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		<id>https://wiki.puella-magi.net/w/index.php?title=Community_talk:Grief_Syndrome&amp;diff=55576</id>
		<title>Community talk:Grief Syndrome</title>
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		<updated>2013-09-26T21:33:40Z</updated>

		<summary type="html">&lt;p&gt;65.93.47.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game just taught me something: I&#039;d be a terrible magical girl. That&#039;s good to know, at least now I know I shouldn&#039;t contract Kyubey if I ever get the chance to... --[[User:Homerun-chan|Homerun-chan]] 16:20, 15 August 2011 (UTC)&lt;br /&gt;
:Oh god, the endings for this game make me feel terribly empty inside. It&#039;s like how I felt after episode 6 and onwards. Mami, the only one surviving, eating cake alone. Kyouko by herself, chewing an apple. Dammit. At least I felt happy when I killed Charlotte with Mami. Sayaka in the show did much better than me on the hikki TV level. [[User:Holycrap|Holycrap]] 09:14, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone know what the requirement is for getting the 2nd last picture in the gallery?  [[Special:Contributions/220.255.1.48|220.255.1.48]] 02:49, 18 August 2011 (UTC)&lt;br /&gt;
:If only Madoka and Sayaka die. [[User:Lig0schndr|Lig0schndr]] 11:30, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Problem here==&lt;br /&gt;
I&#039;ve downloaded the files and everything. However, it is on a .rar file, and I really don&#039;t know how it operates. Suggestions?&lt;br /&gt;
:It&#039;s a compressed file, works just like a .zip. Open it with WinRAR or a similar program. --[[User:BrickBreak|BrickBreak]] 03:42, 21 August 2011 (UTC)&lt;br /&gt;
::I don&#039;t have WinRAR on my Windows 7. Do you know of an alternative instead? I am sorry if I am acting as a noob. :(&lt;br /&gt;
:::Get WinRAR or 7zip. You&#039;ll need it to unzip it. Nothing else but to get the program. [[Special:Contributions/128.54.205.243|128.54.205.243]] 16:36, 21 August 2011 (UTC)&lt;br /&gt;
::::Once I unzip, I will be able to play? Edit: I unzipped the files, but there seems to be something missing. It won&#039;t let me play, and I downloaded the appropriate .dll file. http://i51.tinypic.com/juwfvr.png&lt;br /&gt;
:Go to start and run &amp;quot;dxdiag&amp;quot;. Then go the &amp;quot;Display&amp;quot; tab. Below there should be three options. &amp;quot;DirectDraw,Direct3D and AGP Texture Acceleration. Make sure that they are all enabled. The message you received means that your &amp;quot;Direct3D&amp;quot; is either not available or disabled. Enable all of them and you should be able to play. :D --[[User:SailorRainbow001|SailorRainbow001]] 12:33, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stat box ==&lt;br /&gt;
&lt;br /&gt;
Can one of our wikicode magicians make a stat box for the mahou shoujo sections? - [[User:Prima|Prima]] 21:58, 15 August 2011 (UTC)&lt;br /&gt;
:Shamelessly copypasting the infobox for characters, I suggest you one of the two variants below. I personally perfer the first (vertical) one. --[[User:Homerun-chan|Homerun-chan]] 16:36, 16 August 2011 (UTC)&lt;br /&gt;
::I actually thinks the second version look better.  Also, it&#039;s shorter length means less blank toolbox only space on the thread.  Can we get another opinion on this one? - [[User:Prima|Prima]] 20:48, 16 August 2011 (UTC)&lt;br /&gt;
:::Actually, the only thing that bugs me with the horizontal version is that I don&#039;t know how to label the columns, especially the last one ... &amp;quot;Growth per level&amp;quot; is a bit too long, &amp;quot;Per level&amp;quot;, &amp;quot;growth per lvl&amp;quot; or &amp;quot;growth/level&amp;quot; don&#039;t look or sound to good... --[[User:Homerun-chan|Homerun-chan]] 21:31, 16 August 2011 (UTC)&lt;br /&gt;
::::I think per level looks fine, it&#039;s similar to how we do in [http://wiki.teamliquid.net/starcraft2/Marine another wiki] that I help out on. - [[User:Prima|Prima]] 06:46, 17 August 2011 (UTC)&lt;br /&gt;
:::::I added the info boxes. They look pretty awesome. Thanks for providing the template, Homerun-chan.[[User:Lig0schndr|Lig0schndr]] 23:45, 19 August 2011 (UTC)&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:left;clear:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Status base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Infobox/row&lt;br /&gt;
|label=Vitality&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=92&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Power&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=10&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Soul limit&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=28875&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=SL lost in revive&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=9.6%&lt;br /&gt;
