Breaking UNIEL: Part 1

July 24th saw the release of a new fighting game, Under Night In-Birth, on both PSN and retail media. As with any fighting game, understanding move properties is very important to getting an advantage on your opponent. In the past, this data was gathered through intensive training sessions and extended periods of gameplay. After hundreds of hours of gameplay, you can figure out, X move is faster than Y move, etc.

However, its 2014 and I don’t have time for that. Kappa.

Lets get the data we want!

The first thing I did was buy the game, and get it running both on both the retail and jailbroken PS3. Then I examined the games disc structure. A quick glance around showed a folder called script. A quick glance in that folder showed a bunch of plan text scripts.

There was literally a text file with the words “NoLocalDebug” in it! And in it contained a list of constants for debug mode, with everything set to 0 (off)

So, I look this file and changed all the 0’s to 1’s, enabling all the listed debug functions available in the game, and booted it back up! The result was some extra data appearing in-game! The game now shows the startup, active, and recovery frames of each move, as well as frame advantage on hit/block. Heres a video of it in action!

And heres another!

However, this was not good enough for me. Its one thing to be able to see the framedata in-game, but its another to be able to review the framedata offline. Ideally, youd want all the info laid out in front of you in a table, allowing you to study it when away from the game.

I will cover the voyage towards that in my next post

24 thoughts on “Breaking UNIEL: Part 1”

  1. I’m not registered on twitter, so I’ll post it here. Will you release that pac extractor you wrote? Maybe modified framedisplay too. I really need sprites from this game. Thanks.

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