Author Topic: Dark's Magical Workbench  (Read 13812 times)

Dark Kitsune

  • Code Fox
« Last Edit: June 23, 2017, 05:00:56 PM by Dark Kitsune »

Re: Ran's Magical Workbench
« Reply #1 on: August 08, 2015, 10:23:16 PM »
Oh my, that Bloom Effects Library is great!

Good job doing that library - it'll surely help many people (just like me).
« Last Edit: August 10, 2015, 12:03:56 AM by DLS »

Dark Kitsune

  • Code Fox
Re: Ran's Magical Workbench
« Reply #2 on: August 12, 2015, 10:57:44 PM »
Added my new HD shot sheet.

Dark Kitsune

  • Code Fox
Re: Ran's Magical Workbench
« Reply #3 on: August 22, 2015, 06:11:56 PM »
Added a completely ridiculous shot sheet (wanted to test some tools I made).

Lollipop

  • stay woke
  • literally and figuratively dying
Re: Ran's Magical Workbench
« Reply #4 on: August 22, 2015, 06:17:02 PM »
2880 shots?! (How much spare time do you have)
Touhou 1CCS:
Hard: LLS, EoSD(NB), PCB(NB), IN, MoF, TD, DDC(NB), LoLK
Lunatic: EoSD, PCB, DDC, LoLK
Extra: LLS, EoSD, PCB(Extra&Phantasm), IN, MoF, SA, DDC, LoLK
Current Focus: 1cc SA Hard, or an Extra

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Ran's Magical Workbench
« Reply #5 on: August 22, 2015, 06:30:23 PM »
2880 shots?! (How much spare time do you have)

It's not that hard, you know... You have a program write the shot sheet for you.

PhantomSong

  • The Ghost Living through Everyday Life.
  • Eh, it doesn't matter.
Re: Ran's Magical Workbench
« Reply #6 on: August 22, 2015, 06:31:14 PM »
2880 shots?! (How much spare time do you have)
Wasn't really done in spare time. It's all aimed toward becoming a programmer,

And all you really do is you make 1 base sprite for the bullets and recolor, not too difficult.

Re: Ran's Magical Workbench
« Reply #7 on: August 22, 2015, 06:46:59 PM »
One can do that within 1 hour at least, I guess.

Dark Kitsune

  • Code Fox
Re: Ran's Magical Workbench
« Reply #8 on: August 22, 2015, 06:59:12 PM »
It took about 4 to 5 hours, mostly because of an odd alpha bug I was getting in my program that wasn't as noticeable in the test shots I ran through it before.
And the template for the generation of the definitions and constants took a few hours to write, double check, and revise.

Lollipop

  • stay woke
  • literally and figuratively dying
Re: Ran's Magical Workbench
« Reply #9 on: August 22, 2015, 08:08:34 PM »
oh. I don't have shotsheet knowledge so  :blush:
Touhou 1CCS:
Hard: LLS, EoSD(NB), PCB(NB), IN, MoF, TD, DDC(NB), LoLK
Lunatic: EoSD, PCB, DDC, LoLK
Extra: LLS, EoSD, PCB(Extra&Phantasm), IN, MoF, SA, DDC, LoLK
Current Focus: 1cc SA Hard, or an Extra

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #10 on: September 07, 2015, 07:29:54 AM »
I've been working on a "secret" project (I say secret in quotes because some already know about it) for a while now.
It's a sort of development environment for doing full conversion mods of Touhou games (currently best used with MoF), featuring code deobfuscation, macros for tedious things, and automatic building/packaging. Scripting is substantially easier and there won't even be any need to open a command prompt or THTK GUI for most things.

Here's a preview of a tech demo made using it: http://puu.sh/k2JF6/3d386138bb.png

Deobfuscated code for the above spell card: http://pastebin.com/x2C6xNtc (There are still a few instructions left untouched as they did not appear to do anything but ZUN has them in his spells)
« Last Edit: September 07, 2015, 07:52:08 AM by Dark Kitsune »

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #11 on: January 06, 2016, 12:01:21 AM »
Finally did my first script:
BotCF, a procedurally generated plural tech demo

My WIP projects are on hold at the moment.

