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#gimp #pixelart #touhou #reimuhakurei #sakuyaizayoi #touhouproject #pc98 #reimu_hakurei #sakuya_izayoi #touhou_project #sakuyaizayoitouhou #pc98touhou #pc_98 #pc98_touhou
Published: 2019-09-22 07:17:36 +0000 UTC; Views: 4157; Favourites: 54; Downloads: 7
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【東方紅魔郷 ~ the Embodiment of Scarlet Devil(PC-9801風)】博麗霊夢vs十六夜咲夜
[Tōhō Kōmakyō ⁓ the Embodiment of Scarlet Devil (PC-9801 style)]
Reimu Hakurei vs Sakuya Izayoi
What if this game were made not just for modern Windows-based IBM-compatible PCs, but for a long-forgotten (well, not exactly long-forgotten to a sizeable gaming community) computing platform: the NEC PC-9801 family of computers?
This was a collaborative effort between me, two Deviants, and two Twitters (one of them a former Deviant here), plus a borrowed asset from a Pixiver:
Feinerine (for a recently-made “smug” emote variant of her 10-year-old render of Sakuya Izayoi [uploaded to her old DA account which I no longer want to mention here out of respect for her]; I recolored her eyes to better align her with EoSD)
ABoringGuy64 (for his Reimu field sprite)
07bird (Miyako) (for her Sakuya field sprite)
duoduo66 (who, in a fairly-efficient timeframe, supplied the stage 5 background [as part of a multi-asset commission dating back to June 2019]; he now does business on Twitter as tian nya )
The Reimu portrait you see here is a modified (recolored, edited by me) adaptation of this emote-set by 霊月 (Reigetsu, from Pixiv).
Although I would have loved to realize this as an actual screenshot from a modified Mystic Square game engine (using Tom’s Mystic Square Toolkit (MSTK)), I had no time to do it, so I assembled all assets above into a GIMP 2.10 mockup (still adhering to the strict PC-98 color and tile-count restrictions), thus qualifying this as a genuine, plausible, hardware-correct “fakeshot” unlike my prior screenshots which were actual screenshots from modded gameplay. This “screenshot” has been used on my own legit PC-9801 chiptune music cover of Sakuya’s boss theme Lunar Clock ~ Luna Dial.
EDIT (2019/10/17): I fixed some vertical lines showing up with the wrong shade of black, pointed out by Tom to whom I extend my thankees. He helped me bring this and a few other fakeshots to PC-9801 technical compliance.
EDIT 2 (2020/10/5): Fixed the color of the diagonally-hatched dialog-box background fields to the correct shade of graphics black, again bringing this and a few other fakeshots to PC-98 compliance.
On Pixiv: pixiv.net/i/76909313
東方紅魔郷 © 2002 ZUN/上海アリス幻樂団
Touhou Koumakyou © 2002 ZUN/Team Shanghai Alice
Related content
Comments: 14
WanderingStruggler [2020-07-21 21:46:23 +0000 UTC]
👍: 0 ⏩: 0
AkiraSatoko [2020-04-18 07:56:16 +0000 UTC]
👍: 0 ⏩: 0
ZenKage151 [2019-12-17 19:09:44 +0000 UTC]
👍: 0 ⏩: 1
SilSinn9821 In reply to ZenKage151 [2019-12-18 08:53:10 +0000 UTC]
It is a shooter game where the player must defeat the opponent while also dodging (or at least grazing) the opponent’s shots. The UI is busy and takes up that space because it is meant for an old Japanese PC platform where all text elements (even the gauges are made up of text elements) are restricted to an imaginary monospaced-font grid, hence why gauges & scoreboards cannot be moved up or down except in increments of 16 pixels (because that is the system font size). Thankees anyway for your analysis on this!
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ZenKage151 In reply to SilSinn9821 [2019-12-19 14:09:48 +0000 UTC]
👍: 0 ⏩: 0
DoubleDandE [2019-11-22 17:41:59 +0000 UTC]
Hello, good day, I'm from ProjectComment .
