Maidens of the Kaleidoscope

~Hakurei Shrine~ => Help Me, Eirin! => Topic started by: Zoomy Tsugumi on February 20, 2020, 05:02:58 AM

Title: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on February 20, 2020, 05:02:58 AM
New forum, new floor.

An archive of the previous threads and the links on the first post can be found here. (https://docs.google.com/document/d/11e2MS6q90gUg3DDgYa3A0HbSfzXbmR4jBnoQXMolH0g/) But to start a new trend and condense the list a bit, I'll narrow it down to some more relevant links.

English Wiki
LoT1 (http://en.touhouwiki.net/wiki/Labyrinth_of_Touhou)
LoT2 (http://en.touhouwiki.net/wiki/Labyrinth_of_Touhou_2)

Japanese Wiki
LoT1 (http://www19.atwiki.jp/th_maze/)
LoT2 (http://www54.atwiki.jp/thlabyroth2)

LoT 1 Patches and other downloads
Ver 2.04 patch (http://www.mediafire.com/download/mzdgl54mxmi/thLabyrinth_ver2.04.zip)
Ver 3.01 patch (http://www.mediafire.com/download/ahccqhixp7d1n9p/thLabyrinth_ver3.01.zip) (Special disk only)
English Patch for Ver 3.01 (http://www.mediafire.com/?t1v567p5sced1zl)
New Game+ file for version 3.01 (https://drive.google.com/open?id=1DSAYXQ7SYjcctCd7Q_YE9TIIAIGXdKSb)

LoT 2, its Patches, and other downloads
The place to go to buy a legitimate copy of the game. (https://www.dlsite.com/home/work/=/product_id/RJ118525.html)
Plus Disc is purchasable here (https://www.dlsite.com/home/work/=/product_id/RJ170376.html)

Start game with all (Pre-Plus Disk) characters (https://drive.google.com/open?id=1K5uXVtRxNDfbEP347zZ0Mcy06-kMx234)
Ver 1.202 (http://firestorage.jp/download/0584ab67e6fae363810686ef8648a4c7e09e4c0a)
Ver 1.203 (http://firestorage.jp/download/7814f97d45779c2c977b514c0db479fae8e926d8)
Translation patch for LoT2 as of 2020/03/15 (https://drive.google.com/file/d/1INKjpGCZs9lTk_BVhViMad4zjkOh5ZU7/view)
1.203 translation with image dxas (for translated images) (https://www.mediafire.com/file/ov09hclzlu69bn5/LoT2_1203_exe_and_image_archives.rar/file)

Enemy Info (https://www.dropbox.com/s/jnlnx9stxxybinb/enemy_info%20v2.zip?dl=0)
Contains their Stats, Affinities, Ailment Resistances, EXP, Money, Drops, and Types

Spellcard Info (https://www.dropbox.com/s/ujydvnmgj466eaq/spellcard_info.zip?dl=0)
4 text files for Characters, Commands, Enemies, and Subclass data in a zip file

Passive Skill Info (https://www.dropbox.com/s/0jovqyauwx24odf/Labyrinth%20of%20Touhou%202%20Passive%20Skills.txt?dl=0)
Data on all the character's passive skills that affect damage formulas, stats, etc

Enemy AI Dump (https://www.dropbox.com/s/bfpfenffpit76yr/lot2_enemy_ai_dump.txt?dl=0)
Image Packs
Squidtentacle's pack (https://www.mediafire.com/?l61o19nxqt82j)
chripy's pack (http://www.mediafire.com/download/pc8dovp81cj8u8z/CharaGraph.rar)
Pandaology's pack (https://www.mediafire.com/?pdk5l7dc8vy9z)

3peso's website (https://n-e-studio.com/)
LoT2 Plus' website (https://n-e-studio.com/THL2P/top.html)
LoT2's website (https://n-e-studio.com/THL2/top.htm)

Let me know if any links are busted or if things need to be added. Happy dungeon crawling!
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on February 20, 2020, 05:14:47 AM
To kick things off, with the impending (ableit very far off apparently) release of LoT3, I figure it'd be a good idea to at least fully flesh out the wiki for LoT2. So I prepared a save file for NG, Pre-20F-Murakumo (https://drive.google.com/open?id=1sR3c80MzrDho6rVzDEW7bBMWACjyppPw). Everyone's library levels reset too with Tomes of Reincarnation, so you're free to build whomever you want, however you want.

Ideally we can fill the rest of the +Disk floors up with strategies and guides beyond just having a map on the latter floors.
Title: Re: Labyrinth of Touhou 19F
Post by: TobikoTakatou on February 20, 2020, 07:30:44 PM
I need to start playing LoT sometime! All the discussion of it drives me to believe it'll be a lot of fun, if a bit of a time-consumer.
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on February 21, 2020, 05:52:25 AM
Would definitely recommend it! 2 is a fair bit more beginner friendly thanks to all the QoL changes but if you liked 2, then 1's a pretty enjoyable experience also. Definitely a time sink on both games but a fun one for sure.
Title: Re: Labyrinth of Touhou 19F
Post by: TheWeirdOtaku on February 21, 2020, 03:22:01 PM
It's a lot of fun, you should totally try it!
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on February 21, 2020, 06:21:51 PM
I brought this up in the discord while v3 was setting up, might as well post it here for documentation purposes. There were a few inconsistencies in the Bestiary entries in the wiki, some stats got fixed/updated for Plus Disk v1.105b, mostly typo fixes like some random trash mob on 16F having 660 FIR affinity instead of 66, but there were some balance changes too. I put all the enemy stats into a big spreadsheet to help visualize everything, and listed the base game differences in the pastebin below. Libra has already updated the wiki with everything, including Plus Disk differences, which I was too lazy to check :P

Google Sheet with all enemy stats: https://docs.google.com/spreadsheets/d/13YPClLU66WoLjUMIVSTfEqjJOBy-AeqiHv23HlCz_y0/edit?usp=sharing (https://docs.google.com/spreadsheets/d/13YPClLU66WoLjUMIVSTfEqjJOBy-AeqiHv23HlCz_y0/edit?usp=sharing)
Pastebin with base game differences: https://pastebin.com/0kXXSABR (https://pastebin.com/0kXXSABR)

The enemy order in the sheets follows the game's bestiary order (kind of): Mobs from 1F -> 30F, then B1F -> B11F, FOEs, Base game bosses, Shadow bosses, Postgame bosses, Murakumo v2, B1-B11F non-Touhou bosses, Orochi heads and forms, Hollow Orochi and heads, Dragon God forms, 29F super bosses (except King for some reason?), Murakumo v3, Shadow Touhous, Shadow Touhous (Heaven). It doesn't cover the IC stuff since I couldn't find that in the data, it's probably stored elsewhere in the game's files.

Speaking of the game files, I documented the exact process I went about to extract this info from the game's 1.105b exe, just in case someone wants to verify this information or in case a new patch comes around and someone wants to check for more changes. You can read it all in this pastebin: https://pastebin.com/jhQa6uyy (https://pastebin.com/jhQa6uyy)

Digging through the enemy data there were also 2 unused enemies with stats, one with no attributed image file and one with what seems to be a placeholder drop item. I attached their bestiary entries from hacking the game's save file. Burning Claw Demon is next to the 15F bestiary entries, and Happy Friends next to the B4F enemies.

I wanted to try extracting the enemy AI next, but that's gonna be a big pain to reverse engineer since it requires decompiling the game code and finding out which function does what. Is anyone here familiar with how EthanSilver achieved it for the base game? If there was some specific tool used or some address offset that had enemy AI in them, it could shed some light into where to begin looking for Plus Disk AI stuff.
Title: Re: Labyrinth of Touhou 19F
Post by: deice on February 24, 2020, 08:53:54 AM
couldn't help but notice that the google sheet doesn't have enchanced ryujin, does he not have a separate bestiary entry or has he just not been documented yet? (i base this off of the fact that there's no enemies listed under level 12800, correct me if i'm mistaken)
Title: Re: Labyrinth of Touhou 19F
Post by: LonelyGaruga on February 25, 2020, 01:18:39 AM
It doesn't get a separate bestiary entry since it's just the same thing at a higher level.
Title: Re: Labyrinth of Touhou 19F
Post by: deice on February 25, 2020, 09:15:49 AM
It doesn't get a separate bestiary entry since it's just the same thing at a higher level.

yea makes sense, like how the infinity corridor enemies have entries for level 1 versions of themselves, kind of a dumb question on my part in hindsight.
Title: Re: Labyrinth of Touhou 19F
Post by: LonelyGaruga on March 02, 2020, 07:15:23 PM
There was another update on Labyrinth of Touhou 3 from 3peso yesterday, since it hasn't been posted here I thought I'd get that out of the way.

(https://pbs.twimg.com/media/ESBzmHpVUAEFZCj?format=jpg&name=large)

Highlighting the upgrade system for sub equipment, by using materials and other sub equipment you can upgrade sub equipment. Each upgrade is a 10% increase to the base stat, and upgrades also add additional effects and an Awakening Effect (覚醒効果). In the screenshot shown, the Life Piece has HP+22%, all stats+22%, accuracy and evasion+22, and the Awakening Effect "Base HP Increase Lv3".
Title: Re: Labyrinth of Touhou 19F
Post by: deice on March 02, 2020, 08:46:33 PM
with this and the skill tree, there looks to be a lot more customization available, which is always a good thing. while i liked lot2's systems, imo lots of characters didn't really have too much choices you could take with building them, so i'm really looking forward to seeing how far all this goes, especially if we get another system like the greater awk jewels (hopefully earlier in the game this time around).

on an unrelated note, i'd like to report a strange thing i found on the technical side of things in lot2. winner on 28f naturally caps out at 200 kills i.e. level 41k. despite this, the value that stores the amount of kills uses two bytes instead of one, therefore setting the amount of kills to the maximum possible leaves his level at around 13 million. but if the game is restarted, the amount of kills (for whatever reason) goes to 255 i.e. level 52k. then, killing him again sets it back down to 200, where it remains capped and no longer naturally scales.  i don't know if this has any use, i've tried performing similar tests in infinity corridor, but the game isn't letting me modify the floor i'm at anymore (it just sets it back to whatever floor i'm actually at), but if anyone else could provide insight on this, i'd be thankful.
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on March 03, 2020, 07:15:15 PM
I didn't know Winner had a natural cap in this game, that's very neat, makes reaching the victory cap on him a "feasible" goal like in LoT1 with the 255 cap. Not that I think anyone would bother grinding to level 40k. A similar cap is used for special items (all items? I really can't remember), where the game uses 2 bytes to store how many you have, but naturally caps at 200.

