Author Topic: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *Alpha 0.001a*  (Read 14474 times)

Torashama

ALPHA 0.01a RELEASED!!1!one!

http://www.mediafire.com/?mj72u57x191d31u
[attach=1]
to play just put "th10e.dat" in the MoF folder

This is just the alpha

Not Ready:

-Change danmaku patterns
(in case you wonder, "why do not you change the danmaku first?" Isn't as easy as it sounds)
-Fix some bugs in the graphics

now ready:

-Characters
-Dialogues (not very edited, I'm still working on it)
-Backgrounds (some already ready, I'm working on it)
-Aesthetics (screen, title etc ...)

oh btw, the Stage 1 code:
[code]anim { "enemy.anm"; "stgenm01.anm"; }
ecli { "default.ecl"; }

sub BGirl00()
{
    var A;
    ins_330(2);
    ins_262(1, 45);
    ins_11("Girl00", _SS 0);
    ins_1();
}

sub BGirl00B()
{
    var A;
    ins_258(1);
    ins_262(1, 45);
    ins_330(2);
    ins_11("Girl00B", _SS 0);
    ins_1();
}

sub BGirl00C()
{
    var A;
    ins_330(2);
    ins_258(1);
    ins_262(1, 45);
    ins_11("Girl00C", _SS 0);
    ins_1();
}

sub BGirl00D()
{
    var A;
    ins_330(2);
    ins_258(1);
    ins_262(1, 45);
    ins_11("Girl00D", _SS 0);
    ins_1();
}

sub BGirl00E()
{
    var A;
    ins_330(2);
    ins_258(1);
    ins_262(1, 45);
    ins_11("Girl00E", _SS 0);
    ins_1();
}

sub Boss()
{
    var A;
    ins_332(0);
    ins_258(2);
    ins_262(0, 5);
    ins_322(32);
    ins_320(48.0f, 48.0f);
    ins_321(32.0f, 32.0f);
    ins_335(60);
    ins_331(8200);
    ins_281(60, 4, 0.0f, 112.0f);
60:
    ins_339();
    ins_324(0, 96.0f, 280.0f, 100.0f);
    ins_258(0);
    ins_259(1, 370);
    ins_258(2);
    ins_11("Boss1");
    ins_1();
}

sub Boss1()
{
    var A;
    ins_355($A, 90, 90, 40, 40);
    ins_333();
    ins_334(0, 2200, 2700, "BossCard1");
    ins_347(0, 2200.0f, -24448);
    ins_344(24);
    ins_360(1);
    goto Boss1_428 @ 200;
Boss1_224:
    ins_292(40, 4, 6.0f);
40:
    ins_15("Boss1At1");
    ins_83($A);
    ins_292(40, 4, 6.0f);
80:
    ins_15("Boss1At2");
120:
    ins_0();
160:
    ins_15("Boss1At3");
200:
    ins_0();
Boss1_428:
    if 1 goto Boss1_224 @ 0;
    ins_10();
}

sub Boss1At1()
{
    var A B C D E;
    %D = 1.0f;
    $A = 60;
    ins_269(0);
    ins_400(0);
    ins_407(0, 0);
!ENH
    ins_404(0, 0.0f, 0.31415927f);
!L
    ins_404(0, 0.0f, 0.31415927f);
!EN
    ins_406(0, 1, 1);
!H
    ins_406(0, 3, 1);
!L
    ins_406(0, 5, 1);
!E
    ins_405(0, 1.1f, 1.0f);
!N
    ins_405(0, 1.8f, 1.0f);
!HL
    ins_405(0, 2.5f, 1.0f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 8192, 100, -999999, -999999.0f, -999999.0f);
    %E = [-9998.0f];
    goto Boss1At1_1152 @ 1;
Boss1At1_612:
    %D;
    1.5f;
    ins_51();
    ins_45(%D);
    %E;
    0.15708f;
    ins_51();
    ins_45(%E);
    ins_82(%E);
    ins_402(0, 3, 2);
    ins_81(%B, %C, %E, %D);
    ins_403(0, %B, %C);
1:
    ins_401(0);
    ins_402(0, 3, 1);
    -1.0f;
    %D;
    ins_55();
    ins_45(%D);
    ins_81(%B, %C, %E, %D);
    -1.0f;
    %D;
    ins_55();
    ins_45(%D);
    ins_403(0, %B, %C);
    ins_401(0);
Boss1At1_1152:
    ins_78($A);
    ins_14(Boss1At1_612, 0);
    ins_10();
    ins_10();
}

sub Boss1At2()
{
    var A B C D E;
    %D = 1.0f;
    $A = 60;
    ins_269(0);
    ins_400(0);
    ins_407(0, 2);
    ins_404(0, 0.0f, 0.09817477f);
!E
    ins_406(0, 16, 1);
!N
    ins_406(0, 32, 1);
!H
    ins_406(0, 32, 2);
!L
    ins_406(0, 32, 5);
!ENH
    ins_405(0, 1.8f, 1.0f);
!L
    ins_405(0, 2.8f, 1.0f);
!ENHL
    ins_402(0, 2, 6);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 32, 40, -999999, 0.0f, 0.03926991f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
    ins_10();
}

sub Boss1At3()
{
    var A B C D E;
    %D = 1.0f;
    $A = 60;
    ins_269(0);
    ins_400(0);
    ins_407(0, 2);
    ins_404(0, 0.0f, 0.09817477f);
!E
    ins_406(0, 16, 1);
!N
    ins_406(0, 32, 1);
!H
    ins_406(0, 32, 2);
!L
    ins_406(0, 32, 5);
!ENH
    ins_405(0, 1.8f, 1.0f);
!L
    ins_405(0, 2.8f, 1.0f);
!ENHL
    ins_402(0, 2, 6);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 32, 40, -999999, 0.0f, -0.03926991f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
    ins_10();
}

sub Boss2()
{
    var;
    ins_331(8200);
    ins_334(0, 2200, 2700, "BossCard2");
    ins_347(0, 2200.0f, -24448);
    ins_344(25);
    ins_360(0);
    [-9986];
    0;
    ins_59();
    ins_13(Boss2_292, 0);
    ins_420(640.0f);
    goto Boss2_312 @ 0;
Boss2_292:
    ins_421(640.0f);
Boss2_312:
    ins_343();
    ins_21();
    [-9986];
    0;
    ins_59();
    ins_13(Boss2_548, 0);
    ins_335(60);
    ins_326();
    ins_327(1, 5);
    ins_327(2, 5);
    ins_328(48.0f, 48.0f);
    ins_329();
Boss2_548:
    ins_336(15);
60:
    ins_0();
    goto Boss2_808 @ 350;
Boss2_608:
100:
    ins_15("Boss2At2");
140:
    ins_0();
180:
    ins_15("Boss2At3");
220:
    ins_0();
    ins_292(40, 4, 6.0f);
260:
    ins_15("Boss2At1");
350:
    ins_0();
    ins_292(40, 4, 6.0f);
Boss2_808:
    if 1 goto Boss2_608 @ 60;
    ins_10();
}

sub Boss2At1()
{
    var A B C D E F;
    %D = 1.0f;
    $A = 110;
    ins_269(0);
    ins_400(0);
    ins_407(0, 2);
    ins_404(0, 0.0f, 1.0471976f);
!ENH
    ins_406(0, 3, 1);
!L
    ins_406(0, 6, 1);
!ENH
    ins_405(0, 2.0f, 1.0f);
!L
    ins_405(0, 4.0f, 1.0f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 8192, 100, -999999, -999999.0f, -999999.0f);
    ins_402(0, 3, 2);
    ins_411(1, 0);
    ins_402(1, 3, 1);
    ins_407(1, 4);
    %E = [-9998.0f];
    %F = %E;
    goto Boss2At1_1100 @ 1;
Boss2At1_672:
    %D;
    1.0f;
    ins_51();
    ins_45(%D);
    %E;
    0.15708f;
    ins_53();
    ins_45(%E);
    ins_82(%E);
    ins_81(%B, %C, %E, %D);
    ins_403(0, %B, %C);
1:
    ins_401(0);
    %F;
    0.15708f;
    ins_51();
    ins_45(%F);
    ins_82(%E);
    ins_81(%B, %C, %F, %D);
    ins_403(1, %B, %C);
!NHL
    ins_401(1);
Boss2At1_1100:
!ENHL
    ins_78($A);
    ins_14(Boss2At1_672, 0);
    ins_10();
    ins_10();
}

sub Boss2At2()
{
    var A B C D E;
    %D = 1.0f;
    $A = 60;
    ins_269(0);
    ins_400(0);
    ins_407(0, 2);
    ins_404(0, 0.0f, 0.19634955f);
!E
    ins_406(0, 16, 1);
!N
    ins_406(0, 32, 1);
!H
    ins_406(0, 32, 4);
!L
    ins_406(0, 32, 9);
!EN
    ins_405(0, 1.8f, 1.0f);
!H
    ins_405(0, 2.6f, 1.0f);
!L
    ins_405(0, 3.2f, 1.0f);
!ENHL
    ins_402(0, 2, 6);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 8192, 200, -999999, -999999.0f, -999999.0f);
    ins_409(0, 3, 0, 32, 50, -999999, 0.0f, -0.05235988f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
    ins_10();
}

sub Boss2At3()
{
    var A B C D E;
    %D = 1.0f;
    $A = 60;
    ins_269(0);
    ins_400(0);
    ins_407(0, 2);
    ins_404(0, 0.0f, 0.19634955f);
!E
    ins_406(0, 16, 1);
!N
    ins_406(0, 32, 1);
!H
    ins_406(0, 32, 4);
!L
    ins_406(0, 32, 5);
!EN
    ins_405(0, 1.8f, 1.0f);
!H
    ins_405(0, 2.6f, 1.0f);
!L
    ins_405(0, 3.2f, 1.0f);
!ENHL
    ins_402(0, 2, 6);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 8192, 200, -999999, -999999.0f, -999999.0f);
    ins_409(0, 3, 0, 32, 50, -999999, 0.0f, 0.05235988f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
    ins_10();
}

