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DanceDanceRevolution (PlayStation 3)
DanceDanceRevolution |
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Also known as: DanceDanceRevolution New Moves (EU)
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The PS3 DanceDanceRevolution is quite possibly the worst console DDR game ever. Notable for its challenge charts using eight panels instead of four... and having an atrocious songlist and a mode that makes you grind through songs over and over for unlocks. It's gameplay and songlist is essentially the same as the version on the Wii, but basically everything else it different.
To do:
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Contents
Debugging Templates
There are templates in /data/debug that seem to explain how to use the game's lua system.
System.cfg_template:
--[[ Luaスクリプトベースのコンフィグファイル プロパティを記述して、ゲーム側で取得して使ってもらう カテゴリ単位でテーブルを分けてもらうのが良い。 例) System = { MinimumFPS = 30, MaxFPS = 60, RootSequence = DebugSequence, } Renderer = { Resolution = {1280, 720}, } Game = { EventSkipEnable = true, MoveSpeed, } ○設定したパラメータの取得 #include "agcsScriptEngine.h" #include "agcsLuaEngineForPcConnect.h" // Luaエンジンを取得して agcs::LuaEngineForPcConnect *le = agcs::script::Engine::GetEngine(); agcsAssert(le); // bool値の取得 bool true_or_false = static_cast<bool>(le->GetNumberVariable("Game.EventSkipEnable")); // 文字列の取得 const char *seq_name = le->GetStringVariable("System.RootSequence"); // 整数の取得 int32_t w = le->GetNumberVariable("Renderer.Resolution[1]") int32_t h = le->GetNumberVariable("Renderer.Resolution[2]") ※キャストが面倒な場合はご相談を ]]-- System = {} System.DisplayLoadMeter = true System.RootSequence = "DebugSequence" --仮記述(こんな感じで変えられるといいな、って程度) System.PerformanceCounter = false
RetargetTestSequence.cfg_template:
RetargetTestSequence = {} RetargetTestSequence.MappingType = 2 -- 1 : 全身, 2 : 右手のみ RetargetTestSequence.MirrorMode = true RetargetTestSequence.JointDataFile = "data/joint/joint_data_090907.jnt"
ChainMappingTestSequence.cfg_template:
ChainMappingTestSequence = {} ChainMappingTestSequence.JointDataFile = "data/joint/joint_data_090908.jnt" ChainMappingTestSequence.ChainMappingEnable = true
Unused Audio
The opening theme for DDR X3 Arcade is at /data/sound/LOC/opening.at3. It's probably a leftover from when the game's UI was DDR X3.
Other Leftovers
Music Databases
The music database for the E3 Trial version and "GCShowTrial" versions of the game are left in /data/mdb as MusicDataE3Trial.csv and MusicDataGCShowTrial.csv. The E3 Trial version only lists "Let's Get Away" and "IN THE ZONE", while the GC Show version lists "Animal", "Bad Romance", "Battlefield", "Celebration", "crushcrushcrush", "Hey, Soul Sister", "I Got You", "I'm Yours", "Love Shack", "My Life Would Suck Without You", "dreaming can make a wish come true", "IN THE ZONE", "Let's Get Away", "Private Eye", and "Top The Charts".
Unfortunately, editing the Music DB files has no effect and in fact the entire folder can be deleted. The actual music database is embedded in the executable file like other DDR games, starting around location 3832D0 in a decrypted EBOOT.BIN.
Function Names
All the function names are left in the EBOOT.BIN.
Development Name
The executable is filled with strings of locations of source code files in the location
d:/Work/KE-DR/Program/trunk/ddr2010/source/Game/
, which suggests that the game was called DDR 2010 during development.
Build Date?
At 38FB08 in a decrypted EBOOT.BIN, the date
2009-12-15 14:23:06+9
is listed.
Cleanup > Missing title screens
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Genki
Games > Games by developer > Games developed by Konami > Games developed by Konami Digital Entertainment
Games > Games by platform > PlayStation 3 games
Games > Games by publisher > Games published by Konami
Games > Games by release date > Games released in 2010
Games > Games by series > Dance Dance Revolution series