However with items, the game just sets the value to 0 instead of reducing to the 200 cap, which makes resetting via Tome of Reincarnation very annoying later on since you'll easily get 200 gems from B11F grinding, only to go over the 200 cap when reincarnating someone. The game actually registers you have over 200 gems, counting all the way to 65535 normally, but the moment you save, quit and load, you get 0 gems for some reason, the game probably assumes there's no way to go over 200 so it assumes you cheated? :p

i've tried performing similar tests in infinity corridor, but the game isn't letting me modify the floor i'm at anymore (it just sets it back to whatever floor i'm actually at), but if anyone else could provide insight on this, i'd be thankful.

The best way to edit your current IC floor is via save file hacking. With a hex editor, you can edit the PEX01.ngd file, at offset 0xAE you'll find a 4-byte value corresponding to the current floor. Note this is a signed integer, so values over 0x7FFFFFFF will lead to negative floor numbers, that surprisingly work normally until you encounter an enemy, leading to a game crash. Even if you get past the enemies and reach a boss floor, the game also crashes when trying to load the boss.

As far as IC floor hacking goes, 3peso actually forgot to apply the level cap on enemies, even though other stats are properly capped (i.e. HP caps at 10 quadrillion, but level does not cap at 10 million), which leads to some very funky overflow issues when the level gets absurdly high. The last "honest" boss fight is at floor 2,898,480 with a Shadow Shou, with a level under 10 million. From then on bosses inflate their levels normally, making every stat get near its cap until it overflows. So long as the calculated stat is lower than 2^64, the stat cap is properly applied (may be 2^63, not sure if it uses signed or unsigned integers), but if it overflows then it will go back to very small amounts you would see in 1-5F bosses. By this point the corridor becomes a big mess with difficulty, with random crashes happening on random encounters with what I assume are overflow issues caused by the absent level cap.

By the time the boss level goes over 0x7FFFFFFF into the negative values, by floor 622,458,970, random enemies always crash the game thanks to the overflow issues, and boss stats will be all over the place. Surprisingly, if you manage to not reach any encounters, everything actually works normally, you can progress through IC still. That is until floor 1,244,917,990, where the game tries to load a Shadow Kasen with level 0xFFFFFFFF, aka -1. The game goes into what I assume is an endless loop trying to compute her stats, and crashes, making that floor the lowest theoretical floor you can go without manually hacking your save file. If you do that the last boss becomes a Shadow Cirno on floor 2,147,483,640, before the floor count goes into the negative values, leading to game crashes on any fights, including bosses.
Title: Re: Labyrinth of Touhou 19F
Post by: TheWeirdOtaku on March 09, 2020, 01:55:00 PM
Finally managed to beat floor 28's boss that let's you progress further up, next goal is the Infinite Corridor 100f boss, I just lack a way to deal with the Space Time Compression move.
Title: Re: Labyrinth of Touhou 19F
Post by: Gobbles on March 09, 2020, 08:58:55 PM
That fight was pretty hard I remember.
Space Time Compression should be void element. So Komachi who has void resist may be pretty good. If I remember correctly you need like 200 death resist to survive the instant death attack the boss does, which Komachi can also get. Mokou would be good for similar reasons.
I forgot if  Space Time Compression was time based or percentage based.
Title: Re: Labyrinth of Touhou 19F
Post by: LonelyGaruga on March 09, 2020, 11:31:41 PM
100f Corridor boss uses several moves based on its current HP. Rough estimates are

90%: Spirit Decomposition
80%: Space-Time Warp > Disintegrating Breath
75%: Great Calamity
60%: Spirit Decomposition
50%: Great Destruction
40%: Space-Time Warp > Disintegrating Breath
30%: Spirit Decomposition
25%: Great Calamity
10%: Spirit Decomposition

These attacks are done in order, none of them get skipped or take priority over another. So by keeping the damage up all of the boss' actions past the first one will always be the same.
Title: Re: Labyrinth of Touhou 19F
Post by: TheWeirdOtaku on March 10, 2020, 07:14:35 PM
If I remember correctly you need like 200 death resist to survive the instant death attack the boss does, which Komachi can also get. Mokou would be good for similar reasons.

Sadly that isn't very reliable due to the entire frontline getting randomly replaced right before the Disintegrating Breath hits, which wipes most of my party.
Title: Re: Labyrinth of Touhou 19F
Post by: LonelyGaruga on March 10, 2020, 09:02:08 PM
It's not so bad if you gear your party for it. Ran some calculations back when 100f was the furthest Corridor went and it was possible for all but about three characters (Patchouli, Kaguya, and Suwako, Patchouli and Suwako gained adjustments to their Awakenings that make them more durable) to survive it at Reimu 540 and library 600 with 3x Long Sword "Crimson Princess" and Tokugawa/First Aid Kit. Since then, level scaling has been adjusted a little so that the 100f boss is level 575 instead of 600.

I think the level 600 version has somewhere around 770K ATK (somewhere between 730-810K), naturally the numbers will be lower for the 575 version. Disintegrating Breath is 66% ATK and ignores defenses as confirmed on Discord, so under that assumption of 770K ATK, Disintegrating Breath averages 508K damage, before applying damage reducing effects, ATK debuffs, and VOI resistance. Strategist is the most clearly useful of them all, being -10% for the entire frontline as long as you have one up. That alone brings it down to about 457K. For comparison, in my party composition when I did the 100f boss, the only characters I had below 500K were Akyuu (she takes 50% VOI damage and Miare's Power lets her revive reliably anyway, plus invincibility), Aya (144K, she would get KO'd if it hit), and Tenshi (primary attacker, just had Akyuu give her invincibility). Transcendent helps to patch up the weaker party members by boosting their HP and giving them another -10% damage reduction to work with, making the minimum amount of HP needed about 411K when combined with a Strategist. By making the more durable characters Strategists, you can increase the odds of having one after a Space-Time Warp. You can also use the Quartz Charm for another -20% damage, which would make it so that even a bulky Transcendent attacker with no HP investment in level up bonuses could survive Disintegrating Breath.

And this isn't getting into ATK debuffs. A -10% ATK debuff is directly equivalent in power to a -10% damage reduction, and the 100f Corridor boss has low ATK debuff resistance. By putting all of these together it's fairly reliable to survive Disintegrating Breath with appropriate defensive investments on everyone.
Title: Re: Labyrinth of Touhou 19F
Post by: Kalaophe on March 13, 2020, 04:08:04 PM
Hello. Went back to this game a few months back with a fresh save and played all the way to beating both Full power Dragon God and Will of Gensokyo. Along the way I wrote progression guides that cover pretty much most of the game. I intended to use it to help with my future playthroughs, but I figured I might share them here as well.

13-20F (https://docs.google.com/document/d/1m17VL642HTYQ42VFAU95ohHfcnXKhRMjWyjgrxJgT20/edit?usp=sharing)
Extra areas (https://docs.google.com/document/d/1oTdgt6LtQ8p3D6vOkpOCziHw5HlmQpZZDx5VPzG3Hzg/edit?usp=sharing)
Plus Disk story (https://docs.google.com/document/d/1sL7mXeqVPuaYdwI-ktoBbysanZym9LLb6HWzBSjR2tQ/edit?usp=sharing)
Plus Disk postgame 1 (up to King) (https://docs.google.com/document/d/1cvyIBUUReH0MeYAFxVqR38jVQYB4_PKiP_enfNAMrs0/edit?usp=sharing)
Plus Disk postgame 2 (everything beyond that) (https://docs.google.com/document/d/1eWZ3f5iZR61-Yv1Zwo9TPCd5KQhtM2TlwJAPfqdVzns/edit?usp=sharing)

Maps were taken from both atwiki and Touhou Wiki.
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on March 15, 2020, 03:49:13 AM
Oh these are some fantastic guides! May it be possible to use some of the info to put up on the wiki potentially?
Title: Re: Labyrinth of Touhou 19F
Post by: Kalaophe on March 15, 2020, 05:33:42 AM
Oh these are some fantastic guides! May it be possible to use some of the info to put up on the wiki potentially?

Sure thing. I've been updating some parts of the wiki myself while writing and can help with those too.
Title: Re: Labyrinth of Touhou 19F
Post by: LonelyGaruga on March 15, 2020, 07:49:26 AM
(https://pbs.twimg.com/media/ETITSMOUcAAYsTu?format=jpg&name=large)

New update, revised Awakening system. Details about how it works aren't specified, but the menu says "Items Required for Awakening". The top item is 苦悩する者達の夢魂, "Dream Soul of Suffering People" or something along those lines. Patchouli's growth rates were also adjusted a little.

HP: 68 -> 64
ATK: 20 -> 32
DEF: 24 -> 24 (no change)
MAG: 162 -> 154
MND: 166 -> 160
SPD: 54 -> 64

There's a list of characters, but unfortunately no new ones. List is Alice, Nitori, Aya, Patchouli, Cirno, Keine, Doremy.
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on March 16, 2020, 05:17:28 PM
This should be the thlaby2 font by the way, for everyone experiencing text issues/overflow. It's not included with the game or in windows by default.

http://fonts3.com/fonts/m/meiryo.html
Title: Re: Labyrinth of Touhou 19F
Post by: Leggo-ssi on March 25, 2020, 12:22:29 PM
Hello there!

Been an avid fan of the LoT games, especially the first one, which I loved a lot.
In order to get a better grip at LoT2 and its individual boss mechanics (of which I struggled a lot with since its release), I started a Team 9 run, from which I heared of in the past threads (currently at 6F, trying to get the Divine Barrier off Tenshi). Is there anything that I need to keep in mind with the run?