sub BossCard1()
{
    var A B C D E F G;
    ins_334(0, 0, 2700, "Boss2");
!EN
    ins_357(2, 2700, 500000, "Autumn Sign \"Autumn Sky\"");
!HL
    ins_359(4, 2700, 500000, "Autumn Sign \"Autumn Sky and a Maiden's Heart\"");
!ENHL
    ins_344(43);
    ins_21();
    ins_281(60, 4, 0.0f, 128.0f);
    ins_335(60);
    ins_336(7);
    ins_256("Ecl_EtBreak", 0.0f, 0.0f, 9999, 0, 0);
60:
    ins_263(0, 409);
120:
    ins_269(0);
150:
    ins_0();
    %A = [-9998.0f];
    ins_355($G, 28, 38, 38, 38);
    ins_400(0);
    ins_407(0, 3);
    ins_402(0, 3, 6);
    ins_406(0, $G, 1);
    ins_404(0, %A, 0.0f);
    ins_405(0, 2.0f, 2.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(0, 2, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(0, 3, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(0, 4, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(0, 5, 0, 64, 60, 1, 1.5707964f, 1.2f);
    ins_409(0, 6, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_400(1);
    ins_407(1, 3);
    ins_402(1, 3, 6);
    ins_406(1, $G, 1);
    ins_404(1, %A, 0.0f);
    ins_405(1, 2.0f, 2.0f);
    ins_409(1, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(1, 1, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(1, 2, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(1, 3, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(1, 4, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(1, 5, 0, 64, 60, 1, -1.0471976f, 1.2f);
    ins_409(1, 6, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_400(2);
    ins_407(2, 3);
    ins_402(2, 3, 6);
    ins_406(2, $G, 1);
    ins_404(2, %A, 0.0f);
    ins_405(2, 2.0f, 2.0f);
    ins_409(2, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(2, 1, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(2, 2, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(2, 3, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(2, 4, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(2, 5, 0, 64, 60, 1, 0.8975979f, 1.2f);
    ins_409(2, 6, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_400(3);
    ins_407(3, 3);
    ins_402(3, 3, 6);
    ins_406(3, $G, 1);
    ins_404(3, %A, 0.0f);
    ins_405(3, 2.0f, 2.0f);
    ins_409(3, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(3, 1, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(3, 2, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(3, 3, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(3, 4, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(3, 5, 0, 64, 60, 1, -1.2566371f, 1.2f);
    ins_409(3, 6, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_400(4);
    ins_407(4, 3);
    ins_402(4, 3, 6);
    ins_406(4, $G, 1);
    ins_404(4, %A, 0.0f);
    ins_405(4, 2.0f, 2.0f);
    ins_409(4, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(4, 1, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(4, 2, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(4, 3, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(4, 4, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(4, 5, 0, 64, 60, 1, -1.5707964f, 1.2f);
    ins_409(4, 6, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_400(5);
    ins_407(5, 3);
    ins_402(5, 3, 6);
    ins_406(5, $G, 1);
    ins_404(5, %A, 0.0f);
    ins_405(5, 2.0f, 2.0f);
    ins_409(5, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(5, 1, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(5, 2, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(5, 3, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(5, 4, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(5, 5, 0, 64, 60, 1, 1.0471976f, 1.2f);
    ins_409(5, 6, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_400(6);
    ins_407(6, 3);
    ins_402(6, 3, 6);
    ins_406(6, $G, 1);
    ins_404(6, %A, 0.0f);
    ins_405(6, 2.0f, 2.0f);
    ins_409(6, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(6, 1, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(6, 2, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(6, 3, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(6, 4, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(6, 5, 0, 64, 60, 1, -0.8975979f, 1.2f);
    ins_409(6, 6, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_400(7);
    ins_407(7, 3);
    ins_402(7, 3, 6);
    ins_406(7, $G, 1);
    ins_404(7, %A, 0.0f);
    ins_405(7, 2.0f, 2.0f);
    ins_409(7, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(7, 1, 0, 64, 60, 1, 1.5707964f, -999.0f);
    ins_409(7, 2, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    ins_409(7, 3, 0, 64, 60, 1, -1.5707964f, -999.0f);
    ins_409(7, 4, 0, 16384, 3, 2, -999999.0f, -999999.0f);
    ins_409(7, 5, 0, 64, 60, 1, 1.2566371f, 1.2f);
    ins_409(7, 6, 0, 16384, 3, 6, -999999.0f, -999999.0f);
    goto BossCard1_7248 @ 510;
BossCard1_4472:
    %A = [-9998.0f];
    ins_404(0, %A, 0.0f);
    ins_404(1, %A, 0.0f);
    ins_404(2, %A, 0.0f);
    ins_404(3, %A, 0.0f);
    ins_401(0);
    ins_401(1);
!NHL
    ins_401(2);
!ENHL
    ins_401(3);
    [-9959];
    2;
    ins_69();
    ins_13(BossCard1_5812, 330);
    %B = 1.2f;
    $F = 2;
    %A = 1.570796f;
    %C = -1.047198f;
    %D = 0.897598f;
    %E = -1.256637f;
    goto BossCard1_5396 @ 150;
BossCard1_5048:
    %B;
    0.2f;
    ins_51();
    ins_45(%B);
    ins_409(0, 5, 0, 64, 60, 1, %A, %B);
    ins_409(1, 5, 0, 64, 60, 1, %C, %B);
    ins_409(2, 5, 0, 64, 60, 1, %D, %B);
    ins_409(3, 5, 0, 64, 60, 1, %E, %B);
    ins_401(0);
    ins_401(1);
    ins_401(2);
    ins_401(3);
BossCard1_5396:
    ins_78($F);
    ins_14(BossCard1_5048, 150);
    ins_409(0, 5, 0, 64, 60, 1, 1.5707964f, 1.2f);
    ins_409(1, 5, 0, 64, 60, 1, -1.0471976f, 1.2f);
    ins_409(2, 5, 0, 64, 60, 1, 0.8975979f, 1.2f);
    ins_409(3, 5, 0, 64, 60, 1, -1.2566371f, 1.2f);
210:
    ins_292(60, 4, 2.0f);
    ins_15("BossCard1_at");
270:
    ins_292(60, 4, 2.0f);
    ins_15("BossCard1_at");
330:
    ins_0();
    ins_15("BossCard1_at");
BossCard1_5812:
!EN
    ins_292(60, 4, 2.0f);
    ins_83(120);
!ENHL
    %A = [-9998.0f];
    ins_404(4, %A, 0.0f);
    ins_404(5, %A, 0.0f);
    ins_404(6, %A, 0.0f);
    ins_404(7, %A, 0.0f);
    ins_401(4);
    ins_401(5);
!NHL
    ins_401(6);
!ENHL
    ins_401(7);
    [-9959];
    2;
    ins_69();
    ins_13(BossCard1_7200, 510);
    %B = 1.2f;
    $F = 2;
    %A = 1.570796f;
    %C = -1.047198f;
    %D = 0.897598f;
    %E = -1.256637f;
    goto BossCard1_6784 @ 330;
BossCard1_6436:
    %B;
    0.2f;
    ins_51();
    ins_45(%B);
    ins_409(4, 5, 0, 64, 60, 1, %A, %B);
    ins_409(5, 5, 0, 64, 60, 1, %C, %B);
    ins_409(6, 5, 0, 64, 60, 1, %D, %B);
    ins_409(7, 5, 0, 64, 60, 1, %E, %B);
    ins_401(0);
    ins_401(1);
    ins_401(2);
    ins_401(3);
BossCard1_6784:
    ins_78($F);
    ins_14(BossCard1_6436, 330);
    ins_409(4, 5, 0, 64, 60, 1, -1.5707964f, 1.2f);
    ins_409(5, 5, 0, 64, 60, 1, 1.0471976f, 1.2f);
    ins_409(6, 5, 0, 64, 60, 1, -0.8975979f, 1.2f);
    ins_409(7, 5, 0, 64, 60, 1, 1.2566371f, 1.2f);
390:
    ins_292(60, 4, 2.0f);
    ins_15("BossCard1_at");
450:
    ins_292(60, 4, 2.0f);
    ins_15("BossCard1_at");
510:
    ins_0();
    ins_15("BossCard1_at");
BossCard1_7200:
!EN
    ins_292(60, 4, 2.0f);
    ins_83(120);
BossCard1_7248:
!ENHL
    if 1 goto BossCard1_4472 @ 150;
    ins_10();
}

sub BossCard1_at()
{
    var A;
    ins_355($A, 1, 1, 1, 3);
    ins_400(4);
    ins_407(4, 2);
    ins_402(4, 12, 6);
    ins_406(4, 10, 1);
    ins_404(4, 0.0f, 0.0f);
    ins_405(4, 3.0f, 2.0f);
    ins_409(4, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    goto BossCard1_at_336 @ 10;
BossCard1_at_300:
!HL
    ins_401(4);
10:
!ENHL
    ins_0();
BossCard1_at_336:
    ins_78($A);
    ins_14(BossCard1_at_300, 0);
    ins_10();
}