}}&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Growth per level&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Infobox/row&lt;br /&gt;
|label=Vitality&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+4&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Power&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+1&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Soul limit&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+128&lt;br /&gt;
}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:left;clear:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Status base&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Per level&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;92&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;28875&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+128&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;9.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==help!==&lt;br /&gt;
&lt;br /&gt;
i tried to download it but i can&#039;t find where on the page the download thingy is, i clicked on everything and no dice [[User:Paige|Paige]] 15:01, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check the latest thread here http://wiki.puella-magi.net/Threads#Grief_Syndrome&lt;br /&gt;
:i can&#039;t make sense of that site either, no handy screen shots or can&#039;t you download it on the grief syndrome site?  am i the only person having problems with it? *sigh* [[User:Paige|Paige]] 20:27, 16 August 2011 (UTC)&lt;br /&gt;
::You can&#039;t figure out how to download it from here? http://archive.easymodo.net/a/thread/53407713   --[[User:Randomanon|randomanon]] 20:35, 16 August 2011 (UTC)&lt;br /&gt;
::&amp;gt;can&#039;t you download it on the grief syndrome site?&amp;lt;br&amp;gt;It&#039;s a game that got released (read &amp;quot;sold&amp;quot;) at Comiket, so it&#039;s not really meant to be distributed for free. You should be able to find it if you know where to look or how to use Google though (or easymodo for that matter). --[[User:Homerun-chan|Homerun-chan]] 20:41, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Umm,I wanted to download the file but,I can&#039;t find the download link, did someone tell me where is the download link? Please help me. --[[Mirai-mirai]] 18:39, 3 september 2011&lt;br /&gt;
:Use the megaupload link on this thread posted. http://archive.easymodo.net/a/thread/53382856 --[[User:Riga92|Riga92]] 18:45, 3 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are I really need gamepads for play this game? For single player too? Can I play this game with only keyboards? --[[Mirai-mirai]] 15.27, 4 September 2011&lt;br /&gt;
:No. Keyboards can be used to play this game. The controls shoulb be on the main page of this game here in the wiki. If the controls does not work,open Config and configure your controls . --[[User:SailorRainbow001|SailorRainbow001]] 12:37, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am really confused on how to change the BGM. I&#039;ve tried a whole bunch of times, but I can&#039;t figure it out. I noticed it is in the FAQ section. --[[User:Ploppypop|Ploppypop]] 8:19pm, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Moemura?!==&lt;br /&gt;
[[File:Moemura grief syndrome.jpg|right|300px]]&lt;br /&gt;
Anyone know how to get her? --[[User:Mutopis|Mutopis]] 04:52, 18 August 2011 (UTC)&lt;br /&gt;
:It&#039;s a drawing from 2ch, it&#039;s not real.  --[[User:Randomanon|randomanon]] 05:59, 18 August 2011 (UTC)&lt;br /&gt;
::Being a fan is suffering --[[User:Mutopis|Mutopis]] 06:39, 18 August 2011 (UTC)&lt;br /&gt;
:::Apparently, that&#039;s NOT a drawing. That image (and the relevant sprites) indeed can be found in the game&#039;s resources. Conditions of obtaining Moe-Homura are unknown yet, sorry. [[User:MrChow|MrChow]] 11:24, 25 August 2011 (UTC)&lt;br /&gt;
::::I&#039;m pretty sure from the context I saw it in that the image was in fact a fan altered one from a real image.  However, I didn&#039;t know that they pulled the Moemura image from the game files so that it could this screen could be real if conditions were met assuming the game allows it.  You&#039;d think if someone had figured it out by now there&#039;d be a vid or gameplay images with Moemura by now. --[[User:Randomanon|randomanon]] 13:46, 25 August 2011 (UTC)&lt;br /&gt;
:::::Likely it&#039;s a dropped character. It&#039;s commonplace for game developers to leave unused artifacts within the games. If there is a way to unlock it, though, it would be good. Let&#039;s not forget that they can also implement it in the future. --[[User:BrickBreak|BrickBreak]] 19:19, 25 August 2011 (UTC)&lt;br /&gt;
