Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Suikama on May 07, 2009, 08:29:12 PM

Title: Touhou DS!
Post by: Suikama on May 07, 2009, 08:29:12 PM
Touhou... for DS!
http://www.weeaboo.nl/index.php?cat=8
Made by anoNL

Ahem. Anyways it seems you can make your own games with this.
The manual can be found here: http://www.weeaboo.nl/article/thds/manual-0.8/

Might be a bit pointless if you don't have a DS + flashcard, but I'm sure some people here do have those things.

First impressions on the gameplay. Control-wise it feels fine to me, it allows you to set your own controls and you only need 3 buttons so it's not hard to get a comfortable configuration. Play the demo a few times was pretty fun. The main issues are the split screen of the DS, and how dying works.

There doesn't seem to be a "blind spot" between the two screens. However it doesn't feel awkward when you try to dodge something while between the two screens. The angles of bullets seems to get changed a bit or something, I'm not quite sure. It a bit like looking through water. Alse fast bullets are hard to see coming since you can't precicely judge angles when bullets are on the top of the screen and the bottom screen isn't very big and doesn't give much time to react.
That said, I think this problem can be remedied by a bit of creative design when making patterns that work around this hinderance.

The bigger problem actually is how dying works. When you get hit, you mearly flash and lose one life. If you hit bomb too late, then you end up losing a life AND a bomb. There actually IS deathbomb implemented, however if you miss this window then you face the mentioned concequences. Not only that, but if you do get off the deathbomb, you lose two bombs ala IN, which is pretty stupid since it's completely different from IN in that IN practically pauses the game when you get hit while you barely even notice when you get hit in this game.
There might be a working for this if you play with the character scripts for a bit but the current implemented characters are messed up like this.

Other than those issues it's actually quite fun. The controls feel fine and have good control (maybe not if you have a DS lite though), the sound and graphics are pretty good (okay they're stolen from ZUN but the point is the DS doesn't mess them up to much), and most of all I think it has some potential. Of course wether or not it really has potential depends more on the code itself so now I'll move onto that.


Since the majority of this board is devoted to danmakufu, I'll mostly be comparing thDS to danmakufu. The language seems very simple compared to danmakufu. As in like, very simple.

Going by the manual, it seems (keep in mind I'm not a very experienced programmer so I could be wrong on some aspects) all you do is define a bunch of objects and toss them around. You can define something to be one of three things in this game. A spell, an object, or a boss. Enemies and bullets both count as objects. Essentially you have to define each bullet you make with this program, which seems kinda tedious compared to danmakufu. So if you want to make a single shot, you have to define an object, and then give it a bunch of commands. Then you can fire that bullet at any time you want. There MIGHT be a way to loop (I know there is a _loop function but I don;t know how much it can do) so that you can create patterns easily. I'm not sure since I haven't played around with it yet. I advise looking through the manual and function lists to get a better idea how it works.

On non-gameplay aspects, it supports a variety of things such as multiple stages, alternate paths, talking cutscenes etc. These things are all relatively simple to implement, however the image type they use is a bit odd and I don't know much about it (.dta). Creating caharacters is significantly easier than danmakufu since all you have to do basically is set some stats and make some images that are the right size. Of course the downside of this is you probably can't create really unique characters (but hey no one likes those anyways right? :V)

Oh yea one last issue. There IS some slowdown when there are too many bullets on the screen. I think DS lite has a slighty better processer and maybe won't lag as much, but there is one attack in the demo that fills the screen with bullets and lags my DS. Nothing else lagged though.


Since I have a DS and the language seems easier to work with than danmakufu, I be messing around with it a bit. Also, If anyone else wants to try coding stuff but doesn't have a DS or flashcard I could test stuff for you :V.
Title: Re: Touhou DS!
Post by: Gpop on May 07, 2009, 08:38:24 PM
Oh so you're going to try to improve on the game?

If the language is that simple I might take a look myself and see what I can do as well.
Title: Re: Touhou DS!
Post by: Suikama on May 07, 2009, 08:46:38 PM
Oh so you're going to try to improve on the game?
You say it as if I was going to improve the language :V

You can make your own scripts for this game just like danmakufu. The game it comes with is only a demo.


Oh yea. There is one problem that can't really be fixed. Testing :<. It's even more of a pain than normal testing since you have to keep transfering the memory stick from your DS to computer :<
Title: Re: Touhou DS!
Post by: anonl on May 07, 2009, 11:38:09 PM
Touhou... for DS!
http://www.weeaboo.nl/index.php?cat=8
Made by some guy who is not me.