I'd love to challenge the Plus Disk content with them!
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on March 26, 2020, 10:21:34 PM
This should be the thlaby2 font by the way, for everyone experiencing text issues/overflow. It's not included with the game or in windows by default.

http://fonts3.com/fonts/m/meiryo.html

Just to add to this, the Japanese fonts that came bundled with Windows 7/8/8.1 got removed by default on Windows 10 to reduce the OS footprint. You can very easily add them back via Windows Language Settings, without changing your locale or system language settings. Microsoft has a nice support page on this with a step-by-step: https://docs.microsoft.com/en-us/windows/deployment/windows-10-missing-fonts (https://docs.microsoft.com/en-us/windows/deployment/windows-10-missing-fonts)

This also installs other very common Japanese fonts that you might be missing, and you never know when some other Japanese game will use one of these fonts, leaving you wondering which one you're missing and all. There are Chinese fonts as well but I'm unaware of that being an issue with Chinese fangames. :P
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on April 02, 2020, 08:58:36 PM
Anyone else having problems with the latest translation? I tried adding the strdump from the old forum and their new versions of the fixes, but nothing worked, Spellcard info text is not translated, and many dialogs arent, like a Keine dialog in the intro, and almost all of the Ame no Murakumo speech in floor 20, from what I've read, it was broken by the 1.105b update that changed the adress of some text and this broke it

But then I saw a guy on Youtube playing plus disk, same version and he doesn't have this issue
Pics here, because embedding causes errors
https://imgur.com/a/7jFQHOm
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on April 03, 2020, 01:02:46 AM
Try using this version of the patch:

https://drive.google.com/file/d/1INKjpGCZs9lTk_BVhViMad4zjkOh5ZU7/view
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on April 03, 2020, 08:49:07 AM
Thanks, now it is translated perfectly
 (https://i.imgur.com/wyV4wtT.png)
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on April 03, 2020, 11:14:40 PM
I updated the OP to reflect that
Title: Re: Labyrinth of Touhou 19F
Post by: dobuch on April 27, 2020, 08:52:24 PM
I wonder, does anybody here know if/how the noencounters.txt is supposed to work? I'm quite fed up with the random schmucks that I have to kill when running through the maps to get that 100% map clear.

I tried using a hex editor on the exe, going to the lines specified and overwriting their contents with what was written below, but all I managed to do was make the game crash on startup  ::)
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on April 27, 2020, 09:54:20 PM
I wonder, does anybody here know if/how the noencounters.txt is supposed to work? I'm quite fed up with the random schmucks that I have to kill when running through the maps to get that 100% map clear.

I got it working via cheatengine, but sadly the address changes between each opening of the game, as it does with the characters stats so you will have to search for the value each time
To do it, go to the dungeon and move a bit, then in cheatengine load up the process of the game, and search for a 4 Bytes exact value equal to the encounter rate, with the decimals as if they were a whole number (for example, 54.2% becomes 542), it will show you many numbers, then move Reimu and search for the new encounter rate number, this should narrow the results to 1, if it doesn't, repeat until you get the desired results, here is a pic of me finding the adress, notice how the values of the others are empty or in question marks, that is because the game chooses a different address each time for reasons unknown to me (https://i.imgur.com/As2uUwT.png)

If I have time I will try to do a mini guide in video format
Title: Re: Labyrinth of Touhou 19F
Post by: dobuch on April 28, 2020, 07:17:36 AM
great explanation
Oh, when I tried using CE I was searching for a float value and gave up.

I pretty much found it instantly now, thank you!
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on May 04, 2020, 03:36:45 PM
I wonder, does anybody here know if/how the noencounters.txt is supposed to work? I'm quite fed up with the random schmucks that I have to kill when running through the maps to get that 100% map clear.

I tried using a hex editor on the exe, going to the lines specified and overwriting their contents with what was written below, but all I managed to do was make the game crash on startup  ::)

Using a hex editor is what you should do, but I haven't updated that file in many versions. I wasn't aware I was even including it. So yeah the values are completely wrong, and a crash is about what you can expect.
Title: Re: Labyrinth of Touhou 19F
Post by: IRUN on May 06, 2020, 08:03:48 AM
Wow, it's only been two years after I finished Labyrinth of Touhou 2 and the sequel is already in the works‽  :D
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on May 09, 2020, 02:55:19 AM
New translation patch, with a bunch of minor text fixes:

https://drive.google.com/open?id=1tWh5bXlZkE14XWQfGhJ76rS_Ich6Hoo7
Title: Re: Labyrinth of Touhou 19F
Post by: Gesh86 on May 10, 2020, 05:14:06 PM
New translation patch, with a bunch of minor text fixes:

https://drive.google.com/open?id=1tWh5bXlZkE14XWQfGhJ76rS_Ich6Hoo7

Is it correct that the current story translation still ends at 27F? Or does it go further with this newest patch?
Title: Re: Labyrinth of Touhou 19F
Post by: deice on May 10, 2020, 06:56:30 PM
Is it correct that the current story translation still ends at 27F? Or does it go further with this newest patch?

looking at the "Story" folder, the rest of the plus disk stuff after 27F has indeed been translated
Title: Re: Labyrinth of Touhou 19F
Post by: TheWeirdOtaku on May 12, 2020, 09:58:46 PM
Curious, is it possible to start NG+ with the Plus Disc characters, or is that completely out of the question?
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 12, 2020, 11:07:47 PM
Is it correct that the current story translation still ends at 27F? Or does it go further with this newest patch?
All the story has already been translated.

Curious, is it possible to start NG+ with the Plus Disc characters, or is that completely out of the question?
Yes, it's possible, you can use these saves by Zarator:
-https://drive.google.com/drive/folders/1NG_XIauq-SIluu859lfZnWrdb9Y8brwm?usp=sharing (https://drive.google.com/drive/folders/1NG_XIauq-SIluu859lfZnWrdb9Y8brwm?usp=sharing) (Normal)
-https://drive.google.com/drive/folders/1YzQHxR8bp8ZMcyFNMHFStYFPck-Dmn1c?usp=sharing (https://drive.google.com/drive/folders/1YzQHxR8bp8ZMcyFNMHFStYFPck-Dmn1c?usp=sharing) (Hard)
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on May 13, 2020, 01:06:55 AM
Do these saves have the full BP requirements already met too?
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 13, 2020, 06:03:56 AM
Do these saves have the full BP requirements already met too?
No, these don't have that. I know Zarator also made those, but I don't think they ever shared both of them, only the Normal version, so I just posted the regular ones.
Title: Re: Labyrinth of Touhou 19F
Post by: Gesh86 on May 13, 2020, 09:42:14 AM
looking at the "Story" folder, the rest of the plus disk stuff after 27F has indeed been translated

All the story has already been translated.

Whoops, I must have missed a pivotal update that added them quite a while ago. Applied the patch and it works. Thanks for the replies!
I had put my LoT2 playthrough into hibernation months ago when the dialogue on 28F had only been in japanese. Looking forward to returning to it in the near future, probably after I'm done with TPDP Yume no Kakera.
Title: Re: Labyrinth of Touhou 19F
Post by: TheWeirdOtaku on May 13, 2020, 10:05:16 AM
Yes, it's possible, you can use these saves by Zarator

Thank you!!
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on May 13, 2020, 09:46:34 PM
I will check that translation patch, in my recent gameplay I found this untranslated kanji after the fight with the
Yamata no Orochi
, hopefully this new translation will fix it
Also, somewhere Reimu was called Riemu, around that same part
(https://i.imgur.com/xyCmXue.png)
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on May 14, 2020, 01:24:12 AM
Riemu is fixed, this will be in the next patch.

I think that random kanji is fixed - I thought it was already fixed in the patch I just posted. It's a weird one, because in the original, he's not saying anything at all. That text line is just supposed to be a blank space.
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 14, 2020, 09:16:42 PM
I think that random kanji is fixed - I thought it was already fixed in the patch I just posted. It's a weird one, because in the original, he's not saying anything at all. That text line is just supposed to be a blank space.
Yeah, I just tested it and it's now a proper blank space.
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 17, 2020, 04:11:29 PM
Hey guys, noob here, excuse my english.
So since i'm bad at the game, i decided to grind!
Am at main game, and noticed some interesting things with Nazrin.
These might be known already, but i haven't seen it mentioned at the wiki, though i didn't look very hard.

Basically, if you are using Nazrin to farm for money, and youre using her dowsing tech #1 spellcard, it gives you a 1.66 money multiplier.
The game says that it multiplies money dropped by enemies by 1.66 ,but from what ive seen it simply works as if you had a 166% money bonus from consecutive battles, and/or equips, other party members, but not actually incrasing the base money dropped by enemies.
(The consecutive battle bonus seems to be capped at 50 battles (or around 50), anything further will not give you bonuses.)

What this means is that the equips and party members you have in your party to incrase rewards essentialy do absolutely nothing, until you reach a money bonus above 166%

--This is under the assumption that nazrin will kill every enemy using her dowsing tech #1 and extra steps.

So in order to get the maximum amount of rewards, that would be to use nazrin until you reach a 166% reward bonus, then simply ditch her, because, her spell wont give you more money(i dont think it reduces the amount of money dropped if you have a higher multiplier than 166%)

This could be rather convinient, as you dont have to do long chains while using nazrin and letting her kill everything.

The exact same thing applies to her EXP CLD spell.

Tests were done at 20f depths, and 11f extra center.

I'm wondering if the items bonus technique of nazrin works the same way.
That would mean that it would work as if you had a 200% item drop rate bonus, which again, would make other charaters, as well as her own passive skill (20% incrase) useless, only if she kills everything with the WND downsing #2.

UNLESS:
The spellcard does in fact double the base drop rate of items, which could mean that it would stack with other item drop rate bonuses.
I have no way of testing this, because i don't know whether or not i got lucky after each battle.
I seem to be having more luck with items after long chains, even if nazrin kills everything, but that could very well be just placebo.

If there's someone with videogame magic coding haxor skills, i would appreciate if you could somehow check.
Also, if this is known already pls enlighten me.



Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 17, 2020, 07:18:05 PM
Basically, if you are using Nazrin to farm for money, and youre using her dowsing tech #1 spellcard, it gives you a 1.66 money multiplier.
The game says that it multiplies money dropped by enemies by 1.66 ,but from what ive seen it simply works as if you had a 166% money bonus from consecutive battles, and/or equips, other party members, but not actually incrasing the base money dropped by enemies.
She does increase base money dropped, as an example, try killing the Lesser Golem on 3F with it, you'll see you get 664 money, while the Golem's base money drop is 400. That base amount shown at the end of combat is then multiplied by the special item/consecutive combat bonus (so if you have a 50% bonus you'd get 664*1.5).
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 17, 2020, 08:14:29 PM
She does increase base money dropped, as an example, try killing the Lesser Golem on 3F with it, you'll see you get 664 money, while the Golem's base money drop is 400. That base amount shown at the end of combat is then multiplied by the special item/consecutive combat bonus (so if you have a 50% bonus you'd get 664*1.5).

I have done some further testing if you're interested.

Main game Floor 17F!
This time i only brought nazrin to battle.

So for the test i picked the literal first random encounter enemy compositon that i would need later to compare.
This was:

1 Devil Kedama
1 Pengu Gem

That was my very first battle. I made sure to use gold rush on both of them.

Results:
I got 394 money, with my money bonus being 9%.

Then i started battling till i got this exact same enemy composition.
This took me 15 battles.

