MyRabbit Posted January 25, 2020 Posted January 25, 2020 Is there any ways to get fine hair textures? Team ninja never fix this problem... I tested many things about this. I renamed a fine hair g1m to broken hair g1m. it was looks broken even just renamed. sorry for my bad english ex) hon_hair_031.g1m(fine) / hon_hair_001.g1m(broken) 031 renamed to 001 = broken hair That means g1m and g1m are not the problem. don't know what is wrong.
vagonumero13 Posted January 25, 2020 Author Posted January 25, 2020 5 hours ago, rjqnraos19 said: Is there any ways to get fine hair textures? Team ninja never fix this problem... I tested many things about this. I renamed a fine hair g1m to broken hair g1m. it was looks broken even just renamed. sorry for my bad english ex) hon_hair_031.g1m(fine) / hon_hair_001.g1m(broken) 031 renamed to 001 = broken hair That means g1m and g1m are not the problem. don't know what is wrong. Try renaiming the .grp and .rigbin too and see if you notice any difference. 1
MyRabbit Posted January 26, 2020 Posted January 26, 2020 3 hours ago, vagonumero13 said: Try renaiming the .grp and .rigbin too and see if you notice any difference. Nothing changed. I guess they using alphatest when fighting.
69Degenerate69 Posted January 27, 2020 Posted January 27, 2020 i'm pretty new to modding and first thing i see is *Bad Usage* error thing for g1m Export, what's wrong?
dander Posted January 27, 2020 Posted January 27, 2020 Is there anyone still have redelbe v1.01? May i ask
DOAPlayer05 Posted January 27, 2020 Posted January 27, 2020 Help.. (I must have missed it) Where can I download the current version of REDELBE 2.1??
unpyerrot Posted January 27, 2020 Posted January 27, 2020 12 minutes ago, DOAPlayer05 said: Help.. (I must have missed it) Where can I download the current version of REDELBE 2.1?? You'll found it on first post of this thread.
LeviMuffinman Posted January 28, 2020 Posted January 28, 2020 So I have the 1.15 version of the game right now and I can't run Redelbe's 2.1 version (Failed to apply patch "Layer2:PatchSRARTA"), is there a way to fix this? Or is there a place where I can download an older version of Redelbe to play it? I also managed to find 0.82 which kind of works with another version of the game (1.04), but I'm trying to play the 1.15 version. It seems like I need Redelbe v1.7, does anyone have a link?
SA766542 Posted January 29, 2020 Posted January 29, 2020 I pressed F but nothing happens,how can i fix it?(Redelbe 2.1)
SA766542 Posted January 29, 2020 Posted January 29, 2020 I pressed F but nothing happens,how can i fix it?(Redelbe 2.1)
Legiayayana Posted February 5, 2020 Posted February 5, 2020 Persona 5 Scramble uses the same engine as DoA6, full with RDBs but the format changed. rdbtool fails to extract the files. Some external files are also don't exist (.name files specifically are all missing)
vagonumero13 Posted February 5, 2020 Author Posted February 5, 2020 2 hours ago, healingbrew said: Persona 5 Scramble uses the same engine as DoA6, full with RDBs but the format changed. rdbtool fails to extract the files. Some external files are also don't exist (.name files specifically are all missing) Even in DOA6 some .name files aren't present (and anyway they don't longer update the ones with filenames).