sub BossCard2()
{
    var A;
    ins_334(0, 0, 2700, "BossDead");
!EN
    ins_357(6, 2700, 500000, "Plenty Sign \"Owotoshi Harvester\"");
!HL
    ins_359(8, 2700, 500000, "Bumper Crop \"Promise of the Wheat God\"");
!ENHL
    ins_21();
    ins_281(60, 4, 0.0f, 128.0f);
    ins_335(60);
    ins_336(7);
    [-9986];
    0;
    ins_59();
    ins_13(BossCard2_464, 0);
    ins_256("Ecl_EtBreak", 0.0f, 0.0f, 9999, 0, 0);
    goto BossCard2_520 @ 0;
BossCard2_464:
    ins_256("Ecl_EtBreak_ni", 0.0f, 0.0f, 9999, 0, 0);
BossCard2_520:
    ins_344(44);
60:
    ins_263(0, 409);
120:
    ins_269(0);
150:
    ins_0();
    goto BossCard2_856 @ 250;
BossCard2_624:
    ins_15("BossCard2At1");
210:
    ins_15("BossCard2At2");
!EN
    ins_83(140);
!H
    ins_83(90);
!L
    ins_83(40);
    ins_15("BossCard2At1b");
    ins_83(40);
!ENHL
    ins_292(40, 4, 3.0f);
250:
    ins_0();
BossCard2_856:
    if 1 goto BossCard2_624 @ 150;
    ins_10();
}

sub BossCard2At1()
{
    var A B C D E F;
    %B = [-9998.0f];
    ins_356(%F, 1.4f, 1.4f, 2.0f, 2.0f);
    ins_355($A, 8, 32, 32, 64);
    6.2831855f;
    $A;
    ins_57();
    ins_45(%E);
    ins_336(16);
    goto BossCard2At1_592 @ 0;
BossCard2At1_268:
    [-9987.0f];
    64;
    ins_55();
    ins_81(%C, %D, [-9998.0f], [-1.0f]);
    ins_403(0, %C, %D);
!EN
    ins_412(3, 13, %B, %F, 0.0f, 180.0f, 0, 14.0f);
!HL
    ins_413(0, 3, 13, %B, 0.0f, 512.0f, 60, 20, 60, 20, 16.0f, 0);
!ENHL
    %B;
    %E;
    ins_51();
    ins_45(%B);
    ins_82(%B);
BossCard2At1_592:
    ins_78($A);
    ins_14(BossCard2At1_268, 0);
    ins_10();
}

sub BossCard2At1b()
{
    var A B C D E F;
    %B = [-9998.0f];
    ins_356(%F, 1.4f, 1.4f, 2.0f, 2.5f);
    ins_355($A, 16, 32, 32, 48);
    6.2831855f;
    $A;
    ins_57();
    ins_45(%E);
    ins_336(16);
    goto BossCard2At1b_440 @ 0;
BossCard2At1b_268:
    ins_403(0, 0.0f, 0.0f);
    ins_412(3, 2, %B, %F, 0.0f, 180.0f, 0, 14.0f);
    %B;
    %E;
    ins_51();
    ins_45(%B);
    ins_82(%B);
BossCard2At1b_440:
    ins_78($A);
    ins_14(BossCard2At1b_268, 0);
    ins_10();
}

sub BossCard2At2()
{
    var A B C D E F;
    %D = 1.0f;
    $A = 110;
    ins_355($A, 60, 110, 110, 110);
    ins_269(0);
    ins_400(0);
    ins_407(0, 3);
    ins_404(0, 0.0f, 1.0471976f);
    ins_406(0, 1, 1);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 2, 0, 8192, 100, -999999, -999999.0f, -999999.0f);
    ins_402(0, 3, 2);
    ins_411(1, 0);
    ins_402(1, 3, 1);
    ins_407(1, 4);
    %E = [-9998.0f];
    %F = %E;
    goto BossCard2At2_1348 @ 1;
BossCard2At2_624:
    %D;
    1.0f;
    ins_51();
    ins_45(%D);
    %E;
    0.15708f;
    ins_53();
    ins_45(%E);
    ins_82(%E);
    ins_81(%B, %C, %E, %D);
    [-9999.0f];
    0.7f;
    ins_55();
    1.0f;
    ins_51();
    ins_405(0, [-1.0f], 1.0f);
    ins_404(0, [-9998.0f], 1.0471976f);
    ins_403(0, %B, %C);
1:
    ins_401(0);
    %F;
    0.15708f;
    ins_51();
    ins_45(%F);
    ins_82(%E);
    ins_81(%B, %C, %F, %D);
    [-9999.0f];
    0.7f;
    ins_55();
    1.0f;
    ins_51();
    ins_405(1, [-1.0f], 1.0f);
    ins_404(1, [-9998.0f], 1.0471976f);
    ins_403(1, %B, %C);
    ins_401(1);
BossCard2At2_1348:
    ins_78($A);
    ins_14(BossCard2At2_624, 0);
    ins_10();
    ins_10();
}

sub BossDead()
{
    var A;
    ins_322(68);
    ins_263(0, 354);
    ins_336(18);
    ins_263(0, 419);
    ins_284([-9998.0f], 0.4f);
    [-9986];
    0;
    ins_59();
    ins_13(BossDead_308, 0);
    ins_256("Ecl_EtBreak2", 0.0f, 0.0f, 9999, 0, 0);
    goto BossDead_364 @ 0;
BossDead_308:
    ins_256("Ecl_EtBreak2_ni", 0.0f, 0.0f, 9999, 0, 0);
BossDead_364:
60:
    ins_410();
    ins_343();
    ins_330(0);
    ins_337(30, 12, 0);
    ins_263(0, 354);
    ins_263(0, 420);
    ins_336(18);
    ins_332(-1);
    ins_1();
    ins_1();
}

sub Ecl_BGirl00()
{
    var A;
    ins_258(1);
    ins_259(1, 45);
    ins_11("Ecl_Girl00", _SS 0);
    ins_1();
}

sub Ecl_GGirl00()
{
    var A;
    ins_258(1);
    ins_259(1, 47);
    ins_11("Ecl_Girl00", _SS 10);
    ins_1();
}

sub Ecl_Girl00(A)
{
    var;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_284([-9989.0f], 7.0f);
    ins_285(60, 4, [-9989.0f], 0.0f);
60:
    ins_0();
!HL
    ins_15("Ecl_Girl00_at");
260:
!ENHL
    ins_0();
280:
    [-9989.0f];
    3.1415927f;
    ins_51();
    ins_284([-1.0f], 0.0f);
    ins_285(-1, 7, 0.0f, 0.03f);
    goto Ecl_Girl00_424 @ 340;
Ecl_Girl00_408:
340:
    ins_0();
Ecl_Girl00_424:
    if 1 goto Ecl_Girl00_408 @ 280;
    ins_10();
}

sub Ecl_Girl00_at()
{
    var;
    ins_400(0);
    ins_407(0, 0);
    ins_402(0, 3, 6);
    ins_406(0, 1, 1);
    ins_404(0, 0.0f, 0.09817477f);
    ins_405(0, 2.5f, 0.0f);
!L
    ins_406(0, 3, 1);
    ins_405(0, 4.5f, 1.0f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    goto Ecl_Girl00_at_428 @ 0;
Ecl_Girl00_at_368:
    ins_401(0);
!H
    ins_83(45);
!L
    ins_83(10);
Ecl_Girl00_at_428:
!ENHL
    if 1 goto Ecl_Girl00_at_368 @ 0;
    ins_10();
}

sub Ecl_GirlInit()
{
    var A;
    ins_258(1);
    ins_259(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_10();
    ins_10();
}

sub Ecl_RGirl00()
{
    var A;
    ins_258(1);
    ins_259(1, 46);
    ins_11("Ecl_Girl00", _SS 5);
    ins_1();
}

sub Ecl_RGirl01()
{
    var A;
    ins_258(1);
    ins_262(0, 5);
    ins_262(1, 46);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_284([-9989.0f], 7.0f);
    ins_285(60, 4, [-9989.0f], 0.0f);
60:
    ins_0();
!HL
    ins_15("Ecl_Girl00_at");
80:
!ENHL
    [-9989.0f];
    3.1415927f;
    ins_51();
    ins_284([-1.0f], 0.0f);
    ins_285(-1, 7, 0.0f, 0.03f);
    goto Ecl_RGirl01_432 @ 140;
Ecl_RGirl01_416:
140:
    ins_0();
Ecl_RGirl01_432:
    if 1 goto Ecl_RGirl01_416 @ 80;
    ins_1();
}

sub Ecl_YGirl00()
{
    var A;
    ins_258(1);
    ins_259(1, 48);
    ins_11("Ecl_Girl00", _SS 15);
    ins_1();
}

sub GGirl00()
{
    var A;
    ins_330(3);
    ins_262(1, 47);
    ins_11("Girl00", _SS 10);
    ins_1();
}

sub GGirl00B()
{
    var A;
    ins_258(1);
    ins_262(1, 47);
    ins_330(3);
    ins_11("Girl00B", _SS 10);
    ins_1();
}

sub GGirl00C()
{
    var A;
    ins_330(3);
    ins_258(1);
    ins_262(1, 47);
    ins_11("Girl00C", _SS 10);
    ins_1();
}

sub GGirl00D()
{
    var A;
    ins_330(3);
    ins_258(1);
    ins_262(1, 47);
    ins_11("Girl00D", _SS 10);
    ins_1();
}

sub GGirl00E()
{
    var A;
    ins_330(3);
    ins_258(1);
    ins_262(1, 47);
    ins_11("Girl00E", _SS 10);
    ins_1();
}

sub Girl00(A)
{
    var;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_15("RGirl00_at");
    ins_284(1.5707964f, 2.7f);
60:
    ins_285(60, 0, 0.0f, -999999.0f);
6060:
    ins_0();
    ins_10();
}

sub Girl00B(A)
{
    var;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_284(1.5707964f, 2.7f);
!HL
    ins_15("Girl00B_at");
60:
!ENHL
    ins_285(60, 0, 0.0f, -999999.0f);
6060:
    ins_0();
    ins_10();
}

