Defiant of shrine maiden patch download




















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Download 13 MB. Cirno-kun no Wakiyaku Saikou Densetsu. Download 35 MB. Defiant of Shrine Maiden. Download 1 GB. Dai Undousai. Dodgeball Club. Download 86 MB. Drunk Tankies Battle in the Eastern. Download 92 MB. East Chemblem. Eastern Spirit of God Medicine. Download 67 MB. Emotional Education of Komeiji Satori. Download 55 MB. For example, Sticky Fluid's Japanese description is "Sticky. This is especially evident with the gun weapons and the monster drop accessories, for which nearly every one has something silly added to its description for humor purposes.

For a few descriptions, I added helpful information to aid in using them properly. For example, in Weapon Bless's description, I pointed out that it can be stacked with Heat Weapon for an even greater attack boost.

This sort of thing should help out people who are playing the game. For enemy-only Spell Cards and dummied-out Spell Cards with no descriptions, I added my own descriptions, usually with a comment that the Spell Card is dummied out. A very small number of Spell Cards had their names changed about 5 or so. This was typically either because I realized that I mistranslated it or because I figured out a better way to phrase it.

Because there is such a huge number of Spell Cards, it is entirely possible that I made some dumb mistakes in places. If you find anything that looks wrong, let me know. With the huge length of the document, I wouldn't expect anyone to read the entire thing well, unless you're really bored or something. If you feel like reading bits and pieces of it, though, let me know if it sounds okay. Also, thank you for giving me the names of those people who might be able to help! I'll look into contacting them as soon as I have time to do so.

Oh wow that's great progress. The New Guy is currently working on a patch for Devil of Decline and I think that it'd be better to do a spellcard patch first because translating the whole might be too much for one person. Good job though. I've made some more progress since last time. First, I'm almost done translating the first major "act" of normal mode, which is from the beginning of the game until the battle against Alice.

I'm about halfway done translating the dialogue from the chapter with the Alice battle, because there is so much dialogue after the boss battle. After this point which is farther than most people seem to make it in the game before giving up , the game becomes more nonlinear, and you gain the option to switch characters in and out of the active party.

Here are the urls for the videos made since the last post, in case anyone is interested. Because everything in it is translated, I also replaced the "transcriber's notes" with my own "translator's notes" describing how everything is formatted and what to keep in mind when repacking it into the game. The url for the newest version is below.

At least the names and descriptions should mesh better with the plot dialogue this way. If I had used someone else's translations, then the writing style of the Spell Card names and descriptions might be glaringly different than my style for the dialogue, which might stick out. It looks as though the tools for extracting and repacking data were lost between transitions between computers, and they were apparently buggy and just barely worked for the earliest versions of the game, anyway.

They might not have worked with version 3. I did find out, though, that the game is apparently very oddly programmed, and it has some ridiculous space constraints for certain text fields. It also looks like most people who know how to make translation patches are already busy with other projects, so for now, I'll just keep translating the game and see what happens later.

Even if I can't find out how to make a translation patch for the game, at least I could make translation documents that people could refer to as they played, so that they would have an idea of what is going on. I had an odd idea just the other day, though. I'm pretty good with RPG Maker, and if I modify the custom game engine I made for an original game I'm working on right now, it would be pretty similar to how Defiant of Shrine Maiden operates.

I could also use the opportunity to rebalance the gameplay, tone down the excessive difficulty or even add difficulty options , add sidequests and additional dungeons, and add characters from the games after Mountain of Faith.

I was actually secretly hoping to make a rebalancing patch in addition to a translation patch because the absurd and often unfair difficulty turns a lot of people off , so this might work out for the best. What do you think? Also, would anyone be interested in having the translations contained within some kind of document for easy reference? I currently have the translations I use for the videos compiled within an Excel file, and it would be easy enough to separate each chapter's dialogue into a separate Excel file so people could read them while playing the game.

