Maidens of the Kaleidoscope

~Hakurei Shrine~ => Help Me, Eirin! => Topic started by: Drake on February 19, 2013, 02:10:58 AM

Title: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 19, 2013, 02:10:58 AM
So, this is a project I spontaneously decided to take up a few weeks ago. As the title says, this is a Boss Rush modification to UFO.

(http://nazr.in/3Da)

Patch Download: https://mega.nz/#!lskyiIzZ!yJB6HLwRQnXs4wO9BmHNxkVtrKrdoKhM-GmMEBRy0ro
(日本の皆さん: 日本語で使用方法と変更点を追加したー プレイしてくれてありがとう、楽しんできてください!)

Main game: The main game is styled so that it becomes a fairly challenging boss rush mode. The stage sections are removed, including most midbosses, so the game is entirely boss fights. There are no bombs, and no continues. As a boss rush, I wanted to make sure that the player gets a type of challenge that they wouldn't normally experience playing UFO. Ideally, in order to clear, you have to play very well: in other words, capture nearly everything. You're limited to 8 lives throughout the game assuming you make it to Byakuren (each boss drops a 1up), which means you really have significantly less resources than your usual survival run. Plus, since you can't bomb, you have to be able to keep surviving a pattern you may die on. This sort of play doesn't skew your score files, since those are already dependent on captures. Lastly, each card drops 50 Power and 50 Point items. I've had a few complaints about this not being enough if you start dying early on, or say before Shou or Byakuren, but I'm waiting to gauge public opinion.
Through some limited player testing, I've found that this makes a pretty reasonable balance between challenge and capacity to clear for both the lower-level and high-level players. Expect to game over early~!

Extra mode isn't really a point of interest, since Extra is already pretty short and it's just cut to Kogasa and Nue. Having no bombs doesn't provide that much greater of a challenge, and cutting lives here wouldn't make a difference. But it's something different.

Practice mode, however, is probably what many people would use this for. It's simply Boss Practice; that in itself is more than enough to validate this whole thing. No bombs of course, but that only helps for practicing, and you start with 4.00 Power now instead of 2.00. You can practice problematic boss patterns quickly and repeatedly, without having to sit through the stage each time (not that the stages in UFO are bad or anything, they're just in the way).

Replays work perfectly, as far as testing has gone. A separate replay folder is created automatically to read and write from, so the boss rush replays don't get mixed up with the rest.


Instructions:
(Always back up your score files. They should not be affected, but it's always good practice.)
- Place the th12_bossrush folder directly into your game folder. You do not need to move any files around, the patch folder should just be a subfolder of your game folder like this:
Code: [Select]
th12/
  ├─ replay/
  ├─ th12_bossrush/
  │    ├─ data/
  │    ├─ patch_en.bat
  │    └─ patch_jp.bat
  ├─ snapshot/
  ├─ マニュアル/
  ├─ th12.dat
  ├─ th12.exe
  ├─ th12e.dat
  ├─ th12e.exe
  └─ other files
- Run patch_jp.bat or patch_en.bat depending on which base files you wish to patch.

A new executable (th12boss.exe) and data file (th12boss.dat) should be produced directly into your UFO folder, and they will not overwrite your old ones.

(Note: Patch does not work with version 1.00a. Go update your game.)

Changes:
- Obviously, the stage sections are removed.
- Most midbosses are removed. S5 Nazrin and EX Kogasa stay because they're the only good ones.
- No continues. Hardcore.
- No bombs. Way hardcore.
- Bosses drop extra lives when defeated. Nue does not drop bomb pieces.
- Every card will drop 50 Power and Point items, unless they normally give more.
- You now start with 4.00 Power in Practice mode.
- A new replay folder for boss rush replays will be created automatically.
- New demo replays.
- Labels at the start of stages and the large Palanquin shadow are removed.
- Other small graphical changes to reflect the game.


Known Bugs:
- Card names are in japanese, even if patch is applied to english version, in which case they become mojibake. This is because I'm too lazy to create two versions of modified stage files. Will not be fixed.
- Choosing to "Continue" after clearing Extra stage will crash the game. This is because ZUN reuses the Game Over menu here, and the continue option redirects to the nonexistent restart option. Will not be fixed.
- Sometimes music does silly things with the demo replays. Please ignore.



Subterranean Animism Boss Rush Patch: http://www.shrinemaiden.org/forum/index.php/topic,14744.0.html
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Serela on February 19, 2013, 02:20:29 AM
...holy crap. This is -so cool-. I cannot download it hard enough.

Major thumbs up to Drake.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: RNG on February 19, 2013, 02:26:02 AM
Ok this is fucking godly, thanks dude.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Sakurei on February 19, 2013, 02:28:03 AM
I know someone who will be grateful for this :V and I am, too. that's pretty awesome.

