I do when there's something really interesting. Otherwise, it's mostly just parsing the scripting format when detokenized/decompiled/de-whatever-the-fuck-you-want-to-call-it, which would be better served by a short guide explaining the syntax and a list of file locations and non-wrapped line numbers). Since it's a Harmonix-specific format (as best as I can tell, it's only used in GH series before GH3, RB series (of which the PS2 version of RB1 only actually mistakenly contains the pre-tokenization .DTAs with original dev comments) and possibly other HMX-developed games like Frequency or Amplitude (although being earlier games, tool support is much more sparse)).
That reminds me, I still have to get back to the work I was going to do on the GH2 page, and should probably at least make a basic RB1 page to dump some of the .DTA files on the Notes page). Although I'm not sure if I still have any unmodified copies of the GH2 demos (the copies on my PS2's HDD are hacked to expose more of the menu flow than the unmodified copies let the user access, like video options or even career mode). Plus my hack to the "10-song" store demo adds an unlock all code, making it possible to access all 31 songs without the old hacky way which consisted of downloading (or patching) the original ISO to make three different ones, each with a different 10 songs on the setlist, and which also left one song (which, I forget) inaccessible at all even with the hack. My hack, you boot the game, press YYY (or triangle three times on DualShock) to unlock all, then go into the setlist. It even shows the placeholder songs they "left" in which refer to existing files (so no unused songs like in GH1 aside from Bang Your Head). I'll do some work on that when I get back from Indiana, I'm on a working trip at my uncle's military reunion (shooting video).
Probably should also make sure others have the tools I'm using with GH/RB games in case they want to dig around. |