On battle sixteen with enemies being:
1 Devil kedama
1 Pangu Gem

At the end result screen my money bonus was arund 45% (i also equiped a viloet green rupee)
Again, I made sure to use gold rush on both of them.

And this time i got 394 money  again!
Had the money bonus applied on top of gold rush, i would have gotten above 500 money.

To me it seems like it nazrin spells ignore these bonuses,as long as its below the specified amount(1.66=166%)
However be sure to check yourself too, because i could be wrong of course.
It mostly just comes to lucky with the rng to get the same exact room.

On an unrelated note,
Since the only party member i had was nazrin, my party level was way lower then the enemies avarage level.

And i got showered with items! Very much so, i didn't even use the dowsing tech #2.

I did notice this a bit before, but I wanna see if i'm just making stuff up, because I'm consistently getting more items on a lower party level.
But of course i could have been just lucky.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on May 17, 2020, 09:49:14 PM
Question, when you say 394 money, you mean the display after battle or an actual calculation of the money you had pre battle and post battle?
Because the displays post battle are just the base amounts without any bonus applied to them, same for the exp
I can understand having different amounts for exp, since every char gains exp at different speeds, but money is just 1 value, they couldn't show the correct money values post battle?
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 17, 2020, 11:24:04 PM
Question, when you say 394 money, you mean the display after battle or an actual calculation of the money you had pre battle and post battle?
Because the displays post battle are just the base amounts without any bonus applied to them, same for the exp
I can understand having different amounts for exp, since every char gains exp at different speeds, but money is just 1 value, they couldn't show the correct money values post battle?

Damn.
i never thought of that.
Well this makes my posts meaningless :p

It is exactly as how you say.
The amount of money you have doesn't accurately line up with what yould should be getting according to the post battle screen.
Pulling out the calculator for some quick maths, the actual bonus you're getting is very very very  close to the numbers presented.
So i guess everything works as intended, thanks for the clear up kael.

Well at least this won't come up again, as it is now solved.

Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on May 20, 2020, 11:11:39 PM
So, im nearing the bottom floor and the ??? Boss there nukes me at the end with a multi element attack, which I dont know how it works
The attack is spirit, dark and mystic, so if I have 200 affinity in each, the damage gets halved 3 times? Or does it only consider the highest/lowest affinity?
Same with Awakened miko, her Tradition of just rewards becomes dual element, anyone knows how this works?
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on May 21, 2020, 04:05:32 AM
It only considers the lowest affinity. So, with dual-elemental attacks on your own team (Mamizou/Miko/Kokoro) it essentially targets the most vulnerable element possessed. You can have 500 of two of the elements, but if you have 50 affinity to one, the entire attack is considered as targetting 50 affinity.
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 22, 2020, 05:00:46 PM
Bit of off topic, does anyone know what the EVA number represents?
Is it (Enemy ACC-Charater EVA) or what determines the chance of evading an attack?
Im trying to give some charaters a defensive option, who have low SPD or bad affinities.
Though Byakuren with 80 EVA seems to evade fairly regurarly, so it might just be some specific enemies having low ACC attacks.
What would be a good baseline EVA to work with defensively that isn't overkill?

Also I wonder if Bosses/Foes have ACC modifiers on ther spellcards, just like some chararters do.
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 22, 2020, 06:23:28 PM
Bit of off topic, does anyone know what the EVA number represents?
Is it (Enemy ACC-Charater EVA) or what determines the chance of evading an attack?
Im trying to give some charaters a defensive option, who have low SPD or bad affinities.
Though Byakuren with 80 EVA seems to evade fairly regurarly, so it might just be some specific enemies having low ACC attacks.
What would be a good baseline EVA to work with defensively that isn't overkill?

Also I wonder if Bosses/Foes have ACC modifiers on ther spellcards, just like some chararters do.
While the specifics aren't known, it's been tested that even with more evasion than the enemy has accuracy you can still get hit, so it's most likely a division instead of a substraction; so you can never guarantee a character will dodge everything no matter how much EVA they have or how little ACC the enemy has. 80-100 EVA is generally already fairly decent.

And yes, some enemy attacks also have ACC modifiers, though they're not that common and mostly just used by bosses.
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on May 23, 2020, 03:11:19 AM
Everyone just having EVA boost in plus disk gives some decent evading here and there, but eventually you get some real EVA monsters who can easily reach 120~200 and they can semi-reliably dodge even superboss attacks. Roughly 100 eva is still helpful overall.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on May 23, 2020, 12:32:00 PM
From personal experience, it feels like the dodge works a bit like affinities with some additions, if you have 0 evasion you will never dodge anything, if the enemy has for example 60 accuracy, 60 of your dodge is negated, if you have around 100 evade, counting the enemy accuracy, you dodge around half the attacks, with 200, around 75%, with 300 evade, around 87.5%, and so on
It feels like it is that way because when you fight high evade enemies, the chance is never 0, this is my guess, as such, the formula is probably different

This feels specially true when fighting
Koishi with her 1000 dodge
cuz the chance to hit her is very low, but never 0

But since this is Labyrinth of Touhou, the formula is probably more complex than necessary, I will never forget how in Laby 1 the resistances had to be multiplied by 3 for your chars, and the stats for enemies worked in a different way than yours too~
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 26, 2020, 02:13:09 PM
From personal experience, it feels like the dodge works a bit like affinities with some additions, if you have 0 evasion you will never dodge anything, if the enemy has for example 60 accuracy, 60 of your dodge is negated, if you have around 100 evade, counting the enemy accuracy, you dodge around half the attacks, with 200, around 75%, with 300 evade, around 87.5%, and so on
It feels like it is that way because when you fight high evade enemies, the chance is never 0, this is my guess, as such, the formula is probably different
That might be, tough it might depend on luck moreso, my koishi with 204 evade while can dodge frequently, my byakuren with 90 EVA also seems to dodge quite a lot, though it might just seem that way as she is slot 1, thus getting hit more often.
But yeah, i suspect there are some heavy diminishing returns on higher values of EVA.

I was mostly asking since i was wondering what the gameplan would be for charaters with poor defenses, giant delays, but skills that make you not want to switch them out.
In theory at least, im not sure if such a charater even exists.
I was playing around with Utsuho, and Giga Flare makes me scratch my head a bit.
The delay on it implies she wants to be switched out, but then she'll lose her stacks.
Now thankfully she can take a punch no problem, but how do you use Giga flare anyway? Switch out regardless? SPD Buff? Monk? Aya?
I guess i could just wait it out, till she crawls her huge bottom all the way up to 10.000 atb.
Though, fighting spirit is gone even if shuffled on frontline.
Interesting nonetheless.
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on May 26, 2020, 08:38:07 PM
Switching out and losing buffs isn't the end of the world (she's also not -that- durable until later Plus), but if you want to make use of Overheating too you might want to 'charge up' with a few normal attacks first and just wait out Giga Flare's delay, if you think she's reliably going to live that long.  Utsuho's Giga Flare is a pretty good example of a perfect Aya situation tho' for her turn-granting skill. And yeah, that's a good situation of where Monk's delay relaxing passive shines. Not that you can ever go wrong with it's passive buffs.

Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 27, 2020, 12:31:11 AM
Actually, Thurler just found out the hit rate formula today, it's (ACC*100)/(EVA+100)%, with ACC being the user's Accuracy plus the spell's Accuracy modifier. So at base 100 ACC with no modifiers you'd have a 50% chance of hitting a target with 100 EVA.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on May 27, 2020, 01:23:46 AM
For Utsuho, the Aya method works really well, thanks to her supreme speed, you can easily give Utsuho another turn after she used a Giga Flare, but I found it hard to keep her alive long enough without resorting to stuff like Eirin overheal for Fighting Spirit and overheat to actually do something, Nitori can get away with this because Maintenance just gives her a massive boost but not Utsuho, unless you invest in her a lot, for that reason I choose to not use her when I got her, same with patchy

Aya in Labyrinth 2 became a very good support character, give her some survivavility, good mp pool, and maybe some MP regen and she will be ridiculous, and if you get so many turns that you don't know what to use them on, subbing Herbalist is always good, and with her speed, she even recovers a decent ammount of MP while in the background

For pure magical damage I usually favour Alice, hard to turn down on her versatility, 30% magic bonus with no downside other than having to use Marisa in the back, and the Hanged Hourai Dolls skill gets a massive damage boost with the enhanced row attack subclass skill, even bosses where the trick was in using defense piercing attacks, Alice had so much raw firepower that she pierced the enemy's defenses anyway
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on May 27, 2020, 04:59:47 AM
Actually, Thurler just found out the hit rate formula today, it's (ACC*100)/(EVA+100)%, with ACC being the user's Accuracy plus the spell's Accuracy modifier. So at base 100 ACC with no modifiers you'd have a 50% chance of hitting a target with 100 EVA.

To expand a bit on this, if a move has 10000 ACC or higher, the game treats the target's EVA stat as if it were 0, effectively giving the move 10000% chance to hit! :cirnotan:

Messing around a bit further with damage and evasion calculation also helped me isolate where in the code damage variance comes into the damage calculation, and properly patch it out so damage is consistent. This should help with testing out spell formulas or whether some things scale additively or multiplicatively, just in case there's still something we don't know. It also acts as a ground truth if you're planning out how much damage you'll do to a boss.

The game basically takes the exact damage value, multiplies it by (1000 + X), then divides it by 1000. X here is an integer from (what I assume to be) -100 to +100, giving the 10% variance we know should exist. What the patch below does is change the division to also be (1000 + X), effectively negating the damage variance. This might make Marisa's Sudden Impulse skill useless, depending on how the game calculates the bonuses from that, I haven't tested that out. To patch your game:
Obviously you should backup your exe in case something goes wrong. This changes the last 5 bytes in the sequence from a "push 1000" instruction to a "push ecx" instruction followed by 4 NOPs. This is what hijacks the fixed 1000 value from before with the same random number used for the multiplication. In the unlikely event we get another patch, I've kinda documented the procudure I used to find that hex sequence in the video linked below, so that the same steps can be used to determine the new offset (the sequence includes a "call" instruction, which is likely to change in a new patch/build). There's also one for the accuracy/evasion formula, if anyone is interested in how these were found in some detail.

Patching out damage variance: https://www.youtube.com/watch?v=sNufZRu2fSE (https://www.youtube.com/watch?v=sNufZRu2fSE)
Figuring out the ACC/EVA formula: https://www.youtube.com/watch?v=TBXjbTsJLJE (https://www.youtube.com/watch?v=TBXjbTsJLJE)
Title: Re: Labyrinth of Touhou 19F
Post by: blazoli on May 28, 2020, 09:56:16 PM
Nice find Thurler, i've seen your segmented run, good stuff.

