This is pretty amazing, the shotsheet Always9 posted is indeed working. Though makes me wonder how they did the CtC shot replace thing. Meaning they must have cracked the DAT file open to get the sheet, else noway they are going to position all bullets correctly.
The shot replace is just a bullet definition file. A really complicated one with a ton of bullets, but that's all it is. Just rename the .dnh files to .txt so you can open them.
Also, since the transparent system.png seems to work perfect, here's how I did it (needs Photoshop, and fairly long):
1. get this script:
#TouhouDanmakufu
#Title[image viewer]
#Text[]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
let imgBoss = "img\System.png";
let imgWhite = GetCurrentScriptDirectory~"\white.png";
let x=0;
let y=-30;
let color=0;
@Initialize {
SetLife(1);
LoadGraphic(imgWhite);
LoadGraphic(imgBoss);
MagicCircle(false);
}
@MainLoop {
if(GetKeyState(VK_LEFT)==KEY_PUSH){x+=32;}
if(GetKeyState(VK_RIGHT)==KEY_PUSH){x-=32;}
if(GetKeyState(VK_UP)==KEY_PUSH){y+=32;}
if(GetKeyState(VK_DOWN)==KEY_PUSH){y-=32;}
if(GetKeyState(VK_USER)==KEY_PUSH){color=255-color;}
SetPlayerY(-10);
}
@DrawLoop {
SetGraphicAngle(0, 0, 0);
SetTexture(imgWhite);
SetGraphicRect(0+x, 0+y, (GetClipMaxX-GetClipMinX)+x, (GetClipMaxY-GetClipMinY)+y);
SetColor(color,color,color);
DrawGraphic(GetCenterX, GetCenterY);
SetColor(255,255,255);
SetTexture(imgBoss);
DrawGraphic(GetCenterX, GetCenterY);
SetColor(100,100,100);
SetTexture(imgWhite);
SetGraphicRect(0,0,GetClipMaxX-GetClipMinX,30);
DrawGraphic(GetCenterX,GetClipMinY+15);
DrawGraphic(GetCenterX,GetClipMaxY-5);
}
@Finalize {
DeleteGraphic(imgWhite);
}
}
2. I have it set to System.png here, but you can obviously change it if you want.
3. Create a "white.png" file in that directory (just a 5x5 or so white square).
4. Load up the script. Take a screenshot, then paste it into Photoshop and get it all nice and cropped. If the picture's bigger than the frame, just scroll around, take more screenshots, and paste them together (the script automatically scrolls in increments of 32 pixels).
5. press C to switch to a white background and do it again. Make sure everything lines up.
6. Make it so there's only those two layers, black on the bottom and white on the top.
7. Duplicate both and hide the originals.
8. Grayscale both (ctrl-shift-U).
9. Set the top layer (the white BG)'s blending mode to Difference, then merge it with the other layer (ctrl-E).
10. Ctrl-A, ctrl-C.
11. Hide or delete that layer, then deselect (ctrl-D... yes, I like keyboard shortcuts).
12. Set the layer with the black background to be visible again, and create an empty layer mask on it.
13. Open the channels tab (it should be right next to layers, if not, then go into the Window menu to find it), set the mask to be visible (click the only blank box in the tab), then set all the others to be invisible.
14. Paste what you copied before onto that layer (ctrl-V, of course), then invert it (ctrl-I).
15. Go to the layers menu and click the eye next to that layer to set its visible channels back to the default.
If I didn't forget anything and you didn't mess up, then you should be done. Save it, edit it, or do whatever you want with it. An idea I had was to replace the default Reimu and Marisa sprites with something better, but that's not my area of expertise - maybe someone else could draw up some sprites to use instead of ASCII-Reimu? And of course, edit shot.png and modify their bullets' transparency so you can actually see in front of you...