Danganronpa: Trigger Happy Havoc PC |OT| It's getting Steamy in here...

Sölf;195911690 said:
Afaik
she makes a cameo appearance at the end of School Mode.
I never finished that myself, so I can't say for certain.

That's correct.
School Mode was added for the Vita re-release, so Usami would already have been a thing by then.
 
v.80 of the tool can patch it. bear in mind however that you've got it as a jpg there. you're gonna want it as a .*PNG, and then you're going to obviously have to use photoshop to save it as a TGA with the exact same colour depth settings for it to work.



Oh, I know that. The JPG thing was only because I tried to reduce the size for other purpose and I had it laying here. Although, v80 of the tool crash for me.
 
I came in because I wanted to see the despair of first time players, and now I see the PC Version is completely modable?

blessed-gif.64



And yeah, don't you dare to search anything related to the game!
Don't even try to look up walk-through without asking someone who has played it already. Spoilers are everywhere!
 
Is this still worth playing if I've already seen the anime or did I ruin the game by watching it?

Well, the story is exactly the same, but in much more detail. You also actually get to search for evidence and talk to people, which was skipped for the most part in the anime. But you already know who killed whom and why. That won't change.
 
yes.

60fps, full HD (and beyond) resolution with the 3D scaling appropriately, various input methods (including great kb&m support) and many modding possibilities

There should probably be an asterisk beside that full HD, as the text and assets are clearly upscaled from sub-HD resolutions
 
There should probably be an asterisk beside that full HD, as the text and assets are clearly upscaled from sub-HD resolutions

so? it's still significantly better than on the PSTV, especially on a big screen. also, as I proved in my previous posts, mods will take care of the assets

example, top image is what I extracted from the PC version's data *.wad, bottom is after I've upscaled it:

bustup_07_006wli2.png


e7827673-e573-46c6-c650bfw.png
 
Sölf;195913943 said:
Well, the story is exactly the same, but in much more detail. You also actually get to search for evidence and talk to people, which was skipped for the most part in the anime. But you already know who killed whom and why. That won't change.

I guess it might be worth it for the extra content. And it would probably prepare me for the sequels.
 
yes.

60fps, full HD (and beyond) resolution with the 3D scaling appropriately, various input methods (including great kb&m support) and many modding possibilities

Darn it. I also bought Danganronpa 2 last month when it was on sale. I don't really care about 60fps for this kind of game, but I think playing these would be better suited to my laptop.
 
uh...

has anyone actually listened to the soundtrack thats included? It's not just ripped tracks from the game - they're brand new mixes!
 
Hmm I wonder how many months between this and danganronpa 2 they are planning for the port.
Both 1 and 2 was ported at the same time according to steamdb leak with both getting a lot of regular updates.
 
Did you keep the tga file format and size exactly the same?

Yes. I extracted a TGA image from the game, placed Triple H on top of it, and saved it again as a TGA (kept it as "Indexed Color" in Photoshop, so his colors were a bit off).

The actual file size was a few more kilobytes larger than the original file, though.

Saved the modified WAD using the older HLMWADExplorer, then replaced the original WAD with it. Game crashed when I launched it.

I'm not super well-versed in any of this, so I was just messing around to see if it would work.

I think I'm gonna spend some time converting the TGAs to transparent PNGs so I can finally have a full set of DR sprites that are higher res than the PSP rips. I already went through an exhausting process of making my own high resolution portraits with screen caps from a PSTV... and this was waaaaay before I found out about "waifu2x," which would've made everything way easier, lol.
 
Think achievements might be a little bugged, I got the "not from concentrate" one that's supposed to be awarded if you never use the concentrate function in all the class trials, for just the first one.
 
Think achievements might be a little bugged, I got the "not from concentrate" one that's supposed to be awarded if you never use the concentrate function in all the class trials, for just the first one.

Working as intended. Also bugged on Vita.
 
Yeah, the OGL renderer is way better. I'm getting none of the weird graphical glitches in the class trial that I was getting with DX9. No idea why they recommend it, but whatever. :v

Top port. Absolute top port.
 
anyhow


can't wait to see the insane reactions here from people playing through DR2 whenever it comes out. oh I am so looking forward to that.

you guys playing DR1 for the first time aint seen nothing yet
 
I finished the first chapter of the game. I'm totally intrigued to see where this is going to go. I had a harder time with that rhythm based bullet time mini game, because I really didn't understand how it worked and almost lost there.
I actually knew about the killer since I actually saw the execution scene on youtube years ago, and that really did stay with me. The whole thing is messed up. What I did not expect was Sayaka to attempt the murder and try to blame the main character.
 
I finished the first chapter of the game. I'm totally intrigued to see where this is going to go. I had a harder time with that rhythm based bullet time mini game, because I really didn't understand how it worked and almost lost there.

It helps to already be decent at rhythm games there. Getting past those with just the visual queues can't be very fun.
 