Faz8 Posted February 5, 2020 Posted February 5, 2020 hey, trying to extract srst gives me : "Warning: header size not 0x20 around offset 70"
Legiayayana Posted February 6, 2020 Posted February 6, 2020 9 hours ago, vagonumero13 said: Even in DOA6 some .name files aren't present (and anyway they don't longer update the ones with filenames). The value in the KRD_ value at 0xC is the system constant. it's 0x10 on the Switch. This is consistent with the system constant on G1T files: https://github.com/healingbrew/Cethleann/blob/master/Cethleann.Structure/DataSystem.cs Persona 5 Scramble has 0x10 on it's RDB files, and Romance of the Three Kingdoms 14 has 0xA on Windows. It could prove useful for determining platform specific quirks By the way, do you know how file IDs are hashed in DoA6?
vagonumero13 Posted February 6, 2020 Author Posted February 6, 2020 6 hours ago, healingbrew said: The value in the KRD_ value at 0xC is the system constant. it's 0x10 on the Switch. This is consistent with the system constant on G1T files: https://github.com/healingbrew/Cethleann/blob/master/Cethleann.Structure/DataSystem.cs Persona 5 Scramble has 0x10 on it's RDB files, and Romance of the Three Kingdoms 14 has 0xA on Windows. It could prove useful for determining platform specific quirks By the way, do you know how file IDs are hashed in DoA6? Spoiler uint32_t hash_func(const char *a1, int a2, int a3) { int v3; while ( 1 ) { v3 = a3; char c = *a1; if (!c) break; a3 *= 31; a2 += 31 * v3 * c; a1++; } return (uint32_t)a2; } uint32_t hash_func(const char *a1) { return hash_func(a1+1, a1[0]*31, 31); } static const std::string init_seq = { (char)0xEF, (char)0xBC, (char)0xBB }; static const std::string end_seq = { (char)0xEF, (char)0xBC, (char)0xBD }; uint32_t hash_filename(const std::string &filename) { std::string name = filename; std::string prefix; size_t dot = name.rfind('.'); if (dot != std::string::npos) { prefix = "R_"; prefix += Utils::ToUpperCase(name.substr(dot+1)); prefix += init_seq; name = name.substr(0, dot); } name = prefix + name + end_seq; return hash_func(name.c_str()); } So, you would use the second hash_func for normal strings (not filenames), for filenames you would use hash_filename, since the filename has to go through that conversion process. E.g.: MAR_COS_005.g1m becomes R_G1M[MAR_COS_005]before being hashed. (where [and ] are UTF-8 characters EF-BC-BB and EF-BC-BD respectively. The files in KIDSSystemResource, (and probably .name files of other .rdb), seem to follow some other logic. This is currently the function I have for those: Spoiler uint32_t hash_filename_kids(const std::string &filename) { std::string name; if (Utils::EndsWith(filename, ".mud.ndb.name", false)) { name = filename.substr(0, filename.length()-5); } else if (Utils::EndsWith(filename, ".mud.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidsscndb.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidsscndb.name", false)) { name = filename; } else if (Utils::EndsWith(filename, ".kidssingletondb.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidssingletondb.name", false)) { name = filename; } else { return hash_filename(filename); } return hash_func(name.c_str()); } 1
lariosity Posted February 9, 2020 Posted February 9, 2020 On 2/6/2020 at 1:05 AM, vagonumero13 said: Reveal hidden contents uint32_t hash_func(const char *a1, int a2, int a3) { int v3; while ( 1 ) { v3 = a3; char c = *a1; if (!c) break; a3 *= 31; a2 += 31 * v3 * c; a1++; } return (uint32_t)a2; } uint32_t hash_func(const char *a1) { return hash_func(a1+1, a1[0]*31, 31); } static const std::string init_seq = { (char)0xEF, (char)0xBC, (char)0xBB }; static const std::string end_seq = { (char)0xEF, (char)0xBC, (char)0xBD }; uint32_t hash_filename(const std::string &filename) { std::string name = filename; std::string prefix; size_t dot = name.rfind('.'); if (dot != std::string::npos) { prefix = "R_"; prefix += Utils::ToUpperCase(name.substr(dot+1)); prefix += init_seq; name = name.substr(0, dot); } name = prefix + name + end_seq; return hash_func(name.c_str()); } So, you would use the second hash_func for normal strings (not filenames), for filenames you would use hash_filename, since the filename has to go through that conversion process. E.g.: MAR_COS_005.g1m becomes R_G1M[MAR_COS_005]before being hashed. (where [and ] are UTF-8 characters EF-BC-BB and EF-BC-BD respectively. The files in KIDSSystemResource, (and probably .name files of other .rdb), seem to follow some other logic. This is currently the function I have for those: Reveal hidden contents uint32_t hash_filename_kids(const std::string &filename) { std::string name; if (Utils::EndsWith(filename, ".mud.ndb.name", false)) { name = filename.substr(0, filename.length()-5); } else if (Utils::EndsWith(filename, ".mud.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidsscndb.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidsscndb.name", false)) { name = filename; } else if (Utils::EndsWith(filename, ".kidssingletondb.kidsobjdb", false)) { name = filename.substr(0, filename.length()-10); } else if (Utils::EndsWith(filename, ".kidssingletondb.name", false)) { name = filename; } else { return hash_filename(filename); } return hash_func(name.c_str()); } Hi, there's an error launching REDELBE 2.1 with the latest updates (Update.v1.16) - "Failed to compile file "REDELBE/Patches/debug.xml" - what's the problem? thanks.
