[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/jp/ - Otaku Culture


View post   

File: 42 KB, 736x519, shang yuyu.png [View same] [iqdb] [saucenao] [google]
21398458 No.21398458 [Reply] [Original]

Been a bit since the map editor guy posted. Project ded?

>> No.21399477

Yuyuko's in this game? What version is this?

>> No.21400936
File: 16 KB, 480x640, saigyou_ayakashi.png [View same] [iqdb] [saucenao] [google]
21400936

>>21399477
Yuyuko definitely was in the game, but I don't know if she has ever made it into a publicly available build.

>> No.21404325
File: 13 KB, 480x320, so good.png [View same] [iqdb] [saucenao] [google]
21404325

>>21398458
There's been a fair bit of Battle Network threads in /v/ recently, and map editor guy made a post in one maybe a week ago saying it's close to being ready.
I can't remember any exact wording or I'd pull up the archive.

>> No.21406394

>>21404325
That's good.

>> No.21407440 [DELETED] 

>>21398458
Is this a creepypasta

>> No.21410036
File: 143 KB, 1472x944, finalstretch.png [View same] [iqdb] [saucenao] [google]
21410036

>>21398458
Just the object/event editor left, as if that weren't the most work.

>> No.21412214

>>21407440
why would it be creepypasta

>> No.21412303

>>21398458
I assumed there wasn't a thread for a while because he had nothing big to share or something. I doubt he's dead. I fucking hope he's not...

>> No.21412985
File: 150 KB, 1268x780, editor2.png [View same] [iqdb] [saucenao] [google]
21412985

>>21398458
Might as well drop what I've got so far, thread's already made.
https://mega.nz/#!QggCRQDB!HQqtAEvC0DfObYEqsZL_O7YEChe8RymhS5Kt-WFj_Co
Obviously incomplete, but literally took less than a minute to build and package so might as well let you all see where I'm at (and that I haven't been hit by a Capcom killsquad).

What's left:
>Sprite selection (in progress)
>Events (custom editors for each one)
Features that would be nice but aren't critical:
>Option to automatically add conveyor objects
>Nicer save handling (unsaved changes warning, validation)
>More map controls (copy+paste, select+drag multiple, etc.)
>Event preview
>Scroll to selected object
>Some UI element to tell that Shift+Scroll scrolls horizontally and Ctrl+Scroll changes map level.
>Actual UI/UX (editors as toolwindows, etc.?)

Let me know if there's any critical bugs or crashes, but otherwise hold off until it's done so I can overhaul the whole thing at the same time.

>> No.21413182
File: 88 KB, 1474x519, Untitled.png [View same] [iqdb] [saucenao] [google]
21413182

>>21412985
I'll take a look through it when I've got time in this next week.
With bosses I haven't done much work with IRL stress to deal with, but the two people that I had playtest both thought the yuyuko I made was more functional (well, one just thought she was boring compared to flan's insane speed) than flandre, with flan having some pretty bad balance problems and a couple weird bugs with some of the attacks I had made.
I'd like to add a DS gimmick or a desperation attack to yuyuko maybe, but attempting to make one for flan just didn't work out so I'd need to look more into how the engine works with enums and why flan was crashing when I had too many attacks in an enum.

>> No.21417782

>>21398458
BASED

>> No.21417831

>>21413182
Got any webums of Yuyuko? I wanna see her.

>> No.21417899

>>21412985
>>21413182
So what all still needs to be done?

>> No.21419159

Bumping for prosperity please don’t die

>> No.21419567

Isn't it supposed to be "posterity"?

>> No.21419791

>>21417899
For the editor, the only parts left that are needed to recreate any of the existing maps are the sprite selector and events editor for map objects.
This is stuff like wrapping "graphic:-1:0,0,16,40,16" in a nice UI so it tells you that it's a 16x40px sprite on object spritesheet 1, at 0,0 with 16 frames and lets you configure it, which will become a bit of a slog to do for every type of event.
It'll depend on what each event needs, but I don't think I'll have a feature-complete build while this thread's still around, especially if I include a few QoL changes to integrate different parts of the editor.

I'll keep working at it though and might even have more free time since my real job just "finished" a release, but I'm just not the type to create a thread for just dev blog stuff or progress updates.
If I had a dedicated blog or webserver things might be different, but the whole C&D business put a bit of a damper on that.

>> No.21421006

>>21419567
>for butts

>> No.21421523
File: 212 KB, 955x4601, Shanghai Genso Network Humor AddOn.png [View same] [iqdb] [saucenao] [google]
21421523

>>21421006
Would that not be "for posterierity"?
Anyway, I'm gonna throw up the link to the last available build of the game itself, for people just finding out about the game.
https://mega.nz/#!1lkgnKgD!iGdGMLzQ73aWYH3eHgcSS8uzOKG0b8P9jipTbf7ZM3M

>> No.21422488

>>21421523
Based and thank you-pilled.

>> No.21423517
File: 2.88 MB, 674x450, 2019-05-27 15-14-24.webm [View same] [iqdb] [saucenao] [google]
21423517

>>21417831

>> No.21423520
File: 1.60 MB, 674x450, 2019-05-27 15-14-24_2.webm [View same] [iqdb] [saucenao] [google]
21423520

>>21417831
>>21423517

>> No.21424136

Anyone have the GoogleDoc for Shnaghai.EXe and do you know if it's updated to the current version?

>>21423520
>>21423517
She's looking great! But there's something that irks me.
Something about her animations being a little plain? I dunno how to describe it. That's really cool you got her to work though.

>> No.21424142

>>21424136
The timing is probably not at the correct speed intended by the artist and the colors may need adjusting.

>> No.21424168

>>21424142
You might be right, though I think the animations them-self seem a little.. minor? Don't have much flash to them? Like the blue butterfly animation she just raises her hand slightly and snapping.

Perhaps i'm just being picky though.

>> No.21424194
File: 42 KB, 3360x240, yuyu.png [View same] [iqdb] [saucenao] [google]
21424194

>>21424168
The sprites are pretty low key compared to other navis in the game that are more expressive like Marisa.

>> No.21424225

>>21424136
https://docs.google.com/spreadsheets/d/1El2iMp5Onv22YAjj4_pI7e6jQP9Y1SCuCvWYYHd354o/edit#gid=0
It was never updated past 0.431 as far as I know. You'll still be able to use it for chip data.

>> No.21424235

>>21424194
Ah right. Different artists made different Navis didn't they?

>>21424225
Thanks

>> No.21424527

>/jp/ is actually finishing a touhou fan game
Anyone know if anyone over in Japan is also trying to finish the game themselves?

>> No.21424657

>>21424527
Considering Koki is too retarded to totally not leak the finished game and Nips fear the DMCA I doubt any of them would be willing to work with this even if you paid them gorillions.

>> No.21424695

>>21424657
In that case, I wonder if there'll be a situation where some one retranslates the english back into japanese.

>> No.21425057

>>21424657
Would be interesting if he could give us bits and pieces. is it really illegal if he's just posting random shit without any purpose?

>> No.21425310

>>21424657
Has anyone ever contacted him about it?

>> No.21425565

>>21417782
based on what!?

>> No.21425577
File: 56 KB, 462x582, 9f0.jpg [View same] [iqdb] [saucenao] [google]
21425577

>>21425565
It means he's a cool guy!

>> No.21425593

>>21425310
And what, expose *this* black project for the law to nip in the bud?

No, just sit tight and let things happen. Once it's done, they can never undo it again.

>> No.21425608

>>21425577
Then just say it!

>> No.21425618

>>21425593
I suppose. That's really all most of us can do isn't it?

>> No.21425620

>>21425593
>No, just sit tight and let things happen. Once it's done, they can never undo it again.

It's almost like that's what Koki should have done, but I think we all agree on that.