I'll definitely give this a shot tomorrow. too late for that now
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Star King on February 19, 2013, 02:30:14 AM
You are a god amongst men.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: LepLep on February 19, 2013, 02:35:59 AM
Touhou 12 - Undefined Fantastic Object: Death Label? :3
Thank you very much for the Patch Drake, I think I saw a run of this on your Twitch Account couple days ago. :P
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: PMW on February 19, 2013, 02:37:21 AM
This is everything I've ever wanted in life.

Getting destroyed by Byakuren and Shou should be 300% more awesome now :V

Thanks a lot for the patch!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Validon98 on February 19, 2013, 02:39:59 AM
Holy crap, thank you SO much. I wish every game could have this. I want to try this so badly now...
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: SuccinctAndPunchy on February 19, 2013, 03:26:10 AM
This is absolutely incredible.

Drake, you are amazing. Positively amazing.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kaze_Senshi on February 19, 2013, 03:32:59 AM
Drake cool job, does this patch work with ultra mode too? :V

Holy crap, thank you SO much. I wish every game could have this. I want to try this so badly now...
^
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ikari on February 19, 2013, 03:45:13 AM
This is beautiful. Every games need this. Thank you so much for letting me practice that game without those pesky fairies!

Okay, after much working around, I don't get what I'm supposed to do if I have an english-patched game. I feel really dumb.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: RegalStar on February 19, 2013, 04:04:29 AM
Does this work on games that are not English patched, or ones that are patched to some other language?

If so, may I share this with people of other languages?

P.S. Facing midbosses to the start of the stage music rather than the middle unsettles me somewhat, lol. It's very fun, though! I wholeheartedly hope that this will extend to other games as well.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 19, 2013, 04:32:05 AM
Okay, after much working around, I don't get what I'm supposed to do if I have an english-patched game. I feel really dumb.
th12.exe -> something.exe
th12.dat -> something.dat
th12e.exe -> th12.exe
th12e.dat -> th12.dat
Run patch.bat
Rename back when done

Does this work on games that are not English patched, or ones that are patched to some other language?
It's meant to be applied on the original game. Other languages should work, but I haven't tried anything besides english.

Being applied to games with other patches, such as Nereid's counterstop fix, should generally work as well. Ultra mode however is almost certainly no because it uses different ecl files itself.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ikari on February 19, 2013, 04:41:25 AM
I must have done something wrong the first time, because it worked perfectly. Thanks a lot!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: chirpy13 on February 19, 2013, 05:32:04 AM
Holy shit, I was hoping something like this would be made eventually.  Thanks Drake :>
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Wriggle on February 19, 2013, 06:13:43 AM
Fuck man, that's amazing. I must try it out.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Karisa on February 19, 2013, 08:13:15 AM
Is the patched game supposed to crash (when the title screen is about to appear) if you try to load it in full-screen mode? That's what happens to me, at least. I applied it to the original Japanese version if that matters.

Anyway, I think it could use a free large power item at the start of all the stages (full power for Byakuren maybe since that's what you'd normally get), not just stage 1. I think UFO's power penalty for dying makes the patterns less fun, especially when the lack of stage portion power items means you don't recover between bosses as you would in a typical no-bombs run. And the way it currently is you can't even reach 4 power by Parasol Star Memories.

Also, I don't see the point in disabling continuing, any more than there would be a point in disabling it in the regular games. The point is to 1cc anyway, so why not allow people to use continues if they prefer to practice the bosses that way?

Not to seem like I'm just complaining. It seems like a fun concept overall; I could see myself using this for practice in the future.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 19, 2013, 09:51:40 AM
It is not supposed to crash, no. I run it fine fullscreen, and at the very least I know Chirpy runs it fullscreen as well. Nothing in the patch should make any difference inherent to fullscreen mode, so I couldn't tell you what the problem is.

No continues is there essentially to separate the main game from the practice mode. The original idea was the boss practice, but if you can accomplish that with Practice mode alone, what's the purpose of everything else? I wanted to make a distinction there. No continues is also there to distinguish that the boss rush is actually a boss rush, and not just "the game with stages gone". The difference between this and the full game is that I want to make it clear that it's intended to be a one-shot attempt, and not something that people can just "clear" if they spam continues (and bombs) hard enough. I guess it's an explicit challenge rather than a self-imposed one. In my opinion, it's also just more intimidating and exhilarating clearing when you know you can't just restart from the stage if you fail; unless they're successful runs, you aren't going to ever get to the end, so when you do get to the end it's that much more rewarding. If you want to practice (esp. Shou/Byakuren), there is no reason to be doing so in the boss rush over the dedicated practice mode. Plus, there aren't any additional stage practice unlocking requirements, and even if you haven't unlocked everything the score files are shared so just do it normally.