sub Girl00B_at()
{
    var A B C;
    ins_355($B, 30, 30, 10, 8);
    ins_356(%C, 1.0f, 1.8f, 2.5f, 3.0f);
    ins_355($A, 2, 2, 10, 15);
    ins_400(0);
    ins_402(0, 2, 6);
    ins_407(0, 0);
    ins_404(0, 0.0f, 0.19634955f);
    ins_406(0, 1, 1);
    ins_405(0, %C, 1.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    [-10000];
    10;
    ins_58();
    ins_83([-1]);
    goto Girl00B_at_536 @ 0;
Girl00B_at_496:
    ins_83($B);
!NHL
    ins_401(0);
Girl00B_at_536:
!ENHL
    ins_78($A);
    ins_14(Girl00B_at_496, 0);
    ins_10();
}

sub Girl00C(A)
{
    var B;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_284(1.5707964f, 7.0f);
    ins_285(60, 4, -999999.0f, 0.0f);
60:
    ins_400(0);
    ins_402(0, 1, 6);
    ins_407(0, 0);
    ins_404(0, 0.0f, 0.19634955f);
!E
    ins_406(0, 1, 1);
!N
    ins_406(0, 1, 1);
!H
    ins_406(0, 3, 1);
!L
    ins_406(0, 9, 1);
!E
    ins_405(0, 1.0f, 1.0f);
!N
    ins_405(0, 2.0f, 1.5f);
!H
    ins_405(0, 2.5f, 2.5f);
!L
    ins_405(0, 2.5f, 2.5f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
180:
    ins_0();
200:
    [-9989.0f];
    3.1415927f;
    ins_51();
    ins_284([-1.0f], 0.0f);
    ins_285(-1, 7, 0.0f, 0.03f);
    goto Girl00C_812 @ 260;
Girl00C_796:
260:
    ins_0();
Girl00C_812:
    if 1 goto Girl00C_796 @ 200;
    ins_10();
}

sub Girl00D(A)
{
    var;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
    ins_284(1.5707964f, 6.0f);
    ins_285(60, 0, 0.0f, 0.0f);
    ins_15("RGirl00D_at");
60:
    ins_284(-1.5707964f, 0.5f);
6060:
    ins_0();
    ins_10();
}

sub Girl00E(A)
{
    var;
    ins_258(1);
    ins_262(0, $A);
    ins_322(32);
    ins_320(24.0f, 24.0f);
    ins_321(16.0f, 16.0f);
!HL
    ins_15("RGirl00E_at");
!ENHL
    ins_284(1.5707964f, 1.8f);
60:
    ins_285(60, 0, -999999.0f, -999999.0f);
6060:
    ins_0();
    ins_10();
}

sub Girl01()
{
    var A;
    ins_258(1);
    ins_262(0, 40);
    ins_322(32);
    ins_320(40.0f, 40.0f);
    ins_321(16.0f, 16.0f);
    ins_326();
    ins_327(1, 2);
    ins_327(2, 3);
    ins_328(32.0f, 32.0f);
    ins_284(1.5707964f, 5.0f);
    ins_285(60, 4, -999999.0f, 0.0f);
60:
    ins_16("Girl01_at", 0);
    ins_284(2.7488935f, 0.0f);
    ins_285(180, 7, 0.0f, 0.005f);
240:
    ins_0();
    ins_17(0);
6240:
    ins_0();
    ins_1();
}

sub Girl01_at()
{
    var A B C D;
    ins_356(%D, 2.0f, 2.7f, 3.0f, 4.0f);
    goto Girl01_at_688 @ 20;
Girl01_at_96:
    ins_400(0);
    ins_407(0, 1);
    ins_402(0, 3, 4);
    ins_406(0, 1, 1);
    ins_404(0, [-9989.0f], 0.049087387f);
    ins_405(0, %D, 0.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    $A = 1;
    ins_355($B, 3, 5, 9, 11);
    ins_355($C, 10, 10, 7, 4);
    goto Girl01_at_628 @ 0;
Girl01_at_484:
    ins_406(0, $A, 1);
    ins_401(0);
    ins_83($C);
    $A;
    1;
    ins_50();
    ins_43($A);
Girl01_at_628:
    ins_78($B);
    ins_14(Girl01_at_484, 0);
20:
    ins_0();
Girl01_at_688:
    if 1 goto Girl01_at_96 @ 0;
    ins_10();
}

sub Girl02()
{
    var A;
    ins_258(1);
    ins_262(0, 40);
    ins_322(32);
    ins_320(40.0f, 40.0f);
    ins_321(16.0f, 16.0f);
    ins_326();
    ins_328(32.0f, 32.0f);
    ins_284(1.5707964f, 5.0f);
    ins_285(60, 4, -999999.0f, 0.0f);
60:
    ins_16("Girl02_at", 0);
    ins_284(2.7488935f, 0.0f);
    ins_285(180, 7, 0.0f, 0.005f);
240:
    ins_0();
6240:
    ins_0();
    ins_1();
}

sub Girl02_at()
{
    var A B;
    goto Girl02_at_572 @ 40;
Girl02_at_60:
    ins_400(0);
    ins_407(0, 1);
    ins_402(0, 1, 4);
    ins_406(0, 1, 1);
    ins_404(0, [-9989.0f], 0.09817477f);
    ins_405(0, 2.5f, 0.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    $A = 1;
    $B = 5;
    goto Girl02_at_512 @ 10;
Girl02_at_416:
    ins_401(0);
10:
    $A;
    1;
    ins_50();
    ins_43($A);
Girl02_at_512:
    ins_78($B);
    ins_14(Girl02_at_416, 0);
40:
    ins_0();
Girl02_at_572:
    if 1 goto Girl02_at_60 @ 0;
    ins_10();
}

sub MBoss()
{
    var A;
    ins_332(0);
    ins_258(2);
    ins_262(0, 0);
    ins_322(32);
    ins_320(48.0f, 48.0f);
    ins_321(32.0f, 32.0f);
!EN
    ins_331(8400);
!HL
    ins_331(5850);
!ENHL
    ins_281(60, 4, 64.0f, 96.0f);
!EN
    ins_334(0, 4200, 0, "MBoss2");
    ins_334(1, 0, 1560, "MBossDead");
    ins_341(1, "MBossEscape");
!HL
    ins_334(0, 1650, 1560, "MBossCard1");
    ins_347(0, 1650.0f, -24448);
!ENHL
    ins_344(6);
    goto MBoss_764 @ 260;
MBoss_476:
60:
    ins_0();
    ins_11("MBoss_at1");
    ins_281(60, 4, 0.0f, 128.0f);
140:
    ins_11("MBoss_at2");
    ins_281(60, 4, -64.0f, 96.0f);
200:
    ins_11("MBoss_at1");
    ins_15("MBoss_at2");
    ins_281(60, 4, 64.0f, 96.0f);
260:
    ins_0();
    ins_281(60, 4, 64.0f, 96.0f);
MBoss_764:
    if 1 goto MBoss_476 @ 0;
    ins_1();
}

sub MBoss2()
{
    var A B C D;
    ins_344(7);
    ins_326();
    ins_327(1, 1);
    ins_327(2, 2);
    ins_328(48.0f, 48.0f);
    ins_329();
    ins_335(60);
    ins_256("Ecl_EtBreak", 0.0f, 0.0f, 9999, 0, 0);
    ins_281(30, 4, 0.0f, 144.0f);
30:
    ins_0();
    ins_263(0, 409);
90:
    ins_400(0);
    ins_407(0, 2);
    ins_406(0, 1, 4);
    ins_405(0, 2.0f, 1.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    %B = 0.0f;
MBoss2_492:
    $C = 0;
    ins_355($D, 3, 5, 6, 7);
    goto MBoss2_968 @ 90;
MBoss2_592:
    ins_404(0, %B, 0.040799905f);
    ins_402(0, 5, 2);
    ins_401(0);
    ins_404(0, %B, -0.040799905f);
    ins_402(0, 5, 1);
    ins_401(0);
    $C;
    1;
    ins_50();
    ins_43($C);
    %B;
    3.1415927f;
    2;
    ins_55();
    $D;
    ins_57();
    ins_51();
    ins_45(%B);
MBoss2_968:
    $C;
    $D;
    ins_63();
    ins_14(MBoss2_592, 90);
    %B;
    0.392699f;
    ins_51();
    ins_45(%B);
140:
    goto MBoss2_492 @ 90;
    goto MBoss2_1188 @ 200;
MBoss2_1172:
200:
    ins_0();
MBoss2_1188:
    if 1 goto MBoss2_1172 @ 140;
    ins_1();
}

sub MBossCard1()
{
    var A;
    ins_334(0, 0, 2160, "MBossDead");
    ins_341(0, "MBossEscape");
    ins_324(0, 80.0f, 280.0f, 64.0f);
    ins_359(0, 2160, 500000, "Leaf Sign \"Falling Leaves of Madness\"");
    ins_344(15);
    ins_21();
    ins_281(60, 4, 0.0f, 112.0f);
    ins_335(60);
    ins_336(7);
    ins_256("Ecl_EtBreak", 0.0f, 0.0f, 9999, 0, 0);
60:
    ins_263(0, 409);
120:
    ins_0();
150:
    ins_0();
    ins_15("MBossCard1_at");
    goto MBossCard1_524 @ 270;
MBossCard1_496:
270:
    ins_292(60, 4, 2.0f);
MBossCard1_524:
    if 1 goto MBossCard1_496 @ 150;
    ins_1();
}