>> No.21426009

>>21424194
Kinda disappointing given her dancing-like movements in fighting games.
But well, you can't have everything I guess.

>> No.21427909

>>21426009
Right. Someone would beed to edit her sprites or else remake her.

>> No.21430408

>>21419791
I mean for the ending of the game desu but I actually like all this tech talk. Tell me more.
How much of it are you reverse engineering and how much of it is 'yours'?

What percentage would you say the game is at in terms of finished?

>> No.21431513

>>21430408
We were lucky enough that the game was written in C#, so we have a mostly-readable source and reverse engineering is just a matter of following along rather than assembly wizardry like those poor fools working on the Elona C++ port.
The code for the base game hasn't been modified much, just bugfixes and the localization system, and is mostly complete except for multiplayer and a few final bosses, chips, and addons.
I haven't done much with those so I don't understand them too well, but >>21413182 seems to have it pretty well in hand.
The map editor I've been working on is for everything outside the code, the .she mapfiles in data/, and once it's done hopefully the creative people and game designers will be able to finish up the rest of the maps and scripts without having to touch code.
At that point, I'll probably get back to working on engine stuff and hang around fixing bugs.

For specific things left, this isn't a complete list but it's what I remember off the top of my head:
Design/Coding:
>DruidMan
>Flandre
>Yuyuko
>Utsuho (have V1, chips)
>Youmu (have chips)
>CirnoBX
>Mari's mom's Navi? MissleMan? (just names in code)
>SP viruses
>Giant dragon hidden boss? (only have screenshots from a dev stream)
Scripting/Maps:
>Postgame NetHeaven (have maps and decor)
>Postgame NetHell
>Credits scene
>ROM base comps after beating bosses
>Final story script
>Requests (one for sure is Flandre)
>Reward for hospital request
>Various treasure fixes (duplicate addons, etc.)
>Quiz King + reward
>Flesh out Undernet
Engine:
>Bugfixing
>Replace outdated DirectX9 (will fix blurriness, controller support, audio crash on device change)
>Multiplayer
Misc:
>Sprites for above
>Updated google doc guide

I'd say what we have so far is about 85%, that list's not really much when you consider that literally everything else is complete.

>> No.21432442

>>21431513
There's Mima too under design/coding, and wasn't Rin planned as a boss too or did I mishear?

>> No.21432619

>>21431513
That’s actually quite a bit. The sprites for the fights might be the most difficult to get I’d think.

Are you going for full or would you settle for at the very least making it to the finish line with Kikuro[?] and then add on more later? Though I think that would certainly fuck up peoples saves if you decide to iterate in that finale...

So I guess what I’m asking is if you’re a carrying on as if it was official or if you’re going your own path?

>> No.21433184

>>21432442
IIRC Rin was mentioned alongside CirnoBX and MissileMan by the NPC that was supposed to track which SP navis you've beaten.

>> No.21434532

>>21431513
do we even know what Druidman is supposed to even look like?

>> No.21434547

>>21434532
I think there's some webms of Koki showing him off during a development stream? I'm pretty sure the only boss we don't know the appearance of at all is MissileMan, as I remember seeing a CirnoBX portrait once but nothing of MissileMan.

>> No.21434590

>>21434547
Cirno BX had at least a few animations from what I recall, but yeah missileman had nothing.

>> No.21434917

we need a mod to fight megaman.EXE for crossover shits and giggles.

>> No.21434936

so is the postgame room already built into the game itself? or does it need to be special accessed with map editor shanigigans

>> No.21435448

>>21434936
postgame/omake room is built in and accessed by going into shanghai's room, then taking the other teleporter.

>> No.21435644
File: 110 KB, 458x492, Ctv_ZetUEAAvMyH.jpg [View same] [iqdb] [saucenao] [google]
21435644

>>21434532
There is a video of a working DruidMan fight on Koki's Niconico channel.

>>21434547
CirnoBX and MissileMan both had some of their art leaked a long time ago. Honekaryudo also shared a good number of battle animations for CirnoBX. The only one that there was absolutely nothing on is Rin, probably because she was Nameko's character, so we don't know if she was ever worked on at all.

>> No.21435652

>>21435644
Do we have Druidman's sprite sheet?

>> No.21435661

>>21435652
I missed that part of Koki's streams, so, unless someone else has it, that video is all the reference we have.

>> No.21435710
File: 245 KB, 1845x982, heavennet2.png [View same] [iqdb] [saucenao] [google]
21435710

>>21434936
The map for heaven net exists, but that's about it, it's completely empty. Nice to have the spritework and map design though.

>>21432442
>>21433184
Knew I was forgetting something

>>21432619
It's not really an organized effort and I haven't personally done any work on new content, neither of those are my strong points.
Some other anon was working on it and it sounded like they had a pretty good plan in mind, so I'll leave it to them and just make the tools for them to use.
Finishing the main game seems to be the logical next step for a release though.

>> No.21435724

>>21435710
Are any of the random encounters or Mystery Data known for the heaven area, or would anyone finishing it just have to basically do it from scratch?

>> No.21435765

>>21435710
I believe in the effort anon can put in.

>> No.21435777

>>21435710
Damn, that's really cool lookin.
Look at all those invisi-roads.

>> No.21436978

how access final boss in the post game demo room?

>> No.21438770

>>21436978
You'd need to modify the game to fight her, Youmu, and Mima in there, she's not fightable otherwise.

>> No.21439471

>>21422488
please don't "thank" on /jp/, kudasai.

>> No.21439478

>>21439471
ありがとうございました!

>> No.21439502

>>21438770
do i have to use the map editor to do so?

>> No.21439512

>>21439502
The map editor isn't actually released yet, but someone a few threads back released a modified version of the demo bonus room that put Utsuho, Youmu, Mima, and Kikuri in it, though it doesn't work with the translation.

>> No.21439515

>>21439512
You wouldn't happen to have that would you?

>> No.21439520

>>21439502
>>21438770
>>21436978
>>21439512

for the leaked .502
https://mega.nz/#!RAIixSYS!t8D1IjUH7NUCiLZt84kdUVBP6qMEo2m8Amne76b2Vtg
for the /jp/ translation version:
https://cdn.discordapp.com/attachments/563523023060336660/566468123620802590/exOmake_-_alt.she

>> No.21439544

>>21439515
https://mega.nz/#!RAIixSYS!t8D1IjUH7NUCiLZt84kdUVBP6qMEo2m8Amne76b2Vtg

Again, keep in mind it doesn't work with the translation, as the game will crash when you enter the demo bonus room.

>> No.21439549

>>21439520
>>21439544
Based!

>> No.21439557

>>21439544
> doesnt work with translation
but why tho

>> No.21439564

>>21439557
Couldn't tell you, I didn't work on the translation or this mod. There might be differences in the base game and translation's code that just make it not work.

>> No.21439567

>>21435724
Heaven net 1 has a single encounter line
>battle:2:4:4:0:1:1:1:0::5:4:3:1:1:1:1:0::11:4:5:2:1:1:1:0::0:0:1:False:True:True:True:VSvirus
But I haven't even checked to see if it is a unique set of virus encounters or is a debug copy/paste.
The most that can be assumed with rewards is that unfinished sets of things (hp memories, reg mb, unused addons etc) would be in unfinished areas.
>>21435652
Just a nico video.
>>21430408
At least three bosses will be missing no matter what alongside an unknown number of maps. Attempting to make multiplayer work is something that would take an extreme amount of effort and coordination between multiple people because we would need to rip out the multiplayer code that exists and replace it all.

>> No.21439581

>>21439557
Anon's translated .502e changes how a LOT of the written text in the game works to make dialogue easier to edit in dedicated xml files. The old .502 file has text in place of variables referring to text in an xml causing an error.