I guess this thread is going to be mostly technical talk at this point. Hopefully new players won't be intimidated to post their reactions with modding/other non-story stuff being a primary discussion point in here.
 
anyhow


can't wait to see the insane reactions here from people playing through DR2 whenever it comes out. oh I am so looking forward to that.

you guys playing DR1 for the first time aint seen nothing yet

I hope this thread doesn't turn into the original Danganronpa OT, where posters were constantly saying things like this. It's a good game and has some ridiculous twists (in the best way possible) but boy does it have some low points.

Keep your expectations in check, people.
 
so? it's still significantly better than on the PSTV, especially on a big screen. also, as I proved in my previous posts, mods will take care of the assets

example, top image is what I extracted from the PC version's data *.wad, bottom is after I've upscaled it:

bustup_07_006wli2.png


e7827673-e573-46c6-c650bfw.png

Damn, that looks fantastic! Really hoping someone is able to get these working in the game eventually, sucks that mods have all been crashing so far. Kinda want to hold off on my replay until someone gets upscaled assets in there.
 
I hope this thread doesn't turn into the original Danganronpa OT, where posters were constantly saying things like this. It's a good game and has some ridiculous twists (in the best way possible) but boy does it have some low points.

Keep your expectations in check, people.

DR2's low points are definitely much lower than DR1's. That one chapter where (very vague sorta-spoilers)
everything grinds to a halt and it's just everyone bitching until there's finally a murder
was aaaaaaagony. The last couple chapters are pretty darn explosive, though.
 
DR2's low points are definitely much lower than DR1's. That one chapter where (very vague sorta-spoilers)
everything grinds to a halt and it's just everyone bitching until there's finally a murder
was aaaaaaagony. The last couple chapters are pretty darn explosive, though.

yea, there's one really shitty chapter in DR2 that dragged but once you get outta it, it gets way way better.
 
Lots of good news in this thread w.r.t. modding since I last had a look, has anyone managed to get it to load a modified wad with larger textures yet?

One thing which will probably require a bit more work is getting it to render the font at higher resolution, since it seems to generate that dynamically from a ttf as I understood it?
 
yes.

60fps, full HD (and beyond) resolution with the 3D scaling appropriately, various input methods (including great kb&m support) and many modding possibilities

I have no idea about visual novels. How good is the mouse support here? I love D4 for example. A game you can easily control with your mouse. How are the Danganronpa UI and controls for PC? The trailer and videos all seem played with a gamepad.
 
I have no idea about visual novels. How good is the mouse support here? I love D4 for example. A game you can easily control with your mouse. How are the Danganronpa UI and controls for PC? The trailer and videos all seem played with a gamepad.

Majority of the game is played like a FPS and the trial and investigation sections require fast action cursor control. And then you have the minigames.
 
There is way too much happiness about mods and 60 fps junk in this thread and nowhere near enough despair.

We need less of this:

2013-11-04-155907.jpg



And much more of this:

eJ1nev8.png


Come on people, I didn't get to experience the despair in real time with everybody the first time around.
 
Gonna get that Another Episode then huh?

Which reminds me, I have to play that one as well.

Don't, it's a horrible representation of the series. Just watch it on Youtube.

Exactly. By the way, DO NOT LOOK UP ANOTHER EPISODE, ANYTHING, ANYTHING RELATED TO IT UNTIL YOU FINISH DR1

The 40 bucks each I paid for DR1 and DR2 are some of the best purchases I've ever made and I still lament the 24 bucks I spent on AE.
 
Nah, AE is good fun.

Don't play it until you play DR2 either, it spoils a couple of things that happen in it despite taking place prior in the timeline.
 
I've already played through on Vita, but I'm totally going to play it through with my partner this time. She has no idea about the plot so it's gonna be fun.

There is way too much happiness about mods and 60 fps junk in this thread and nowhere near enough despair.

We need less of this:

2013-11-04-155907.jpg



And much more of this:

eJ1nev8.png


Come on people, I didn't get to experience the despair in real time with everybody the first time around.

Please someone patch in HD Pokemon artwork. I need to play as Pikachu and help save everyone from Meowthokuma.
 
Sölf;195991535 said:
Gafganronpa when?

I want a Simpsons mod. Hell, I'd do one. Replace monokuma with Mr Burns or Hans Moleman, complete with voice samples. Or a south park mod.