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #12 on: January 31, 2016, 11:44:32 PM »
Added a new library of interpolation stuff.

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #13 on: February 05, 2016, 09:46:04 PM »
A new .dat extractor update!
 - Now detects whether filenames are UTF-8 or UTF-16 rather than only taking UTF-16 filenames (still only works with characters with values 0-255 right now, though, so only "normal" filenames. I'll likely change the method of detection eventually.)
 - Works properly with directories
 - Now detects whether the header is compressed or not
 - Handles older, unusual, dat files correctly

Tested successfully on Phantasmagoria of Imagine Breaker, Glorious and Huge Singer, and multiple of my own dat archives.
« Last Edit: February 06, 2016, 12:59:07 AM by Dark Kitsune »

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #14 on: May 01, 2016, 08:11:27 PM »
Released the Stellar Effects Library
Where Bloom FX was more 2D looking with rainbow and white colors, Stellar is 3D looking with configurable colors for most effects.
« Last Edit: May 01, 2016, 10:47:50 PM by Dark Kitsune »

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #15 on: July 11, 2016, 07:52:07 PM »
Updated the interpolation/tweening library with several improvements.
I will soon be uploading a large new shot sheet that I've worked on for a long time.

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #16 on: August 24, 2016, 12:06:34 AM »
Added my first autopilot player script for PH3: Autopilot Player

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #17 on: October 02, 2016, 09:32:34 AM »
Finally added the current version of my custom shots that I have been working on randomly for years. Similar to the one in my LoCAA 8 entry but with fixed colors and much more shot definitions. Bright and Crisp Shots

It's best used in scripts with a lot of color and dark/light contrast.
« Last Edit: October 02, 2016, 09:34:16 AM by Dark Kitsune »

TTBD

  • The Terrible Bullet Dodger
  • ^ This is a meme. Praise it. ^
    • I have a Youtube account!
Re: Dark's Magical Workbench
« Reply #18 on: November 09, 2016, 09:21:59 PM »
So, I was wondering.

How do we use the standalone .dat file extractor? When I open it, it says "Script", so I select the script, then "Archive", so I select the .dat. Then nothing happens.  ???

EDIT: I used the "_extract file" script to try it out instead, but it still doesn't work.
« Last Edit: November 09, 2016, 09:25:41 PM by TTBD »
Looks like I don't need a signature either...

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #19 on: November 10, 2016, 09:05:23 AM »
Run the .bat file and then it asks for a file, and then open the archive file through that (no need to select script through there).
If you're doing that and it's not working, check to make sure you have all of the files that come with the program extracted.
If you're on Linux/MacOS and running it through WINE then it may not work at all.

If the problem is just that the console isn't showing anything, it's because it takes a bit to load the archive. I should probably add logging for that.
« Last Edit: November 10, 2016, 09:08:43 AM by Dark Kitsune »

TTBD

  • The Terrible Bullet Dodger
  • ^ This is a meme. Praise it. ^
    • I have a Youtube account!
Re: Dark's Magical Workbench
« Reply #20 on: November 13, 2016, 02:27:07 AM »
Ah, I finally got it working. I don't know what done it, but it's working now. Thanks!  :D
Looks like I don't need a signature either...

ExPorygon

  • Veteran Danmakufu Scripter
  • Currently working on a full Touhou fangame!
    • Ephemeral Entertainment
Re: Dark's Magical Workbench
« Reply #21 on: November 14, 2016, 07:34:16 PM »
Hey, um, I was browsing the links in the opening post but all of the Bulletforge links under DNH PH3 are broken (except for the Bloom Effects link). I can still find them on your project page on Bulletforge, so the urls just seem to be wrong.

Just thought I should let you know.

