Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Dark Kitsune on August 08, 2015, 07:58:48 PM

Title: Dark's Magical Workbench
Post by: Dark Kitsune on August 08, 2015, 07:58:48 PM
DNH PH3
PH3 .dat extractor (new rewritten version) (https://www.dropbox.com/s/ydzhsunw4qkdmpl/datextractor.zip?dl=0)
Bright and Crisp Shots (http://www.bulletforge.org/u/darkwalker247/p/crisp-and-bright-shot-sheet-improved)
Autopilot Player (http://www.bulletforge.org/u/darkwalker247/p/kirishima-twins-autopilot-ai-version-fixed)
Interpolated movement & functions (http://www.bulletforge.org/u/darkwalker247/p/interpolated-movement-functions-tweening)
Bloom Effects Library (http://www.bulletforge.org/u/darkwalker247/p/bloom-effects-library-now-events-based)

Other
Touhou modding documentation (https://www.shrinemaiden.org/forum/index.php/topic,18846.0.html)

Old junk
This is old stuff that I haven't really touched in a while and probably won't ever again.
Iridescent Bloom (https://www.shrinemaiden.org/forum/index.php?topic=14585.0)
Old Sprites (https://www.shrinemaiden.org/forum/index.php/topic,14606)
Advent of Endless Path (https://www.shrinemaiden.org/forum/index.php/topic,18886.0.html)
Phantasy of Abandoned Hell (https://www.shrinemaiden.org/forum/index.php/topic,18639.msg1202425.html#msg1202425)
Tokyo Sky War (http://gmc.yoyogames.com/index.php?showtopic=670889)
Title: Re: Ran's Magical Workbench
Post by: DLS 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).
Title: Re: Ran's Magical Workbench
Post by: Dark Kitsune on August 12, 2015, 10:57:44 PM
Added my new HD shot sheet.
Title: Re: Ran's Magical Workbench
Post by: Dark Kitsune on August 22, 2015, 06:11:56 PM
Added a completely ridiculous shot sheet (wanted to test some tools I made).
Title: Re: Ran's Magical Workbench
Post by: Lollipop on August 22, 2015, 06:17:02 PM
2880 shots?! (How much spare time do you have)
Title: Re: Ran's Magical Workbench
Post by: Sparen 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.
Title: Re: Ran's Magical Workbench
Post by: PhantomSong 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.
Title: Re: Ran's Magical Workbench
Post by: DLS on August 22, 2015, 06:46:59 PM
One can do that within 1 hour at least, I guess.
Title: Re: Ran's Magical Workbench
Post by: Dark Kitsune 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.
Title: Re: Ran's Magical Workbench
Post by: Lollipop on August 22, 2015, 08:08:34 PM
oh. I don't have shotsheet knowledge so  :blush:
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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)
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune on January 06, 2016, 12:01:21 AM
Finally did my first script:
BotCF, a procedurally generated plural tech demo (http://www.bulletforge.org/u/darkwalker247/p/blooming-of-the-corpse-flower)

My WIP projects are on hold at the moment.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune on January 31, 2016, 11:44:32 PM
Added a new library of interpolation stuff.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune on May 01, 2016, 08:11:27 PM
Released the Stellar Effects Library (http://www.bulletforge.org/u/darkwalker247/p/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.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune on August 24, 2016, 12:06:34 AM
Added my first autopilot player script for PH3: Autopilot Player (http://www.bulletforge.org/u/darkwalker247/p/kirishima-twins-autopilot-ai-version)
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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 (http://www.bulletforge.org/u/darkwalker247/p/crisp-and-bright-shot-sheet)

It's best used in scripts with a lot of color and dark/light contrast.
Title: Re: Dark's Magical Workbench
Post by: TTBD 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.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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.
Title: Re: Dark's Magical Workbench
Post by: TTBD 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
Title: Re: Dark's Magical Workbench
Post by: ExPorygon 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.
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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.
Title: Re: Dark's Magical Workbench
Post by: miguxo on November 19, 2016, 08:02:01 PM
Wall of Lame - Bad/not very great projects.
Soft-edged 16x16 shot data (http://www.bulletforge.org/u/darkwalker247/p/bloom-3-legacy-16x16-soft-shotdata)
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
Title: New .dat Extractor
Post by: Dark Kitsune 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.
Title: Re: Dark's Magical Workbench
Post by: Trung0246 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...
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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).
Title: Re: Dark's Magical Workbench
Post by: Trung0246 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

(http://image.prntscr.com/image/0145b178d27545128fa827f5baa86a65.png)

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
Title: Re: Dark's Magical Workbench
Post by: Dark Kitsune 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
Title: Re: Dark's Magical Workbench
Post by: Enko 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).
(https://image.prntscr.com/image/4D54FWMOSSG6jjoJVJQ7rQ.png)
(Picture link (if above not work): https://prnt.sc/jh8852 (https://prnt.sc/jh8852) )