor page just depressing now.

https://tcrf.net/Dead_or_Alive_2_%28Dreamcast%29



Esppiral
BFG-10K
Posts: 211

Re: Dead Or Alive 2: Final (RELEASE!)

Post#264 » Sun Jul 30, 2023 6:52 am

ryu_highabusa wrote:
Esppiral wrote:

Would you be so kind as to share how you accomplished this with the rest of the class?

Dirge Of Ram wrote:Maybe Raidou & India just going to be teaser cut-scenes only characters before becoming fully playable.

Raidou was probably a holdover. The devs weren't going to throw away an entire character. Raidou's moveset was brought back and expanded upon as DOA3 Hayate FYI. But India? She was probably going to be playable - her moveset continued to be worked on in the second beta we have and she has a finished character select motion file that can still be accessed in the arcade and retail PS2 versions (https://clips.twitch.tv/CheerfulOilyCou ... yHmPeo8J76).


To sumarize a bit, the game has allways 2 stages loaded in ram, the current one and the next one (sometimes the previous one) so I freezed the memory so the game won't change stages after Jan Lee's cutscene. You can use this cheat file in Flycast, once you are on the Koku An cutscene activete either the Dojo or the Dojo 2 cheat and the stage won't change, efectively fighting in the KoKu An stage.
Attachments
Dead or Alive 2 Shokai Gentei Ban (2000)(Tecmo)(NTSC)(JP)(en)[!][Limited Edition].chd.cht.zip
(918 Bytes) Downloaded 92 times

Esppiral
BFG-10K
Posts: 211

Re: Dead Or Alive 2: Final (RELEASE!)

Post#265 » Sun Jul 30, 2023 7:03 am

ryu_highabusa wrote:
Dirge Of Ram wrote:Yeah anything else above 2C just crashes the game up.

Copying the PS2 stage undulation data over worked and I can get in-game but it's still dark: https://clips.twitch.tv/DignifiedTrappe ... 2rWgId7u4n

See the difference in the files? The undulation file on Dreamcast is only 4 bytes of data versus the PS2's 79,092 bytes.
Image


Have you tried disabling the fog?

Esppiral
BFG-10K
Posts: 211

Re: Dead Or Alive 2: Final (RELEASE!)

Post#266 » Tue Aug 01, 2023 10:56 am

Since all I see online are half assembled India characters ( that is the scrapped character found in the Dead or Alive prototype) I'll leave some screenshots of the model fully assembled fully textured. So you get an Idea of how it would have looked.

Image

Image

Image

Image

SMiTH
Black Mesa
Posts: 1496

Re: Dead Or Alive 2: Final (RELEASE!)

Post#267 » Tue Aug 01, 2023 4:22 pm

Could you swap a playable character with the fully textured india model?
It would allow the move sets of the swapped playable character.
Since the beta only has one move for the india character? (afaik)
Maybe you could modify the unique move that the india character has into the swapped characters move set as well?
This way people could play the character in the full retail game etc.

Withintoluca
rebel
Posts: 20

Re: Dead Or Alive 2: Final (RELEASE!)

Post#268 » Wed Aug 02, 2023 3:10 pm

Dirge Of Ram wrote:KasumiFiles2.jpg

Dead or Alive 2: Close The K-Files!

CDI

https://archive.org/details/dead-or-ali ... s-2023-cdi

GDI

https://archive.org/details/dead-or-ali ... s-2023-gdi

The 42 O'Clock Show Continues On With Chapter 30.

I'm Happy To Get Too My Goal Today. I Couldn't Get Everyone To Play Here.

Hey Nevermind, The Full Experience Now Completed.

No More During This Summertime Gave My All. So Thanks To The Ones Who Actually Played!




Thanks to Red Herb Survival, Once Again For Covering Chapter 28.

Yeah Rehire Alyson Court.

https://www.freestepdodge.com/threads/d ... 155/page-2


Much welcome , great time playing them

Withintoluca
rebel
Posts: 20

Re: Dead Or Alive 2: Final (RELEASE!)

Post#269 » Wed Aug 02, 2023 3:11 pm

Dirge Of Ram wrote:



Thank You to Red Herb Survival for showcasing Chapter 29 & 30. Played on the Card Reader, put up with extra loading beats only way I play this!

Gaved my complete all to this Mod Series this year. Dead or Alive 2 always remains on tops on any new 3D Fighter came out today.

Too the few who played here, Thank You! Please help share this out perfectly available to play & enjoy.


Hey welcome very much , was very kool :mrgreen:

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Dirge Of Ram
Graffiti Grind
Posts: 321

Re: Dead Or Alive 2: Final (RELEASE!)

Post#270 » Thu Aug 03, 2023 5:25 pm

u2nknown.png


I have been wondering for along while now with her on why those two ring bangles twice as large should be. Unless they used as weapons or they float around her arms like to see India model in full gameplay motion on how they workout! India feels like she a Shenmue Passport model tier to the rest of the cast. Fully complete render off Raidou available? Which think we're all like to see today too!

I still believe Koku An has a Hex number somewhere on that 1st_Read. Also one thing about these stages having those second varieties that only works on certain plays. Desert stage having a nighttime setting and the L's Castle having a different Blue Sky, truly don't know how that fully workouts on playable paths.

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