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The DDR Research Master Thread - UPDATED 2023-04-15 - Minor Addition - SOME DDR GB1 Memory Addresses

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Post #101 · Posted at 2017-11-05 03:18:22pm 6.4 years ago

Offline travelsonic
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Quote: SomethingRandom
Quote: travelsonic
Dunno if that'd explain the music changing - but sure would explain it changing to what it did

Speaking of, I did, quite a while back, find DDRMAX US lesson mode graphics in MAX2 JP. Odd, seeing MAX JP didn't - if I recall, at least, have it.

Also think I've pinpointed where in MAX2JP and EXTREME JP stepdata is loaded.

Added preliminary information about stepdata loading - and info about the filedata, how it's stored in filedata.bin, etc.
The US releases always came after the Jp version, so they could've borrowed elements from the most recent JP release. (MAX1 US using MAX2 JP Lesson Grpahics, MAX2 US using EX JP music).

But why would the game engine for MAX US use EXTREME JP's as a base, seeing just how much they would need to strip out? (Endless, Nonstop modes, support for marvelous difficulty, etc - that's a lot of code that would be added just to be removed again.)

Post #102 · Posted at 2017-11-05 03:20:02pm 6.4 years ago

Offline SomethingRandom
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Last updated: 2017-11-05 03:21pm
Developed together, and released in the same year. Also, it's probably easy for them to reuse assets anyways so maybe removing the code isn't that much of hard work
However, I think the only thing they modified to make MAX2 like EXTREME is the extra stuff like BGvideos and some BGMs

Post #103 · Posted at 2017-11-05 03:21:18pm 6.4 years ago

Offline Zowayix
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Stubbing out code is very easy.

Post #104 · Posted at 2017-11-06 02:03:31pm 6.4 years ago

Offline travelsonic
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But, what I am left wondering is... why would they not use the Japanese version as a base, seeing how much easier it would be to package everything up (menu graphics, behavior, and sounds set up properly, menu BGMs set up already, some stuff just needing tweaking) seeing how much time it'd save, and how many versions of DDR came out in a short timespan too.

Post #105 · Posted at 2017-11-06 04:48:46pm 6.4 years ago

Offline TsukiyoX
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Last updated: 2017-11-06 09:07pm
.

Post #106 · Posted at 2017-11-06 06:28:03pm 6.4 years ago

Offline SomethingRandom
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unrelated, this thread is about hidden data, code, etc. You won't find out what PON is singing

Quote: travelsonic
But, what I am left wondering is... why would they not use the Japanese version as a base, seeing how much easier it would be to package everything up (menu graphics, behavior, and sounds set up properly, menu BGMs set up already, some stuff just needing tweaking) seeing how much time it'd save, and how many versions of DDR came out in a short timespan too.
I think they do that, but also change stuff like the music and bg videos to be like the current mixes in Japan. After all, these games are developed together in the same place.

Post #107 · Posted at 2017-11-08 05:00:22pm 6.4 years ago

Offline travelsonic
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So the part I thought was the heart of the game engine... is in fact the main game loop. Actually, looking at the DWARF data left over in the ELF, I see the main gameplay function is called game_main, with a subsection, the actual loop in the song play, called game_loop. Slowly documenting the internals of game_loop - some grading and scoring functions labeled. What a complicated mess of stuff!

Wish PCSX2DIS wasn't so damn unstable, and didn't crash so often, as it makes exploring these functions take a lot more time than it needs to. XD

Interesting, found this string going through DDRMAX JP CS:

INCORRECT SECURITY CASSETTE.

Wonder if this proves, or rather, supports, my assertion that the arcade builds, CS builds - while tailored for their specific architectures, are fundamentally built from the same code in terms of the functions, data handling, etc. (seeing arcade remnants in a CS build seems like a potential indication in support of the idea, I mean)

Post #108 · Posted at 2017-11-25 03:55:52pm 6.4 years ago

Offline BemaniHyper
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Last updated: 2017-11-25 03:55pm
Quote: root670
Here's my tools for use with the PS2 DDR games: https://www.mediafire.com/?w5u765854zhd65b

In that 7z there are 4 tools:
dump-filetable.py: Extract FILEDATA.BIN using the file table in a game's ELF file. Currently it supports Extreme JP, MAX 2 JP, MAX JP, and Party Collection but more can easily be added. You need Python 3.4 installed to use this (Python 2.7 might work, but I didn't test it), along with an ELF file and FILEDATA.BIN file.
create-filedata.py: Create a new FILEDATA.BIN file along with a file table to inject into a game's ELF file. You need Python 3.4 for this as well. It will add all files extracted using dump-filetable.py in the current directory to create a new FILEDATA.BIN and file table. You can then inject the generated file table into the game's ELF at the offsets listed in dump-filetable.py. Unfortunately, there are several edge cases that need to be addressed (for example, there's extra data at the end of Extreme JP's FILEDATA.BIN that doesn't have an entry in the file table, yet the game requires the data to be here) so it probably won't work most of the time. I recomend using UltraISO to add the modified files to an existing ISO.
extract-tcb.exe: Extract TCB images from a data file. It can do a bruteforce search for compressed and uncompressed TCBs contained within a file, or extract from a file that start with a table. Basically just use the bruteforce option with files extracted using dump-filetable.py and it'll spit out TCBs into a folder.
tcb-tool: Convert TCB images to PNG or inject a PNG into an existing TCB. You could create texture mods using this if you wanted to. It works great with 256-color images (8-bit), but often produces weird images with 16 color (4-bit) images.