I'm that 'some guy'

The bigger problem actually is how dying works. When you get hit, you mearly flash and lose one life. If you hit bomb too late, then you end up losing a life AND a bomb. There actually IS deathbomb implemented, however if you miss this window then you face the mentioned concequences. Not only that, but if you do get off the deathbomb, you lose two bombs ala IN, which is pretty stupid since it's completely different from IN in that IN practically pauses the game when you get hit while you barely even notice when you get hit in this game.

I agree, It'll be fixed in the next release (which will be finished shortly).


Random stuff:

_loop is just something you add to the end of a spell that makes it repeat a fixed number of times (or infinitely).

.dta/.pal files are just raw bitmaps in one of the DS's natively supported formats. The specific format is usually specified in another file, for example in marisa.ini you have the line:
texture=tex_marisa:A3I5
which corresponds to 3-bit alpha + a 5-bit palette index per pixel.

It's possible to test on the PC if you (un)comment a few lines in src/arm9/Makefile and recompile the program (doesn't require programming knowledge). I'll write up a step-by-step instruction tomorrow.
Title: Re: Touhou DS!
Post by: Suikama on May 07, 2009, 11:57:07 PM
I'm that 'some guy'
Oh hey :V
I agree, It'll be fixed in the next release (which will be finished shortly).


Random stuff:

_loop is just something you add to the end of a spell that makes it repeat a fixed number of times (or infinitely).

.dta/.pal files are just raw bitmaps in one of the DS's natively supported formats. The specific format is usually specified in another file, for example in marisa.ini you have the line:
texture=tex_marisa:A3I5
which corresponds to 3-bit alpha + a 5-bit palette index per pixel.

It's possible to test on the PC if you (un)comment a few lines in src/arm9/Makefile and recompile the program (doesn't require programming knowledge). I'll write up a step-by-step instruction tomorrow.

So you're still working on this? Awesome.

Quick question. I was fooling around, copy and pasting some of the stage 1 demo code (namely the boss and one large fairy) and changing some names and stuff. However when I run it, I get a flashing chen as a boss instaed of Cirno. Also the icicles were invisible.
Title: Re: Touhou DS!
Post by: anonl on May 08, 2009, 09:07:29 AM
Quick question. I was fooling around, copy and pasting some of the stage 1 demo code (namely the boss and one large fairy) and changing some names and stuff. However when I run it, I get a flashing chen as a boss instaed of Cirno. Also the icicles were invisible.

You're missing the line "tex_boss=tex_boss_cirno:A3I5" in your stage*.ini or the tex_boss_cirno.dta/.pal files in the stage folder. Basically, the game can't find the correct boss texture, so it uses the default (which has a picture of Chen in the top-left corner and nothing else).

--------------------------------------------

Manual for TouhouDS 0.8.1 (http://www.weeaboo.nl/article/thds/manual-0.8.1/)

^ The manual for 0.8.1 has a section about testing stages/characters in an emulator.
Title: Re: Touhou DS!
Post by: anonl on May 15, 2009, 10:21:16 AM
TouhouDS v0.8.1

http://www.weeaboo.nl/index.php?aid=25 (http://www.weeaboo.nl/index.php?aid=25)

(http://i43.tinypic.com/11743m0.png)

Quote
v0.8.1 2009-05-14
===============================================================================

bugfixes:
    - The score screen's scrollpane didn't start out showing the highest score.
    - The game selection on the score screen didn't work properly.
    - Fixed a memory leak in the sound manager.
    - Objects with hitbox=0 would still cause collisions.

improvements:
    - Support for multiple/selfmade download repositories
    - Deathbombing no longer requires 2 bombs and after dying there's a small
      period where bombing is disabled to avoid losing a bomb because you were
      too late trying to deathbomb.
    - Nicer character select screen
    - Added a fifth stage + small improvements to older stages
    - Added Sanae as a character

scripting language:
    - Added _for, size, drawAngle commands
Title: Re: Touhou DS!
Post by: Gpop on May 15, 2009, 12:28:24 PM
Hooray playable Sanae! And Orin? I guess I'll try it out when I get home.
Title: Re: Touhou DS!
Post by: KomeijiKoishi on May 15, 2009, 01:27:07 PM
I'd love to play it, but I have this "You need DLDI"-problem ( :'( ), and I have absolultely no clue how to solve it. I'm using No$Cash BTW.
Title: Re: Touhou DS!
Post by: anonl on May 15, 2009, 06:00:39 PM
I'd love to play it, but I have this "You need DLDI"-problem ( :'( ), and I have absolultely no clue how to solve it. I'm using No$Cash BTW.