Joschuka Posted February 11, 2020 Posted February 11, 2020 I don't know if you saw @vagonumero13but there's some really weird stuff going on with DOA6 facial animations, with both my script and your tool. Skeleton is shrinked completely and it deforms the mesh in a weird way. I tested some facial anims from Dissidia and didn't have that issue.
dantekapoor Posted February 12, 2020 Posted February 12, 2020 need new Redelbe 2.2 after update older one not working
vagonumero13 Posted February 12, 2020 Author Posted February 12, 2020 7 hours ago, Joschuka said: I don't know if you saw @vagonumero13but there's some really weird stuff going on with DOA6 facial animations, with both my script and your tool. Skeleton is shrinked completely and it deforms the mesh in a weird way. I tested some facial anims from Dissidia and didn't have that issue. Yeah I noticed too, but I wonder if it is an issue with the g1m or the g1a.
vagonumero13 Posted February 12, 2020 Author Posted February 12, 2020 45 minutes ago, dantekapoor said: need new Redelbe 2.2 after update older one not working I'll update it later and add support to the new files/dlc aswell. 5
dantekapoor Posted February 12, 2020 Posted February 12, 2020 2 hours ago, vagonumero13 said: I'll update it later and add support to the new files/dlc aswell. thanks mate
vagonumero13 Posted February 12, 2020 Author Posted February 12, 2020 REDELBE updated to 2.2 (since this version, REDELBE is not longer compatible with game versions below 1.19) Changelog: - Fixed compatibility with game version 1.19 - Layer 2 support for chinese costumes (COS_104, HAIR_104) - More filenames available (matching rdbtool 2.2) - Modders can now use the afternoon version of the "The Throwdown" stage in a layer2 mod stage by using special "work" code "THROWA" (an this stage is included now in optional extras) - Nyotengu masks (ITM_GLASSES_NYO_002_MASK, ITM_GLASSES_NYO_003_MASK) can now be specified in the random glasses section of the .ini, and they have been added to the default .ini. --------- rdbtool updated to 2.2 - More filenames available (from 1.19 update) - Support for 1.19 dead files. ------------------- Notice to modders: I noticed several .g1m updated here and there, you may want to check the list of updated g1m by using latest qrdbtool and clicking on the "Container / version" column to sort by version. Additional info about the Venus Vacation character. Some more text have appeared. These seem to be