sub MBossCard1_at()
{
    var A;
    ins_400(0);
    ins_407(0, 1);
    ins_402(0, 3, 2);
    ins_406(0, 1, 1);
    ins_404(0, 0.0f, 0.0f);
    ins_405(0, 1.0f, 2.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 0, 8192, 180, -999999, -999999.0f, -999999.0f);
    [-9959];
    2;
    ins_59();
    ins_13(MBossCard1_at_440, 0);
    ins_409(0, 2, 0, 16, 120, -999999, 0.018f, 1.5707964f);
    goto MBossCard1_at_488 @ 0;
MBossCard1_at_440:
    ins_409(0, 2, 0, 16, 120, -999999, 0.018f, 1.5707964f);
MBossCard1_at_488:
    goto MBossCard1_at_2880 @ 3;
MBossCard1_at_512:
1:
    ins_0();
    [-9998.0f];
    6.0f;
    ins_57();
    ins_45(%A);
    %A;
    0.0f;
    ins_68();
    ins_13(MBossCard1_at_832, 1);
    %A;
    3.1415927f;
    ins_53();
    ins_45(%A);
    ins_409(0, 3, 0, 16, 120, -999999, 0.01f, 0.0f);
    goto MBossCard1_at_880 @ 1;
MBossCard1_at_832:
    ins_409(0, 3, 0, 16, 120, -999999, 0.01f, 3.1415927f);
MBossCard1_at_880:
    ins_402(0, 3, 12);
    ins_404(0, %A, 0.0f);
    [-9999.0f];
    1.5f;
    ins_55();
    0.4f;
    ins_51();
    ins_405(0, [-1.0f], 0.0f);
    ins_401(0);
2:
    [-9998.0f];
    6.0f;
    ins_57();
    ins_45(%A);
    %A;
    0.0f;
    ins_68();
    ins_13(MBossCard1_at_1452, 2);
    %A;
    3.1415927f;
    5;
    ins_55();
    ins_53();
    6;
    ins_57();
    ins_45(%A);
    ins_409(0, 3, 0, 16, 120, -999999, 0.01f, 0.0f);
    goto MBossCard1_at_1612 @ 2;
MBossCard1_at_1452:
    %A;
    3.1415927f;
    6;
    ins_57();
    ins_53();
    ins_45(%A);
    ins_409(0, 3, 0, 16, 120, -999999, 0.01f, 3.1415927f);
MBossCard1_at_1612:
    [-9959];
    2;
    ins_59();
    ins_13(MBossCard1_at_1740, 2);
    ins_409(0, 3, 0, -2147483648, -999999, -999999, -999999.0f, -999999.0f);
MBossCard1_at_1740:
    ins_404(0, %A, 0.0f);
    ins_402(0, 3, 13);
    [-9999.0f];
    1.5f;
    ins_55();
    0.4f;
    ins_51();
    ins_405(0, [-1.0f], 0.0f);
    ins_401(0);
3:
    [-9998.0f];
    6.0f;
    ins_57();
    ins_45(%A);
    %A;
    3.1415927f;
    2;
    ins_57();
    ins_53();
    ins_45(%A);
    ins_404(0, %A, 0.0f);
    ins_409(0, 3, 0, -2147483648, -999999, -999999, -999999.0f, -999999.0f);
    [-9999.0f];
    1.5f;
    ins_55();
    0.4f;
    ins_51();
    ins_405(0, [-1.0f], 0.0f);
    ins_402(0, 3, 2);
    ins_401(0);
    [-9959];
    3;
    ins_59();
    ins_13(MBossCard1_at_2880, 3);
    [-9998.0f];
    6.0f;
    ins_57();
    ins_45(%A);
    %A;
    3.1415927f;
    2;
    ins_57();
    ins_53();
    ins_45(%A);
    ins_404(0, %A, 0.0f);
    ins_409(0, 3, 0, -2147483648, -999999, -999999, -999999.0f, -999999.0f);
    [-9999.0f];
    1.5f;
    ins_55();
    0.4f;
    ins_51();
    ins_405(0, [-1.0f], 0.0f);
    ins_402(0, 3, 1);
    ins_401(0);
MBossCard1_at_2880:
    if 1 goto MBossCard1_at_512 @ 0;
    ins_10();
}

sub MBossDead()
{
    var A;
    ins_322(16);
    ins_343();
    [-9959];
    1;
    ins_65();
    ins_13(MBossDead_388, 0);
    [-9986];
    0;
    ins_59();
    ins_13(MBossDead_308, 0);
    ins_256("Ecl_EtBreak", 0.0f, 0.0f, 9999, 0, 0);
    goto MBossDead_364 @ 0;
MBossDead_308:
    ins_256("Ecl_EtBreak_ni", 0.0f, 0.0f, 9999, 0, 0);
MBossDead_364:
    goto MBossDead_532 @ 0;
MBossDead_388:
    [-9986];
    0;
    ins_59();
    ins_13(MBossDead_512, 0);
    ins_420(640.0f);
    goto MBossDead_532 @ 0;
MBossDead_512:
    ins_421(640.0f);
MBossDead_532:
    ins_326();
    ins_327(1, 5);
    ins_327(4, 1);
    ins_327(2, 5);
    ins_328(48.0f, 48.0f);
    ins_329();
    ins_332(-1);
    ins_337(30, 12, 0);
    ins_263(0, 354);
    ins_336(18);
    ins_344(0);
    ins_1();
    ins_1();
}

sub MBossEscape()
{
    var A;
    ins_334(0, -1, 0, "");
    ins_334(1, -1, 0, "");
    ins_343();
    ins_325();
    [-9959];
    1;
    ins_69();
    ins_13(MBossEscape_364, 0);
    [-9986];
    0;
    ins_59();
    ins_13(MBossEscape_344, 0);
    ins_420(640.0f);
    goto MBossEscape_364 @ 0;
MBossEscape_344:
    ins_421(640.0f);
MBossEscape_364:
    ins_332(-1);
    ins_322(8);
    ins_281(60, 4, 0.0f, -32.0f);
60:
    ins_344(0);
    ins_1();
    ins_1();
}

sub MBoss_at1()
{
    var;
    ins_400(0);
    ins_402(0, 1, 13);
    ins_407(0, 1);
!E
    ins_404(0, 1.5707964f, 0.31415927f);
!NH
    ins_404(0, 1.5707964f, 0.2617994f);
!L
    ins_404(0, 1.5707964f, 0.22439948f);
!E
    ins_425(0, 4, 1, 6, 1, 8, 1);
!N
    ins_425(0, 5, 2, 7, 2, 9, 2);
!H
    ins_425(0, 7, 3, 9, 3, 11, 3);
!L
    ins_406(0, 14, 4);
!E
    ins_405(0, 1.5f, 1.0f);
!N
    ins_405(0, 2.0f, 1.0f);
!H
    ins_405(0, 3.0f, 1.5f);
!L
    ins_405(0, 4.0f, 1.3f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    ins_401(0);
40:
    ins_402(0, 1, 14);
    ins_401(0);
80:
    ins_402(0, 1, 2);
    ins_401(0);
    ins_10();
}

sub MBoss_at2()
{
    var A B;
    ins_400(0);
    ins_402(0, 0, 2);
    ins_407(0, 3);
!ENH
    ins_404(0, 0.0f, 0.2617994f);
!L
    ins_404(0, 0.0f, 0.09817477f);
!EN
    ins_406(0, 16, 1);
!H
    ins_406(0, 16, 3);
!L
    ins_406(0, 24, 6);
!ENH
    ins_405(0, 2.0f, 1.0f);
!L
    ins_405(0, 3.0f, 1.0f);
!ENHL
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    $A = 3;
    ins_355($B, 20, 20, 20, 20);
    ins_83($B);
    ins_401(0);
!ENH
    ins_404(0, 0.0f, -0.2617994f);
!L
    ins_404(0, 0.0f, -0.09817477f);
!ENHL
    ins_83($B);
    ins_401(0);
!ENH
    ins_404(0, 0.0f, 0.2617994f);
!L
    ins_404(0, 0.0f, 0.09817477f);
!ENHL
    ins_83($B);
    ins_401(0);
    ins_10();
}

sub MainSub()
{
    var;
20:
    ins_257("GGirl00B", -144.0f, -64.0f, 20, 1000, 2);
40:
    ins_257("GGirl00B", -144.0f, -64.0f, 20, 1000, 2);
60:
    ins_257("BGirl00B", -144.0f, -64.0f, 20, 1000, 2);
80:
    ins_257("BGirl00B", -144.0f, -64.0f, 20, 1000, 2);
100:
    ins_257("BGirl00B", -144.0f, -64.0f, 20, 1000, 3);
120:
    ins_257("BGirl00", -84.0f, -64.0f, 20, 1000, 2);
140:
    ins_257("BGirl00", -84.0f, -64.0f, 20, 1000, 2);
160:
    ins_257("BGirl00", -84.0f, -64.0f, 20, 1000, 2);
180:
    ins_257("BGirl00", -84.0f, -64.0f, 20, 1000, 2);
200:
    ins_257("BGirl00", -84.0f, -64.0f, 20, 1000, 3);
220:
    ins_257("BGirl00B", -24.0f, -64.0f, 20, 1000, 2);
240:
    ins_257("BGirl00B", -24.0f, -64.0f, 20, 1000, 2);
260:
    ins_257("BGirl00B", -24.0f, -64.0f, 20, 1000, 2);
280:
    ins_257("BGirl00B", -24.0f, -64.0f, 20, 1000, 2);
300:
    ins_257("BGirl00B", -24.0f, -64.0f, 20, 1000, 3);
    ins_10();
}

sub MapleEnemy()
{
    var A;
    ins_322(16);
MapleEnemy_56:
    ins_264(0, 410);
3:
    goto MapleEnemy_56 @ 0;
    ins_1();
}

