Eosd Retexture Patch
Posted By admin On 28.01.20Title:Touhou Project 06 - Embodiment of Scarlet Devil, EoSD Alternative names: Touhou Koumakyou, 東方紅魔郷 Developer:Team Shanghai Alice Publisher:Team Shanghai Alice Released:2002 Genre:Vertical Danmaku Shooting Game Language:English,Japanese Requirements:Pentium 500MHz, 320MB hard disk, Direct3D, DirectX 8, 4MB VRAM, DirectSound, 32MB RAM Thanks for visiting our blog Please comment If you like the game, support the developer by buying the game How to change the texture: 1. Open your Embodiment of Scarlet Devil folder 2. Open Retexture patch.
The patch is available for all windows shmups, including photoshooters and ISC. The patch is made only for the English versions of the game, not for the Japanese, but everyone can make Japanese and other languages versions of the patch (see below). To install the patch, download the archive from and replace the.dat file in the game folder. UPD: for DDC and for ISC, there is another way: Place 'bullet' folder into the 'thcrap thpatch langyourlang th14(3)' folder.
Inside the dat file change only the etama.anm/bullet.anm file, which contains the bullet sprites. These files for all the games are located in the /src folder and can be used to implement a patch to other localizations. For EoSD there are 2 versions of the patch: for standard and graphically enhanced versions. For EoSD and MoF there are versions of the patch for the Russian localization (so EoSD have 4 versions of the patch). In very rare cases (I know only two examples: Kisume spellcard and first Kanako spellcard) this patch causes the following problem: spellcard is used heavily magnified images of conventional bullets (white and orange), so with the patch, these elements are apparently sized smaller than the true hitbox, so be careful.
Eosd Retexture Patch
In addition, due to a Touhou Toolkit bug with handling english dat-file of PoFV, when it is built partly used files from the Japanese version the endings will be in Japanese. The patch was made using Touhou Toolkit and TKTK GUI , thanks to their authors. Thanks for being the first to point this out. Well, that's pretty much common sense. And everyone being aware of a existence of such tool will make it harder to cheat with it or similar things, while also making it more accessible to whoever wants to use it for personal fun or hitbox understanding instead of taking competitive advantage against others, similarly to EoSD Hitbox patch. (Just leaving that here for whoever is like hurr this is cheating it shouldn't be published.
Whoever's like that is invited to not use it and leave.). Seriously, that's a cool idea! Though I find drake's post hard to believe, I haven't played a shmup for awhile due to new keyboard woes but I'm pretty sure I confidently grazed past bullets REAL hitboxes anyway all the time. Except maybe knife bullets, those suckers I don't dare ignoring their graphic for even though I know their hitbox is nothing at all like the graphic. I just could never really guess what it really was. Oh yeah, and those little bullets suwako shot were way too unforgiving too.
Eosd Retexture Patch
It's the consistency, not the fact that close dodges happen. When players call out cheating, it isn't because something weird happens, but because there's either consistent odd behaviour, or because there's inconsistent player behaviour along with odd behaviour. I remember a while ago somebody made a bunch of replays in IN spell practice with the intent to see if people could distinguish 'cheating' movements with 'just wacky' movements, but as was noted at the time, it doesn't matter much if people see weird movements and dodges, it takes more data to see a trend or a break in trend. Basically, if your dodges are too close/you don't know with much precision the length of the original bullet, it will look fishy. E.g making a not-really-impressive run on EoSD Extra that you manage to microcap Maze of Love, or confidently making it through a Sakuya's wall on EoSD stage 6 when having bombs in stock, will likely lead people to assume you use visible hitbox patch.
Because of that, having both the hitbox-reduced bullet with the original-sized bullet behind it but translucent would give a better idea of where to 'avoid getting close to look more legit' and where 'you should not touch by any mean or else you'll die', but that'd just make the work bigger and make the bad cheaters' life easier. About cheating.
Annual Review of Entomology. Of course, I made this patch not for cheater's highscore runs, but for players withn't very high skill, like me, that they were able to pass normals/extras/hards. The idea of this patch came to me on one of Yugi spellcards, where the big blue balls rapidly falls on the diagonal, making it difficult to find the borders of their real hitboxes. And I agree that the run using all the features of this patch to be far different from the usual: for example, it is easy to pass through the Sakuya's kunai walls , Mononobe's nonspells arrow walls or 'spellcard's' walls on Kanako's lastspell. About cheating.
Of course, I made this patch not for cheater's highscore runs, but for players withn't very high skill, like me, that they were able to pass normals/extras/hards. The idea of this patch came to me on one of Yugi spellcards, where the big blue balls rapidly falls on the diagonal, making it difficult to find the borders of their real hitboxes. And I agree that the run using all the features of this patch to be far different from the usual: for example, it is easy to pass through the Sakuya's kunai walls , Mononobe's nonspells arrow walls or 'spellcard's' walls on Kanako's lastspell.