The regular version doesn't work in emulators: use this one (http://www.mediafire.com/?zyzqmnqotjo).

no$gba doesn't have support for wifi or saving files though...
Title: Re: Touhou DS!
Post by: Suikama on May 16, 2009, 01:40:34 AM
For some reason when I shoot it clears the screen of bullets. So basically nothing can hurt me while I'm shooting.

The game also crashes when I beat it

Edit: Okay I reinstalled it and this time no screen clear glitch but it crashes contanstly
Title: Re: Touhou DS!
Post by: anonl on May 16, 2009, 10:35:41 AM
Trying to fix the bug:
http://www.weeaboo.nl/external/TouhouDS-r109.nds (http://www.weeaboo.nl/external/TouhouDS-r109.nds)
Title: Re: Touhou DS!
Post by: Suikama on May 16, 2009, 07:54:47 PM
Trying to fix the bug:
http://www.weeaboo.nl/external/TouhouDS-r109.nds (http://www.weeaboo.nl/external/TouhouDS-r109.nds)
Still crashes after I beat stage 5. Top screen gives an error, a whole bunch of numbers and the music starts repeating the same 2 seconds over and over
Title: Re: Touhou DS!
Post by: DarkslimeZ on May 17, 2009, 02:09:28 AM
If you're getting a guru meditation error, I believe it would be a good idea to say what the number next to PC is.

also, fun game~ maybe if I wasn't so lazy I'd script something, but D:
Title: Re: Touhou DS!
Post by: anonl on May 21, 2009, 07:25:20 PM
TouhouDS v0.8.2

http://www.weeaboo.nl/index.php?aid=26

(http://i41.tinypic.com/9px8qh.png)

Quote
v0.8.2 2009-05-21
===============================================================================

bugfixes:
    - Game crashed after a certain number of spellcards.

improvements:
    - Decreased memory usage and memory fragmentation
    - References to spellbooks cache their results for better performance.
Title: Re: Touhou DS!
Post by: Konisu on October 24, 2009, 02:28:07 AM
i have an idea, i dont know if you have it implemented, but i have k noticed there is a wifi option in the game, it would be a nice thing to make a... zone or a place (im lacking on my terms of what this would be.. lol) where the players can download other versions of peoples levels for this game.. just an idea i had when i was playing this
Title: Re: Touhou DS!
Post by: Sakura665 on October 24, 2009, 04:56:44 AM
i have an idea, i dont know if you have it implemented, but i have k noticed there is a wifi option in the game, it would be a nice thing to make a... zone or a place (im lacking on my terms of what this would be.. lol) where the players can download other versions of peoples levels for this game.. just an idea i had when i was playing this

Umm Wi-Fi yeah, and also maybe some PoFV like multiplayer? idk but with wi-fi there are many options i can think of, this looks good
Title: Re: Touhou DS!
Post by: anonl on October 24, 2009, 08:02:34 AM
i have an idea, i dont know if you have it implemented, but i have k noticed there is a wifi option in the game, it would be a nice thing to make a... zone or a place (im lacking on my terms of what this would be.. lol) where the players can download other versions of peoples levels for this game.. just an idea i had when i was playing this

Already possible, see: http://www.weeaboo.nl/article/thds/manual-0.8.2/ (http://www.weeaboo.nl/article/thds/manual-0.8.2/)
it's under "Creating a download repository"



For the next release I'm trying to get in wifi multiplayer. First co-op, maybe PoFV-style versus later (requires more changes).
Title: Re: Touhou DS!
Post by: Gpop on October 24, 2009, 02:34:43 PM
First co-op

First co-op

First co-op

I love you.
Title: Re: Touhou DS!
Post by: Solais on October 24, 2009, 07:00:59 PM
Goddammit, you, YOU!! You Awesome!
Title: Re: Touhou DS!
Post by: Cabble on October 24, 2009, 07:43:38 PM
Ok so how do you get this onto the DS?
Title: Re: Touhou DS!
Post by: Suikama on October 24, 2009, 07:45:41 PM
Ok so how do you get this onto the DS?
You'll need a flashcart of some kind
Title: Re: Touhou DS!
Post by: devouringone3 on November 05, 2009, 02:40:41 AM
Hello M. Weeaboo, I've been downloading/following your project on every subversions since number 0.3.1 and I totally love it... even though I have no reason of playing that often, everytime I beat the small game with a different character it makes me think of how close it is to the experience of playing Touhou on a PC (all the same features, just a bit downscaled to fit on two DS screens) and how better it would be if people would get into making levels... I think they could be easily inspired by all the stuff ZUN've already done for the PC.

Since the month of may I don't think I had seen any updates (at least, not on your website), but now I like seeing you here again...

