Free Download Touhou 13.5 Hopeless Masquerade full pc game setup also crack exe file here mediafire google drive mega links full speed zip rar direct download link Like its predecessor, Touhou HisÅtensoku, Hopeless Masquerade is a two-dimensional versus fighting game, where two characters fight each other with various moves. This game features a completely different style of 2D sprites compared to the earlier fighter games. Match timers have been introduced, something not present in previous Touhou fighter games. It will also be the first official game to have a native resolution of 1280×720.Various new systems have been made specifically for this game, most notably a completely aerial-based combat system, special moves performed in a key combo system, and an Instant Guard system, which allows the player to parry attacks by blocking right before the attack hits to prevent spirit loss.
System Requirements:
Operating system: Windows XP/Vista/7/8
CPU: Intel Core 2 Duo (2.6GHz or higher)
Memory: 2GB RAM
Hard drive: 1 GB free disk space
Graphics hardware: 512 MB VRAM
CPU: Intel Core 2 Duo (2.6GHz or higher)
Memory: 2GB RAM
Hard drive: 1 GB free disk space
Graphics hardware: 512 MB VRAM
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This repo is a set of tools used to read and edit the files used by the Touhou games using the th135 engine: Hopeless Masquerade, Urban Legend in Limbo and Antinomy of Common Flowers.Some of them are directly copy-pasted from Riatre's 135tk, some of them are upgraded versions, some of them are rewritten, and some of them are totally new.
Most of them are written in c/cpp and compile on MinGW-w64 with either
These tools are tested under MinGW-w64 MINGW32 and MinGW-w64 MINGW64, some of these tools does not compile under the MinGW-w64 MSYS environment.
gcc *.c
, g++ *.cpp
or make
. Some of them will require aditional libraries. Anyway, they all have a tiny build.sh script file, just look at it.Also, some of these tools will also compile on Linux with the same commands.These tools are tested under MinGW-w64 MINGW32 and MinGW-w64 MINGW64, some of these tools does not compile under the MinGW-w64 MSYS environment.
When you clone the repository, eiher use the
--recursive
command line switch or run git submodule init && git submodule update
. To buildGlobal notes about the tools:
- You would use
./tool_name
only if you run them from an unix-like shell (like MinGW-w64). If you run them from a Windows command prompt, replace every occurence of./tool_name
in this readme with justtool_name
. - Some tools use Windows-style parameters (for example
/x file
). They may be interpreted as paths on MinGW/cygwin, but most of these tools will also support the unix-style variant (for example-x file
).
Act/Nut lib
Act/Nut lib is a library to parse and edit the Act and Nut files. Nut files are compiled Squirrel 3 scripts that can be read with the Squirrel
sq_readclosure
function. And I don't exactly know what are Act files, they don't seem to belong to a standard file format.![Hopeless masquerade english patch download torrent Hopeless masquerade english patch download torrent](https://2.bp.blogspot.com/-7RRbzR8oq2s/Vrdu44nROLI/AAAAAAAABhw/Qdc9KwftPE8/s1600/1.png)
If you're only interested by reading the content of a file, you can use print-act-nut:
Each member of every structure will be displayed on one line. embeeded structures will be indented in order to make a tree view. If you specify
The
./print-act-nut [--no-print-file] [--print-full-names] file.(act|nut)
Each member of every structure will be displayed on one line. embeeded structures will be indented in order to make a tree view. If you specify
--print-full-names
, each line will contain the full path to a member, with all its parents, instead of only the member name. It's less readable, but you can copy-paste a path directly to use it with the getChild() functon (see below).The
--no-print-files
suppresses the normal output and keeps only the errors. It is used mostly for debugging the library.If you want to change the Act or Nut file, you will need to either edit main.cpp to add your modifications (right after the file parsing is a good place), or link to
You have an example in the thcrap source code. In this example, the
libactnut.dll
yourself. The easiest is to use Object::getChild()
and the operator=
overloads.You have an example in the thcrap source code. In this example, the
key
and text
variables are pulled from files like this.![Hopeless Masquerade English Patch Download Hopeless Masquerade English Patch Download](https://static.zerochan.net/Kawashiro.Nitori.full.1907022.jpg)
Look at main.cpp and the header files for more examples.
bmpfont (by brliron)
Touhou 15.5 decided to use bitmap fonts instead of rendering texts with a TTF font. The bitmap font provided by the game supports only Japanese and some latin characters, so we have to provide a different font for translations.