the names of the voice files. Maybe someone can use thse to identify the character: Spoiler fv_skd_dummy fv_skd_jp_doa6_action fv_skd_jp_doa6_appeal_chottodake fv_skd_jp_doa6_appeal_ganbacchau fv_skd_jp_doa6_appeal_iitokoro fv_skd_jp_doa6_appeal_junbidekiteru_01 fv_skd_jp_doa6_appeal_junbidekiteru_02 fv_skd_jp_doa6_appeal_konyawanomuzo fv_skd_jp_doa6_appeal_makasetoite fv_skd_jp_doa6_appeal_mitorechatta fv_skd_jp_doa6_appeal_mousukoshidakara fv_skd_jp_doa6_appeal_ouenyoroshikune fv_skd_jp_doa6_appeal_tannoushichatta fv_skd_jp_doa6_battle_atari fv_skd_jp_doa6_battle_bacchiri fv_skd_jp_doa6_battle_bb_shot fv_skd_jp_doa6_battle_bb_tame fv_skd_jp_doa6_battle_bh_amai fv_skd_jp_doa6_battle_bh_dame fv_skd_jp_doa6_battle_bh_haisokomade fv_skd_jp_doa6_battle_bh_omitooshi fv_skd_jp_doa6_battle_bh_yoyuu fv_skd_jp_doa6_battle_bh_zannen fv_skd_jp_doa6_battle_don fv_skd_jp_doa6_battle_doon fv_skd_jp_doa6_battle_dou fv_skd_jp_doa6_battle_eeei_01 fv_skd_jp_doa6_battle_eeei_02 fv_skd_jp_doa6_battle_eei_01 fv_skd_jp_doa6_battle_eei_02 fv_skd_jp_doa6_battle_eeya fv_skd_jp_doa6_battle_eiya_01 fv_skd_jp_doa6_battle_eiya_02 fv_skd_jp_doa6_battle_eyaa fv_skd_jp_doa6_battle_fa_donpishane fv_skd_jp_doa6_battle_fa_itadaki fv_skd_jp_doa6_battle_fa_kakugo fv_skd_jp_doa6_battle_fa_kanjitene fv_skd_jp_doa6_battle_fa_sukiari fv_skd_jp_doa6_battle_fun_01 fv_skd_jp_doa6_battle_fun_02 fv_skd_jp_doa6_battle_fuu fv_skd_jp_doa6_battle_fuun fv_skd_jp_doa6_battle_fu_01 fv_skd_jp_doa6_battle_fu_02 fv_skd_jp_doa6_battle_haaaa fv_skd_jp_doa6_battle_haai_01 fv_skd_jp_doa6_battle_haai_02 fv_skd_jp_doa6_battle_haai_03 fv_skd_jp_doa6_battle_haa_01 fv_skd_jp_doa6_battle_haa_02 fv_skd_jp_doa6_battle_haa_03 fv_skd_jp_doa6_battle_haa_04 fv_skd_jp_doa6_battle_haa_05 fv_skd_jp_doa6_battle_hai_01 fv_skd_jp_doa6_battle_hai_02 fv_skd_jp_doa6_battle_hai_03 fv_skd_jp_doa6_battle_hai_04 fv_skd_jp_doa6_battle_ha_01 fv_skd_jp_doa6_battle_ha_02 fv_skd_jp_doa6_battle_hoora_01 fv_skd_jp_doa6_battle_hoora_02 fv_skd_jp_doa6_battle_hora_01 fv_skd_jp_doa6_battle_hora_02 fv_skd_jp_doa6_battle_ikuyo fv_skd_jp_doa6_battle_kanpeki fv_skd_jp_doa6_battle_kora fv_skd_jp_doa6_battle_morai fv_skd_jp_doa6_battle_mu fv_skd_jp_doa6_battle_mun fv_skd_jp_doa6_battle_muun fv_skd_jp_doa6_battle_nn fv_skd_jp_doa6_battle_nnn fv_skd_jp_doa6_battle_nsho fv_skd_jp_doa6_battle_seei_01 fv_skd_jp_doa6_battle_seei_02 fv_skd_jp_doa6_battle_seeno fv_skd_jp_doa6_battle_sei_01 fv_skd_jp_doa6_battle_sei_02 