>> No.21439658

>>21439520
thanks anon

>> No.21439717
File: 41 KB, 722x509, 2019-05-30 18_08_20-Shanghai.EXE FPS 58.2.png [View same] [iqdb] [saucenao] [google]
21439717

i don't know if this is the place to actually post this, but I have a spelling error.
This is in the Handrail Comp on the ship to Engles.
Bot says "on" instead of "one".

>> No.21439723

> tfw shanghai.exe made you even better then you already we're at mainline battle network

i love this gameplay style god damn

>> No.21439737

>>21439723
How so?

>> No.21439753

>>21439723
Shame battle network has been completely dead for over 10 years. I'm surprised there's so many people who have such strong nostalgia for it, yet capcom hasn't made any attempt whatsoever to capitalize on it.

I love the whole cyberverse aesthetic. It feels like the normalfagging of the internet has completely erased that as a concept.

>> No.21439764
File: 443 KB, 735x602, Mgmn.png [View same] [iqdb] [saucenao] [google]
21439764

>>21439753
we might be getting a new battle network related game at E3 according to one of the most reputable megaman insiders.
people think its gonna be a mobile game but it was stated it wasn't and that while there is one being in dev, it isnt battle network related.

>> No.21439786

>>21439764
If not mobile, then what, Switch? I'd buy one just for that honestly. Assuming it's not a pseudo-mobage. The whole card element of the games would make a mobage pretty hard to resist for modern devs I'd think. Getting an actual proper spiritual successor to BN would be a miracle.

>> No.21439788

>>21439786
my best best is that the mobile game is probably gonna be related to that one megaman X mmo that was scrapped

>> No.21440083

>>21439520
>>21439567
If you really can't wait, there's a partially complete map editor >>21412985 which should be enough to modify a map to include the bosses (as random encounters) and view the heavennet areas (it's just a regular virus fight with v5 viruses).

>> No.21440474

>>21439737
Not him, but going back to BN after playing Shanghai made me realize the latter has a faster gameplay pace. Save for higher tier bosses like Bass, every other boss felt a lot slower, even compared to someone like Tortoiseman.

>> No.21443588

>>21440474
this is the main reason I love Shanghai so much, after Medicine the difficulty is basically the same as BN's halfway mark.

>> No.21443625

>>21443588
I feel it reaches that halfway mark as soon as you hit City Area.

>> No.21444324

If anyone else was trying to obtain an X-unicode folder, know that what's listed in the google docs page is wrong. You only need to S-rank the EX5 version of each virus to obtain their chip
It's not like Starforce 3 where drops are entirely luck based

>> No.21444359

>>21444324
I never knew that. My X-coded folder was made entirely from farming MedicineSP5.

>> No.21444543
File: 105 KB, 1200x800, join me under the futon.png [View same] [iqdb] [saucenao] [google]
21444543

comfy neet shanghai

>> No.21446288

>>21444543
There's somtething uncanny about navis eating and having reallife objects in their room

>> No.21446435

>>21444543
Cute!

>> No.21446488

Anyone know if there’s any truth to Hecatia being a planned boss? I remember hearing about it once a while ago but I don’t remember when or where.

>> No.21446524

>>21446488
there's animations of her and her attacks, so unless the artist made them for no reason, she was going to be a boss.

>> No.21446569

>>21444543
>Filename
I wish I could...

>> No.21447363
File: 191 KB, 1671x1431, DdU8YQqU8AAKy5D.jpg [View same] [iqdb] [saucenao] [google]
21447363

>>21446488
Honekaryudo drew concept art of her, and a good number of her battle animations. She was never confirmed by Koki, however, unlike every single other thing that he leaked in the same fashion, like Yuyuko and CirnoBX. Maybe she would have been confirmed later if Capkike didn't get involved, but the way things are now, the only way to make sure is to ask one of them directly.

>> No.21448511

can someone give me the newest exOmake file that has Yuyuko on bonus room? thank you very much.

>> No.21449183

>>21446488
>>21447363
I was always under the assumption that Hecatia would actually be Shinki’s secret navi and she just acting tech inept and liked Alice to do things for her.

>> No.21450030

>>21448511
Yuyuko isn't in the code. I would need to give you my modified version of 0.502e but of the stuff I have made isn't fully tested/fixed yet from testing. IRL stuff this last week has been pretty busy for me and next week will be as well, but I plan on fixing the Dark Chips I made if I can get a good day free.

>> No.21450223

I just beat Pyroman. How much of the game is left as of this build?

>> No.21450401

>>21450223
Everything in the main story before DruidMan and Kikuri, the final bosses. Kikuri is programmed into the game but unimplemented, while DruidMan hasn’t been added at all.

>> No.21450410

>>21450223
A fair bit, considering it ends right before the would-be final boss.

>> No.21450430

>>21439567
>At least three bosses will be missing no matter what

And they are?

>> No.21450614

>>21450430
Rin, Missileman, and the Cybeast.

>> No.21450647

>>21450614
>the Cybeast.
nooooooooooooooo!!!!

>> No.21451042

>>21412985
Alright, poked a tiny bit with it and found that messing with the language files makes it so the editor doesn't boot. It was fine with me swapping out the graphic files though.

>> No.21451091

>>21412985
Used it a bit. I admittedly didn't didn't try to break it. It seems to work pretty good, though sometimes putting a window in front of it or minimizing it will make the screen go black. This is fixed by fullscreening the window again.

>> No.21451868
File: 160 KB, 1265x632, move.png [View same] [iqdb] [saucenao] [google]
21451868

>>21451042
I should probably make it catch errors and give better explanations since it's an editor, but what do you mean by messing with the language files?
It should be using the same method as the game for well-formed XML (xml header, enclosing <data> tags, correct attributes for Dialogue vs Text), if it's failing that's a real problem.
I have plans to handle string management inside the editor, but that's a later thing since it looks like a bitch to handle.

>>21451091
Knew that duct tape would come back to bite me, I'll take another look at that area and see about putting in a proper fix.

I know I said "a couple weeks" a couple weeks ago, but I forgot about moving objects and the conditions to hide/show objects, and ran into a couple of bugs especially with the GMD editor.
I don't want to give another inaccurate estimate so I won't, but it's in the final stretch now.

>> No.21451883
File: 27 KB, 538x449, Untitled.png [View same] [iqdb] [saucenao] [google]
21451883

>>21451868
Tried dumping in my language files, didn't boot.
Tried just exchanging one xml file (in that specific case ExOmake.xml), didn't boot.
The changes I've made to language files is pretty small stuff to make it so the enemies and chips I've edited/tested had the correct names. It should be the same files the game uses unless visual studio changes the encoding or something.

>> No.21451886

>>21451868
You're doing Gods work anon. Just remember God didn't create everything in a day.

>> No.21452235

How the heck do you beat Yorihime consistently? She keeps countering everything I throw at her.

>> No.21452256

Does Koki know about this project? Probably not. Should he? Probably not.

>> No.21452287

>>21449183
I believe that her navi ends up being Yumeko, who is a program you turn into a navi in a sidequest.

>> No.21452308

>>21452235
Yorihime has a shield that attacks you after you hit it, but it goes down for a while after that or whenever she's attacking, so either go for counter hits or bait it out with a buster before each attack. also IIRC she's like sakuya and always attacks after you attack her, so rather than hitting her with a lot of small attacks you want to use a few big ones.

>> No.21455253

>>21452287
Back when I was trying to translate Koki's story updates, Shinki treated Yumeko as another daughter of hers. I don't think she ended up using her as a navi.

>> No.21455288

>>21452287
>>21455253
Aw man I was hoping she would be the Mamoru of this game, imagine Shnki just casually telling Alice that she’s the UnderNet ruler.

