drojaazu / COMDATsamba

Reverse Engineering the "DEAD OR ALIVE" COMDAT File Format (character.bin)

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COMDAT samba

(COMBO DATA)

Reverse engineering the "DEAD OR ALIVE" COMDAT File Format (character.bin)

Something I've been dancing with for a while (hence the "samba")

Header data

DOA2 arcade file headers have 33 pointers;

DOA2 console ports added an extra section (0x84) for simplified reversal inputs for a total of 34 pointers - (this pointer is nulled out in DOA4).

Offset Address Length Description
1 0x00 0x04 MOVE-DEFINITIONS
2 0x04 0x04 INPUT-DEFINITONS OFFSET TABLE
3 0x08 0x04 MOVE PROPERTIES (NORMAL, COUNTER, GUARD, CROUCHING, AIR, DAMAGE, FRAME DATA, OPEN-CLOSED STANCE)
4 0x0c 0x04 HOLDS DEFINITIONS (WHICH MOVE-DEF SLOT TO USE FOR EACH HOLD)
5 0x10 0x04 ??
6 0x14 0x04 THROWS??
7 0x18 0x04 THROW POSITIONING / DAMAGE POINTERS
8 0x1c 0x04 HOLD POSITIONING / DAMAGE POINTERS
9 0x20 0x04 CHARACTER-SPECIFIC PROPERTY DEFINITIONS
10 0x24 0x04 ??
11 0x28 0x04 ??
12 0x2c 0x04 ??
13 0x30 0x04 ??
14 0x34 0x04 ??
15 0x38 0x04 ??
16 0x3c 0x04 ??
17 0x40 0x04 ??
18 0x44 0x04 ??
19 0x48 0x04 ??
20 0x4c 0x04 HITBOX DATA
21 0x50 0x04 FRAME DATA??
22 0x54 0x04 ANIM-DEF POINTER TABLE
23 0x58 0x04 PADDING
24 0x5c 0x04 ??
25 0x60 0x04 ??
26 0x64 0x04 ??
27 0x68 0x04 ??
28 0x6c 0x04 ??
29 0x70 0x04 ??
30 0x74 0x04 ??
31 0x78 0x04 ??
32 0x7c 0x04 ??
33 0x80 0x04 ??
34 0x84 0x04 CONSOLE HOLDS??

Buttons

BUTTON DOA2 Arcade + DC DOA3 HEX DOA2U HEX
LEFT 80 80 80
RIGHT 40 40 40
DOWN 10 10 10
UP 20 20 20
1 90 90 90
7 A0 A0 A0
3 50 50 50
9 60 60 60
PUNCH 8A 00 85 00
3P 8B 00 86 00
2P 8C 00 87 00
KICK 8D 00 88 00
3K 8E 00 89 00
2K 8F 00 8A 00
BACK-TURNED PUNCH 90 00 8B 00
BT 2P 91 00 8C 00
BT LONG 2P 92 00 8D 00
BACK-TURNED KICK 93 00 8E 00
BT 2K 94 00 8F 00
BT LONG 2K 95 00 90 00

CREDITS AND THANKS

Very little of the knowledge here is my own, I'm consolidating and building on top of the works of others and I am very grateful for everything they've shared.

Shoutouts to

DEE4DOA

https://www.freestepdodge.com/threads/dead-or-alive-2-modding-tutorials-and-discussion.7039/#post-366830

https://www.freestepdodge.com/threads/dead-or-alive-3-custom-skins-costumes-thread.4698/post-366800

USAGIZ

https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/#post-136173

0x00 - "Offset 1 MOVE-DEF" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-255778

0x04 - "Offset 2 INPUT-DEF" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/page-9#post-255873

0x08 - "Offset 3 PROPERTY TABLE" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-255778

0x20 - "Offset 9 PROPERTY-DEF" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-255778

0x4c - "Offset 20 HITBOX DATA" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-367447

0x54 - "Animation-Definitions Offset Table" https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/page-9#post-256764

Further Explanation of the Input-Def data chunk https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/page-9#post-255873

GULTIGARGAR

https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-174567

https://www.freestepdodge.com/threads/doa2-moveset-editing-project.3700/post-174567

https://www.freestepdodge.com/threads/gultigargar-hacked-tengu-to-be-more-playable.7045/

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Reverse Engineering the "DEAD OR ALIVE" COMDAT File Format (character.bin)