fv_skd_jp_doa6_battle_sei_03 fv_skd_jp_doa6_battle_seyaa_01 fv_skd_jp_doa6_battle_seyaa_02 fv_skd_jp_doa6_battle_seya_01 fv_skd_jp_doa6_battle_seya_02 fv_skd_jp_doa6_battle_seya_03 fv_skd_jp_doa6_battle_sokoda fv_skd_jp_doa6_battle_sokone fv_skd_jp_doa6_battle_soore_01 fv_skd_jp_doa6_battle_soore_02 fv_skd_jp_doa6_battle_sore fv_skd_jp_doa6_battle_taaaa fv_skd_jp_doa6_battle_taaa_01 fv_skd_jp_doa6_battle_taaa_02 fv_skd_jp_doa6_battle_taa_01 fv_skd_jp_doa6_battle_taa_02 fv_skd_jp_doa6_battle_taa_03 fv_skd_jp_doa6_battle_tanoshii fv_skd_jp_doa6_battle_teei_01 fv_skd_jp_doa6_battle_teei_02 fv_skd_jp_doa6_battle_tei_01 fv_skd_jp_doa6_battle_tei_02 fv_skd_jp_doa6_battle_teyaa_01 fv_skd_jp_doa6_battle_teyaa_02 fv_skd_jp_doa6_battle_teya_01 fv_skd_jp_doa6_battle_teya_02 fv_skd_jp_doa6_battle_teya_03 fv_skd_jp_doa6_battle_toh_01 fv_skd_jp_doa6_battle_toh_02 fv_skd_jp_doa6_battle_toh_03 fv_skd_jp_doa6_battle_tooh fv_skd_jp_doa6_battle_touzenne fv_skd_jp_doa6_battle_ya fv_skd_jp_doa6_battle_yaa fv_skd_jp_doa6_battle_yaaa_01 fv_skd_jp_doa6_battle_yaaa_02 fv_skd_jp_doa6_battle_yoishotto fv_skd_jp_doa6_battle_yootto fv_skd_jp_doa6_down_03a fv_skd_jp_doa6_down_03b fv_skd_jp_doa6_down_03c fv_skd_jp_doa6_down_03d fv_skd_jp_doa6_down_03e fv_skd_jp_doa6_down_03f fv_skd_jp_doa6_down_03g fv_skd_jp_doa6_down_03h fv_skd_jp_doa6_down_03i fv_skd_jp_doa6_down_03j fv_skd_jp_doa6_down_03k fv_skd_jp_doa6_down_03l fv_skd_jp_doa6_down_03m fv_skd_jp_doa6_down_03n fv_skd_jp_doa6_down_03o fv_skd_jp_doa6_down_03p fv_skd_jp_doa6_down_bb_down fv_skd_jp_doa6_down_bb_hit fv_skd_jp_doa6_gimmick_crowd fv_skd_jp_doa6_gimmick_quake fv_skd_jp_doa6_laugh fv_skd_jp_doa6_lose 15
fachirusata Posted February 12, 2020 Posted February 12, 2020 hey mate. I installed redelbe 2.2 and can't start DOA6 But it can be opened normally when using 2.1 Even if I emptied layer2
fachirusata Posted February 12, 2020 Posted February 12, 2020 Sorry This is my fault. After I upgraded redelbe to 2.2, I forgot to upgrade doa to1.19. You should have seen a joke
RigidRourke Posted February 12, 2020 Posted February 12, 2020 11 hours ago, vagonumero13 said: REDELBE updated to 2.2 (since this version, REDELBE is not longer compatible with game versions below 1.19) Changelog: - Fixed compatibility with game version 1.19 - Layer 2 support for chinese costumes (COS_104, HAIR_104) - More filenames available (matching rdbtool 2.2) - Modders can now use the afternoon version of the "The Throwdown" stage in a layer2 