As for Power, I'd like to make the point that the gap between 4.00 Power and 1.00 Power is 20% with ReimuA and decreases from there with the other shot types. With an average 20-second pattern that's maybe five seconds extra, without factoring in that you're often not hitting with all four options anyways (exceptions being things like Aura of Justice). In UFO, the apparent power decrease is pretty exaggerated. It's a lot more warranted when you have stages, since the extra options add coverage which is way more important. Not to say "no you're wrong" since you aren't, and I am considering a bit more power, but a lot of it is a perception trick, I think. I might just not let the player drop below 2.00, since that seems to be the point where people start noticing that they're doing less damage. I don't want to hand you 4.00 Power on a silver platter ;P

This thread is ripe for discussion too, by the way, so if anyone wants to question the above or my reasons for doing something else then I'll happily oblige!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: marukyuu on February 19, 2013, 10:46:21 AM
This might be the push I need to get back to Touhou. Who knows, it might help me clear Normal, at last :V

Thank you very much!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Validon98 on February 19, 2013, 12:03:39 PM
Well, I just tried this (on Normal). Made it as far as the nonspell after Star Maelstrom on my first try. I died pretty much where I expected to across the run. I like the concept, as it pretty much forces me to do it without bombing out of the things I would normally not do (such as Byakuren's third nonspell or Ichirin's and Murasa's last cards). I'm going to have to learn those in order to actually beat this boss rush. So thanks again for making this, Drake!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ikari on February 19, 2013, 05:38:06 PM
It helped me realize how painfully bad I am at Touhou. I can't even clear Easy...

Oh well, I'll practice and practice until I can do it on normal! Hell yeah!

And as for the power thing, I do agree that giving a +1 on the beggining of the later stages (4~5) would be a good thing, and a full at the start of Byaku, since as stated, the game itself gives one to you.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cactu on February 19, 2013, 07:09:43 PM
Good job. I will definitely be trying this on Lunatic.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ふねん1 on February 19, 2013, 07:12:11 PM
At first I thought I was also running into problems opening this with full-screen, but apparently it won't open windowed either. I don't have an English patch for UFO, so I don't think I needed to do any renaming before running the patch, but if I'm wrong let me know. Other than that, I'm not sure what else might be screwing this up. The only thing I can think of is changing my system locale, but that's already set to Japanese.

I disagree with only including some of the midbosses in this. I would prefer to show consistency with that feature, either have them all in or not at all. They can all be reached easily enough in Stage Practice anyway, even Stage 5 Nazrin. This is a Boss Rush mode, but it seems silly to include only some of the midbosses based on such a subjective judgment of what constitutes a "good" midboss.

Otherwise though, I still really like this idea. Perhaps other games could get this treatment too? Touhou does need more Boss Practice instead of Spell Practice.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kaze_Senshi on February 19, 2013, 08:33:47 PM
I disagree with only including some of the midbosses in this. I would prefer to show consistency with that feature, either have them all in or not at all. They can all be reached easily enough in Stage Practice anyway, even Stage 5 Nazrin. This is a Boss Rush mode, but it seems silly to include only some of the midbosses based on such a subjective judgment of what constitutes a "good" midboss.
^
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Bang Jan on February 19, 2013, 08:39:23 PM
Could you do this for the other games as well?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zengeku on February 19, 2013, 10:15:22 PM
Thank you so much for making this.  :3

What a wonderful wedding gift. So UFO Boss rush it is!! Yeah, how we've needed that for a long time. We'll I've taken it for a spin and I got to Devil's Recitation. Would've cleared but then Complete Clarification happened and I somehow lost three lives.

Also, i agree with Drake's decision on cutting out the extra bosses that aren't midboss Nazrin and Ex Kogasa because outside of those, the midbosses in this game really suck.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: I have no name on February 19, 2013, 10:18:30 PM
Stage 1 Nazrin is cool.
Stage 2 Kogasa sucks yeah.
Stage 3 Ichirin is half suck half awesome.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zil on February 19, 2013, 10:56:19 PM
Well, I haven't tried it myself, but I'll try to give my opinions anyway.

I think midboss Kogasa (stage 2) is the only one crappy enough to warrant exclusion, though from the sounds of it you cut out the first Nazrin and Ichirin as well. Nazrin's admittedly pretty dull, but hey, it's stage 1, and I never saw anything wrong with Ichirin. Personally I feel like you may as well just have all of them, since they are pretty much bosses, with spells of boss-level qaulity. They just aren't glued together with the other spells at the end of the stage. That, or have none of them, I guess. Like Funen said, I don't think you should base it on something subjective like that. (Unless you want to exclude Murasa for being a shitty boss altogether. I'd back you up with that.)