This project contains 3 programs:
bmpfont_extract
, bmpfont_convert
and bmpfont_create
. bmpfont_extract
and bmpfont_convert
are easy to use, let's start with them.bmpfont_extract
This tool displays the informations stored at the end of the bmp file.
Usage:
If you don't provide an output file, the standard output will be used instead.
This tool doesn't do any encoding conversion, and assumes the input uses shift-jis.
Usage:
./bmpfont_extract.exe in.bmp [out.txt]
If you don't provide an output file, the standard output will be used instead.
This tool doesn't do any encoding conversion, and assumes the input uses shift-jis.
bmpfont_convert
Convert the metadatas of a font from shift-jis to UCS-2LE.
Usage:
The file is modified in place.
Usage:
./bmpfont_convert file.bmp
The file is modified in place.
bmpfont_create
Create a bitmap font usable by thcrap (this tool doesn't support shift-jis and will always add UCS-2LE metadatas to the fonts so you can't use them with the original game).
When you create a font, you want to control how it looks. This tool try to provide some options about this, and so it is more complicated than the others. The main program doesn't take care of text rendering, it is done using plugins. For now, I wrote 2 text rendering plugins: one using GDI, and the other using GDI+. But for now, let's look at the main program.
When you create a font, you want to control how it looks. This tool try to provide some options about this, and so it is more complicated than the others. The main program doesn't take care of text rendering, it is done using plugins. For now, I wrote 2 text rendering plugins: one using GDI, and the other using GDI+. But for now, let's look at the main program.
./bmpfont_create options..
Run ./bmpfont_create --help
for a list of options. --format
, --out
and --plugin
are required.The GDI plugin uses the GDI function DrawText to display the text. Marshmello patch download zte tracfone. To use it, run
./bmpfont_create --plugin bmpfont_create_gdi.dll options..
. For a list of options supported by the plugin, run ./bmpfont_create --plugin bmpfont_create_gdi.dll --help
The GDI+ plugin uses the GDI+ functions
To use it, run
GraphicsPath::AddString
, Graphics::DrawPath
and Graphics::FillPath
to render the characters. It supports adding an outline around the characters. On the other hand, the rendered characters seems to be too big, or GraphicsPath::GetBounds
adds a margin around the characters, or I don't know what, but the result is that there is a lot of space between the characters.To use it, run
./bmpfont_create --plugin bmpfont_create_gdiplus.dll options..
. For a list of options supported by the plugin, run ./bmpfont_create --plugin bmpfont_create_gdiplus.dll --help
You can also create your own plugins. The
Also, the language in which you write your plugin doesn't matter as long as you can compile it to a DLL and your functions can be called from C code.
--plugin
option takes any dll exporting the graphics_init
, graphics_free
and graphics_put_char
functions (see bmpfont_create.h
). Do whatever you want in graphics_init
and graphics_free
, and when graphics_put_char
is called, fill the dest
array with a nice rendered character. graphics_help
is optionnal, you can display the options supported by your plugin in it.Also, the language in which you write your plugin doesn't matter as long as you can compile it to a DLL and your functions can be called from C code.
nhtextool (by brliron)
A tool to unpack and edit nhtex files.
Usage:
./nhtextool (/x|/p) file.nhtex
./nhtextool /x file.nhtex
will extract the image in file.nhtex to either file.nhtex.png (if file.nhtex contains a PNG file), file.nhtex.dds (if file.nhtex contains a DDS file), or file.nhtex.bin (if it couldn't guess the file type)../nhtextool /p file.nhtex
will replace the image in file.nhtex with either file.nhtex.png, file.nhtex.dds or file.nhtex.bin (using the algorithm above).orig_135tk (by Riatre)
A set of tools made by Riatre. TFBMTool and TFCS are made in Python, and I don't know the language used for ACT1Tool and cnutool. They are used to extract/edit TFBM files (usually with the png extension), TFCS files (usually with the csv extension), act files and nut files.