Can most people open Excel files on their computers? GuyYouMetOnline Surprisingy not smart for lynch dodging. To be honest, I'd rather just have an English patch even though I do like the idea of having post-MoF characters. If you don't know how to make an actual patch, you could always just provide your translations to someone who does, leaving that person or people with much less work to do.

While my Japanese isn't top-notch I haven't actually done so but I could probably take the N3 test, if you know what that is , I am definitely interested in this game and would be delighted to help out if I can.

Sorry for the delay in posting; I didn't have access to a computer for the past two weeks. First, new translation video time! This is the longest one yet. This chapter is really dialogue-intensive, probably because it signifies the beginning of another major section of normal mode. Basically, if I do obtain the necessary means to make a translation patch, then I'm almost certainly going to make the patch no matter what. However, in the event that I'm not able to make a patch whether because I can't figure out how, or because the text constraints and prior programming are just too confining, or because I can't find someone who knows how to do it and has enough time to do it , I was considering remaking the game, allowing people to still be able to play some version of it in English.

Also, because the ridiculous difficulty of the original game is a major turn-off for a lot of people, I was hoping to make a difficulty patch that would make enemies a bit easier and rebalance the gameplay like boosting the stats of weaker characters. This patch would be separate from the English patch, so that people could still play in English with the original difficulty if they wanted. If I couldn't figure out how to make a difficulty patch, I could address this with the remake, which would have multiple difficulty options.

So, then, here are the plans for the different possibilities of what ends up happening. If I can make both a translation patch and difficulty patch, then I will release them both. I will make the remake only if people still desire it. If I can make a translation patch but not a difficulty patch, then I will release it by itself.

I might make the remake, especially if people indicate they'd like it. If I can't make either a translation patch or difficulty patch, then I'll upload the translations in the form of text documents for easy reference.

I will almost definitely make the remake, so that people can play some form of the game in English and with reasonable difficulty. Quote from: Hinacle on July 18, , AM. Quote from: Battler on July 20, , PM. Update time! First, here's a new translation video. It's a pretty long one, but not as long as it's been since I last updated. Here are the links below. I liked it better when your equipment mattered more than your level. I can't speak for everyone but it would be better to keep the spellcard system the same and take the growth system out.

The extra routes are really good. It would be better to keep the original system so, that way people can have the same experience as the original game and have some really nice extras. Been keeping up with the translation since it started, and I've gotta say you've done amazing work up until now, so keep it up! I'm pretty sure most people know how to open and operate basic Excel files. It shouldn't be a problem even on Macs or different devices since there's usually a way to use it on those.

As for the game remake project I've gotta say I'm impressed you'd go through all this work to make it. As to the actual details of it You seem to already have everything planned pretty well. While I wouldn't mind seeing a remake that's more faithful to the original, I'm more interested in seeing how your ideas come out, given how much thought you seem to have put into them.

Anyway, good luck with your work. I was hoping to have another video or two done before I posted again, but I've been dealing with some serious real-life issues lately, so I've had less time to work on the translation. I'm still making good progress, though. I've translated most of the text in Book Chapter, including the descriptions for all doujinshi obtainable in the timed section.

Now, I just have to figure out the best way to display those doujinshi translations in the video without the in-game time limit expiring or the video length getting too bloated. Initially, I thought you had to clear the Black Mass Site before you could trigger it, but I recently found out that it triggers the first time you enter the Scarlet Devil Mansion with Patchouli in your active party. Apart from the events that lead to the chapter with Warisa, I think it's the only event in the game that requires someone to be in the active party before it will trigger.

I'm thinking that I'll put it in a second Intermission video called 2nd Intermission, maybe? Considering the massive quantity of path-specific cutscenes at this point in the game, it may be best to contain some non-chapter cutscenes within additional Intermission videos to prevent the chapter videos from being too long. Incidentally, for anyone who has actually played this game, have you ever managed to trigger a boss battle at the Hakurei Shrine against a giant demon-like thing called Ancient Devil?

