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Dance Dance Revolution (PlayStation 3)

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Title Screen

DanceDanceRevolution

Also known as: DanceDanceRevolution New Moves (EU)
Developers: Konami Digital Entertainment, Genki
Publisher: Konami
Platform: PlayStation 3
Released in US: November 16, 2010
Released in EU: March 18, 2011


DevTextIcon.png This game has hidden development-related text.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

DanceDanceRevolution for the PS3 is quite possibly one of the weakest console DDR games 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. Its gameplay and songlist is essentially the same as the Dance Dance Revolution for the Wii, but basically everything else is different.

Hmmm...
To do:
  • Check if there is a debug mode.
  • Figure out how to decompress TXP2/afp files.
  • Function names are left in the EBOOT. Are they usable?

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 Hottest Party 3/X2 (PS2) is at /data/sound/LOC/opening.at3. It's probably just a leftover from Hottest Party 3.

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.