Does any1 know how to start new game+ with plus disk characters unlocked?
I swear i saw someone do that, but i can't find it anymore.
The only thing left is

Full Power Dragon God
 
because the enhanced stuff isn't for me lol, and IC is kinda lame.
Title: Re: Labyrinth of Touhou 19F
Post by: Moon on May 30, 2020, 11:36:18 AM
Oh, here I was thinking the old Forum was just dead, but apprently it moved, huh...

Glad to see the translations finished, thanks for that.

And to chime in a bit on the hex edits: on the newest translated version, going to 0006F0E0 and changing
"C7 41 28 00 00 00 00" to "C7 41 28 64 00 00 00" disables spell animations.

Will be doing the "transition screen" between battles later as well I think, but that is going to break the music as well so I probably won't post it unless requested.
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on May 30, 2020, 03:00:41 PM
As a precaution (I haven't tested it, but I wouldn't be surprised if it was an issue), later versions of the first Labyrinth of Touhou had an option to disable spell animations, and it broke a few secondary effects, such as Flandre's self-damage/party-wide ATB loss and I think also Kaguya and Okuu's self-boosts. LoT2 is a different game but from what I've seen, it's still a mess code-wise.



In other news, LoT2 will be heading to Switch and PS4 this summer:

https://www.cubetype.com/works/tohoLaby/

https://n-e-studio.com/

https://twitter.com/aaa_3peso/status/1266703130000949248

This is an HD version from what I can gather. The "2" is being dropped from the title as the first game won't be heading to consoles. There should be a patch at some point for the PC version to get the enhancements, and it should be on Steam "eventually". It appears there's some type of delay getting it there ( https://twitter.com/aaa_3peso/status/1266284289605332993 ).

Some specific changes I was able to get out of google translate:
Title: Re: Labyrinth of Touhou 19F
Post by: Zoomy Tsugumi on May 30, 2020, 03:04:32 PM
Stat/EXP doubling seems like it'd break the game balance? Unless it's a double boost that only applies into +Disk. Maingame balance is fine as it is it doesn't really need changing.

Anyway it's a real shame that we won't get an enhanced version of LoT1.
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on May 30, 2020, 04:45:15 PM
It specifically says that it doubles the effect of the EXP increasing special items, not all special items.
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on May 30, 2020, 05:33:16 PM
A quick looking at the specific phrasing, it's closer to being:

-1.5 times dungeon walk speed
-Double effectiveness of experience increasing special items
-Consecutive battle bonus increased

I did get a bit more confused by the Google Translate but yeah it's not just double XP.
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on May 31, 2020, 05:01:19 AM
You don't have many exp up items for most of maingame, so it's probably fine. Should cut down on the lategame plus grind which is cool. Increased walk speed very handy in general but especially for plumbing through all those dang IC floors. Maybe the eye-straining flashes will be nerfed for IC too finally? (if they were just removed, that'd also really speed up IC)
Title: Re: Labyrinth of Touhou 19F
Post by: Moon on June 07, 2020, 01:29:39 AM
1. you can increase your monitors refresh rate to make the game run very very fast
2. you can use hialgoboost too but it sucks having to instlal some stupid tool
3. the buffed movement speed sounds nice in the steam version
4. the "less grind" sounds bad because I already found the game too non-grindy compared to Lot1 so I already had to cheat the game to be more grind-heavy especially with the removed animations and all bla
5. ugh I cannot for the life of me figure out how to increase the stupid movement speed, I wish ethan was still around to reverse engineer the heck out of this game
6. the verification questions are very hard, I havent touched actual original touhou games in several years
Title: Re: Labyrinth of Touhou 19F
Post by: Gesh86 on June 10, 2020, 08:02:58 AM
So the remaster/port of Labyrinth of Touhou 2 will just be known as Labyrinth of Touhou. Meanwhile, LoT 3 is already in development...

I can already foresee where this is going: Labyrinth of Touhou 6 will be called so in Japan, but 3 in the west. Then 3peso unifies it again with LoT 7 and Youtubers will have to make videos explaining what happened to 4,5 and 6.  :cirnotan:
Title: Re: Labyrinth of Touhou 19F
Post by: Moon on June 19, 2020, 12:20:36 AM
that would be final fantasy all over again...
Title: Re: Labyrinth of Touhou 19F
Post by: Moon on June 20, 2020, 01:59:49 AM
---

edited because Im dumb, nevermind
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on July 10, 2020, 02:39:41 PM
The release date of the PS4/Switch version has been announced as July 16th: https://twitter.com/aaa_3peso/status/1281498215989170176
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on July 16, 2020, 12:51:28 AM
Now that the Switch edition is out, I can say the new HD art is a mixed bag, some notable differences in the portraits I immediatly noticed

Komachi has red eyes
Rumia has a smaller face, making her skull/hair look bigger than before
Remilia's smile was nerfed
Reimu's smile is now more awkward
Marisa has thicker eyebrows, better shaped eyes and a smaller smile
Mokou looks absolutely disgusted at something to the right
Satori found about a thing called makeup, and now looks directly at your soul... and is a bit less smug
Keine is now smiling
Reisen is smiling too, and her mouth is higher than before
Wriggle's eyes look more feminine
Hina is now looking at you instead of looking at her right
Eirin has her mouth open and a more relaxed look

Many of the changes involve opening the mouth for some reason o.O
And so far, only noticed changes in the face layer in the chars, if we don't count the obvious higher resolution of them

Oh and the Switch seems to be locked at 30 fps with slowdowns when you use certain spells (Nitori's damaging spells all cause fps problems, Kasen's Echo of the Nine Forest Gods too, and many more)

(https://i.imgur.com/n16vfMM.png)

Title: Re: Labyrinth of Touhou 19F
Post by: Serela on July 16, 2020, 04:12:56 AM
100% not surprised at the lag issues XD I'm actually surprised I wasn't expecting it. Fujiyama Volcano must really be painful. The series has never been well optimized...
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on July 16, 2020, 05:39:58 AM
Just to address the fps/lag issue since I've had some time to mess around with the game for a bit now. Firstly, the Switch version is NOT locked to 30 fps, I got confused since the menus were clearly smooth but my capture card kept showing me a 30fps feed so I thought my eyes probably degraded a bit and moved on. After streaming/playing some more I realized my capture card can't handle 1080p60 and drops that to 30fps, which led to the confusion.

However, there is a LOT of framerate issues on the Switch release, that seem to be absent from the PS4 one. It's really about the same as you'd get on a lower end PC, some slowdown on specific spells, lots of it on others, and some noticeable drop in framerate as you fill the map more and more. If you idle after entering the dungeon for the first time, the game stays at 60fps stable, but then after I mapped out all of 1F it seemed to drop to 45-50. It's noticeable when comparing them, but really doesnt get in the way at all when playing. Obviously stuff like Nitori's Extending Arm tanking the fps to 15 as the spell "explodes" is a lot more intrusive.

Again, all of this seems absent on the PS4, making me believe they either prioritized that or didn't test Switch enough in docked mode. Or you know, maybe the PS4 just has a lot more power than the Switch. :meiling:
I'll play some more on portable mode tomorrow to see if it gets any better, but I doubt it.

As far as the Switch version goes, I feel like the game would run much, much better if they targeted 720p60 instead of 1080p60, given the history of poor optimizations going on in the original PC release. And then in portable mode drop some of the particle effects to reduce lag, or maybe even lower the target resolution a bit. Heck, I'd be fine with a stable 30fps, it's not like there's much going on anyway, and it'd be a decent compromise when playing on the go. Which to me is the biggest perk on the Switch release, anyway.

To sum it all up, I'd get the PS4 version if you have the option and don't plan on playing on the go, but tbh waiting for the PC version might be the cheapest and best option in the long run, what with the lower price and possibility of English / misc. patches.

Also I like the new Rumia, she looks cute!  :cirnotan:
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on July 16, 2020, 11:19:23 AM
From playing it a bit myself (because admittedly LoT2 with the ability to actually set it down mid-dungeon if need be is great the way it is for any given EO), so far the lag, while not great, doesn't really slow the game down but instead just does regular frameskipping, so thankfully nothing becomes extremely slow. Just very choppy.
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on July 17, 2020, 03:43:56 AM
Played a bit more today while in handheld mode and was surprised to see less frame drops. The smaller stuff like moving through the dungeon feels less choppy, even on fully explored areas, and a few spells also seemed to stutter less. The big hits like Nitori's Super Scope still make very noticeable stutters, but they seemed a lot less intrusive on the smaller screen. All of this just makes me believe the game would run pretty much flawlessly when docked if it targetted 720p instead of 1080, since portable mode uses the lower resolution, but hey, enough complaining from me! :p

I was messing around with some team compositions and made a very minimalistic party for the Kraken fight on 5F, nothing fancy, just Kasen+Parsee for TRR stuff, Nitori to Super Scope and Momiji as a tank. As I tried optimizing the fight over and over I realized I was getting all 5 drops every time, which should be kinda rare since the odds for that are 4/81.

I checked on the PC version and with some other fights, apparently the game increases the drop rate for items if your average party level is well under the enemy's level. Poked around in Cheat Engine but couldn't find any formula or by how much it increases, but the empirical data suggests a high enough increase to guarantee the usual 33% or 25% boss drops. I went to B11F with only a Lv1500 Nitori and was consistently getting an item drop from the encounters with a single enemy, almost every time, despite the highest drop rate being 6% with a 60% ish bonus. Could be useful for farming Gems and Jewels, though tbh you're probably getting lots of them regardless if you're grinding for the true final boss.
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on July 18, 2020, 11:08:40 PM
So it was mentioned that the specific QoL changes were to special items that increased XP as well as consecutive battle bonuses, and more specifically, I've tested that the battle bonus is now +3% to everything (from +2% to everything) per battle, still up to a cap of +100% to everything at 34 battles instead of 50 battles. The special items have gone from +1% to their respective bonuses to +2% (from 1.6% to 2% for the drop rate items), capping at 50% bonus at 25 instead of 25% at 25 (40% at 25 for drop rate). So generally speaking, it's a somewhat smaller bonus, but ultimately it does mean that XP/money gain is slightly higher on the whole and that battle chains pay out faster than before. I don't know about the second layer of special items yet since I'm still at 6F and that's not for a long time, but I'll keep an eye on that once I hit plus disk content.