mod stage by using special "work" code "THROWA" (an this stage is included now in optional extras) - Nyotengu masks (ITM_GLASSES_NYO_002_MASK, ITM_GLASSES_NYO_003_MASK) can now be specified in the random glasses section of the .ini, and they have been added to the default .ini. --------- rdbtool updated to 2.2 - More filenames available (from 1.19 update) - Support for 1.19 dead files. ------------------- Notice to modders: I noticed several .g1m updated here and there, you may want to check the list of updated g1m by using latest qrdbtool and clicking on the "Container / version" column to sort by version. Additional info about the Venus Vacation character. Some more text have appeared. These seem to be the names of the voice files. Maybe someone can use thse to identify the character: Reveal hidden contents fv_skd_dummy fv_skd_jp_doa6_action fv_skd_jp_doa6_appeal_chottodake fv_skd_jp_doa6_appeal_ganbacchau fv_skd_jp_doa6_appeal_iitokoro fv_skd_jp_doa6_appeal_junbidekiteru_01 fv_skd_jp_doa6_appeal_junbidekiteru_02 fv_skd_jp_doa6_appeal_konyawanomuzo fv_skd_jp_doa6_appeal_makasetoite fv_skd_jp_doa6_appeal_mitorechatta fv_skd_jp_doa6_appeal_mousukoshidakara fv_skd_jp_doa6_appeal_ouenyoroshikune fv_skd_jp_doa6_appeal_tannoushichatta fv_skd_jp_doa6_battle_atari fv_skd_jp_doa6_battle_bacchiri fv_skd_jp_doa6_battle_bb_shot fv_skd_jp_doa6_battle_bb_tame fv_skd_jp_doa6_battle_bh_amai fv_skd_jp_doa6_battle_bh_dame fv_skd_jp_doa6_battle_bh_haisokomade fv_skd_jp_doa6_battle_bh_omitooshi fv_skd_jp_doa6_battle_bh_yoyuu fv_skd_jp_doa6_battle_bh_zannen fv_skd_jp_doa6_battle_don fv_skd_jp_doa6_battle_doon fv_skd_jp_doa6_battle_dou fv_skd_jp_doa6_battle_eeei_01 fv_skd_jp_doa6_battle_eeei_02 fv_skd_jp_doa6_battle_eei_01 fv_skd_jp_doa6_battle_eei_02 fv_skd_jp_doa6_battle_eeya fv_skd_jp_doa6_battle_eiya_01 fv_skd_jp_doa6_battle_eiya_02 fv_skd_jp_doa6_battle_eyaa fv_skd_jp_doa6_battle_fa_donpishane fv_skd_jp_doa6_battle_fa_itadaki fv_skd_jp_doa6_battle_fa_kakugo fv_skd_jp_doa6_battle_fa_kanjitene fv_skd_jp_doa6_battle_fa_sukiari fv_skd_jp_doa6_battle_fun_01 fv_skd_jp_doa6_battle_fun_02 fv_skd_jp_doa6_battle_fuu fv_skd_jp_doa6_battle_fuun fv_skd_jp_doa6_battle_fu_01 fv_skd_jp_doa6_battle_fu_02 fv_skd_jp_doa6_battle_haaaa fv_skd_jp_doa6_battle_haai_01 fv_skd_jp_doa6_battle_haai_02 fv_skd_jp_doa6_battle_haai_03 fv_skd_jp_doa6_battle_haa_01 fv_skd_jp_doa6_battle_haa_02 fv_skd_jp_doa6_battle_haa_03 fv_skd_jp_doa6_battle_haa_04 fv_skd_jp_doa6_battle_haa_05 