As soon as the repacking can be sorted out without errors, the possibilities are endless as everything in the wad is completely open for modding. Even for the most novice of novices. For example, on the left you can see the soundtrack and the file that specifies the loop, and on the right the portraits folder:


everything neatly arranged in folders. The entire script is neatly arranged in terms of chapters and trials - even the bullet time battles (the rhythm sections) have their own files! The main script is in a format I haven't seen before (*.lin), but the rest is in *.pak archives (tried decompressing with the Hotline Miami script via quickbms but had no luck. Regardless, it's all easily viewable in hex:


and the 3D environments and models are in *.gmo files and within *.pak archives. And even all the code is neatly arranged in files for easy editing - i have no idea what this one is though, just an example:

Code:
#version 150

#line 9
void xlat_main( in vec2 aXY, in vec2 aUV, in vec4 aCOL, out vec4 vPos, out vec2 vTex, out vec4 vCol ) {
    #line 11
    vec2 p;
    p.x = ((aXY.x / 480.0) - 1.0);
    p.y = ((aXY.y / -272.0) + 1.0);
    #line 15
    vPos = vec4( p, 0.0, 1.0);
    vTex = aUV;
    vCol = aCOL;
}
in vec2 xlat_attrib_aXY;
in vec2 xlat_attrib_aUV;
in vec4 xlat_attrib_aCOL;
out vec2 xlv_TEXCOORD0;
out vec4 xlv_TEXCOORD1;
void main() {
    vec4 xlt_vPos;
    vec2 xlt_vTex;
    vec4 xlt_vCol;
    xlat_main( vec2(xlat_attrib_aXY), vec2(xlat_attrib_aUV), vec4(xlat_attrib_aCOL), xlt_vPos, xlt_vTex, xlt_vCol);
    gl_Position = vec4(xlt_vPos);
    xlv_TEXCOORD0 = vec2(xlt_vTex);
    xlv_TEXCOORD1 = vec4(xlt_vCol);
}

anyhow, that's enough screwing around for this weekend. I still have had no luck unpacking any of the pak files, so I'll leave it in the hands of others for now.

edit: oh lookie here! https://www.reddit.com/r/danganronpa/comments/46la8h/tool_extracting_the_pak_files/
 
Anyone can explain that present system to me?

I got some skills from some people. If I already got a skill, can I still get another one?

Different people like different things, some are really obvious while others are not as much. It's always better to give them crap than to not give them crap, since it increases your friendship faster. You can repeat stuff, they don't mind. CHAPTER 2 SPOILERS Present guide if you need it CHAPTER 2 SPOILERS

You'll want to get as many skills as possible. There's a limit to how many you can equip, but that increases as you progress. There's no limit to how many you can have, though.
 
Does this game run on crappy office pcs with weird intel graphics?
 
And even all the code is neatly arranged in files for easy editing - i have no idea what this one is though, just an example:

Code:
#version 150

#line 9
void xlat_main( in vec2 aXY, in vec2 aUV, in vec4 aCOL, out vec4 vPos, out vec2 vTex, out vec4 vCol ) {
    #line 11
    vec2 p;
    p.x = ((aXY.x / 480.0) - 1.0);
    p.y = ((aXY.y / -272.0) + 1.0);
    #line 15
    vPos = vec4( p, 0.0, 1.0);
    vTex = aUV;
    vCol = aCOL;
}
in vec2 xlat_attrib_aXY;
in vec2 xlat_attrib_aUV;
in vec4 xlat_attrib_aCOL;
out vec2 xlv_TEXCOORD0;
out vec4 xlv_TEXCOORD1;
void main() {
    vec4 xlt_vPos;
    vec2 xlt_vTex;
    vec4 xlt_vCol;
    xlat_main( vec2(xlat_attrib_aXY), vec2(xlat_attrib_aUV), vec4(xlat_attrib_aCOL), xlt_vPos, xlt_vTex, xlt_vCol);
    gl_Position = vec4(xlt_vPos);
    xlv_TEXCOORD0 = vec2(xlt_vTex);
    xlv_TEXCOORD1 = vec4(xlt_vCol);
}
They won't have included the actual source code in the game release. Source is compiled to a binary as part of the release process; you don't want to have to distribute masses of pointless source code, or have people trivially reverse-engineer your game. This snippet is an OpenGL vertex shader, which is an exception to the above as it needs to be compiled by the player's GPU driver and therefore cannot be included as binary.

Incidentally, this code just maps a vertex position from Vita screenspace coordinates to the range (-1,1), and is presumably used for rendering the game's sprites to a simple OpenGL viewport.

You won't get anything particularly interesting out of modding shader code, other than maybe some funky visual effects (e.g. change line 11 and add a - sign, and BAM mirrored sprites!)
 
First case down. They gave away the culprit pretty early on, but damn it was fun putting all of that together. This game is great so far.
 
Anyone can explain that present system to me?

I got some skills from some people. If I already got a skill, can I still get another one?
Presents raise "affection".
With each affection level get,you'll get a new skill.
Each present has different values depending on whom you use them.
Affection also raise if you simply spend time with them but it''s slower
 
It's funny to see that vertex shader code, since it's basically a central part of what is needed to port a game from using a fixed rendertarget size to arbitrary resolution. See how complicated that is?
Not

(Yes, I'm obviously simplifying here, and it's generally a bit more than that, but really not that much more)
 
Top Bottom