So yeah, thanks... I still need to try the other stuff you've done for the DS and I want to make myself some cool touhou DS levels.
Title: Re: Touhou DS!
Post by: anonl on December 02, 2009, 10:48:01 AM
Progress:

Basic wifi connections work (UDP & TCP). Still need to broadcast a bunch of information (damage/player death/score/etc.), but at least movement works already. After that I've got a bunch of lovely refactoring ahead to make it possible to have multiple player scripts running at the same time.

(http://img682.imageshack.us/img682/5939/thds09options.th.jpg) (http://img682.imageshack.us/i/thds09options.jpg/)
I've also been playing around with LUA as a secondary/replacement scripting language. It's 5x~10x slower, but it gives much more freedom to make interesting scripts. I made a TH11 Marisa B to test how easy it would be to create an advanced player script:

Code: [Select]
SA_Marisa_B = {opts={}, mode=0, switchCooldown=0}

function SA_Marisa_B:init()
self.lastX = self:getX()
self.lastY = self:getY()

for n=1, 4 do
self.opts[n] = Sprite.new(Nil, SpriteType.SPRITE_default, self.lastX, self.lastY)
self.opts[n]:setVisible(false)
end
end

function SA_Marisa_B:update()
self:onModeChanged()

while true do
local x = self:getX()
local y = self:getY()
local level = self:getAttackLevel()

for n=1, 4 do
self.opts[n]:setVisible(n <= level)
end

local focusPressed = self:isButtonPressed(Keys.VK_focus)
local firePressed = self:isButtonPressed(Keys.VK_fire)

if self.switchCooldown > 0 and focusPressed and firePressed then
self.mode = self.mode + 1
if self.mode > 4 then
self.mode = 0
end

self.switchCooldown = 0

self:onModeChanged()
end

if focusPressed or firePressed then
self.switchCooldown = self.switchCooldown - 1
else
self.switchCooldown = 2
end

if self.mode == 1 then
self.opts[1]:setPos(x-8,  y+24)
self.opts[2]:setPos(x+8,  y+24)
self.opts[3]:setPos(x-24, y+24)
self.opts[4]:setPos(x+24, y+24)
elseif self.mode == 2 then
self.opts[1]:setPos(x-16, y-16)
self.opts[2]:setPos(x+16, y-16)
self.opts[3]:setPos(x-16, y-16)
self.opts[4]:setPos(x+16, y-16)
elseif self.mode == 3 then
self.opts[1]:setPos(x, y-40)
self.opts[2]:setPos(x, y+40)
self.opts[3]:setPos(x, y-20)
self.opts[4]:setPos(x, y+20)
elseif self.mode == 4 then
self.opts[1]:setPos(x,    y+40)
self.opts[2]:setPos(x-16, y+24)
self.opts[3]:setPos(x+16, y+24)
self.opts[4]:setPos(x,    y+24)
else
self.opts[1]:setPos(x-24, y-8)
self.opts[2]:setPos(x+24, y-8)
self.opts[3]:setPos(x-24, y+8)
self.opts[4]:setPos(x+24, y+8)
end

yield(2)
end
end

function SA_Marisa_B:onModeChanged()
local dx = self.mode * 8
local dy = 0

if self.mode >= 3 then
dx = dx - 24
dy = 8
end

for n=1, 4 do
self.opts[n]:setImage(TextureType.TEX_player, 96 + dx, 96 + dy, 8, 8)
end

if self.mode == 0 then
self.opts[1]:setAngle(6)
self.opts[2]:setAngle(-6)
self.opts[3]:setAngle(6)
self.opts[4]:setAngle(-6)
elseif self.mode == 1 then
self.opts[1]:setAngle(-8)
self.opts[2]:setAngle(8)
self.opts[3]:setAngle(-16)
self.opts[4]:setAngle(16)
elseif self.mode == 2 then
self.opts[1]:setAngle(-20)
self.opts[2]:setAngle(20)
self.opts[3]:setAngle(-28)
self.opts[4]:setAngle(28)
elseif self.mode == 3 then
self.opts[1]:setAngle(128)
self.opts[2]:setAngle(-128)
self.opts[3]:setAngle(-128)
self.opts[4]:setAngle(128)
elseif self.mode == 4 then
self.opts[1]:setAngle(256)
self.opts[2]:setAngle(256-16)
self.opts[3]:setAngle(256+16)
self.opts[4]:setAngle(256)
end

end

function SA_Marisa_B:fire()
local x = self:getX()
local y = self:getY()
local level = self:getAttackLevel()
local pow1 = self:getAttackPower1()
local pow2 = self:getAttackPower2()