>> No.21455373

>>21451883
Found one difference in how the language files are handled, have you added the same keys to the ja-JP language files?
I let the game get away with it since only english or japanese would be loaded at one time, but the editor loads both at the same time and has a check that the keys are the same between them.
I've got an exception message that gives that info, but it doesn't do much good without something to catch it and present it to the user.

>> No.21455544

>>21455373
I haven't updated the JP files as I planned on doing so in a large batch when I had a file 'finished' as to not have issues with mismatching updates. I'll adjust that.

>> No.21457340

Halp. I defeated the black navis in Eien, City and Genso Area and I'm not sure how to proceed from there. Shanghai's dialogue hasn't updated either.

>> No.21457372

>>21457340
Nevermind I'm dumb. There was another one in Genso 1.

>> No.21457377

>>21457340
If you're anything like me, you probably missed a Black Navi in Genso Area 1.

>> No.21460361

>>21457340
might have missed a Navi in Genso Area 1, baka desu senpai.

>> No.21460886

>>21398458
holy shit, good job anons, who knew it would be up to anons to finish the game

>> No.21461448
File: 620 KB, 1203x827, FUCK.png [View same] [iqdb] [saucenao] [google]
21461448

Please, I keep having an issue with the game being blurry. is there a way to fix this or am I fucked forever

>> No.21461690

>>21461448
Supposedly it's an issue with DirectX. My game seems to switch between clean scaling and blurry mess almost at random.

>> No.21461779

>>21461448
From the readme:
>The screen is blurry for scaled-up sizes:
>I wasted a day trying to understand how to get dx9 to use point filtering and got nowhere. The only way this is getting fixed is by spending time to understand how a dead API works (no updates in 8 years, website's down) or by using that time to rewrite the graphics code to use a different version of directx or an API that isn't dead.

>> No.21461897

>>21461448
>>21461779
Some news there, but it's not really good news.
I learned OpenGL for the editor, and I'm even intercepting the game's draw call parameters for virus rendering, but there's a medium-size chunk of work that would be needed to set the game up to use my OpenGL code.
I've put this off until after the editor's done, so it's going to take a little while.
It's definitely on the docket though, it pisses me off personally and it's the reason I started learning OpenGL instead of trying to reuse the game's rendering.

>> No.21462629

>>21461897
Well you learned something at least.
What is the purpose for putting it in OpenGL? Just makes it easier to edit or add things?

>> No.21462735

>>21462629
Pretty much.
After I got nowhere looking at the dx9 code, I figured I'd have to start from the beginning and run through a few tutorials.
At that point I figured I might as well go for something more modern and make the rendering engine for the editor myself rather than try to shanghai an engine that already had problems into doing something it wasn't designed to do.

>> No.21462735,1 [INTERNAL]  [DELETED] 

Quick question, does anyone know the location of all the darkchips in this game? I’m currently looking for darkaura to complete one of the PAs but I’m not sure where it is or if it’s in the game.

>> No.21462735,2 [INTERNAL] 

^nice dustbin bro

>> No.21464285

>>21462735
>try to Shanghai an engine
anon

>> No.21470605
File: 12 KB, 1326x135, SFF.png [View same] [iqdb] [saucenao] [google]
21470605

>> No.21473071

>>21470605
This the typeface?

>> No.21473080

>>21473071
Alternate one.

>> No.21473083

>>21473080
Alaternate one or new one? Like you plan on switching out the current typeface for this one?

>> No.21473089

>>21473083
It was apparently one suggested to be used that didn't get tested out.

>> No.21478510

Does anyone here remember where ScissorMan V3 is? I don't think he's in the same area as his V2 but checking every Undernet area I think he might be in would take ages with all that Firewall soft-resetting.

>> No.21478743

>>21478510
He should be in in Undernet 4, the one with lots of 3x3 panels and one panel conveyor belts.
Also where's Chen v2 and v3?

>> No.21478750

>>21478743
Chen V2 is behind the entrance from the phone booth, the one that leads to the Border Concern dungeon. Chen V3 is in the Undernet somewhere, maybe in 5 or 6? I don't remember for sure.

>> No.21484211

How do I get past ROM doors?

>> No.21484343

>>21484211
Do a late game request that wants you to train a former net agent.

>> No.21486958

How’s editor progress going?

>> No.21488288
File: 127 KB, 1266x633, Progressing.png [View same] [iqdb] [saucenao] [google]
21488288

>>21486958
https://mega.nz/#!V95ngIYB!CKFVHCMQlUZGiM5i2_i2ADffQLJV8vitmn1jkgUAlNs
It's progressing.
Finished up the movement and object state conditions/terms, a bunch of keyboard shortcuts for usability, and just now laid out the infrastructure for adding custom editors for each event type.
Currently just msgopen:,msg:<key>, and msgclose: are implemented as proof of concept, but the everything's in place so the rest of the work will just be filling in the blanks for the other 68.
Some might be a bit more complicated, like setting shop items, but there won't be much (more) spaghetti code for just getting things to fit together.
There's a handful of other things I'd like to do like automatically adding conveyor items and a tool for packing/unpacking .tcd resource files, but the events are going to be most of the work.
Other than that, I feel like the overall UI is starting to come apart as I keep adding items, but redesigning that can wait until the whole thing's complete and people start using/looking at it.

I'll keep working at it, even if I don't post too many updates until it's done.
I have no plans to stop, I'm just not much for hyping things up since this is a bit of a legal grey area and this is my first "public" project so the model I'm following is basically "the opposite of a patreon attentionwhore".
There's definitely problems with this approach, but it's working well enough for what this project is, so I'll just keep doing what I'm doing.
If I ever run a project of my own I might have to learn that stuff, but for now I'm happy just doing dev work and it seems that's all that's needed.

>> No.21491718

>>21488288
You're a hero, friend.

>> No.21493667

>>21488288
I'd say you are getting valuable experience for a project of your own. As for shops and things like it such as the number lottery, those were an absolute mess in the map files when I took a look at them. I'd be surprised if there wasn't some spaghetti hard coding to figure things out.

>> No.21496837

How difficult is this compared to the better mainlines like 3 or 6?

>> No.21497382

>>21496837
The puzzles aren't needlesly stupid and they don't make you do dumb stupid minigames, so somewhat easier. Combat potential can be difficult or at 3's level

>> No.21497422

>>21497382
What about purely story-wise? Only the post-game content is notable in BN at all...

>> No.21497449

>>21497422
You're going to have to elaborate. Do you mean the difficulty during the story? It pretty much begins at BN's mid-game level and reaches early post-game level by the end of it.
If you mean how the story is compared to BN, well, it's a love letter to BN, so it's very similar in structure, with very similar themes through-out. You'll notice a lot of the incidents are similar, but still kind of do their own thing.
As it is, Shanghai doesn't have a post-game yet. It was canned before it could be completed. That's one of the things this loose coalition of anons wants to fix.

>> No.21502016
File: 195 KB, 800x800, touhou shanghai doll cat ears.jpg [View same] [iqdb] [saucenao] [google]
21502016

Is there any ability to change the way Shanghai looks in the game?

>> No.21502040
File: 31 KB, 742x834, Shanghai Genso Network Sprites BG.png [View same] [iqdb] [saucenao] [google]
21502040

>>21502016
The style system from BN2 and 3 is in place.

>> No.21502064

>>21502040
That actually makes me wonder, what styles does /jp/ run? For me, I usually run PoisonDoc (got it in 2/3 of my runs somehow) and LeafWing (again, got it in 2/3 of my runs for some reason), with a Gaia and Witch style on the side.

>> No.21502098

>>21502064
Aqua Witch. For the sole reason of powering up Bubble Blast 3. Aqua Witch alone adds +20 to it, plus I can get another +10 from the Chip Charge add-on, and then you can start counting +10 or +30 chips. Gets pretty stronk.