EDIT: Speaking of, since playing Team 9 through this game has forever ruined my ability to stick to playing with a full team of 12, this time around my party is going to be a team of 8, with all five members of the SDM, Minoriko just as a healer on the side, and then MAlice Cannon shenanigans. It's preferable to me just because of how I play this game, and it gives me some additional variety.
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on July 25, 2020, 11:33:50 AM
New post to say that patch version 1.106 for PC plus disk version has been put up by 3peso. Can't go pick that up at the moment but figured I'd let people know.

Edit: Here's a reupload since firestorage and axfc are silly as usual:

https://drive.google.com/file/d/1vwSPM2NdWwi2aBJ7U24hoPjT7sJJJPnz/view?usp=sharing (https://drive.google.com/file/d/1vwSPM2NdWwi2aBJ7U24hoPjT7sJJJPnz/view?usp=sharing)
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on July 25, 2020, 12:35:17 PM
New post to say that patch version 1.106 for PC plus disk version has been put up by 3peso. Can't go pick that up at the moment but figured I'd let people know.

Edit: Here's a reupload since firestorage and axfc are silly as usual (1.106a):

https://drive.google.com/file/d/1suKOpi2YoAG5Woo-OJPJLTT4M9uXFB7l/view?usp=sharing (https://drive.google.com/file/d/1suKOpi2YoAG5Woo-OJPJLTT4M9uXFB7l/view?usp=sharing)

Looked through the patch notes, mostly bug fixes but a notable thing beyond the Switch/PS4 version QoL is the following line:

Quote
・地上最上階の聖ボスからの経験値量を従来の6倍に変更
    →地下最深部の雑魚と比べてかなり強いにも関わらず、取得経験値が最深部雑魚戦より低いというアンバランスな状態を是正しました

Looks like... I think this is saying that bosses on 30F give out 6 times their original XP, which means they are now proper grinding material instead of it just being B11F grinding forever?

Another Edit: ...And 1.106a has already been released and I have noticed probably why, monsters were suddenly not giving any money. Welp.

Okay yep another Edit sorry: I've changed the above link to point to the reuploaded 1.106a patch. Looks like the 0 money glitch has been fixed, the only other thing I've noticed is that the consecutive battle bonus does not seem to properly be +3% like it is in the Switch version, it's still +2%. Not sure how to tell 3peso that but, uh. Yeah.

Last edit for now: Alright I've done a stupid and just, replied to his tweet about 1.106a, I don't know if he'll respond or care or whatever, just hoping I was able to get the message across I guess. @.@;
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on July 25, 2020, 03:28:50 PM
Updated exe to the new patch.

https://drive.google.com/file/d/1giGii10VbJJdcIWLQtTZwu3On6BPv8xZ/view?usp=sharing

There are a lot of missing strings in here, primarily in the items and achievements. I suspect a lot of these are scrubbing out direct references from the various copyrights. I can't read or type out Japanese so I'm not going to try and sort them out myself. I'll post an updated exe when those get sorted out.

Additionally, if you're interested in the new character portraits, I extracted those as well: https://drive.google.com/file/d/1TjaX1g1EqNwurT4sngtRes696CKoFLxZ/view?usp=sharing
This includes the old ones for easy comparison. Anything not in the "New" folder is using the old image. This includes all _SS graphics, so Eirin's Voile portrait still uses her slight smile, while the full-screen version uses her new big goofy smile.

Also there are graphical artifacts on Aya_S.png and Ran_S.png, and yes they do show up in-game.
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on July 26, 2020, 06:35:53 AM
Looks like... I think this is saying that bosses on 30F give out 6 times their original XP, which means they are now proper grinding material instead of it just being B11F grinding forever?

I did some quick math and if you beat all 56 bosses in one trip you get about 2.1 billion EXP, and each B11F encounter is around 9-12 million EXP, depending on monster count and species. The only concern here is how hard/fast it is to get Appraiser Shou to oneshot all 56 bosses with Radiant Treasure Gun, which is easy on B11F thanks to everything being weak to SPI. It's definitely an option though, you can farm some Metal Kedamas to grind the consecutive battle bonus to 250% (post pillar of light) then go destroy the bosses.

In fact, if there is a way to respawn the bosses without exiting the dungeon, you could farm those 2.1 billion several times in the same streak, making it even more efficient. I don't think there is a way, though...


The patch notes mentioned something about a treasure chest in 9F extra being changed as well, I went to check and the treasure chest that gave you a Tisiphone Edge now gives you a Grand Master Breaker Title. A very welcome change since GMBTs are very useful to fight against post-game pre-PD bosses. Many skills that had minor bugs have been fixed too, and Kokoro's masks now buff/debuff all stats by 12% instead of just ATK (previously other stats were only changed by 10%).



In some reverse engineering news, I've been replaying the game while making saves before every boss battle so I can go back and replay them whenever (also doubles as a way to test stuff for speedrun routing), and now that I've reached Plus Disk I figured I'd take a shot at reverse engineering PD bosses' AI. This is a very manual process so I can't exactly be bothered to do it for every enemy, so I plan to stick to bosses only. I've been using Cheat Engine to find where in the exe the AI for a specific enemy is, and then looking up that part on Ghidra so I can interpret the decompiled function that controls the AI. I've managed to extract the AI for Shadow Kasen, Suika and Yuugi so far: https://pastebin.com/3GpUKQNs

To speed this up I also dumped the internal spell IDs the game uses to identify attacks: https://pastebin.com/5gkMXvUR
Shoutouts to FabulaFares for finding out the starting ID for each spell category long ago when I was poking at enemy AI stuff.

I plan on dumping the AI as I progress through my PD (re)playthrough, though right now with all the patching I'll wait for a stable version before running the Ghidra decompiler again (the patch notes specifically mentioned changing a few boss' AI, so I figured I should use the latest 1.106 exe, have been using 1.105b). Hopefully more news on this soon. :p
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on July 26, 2020, 01:52:28 PM
In fact, if there is a way to respawn the bosses without exiting the dungeon, you could farm those 2.1 billion several times in the same streak, making it even more efficient. I don't think there is a way, though...

Just go down to 29F. I just tried that and it respawned the heaven bosses. It's not super quick, but it does maintain the streak.
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on August 02, 2020, 04:36:42 PM
1.107 has been released, with things such as updated minimap that should more properly show what symbols mean what, showing if an attack will hit a weakness or resistance, and other bug fixes (I'm seeing mention of Unnamed Book Reading Youkai specifically, which uh, yep that skill has been bugged for awhile). Mirror is as always below for the patch:

https://drive.google.com/file/d/1WW_gJaBYAqoBmnRIvD4NmVAOHXvhtI3w/view?usp=sharing

EDIT: Oops apparently I had it somehow set to restricted by accident, sorry about that that's fixed now (thank you whoever requested access for drawing my attention to it).
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on August 02, 2020, 05:20:30 PM
Updated exe and translation files.

https://drive.google.com/file/d/1-l28Tb_hcKdxLdtPo3Y9sBQDtUkug_-R/view?usp=sharing

Nameless Bookworm Youkai's description was changed from 200 affinity to 160 affinity. There were no other text changes.
There's still a bunch of item descriptions that are missing due to the big scrub from 2.106


re: google drive

They changed their system so that when you generate a link, it no longer automatically sets it to viewable by anyone with the link. Super annoying.
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on August 02, 2020, 08:42:11 PM
Oh yeah, further things I'm noticing from the Switch version as I'm going along re: consecutive battle bonus. Looks like in the "main game" (1F-20F, even in the Extra areas) it's +3% per battle. In Plus Disk floors it looks to be +4%, and in the Infinity Corridor it's +5%. I haven't gotten to the point where the bonus is uncapped (I'm still in the 23F-24F stretch of getting the elemental circles), so I don't know if that will change it either. Also, the PC version still seems to be going at +2% per battle regardless of locale. I did mention it to 3peso but otherwise it seems it has not been fixed(?) in 1.107.

Edit: Weird follow-up to the above, I went and fought Diamond Knight on 30F of the corridor and it seems like it has a 3% consecutive battle bonus for beating it? I noticed because I was testing and seeing if I hit the 100% cap in 20 battles (I did), but fighting the Diamond Knight had the bonus count as if I had been fighting with the +3% bonus the whole time. I guess it scales based off whatever value is being assigned to particular fights, and bosses might just be +3%?
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on August 04, 2020, 08:29:05 AM
Updated the pastebin with Plus Disk boss AI up to the B4F Futo fight: https://pastebin.com/3GpUKQNs

A couple interesting notes regarding what I found:

Youmu is supposed to use Slash Clearing the 6 Senses every 5 turns if Yuyuko is dead. She's also supposed to spam "Loyal? Gardener's Support" between Yuyuko's cast of Concentrate and Saigyouji Flawless Nirvana, which buffs all of her stats by 33% each time it is cast. However, due to a bug, neither of those conditions are ever met, so she's stuck using her regular spells.

Yuyuko is supposed to have a different pattern for when Youmu is alive, but due to a bug, she always thinks Youmu is dead. The "Youmu is alive" pattern removes Storm of Dark Flow and Calming Scent from her AI, but adds Allure of Death and Slack Off (Lv.64). This last one is the key component here, it heals both Youmu and Yuyuko for around 410k HP, and has a 25% chance of being cast.

So basically, the intended dynamic here is: Youmu has very low max HP to compensate for Yuyuko's absurd heal every other turn, and Youmu is the main damage dealer while Yuyuko focuses on being annoying with DTH and ATB delays via Ghostly Dream's Butterfly. When Yuyuko concentrates, Youmu's PAR and SHK resistances drop from 80 to 50, going back to 80 whenever she gets a turn. If Youmu gets one (or more!) turns before Yuyuko fires Saigyouji Flawless Nirvana, she buffs all of her stats by 33%, getting ready to kill whatever survived the SFN.

When Youmu does die, Yuyuko switches to offensive mode, dropping her heal for a zero delay buff and increasing some spells' levels. If you kill Yuyuko first, Youmu will now use Slash Clearing the 6 Senses every 5 turns, making her just a bit more dangerous. I'll include a technical explanation of these bugs in a spoiler since you might not care about the ASM details, and this post is already quite long. :p

The game keeps track of each party and enemy character through an array of pointers located somewhere in memory. This array has 17 positions, numbered 0 through 16, 0-11 being your 12 characters, and 12-16 being the enemy slots, starting from the front row's left slot. If an enemy AI wants to check if another enemy is still alive, there are 2 main ways to accomplish this: count how many enemy slots are occupied, or check if a particular slot is occupied. Shadow Keine and Shadow Mokou use the first method, if there are 2 or more enemies on the field, they know their partner is alive. Youmu and Yuyuko however check a specific slot. Obviously they need to check the right slot to have it work.