About the power thing, iirc losing power barely makes a difference, and according to what you just said that is in fact the case. I haven't tried it though, or played the game in forever, so I won't try to argue one way or the other there. I think it's really just a matter of whether or not you want it to be slightly harder/easier anyway.

I agree with leaving out bombs and continues. Especially bombs.

Also this is totally awesome. I have my reasons for not wanting to try it anytime soon, but still you deserve some serious respect for making this, Drake.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Naut on February 19, 2013, 11:08:49 PM
I disagree with only including some of the midbosses in this. I would prefer to show consistency with that feature, either have them all in or not at all. They can all be reached easily enough in Stage Practice anyway, even Stage 5 Nazrin. This is a Boss Rush mode, but it seems silly to include only some of the midbosses based on such a subjective judgment of what constitutes a "good" midboss.

I think midboss Kogasa (stage 2) is the only one crappy enough to warrant exclusion, though from the sounds of it you cut out the first Nazrin and Ichirin as well. Nazrin's admittedly pretty dull, but hey, it's stage 1, and I never saw anything wrong with Ichirin. Personally I feel like you may as well just have all of them, since they are pretty much bosses, with spells of boss-level qaulity. They just aren't glued together with the other spells at the end of the stage. That, or have none of them, I guess. Like Funen said, I don't think you should base it on something subjective like that. (Unless you want to exclude Murasa for being a shitty boss altogether. I'd back you up with that.)

Originally all the midbosses were left out. I opted for Pagoda Nazrin to be included because fun. Extra Kogasa was included because she's probably harder than Nue anyway.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ふねん1 on February 20, 2013, 12:35:53 AM
Like I said, subjective stuff here. And not just about Stage 5 Nazrin mind you, because you already know how much I hate Greatest Treasure. :V Point is, other people would clearly hold other opinions for why they'd view a midboss as "fun", or perhaps "worthy of practicing" in such a patch. EX Kogasa certainly makes sense for those trying to get better at Extra, but what about players making jumps from lower difficulties to higher ones? They would appreciate being able to get used to Nazrin's Busy Rod or midboss-Ichirin's faster lasers on Hard, or having a better chance to finally figure out the trick to capturing both of midboss-Nue's appearances.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 20, 2013, 02:36:12 AM
I disagree with only including some of the midbosses in this. I would prefer to show consistency with that feature, either have them all in or not at all. They can all be reached easily enough in Stage Practice anyway, even Stage 5 Nazrin. This is a Boss Rush mode, but it seems silly to include only some of the midbosses based on such a subjective judgment of what constitutes a "good" midboss.
Subjective? Definitely. Arbitrary? Nope. As Naut said, originally all the midbosses were left out. I did add Nazrin because I find she's the most fun out of the midbosses, but there are some other reasons I didn't put others in at the same time. I did take them into consideration.

The main issues are time, content and flow. I want to remove as much as possible that keeps the player from the meat i.e. the boss fights. There's actually a 4-second pause before each boss that I'm unsure about keeping because it's just dead air, and at some point I was considering just throwing all the bosses into stage 4 in a "true" rush fashion. While the midbosses of course count as meat, they're still separate from the bosses and in general don't stand well on their own, both pattern-wise and as a good use of time. Having stage 1 mid-Naz would really hamper every new credit you put in; Nazrin herself is already almost a chore to go through before Kogasa. Mid-Kogasa's patterns aren't anything in need of practicing (tap tap so complex) and is uhhhh not very good, so I just really don't feel comfortable with her there. Subjective call but I'd rather not bother. Mid-Ichirin is the odd one out because she's pretty ok, but I guess I just find having no midbosses then a midboss then none then another is even more picky than it is now lol. I would also have to get her to stay on screen and switch to boss mode right after. Lazymode.
Nueball I had to leave out mostly for technical reasons. From what I could understand, she's well-integrated into the stage and is way more than just an enemy call. I tried to look around for a bit, but it was more complicated than I was willing to put up with changing. This affects two stages and was part of the reason I originally just kept them all out. S5 Nazrin is not only much more challenging (and fun) than the other midbosses, but both of her patterns are two of the harder parts of the game. I had to put her in if only for that. Those two patterns also (quite subjectively) stand together more as an entire appearance, doesn't feel as much of "hi bye here's the boss", I guess. Anyways, I'm not saying keeping one midboss isn't subjective, but there are still reasons I didn't put in any others.
What about players making jumps from lower difficulties to higher ones? They would appreciate being able to get used to Nazrin's Busy Rod or midboss-Ichirin's faster lasers on Hard, or having a better chance to finally figure out the trick to capturing both of midboss-Nue's appearances.
Players making jumps from difficulty to difficulty shouldn't be practicing bosses or midbosses alone. It's more useful when you already have a general hold on the whole game and want to practice the latter half of a stage without going through the former. I don't think the stages are ever such that people should stop practicing them unless they have the whole thing down, including midbosses. The whole thing is designed so players play what they already know rather than introducing them to something unfamiliar.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Hinacle on February 20, 2013, 04:34:24 AM
And now I remembered why UFO is my favorite game in the series.