>> No.21502342

>>21502064
Doc and Wing are mandatory, Witch is very nice.

>> No.21502482

>>21502064
heat doc, though I would accept any doc really, earth ninja and poison wing, though I've considered swapping those elements.

>> No.21502526

>>21502064
Earth Wing (might go leaf soon), Heat Witch, Earth Fighter and Aqua Doc.

>> No.21502693
File: 410 KB, 1920x1080, Screenshot (5)-fs8.png [View same] [iqdb] [saucenao] [google]
21502693

Anybody have any clue why my UI graphics are shot? .432 works fine and the base 502 works, but this is stock 502e13.

>> No.21502716

>>21439764
>people think its gonna be a mobile game but it was stated it wasn't
Shame, we could have got BN 4.5 but on mobile instead

>> No.21502722

>>21502716
In all likelihood it would've just been some dumb BN gacha if it were a mobile game, I'd rather take a BN collection (which I feel is likely unless it was specifically stated to be a new game) over that.

>> No.21502788

>>21502693
Try setting or unsetting compatibility mode or highdpi awareness.

>> No.21502829

>>21502788
Tried compatibility mode and DPI stuff, didn't work. However, I replaced the ShaGPattern.tcd and ShaGResource.tcd files with the ones from the base 502 (I moved the two files from 502 to 502e13) and it seems to be working normally for the moment. idk why my copy's acting up, I redownloaded the zip five times and kept trying.

>> No.21502977

>>21502716
>BN 4.5 but on mobile
Oh man, I would pay good money to get this. Hell, it doesn't even need to be a game, something like the Illya Alarm would've sufficed.

>> No.21502981

>>21502829
You're kidding me, I was going to suggest that but convinced myself there was absolutely no way that was the case.
If I had more time I'd love to figure out what went wrong, the only other time I saw something similar was when the spritesheet was in the wrong encoding, but as far as I can tell that's (supposed to be) impossible.
The .tcd files use actual encryption for some reason (passphrase "sasanasi" which was thankfully hardcoded), and if even a single byte differed the whole thing should have been hosed.
Glad you got it sorted out, but that's a legitimate mystery there.

>>21502064
I keep Earth Ninja around because it's just fun, but Leaf/any Doc with an X-folder tends to kill pretty much anything.

>> No.21503005

>>21398458
I see a bunch of downloads for the editor and the bonus room, but where's the actual /jp/ translation download?

>> No.21503498
File: 21 KB, 473x838, ss+(2019-05-23+at+08.54.00).png [View same] [iqdb] [saucenao] [google]
21503498

>>21502693
Do you have scaling at 100% or do you have it turned up?

>> No.21503670

>>21503005
Right here: >>21421523

>> No.21504141

>>21503670
It really should have been labeled as such because the context makes it look like it's just .502

>> No.21504164

>>21502981
Were you trying to edit something in the Sprite files? I had to use gamemaker Studio to re-save files that I edited in Gimp. Ms paint also same things fine, but obviously has no transparency.

>> No.21504350

>>21504141
Yeah, that's my bad.
It didn't occur to me to do so.

>> No.21505255

>>21504350
No sweat dude, I'm just glad it's still available.

>> No.21506210

replaying from the beginning, and there's so many lines of dialogue that are funny in retrospect, such as shanghai talking about wanting a 6000 damage chip, which is the amount of health kikuri has. or Remilia beating the tutorial fight in .07 seconds, which is roughly what you get if you use sakuya's chip frame one.

>> No.21507302

>>21504164
Not the guy, but that's what's confusing me.
He's having those exact issues straight from the zipped .tcds when they should be byte-for-byte what everyone else is using.
It's fixed now, but still extremely odd.

>> No.21507628

How do I beat Yorihime with 1 HP?

>> No.21507638

>>21507628
Have the reflexes of a god.

>> No.21507837

>>21507302
>>21503498
Figured it out, and the problem was 125% stupid. I double checked and can reproduce the problem easily.
I had on custom scaling in settings at 125% (for whatever reason). Shanghai works fine with non-custom scaling (like the normal 100%, 125%, etc.) and with custom scaling at 100%, but turns into a glitchy mess with custom scaling 125%.
So, if anybody else ever has this problem, tell them to turn off custom scaling in Windows 10.
Also I have no freaking clue how the file replacement trick worked. One ShaGResource.tcd from 502 base version is 7,476KB and the 502e13 one is 7,558KB. I can switch between the two in the folder (and the other corresponding ShaGPattern) with no apparent difference in gameplay as long as I turn custom scaling off.

>>21504164
idk how to edit the files, would be cool though. I know about how picky games are with their .pngs after RM2000/2k3 though

>> No.21507912

>>21507638
I'm working on it. Those protruding swords seem really abrupt though. Always strikes during a stun or combo.

>> No.21507916

>>21507912
Yeah, they're definitely far more annoying than ProtoMan's shield ever was, that's for sure. And don't even get me started on her GodSoul phase.

>> No.21511169

Is it natural to want to fuck shanghai

>> No.21511176

>>21511169
yes

>> No.21511183

>>21511169
is it natural for you to want to have sex with an attractive woman?

>> No.21511442

>>21511169
Shang's apparently 20 according to EirinCallInfo.xml, so it's natural

>> No.21511848

>>21511442
I forgot the exact numbers, but that's actually her just adding the few years she's been with Alice to her age at death. Corpses and Navis don't age.

>> No.21511870

>>21511848
well she refers to herself as a lady/woman and not a girl so at the very least she considers herself an adult.

>> No.21512879

>>21511848
So it's Hub all over again? Drat, I didn't realize that but now I'm curious.

>> No.21512974

>>21512879
It's almost exactly Hub, but not 100% the same, yeah.

>> No.21514365
File: 157 KB, 720x480, S P O I L E R S.png [View same] [iqdb] [saucenao] [google]
21514365

>>21512879
Her origin is slightly different, but it's mostly like Hub's. Some time after Rebecca's death, her father found a damaged piece of data that drifted there from another world in one of the ruins he was exploring. It looked like a sentient being, but it was heavily damaged, and so he decided to use Rebecca's DNA and memories that he had digitized somehow to restore it. At least I'm pretty sure that's how it went, last time I tried translating the cutscenes, I had nothing but Koki's videos to work from.

>> No.21515350

Is it just me or is the dialogue past the pyroman arc shorter and sparser than the first half of the game?

>> No.21515370

>>21515350
It seems like maybe Koki kinda rushed through the essential plot stuff and left the NPC dialogue for later, with most existing NPCs not getting new lines and there hardly being any new ones further in. It feels very empty after how lively the world is in early chapters.

>> No.21515724

>>21515370
... Might be too much to ask, but is there any chance we can put our own lines in?

>> No.21516089

>>21515724
That's the idea of the map editor, and part of why I overhauled all the text system so everything's in the language/ folder.
Right now you'll have to open the .xml files in notepad and add it yourself to both the English and Japanese, but eventually I'll add a "Add new text key" button or something.
The latest prerelease >>21488288 should be enough to add basic npcs (no quests or cutscenes), if you want to start messing around.
There's no documentation of what each of the flags does, so you'll have to check similar npcs to see what flags correspond to story progress, etc.
I might go through and make a list, but that's another far-off goal that'll wait until the main parts of the editor's done.

As for editor progress, I'm just going through the list of events and filling in parsing to/from text, a quick summary of the event for showing in the list (ex. "Effect: CubeOpen at (535, 233, 1)"), and a little informational blurb for what each does.
Most are fine and either take in no parameters or something simple like ID/position, but some are absolute giants like EditValue or Effect, which have subcategory parameters which determine what the rest of the parameters do.
Even those were pretty straightforward, if a bit of a slog, so it's mostly just busywork remaining.
The only parts that will need a bit of thought will be the Battle event (already implemented for random encounters, just have to figure out logic/ui for reusing it), and some qol features like basic previewing of events (just position for now) or the .tcd import/export.