If you have a look at the disassembled code for Youmu checking if Yuyuko is dead:
Code: [Select]
MOV        EAX,dword ptr [EBP + local_c]
MOV        ECX,dword ptr [EAX + 0x10]
MOV        EDX,0x4
IMUL       EAX,EDX,0xf
CMP        dword ptr [ECX + EAX*0x1 + 0x24],0x0

You can see EAX is being loaded with some value, which is then used to load ECX with some other value. Using Cheat Engine while running the game, you can breakpoint those instructions to see which address was loaded into ECX, and it turns out to be an address very close to the character array mentioned. A value of 4 is then loaded into EDX, and EAX becomes the result of EDX times the constant 15. The game then takes ECX, offsets it by the multiplication's result, and adds some constant value to access - you guessed it - slot 15 in the character array. Compare the value in there to 0 to see if it is initialized - empty slots have empty pointers (all zeros), and you have successfully checked if a slot is loaded.

If you know anything about low level programming, you can think of the ASM code above as the C-like code below. Note that since this game uses 32bit addressing, pointers will be 4 bytes long, which ties in with the offset the ASM code uses:
Code: [Select]
struct CHARACTER_INFO;
struct CHARACTER_INFO * charArray[12+5]; // 12 ally characters and 5 enemies
int offset = 15; // Access enemy slot 4
struct CHARACTER_INFO *enemy = charArray[offset];
bool enemyExists = (enemy != NULL);
if (enemyExists) {} // do stuff

Note that array[offset] is the same as *(array+(offset*sizeof(struct CHARACTER_INFO *))), and since pointers will be 4 bytes long, we can simplify that to *(array+(offset*4)), which is exactly what the ASM told us with its own weird syntax. :p

The fix to all this is to replace every instance of IMUL EAX,EDX,0xf in Youmu's AI with IMUL EAX,EDX,0x10, which would properly point to Yuyuko's slot. Similarly, Yuyuko's AI has IMUL EAX,EDX,0xd, checking the empty second slot, so replacing it with IMUL EAX,EDX,0xf would fix it, since it would point to Youmu's slot. Pretty easy fix to do in a hex editor, but idk if anyone cares enough to fix this fight lol.
Title: Re: Labyrinth of Touhou 19F
Post by: deice on August 04, 2020, 03:08:52 PM
  • Shadow Youmu's and Shadow Yuyuko's fight is completely broken

i remember nuking youmu in 3 turns and then just killing yuyuko, thinking i cheesed the fight or something but guess not

these examples of lack of beta-testing make the game seem a bit unpolished imo (e.g. the 19f magatama's heal didn't work until 1.105a iirc). i wonder if any of this is fixed in the console releases
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on August 09, 2020, 06:23:02 PM
So I was curious and did some extremely rudimentary testing regarding levels of bosses and enemies in the Infinity Corridor. Obviously without hacking and such this is probably not as accurate, and I do not know if the scaling remains the same past the first loop, but I have determined at least that bosses definitely scale right now at 34.5 levels per each new boss (this is of course in the version where said scaling leads to Serpent of Chaos being level 575 rather than 600). Enemy scaling I'm a bit more uncertain of, just from messing around on 111F and observing enemy levels, it looks like there is a baseline average level that all encounters are based around, with a level variation of about ~14% (of course I don't know if this changes as the floors increase, and I do know that the scaling gets more intense as you clear floors consecutively, JP wiki says 0.5% per each consecutive floor but I dunno if that's still true). Very, *very* loosely I am currently guessing that the scaling for baseline enemy level is 200+3*currentFloor, but I don't know for certain. The average for 111F is at least 533, which would fit that, and going backwards 1F having an average value of 203 makes sense roughly for how levels are at the start of it, but past that I don't know without actually looking at whatever formulas are used in-game to determine those values.

Meanwhile since I've gotten this far, I guess I've decided on a new team of four of Sealing Club + Mystia and Suika, which uh, it works. It's worked so far, ***WINNER*** has been defeated once and I'm well on my way to being able to beat him a second time.

EDIT: Notably, the bestiary values for levels for corridor bosses match the proper scaling for them. I've determined now that boss level is floor(230+(currentFloor*3.45)), which gives a value of level 612 at 111F (which matches the bestiary).

Further Edit: I actually think I've solved the enemy and boss formula entirely. I noticed that 230 and 3.45 are 15% more than 200 and 3 respectively, and then thought about how Serpent of Chaos was scaled to 600 in older versions. I think the formula ultimately is floor(200+(currentFloor*3)), then for normal enemies an extra 0.5% per consecutive floor cleared on top of that (if the JP wiki is correct), or for bosses just a flat +15%. The older boss scaling must have been +20% (it matches and gives 600 for 100F).
Title: Re: Labyrinth of Touhou 19F
Post by: Serela on August 10, 2020, 09:20:01 PM
The patch massively reduced the FPS on the glowing circle spinning animations for a lot of the menus even on the PC version, which is kind of disconcerting because it's -very- stuttery, but the increased walk speed is glorious. The slightly tweaked portraits are kind of weird after being so used to the normal ones. Everyone is strangely happy and Rumia's face shrunk...

And Komachi's counter being super weak after Plus Disk release (for player-side Komachi) was fixed, good for her. It sounds like Reimu's Fantasy Seal -Blink- was finally fixed?

Infinite Corridor is a lot nicer with the boosted movement speed. It's too bad those slow, bright flashes are still tied to every corridor event, but ah well. If those had been removed you'd really be able to zoom through.
Title: Re: Labyrinth of Touhou 19F
Post by: Shikieiki1990 on August 11, 2020, 12:47:06 AM
Hey guys, the english patch 1.107 when I load it, all the character sprites are not shown. Is it just me or something is missing?
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on August 11, 2020, 09:00:55 AM
You need to first apply the official Japanese 1.107 patch. This includes the updated portraits. Then get the English patch.
Title: Re: Labyrinth of Touhou 19F
Post by: Shikieiki1990 on August 11, 2020, 12:02:23 PM
Wow, cant believe I am so dumb. Thanks so much, the new character sprites look really nice
Title: Re: Labyrinth of Touhou 19F
Post by: Validon98 on August 11, 2020, 07:45:47 PM
I just got to the Heaven bosses on 30F and they do in fact have six times the XP/money listed for them on the wiki now, at least on the Switch version.
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on August 12, 2020, 12:36:10 AM
The patch massively reduced the FPS on the glowing circle spinning animations for a lot of the menus even on the PC version, which is kind of disconcerting because it's -very- stuttery, but the increased walk speed is glorious.

This has been an issue since 1.105 (maybe earlier? I dont have a way to test older versions), I'm not exactly sure when the game begins to stutter those animations, and it's not consistent for me at all. The only pattern I've found back when I noticed it was that only save files with huge numbers (level 2000+) were affected, if you start a new game those animations play properly. And sometimes I get no animation issues at all, it's very weird. Fwiw I haven't noticed that issue in 1.107 yet.
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on August 16, 2020, 05:06:24 PM
Is there a patch for LOT1 on Windows 10 or do I need to use a virtual machine?

Also, can someone tell me the exact dimensions of the LOT2 portaits for chara graphs?
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on August 16, 2020, 05:37:23 PM
Laby 1 works in windows 10, but the game refuses to open 90% of the time, at least for me
Try launching the game many times, so the confirmation screen pops up multiple times, then mash the OK button until one of those launches the game
If you check Task Manager, you will probably see many th_labyrinth.exe's in there, using less than a megabyte of ram, and no cpu or disk whatsoever, its a weird bug but with enough tries, the game launches anyway

Edit: Anyone knows if the IC chests are fixed between each rarity tier, and if opened correctly or by force? I was thinking about making a spreadsheet of the drops to make the wiki a bit more complete, also working on the remaining bossfight's articles
Title: Re: Labyrinth of Touhou 19F
Post by: Shikieiki1990 on August 17, 2020, 10:34:51 PM
 Has anyone ever had a problem that their X key is not working in LoT2? It was working until yesterday and today it's not working anymore to cancel in game. I can type the X button so the key is not broken so probably the key mapping has gone wrong. Anybody can help me please?
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on August 21, 2020, 07:35:54 AM
Updated the pastebin yet again with Plus Disk boss AI up to the 26F Yamata no Orochi fight: https://pastebin.com/3GpUKQNs

No broken fights this time, but a few interesting things to note:
I expect progress on this to slow down a bit since I'll need to advance in IC and grind for the top floors to get to the final stuff, and that is going to take some time. When I get to the IC bosses I'll extract the stats as well with CE so we can finally fill in the boss data for IC enemies in the bestiary. Can't wait to spend 4 hours reading Winner's decompiled AI script!
Title: Re: Labyrinth of Touhou 19F
Post by: Xarizzar on August 23, 2020, 02:17:46 AM
This has been an issue since 1.105 (maybe earlier? I dont have a way to test older versions), I'm not exactly sure when the game begins to stutter those animations, and it's not consistent for me at all. The only pattern I've found back when I noticed it was that only save files with huge numbers (level 2000+) were affected, if you start a new game those animations play properly. And sometimes I get no animation issues at all, it's very weird. Fwiw I haven't noticed that issue in 1.107 yet.
I've been having it since Plus Disk, IIRC. I even asked on the old forums when they were a thing and nobody knew anything.
Title: Re: Labyrinth of Touhou 19F
Post by: Phen on August 26, 2020, 10:27:38 PM
Updated the pastebin yet again with Plus Disk boss AI up to the 26F Yamata no Orochi fight: https://pastebin.com/3GpUKQNs

No broken fights this time, but a few interesting things to note:
  • Shadow Nitori and Shadow Momiji have fixed patterns
  • Shadow Yuuka has a very interesting cooldown system, where she alternates between weaker and stronger spells, and how many turns pass between casts of stronger spells depends on which strong spell was used
  • Shadow Maribel permanently reduces her DEF and MND every time she uses Liberated Abilities
  • Shadow Komachi and Shadow Eiki have a very funny gimmick where Komachi will spam slack off, and each turn Eiki has a 25% chance to scold her, which forces Komachi to attack normally. However she has a 25% chance to pretend to attack, and after doing that twice she'll go back to slacking off
  • Toyosatomimi no Miko has a bug in her phase shifts that fails to update her DRK affinity throughout the fight, leaving with her with a permanent 50 affinity when it should go 50 -> 1000 -> 150
  • Yamata no Orochi has a fixed pattern for all 4 phases
I expect progress on this to slow down a bit since I'll need to advance in IC and grind for the top floors to get to the final stuff, and that is going to take some time. When I get to the IC bosses I'll extract the stats as well with CE so we can finally fill in the boss data for IC enemies in the bestiary. Can't wait to spend 4 hours reading Winner's decompiled AI script!
Excellent work here. Are you planning to show this to the developer in hopes of bug fixes or anything?
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on August 27, 2020, 06:07:11 AM
Are you planning to show this to the developer in hopes of bug fixes or anything?