sub RGirl00()
{
    var A;
    ins_258(1);
    ins_262(1, 46);
    ins_330(1);
    ins_11("Girl00", _SS 5);
    ins_1();
}

sub RGirl00B()
{
    var A;
    ins_258(1);
    ins_262(1, 46);
    ins_330(1);
    ins_11("Girl00B", _SS 5);
    ins_1();
}

sub RGirl00C()
{
    var A;
    ins_330(1);
    ins_258(1);
    ins_262(1, 46);
    ins_11("Girl00C", _SS 5);
    ins_1();
}

sub RGirl00D()
{
    var A;
    ins_330(1);
    ins_258(1);
    ins_262(1, 46);
    ins_11("Girl00D", _SS 5);
    ins_1();
}

sub RGirl00D_at()
{
    var A;
    $A = 2;
    ins_400(0);
    ins_402(0, 0, 6);
    ins_407(0, 2);
    ins_404(0, 0.0f, 0.19634955f);
    ins_406(0, 20, 1);
    ins_405(0, 1.0f, 1.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    goto RGirl00D_at_372 @ 60;
RGirl00D_at_352:
60:
    ins_401(0);
RGirl00D_at_372:
    ins_78($A);
    ins_14(RGirl00D_at_352, 0);
    ins_10();
}

sub RGirl00E()
{
    var A;
    ins_330(1);
    ins_258(1);
    ins_262(1, 46);
    ins_11("Girl00E", _SS 5);
    ins_1();
}

sub RGirl00E_at()
{
    var A B;
    ins_355($B, 50, 50, 20, 10);
    ins_355($A, 1, 1, 5, 9);
    ins_400(0);
    ins_402(0, 2, 6);
    ins_407(0, 0);
    ins_404(0, 0.0f, 0.19634955f);
    ins_406(0, 1, 1);
    ins_405(0, 1.0f, 1.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    goto RGirl00E_at_424 @ 0;
RGirl00E_at_384:
    ins_83($B);
    ins_401(0);
RGirl00E_at_424:
    ins_78($A);
    ins_14(RGirl00E_at_384, 0);
    ins_10();
}

sub RGirl00_at()
{
    var A B C;
    ins_355($B, 30, 30, 10, 3);
    ins_356(%C, 1.5f, 2.2f, 2.5f, 4.0f);
    ins_355($A, 2, 2, 10, 20);
    ins_400(0);
    ins_402(0, 2, 6);
    ins_407(0, 0);
    ins_404(0, 0.0f, 0.19634955f);
    ins_406(0, 1, 1);
    ins_405(0, %C, 1.0f);
    ins_409(0, 0, 1, 4, -999999, -999999, -999999.0f, -999999.0f);
    ins_409(0, 1, 1, 1, -999999, -999999, -999999.0f, -999999.0f);
    goto RGirl00_at_460 @ 0;
RGirl00_at_420:
    ins_83($B);
!NHL
    ins_401(0);
RGirl00_at_460:
!ENHL
    ins_78($A);
    ins_14(RGirl00_at_420, 0);
    ins_10();
}

sub YGirl00()
{
    var A;
    ins_262(1, 48);
    ins_11("Girl00", _SS 15);
    ins_1();
}

sub YGirl00B()
{
    var A;
    ins_258(1);
    ins_262(1, 48);
    ins_11("Girl00B", _SS 15);
    ins_1();
}

sub YGirl00C()
{
    var A;
    ins_258(1);
    ins_262(1, 48);
    ins_11("Girl00C", _SS 15);
    ins_1();
}

sub YGirl00D()
{
    var A;
    ins_258(1);
    ins_262(1, 48);
    ins_11("Girl00D", _SS 15);
    ins_1();
}

sub YGirl00E()
{
    var A;
    ins_258(1);
    ins_262(1, 48);
    ins_11("Girl00E", _SS 15);
    ins_1();
}

sub main()
{
    var A B C;
    ins_322(16);
160:
    ins_0();
    %B = _f(-144);
    $C = 0;
    goto main_572 @ 180;
main_176:
    $C;
    2;
    ins_58();
    0;
    ins_59();
    ins_13(main_368, 160);
    ins_257("Ecl_BGirl00", %B, -16.0f, 20, 1000, 2);
    goto main_420 @ 160;
main_368:
    ins_257("Ecl_RGirl00", %B, -16.0f, 20, 1000, 1);
main_420:
    %B;
180:
    32;
    ins_51();
    ins_45(%B);
    $C;
    1;
    ins_50();
    ins_43($C);
main_572:
    $C;
    9;
    ins_63();
    ins_14(main_176, 160);
« Last Edit: September 30, 2012, 10:23:45 AM by Torashama »

KrackoCloud

  • I don't mean to be greedy...
  • ... but white rice is my favorite food.
Welcome to the forums!
I'd say the concepts you have are very nice. Only the first and second cards might work better as nonspells.

The main problem is that the danmaku is, well, impossibly hard. :U Lots of attacks come very fast with very little warning, and the boss moves very quickly and very far. I can't give you much specific advice on this, you just need to tone it down a lot!

Torashama

Welcome to the forums!
I'd say the concepts you have are very nice. Only the first and second cards might work better as nonspells.

The main problem is that the danmaku is, well, impossibly hard. :U Lots of attacks come very fast with very little warning, and the boss moves very quickly and very far. I can't give you much specific advice on this, you just need to tone it down a lot!

Yeah, well ... I'm working on it, reducing the speed and number of bullets fired because some attacks produce some delay, and adding nonspells, when I finished I'll upload it. :D :V

PD: You need shotreplace to play the 9th spell
No idea what this means. Errors occurred at some point.

Did you intend that the player would be able to dodge all of these?

I liked the patterns:
#1
#4- currently seems just a little too difficult
#8- slightly too difficult

Didn't like:
#2- becomes nearly impossible and pattern variation is slow
#3- too difficult and random
#5- is this possible without bombing somehow?
#6- butterflies speed up instantly
#7- dodgeable?


Torashama

No idea what this means. Errors occurred at some point.

Did you intend that the player would be able to dodge all of these?

I liked the patterns:
#1
#4- currently seems just a little too difficult
#8- slightly too difficult

Didn't like:
#2- becomes nearly impossible and pattern variation is slow
#3- too difficult and random
#5- is this possible without bombing somehow?
#6- butterflies speed up instantly
#7- dodgeable?

Yeah... I already corrected it, try it now and tell me how that is missing, you have left and you should change :3

list of spells / non-spells and how timing out

You can time all of these out?  :o

New general feedback. I can easily be wrong about several spells.
1-enjoyable
2-acceptable difficulty, didn't like though
3-becomes nearly impossible, too slowly advancing, thus boring
4-high difficulty, but ok and nice
5-simple pattern, fun to dodge, OK difficulty
6-fun. reasonably difficult
7-simple pattern,fun to dodge, OK difficulty
8-It is extremely difficult to tell where the standing bullet rows spawn. Additional difficulty due to instantaneous bullet speed up and difficult to tell the bullet direction.
9-love it
10-seems impossible... i may be wrong
11-red bullets ruined it, they seem nearly impossible
12-seems extremely difficult, maybe im missing something?
13-i simply dont like that kind of micrododging. The pattern looks pretty.
and an error occurred at this point....


Didn't like the music choice. It is unnatural.

Torashama

IMPORTANT MESSAGE!!!!!!!!!!

Sorry for not replying (?) in a LOOOOOOOOOOOOOOOOOOOOOOOOONG time since my pc died
For the transtlations are from google translate so they are crappy, yes Hibiki is just a place holder, (like the background of the spells, ufufufufu...)
Kaede, an OC, he is the "brother" of Yukari, he has 1867 years and can control the boundaries, he is more powerful than Yukari, so obviously it is more difficult, Ignore these Spells/Non-Spells are just placeholders, I'm thinking that he would have 20 Spell Cards (but I think that's a lot ...) although I recognize you because you discovered that I based on Alice/Yamame, when I finish I will post it again
Note: Is it ok to want to try to do his Spell Cards hardest that Naut/FlanChan.zip?
Note2: Oh I don't want to make only the Phantasm Boss (Kaede, No, isn't only a girl name, is a unisex name) I want the:...

Stage 1 Mid-Boss
Teisatsu Neiko (Youkai)

Stage 1 Boss
Rikou Neiko (Yes, Teisatsu's older twin) (Youkai)

Stage 2 Mid-Boss
Youki Haruyo (No, Not Konpaku, Haruyo) (Shinigami Wolf (Like Komachi))

Stage 2 Boss
Kobashi "Tio" Aseiku (Like a Male version of CHEN) (White Magic Cat)

Stage 3 Mid-boss
Wolsuke Haruyo (In japanese: Urusyuke Haruyo, Youki's older brother) (Magician Wolf, Like Patchouli)

Stage 3 Boss
Leokichi Inubarashi (in japanese: Reokichi Inubarashi, No, Not Inubashiri, Inubarashi) (Time-Stopping Servant, Lion, Yes, like Sakuya)

Stage 4A Mid-Boss
Mid-Boss
Kouta Urameshiya (Vampire Tiger, YES, like Remi)

Stage 4A Boss
Kouta Urameshiya

Stage 4B Mid-Boss
Yuuno Urameshiya (Vampire Tiger, Kouta/Tora Older brother)

Stage 4B Boss
Yuuno Urameshiya

Stage 5 Mid-Boss
Kazuki Touno (Magician Lion, Like Marisa)

Stage 5 Boss
Soutarou Touno (Magician Lion, He uses a Mima-style magic, Kazuki's Older brother)

Stage 6A Mid-Boss
Soutarou Touno (Yes, SoEW reference :3)

Stage 6A Boss
Toramaru Urameshiya (Vampire Tiger, Like Flandre, Kouta's twin, Yuuno's younger brother)

Stage 6B Mid-Boss
Youki Haruyo (Yes, IN reference :3)

Stage 6B Boss
Kumarei Urameshiya (Immortal Tiger, Like Kaguya, but he isn't weak)

Extra Stage Mid-Boss
Kobashi "Tio" Aseiku (Yes, PCB reference :3)

Extra Stage Boss
Youme Aitaishi (No, Not Youmu, Youme, Human Half-Ghost Swordsman, His shikigami is Tio)

Phantasm Stage Mid-Boss
Youme Aitaishi

Phantasm Stage Boss
Kaede Kakuzawa (Youkai of the Boundaries, His shikigami is Youme)
(Yes, Like Lucy/*Kaede*/Nyu, He's related to her in some way ... which I shall explain in the game)
« Last Edit: August 21, 2012, 04:34:19 AM by Torashama »

Torashama

Wait until it's ready
« Reply #7 on: August 21, 2012, 03:16:14 AM »
Girls and Boys do their best now and are preparing, Please watch warmly until it is ready, Yukari's brother appears, and he decide to take down Gensokyo, this incident cause serious affair!!!!
« Last Edit: August 21, 2012, 04:33:59 AM by Torashama »

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #8 on: August 21, 2012, 04:46:06 AM »
I just tried it today. This was not very balanced at all. This needs some revisions in quite a few areas so I'll give advice in your next release when there are improvements.
The music just didn't fit for me.