E: Got up Byakuren's last card on normal but then I ran into a bullet >_>
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ark on February 20, 2013, 05:29:06 AM
I cleared it (http://replays.gensokyou.org/download.php?id=27040).

Most lucky Greatest Treasure capture ever.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: I have no name on February 20, 2013, 08:11:36 AM
Having played the patch now, a couple things.
1: power between stages doesn't go up , mentioned already, I agree that +1 power between stages would be a great help
2: is midboss Nazrin not supposed to drop a 1up?
3: Vajra is retarded.
Seriously, ended up dying 3 times because the lasers walled me after a death to it.  Ended up game overing to Devil's Recitation, would have cleared hard if Vajra wasn't a cheap design.  Ah well, at least I got a perfect Murasa fight out of it.

Can we get one of these for MoF too, similar setup of everything?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ark on February 20, 2013, 08:36:13 AM
Having played the patch now, a couple things.
1: power between stages doesn't go up , mentioned already, I agree that +1 power between stages would be a great help
That's part of the challenge :p.  Besides, you get more power than usual from the bosses, so just die less.
Quote
2: is midboss Nazrin not supposed to drop a 1up?
We were debating over this, but we decided that that would make it too easy.
Quote
3: Vajra is retarded.
It's fine, what are you talking about.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 20, 2013, 09:50:59 AM
To expand a bit on "die less", as said, each card drops 50 Power items. So every two cards, you even out in power if you've died. If you die once on Nazrin, you end up with the starting conditions. But given that rate, you can't continue evening out because the bosses have more than two cards, and you will game over on Murasa. If you do better than that rate, you will have more power, and if you're going to clear then it's likely you'll be running 3.00 or 4.00 until Shou. In other words, you have much more to worry about than the loss of Power at that point. There are some problematic points such as coming out of S5 to Byakuren, but for most of the game it's your performance that determines if you're at 1.00 or not.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Bang Jan on February 20, 2013, 10:06:03 AM
Could you do this for the other games as well?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 20, 2013, 10:29:13 PM
if i do it's because i have enough free time and want to and not because people keep asking me to do it

especially if said people make no other comments besides "will you make another"

hint hint
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Shikieiki on February 20, 2013, 10:49:54 PM
Thank you for this great patch, my cousin loves UFO and I'm sure he'll appreciate this as well.  :)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cuc on February 21, 2013, 01:19:08 AM
Thank you very much for the patch, I can see myself using it often.

(I'll probably be doing this a lot) Permission to convert it for the UFO Chinese translation patch, pretty please?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Serela on February 21, 2013, 01:41:54 AM
(I'll probably be doing this a lot) Permission to convert it for the UFO Chinese translation patch, pretty please?
You don't need to ask I think, according to what Drake's said so far. Just name the chinese .dat to the correct thing and run the patch.

Although, all it really changes is boss dialogue (spellcard names are only in jap even for the common english patch in this), and you're probably skipping all the boss dialogue in a Boss Rush 99% of the time, so...
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cuc on February 21, 2013, 01:59:53 AM
Although, all it really changes is boss dialogue (spellcard names are only in jap even for the common english patch in this), and you're probably skipping all the boss dialogue in a Boss Rush 99% of the time, so...
It's more than that.

The Chinese patch had to change the program's code page from Shift-JIS to a Chinese code (GBK, I think), thus the Japanese SC names in this patch would appear, not even as proper Japanese, but as garbled characters in the Chinese patch; the Chinese patch also replaced the Japanese words in all menu items with Chinese. Replacing those two things would make this patch look much more appealing to Chinese players.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Serela on February 21, 2013, 02:08:42 AM
The spellcard names are garbled in the english version too. Drake said he'd have to make an entire new set of stage files to change them and it's not worth the effort.

Anyway, if nothing else, you can just try doing it as-is and see if it works, for the menu stuff.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cuc on February 21, 2013, 02:28:57 AM
The spellcard names are garbled in the english version too.
Hmm, makes sense. I suspect this might change depending on the language (and code page) setting of the Windows system.