fv_skd_jp_doa6_battle_hai_01 fv_skd_jp_doa6_battle_hai_02 fv_skd_jp_doa6_battle_hai_03 fv_skd_jp_doa6_battle_hai_04 fv_skd_jp_doa6_battle_ha_01 fv_skd_jp_doa6_battle_ha_02 fv_skd_jp_doa6_battle_hoora_01 fv_skd_jp_doa6_battle_hoora_02 fv_skd_jp_doa6_battle_hora_01 fv_skd_jp_doa6_battle_hora_02 fv_skd_jp_doa6_battle_ikuyo fv_skd_jp_doa6_battle_kanpeki fv_skd_jp_doa6_battle_kora fv_skd_jp_doa6_battle_morai fv_skd_jp_doa6_battle_mu fv_skd_jp_doa6_battle_mun fv_skd_jp_doa6_battle_muun fv_skd_jp_doa6_battle_nn fv_skd_jp_doa6_battle_nnn fv_skd_jp_doa6_battle_nsho fv_skd_jp_doa6_battle_seei_01 fv_skd_jp_doa6_battle_seei_02 fv_skd_jp_doa6_battle_seeno fv_skd_jp_doa6_battle_sei_01 fv_skd_jp_doa6_battle_sei_02 fv_skd_jp_doa6_battle_sei_03 fv_skd_jp_doa6_battle_seyaa_01 fv_skd_jp_doa6_battle_seyaa_02 fv_skd_jp_doa6_battle_seya_01 fv_skd_jp_doa6_battle_seya_02 fv_skd_jp_doa6_battle_seya_03 fv_skd_jp_doa6_battle_sokoda fv_skd_jp_doa6_battle_sokone fv_skd_jp_doa6_battle_soore_01 fv_skd_jp_doa6_battle_soore_02 fv_skd_jp_doa6_battle_sore fv_skd_jp_doa6_battle_taaaa fv_skd_jp_doa6_battle_taaa_01 fv_skd_jp_doa6_battle_taaa_02 fv_skd_jp_doa6_battle_taa_01 fv_skd_jp_doa6_battle_taa_02 fv_skd_jp_doa6_battle_taa_03 fv_skd_jp_doa6_battle_tanoshii fv_skd_jp_doa6_battle_teei_01 fv_skd_jp_doa6_battle_teei_02 fv_skd_jp_doa6_battle_tei_01 fv_skd_jp_doa6_battle_tei_02 fv_skd_jp_doa6_battle_teyaa_01 fv_skd_jp_doa6_battle_teyaa_02 fv_skd_jp_doa6_battle_teya_01 fv_skd_jp_doa6_battle_teya_02 fv_skd_jp_doa6_battle_teya_03 fv_skd_jp_doa6_battle_toh_01 fv_skd_jp_doa6_battle_toh_02 fv_skd_jp_doa6_battle_toh_03 fv_skd_jp_doa6_battle_tooh fv_skd_jp_doa6_battle_touzenne fv_skd_jp_doa6_battle_ya fv_skd_jp_doa6_battle_yaa fv_skd_jp_doa6_battle_yaaa_01 fv_skd_jp_doa6_battle_yaaa_02 fv_skd_jp_doa6_battle_yoishotto fv_skd_jp_doa6_battle_yootto fv_skd_jp_doa6_down_03a fv_skd_jp_doa6_down_03b fv_skd_jp_doa6_down_03c fv_skd_jp_doa6_down_03d fv_skd_jp_doa6_down_03e fv_skd_jp_doa6_down_03f fv_skd_jp_doa6_down_03g fv_skd_jp_doa6_down_03h fv_skd_jp_doa6_down_03i fv_skd_jp_doa6_down_03j fv_skd_jp_doa6_down_03k fv_skd_jp_doa6_down_03l fv_skd_jp_doa6_down_03m fv_skd_jp_doa6_down_03n fv_skd_jp_doa6_down_03o fv_skd_jp_doa6_down_03p fv_skd_jp_doa6_down_bb_down fv_skd_jp_doa6_down_bb_hit fv_skd_jp_doa6_gimmick_crowd fv_skd_jp_doa6_gimmick_quake fv_skd_jp_doa6_laugh fv_skd_jp_doa6_lose You're brilliant, man. Thank you.
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