Talk:Danganronpa: Trigger Happy Havoc (PlayStation Vita, PlayStation 4, Windows)
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Image of Trash Room Oddity
I noticed that the shirt sleeve on the floor has red blood instead of pink blood. I found it in dr1_data.wad/Dr1/data/all/cg/bgd_007.tga. Would this be worth adding into the article? I don't remember ever seeing red blood in my playthrough of the game, as all blood in the game is neon pink.
--9gfg06w2 (talk) 02:18, 1 February 2020 (EST)
JP Demo Version left in the PC port's files
The scripts and assets for the Japanese demo have been left in the English Abstraction Games PC Port, can be accessed by editing the first script to load the start of the demo script. Can be accessed via this mod on gamebanana which does that. https://gamebanana.com/mods/499843
Morgana.x (talk) 01:34, 17 September 2025 (UTC)
Debug Menu code left in game
A somewhat functional debug menu is left in the PC port's code, which has features such as loading and positioning bgmodels (rooms/maps), loading and positioning characters and objects, among other things. A colleague has made this debug menu function successfully on the original PSP port.
The main function for the debug menu can be found at (in runtime/ghidra memory) baseAddress + 0x2c340
It then runs the appropriate menu function depending on the selected menu variable (1 byte) (baseAdress + 0x2a84b0)
0 = Disabled
1 = Debug_Menu_Top (Where you can select the debug menu)
2 = ?
3 = Debug_BGModel
4 = Debug_CharacterModels
5 = Debug_ObjModels
6 = Set selected menu back to one (Debug_Menu_Top)
Morgana.x (talk) 01:34, 17 September 2025 (UTC)
Viewing previously unloadable maps via hooking LoadMap function
3 maps, ids 900, 901, and 902 were unable to be loaded via scripts, due to the LoadMap opcode only accepting an int8 argument, rather than int16.
The internal LoadMap function in the executable however accepts an int32 argument. The LoadMap function found at on the PC version (in runtime/ghidra memory) baseAddress + 0x1ac10
Calling the function via hooking via Reloaded-II with C#, I was able to load the maps in-game
Map 900 and 902 seem to both be early versions of the first floor hallway.
Map 901 seems to be an early version of the room you wake up in. Notable for having an unused animated blinking red light camera featured. Along with the space invaders blackboard.
