Oh by the way, does anyone know how to edit the win dialog for versus mode? D: I don't know how to do that centering trick there, and I can't position the windows either. >_<;
1st thing to know : the dialogues are in data/win. The reimu.csv, for example, is used when Reimu wins. But you must edit the files in th135b.pak (or th135e.pak, if you use the english patch). If you edit the files in th135.pak, the game will not use them, since they are also in th135b.pak (I lost 30 minutes because of this

).
In each file, there is 13 fields. The 1st one determines when the dialog can happen (for example, when you defeat Ichirin for ichirin1 and ichirin2). Just don't edit this one.
The twelves others can be split into 3 groups, with 4 fields in each group. Each group define a balloon.
In each group, there is 4 fields : name, face, balloon and message. I think name and face are used to know which picture use. You don't need to edit them (and I didn't try). balloon determines which balloon will be used. And message indicates the text that will displayed into the balloon.
But maybe you already know all this.
In my post explaining how to center the text, I said that :
in a dialogue inside a pl file, there is 2 ways to wait user input (pressing Z or keeping C pressed) : You can add a line ,WaitInput (like in stage1.pl, line 72), or just add a backslash just after the balloon text (like in stage1.pl, line 64). I'm not sure, but it seems putting a backslash also clear the balloon after the user input.
If you put 2 balloons like above, without waiting any user input between them, they will be displayed simultaneously. And if there is enough space in the balloon under the text, and you put an invisible balloon so its text is just under the text of the 1st balloon, the user will think the 2 lines are in the same balloon.
There isn't any ",WaitInput" in these csv files, but there is a backslash after the text. If you remove this backslash, the game will immediately display the next balloon without clearing the 1st one. So we can do the same thing as in story mode :

But this way, we can only display 3 text lines. If we need more, I think we'll have no choice but use spaces.
Also, maybe you have noticed on the screenshot above, but I found how to move the balloons.
In balloon.csv, I saw 1 or 2 weeks ago that there is 2 fields, anchorX and anchorY. I was wandering what they are for, but I was too lazy to test.
I tried today, and these values let you move the balloon. In story mode, you don't need them because you can say where the balloon should be, but it is useful here.
Be careful, these values are as strange as offsetX and offsetY.
Maybe you want to use anchorX and anchorY in VS mode, but not in story mode. In this case, you can put 2 entries in balloon.csv that uses the same file.
For exemple, here is some lines of my balloon.csv file :
a15x3,data/system/talk/a15x3.png,250,85,0,0,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
empty,data/system/talk/empty.png,250,125,0,0,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
a15x3_VS,data/system/talk/a15x3.png,250,85,250,0,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
empty_VS,data/system/talk/empty.png,250,125,250,0,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
And in reimu.csv, I use the lines I created :
common1,霊夢,汗1,a15x3_VS,Ligne 1,霊夢,汗1,empty_VS,Deuxieme ligne\,,,,
common2,霊夢,汗1,a15x3_VS,Ligne 1,霊夢,汗1,empty_VS,Deuxieme ligne\,,,,
reimu1,霊夢,汗1,a15x3_VS,Ligne 1,霊夢,汗1,empty_VS,Deuxieme ligne\,,,,
reimu2,霊夢,汗1,a15x3_VS,Ligne 1,霊夢,汗1,empty_VS,Deuxieme ligne\,,,,
(I put the same thing in these 4 lines so the dialog is no longer random. It is harder to do tests when there is random somewhere).
When I have to test something, I don't like to lose time (for example, I think Reimu takes too much time to die when I have to test something). I want to do my test immediately. That's why I try to find cheats.
So I found how to use spellcards whenever you want. I did my tests with Reimu VS Reimu, so I'll take Reimu as example, again.
The Reimu's skills are in data/csv/ItemReimu.csv. Each line stands for a skill. The 2 last ones are the spellcards.
For each spellcard, the command field's value is 4. If you replace it by 1, you will be able to use them whenever you want.
Also, each spellcard can be used only 2 times in a fight. To remove this limit, replace the 2 in the useCount field by -1.
And again, I wrote a lot of text.