This is not related to much really but try to add some originality. Normally I don't care when people make OCs, but you should at least add some spice and flavor of your own to making your characters. They all seem to be based on something existing already and seem to all be related. Then again, What do I know, I'm just a random commenter to everyone else so you don't need to take any advice. However, I advise you to take things slowly and improve your skills.

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #9 on: August 21, 2012, 04:56:10 AM »
I just tried it today. This was not very balanced at all. This needs some revisions in quite a few areas so I'll give advice in your next release when there are improvements.
The music just didn't fit for me.

This is not related to much really but try to add some originality. Normally I don't care when people make OCs, but you should at least add some spice and flavor of your own to making your characters. They all seem to be based on something existing already and seem to all be related. Then again, What do I know, I'm just a random commenter to everyone else so you don't need to take any advice. However, I advise you to take things slowly and improve your skills.

Oh, that's just an OLD script of the game, I didn't insert it to the game, the music is a placeholder too, I just put that in becaus I like cosmic mind, the sprites are placeholder, in fact that script it's just a place holder :)

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #10 on: August 21, 2012, 05:04:28 AM »
As long as I'm here, do you have an updated version yet? Also, how far are you in progress?

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #11 on: August 21, 2012, 05:11:13 AM »
SORRY FOR BOTHER ALL OF YOU

The chars, names of songs and other stuff in here is JUST an PRE-ALPHA, Isn't the official names, music blah, blah, blah... is the first ideas that I have so it would change, first of all the ONLY OFFICIAL THING OF THE GAME IS JUST THE NAME AND THE EXTRA/PHANTASM BOSSES, Sorry again for the POOR information of the bosses because is just a QUICK reply, The songs are a Remixes that I WANT TO DO!, so it take a time TO DO IT!, I'm trying the best so this WILL BE UPDATING every day, so, I WILL CHANGE ALMOST IF NOT EVERY THING IN THIS POST, PLEAAAAAAAAAAAAAASE DON'T MAKE CRITISCISM SO FAST, another thing, I'M NOT MAKING JUST A CRAPPY MIXTURE OF TOUHOU 7/8 AND PUT UNORIGINAL CHARS, THE CHARS DOESN'T HAVE ART ALREADY, EG: Yuuno would disappear before the alpha 0.1 been released, THE ALPHAS/BETAS THAT I RELEASE WON'T CONTAIN OFFICIAL SONGS/THE REMIXES BECAUSE I WANT TO LEAVE THAT AT LAST BECAUSE OF YOU KNOW WHAT ALREADY, AND THE ART/SPRITES WILL BE PLACE HOLDERS

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #12 on: August 21, 2012, 05:12:12 AM »
As long as I'm here, do you have an updated version yet? Also, how far are you in progress?
Isn't the game actually, just the script that gave me the idea

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #13 on: August 21, 2012, 05:21:57 AM »
Please Guys, don't make me critiscism like "you're just putting PCB and IN in a blender!" "Your characters are simply modified official chars" because I WOULD DELETE ALL AND PUT EH... YOUMU AS AN EXAMPLE, HERE ARE THE COVER OF THE GAME

http://imageshack.us/f/525/imperishablecherrybloss.png/
and YES THAT GIRL IN THE RIGHT IS YOUMU >:(

EDIT: Youmu and Kaede have now Official Art, but that art in the cover is just a scanned version of the pencil version of the art, so I don't upload it until it are coloured in the Ten Desires Style
Oh, now Kaede isn't Hibiki anymore :)

HEY: How about something like this?

Stage 1 Boss
Rikou Neiko (Rain Youkai)

Stage 2 Boss
Kobashi "Tio" Aseiku (Like a Male version of CHEN) (Explanation: He's cat (Nekomata) who can control white and black magic like CHEN)

Stage 3 Boss
Marisa Kirisame (I don't know, possibly)

Stage 4A Boss
Kouta Komatsuzaki

Stage 4B Boss
Yuuno Komatsuzaki

Stage 5 Boss
Patchouli Knowledge  (I don't know, possibly)

Stage 6A Boss
Akihiko Komatsuzaki

Stage 6B Boss
Youmu Konpaku

Extra Stage Mid-Boss
Kobashi "Tio" Aseiku (PCB reference, Explanation: Chen appearing as Ran's Mid-boss)

Extra Stage Boss
Youme Aitaishi

Phantasm Stage Mid-Boss
Youme Aitaishi (PCB reference, Explanation: Ran appearing as Yukari's Mid-boss)

Phantasm Stage Boss
Kaede Yakumo (Youkai of the Boundaries, His shikigami is Youme) [KAEDE (楓): Japanese unisex name meaning "maple."]
« Last Edit: August 21, 2012, 05:47:10 AM by Torashama »

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #14 on: August 21, 2012, 06:23:54 AM »
You don't have to take everything as a low blow......anyway, whether you take it well or badly, It's good to know how people respond and that includes criticism.

What I meant before was that you shouldn't make ALL characters based off of something else. It's fine in some cases (look how people respond to Mitori and Sasha nowadays). Originality and ingenuity are good things to have or else it'll just be that game. Here is a trait all of Zun's characters: They are all unique (also all of their names have a meaning but I digress). Not to sound conceded or like some philosopher but you should just trust yourself. If everyone was afraid of criticism than no one would get anywhere.

Rikou Neiko (Rain Youkai)

Do you mean an 雨女(Ameonna)?

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #15 on: August 21, 2012, 07:02:21 AM »
Thank You, I'm thinking about that, and you're right, I think I would delete some *obviously based chars (Like Leokichi, his job as Servant Knife-throwing and Time-Stopping)* because of Sakuya overused pun, I'm thinking now to change the name, from Imperishable Cherry Blossom to Phantasmagoric Desire Over the Snow, (BUT I think that's a Long name) and sorry for get angry, that's because I'm so stressed, anyway do you think that I would remove PCB Reference of the game? (I mean, Tio appear as extra midboss and Youme as phantasm midboss), I would Add Yukari as a boss, because she's the sister of Kaede
« Last Edit: August 21, 2012, 07:09:37 AM by Torashama »

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #16 on: August 21, 2012, 07:24:11 AM »
That doesn't seem to be a problem. After all look at Touhou 12 (Kogasa ---> 2nd stage ---> Extra midboss). When you think about it. Ideas are ot hard to think of if you just go with the flow of thought. All anybody ever needs is time really.

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #17 on: August 21, 2012, 07:25:46 AM »
I have an Idea! Stage 1: Patchouli Why: Reimu/Marisa/Sakuya thinks that her magic is the cause of the eternal snowy night Stage 2: Tio Why: R/M/S see him playing with his power, he's freezing grass and some other things, R/M/S punish him when they discover that he isn't the culprit, Stage 3:  Kouta Why: when R/M/S find him, he's searching "some frozen cherry blossom for someone" then the girls ask him if he knows about the incident, but Kouta says that he don't talk of him Stage 4A: Yuuno why: he says that he's the culprit of the monsters of the Hakurei Shrine, but not of the ESN, then the girls simply punish him Stage 4B: Yuyuko why: The girls think that this incident is caused *again* by yuyuko, but she says that she's unrelated to that, of course after a danmaku battle Stage 5: Yukari why: when the girls go inside of Hakugyokurou they find Yukari, then she says that, effectively she's the culprit of the eternal night, but not the eternal winter, Reimu say that Yukari can stop the incident--->
« Last Edit: August 21, 2012, 07:29:53 AM by Torashama »

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #18 on: August 21, 2012, 07:40:30 AM »
(sorry for the crappy reply that's because I'm in the mobile site of MotK) But Yukari simply say "No, I can't" then after a battle the girls encounter Stage 6A: Akihiko, he's in the Hakugyokurou because "Someone calls him", The girls know that he's the culprit and they have a danmaku battle Stage 6B: Youmu, she appears to punish the girls for "Tresspasing the Netherworld" then she says that she's the culprit and they have  a danmaku battle Extra: after a time the girls see that the Eternal Night is over but the winter not, then they go to the netherworld to punish akihiko/youmu but they find Tio, The girls laugh at him, after they battle they find Haruki (I changed the name of Youme for obvious reasons) he says that the winter is caused by him master and he don't stop it never, they have a battle Phantasm: Just a moments after the Extra Haruki appear again, he says that they going to die because him master is awake, then Kaede show up, then he says that he frozen the winter because the Sun is Annoying
« Last Edit: August 21, 2012, 07:44:09 AM by Torashama »

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #19 on: August 21, 2012, 07:43:43 AM »
Maybe you shouldn't spoil everything yet........-_-'

Anyway, if the story interests you than go ahead and do it. In reality, I wouldn't advise anyone to ask me on my opinion on developing ideas as I am but a single person, an unbiased and non-judgmental person ("You shouldn't say anything unless you know the whole perspective of things"). If other people seem to like it, then all the more reason to go with it. So ask what other people think about this.