self:fire1(x, y, pow1, 0)
for n=1, 4 do
local opt = self.opts[n]
if opt:isVisible() then
self:fire2(opt:getX(), opt:getY(), pow2, opt:getAngle())
end
end

yield(6)
end

function SA_Marisa_B:fire1(x, y, pow, angle)
local sprite = Sprite.new(Nil, SpriteType.SPRITE_playerShot, x, y)
sprite:setImage(TextureType.TEX_player, 0, 104, 24, 24)
sprite:setHitRadius(10)
sprite:setPower(pow)
sprite:setAngle(angle)
sprite:setSpeed(12)
end

function SA_Marisa_B:fire2(x, y, pow, angle)
local m = 24
if self.mode == 1 then m = 48 end
if self.mode == 2 then m = 0  end
if self.mode == 3 then m = 72 end
if self.mode == 4 then m = 24 end

local sprite = Sprite.new(Nil, SpriteType.SPRITE_playerShot, x, y)
sprite:setImage(TextureType.TEX_player, m, 104, 24, 24)
sprite:setHitRadius(10)
sprite:setPower(pow)
sprite:setAngle(angle)
sprite:setSpeed(12)
end

Test ROM for emulators:
http://www.mediafire.com/?4qfq2jv5jnw (http://www.mediafire.com/?4qfq2jv5jnw)
Title: Re: Touhou DS!
Post by: 8lue Wizard on December 02, 2009, 09:04:26 PM
^What emulator was that tested on? Using iDeaS, I'm getting a libfat error when I try to start it up, and changing my DLDI settings doesn't fix it.
Title: Re: Touhou DS!
Post by: anonl on December 02, 2009, 09:10:06 PM
^What emulator was that tested on? Using iDeaS, I'm getting a libfat error when I try to start it up, and changing my DLDI settings doesn't fix it.
no$gba
Title: Re: Touhou DS!
Post by: mew77 on December 27, 2009, 08:42:30 AM
I'm having trouble loading this into my R4. What do I need to do?

It gives me an installation Error.
Title: Re: Touhou DS!
Post by: anonl on December 27, 2009, 10:11:37 AM
^ that one was emulator-only

TouhouDS v0.9 beta (http://www.mediafire.com/?zek10jzymdy)

Quote
===============================================================================
 v0.9 2009-12-27
===============================================================================

bugfixes:
    - On-screen keyboard was broken.

improvements:
    - Added support for writing scripts in LUA.
    - Update to tools (new TextureConverter & repository creation tool).
    - Improved collision system which lifts the maxsize=64x64 restriction and
      gives a choice between line-segment and circle collision shapes.
    - Added sixth stage + new playable character.
Title: Re: Touhou DS!
Post by: mew77 on December 27, 2009, 10:33:47 AM
I tried to load this one: TouhouDS v0.8.2

Gave me an installation error

will your version 0.9 beta work on on R4?
Title: Re: Touhou DS!
Post by: anonl on December 27, 2009, 10:35:41 AM
will your version 0.9 beta work on on R4?
I have an R4 myself, so yes.
Title: Re: Touhou DS!
Post by: mew77 on December 27, 2009, 01:47:17 PM
It says:

Invalid Installation

Please make sure the game data is stored in /TouhouDS/

nevermind it's working now
Title: Re: Touhou DS!
Post by: anonl on December 27, 2009, 02:01:32 PM
Invalid Installation

Please make sure the game data is stored in /TouhouDS/

The game data is in the wrong location or it's missing completely.

Quote from: readme.txt
1. Put the TouhouDS folder inside the root folder of your flashcard.
2. Run "TouhouDS.nds"

Maybe you have the "TouhouDS" folder in a subfolder "/TouhouDS-0.9/TouhouDS". Flashcards generally don't support relative paths, so the game data must be in a folder named "TouhouDS" and that folder must be in the root directory.
Title: Re: Touhou DS!
Post by: mew77 on December 27, 2009, 11:08:34 PM
Just curious, is there a way to make the death animation more dramatic...currently the only way I can tell is the sound effect and i can sometimes miss that.
Title: Re: Touhou DS!
Post by: Suikama on January 12, 2010, 05:15:31 PM
0.9 has a small glitch where you touch screen fails after you quit a game
Title: Re: Touhou DS!
Post by: pwnedNyan on April 12, 2010, 08:22:53 AM
I don't know if anyone else gets it, but I occasionally get an error with the SA 11 Marisa. Something about a caching a  nil value I think? I don't remember much at the moment but It'd keep the text about the error on the top, and you could keep playing, but Marisa wouldn't shoot anything.

 If I get it again I'll try to add more details, but placing a fresh download on my DS would fix it until I got it again.