Quote
Drake said he'd have to make an entire new set of stage files to change them and it's not worth the effort.
Wait what, is switching the SC names out that much effort? Does it require something other than replacing the texts? I don't think the script files contain any traps such as checksum etc?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Goldom on February 21, 2013, 02:32:12 AM
I do keep it backed up, but just to check in, has anyone had any issues with using the same score.dat between this and the regular English-patched version? I noticed it overwrote the spell names in the results room with the garbled text (is it supposed to be garbled even though I'm in Japanese locale? Seems odd), but I seem to recall reading that happens with the Japanese version too, and that playing in English again fixes it. So any other problems out there?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cuc on February 21, 2013, 02:36:57 AM
Yeah, overwriting score.dat with SC names is a problem too. Interesting to hear that in the English-patched version it's still garbled even when the locale is Japanese.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ark on February 21, 2013, 02:37:01 AM
Wait what, is switching the SC names out that much effort? Does it require something other than replacing the texts? I don't think the script files contain any traps such as checksum etc?
The issue is that the spell card names are inside the stage scripts that he removed everything but the bosses from, so he'd have to make a new set of scripts for each language patch. That's just way more work than it's worth.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: cuc on February 21, 2013, 02:39:09 AM
I knew that, and was wondering if there are any traps aside from the labor of text-replacing, like checksums, or making calls based on addresses in the script files (the most common problem with 16-bit/handheld game patching). It seems there isn't any?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ark on February 21, 2013, 02:44:26 AM
I know that, and was wondering if there are any traps aside from the labor of text-replacing, like checksums, or making calls based on addresses in the script files (the most common problem with 16-bit/handheld game patching). It seems there isn't any?
Yeah, it's purely a labour issue. A smarter patch might actually try to modify the ecl files while preserving the text, instead of just replacing them, but that would also take a fair bit more work.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Darth_Sirov on February 21, 2013, 11:17:18 AM
I was only able to reach Byakuren once (most of the time, I get stomped by Murasa or Nazrin) and got to the last spell card in that 1 try (lucky me... didn't even watch any vids about her fighting pattern). I might want to promote this to my friends so they can test how hard they are against other games.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on February 21, 2013, 11:13:11 PM
Go wild man, more publicity the better
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: MTSranger on February 22, 2013, 08:20:45 AM
stupid vajra killed me. And I thought it would be straightforward to 1cc normal mode...
Awesome work!
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ScarletRhapsody on February 24, 2013, 04:39:34 AM
I honestly am thankful someone had made this; practicing is now much more simpler. :)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Reiko on February 24, 2013, 11:36:33 AM
Really awesome work here. Thank you !
This makes a cool challenge and a nice way of practicing stuff.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Mino ☆ on February 24, 2013, 08:26:06 PM
This patch is very useful! It's proven to be helpful in practicing the Lunatic bosses.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ranko Hoshino on March 04, 2013, 08:53:03 PM
This is pretty cool! Thanks for the patch, Drake! I'd also like to note that this seems to work with Ultra as well.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: KaiserKnuckle on March 06, 2013, 11:22:30 PM
Oh man. When I first saw this thread today when I had downtime, this was the first thing I had to do once I got home.

Really brutal (goddamnit monster train), but that's positive complaining for you. Really loved the touches you added to the stages to keep us atleast hobbling on one leg after a boss.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zengeku on March 07, 2013, 06:59:21 AM
This is pretty cool! Thanks for the patch, Drake! I'd also like to note that this seems to work with Ultra as well.

Does it? How do you go about opening the boss rush in Ultra mode then?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ranko Hoshino on March 07, 2013, 07:13:55 PM
Does it? How do you go about opening the boss rush in Ultra mode then?
Use the boss rush patch on an ultra patched copy of the game.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Polttopallo on March 07, 2013, 10:49:53 PM
patch doesnt work for me.

it creates th12boss.exe but not th12boss.dat. its missing.

launching th12boss.exe crashes the game.

screenshot here

k?ytt? estetty = access denied

tiedostoa ascii.anm ei l?ydy = file not found


(http://img46.imageshack.us/img46/4143/ufobossrush.png)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 08, 2013, 12:10:37 AM
Can you run it in an elevated command prompt or otherwise run it as admin? It just isn't letting thtk work on the directory above it, probably.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Polttopallo on March 08, 2013, 01:14:12 AM
That is what I did.

I have tried almost everything.. I'm running out of ideas what to do.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 08, 2013, 03:21:33 AM
Copy th12.exe and th12.dat into the patch folder, modify the batch file by removing ..\ from the pathnames and try running that. I expect the problem is with accessing the parent directory. Mainly I did this because thtk extracts a bunch of files and makes a big mess that I don't want to put in the UFO folder, even if it gets cleaned up.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Polttopallo on March 08, 2013, 10:04:32 AM
all done, but I'm still getting the same error

here's the latest screenshot.

(http://img199.imageshack.us/img199/4258/errorhs.png)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Polttopallo on March 08, 2013, 11:23:50 PM
problem solved.