I hope someone finds this useful Big Grin. These tools are not entirely stable, but please let me know if you encounter anything strange.

ok so, question with this

i recently got my hands on an E3 build of US extreme and want to add it to the program, but i don't know what the latter two values in the table are.

if length == 0x28C5FC:
table = ('Extreme JP', 0x1B3130, 656)


what do 0x1B3130 and 656 represent?

edit: inorizushi found it, it's start of the table and number of files in the table

edit2: another question now, what do i do with the .bin files produced by dump-filedata.py? i'm being told disassembler but apparently there's other data in there??

Post #109 · Posted at 2017-11-25 04:21:25pm 6.4 years ago

Offline travelsonic
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That's neat, how different is the build from the final version of U.S EXTREME?

If only we could find the earlier prototype, that still had EX JP's theme.

http://ps2media.ign.com/ps2/image/ddrmax_011003__010804_001.jpg

Root670's extractor just creates .bin files for each file extracted, irrespective of type (tcb for image, svag for audio, ssq for stepdata, etc) - I am tempted to make a new extractor that attempts to extract files, and save them with the correct file extensions.

Post #110 · Posted at 2017-11-25 04:38:35pm 6.4 years ago

Offline BemaniHyper
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oh man, thanks!!

funny that you say that cuz we're finding files like those in the data:

https://i.imgur.com/ZkHa38u.png
https://i.imgur.com/p22XKfR.png

Post #111 · Posted at 2017-11-25 04:42:32pm 6.4 years ago

Offline travelsonic
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Wow! That's neat!

Mind if I use those graphics, create an entry on The Cutting Room Floor (tcrf.net) for U.S EXTREME (crediting you for finding those gfx, of course)? I already have an in-progress article on unused stuff in MAX2, and root670 had one on EXTREME JP.

Post #112 · Posted at 2017-11-25 04:51:40pm 6.4 years ago

Offline BemaniHyper
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yeah go ahead. actually here's a zip with all images we've found so far: https://bemanihyper.s-ul.eu/PquOqaG5

Post #113 · Posted at 2017-11-25 04:54:16pm 6.4 years ago

Offline SpongeFreak52
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Nintendo Network ID: SpongeFreak52Origin: SpongeFreak523DS Friend Code: 0430-8347-9262Game Center Nickname: SpongeFreak52

Last updated: 2017-11-25 04:54pm
I was wondering what people were talking about when they said there was a screenshot of it with the English UI! Funny enough, we found that exact menu navigation text file:

https://i.imgur.com/PBF8DNo.png

Note the wonderful misspelling of "DIFFICULTY".

Post #114 · Posted at 2017-11-25 04:56:29pm 6.4 years ago

Offline BemaniHyper
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when i have time to sit and wait for it to upload i'll throw the iso of the proto on mega and let u guys go crazy if u want.

Post #115 · Posted at 2017-11-25 05:11:41pm 6.4 years ago

Offline travelsonic
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Quote: BemaniHyper
when i have time to sit and wait for it to upload i'll throw the iso of the proto on mega and let u guys go crazy if u want.

While I wouldn't post it here per-se - don't want the mods to go nutzoid, I'd enjoy getting ahold of it somehow - it'd be fun to mess around with for sure, the research value is there too, plus it'd be cool to start preserving prototypes of DDR games as they come along. Big Grin

Woah, the EX JP ONI hud is in there still as well, but not the normal HUD. Interesting.

Speaking of researching games, I am sorely tempted to start looking at the code for the mobile game DDR S - as uncompiled java source code files are still in the APK. Maybe, if work at it, I can find the code that handles the stepdata, allowing more progress to be made in figuring out how they work.

Post #116 · Posted at 2017-11-25 06:11:14pm 6.4 years ago

Offline bmhedgehog
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I wonder if it be possible to remove the EX US theme and replace it with the EX JP theme?

Post #117 · Posted at 2017-11-25 06:15:20pm 6.4 years ago

Offline travelsonic
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Quote: bmhedgehog
I wonder if it be possible to remove the EX US theme and replace it with the EX JP theme?

I'd imagine part of the difficulty, mainly if you went with a straight copy and paste / overwrite approach for graphics, is if the individual graphics take up the same size - I'd be surprised if two background images of the same size/dimensions (and format) took up different sizes in one game, and another. If the elements use images of the same size, it'd be pretty trivial.

Now, if only I could get a rebuilt ISO to reload properly - then we wouldn't need to do copy/overwrite approaches, and could expand the filedata.bin + modify the associated table in the game ELF.

Post #118 · Posted at 2017-11-25 06:17:32pm 6.4 years ago

Offline bmhedgehog
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The only thing I would think would be difficult would be the Song Wheel. Would be interesting to try.

Post #119 · Posted at 2017-11-26 03:38:12pm 6.4 years ago

Offline travelsonic
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Last updated: 2017-11-26 03:38pm
The wheel would be the biggest challenge, as it would also require knowing how the objects that comprise it are structured compared to other mixes, and modifying accordingly, but it'd be cool to try. Big Grin

BemaniHyper, if you can, could you upload the unconverted tcb images from the E3 demo? I can then try re-inserting them into the game.

Post #120 · Posted at 2017-11-27 08:29:04am 6.4 years ago

Offline pm41224
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I've a feeling that we could add DDR EXTREME US, DS Fusion, and DDR FESTIVAL (all three use the same engine) to dump-filetable.py someday. But for now, looks like we're getting into EXTREME US' E3 demo version, which I (and possibly everyone else here on Z-i-V) have never even heard of until now. I guess we've found some beta stuff in this version so far. Here's the gameplay video for that particular version if anyone here is interested:

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