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #22 on: November 14, 2016, 08:09:37 PM »
Thank you for letting me know. I didn't realize that changing the project name would change the URL and not have the old one redirect to the new one.

Re: Dark's Magical Workbench
« Reply #23 on: November 19, 2016, 08:02:01 PM »
Wall of Lame - Bad/not very great projects.
Soft-edged 16x16 shot data
I don't agree, I actually love and use the bloom shotdata, the bullets are simple and clean, its beautiful to dodge them, I guess if I have to make a new own shotdata, I certainly will mimic this concept <3

Anyway, good luck with the projects. :3

Dark Kitsune

  • Code Fox
New .dat Extractor
« Reply #24 on: December 19, 2016, 11:21:05 AM »
I rewrote the Danmakufu PH3 .dat extractor from scratch in C# and Lua and now it is much much much faster and probably more stable.
It works on Windows, and Linux or Mac if you have Mono (or Wine if you really want to mess with that) installed.
https://www.dropbox.com/s/41x78jla55x1sqd/datextractor.zip?dl=0

To use it, you now either drag the .dat file onto it or run it from command prompt with the path to the .dat file as its argument.
« Last Edit: December 19, 2016, 11:24:51 AM by Dark Kitsune »

Trung0246

  • Gaming, coding, drawing, composing, ... for fun
Re: Dark's Magical Workbench
« Reply #25 on: January 15, 2017, 03:53:44 AM »
When I drag .dat file to new version, nothing happen ...

When I use batch commands:
Code: [Select]
>> C:\Users\[redacted]\Desktop\th_dnh\tools\extractor\datextractor.exe C:\Users\[redacted]\Desktop\th_dnh\script\[redacted]\[redacted].dat

I keep getting error: "Error: Script file "script.lua" does not exist"

I have the file script.lua same directory and same folder with datextractor.exe with DotNetZip.dll, KopiLua.dll, NLua.dll but not work...
My workbench & codedump
Gallery & album (WIP)

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #26 on: January 15, 2017, 05:00:59 AM »
The issue is that it looked for the script in the current directory, so if you try to run the program from inside another directory it does not work correctly.
Thanks for finding that issue though, I just changed it to use the directory the program file itself is in, instead of the current directory. Updated version here: https://www.dropbox.com/s/ydzhsunw4qkdmpl/datextractor.zip?dl=0 It works fine on Linux, and Wine, but I haven't tested it on real Windows yet (but it should still work).
« Last Edit: January 15, 2017, 05:03:17 AM by Dark Kitsune »

Trung0246

  • Gaming, coding, drawing, composing, ... for fun
Re: Dark's Magical Workbench
« Reply #27 on: January 15, 2017, 07:47:34 PM »
After you change the directory, work perfectly :)

But after I change to another file it throw a bunch of error in different file



In case above not work: http://prntscr.com/dw0qlr

The link: http://www.bulletforge.org/u/gore/p/dong-fang-tian-hua-lou-touhou-tenkarou-frantically-forbidden-fruittrial-version
« Last Edit: January 15, 2017, 07:53:29 PM by Trung0246 »
My workbench & codedump
Gallery & album (WIP)

Dark Kitsune

  • Code Fox
Re: Dark's Magical Workbench
« Reply #28 on: January 16, 2017, 03:55:52 AM »
The second .dat file is not the same kind of .dat file. Change the extension to .txt and you'll see that it's just a readable code file.

I just fixed the problem you got with the first; I forgot some .dat archives contain an optional directory name for each file. https://www.dropbox.com/s/ydzhsunw4qkdmpl/datextractor.zip?dl=0

Enko

  • Spirit flying to anywhere
Re: Dark's Magical Workbench
« Reply #29 on: May 13, 2018, 08:48:26 AM »
Some .dat file will lost it's inner directory structure after extracting,only remain the files (and newer extracted file will overwrite the file earlier extracted).

(Picture link (if above not work): https://prnt.sc/jh8852 )
Need help with C# DX developing.