When the time comes, I'll need to translate that scene, but I've somehow never managed to trigger the battle in any of my playthroughs. I'll search carefully for it, so even if no one knows the criteria for triggering it, I should probably be able to find it. Thank you for the feedback you've given me so far! At this point, very little is set in stone, so feel free to share any suggestions or ideas you have about pretty much anything related to the remake. Because I can't do much on it until the translation is completely finished which will take quite a while , there is plenty of time for planning, so don't feel rushed or anything.

I sometimes get confused about to what extent to apply general suggestions, so try to give specific examples so that I don't misinterpret your suggestion.

I do want to mention, though, that because I'm not an expert at programming or RPG Maker scripting, there will be some limitations on what I can do in the remake. There are some aspects of the original game that I simply don't know how to duplicate, so I couldn't implement them even if people requested them.

There are also some instances in which certain elements would be incompatible with the system I designed. For reference, I'll go ahead and list as many of the major things I can think of that I can't implement in the remake.

I can't make the battle system operate on a CT system like the original game. I'm not sure if I could figure out how, and it would also wreak havoc with the enemy AI, because many actions are dependent on the definite "turns" that my custom system uses. For example, one enemy might attack with Cosmic Liner on every fifth turn, unless battle conditions cause another course of action to take priority over it.

If I did manage to figure out how to implement a CT system, I'd need to completely rewrite the enemy AI system, as well as alter how status ailment durations are determined, which would be very difficult. I only know how to use a turn-based system, but at least it isn't too dissimilar from that of Genius of Sappheiros and Devil of Decline. I probably can't directly duplicate the Spell Card equipment system of the original game, in which you equip both skills and equipment to a certain number of slots.

Because the system I'm using has separate skill and equipment lists, I would need to have the game run a check on whether a character should currently possess certain skills every time equipment is changed in any way. I'm not entirely sure how I would do this without causing slowdown. Similarly, I can't duplicate the Weight mechanics or Use Counts for skills. All characters must have exactly Max HP and Max MP, including enemies although my system has a workaround that allows bosses to effectively have more than HP.

Making HP and MP variable would require removing two of the core attributes, which would make the game less like Defiant of Shrine Maiden than it is now. Note that there is no limit on the number of stats that I can implement, because they are wholly dependent on the core attributes, but I want to try to keep things balanced.

A lot of Map Actions would be very difficult to program. However, because you can't be forced into battles anymore, almost all of the Map Actions would now be useless, anyway. The more useful non-enemy-related Map Actions, like Reimu and Sanae's mini-map, Marisa's Nose for Treasure, and Chen's jump, will be implemented in different ways, and will be accessible regardless of the current party. It would be tricky, but possible, to implement the front row and back row, but as of now, it seems like the game would actually be better without them.

The row system really limited your effective party combinations, because so many attacks could only be used in the front row. That's all that I can think of in terms of limitations, though. From what I can tell, pretty much everything else should be changeable, so feel free to let me know of any suggestions or changes that aren't in the list above.

I also want to go ahead and mention a major reason why I'm initially planning on having a lot of changes and additions, instead of making a straighter remake. This is because I have heard a LOT of complaints about the original game, and if I adhere too strictly to the original, I'll just end up duplicating its problems.

My original impression of the game was that it had a lot of really good ideas, but was hampered by cheap difficulty and poor balancing in places. I've noticed that every English Let's Play of this game has gone on permanent hiatus relatively early on, and is full of the player talking about how infuriating the game is. I'm also inclined to think that a lot of the game's frustrating elements may be part of the reason why barely any English speakers seem to play it, whereas Genius of Sappheiros and Devil of Decline were widely played even before they were translated.

I'm not sure if I've heard of any other English-speaker besides myself who actually played through to the end of SB mode although I'm sure there's at least one other person somewhere ; at any rate, I've found barely any English-language resources for the game.

As such, one of my main priorities is to try to address all of the biggest gripes I've heard about the game, as well as the complaints I have from my playthroughs. Of course, I can only try to address problems that I'm aware of, so make sure to let me know of anything in the original game that you think really needs to be edited.