For more details, run each tool without arguments.
For more details, run each tool without arguments.
The dump/extract bat scripts run the corresponding program for each file in the current directory and all its subdirectories, with the dump/extract command line switch.
The write/repack bat scripts will do the same thing, but using the write/repack command line switch.
The write/repack bat scripts will do the same thing, but using the write/repack command line switch.
read_pat (by brliron)
read_pat
can be used to inspect and edit pat files. Run it with ./read_pat pat_file.pat [json_file.json]
.It outputs the PAT datas in 2 different formats:
- A plaintext format on the standard output
- A JSON format in
json_file.json
if provided.
json_file.json
is used both as input and output. When read_pat
parses the pat file, it will read the current JSON object in the JSON file. If this JSON object exists, it will be written to the pat file. Otherwise, it will be read from the pat file and written to the JSON file.Most of the time, if you want to edit a pat file, you will run it in 2 steps:
- First, you run it with a path to a nonexistent JSON file.
read_pat
will create this file and fill it with the content of the pat file. - Then, you run it again with the same parameters.
read_pat
will take the values from the JSON file and write them all to the pat file.You can also run it with a partial JSON file. For example, if the JSON file you give it contains only{ 'part1': { 'version': 10 } }
,read_pat
will replace the version number in the pat file, and it will fill the JSON file with all the other fields from the pat file.
This behavior seems confusing to most users and may change in future releases (probably by adding a -x or -p switch to lock the program into reading/writing).
TFBMTool-alt (original by Riatre in Python, rewritten in C by brliron)
A C rewrite of Riatre's TFBMTool, with support for 8-bits images with palette.
This one always overwrites the TFBM file in place, because I've never seen anyone actually using the original in another way.
This one always overwrites the TFBM file in place, because I've never seen anyone actually using the original in another way.
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Usage (extraction):
The palette is optional (and not used) for 24-bpp and 32-bpp TFBM files. It is mandatory for 8-bpp TFBM files, and the extracted file will be a 8-bpp PNG file with a palette.
./TFBMTool /x tfbm_file.[bmp|png] [palette_XXX.bmp]
The palette is optional (and not used) for 24-bpp and 32-bpp TFBM files. It is mandatory for 8-bpp TFBM files, and the extracted file will be a 8-bpp PNG file with a palette.
Usage (repacking):
./TFBMTool /p tfbm_file.[bmp|png]
extractBM-alt
A C rewrite of Riatre's extractBM using TFBMTool-alt. It searches for every png and bmp files in the current directory and its subdirectories (recursively), and calls TFBMTool-alt on them.
Because it uses TFBMTool-alt, it supports 8-bits images with palette, using the palette000.bmp file from the image file's directory.Also, it should be significantly faster when going through all the file of a game, because it is entierly written in C, even the file search. Handling a file doesn't result on a new processus, only on a function call. Errors don't throw exceptions, they only return from a few functions. It display only the file names and the errors (and there will be way fewer errors, because we support 8-bits files with palette).Usage: just double-click on it (or run
Because it uses TFBMTool-alt, it supports 8-bits images with palette, using the palette000.bmp file from the image file's directory.Also, it should be significantly faster when going through all the file of a game, because it is entierly written in C, even the file search. Handling a file doesn't result on a new processus, only on a function call. Errors don't throw exceptions, they only return from a few functions. It display only the file names and the errors (and there will be way fewer errors, because we support 8-bits files with palette).Usage: just double-click on it (or run
./extractBM-alt
).th145arc (original by Riatre, updated by brliron)
A tool to extract and repack the pak files from Touhou 14.5 and Touhou 15.5.
To extract files, run
To extract files, run
./th145arc /x th145.pak
. To repack them, run ./th145arc /p th145.pak
.Ransomware security patch download. Archives created with /p will only be usable by the Touhou 14.5 English patch, the original game won't be able to open them. And there is currently no way to use the archives created by this tool in Touhou 15.5.