I don't personally plan on doing that, but I could help prepare a more well-written text to send to 3peso after someone helps translate it, explaining how this was found and how we think these could be fixed. That is if they are bugs in the first place, some could just be very hacky ways to nerf or change a fight. Wouldn't want to come off as suggesting the game is buggy when it isn't, though it likely is lol.
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on August 28, 2020, 05:36:05 PM
Does anyone know how to compress a folder into a dxa file? I want to replace some of the enemy sprites
Title: Re: Labyrinth of Touhou 19F
Post by: deice on August 30, 2020, 02:19:39 PM
Does anyone know how to compress a folder into a dxa file? I want to replace some of the enemy sprites

https://github.com/yumetodo/DxLib

sadly this has no english documentation, but you may find it useful. (i think that the function you're looking for specifically is DxArchive_)
if you do end up figuring it out, i believe that the encryption key for labyrinth of touhou 2 is AD14C4698CEBB077923E32A5
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on August 30, 2020, 07:04:11 PM
Alright so, I tried this and when I go to encrypt, it only encrypts about 48 mb of the 58 or so that would be there normally. Then the exe won't start. I believe this has to do with the password but I'm not quite sure how to enter it
Title: Re: Labyrinth of Touhou 19F
Post by: Thurler on September 03, 2020, 07:06:44 AM
I did some messing around in the game's exe and managed to add an extra skill on Aya's page, as well as a 5th spell for her to use. I tried giving her an enemy spell but the game just crashed, probably because there is no level and description associated with that spell ID. Note these were done as a direct patch on the exe, so there's no need to get Cheat Engine involved to give her more stuff. This could be replicated for every character, so that everyone has 10 skills and 5 spells (including those unlocked by Awakenings), even changing which are locked behing the Awakening feature.

[attachment=1]

The reasoning for wasting time with this is simple: I hope that one day in the future I might sit down and actually write a script to randomize a lot of things in this game, like spell elements, ailments, formulas, who gets which skill and spell, even some enemy AI. It's still a distant dream atm as I gather knowledge and motivation to plan it out and pull it off, but for now fooling around will do.

If anyone wants a more technical explanation of how this was achieved: https://pastebin.com/CQqMdwaE
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on September 07, 2020, 10:59:25 PM
Alright so, I tried this and when I go to encrypt, it only encrypts about 48 mb of the 58 or so that would be there normally. Then the exe won't start. I believe this has to do with the password but I'm not quite sure how to enter it

I figured it out. Turns out, I can just keep the dxa's decrypted then mod away. The only other step is to set system locale to japanese
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on September 12, 2020, 08:59:03 PM
Say, is the gambler's mp cost spell broken? I have it on Kaguya and her spell costs are the same
Title: Re: Labyrinth of Touhou 19F
Post by: FabulaFares on September 12, 2020, 09:38:11 PM
Say, is the gambler's mp cost spell broken? I have it on Kaguya and her spell costs are the same
I just tried it and it works as intended (the MP costs are doubled in-battle, the description outside of battle will still have the original cost).
Title: Re: Labyrinth of Touhou 19F
Post by: BlackLiquidSorrow on September 12, 2020, 10:45:52 PM
I just tried it and it works as intended (the MP costs are doubled in-battle, the description outside of battle will still have the original cost).

Yeah, I just realized that lol. I thought those were her default costs.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 04, 2020, 11:42:09 PM
Does this game have a first-person viewmode for the exploration? Isometric dungeon crawling seems somehow wrong.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on October 05, 2020, 12:51:18 AM
No, only angled bird eye view.
For me first person dungeon crawlers feel unplayable >~>
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 05, 2020, 07:12:05 PM
The game's supposed to be based on Etrian Odyssey though, isn't it?
Title: Re: Labyrinth of Touhou 19F
Post by: Xarizzar on October 05, 2020, 07:22:31 PM
Doesn't mean it should do everything exactly as EO does. Personally, I like the 2D more than the 3D myself, but that's just me.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on October 05, 2020, 07:39:01 PM
Yes, based on EO and Wizardry, and takes a lot of elements from the "Angband" saga of games
(***WINNER*** and the Chaos Serpent come from there)
yet, not because of that it should also copy the first person view from EO.

From what I recall, the Angband related games were on bird's eye view right? I never played them, and doubt I ever will because I really don't enjoy games with CLI graphics

Also a little thing I found out while messing around with Laby 1 that maybe has already been discussed in the previous threads, your position is stored as a static value on the process, and is easily accessible so with Cheatengine you could edit the X and Y position, and even add a hotkey to increase the value so Reimu can go thru walls, Seiga style.
The memory adresses are 0019155C for the X axis, and 00191560 for the Y axis, but this one is inverted (positive values send you down instead).
Just be careful to not go outside the map limits or the map can start showing glitches, and Reimu's sprite will become invisible, nothing too destructive but certainly annoying
Title: Re: Labyrinth of Touhou 19F
Post by: qazmlpok on October 05, 2020, 10:55:49 PM
Borrowing enemies from another series doesn't mean anything, as the game is filled to the brim with references to all sorts of things. The game is clearly inspired by EO in some ways but massively different in others.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 06, 2020, 04:59:02 PM
Oh, this game has Angband references? Ohohoho! This sounds right up my alley after all.
Title: Re: Labyrinth of Touhou 19F
Post by: nav on October 06, 2020, 07:32:00 PM
Are there any actual Wizardry references? Always figured the inspiration is only indirect.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 09, 2020, 01:55:22 AM
Having difficulty getting the text to display right in Wine. I downloaded that meiryo font and put it in c:\windows\fonts, but it's still using a font that's too wide for the text box. Did I miss a step?
Title: Re: Labyrinth of Touhou 19F
Post by: Xarizzar on October 09, 2020, 06:06:02 AM
No. Some text will just overflow, still. Although when I tried it in Wine, the font did look a bit weirder than Windows, but it was still playable, I guess.
Title: Re: Labyrinth of Touhou 19F
Post by: deice on October 09, 2020, 08:29:43 AM
Having difficulty getting the text to display right in Wine. I downloaded that meiryo font and put it in c:\windows\fonts, but it's still using a font that's too wide for the text box. Did I miss a step?

have you tried putting it in the "~/.fonts" folder and then running fc-cache? i think wine reads from there too
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 09, 2020, 05:29:48 PM
No. Some text will just overflow, still. Although when I tried it in Wine, the font did look a bit weirder than Windows, but it was still playable, I guess.
The issue is that I cannot get the font to change. It is still the same small-enough-to-be-hard-to-read-but-wide-enough-to-overflow monospace typeface.
have you tried putting it in the "~/.fonts" folder and then running fc-cache? i think wine reads from there too
Yes. I've also tried putting it in the system-wide font directories. But again, no change.
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on October 09, 2020, 06:23:13 PM
Are you talking about Labyrinth 1 or 2? Because 2 should have a readable font by default

1 also has a better font than default, but only worked for me when I launched the exe in japanese locale using locale emulator, no idea if wine has an option for this
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 12, 2020, 02:02:12 AM
Labyrinth 2. By default it had rectangles. After installing some fonts, it had this too-wide-but-still-too-small monospace type.

[attachment=1]
Title: Re: Labyrinth of Touhou 19F
Post by: nav on October 12, 2020, 08:28:58 AM
For whatever it's worth, I had a very similar problems with LoT 2 at first. Running it normally would present a font that appears to match the one in your screenshot; it actually cuts off both horizontally and vertically. Running it with Japanese locale (I'm using a separate piece of software here, for reasons I can't remember anymore) produces a font that still sometimes cuts off half a letter on the right, but is otherwise perfectly functional and readable. I'm a "proud" Windows user though, so no idea if this is feasible in Wine.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 13, 2020, 04:12:27 AM
Aaaand that would be it. A locale issue. It turns out that HerbalNekoTea's shift-JIS locale files (which I mentioned in my own thread about running Seihou in wine) were the missing link in this case.
Title: Re: Labyrinth of Touhou 19F
Post by: Xarizzar on October 13, 2020, 04:54:33 AM
Might you be able to link us to that thread? I can't find it on search and I'm interested in playing this game under Linux too
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 13, 2020, 05:21:18 AM
Here's (https://shrinemaiden.com/index.php?topic=192.0) the thread, and here's (http://brokendragontranslation.com/shift_jis_linux.html) the relevant link from that thread. That page explains matters. Apparently it's a huge breakthrough for playing visual novels on Linux, too.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 13, 2020, 08:08:46 PM
Another question. Is there a way to make the game display bigger? If I try to maximize the window, the display stays the same size in the corner and the rest of the window is all black.
Title: Re: Labyrinth of Touhou 19F
Post by: nav on October 13, 2020, 08:27:43 PM
Resizing by dragging the edge of the window works fine for me...
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on October 13, 2020, 08:56:48 PM
Labyrinth 1 can't be resized by normal means but has a very buggy fullscreen mode, 2 can be scaled drawing the edges of the window but that will butcher the pixel fidelity, so i dont like using it.
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 13, 2020, 10:36:26 PM
not for me lol
[attachment=1]
Title: Re: Labyrinth of Touhou 19F
Post by: nav on October 13, 2020, 11:36:12 PM
On Windows you can sort of force a fullscreen mode using third party software (https://github.com/Codeusa/Borderless-Gaming/releases), but again, no idea if this can be done with Wine.

Then again your screenshot looks perfect, why attempt to improve perfection?
Title: Re: Labyrinth of Touhou 19F
Post by: VIVIT on October 14, 2020, 01:13:28 AM
Because that resolution is tiny on my monitor.
Title: Re: Labyrinth of Touhou 19F
Post by: nav on October 14, 2020, 02:05:40 AM
Because that resolution is tiny on my monitor.
I know, I was just kidding about the second screenshot! It's broken but beautiful.

 Is the program I linked a viable option?
Title: Re: Labyrinth of Touhou 19F
Post by: kael070 on October 14, 2020, 02:48:13 AM
Easiest solution I can think off is changing resolution of the screen to something smaller, so the small screen will fill more, but it will look awful.

Either that or using a windows system and try it there, the windows resize drag works perfectly on windows but the pixels will be a bit blurry, and that annoys me a bit, dual boot should be an option if you know how to set it up