It was my anti-virus program. F-Secure's deep guard was blocking it. I didn't get any warning messages so I had no idea that F-Secure was causing this problem...

So, if there's someone else out there who has the same problem then now you know what to do.  Turn off your anti-virus program.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Marisa Kirisame on March 09, 2013, 04:51:44 PM
Hey there Drake. It's been a while. I wanted this patch that you made because I could use the practice against some of the tougher UFO spell cards (Vajra of Perfect Buddhism for example). Problem is that it won't patch. when I run the patch, the command prompt window runs though it with an uncountable amount of errors and the only end result is a th12boss.dat being made OUTSIDE the folder. Do you know how to remedy that? Thanks ahead of time.

Flandre.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 09, 2013, 10:36:18 PM
Sounds like you didn't read the instructions properly and messed up the folder structure. Screenshots?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Marisa Kirisame on March 09, 2013, 10:42:49 PM
hmm let me go re-read that. I'll post a screnshot if the problem persists.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Marisa Kirisame on March 09, 2013, 10:51:48 PM
I keep getting this:

Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 09, 2013, 11:21:55 PM
I meant a screenshot of your folders; I know that the issue was with building the archive.

EDIT: Actually, considering what you said earlier, I'm going to extrapolate and guess that you took everything inside the patch folder and tossed it in the UFO folder instead of leaving everything be. Because then, there would be no th12.dat in the parent folder so nothing would be extracted, and then trying to build the new dat file later would error on every missing file except the replacement files given, and then it would give you a smaller th12boss.dat file in the parent folder of the UFO folder, which you said happened.

Keep everything in the UFO Boss Rush folder. It should look like this, minus the new files already being there and the work folder.
http://nazr.in/3Qa
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Marisa Kirisame on March 09, 2013, 11:36:22 PM
first off, nice use of words.

second *facepalm* yeah it worked now. thanks. =)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ranko Hoshino on March 10, 2013, 04:28:29 AM
I wonder if Zengeku has been trying this with Ultra... :V
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zengeku on March 10, 2013, 09:36:21 AM
I wonder if Zengeku has been trying this with Ultra... :V

I've been busy so no. But I'm interested in trying it. Could potentially be fun to try and capture some of these given immediate access to them.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Ranko Hoshino on March 10, 2013, 04:46:34 PM
I've been busy so no. But I'm interested in trying it. Could potentially be fun to try and capture some of these given immediate access to them.
Hurry up and do it, man! You know you want to! :getdown:
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zengeku on March 10, 2013, 06:35:33 PM
On second thought, I'm not really sure I want to. Ultra is still a horribly designed mess, even if I can get an unlimted amount of tries at them and without bombs, i'll be running out of power very fast no doubt making the later patterns within one fight even harder get lucky through.

I'd rather do something constructive with my time rather than trying to luck through some nonsense with literally no effort put into the design.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Marisa Kirisame on March 10, 2013, 06:43:03 PM
by the way, Thank you for your help Drake. I played it and already did my normal 1cc (perfect Byakuren made me happy) and beat Nue (Though dieing on Nightmare of Heiankyo on second 0.1 made me cry a little)

now if I could fight Kogasa's first card with any consistency using Needles on Hard, I'll have it made. =D
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: touhoumaniac on March 13, 2013, 08:08:27 PM
Normal mode cleared with 157,3mil score with reimuA. I entered final spell with 0 lives and didn't believe in capturing it.

I wonder how fun would stage only mode be?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kaze_Senshi on March 15, 2013, 02:14:36 AM
Hello Drake, I tried to install the boss patch here but it is crashing, when I open the th12boss.exe the screen becomes black like when you open the unpatchted game but instead of showing the loading screen it goes back to the folder and shows a crash message. I think that my folder configuration is right so here is a pic to check if it is really ok.

http://img28.imageshack.us/img28/7081/ufobosspatchcrash.jpg

What should be causing the crash?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 15, 2013, 05:01:51 AM
You haven't updated UFO to 1.00b, so the version file doesn't get repacked. You could probably get around by modifying the batch to grab 1.00a instead, but why haven't you just updated the game yet?
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kaze_Senshi on March 15, 2013, 11:17:15 AM
Ah yeah that's true, I never got 1 billion of score so I never  thought about patching, now it is working, thank you :)

PS: I think that the patch requirement information isn't included on the README.txt
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on March 15, 2013, 04:55:33 PM
I'm sorry if I figure it's common sense that people update their game to the latest version released in 2009.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kaze_Senshi on March 15, 2013, 05:45:58 PM
Never underestimate the users ability to do something wrong :V
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Nindella on March 16, 2013, 02:04:03 AM
Oh, never did post in this thread, huuh

Just gotta say that this is really awesome Drake, and will make getting my head around UFO a ton easier, haha, thanks!  :D

Never underestimate the users ability to do something wrong :V

Wise words  :derp:
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zetzumarshen on April 28, 2013, 11:51:40 AM
Do you have a patch with midboss Nazrin S1 and midboss Ichirin? Those two bosses are pretty crucial in some way of playing.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on April 29, 2013, 11:19:54 PM
Throw the attached in the data folder, run as usual.
Ichirin midboss will give you 50 power in case you die supergrazing.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: lmagus on May 14, 2013, 01:21:45 PM
Thank you! It's been three years since I last played touhou, and this is the first thing that made me want to play it again.