Oh, and I realized that I forgot to mention a few ideas in the last post, so I'll list them out below. This command restores 30 MP to the user, and is kind of similar to the Meditate command from the original game.

Because all skills use MP now, it is important to strike a balance between using skills and Focusing. It is also important to remember that if you burn all of your MP by using powerful skills, you may be unable to do anything but Focus on the next turn.

It's a good idea to keep some characters' MP up, so that everyone isn't Focusing at the same turn and leaving the party vulnerable. In the remake, the colosseum will be available much earlier, as soon as you clear the events at Electric City and befriend Youmu in Main mode.

At the colosseum, you can accept a variety of repeatable battle challenges, in which you must win a predetermined series of matches against tricky combinations of enemies, and occasionally a boss. You will be fully healed at the start of each match, and between matches, you can save your game or quit the battle challenge. You won't gain experience or yen from colosseum opponents, although they can still drop items. If you win every match of a battle challenge, you will be awarded a predetermined assortment of useful items.

You will also obtain one rarer prize known as the "Grand Prize. Some battle challenges may have stipulations, such as limiting your party size or requiring you to use a certain character in the party. New battle challenges are unlocked both by clearing old ones and by advancing the plot, and they are rated according to overall difficulty and the recommended level to challenge them at. The colosseum will also be open from the beginning of EX mode onward.

This can make it easy to get items earlier than normal, if you're willing to experiment with item synthesis. It also means that if you've synthesized an item once, you can buy duplicates using money, instead of having to find the materials to synthesize another one although you can still do that, if you'd like to. This trend will be continued with the new factions in the remake. I haven't decided on which RPG will be associated with each route yet, but I have several games in mind.

When used, it allows you to alter the game's challenge by decreasing the amount of experience gained after battle or changing it back to normal. There are three options: default experience returns experience gain to normal , half experience gain half the normal experience from all battles , and no experience gain no experience from any battles.

This can be useful for people who want to challenge lots of enemies, but don't want to get overleveled. It can also be good for people who want to try a low-level game.

They even have experience levels and equipment. An enemy at Lv. This makes it easy to ensure that enemy difficulty is effectively balanced. Quote from: Hinacle on September 03, , PM. Oh ok. Thank you for clearing that up. I am a compulsive post editor. Often more. I hate those. Also, I do hope you're going to get the English translation done before starting on the remake. I was just tossing out ideas for a potential remake while I worked on the translation in the background, because I like to plan things way ahead of time.

All of these ideas are ones that have been floating around in my head for a while now, not anything that I've been planning out instead of working on the translation. A lot of them are also based on aspects of the original game I'm working on, whose engine the remake would use as a base. Basically, if I decided to make the remake, I would only start really working on it after the translation was completely finished all the way up to the end of SB mode.

Knowing that it will probably take a really long time before I have the translation completely finished at my current rate of progress, maybe over a year? That provides a long period of time for people to give feedback, and would allow me to get a better impression of two things: whether there is any demand for a remake, and whether I'd actually be capable of making a remake that people would find satisfying in other words, whether my programming limitations would render the game too dissimilar to the original for it to really be worth the effort.

That's also why I keep referring to it as a "potential" remake: I'm still not completely sure whether it's worth making, and I'm waiting to see more opinions so that I can make an accurate judgment.

Before, I was under the impression that there were certain aspects of the game that drove people crazy and interfered with the enjoyable parts, which meant that a lot of people wouldn't be able to stomach playing too far into it even with an English translation. However, I haven't heard much in the way of "I'm so glad that annoying bit is being altered," so I'm starting to get the impression that most people are generally pretty okay with the original game as it is.

If that's the case, I don't think the remake would really be necessary, because my primary intent with it was to fix the problems most people felt the original game had, with the additional characters and material being things I thought I might as well add on the side.

An English translation alone would be fine, in that case, along with documents designed for Spell Card translations and such if I couldn't figure out how to make an actual English patch.



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