Having to recreate this screen shot with the use of Gimp means that you went in by hand to recreate the look and feel of a game. I’m gonna start off by saying I’m not familiar with this particular type of game, but I do like how everything looks. It’s almost as if it is from a screenshot rather than put together by hand in an art program. Everything about it looks well done, and the colors are visually popping and do not detract too much. The little characters are a bit hard to see though I might add, as they’re very small compared to the huge character portraits interacting with them. Another nit-pick is the dark blue text being used for that one character- the characters aren’t easily visible. Maybe use a different brighter color since we already know the text is coming from that person. It does no good if nobody can’t easily see it.
The numbers and score icons look great. The characters seem to be parallel with each other and have the old retro look of a video game. I do like how there are several bars there, and what appears to be the max health and attack I’m assuming. Or the enemies health- not sure on that. I like how you’ve kept the colors on the larger pixeled portraits to a bare minimum s you would in a game, and the windows being casted on the ground is a nice touch- especially since it looks great and visually appealing in this particular area.
Keep up the great work.
👍: 0 ⏩: 1
SilSinn9821 In reply to DoubleDandE [2019-11-23 06:45:41 +0000 UTC]
In the last actual DOS-era Touhou game (Mystic Square, released in Japan in 1998), blue text color was used to designate past dialogue lines while white color was used for current dialogue lines. That is how dialogue mechanics worked on Mystic Square, and those mechanics were what I repurposed for this reimagining of Embodiment of Scarlet Devil. Progressing on that dialogue, what you see as white text above (the lines being spoken by the boss Sakuya) would eventually change to blue color and the blue text below (spoken by the player Reimu) would be replaced by her next line(s) of dialogue (in white color). Maybe next time, rather than doing a single fakeshot, I should do many fakeshots illustrating the full dialogue in action and the text color mechanics in play, as can be seen on this 4-frame GIF animation of a hypothetical fangame’s boss encounter . As for alt color for past text, given this is supposed to simulate DOS rather than Windows, to keep old-hardware accuracy I could envision cyan color, since system-font text in DOS could only adopt one out of eight possible colors (black, blue, red, magenta, green, cyan, yellow, & white).
Thankee for your opinions on this!
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DoubleDandE In reply to SilSinn9821 [2019-11-30 06:10:55 +0000 UTC]
You're Welcome- that was something that I did not know about with the text dialogue.
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KoreOfEmAll [2019-09-28 00:43:49 +0000 UTC]
Ah yes. Reimu and Sakyua. Two of the few Touhou charaters I know.
The others would be Yukari, Ciro, and of course, Marisa.
Either way, You did a pretty nice job here m8. You went all out with the details. And in 8-bit too. Nice job.
Any chance you can do a version of this, but with Marisa and Asriel?
👍: 0 ⏩: 1
SilSinn9821 In reply to KoreOfEmAll [2019-09-29 06:52:20 +0000 UTC]
Who is Asriel? What I do, together with my teammates at Makai Dream Tour, is to recreate canon scenes from the Windows games, but in 16-bit (not 8-bit!) DOS style. (Yeah, it has the same max number of simultaneous colors allowed by the NES and other 8-bit devices, but it had larger resolution, even more resolution than SNES or any other 16-bit devices.)
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KoreOfEmAll In reply to SilSinn9821 [2019-09-29 14:28:01 +0000 UTC]
You've seriously never played undertale?
Oh. And here's the reason why I suggested one of Asriel and Marisa:
www.youtube.com/watch?v=F6KDmp…
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SilSinn9821 In reply to KoreOfEmAll [2019-09-29 16:48:53 +0000 UTC]
Ah, sorry about that. No, I have never played Undertale, and all I know from that game are Frisk, Chara, and Sans (but only because of meme videos). Still, I am not keen to doing crossover fakeshots, all I do are either canon-based fakeshots (like this one) or OC fakeshots (like the birthday gift I assembled for a member of Makai Dream Tour, where two different OCs were used); crossover fakeshots I better leave them to the meme artists who want to do them for fun.
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