I'm so glad I came here by chance :)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Kero-chan on August 07, 2013, 07:28:49 PM
Can you please make a version not hard-core like? Not everyone wants to play like that. Plus, my skill level isn't that great and my keyboard randomly makes Reimu stop moving when I go down sometimes so I have to rely on bombs/continues in those situations, but since you took both of those away I sadly can't enjoy this.  :ohdear:
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Silent Harmony on August 07, 2013, 08:07:59 PM
I can't come up with a response about the patch being "too hardcore" that doesn't sound elitist (and this is coming from someone who casually plays Normal). However I do know one thing: if your down-key doesn't work 100% of the time, that's not Drakes fault. You need to buy a new (cheap) keyboard instead of Drake needing to recode his entire patch.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Zengeku on August 07, 2013, 08:28:12 PM
I'd recommend trying to expand your skill level. Shmups also become more fun that way.  ;)
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on August 07, 2013, 10:45:54 PM
Can you please make a version not hard-core like? Not everyone wants to play like that. Plus, my skill level isn't that great and my keyboard randomly makes Reimu stop moving when I go down sometimes so I have to rely on bombs/continues in those situations, but since you took both of those away I sadly can't enjoy this.  :ohdear:
If you just have to rely on bombs and continues because your keyboard is acting up, please get a new keyboard or remap your keys with AutoHotKey (http://www.autohotkey.com/) or something. Being able to actually play properly should come first and foremost. If you would normally have to use a lot of bombs and rely on continues to clear the game anyways, then disabling these is a good thing. While I intended to make the game harder in some aspects, I tried to balance it so that any level of player would be able to play. "Being comfortable with the regular game" is a suggested requirement because I wanted to make something even experienced (in any difficulty) players could find challenging. If you aren't comfortable with the regular game go play that.

In any case, if you're having difficulty with the boss rush, there is boss practice mode right there.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Critz on January 29, 2014, 03:25:02 PM
Sorry if it is inappropriate to post here by now, but would there be any chance for more projects like this one and the SA one?
I would personally die a happy man if a MoF one got released. The bosses there have extremely fun patterns (VoWG being a prime example), but the game mechanics themselves actually promote bombing often, and there is no Spell Practice mode. Which is why I think a Boss Rush would give people a whole new type of enjoyment out of MoF. Not that I would mind any earlier installment to be given one as well  :*.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Oh on January 29, 2014, 05:01:25 PM
Since this thread got bumped I would like to ask if you will be releasing SA boss rush with bombs. For purposes other than survival, of course.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Drake on January 29, 2014, 06:25:49 PM
Sorry if it is inappropriate to post here by now, but would there be any chance for more projects like this one and the SA one?
I would personally die a happy man if a MoF one got released. The bosses there have extremely fun patterns (VoWG being a prime example), but the game mechanics themselves actually promote bombing often, and there is no Spell Practice mode. Which is why I think a Boss Rush would give people a whole new type of enjoyment out of MoF. Not that I would mind any earlier installment to be given one as well  :*.
"More projects" is always in my mind, but I get busy quickly these days, and these projects take quite a bit of work. So usually I try to guarantee that I'll have free time before even starting something, lest it end up in things-I-got-partway-done-and-are-now-ridiculous-to-start-back-up hell. I wouldn't expect another boss rush for a while, if I do ever get around to another (would likely be EoSD or MoF).

Since this thread got bumped I would like to ask if you will be releasing SA boss rush with bombs. For purposes other than survival, of course.
Doing this shouldn't take too long, I'll just have to remind myself.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: ark on January 29, 2014, 10:22:06 PM
.
For now you can use the boss rush dat with the unpatched exe.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Oh on January 29, 2014, 11:30:38 PM
Thanks! Works perfectly.
Title: Re: Undefined Fantastic Object - Boss Rush Patch
Post by: Critz on February 11, 2014, 09:46:32 AM
Well, while I'm at it, would it be a problem if you modified the .dat file to include midbosses? I'm in a particular need of attempting the hell out of stage 4 Nueball and so propably are people who use the patch to grind for 1ccs due to it's crucial resource importance. From what I've seen, the current patch has no midbosses except, inexplicably, S5 Nazrin.