>> No.21516444

Did anyone know where to get the Dark Chip "Dark Aura W" for doing the (dark) program advance?

Is that chip obtainable or not? Thanks

>> No.21517650

I'd like to know this once and for all:
Is there any downside to using Dark Chips?

>> No.21517680

>>21517650
You can't use full synchro as long as you have a dark chip "queued". That's the only downside.

>> No.21518309

>>21507916
Alright got SP3...Two more to go.

>> No.21518670

>>21517650
Shanghai's extremely erotic expression can be distracting?

>> No.21518964

>>21516444
Check behind the curtain in the hospital room once Tenshi's gone.
For some reason it's got the text "DrkAura A" in the code, but it never gets used and correctly shows code W.

>> No.21519353

>>21516089
Color me interested. I've been puttin off playing this game until anons can bring to a vaguely "finished" state, but I'll need to know the world and the story if I want to add even the barest of flavor npcs.

I'm very conflicted.

>> No.21519499

>>21518964
oh thank you so much!
well i saying W code, because i saw someone video doing (dark) program advance with W code chip.. for summon life virus boss from MMBN1
maybe i can find the A version code instead. but once again thank you so much!!

>> No.21521369

Probably a longshot, but is there a version of the soundtrack higher than 32kbps .ogg? Especially the VS. Cybeast track that just got added

>> No.21521460

>>21521369
there's a .mp3 version if that's what you're asking

>> No.21522068

>>21521460
You know where I can go hunting for it?

>> No.21522382

>>21421523
any japan download? my english is bad

>> No.21522470

>>21522382
The config has an option to set the game to japanese.
There's a very small handful of places, mostly in the config, that have english text but not japanese, so it should be fine.

>> No.21522919

>>21503498
Please do not use Windows 10 kudasai

>> No.21523221

>>21522068
don't ask why it's in 2 parts cause i don't know but

https://www.dropbox.com/sh/ez86vg9ojgr3hp0/AACxOayOjT6FA-aS34uLkF8va?dl=0

https://www.dropbox.com/sh/kmi3sl26utl9gf4/AABxMtVIiG-8fjDEqBlRqzcVa?dl=0

>> No.21524025

>>21523221
You have saved my life, am eternally grateful
I think the 128kbps .ogg might be superior but am not sure

>> No.21526167

>>21522919
Can't help it if they're stopping any support for 7.
But man, I'm too lazy to change. It's been working so damn well.

>> No.21526673

>>21523221
Wait, is there a new last boss theme? I thought VScybeast.ogg was it, but now I see LastBattle.ogg in the files. I definitely don't have that in my current game files.

>> No.21526738

>>21526673
Last Battle is for the final boss of the story, VS Cybeast is for a, well, Cybeast boss that also wasn't implemented.

>> No.21527295

>>21526738
Pretty cool, but where did it come from? Like I said, it's not in the version of the game that I have. Is there a newer version of the game than .502e that has this or did someone else make it?

>> No.21527321

>>21527295
basically all the music was made for the game early on, and it was never included because it's a major spoiler, but when the game was cancelled Koki basically said why the hell not and released the full soundtrack.

>> No.21527343

>>21527321
Should have released the rest of the game too.

>> No.21527366

>>21527343
well to be fair, the music was finished, the game not so much, and he probably didn't make the most recent version public for legal reasons.

>> No.21527371

>>21527343
Or at least all of the unused sprites so we could put it together easier.
Well, at least now we have the ending music, too.

>> No.21527575

>>21527371
Should the 32kbps .ogg music that's already in the game be entirely replaced by the 128kbps .ogg for better audio quality (a 44MB increase in file size)? They still have the same number of samples, so looping still works, and I didn't notice anything different when playing with it

>> No.21528654

>>21527575
I don't see why not. They were probably just saving the better quality stuff for the final version anyhow. Unless you're really hurting for space.

>> No.21529929

>>21502064
I mainly use Doc for viruses, and a mix of Earth Ninja + Wing for bosses. I've found that Earth Fighter melts bosses better than Witch does and I'm a fan of dakka so..

>> No.21529938

>>21522470
if game is japanese why they not post japanese text files? it should be easy right?

>> No.21530041
File: 16 KB, 288x433, option.png [View same] [iqdb] [saucenao] [google]
21530041

>>21529938
It's at the bottom left in the KeyConfig.exe config program.
Some of those options aren't translated back to japanese, but I think it's just those options in the config program.

>> No.21530580

>ShanghaiEXE

Is this a creepypasta?

>> No.21530601

>>21530580
no it's the best Megaman Battle Network fangame, and unfortunately something that was cancelled before completion.

>> No.21530792

>>21530601
I don't deny that it's the best, both because of Touhou and because it actually improves BN gameplay significantly, but there aren't exactly a lot of MMBN fangame to compare, isn't it?

>> No.21530883

>>21530792
there really aren't and thats a crime, but hopefully Capcom will announce something this year.

>> No.21530888

>>21530792
I don't anyone's gonna try to make a good one after this one got taken out back and brutally murdered by Capcom at like 95% completion either.

>> No.21530933

>>21530888
Man if only I knew how to code I'd probably try making my own.

>> No.21530940

>>21530792
>it actually improves BN gameplay significantly
in what ways?

>> No.21530963

>>21530888
Well, Chrono X is still in development.

>> No.21530970

>>21530940
It's generally faster for a start, it uses a style system which is basically a fusion of the best parts of styles and crosses, the difficulty is much more engaging, the chips are fun and varied, and the bosses are great.

>> No.21531000

>>21530940
For starters, it actually asked you whether you want to go through the tutorial or not.

>> No.21531009
File: 73 KB, 669x608, 1563879337.jpg [View same] [iqdb] [saucenao] [google]
21531009

>>21530970
And Shanghai being a very fun character helps.

>> No.21531014
File: 52 KB, 724x2250, shanghai boss one.png [View same] [iqdb] [saucenao] [google]
21531014

>>21531009
It really does, and I wish there was more art of her.

>> No.21531027 [SPOILER] 
File: 1.43 MB, 960x668, 1560674591011.webm [View same] [iqdb] [saucenao] [google]
21531027

>>21531014
I wish there was more "art" too.

>> No.21531045

>>21531027
It is moment like this, that makes Dr Hikari think, "maybe I shouldn't have made NetNavi so human-like".

Also sharing some cool tidbit for Megaman fans, in case you haven't seen it yet.
https://www.rockman-corner.com/2019/06/cancelled-mega-man-star-force-4-concept.html

>> No.21531068

>>21531045
>Mega Man Star Force 4 aimed to be more tonally "mature" than previous entries
>The general premise of the game involved Geo and Kazuma crossing paths and becoming outlaw hackers

Holy shit were they making Shin Megami Starforce?

>> No.21531152

>>21507628
Try putting a ton of barriers and auras into your folder.

>> No.21532968

>>21531009
Shanghai MURDERING Murasa!

>> No.21532983

>>21531027
Do not lewd Shanghai. She’s not that kind of girl.

>> No.21533013
File: 14 KB, 720x480, wisdom.png [View same] [iqdb] [saucenao] [google]
21533013

>>21531009

>> No.21533041

>>21532983
That's the most fun part of lewding her.

>> No.21533069

Did anyone know how to get "Hakurokn" and "Roukankn" battle chip??


is it only obtainable from chip trader or crimson noise RNG results?

>> No.21533072

>>21531045
Hikari knew exactly what he was doing. He made them life like so that NEETs and degenerates would buy a cute girl navi.

Speaking of which, how do you even get a navi in these worlds?
Do you go shopping for one or do you have it made for you?
Chaud said he memorized all the code for Protoman.