I'm really hoping this turns out to be more successful [not to mention easier to find] then the PSP touhous, but I've really been enjoying this when I'm not playing the official touhous. ^_^
Title: Re: Touhou DS!
Post by: mew77 on May 27, 2010, 12:11:27 PM
I feel that the player character doesn't move fast enough.

Personally i'm finding minimal differences in movment speed between focused and unfocused, perhaps it's jsut the characters I'm playing.

That is all.
Title: Re: Touhou DS!
Post by: Sriggle on June 22, 2010, 01:56:08 PM
I hate to necropost, but..

I have a problem.

The aforementioned "Invalid Installation

Please make sure the game data is stored in /TouhouDS/"-blue screen shows up.

I used winzip to unzip everything into a TouhouDS folder in the root directory of my flash card.

Still, the abovementioned blue screen shows up.

Why?
Title: Re: Touhou DS!
Post by: Suikama on June 22, 2010, 02:13:58 PM
Is it in the original "TouhouDS" folder or one you made yourself
Title: Re: Touhou DS!
Post by: Sriggle on June 22, 2010, 02:16:58 PM
I think I'll have to say I made this one myself?

Should Powerarchiver automatically create a folder when unzipping? Because that hasn't happened.
Title: Re: Touhou DS!
Post by: Deishido on December 29, 2010, 12:38:30 AM
I'm sorry for bringing up such an old topic ^^;;

I've been dabbling a bit with this project for a while now, but I've only recently gotten the skill to actually do anything. I've recreated the six premade stages into a HARD level (Seriously, I didn't do much, I don't think I even changed Yuyuko's at all :derp: ) And I've created a Phantasm stage (attacks heavily based around yuyuko's, but beefed up. and I even added one of my own similar to "Butterfly Pyrotechnics") If there is somewhere I can upload the needed files, I can. I've even dragged out some music files (though I'm not sure if I should be using anything by IOSYS or EASTNEWSOUND  :ohdear: )

I'm currently working on adding the PoFV characters, so if anyone here has Ideas for shot patterns, it would be appriciated. ^^  I've also been looking into bomb editing (though I've been told I cant create new bombs) I'd like to see how I can manipulate the ones already made...

Again, really sorry for necro-posting, But this project has really motivated me to look more into programing.
Title: Re: Touhou DS!
Post by: bennelsey on December 29, 2010, 01:27:22 AM
Great :3

there's always mediafire for free hosting needs
http://mediafire.com/

Was waiting for people to make user content for this game since i was too lazy to make some myself xD
Title: Re: Touhou DS!
Post by: Deishido on December 29, 2010, 04:24:03 AM
http://www.mediafire.com/?nmd3y2nyddgyr01

I think this worked... just include the files and allow folders to merge. If you don't have Vanishing_Point.mp3 in the bgm folder, then the stage will have NO music.

I will eventually upload a version with this audio if I get a better internet connection and if I'm allowed to post content like that here :ohdear:
Title: Re: Touhou DS!
Post by: geekboy on January 03, 2011, 08:22:39 PM
w00 some one actually made something for this yay ill try it out and let you know what i think ^_^

personally i'm not that good at touhou though ;.; i am working on programming levels for another bullethell engine though so if i come up with some interesting ideas for patterns ill share them
Title: Re: Touhou DS!
Post by: Ghaleon on January 08, 2011, 04:58:56 PM
Am I the only guy who can't play this well enough to beat stage 1 because the split in half screen totally screws with you? Any other touhou game I do fine, but I really can't handle the multi screen feature.
Title: Re: Touhou DS!
Post by: KuraiShoka on January 08, 2011, 05:22:05 PM
Am I the only guy who can't play this well enough to beat stage 1 because the split in half screen totally screws with you? Any other touhou game I do fine, but I really can't handle the multi screen feature.

Don't feel bad, it took me about 3 obsessive hours to overcome that  :V
Title: Re: Touhou DS!
Post by: Deishido on January 08, 2011, 09:32:29 PM
For anyone who did download my phantasm stage, I'm also going to work on HARD stages (because it wasn't touhou enough if I can 1cc it :3 )

so, any suggestions on what I can do would be appriciated. and feedback on the posted stage too ^^
Title: Re: Touhou DS!
Post by: KuraiShoka on January 09, 2011, 01:15:39 AM
so, any suggestions on what I can do would be appriciated.