I have my reasons but all I'll say is: hopefully, I can someday make something everyone (otakus) likes.

Torashama

Re: Touhou Imperishable Cherry Blossom *In Progress*
« Reply #20 on: August 21, 2012, 07:48:20 AM »
Of course, I didn't think that's a spoiler because is just an idea, and probably isn't the same or all diferent, just made an idea of the game, because that plot is too similar to PCB so, It would not  be the same, What do you think, Yuyuko, Youmu or Yukari as Stage 6B Boss? EDIT: Whatever it can be Youmu or Yuyuko, I wonder if I can use te Youmu/Yuyuko Portraits of TD, since I can draw on TD style only :(
« Last Edit: August 21, 2012, 08:14:51 AM by Torashama »

Genso

  • Worldly Illusion
  • まかせろぜ。
Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #21 on: August 21, 2012, 09:08:18 PM »
I would probably say Yuyuko since her powers are stronger anyway.

Torashama

Re: ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #22 on: August 21, 2012, 09:27:41 PM »
Well, I already finish Kaede's portrait on Photoshop, I"m just putting some details on it, It will be uploaded in a minute SORRY, BUT MY PC CRASHED AND I LOST THE COLOURED VERSION :getdown: It"s strange, but I think it's easier to begin with the end (Phantasm-Extra-6B/A-5-4A/B-3-2-1) So, the next three to draw are: Akihiko, Yukari, Yuuno/Yuyuko
« Last Edit: August 22, 2012, 01:38:38 AM by Torashama »

Torashama

Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #23 on: August 22, 2012, 04:03:23 AM »
UPDATE!! COLOURED VERSION OF KAEDE PORTRAIT!!!Uptdate on: 21/08/2012 11:02 pm
Is a bit... uhh strange, but I think is OK
The only thing that I think is weird is the face... but who cares :V :getdown:


I wasn't kidding when I say that I would make the game on Flanchan.zip difficulty >:D >:D
« Last Edit: September 13, 2012, 04:37:30 AM by Torashama »

EthanSilver

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Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #24 on: August 22, 2012, 06:30:26 AM »
While the spellcards certainly look very colorful, they also look very impossible. The "easy" version of the spellcards you posted in your first link are also pretty difficult for "easy" spellcards - it's more like what you'd expect when playing on hard. You should consider toning them down a bit - a game that isn't any accessible simply isn't fun. :P

"Kaede SC 2 - E."Ohai Aya's non-spell! ^^;
"Kaede SC 2 - E."Dodging this is pretty easy so it's not too bad, until you find yourself trying to reverse directions. It's pretty challenging but it's long and very repetitive...
"Kaede SC 3 - E."Oooh, this one's nice! The idea's really great and I like the way in which you've made the spellcard become progressively more difficult. It does get very difficult near the end though and I can't really see how I'm supposed to fit between the shots anymore past some point.
"Kaede SC1."This isn't too bad but it gets kind of challenging once the bullets pile up enough. I like where you're going with this one.
"Kaede Boss Fight"The pattern's pretty simple and repetitive. This isn't a problem but it just lasts soooo long... Still, with a bit of work this one could be really good. It looks very beautiful too. Reminds me a lot of "Kaede SC 2 - E." (the second one, that is).
"Kaede Boss Fight - Ex"Nothing. I'm guessing this is a placeholder for now. :)
"NS"Excellent. This one's VERY doable but still offers a reasonable challenge. I really like this one.
"NS2"...One up? Okay, sure, whatever, I'll take it. :) This one's pretty but a bit too fast to enjoy.
"NS3"Kinda... boring, really. Much of the non-spell involves doing next to nothing other than slowly rotating around the screen. Not a fan of this one...
"NS4"Wow. Looks neat and moves in a very trippy way. It's not too hard to follow the pattern but the red bullets just end my attempts. If I dodge them, it's purely by chance. Maybe reduce their speed a bit?
"NS5"This certainly looks very pretty. It's not too hard to dodge but the pattern does tend to screw with you at times. As a late-game thing this could work, otherwise I'd consider reducing the number of bullets to increase the size of the gaps.
"Kae SC 1 - E."My first thoughts were, "holy crap, bullets everywhere, wtf?" After a few attempts I realized I was moving too much to deal properly with the smaller pink bullets. It's pretty good but fairly difficult, way too much for "easy mode" if I rely on what the description's saying.
"Kae SC 2 - E."Huh, for some reason this one reminds me of Exceed 3rd's Quicksilver "spellcard"... Unless you know what to expect, the boss will probably kill you off right at the start, which is kind of cheap. Overall it's manageable if you avoid making him move too far between circles but the blue bullets are still very numerous and difficult to dodge. Maybe I just don't have the right strategy for it...?
"Kae SC 3 - E."This one's kind of wild but not all that bad. That is, until the lines decide to spawn over you - you're not given much time to react and there's too much going on to just blindly throw yourself out of the way. Again, for "easy mode", this is a bit much.
"Kae SC 4 - E."Again, unless you know what to expect you'll definitely die off at the start. But aside from that, once you know what's expected of you, it's not too bad. Dodging this one's kinda fun.
"Kae SC 5 - E."Not bad. The cards are way too numerous for this to work as an "easy" spellcard but the idea behind it is niiiiice and simple. :)
"Kae SC6"Danmakufu complained about some "shot replace" thing. I have no idea what that is. Did you forget to include a file?
"Kaede SC1."Wild. But pretty fun. It does remind me a lot of Aya's non-spells, much like the first one diid, but it's cranked up somewhat.

Overall I would say the biggest issue many of these have is the bosses' lifebar. They're too long. Several of these spellcards' and nonspells' difficulty ends up artificially inflated as a result. Reducing the amount of "loops" through the pattern the player has to go through would not only make them far more doable, it would also reduce the tedium in the more repetitive ones.

Otherwise, this looks like a nice start. Good luck with your project! :)
« Last Edit: August 22, 2012, 07:12:48 AM by EthanSilver »


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Torashama

Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #25 on: August 22, 2012, 06:35:12 AM »
While the spellcards certainly look very colorful, they also look very impossible. The "easy" version of the spellcards you posted in your first link are also pretty difficult for "easy" spellcards - it's more like what you'd expect when playing on hard. You should consider toning them down a bit - a game that isn't any accessible simply isn't fun. :P

Hehehehe... the first spell cards on the first thread aren't from the game maybe I would advice that... but that spellcards on the images are on the lunatic difficulty  :blush: :blush: :colonveeplusalpha: :colonveeplusalpha:

EthanSilver

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Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #26 on: August 22, 2012, 07:21:29 AM »
that spellcards on the images are on the lunatic difficulty
Out of curiousity, can you capture them?


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Torashama

Re: ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #27 on: August 22, 2012, 07:28:24 AM »
Out of curiousity, can you capture them?

Yes :), Thank you, Ignore the description, just a little joke, I will try to modify and include one or two in the final game, The error is because you don't have the shot replace script (lib/SHOT_REPLACE/shot_replace.dnh), It is in MoTK too!
« Last Edit: August 22, 2012, 07:50:55 AM by Torashama »

Darkness1

  • Nothing to see here.
  • Enigmatic, isn't it?
Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #28 on: August 22, 2012, 08:50:14 PM »
FULL-LENGTH GAME IN PROGRESS
Sketch of the Phantasm/Extra/6B Bosses JUST SKETCH
Yes, It's a new story based on PCB and IN
Here is the link to the unrelated to the game random/practice spell cards ----> http://www.mediafire.com/?k3215qe3382bf13
while I'm making this please relax and hear Yukkuri Yuuka music  :flowerpower: :matsurismirk:

 :getdown:

Wow, most of the spellcards are basically copy-pasted off of my old Aya Shameimaru boss battle. Well, i guess i should be flattered.

For those who haven't seen it: http://www.youtube.com/watch?v=M8f8gj9Thy8

Also, i don't know if it is a coincidence, but two of the spellcards on the pictures you posted looks very similair to some of the spellcards from my Remilia Scarlet Boss Battle (Can also be found on bulletforge/youtube/this forum).

Edit: Found it - http://www.youtube.com/watch?v=8Pz6-FbLnRE&feature=plcp
« Last Edit: August 24, 2012, 06:53:58 PM by Darkness1 »

EthanSilver

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Re: 東方冬永遠夜 ~ Phantasmagoric Desire Over the Snow *In Progress*
« Reply #29 on: August 22, 2012, 09:31:01 PM »
Very, very disappointing. It looked like an idea that was shaping up neatly if a bit slowly, but knowing now that it's just a collection of plagiarized scripts you attempt to pass off as your own is a total deal-breaker for me. Aside from different bullets and "higher numbers", many of these look identical to the ones in Darkness1's video. There isn't much original effort in this project, if any... In fact Darkness1's original script seems a lot more balanced and well-made, comparing the two...

In light of this revelation, do you intend to restart the project with your own scripts and ideas, or does this change nothing?

Edit: I appoligize, I seem to have missed you saying these were just "random practice spellcards" and not from the game. So, yeah, sorry; I still have to ask though, why are you putting this up for download then? If it's to give an idea of what to expect from the game, the above is likely to still apply. Please write your own scripts for this, don't steal others' ideas. :)
« Last Edit: August 22, 2012, 09:56:37 PM by EthanSilver »


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