>> No.21533206

It's never really said in the games. Some NPCs make remarks about different generations of Navis, but that's about it.
The anime starts with Lan bringing home a single-use customization utility that eventually pumps out Megaman, and that'd be my best guess the game worlds as well: Various NormalNavis are mass "produced" for lack of better term and sold as-is for cheap, but you can get a more expensive package that allows you to better customize your Navi to your needs, including appearance, which would account for characters like Dex and Mayl having custom Navis. And then you could have super programmers like Chaud who likely wouldn't even need the more expensive package and could probably just take a NormalNavi and fuck with it's code to create a truly custom Navi like ProtoMan.

>> No.21533304

>>21533206
So what you’re saying is that Lan having a father who technically made his Navi for him beats the true talent that Chaud has?
Is this an injustice?

>> No.21533363

>>21533304
Not necessarily. There's two things to consider:
The first is that was all speculation.
The second is that it's not just about programming skill, it's also about being able to actually operate the Navi. Lan has a natural talent for NetBattling, while Chaud has to train most of the day every single day just to stay up to Lan's level.

>> No.21533375

>>21533206
>>21533304
For all we know, Protoman may have been written by some minimum wage immigrant working for his father or for Officials, and all Chaud did was memorize the pajeet code.

>> No.21533490

>>21530888
>https://www.rockman-corner.com/2019/06/cancelled-mega-man-star-force-4-concept.htm
To be fair, they only murdered it after the dev started trying to monetize it. Same thing happened to Rockmen R. If you don't try to sell the game or use it as a Patreon reward you should be fine.

>> No.21533498

>>21533304
Yuichiro made it, but we don't really know how much he handles it after giving it to Lan.
Besides, it's not like Lan doesn't have a knack for programming, considering that he is the one who made BrotherBand in SF.

>>21533363
>speculation
You say that, but the reasoning is pretty sound.
I'd like to add that I believe programming is a required skill in that era. Dex mentioned almost every time that he has made changes to Gutsman, and if he can do it then it stands to reason other students can too.

>> No.21533715

>>21533069
one of them is avaliable from the tier 4 sword virus, so enter the bonus room, raise the virus level and go to town.

>> No.21533822

>>21533715
sword virus?

is it the samurai one? or the lansir virus?

>> No.21533850

>>21533822
>who has a sword, the guy with a sword or the guy with a lance

could've at least remembered the dogs exist.

>> No.21533851

>>21533822
I think he means the samurai one, but I'm pretty sure its tier 4 drops BraveSword, not Hakurokn. The latter might just be in a blue mystery data somewhere, that or just roll the CrimsonNoise lotto.

>> No.21533870

>>21533851
>I'm pretty sure its tier 4 drops BraveSword
ah shit you're right, I forgot that was a chip, i just knew they dropped one.

>> No.21533990

>>21533870
i just tried went the virus lv to max(9)
and beat that samurai virus on S busting..

and i got Omega-saber (the dark version of Z-saber chip)
lol, tho it was not Hakurokn, but this one is also cool! thanks a lot btw!

>> No.21534021

>>21533990
Wait, WarriorEX5s drop O-Saber? You sure you didn't have CrimsonNoise equipped?

>> No.21534071

>>21534021
yes! i'm not using crimson noise add on.
also i find out if i beat other EX5 viruses, some of them gave me the X chip! (right now i re-battle every single virus on their EX 5 version for collecting all those X chips lol)

>> No.21534073

>>21534071
Interesting, I thought they would just drop BraveSword. I knew EX5s drop X chips but I didn't think WarriorEX5s would drop something like O-Saber.

>> No.21534097

>>21534073
yeah i don't expected to get that O-Saber either..

i guess to get Roukankn/Hakurokn chip, i need to keep rolling from Crimson Noise lol

>> No.21535847

A question about the virus ball, can you get duplicates of the same code?

>> No.21537611

>>21533072
You either get a generic Navi like a scrub or git gut and learn coding and make yourself a customized one.

>> No.21537750

>>21535847
I farmed for 10 Juragons and they're all different so there's a 10/26 chance that's a no.

>> No.21538536

I really love Shanghai!

>> No.21541794

I really hate Shanghai!

>> No.21541915

>>21541794
Rude!

>> No.21542197

>>21541794
Are you an idiot!?

>> No.21544644

>>21541794
fuck off yorihime

>> No.21545378

Is the standard library completion star the only one you can get with the most recent build?

>> No.21547555

>>21545378
Probably, seeing as druidman isn't added and I doubt you can do all PA's

>> No.21548001

>>21547555
MissileMan's chips are completely missing as well, they're in the three empty slots around the friend navis like Sakuya and SpannerMan.

>> No.21548018

You know what I want? I want an extension of the library to show the illegal/X-tier chips

>> No.21549033

>>21547555
is the game version(0.5e) is the recent version of the game that have 32 PA's list?
if yes, then i already able to did 31/32.
and the last one i missing is probably the Youmo PA's with those Hakurokn Y code chips..
But wait, if Druidman chip is also counted for PA ingredients, we gonna have above 32 PA list then? is it on game version above (0.5e)?

>> No.21549811
File: 177 KB, 965x639, check the hospital.png [View same] [iqdb] [saucenao] [google]
21549811

I have 31/32 PAs. The only one I'm missing is Youmu's PA.
DarkAura is hidden in Tenshi's room in the hospital. The hint is one of the chat boards that talk about a black navi in the real world.

>> No.21549853
File: 341 KB, 2080x1246, PA list.png [View same] [iqdb] [saucenao] [google]
21549853

Proof>>21549811

>> No.21549855

>>21549811
I still can't help but chuckle at the descriptions for DarkChips. It's like it was literally written by an edgelord.

>> No.21549861

There's a youtube video on how to do most of the PAs, and the .432 guide has most of them as well.
It should be possible to get the all PAs star unless the chips for the Youmu PA are unobtainable through crimson noise, like the Blindleaf P chip that you get from one of the side quests.>>21549853

>> No.21549882

Without grinding crimson noise there's a few PAs you can't do like masterstyle since you need ElemAura and EarthPower E codes.
I've beaten Keine's ass hundreds of times and I still haven't got the Y code for the Youmu PA chips. You can also get them with a random code through the chip trader in the hospital but it's so god damn rare it's not worth it.

>> No.21550826

>>21548018
Library code is kinda a mess.

>> No.21553110
File: 609 KB, 1500x1400, touhou shanghai doll smile.jpg [View same] [iqdb] [saucenao] [google]
21553110

I haven't gotten very far into the game. Are there any spear or lance weapons? Those seem to be the most used weapons I've seen Shanghai use in fan art.

>> No.21553123

>>21553110
Yes, there's an entire line of chips and viruses that use lance weapons. They're the longsword replacement for this game.

>> No.21555801
File: 921 KB, 720x480, PAs.webm [View same] [iqdb] [saucenao] [google]
21555801

>>21553110
Like the other anon said, there is Lance, that is basically this game's LongSword, and KnightLance, that is this game's LongBlade. I'm pretty sure that there is also an addon that turns your buster charge attack into Lance as well.

>> No.21555822
File: 4 KB, 480x320, CLance.png [View same] [iqdb] [saucenao] [google]
21555822

>>21555801
There's two! Of the same color! For some reason. Probably a mistake.

>> No.21556030

>>21553123
>>21555801
Nice! I'm glad that something like that is in the game. I wonder if more could be implemented in the future if the hacks to 'finish' the game are completed.

>> No.21556141

>>21556030
Yes, but you'd need to make them yourself.