You were saying something about making some of the PoFV characters (something I've started doing in danmakufu)
If you want to make them full characters, my opinion is to look at their charge attack. An example would be Komachi. If you charge and shoot, she has those coins that home in on enemies. If you look at a typical character, they have options/slaves/familiars by them.
You could try using the PoFV character's regular shot as their DS Counterpart's main attack, and have the charge attack as the attack that spawns from the option by them (like Komachi's coins)

Sorry if my post is confusing  :V
Title: Re: Touhou DS!
Post by: Deishido on January 09, 2011, 04:37:22 AM
actualyy, yeah. thanks. (I already did Komachi's homing coins)  I have ALL the PoFV character sprites. I just need to study or get info on their shot patterns.

Something else I noticed, If you have more than one page of characters, The game glitches getting to the second page
Title: Re: Touhou DS!
Post by: Deishido on January 17, 2011, 07:14:39 PM
I think I've come up with a way to get conversations (sorta...)

Create new images (with transparent backgrounds) and set them As bullets or enemies or some other kind of object. then set each piece on the screen (In the appropriate places) for a specific amount of time. (during which time no other enemies or bullets will appear) Sure it could be complicated and may have a ton of bugs, but I think it could work... maybe... possibly...

>.>  Imma try it :derp:


(also, I cant get my copy of PoFV to work and my friend has the installation disk in another state because he's visiting family >.o Is there a list of descriptions of each character's PoFV attacks/shots? That would be very very helpful)

((I also read that Touhou DS has alternate route capabilities?? How does that work/how can I implement it?))
Title: Re: Touhou DS!
Post by: draganuv15 on January 17, 2011, 07:59:35 PM
There are invalid links for all mediafire links you've provided for the games :(
Title: Re: Touhou DS!
Post by: Deishido on January 17, 2011, 08:42:29 PM
There are invalid links for all mediafire links you've provided for the games :(

If you meant for the TouhouDS game and files: http://www.mediafire.com/?m2ydrmmzmzx and http://www.mediafire.com/?ojjhk32imyz both work. the second includes source files. both found at http://weeaboo.nl/index.php?cat=8

If you meant the one on this page (for the phantasm stage) http://www.mediafire.com/?nmd3y2nyddgyr01 works, I just tried it.
Title: Re: Touhou DS!
Post by: draganuv15 on January 17, 2011, 09:43:14 PM
If you meant for the TouhouDS game and files: http://www.mediafire.com/?m2ydrmmzmzx and http://www.mediafire.com/?ojjhk32imyz both work. the second includes source files. both found at http://weeaboo.nl/index.php?cat=8

If you meant the one on this page (for the phantasm stage) http://www.mediafire.com/?nmd3y2nyddgyr01 works, I just tried it.

Tested, they work thanks!
Title: Re: Touhou DS!
Post by: Serina on January 17, 2011, 10:10:07 PM
I was playing it yesterday, it's very good. Playing on a DS screen is better than i tought. I'm making some custom players and it's not hard.
Where is that Phantasm stage ? :V
Title: Re: Touhou DS!
Post by: Deishido on January 18, 2011, 09:00:37 PM
If you meant the one on this page (for the phantasm stage) http://www.mediafire.com/?nmd3y2nyddgyr01 works, I just tried it.

Where is that Phantasm stage ? :V

That work? :3 I'd love some feedback
Title: Re: Touhou DS!
Post by: Deishido on January 28, 2011, 09:43:34 PM
http://www.youtube.com/watch?v=ewMd6XQVros

oh look, Its me again :v
I have been working both on adding my original characters (male, but gay. is it allowed in touhou? XD ) Anyway, I've also been working on making my own spells instead of simply editing old ones (Which I kinda failed at, but I did vastly change them...)

Uhm... the files look like frankenstein (and look worse than the video x.x; ) So I'm going to take the time to clean them up (and properly credit the stolen source spells)
after I upload the stage, if someone could make an efs(?) [emulator usable] version with this course in it (and the phantasm course) I'd love to have them so I can get some good quality videos.

Now on the miniboss... I learned that the main.pds whatever file couldn't access a file I made as tex_miniboss (in the correct formats mind you) so I took my miniboss and threw him into an unused space on the tex_enemy files. I had to shrink him so he would fit. (he's a mini-miniboss :D )  I realllllly liked flan's spell "Spinning Rainbow" so my boss kinda stole that spell bigtime... Anyway, I will make two versions of this when I set it up to be uploaded. one with Shiro (my original character) and the other with Flandre (maybe I'll use flandrisa as the miniboss that time...)

