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DJMax Online

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Click to upload a new image...Dummy link

DJMax Online

Developer: Pentavision
Publishers: CJ E&M[1]
Platform: Windows
Released in KR: June 13, 2004


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.


See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down (as of March 21, 2008). As a result, further official developments with the game are unlikely to happen.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Unused Animations

Original version of the salty "Dreadnought" BGA

At some point, a patch file was released (dreadnought_0001.pak), that would censor all face photos with black circles added on every pair of eyes. If you delete the patch file, and start the song on O2Mania, the original BGA will play.

Other oddities

Hmmm...
To do:
Reupload with correct playback speed

There's a hidden funny part in the background video of the song "Let's go baby" (off-camera).
From /Song/letsgobaby/BGA/BABY_SE03.vce

Aspect Ratio Oversights

There are many image files of the background videos that end up displayed in an incorrect aspect ratio, due to the graphics engine only accepting image files with a resolution based on the power of two (eg. 512x256), which made the animation process prone to more errors. An extreme example, is on the song "Can We Talk" at 0:31 , where the lady suddenly gets wide. This design mistake was corrected in the "Broken Dog Leg Mix" version of the song, but wasn't corrected in the original version, ending up even on DJMax Respect(2017)[2]. There are many more examples that are more subtle, and/or were corrected on later releases .

Unused Text

Japanese Text

Hmmm...
To do:
This are popular quotes from various Japanese games and VNs (some NSFW in nature). Research the lines separately.

There's a Japanese text, used just to xor the metadata of files (name,sizes,etc) in the xip2/.pak format. (Shift-JIS encoded, CRLF , pasted as it is.) (DJMax.exe @ 0x000FD3F0)[3]

The last two lines are from Kimi ga Nozomu Eien[4]. The rest seem to be from different scenes of the VN, or could be from a totally different source.

……耕一さん……あなたを殺します
私はあなたを、愛してはいませんから…
生きて…ラカン…
百年…貴方を待っていたの…千年…貴方に恋していたわ
私…世界より貴方がほしい……
夜空に星が輝くように溶けた心は離れない
たとえこの手が離れてもふたりがそれを忘れぬ限り

Debug Text

From DJMax (unknown KR ver), System.pak/System/TextStock.ini:

'C:\Works\DJMax\DJMaxClient\DJMax.rc(85):CAPTION "DJ MAX 옵션 설정" >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\DJMaxNet.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\EyeCatchDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\LobbyDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\FrontDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\DisconnectionDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\BattleResultDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\BattleClubDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ArcadeClubDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ArcadeResultDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\CommonUI.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\TrainingClubDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\TrainingResultDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\EventClubDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ShopInvenSlots.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ToolBarDirector.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\BuyItemDialog.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\GoodsInfoWindow.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ShopBuySlot.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\ShopSlot.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\BuyAllItemDialog.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\CartDirector.cpp(152) Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\DJMax\DJMaxClient\InventoryGoodsInfo.cpp Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\XiLib\KApplication.cpp(442) Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
'C:\Works\XiLib\XiScorePT.cpp(302) Start >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

From DJMax 3.08 (KR), DJMax.exe:

DJMaxObject::LoadDiscStock
>'FDK.KEY' Not Found
FDK.KEY
>Public Key File Loading...
XiObject
XiBasicObject
ObjPoolSize = %d Bytes...[%p <=> %p]
XiVisualClipContainer
Cannot open file : %s - %s
XiGraphics
CreateEvent()==NULL
XiTextureContainer
MEMORY\%s
Exceed Buffer Size - %s
Memory allocation failure - %s
'%s' cannot open
XiScorePT
Loading error %s
%s - the number of notes exceed
%s - voice loading error
File not found %s
%s - Loading Error
 %s: Invalid Track File
%s - File Not Found
AExceed instrument index:[%u], ins[%s]
Cannot open '%s'.
XiScorePT::LoadPTFromMemory
%s - Loding Error
LoadTracks:Exceed Events - track:%d, evt:%d
%s Cannot open PT.\nThe number of events in %dth track exceed.(%d<%d)
XiTextContainer
XiPTPlayer
`jGError in XiPTPlayer::CreateSample()
XiOggLoader
XiWavLoader
XiMusic
XiAudioDS
XiDevice
XiResourceContainer
%s Cannot open PT.
XiScore
XiScorePlayer
XiVoiceLoader
XiVoiceDSB
XiVoice
%s_%s_%s_%s.ez
cannot uncompress data : %s
cannot read data : %s
incorrect buffer size : %s
cannot find file in pak : %s
cannot read data : %s of %s
cannot malloc file buffer
incorrect data : %s of %s
bLoadOldVersion is false : %s
invalid pak file : %s
cannot map file : %s
cannot open file : %s