>> No.21558472
File: 144 KB, 510x722, Dq7W3ElVAAEDbY3.png [View same] [iqdb] [saucenao] [google]
21558472

>> No.21560048

>>21549882
yeah, i know how sucks that feels grinding crimson noise for collecting those special chips such as elem aura and earth power E codes..

and i still haven't get that goddamn Youmo sword Y code chips.. arrghh

>> No.21564118

Bump for progress

>> No.21564125

>>21558472
too bad we'll never get her

>> No.21564406
File: 99 KB, 1267x635, progress.png [View same] [iqdb] [saucenao] [google]
21564406

>>21564118
Said it was going to be a slog and I was right, but it's one that's almost over.
Five events left, "battle:", "shop:", "bgmstart:", "statusHide:", and "wait:", just the end of the alphabet and the ones I've been putting off for complexity.
"battle:" is just going to be copy of the random encounter editor, forget refactoring that whole thing just to save a bit of memory usage.
Shop won't be as bad as I thought, I've already had to implement a sublist for "emove:" (make another object move) and the parameters don't look too complicated, just price, face, etc.
After that, it's on-map previews for a handful of events, and .tcd pack/unpack tools, then I'll post it with source as map editor v1.0.

>> No.21564494

>>21564406
Ganbatte anon!

>> No.21564626

>>21564125
Someone's already working on it.
https://www.youtube.com/watch?v=0j28nbzZKFo

>> No.21568286

how do i play the game in linux?

>> No.21568323

>>21568286
Not sure if there is a Linux emulator for that, but the game looks like it's made in raw C#.

>> No.21570294

>>21568286
Tried Wine?

>> No.21573232

>>21568286
keyboard

>> No.21573267
File: 20 KB, 768x576, モックバトル(ExfroraWorld).png [View same] [iqdb] [saucenao] [google]
21573267

>>21564125
Everything happened so suddenly, even the sprite artist is still using Mima.EXE banner.

On that note, while checking his Twitter, I found that
1) Koki is developing a tank platforming game. Good for him, cause I probably would've went into depression after the C&D happen.
2) There's apparently another BN-like fangame from someone else. Not sure how it is yet and whether it's playable or not, I just thought about bringing it to attention.
https://www.freem.ne.jp/win/game/14306
Just between us, the color palette is a bit more bland compared to Shanghai.

>> No.21574377

>>21573267
>Just between us, the color palette is a bit more bland compared to Shanghai.
That's an unfair comparison because shanghai was absolutely beautiful looking because it was extremely polished visually.

>> No.21574427
File: 26 KB, 768x576, D5Yjnv_UEAAR0GP.png [View same] [iqdb] [saucenao] [google]
21574427

>>21573267
Is this what people from last thread thought would be a kirby-themed BN clone?
Shame, I thought there would be two different projects, or even that Koki or the artists were trying to rebrand the same engine and start again without the shadow of the C&D over them.

This is very odd, though, I'd heard of MockBattle before but it used a very different battle system using some sort of "chips as secondary attacks" and shuffling, like https://www.youtube.com/watch?v=cSxHkffHGaE..
Within the last week, it looks like they completely ripped out and replaced it with the BN system like your pic, except with colors instead of codes.
I'm not complaining, the different battle systems are part of why I haven't touched the other BN "inspired" games, but it's a huge change.
Something about the artstyle still rubs me the wrong way though, the lines feel too thick, but if they can get a handle on the rest of the game, I'm definitely interested.

>> No.21574537

>>21574427
>Is this what people from last thread thought would be a kirby-themed BN clone
No, mock battle is a completely different project with nothing to do with Honekaryudo (the shanghai artist and the guy who made the kirby stuff)

>> No.21574723
File: 22 KB, 1221x709, 1554536271554.png [View same] [iqdb] [saucenao] [google]
21574723

>>21574537
I probably should have spent a few seconds looking up that thread, all they had in common was that the UI is different from ShanghaiEXE.
All good news, though.

>> No.21576025

>>21573267
>>21574427
Mock Battle has been around for over a year. The full game is already out, and Koki even mentioned it several times last summer. It even got a partial fan translation. This is the game that plays somewhat similar to EXE4.5 that was mentioned a few times in Shanghai.EXE's heyday.

This "sprite artist" is Honekaryudo, he did character art and sprites for postgame stuff. Similarly, Nameko did character designs and sprites for the main game. And even Koki himself made quite a number of sprites for the game, sometimes live on his stream. There isn't really "the sprite artist" for Shanghai.EXE.

>> No.21580666
File: 354 KB, 964x1248, Untitled.png [View same] [iqdb] [saucenao] [google]
21580666

Fought keine almost 3000 times, probably put in 2k+ chips in the trader, only to get both of the chips for the Youmu PA in 2 battles from Murasa.

>> No.21581043

How often do you use PAs? The only one I use now is BigTyphoon.

>> No.21581129

>>21581043
All my Navi chips are Yorihime (those command inputs are kewl) and I already had two Brave Swords, so I added a Knight Lance as my default chip and now spam Twin Heroines probably every other fight or so.

>> No.21582539

>>21580666
jesus christ, anon.

>> No.21582550

So should we have a new thread or let it all die?
If so should we call it
"ShanghaiEXE Development & Discussion"?

>>21581043
I only really use Killer Doll but I have PAs for Master spark and something else.

>> No.21583224

>>21582550
I'm of the opinion we should let it be for at least a week after the thread got archived. Aside from idle talk here and there, this thread is for dev-anon to post his progress, so it's not like we constantly need one till then.

>> No.21583425

>>21583224
But what if dev-anon becomes kill?

>> No.21583613

>>21583425
Is this the part where I say I'd never abandon this project, throw out a patreon link, then drop off the face of the earth?
I want to play a finished ShanghaiEXE as much as anyone so no worries there, but in any case I think the map editor should be ready for release in about two weeks, and I'll drop it alongside the source.
This thread will probably still be around, so I'll just post it here, but after that I'll start working on either extra map editor stuff or upgrading the game to OpenGL to fix those longstanding input/graphics issues.
That might take a while so if there's no thread going I'd open it with that, but feel free to make a thread whenever, I'd just rather not make a thread myself when I've got nothing to deliver.

I'm not averse to something like a weekly update (pretty much just summarizing my commit messages), I realize haven't been too active in these threads, but I'm afraid of riding the line of blogposting for something I'm pretty neutral about.

>> No.21583638

>>21583613
Based anon. I hope to hear from you in a few weeks then. i will be here.

>> No.21587263

Good bye thread. See you next week.

>> No.21587295

>>21583613
Oops, I'm blind, thread's about to go.
Definitely not going to have a release version of the map editor in the next couple of posts, but two weeks sounds about right to wrap up the last handful of features.
It's been good, see you in a bit.

>> No.21589749

>>21581043
two copies of element sword, makes me feel like an anime protag.

>> No.21592625
File: 1.84 MB, 1944x2591, touhou alice kiss shanghai doll.jpg [View same] [iqdb] [saucenao] [google]
21592625

Goodbye Shanghai thread...

>> No.21593662

>>21592625
No Megam-I mean Shanghai, don't go!

>> No.21593676

>>21580666
Is there any easier way to get Sand Stage S or am I bound only for Crimson Noise?

>> No.21594725

>>21593676
3-chip traders. I suggest save-scumming even if you have a truckload of zennys (for Power +10s).

>> No.21594738

>>21431513
>Postgame NetHeaven (have maps and decor)
>Postgame NetHell
I kept forgetting to post, but I have videos of Koki drawing the maps for both parts of Deep Area ("NetHell"). They lacked the events, though, aside from him once showing a sketch that showed where Flandre was supposed to be and hinted at CirnoBX for the first time.

>> No.21594738,1 [INTERNAL] 

Can you tell me White Heaven area is Password.
I can not go in gate.

This message is Gate.

A message is inscibed into the air before the barrier

"The way shall open one who searches for answers to any query"

>>
Name
E-mail
Subject
Comment
Action