The spells: SPOILER ALERT KINDA :3

1st Spell - Spiritual Flames (EASY LEVEL SPELL)
basicly i ripped the fairy from the begining of chen's stage (I think it was hers) and added the explosion from the "spinners" enemy and a special chaser bullet attack of my own :D

2nd Spell - Ring of Tricks (NORMAL LEVEL SPELL)
I think I may have changed this since the video... but only a little bit... it's a daisychain of cards, similar to one of moukou's spells... infact I looked to that spell to make sure I was doing it right. No, it was not copied. There is a definate difference X3

3rd Spell - Twisted Humor (HARD LEVEL SPELL)
Oh my god I did this all mysel-no I stole it from flan's Spinning Rainbow Spell x.x;; Dont tell her... >.>  Anyway, its a fast, hard-hitting mix of Flan's spell and the first two of my own. I like it :v

4th Spell - ~Last Word~

ok, no, not a hull spell. it's about 10 seconds long. it's actualy foreshadowing the last spell...

5th Spell - Hell's Dropzone (LUNATIC LEVEL SPELL)
personally... I think I've only beaten this spell one time. and it WAS entirely made on my own X.x
Honestly, I cant describe this spell, it's beautiful and infuriating... the idea behind it was to use dropping shots that slowly home in. kinda like Cirno's spell with Shen's technique. But I assure you, This spell was written by me and I'm very proud of it :D

the stage... it's ALMOST entirely other stage pieces. some things were changed and a miniboss was created, kinda.

the miniboss's spell is actually the boss's second spell at a much easier level.

The player I used:
He is Kuro, a black wolf, opposite of this stage's boss, Shiro, the white fox.
Kuro's bombs are the default MoF bomb and the "Awkward Silence" which is basicaly Marisa's Master Spark but with almost no graphics. just an awkwardsilence of enemy bullets and a !? over the player.
His shots are Butterflies and Knives (shots are linked to the character's story, the graphics used in this character were all drawn by me, EXCEPT the MoF bomb)

anyway, enjoy. I love this project and it's fun to play around with different spells.
Title: Re: Touhou DS!
Post by: Takeo on January 31, 2011, 07:02:13 PM
Hey, sry for interrupting, but I need a little help...

I want to play TouhouDS on my Ds-Lite, with the Action Replay DSi, I?ve already patched the game, that I don?t get bluescreens, and I?ve solved the problem with the /touhouDS/ File... but when I start the game, both screens become white, and nothing happens.
Title: Re: Touhou DS!
Post by: Deishido on February 01, 2011, 01:24:55 AM
The game doesn't work properly on the Action Replay DSi. I reccomend getting an Acekard2i and installing the latest AKAIO firmware.
google is your friend :3

(I've had an M3i Zero/Sakura, Acekard2i, R4, R4i-sdhc, and AR-DSi  I recomend the Acekard2i using the AKAIO firmware over all the others, and a very good price too :D )

Sorry for my spelling and grammar; I'm American.
Title: Re: Touhou DS!
Post by: Deishido on February 12, 2011, 01:56:00 AM
It was a small mistake, nothing more to be said... >.> Does anyone have Parsee sprites for a boss?

(could a moderator delete THIS particular post. I hate clutter and I shouldnt have made it , sorry >.> )
Title: Re: Touhou DS!
Post by: Deishido on April 03, 2011, 05:37:19 AM
Warning, stages may be exceptionally difficult, but not unbeatable!

Third Stage (Crisis Line) is very unstable. It needs quite a bit of work, PLEASE give sugestions! I would like to make more spells for the miniboss and clean up the last two boss spells. The main stage should be longer I think. This stage is meant to be on par with EXTRA stages and to be long and frustratingly hard!  :P
http://www.mediafire.com/?mwvysa3udqo6m3u

Yes I know its necromancy, but I believe that it would be better to keep this thread (with the information it contains) rather than starting a new one.

Anyway, here's a few months of work. there is no bgm enabled in these stages (My internet connection couldn't upload the music files D: ) if there is any issue with any of the stages, please let me know. any feedback on this would be great.

PS. Still looking for parsee sprites >.>
NOTE: the miniboss and the boss are Original Characters. simply because I wanted to draw sprites and I happen to like this character. :B

INSTRUCTIONS:

Unzip the file you downloaded, winrar is wonderful
>> Download >> http://www.mediafire.com/?mwvysa3udqo6m3u

Inside the .rar file is a folder labeled "TouhouDS" simply drag this to the root of your card and allow folders to merge. (If merging was not an option then you put the files in the wrong place or you do not already have TouhouDS installed) The tex_enemy files will ask if they can replace the old files, click yes. this will not affect any other sprites (unless you edited the tex_enemy files yourself) this file simply allows the miniboss to be visible.


so yeah... download and test please?  :derp: if enough people ask, I'll replace Shiro with Yamaxanadu or something. I bring up Yamaxanadu because Shiro's danmaku are usually either black or white :3