Uncompiled Animation Files

The UI and animation file format (.str / .vce files), comes from the rhythm game "EZ2DJ" (as with other formats used in the game) . And interestingly, it's also used in Ragnarok Online for its "effects".[5]
There are a very small number of ".vc" and ".h" files that were leftovers of a toolchain used to make the animation files. The .VC are xored like the final .vce files, but with a different offset.
Seems the .h files link software variables to graphical layers. For example, on score screen animations, there are ten number layers for each digit, and the software turns on only the correct number graphical layer for each digit. (a mess)
From system_0023.pak/System/Event/Vdiskevent.h:

#pragma once
/*******************************
TITLE:	VDISKEVENT
UPDATE:	11/07/05 17:57:19
********************************/

#define VDISKEVENT_CONTROL_COUNT	2
#define VDISKEVENT_LAYER_COUNT	8

/*******
CONTROLS
********/

enum {
	VDISKEVENT__BACK__CONTROL = -1,
	VDISKEVENT_STATIC_CONTROL = 0,
};

/*****
LAYERS
******/

enum {
	VDISKEVENT_BACK_LAYER = 0,
	VDISKEVENT_STATIC_0_LAYER = 1,
	VDISKEVENT_STATIC_1_LAYER = 2,
	VDISKEVENT_STATIC_2_LAYER = 3,
	VDISKEVENT_STATIC_4_LAYER = 4,
	VDISKEVENT_STATIC_5_LAYER = 5,
	VDISKEVENT_STATIC_6_LAYER = 6,
	VDISKEVENT_STATIC_7_LAYER = 7,
};

From system_0023.pak/System/Event/Vdiskevent.vc (xored):

VCWF2.01

doctype=0

fps=60

maxkey=60

layernum=8

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layer:"static":3:0:2:"":0x00000000:0:0x00000000
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        color=255.0,255.0,255.0,255.0, 5,6
        mtpreset=0
        points=-12.0000,-13.0000  12.0000,-13.0000  12.0000,13.0000  -12.0000,13.0000
        rpoints=-12.0000,-13.0000  12.0000,-13.0000  12.0000,13.0000  -12.0000,13.0000
        bezier=0.0000,0.0000  0.0000,0.0000
        afbias=0.0000
        posbias=0.0000
        ptbias=0.0000
        angbias=0.0000
        uvbias=0.0000
        uvsbias=0.0000
        uvbias2=0.0000
        uvsbias2=0.0000
    }
}

Unused Images

Removed Icons

Icon Event 0.png

There are multiple Versions of Icons inside of the beta clients for DJMAX Online, Usually adding more as the development team grew.

The final version added santa and the logo for OnGameNet A Korean E-sports TV Channel.

It's unclear how long they were present in the game, but they were removed entirely from the game data after djmax_0086.pak, when the game was changed to a new .pak format (xip2 from xip1 & xip0)[6], starting the pak numbering from zero again, and merging all the previous pak files into 1 large pak file "system_xxxx.pak" instead of "djmax_xxxx.pak" , making it overwrite the old data (and they could just manually have selected which data to stay, also). (the update system works just by issuing paks with the same name of the pak to update, appending an incremental number to it. The game extracts all the paks starting with the same name, in order, into one virtual folder, so some files get overwritten on extraction , thus updating them).

Unused screenshot

From system.pak/System/shop/aaay.png

Eter was one of the artists.

DJMax online Aaay.png

Unused photoshop file

Left over of the process of designing UI elements for a christmas event.

From system_0028.pak/System/courseclub/asdf.psd

File:DJMax online Asdf.psd.zip

References