::::::Now that I gained access to the game ressources, I can confirm that:&lt;br /&gt;
::::::a-The &amp;quot;Moe&amp;quot;mura image is indeed part of the game files.&lt;br /&gt;
::::::b-There is no additional gameplay sprites for &amp;quot;Moe&amp;quot;mura.&lt;br /&gt;
::::::However the &amp;quot;Moe&amp;quot;mura image shown on this screenshot (M_homura_B.cv2) is referenced in 2 scripts: StagePause.act and StageSelect.act. So if it&#039;s not leftover artefacts (but imo BrickBreak is right on this) you can expect at best a menu image change, and perhaps some stats change too, nothing more.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 20:09, 7 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I heard that they released a patch to enable Moemura. But since I am outside Japan and unable to get access to their website, I cannot confirm that. Besides, QB may be controlled after the patch if there are fewer characters alive in multi-play mode. For example, if there are 3 players but only 2 available, the 3rd player can select one of other characters but will be replaced by QB in game. [[User:Yorkwoo|Yorkwoo]] 14:20, 9 September 2011 (UTC)&lt;br /&gt;
:You are indeed correct. I&#039;m trying out the patch now and to play as Moemura you press up while your cursor is on Homura&#039;s portrait. Pretty amusing. Press down on Moemura to switch back to Homura. Haven&#039;t checked out QB yet. Pretty cool update, though. Hopefully they&#039;ve fixed the bugs in the game, too. Thanks for the info! [[User:Lig0schndr|Lig0schndr]] 20:01, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Download the patch 1.10 from http://www.tasofro.net/arc/index.html#407 and update the game to get Moemura by pressing up on Homura in character selection.&lt;br /&gt;
&lt;br /&gt;
but how can I add the patch to the game? the readme is in japanese!&lt;br /&gt;
:  [http://www.tasofro.net/arc/griefsyndrome_update_110.exe Download the patch], open the installer, keep clicking next until it finish. - [[User:Prima|Prima]] 16:30, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All endings ==&lt;br /&gt;
&lt;br /&gt;
So as I see, someone aded thelast unknown trophy.&lt;br /&gt;
What are the endings known this far and how can they be obtained?&lt;br /&gt;
[[Special:Contributions/91.202.255.7|91.202.255.7]] 05:52, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I added an endings section to the main page that includes known endings and conditions. This doesn&#039;t seem to be all of them, though, since I believe I&#039;ve gotten all mentioned and haven&#039;t yet gotten the trophy. Anyone know of other endings? [[User:Lig0schndr|Lig0schndr]] 11:27, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
All the 1 person surviving and 4 people surviving endings have been confirmed except for only Madoka surviving, but I feel like odds are good that that will end up with the default Homura ending. If anyone else could check some of these out, too, that&#039;d be great.&lt;br /&gt;
[[User:Lig0schndr|Lig0schndr]] 15:48, 19 August 2011 (UTC)&lt;br /&gt;
:Only Madoka surviving is confirmed to give you the Homura waking up in bed ending. (Oktavia not killed, but I don&#039;t think that matters).[[User:KM|KM]] 23:57, 19 August 2011 (UTC)&lt;br /&gt;
::Thanks for checking that. I don&#039;t think it matters if Oktavia is killed or not, either, as long as you get Oktavia because Sayaka died.[[User:Lig0schndr|Lig0schndr]] 06:42, 20 August 2011 (UTC)&lt;br /&gt;
:::Okay, all ending possibilities have been checked. And after having checked them all I didn&#039;t get the third trophy, so that seems incorrect. [[User:Lig0schndr|Lig0schndr]] 17:53, 26 August 2011 (UTC)&lt;br /&gt;
:::: So you&#039;ve checked all 32 possibilities (I believe mutual kill on Walpurgisnacht is possible), and you don&#039;t have the third trophy? [[User:Magic9mushroom|Magic9mushroom]] 00:25, 1 September 2011 (UTC)&lt;br /&gt;
:::::Yeah, I checked every single possibility except only Madoka surviving ending, which KM checked. I still don&#039;t have the third trophy, sadly. I didn&#039;t check a mutual kill on Walpurgisnacht, but I don&#039;t think that would result in a different ending... I&#039;m starting to think that my original guess that the third trophy is &amp;quot;Beat the game without getting hit&amp;quot; might be correct after all. The ordering of the trophies have been such that a silver trophy will be awarded for a given condition and the trophy below will be a gold one with a condition similar but more difficult than the one preceding it. The second trophy is beat the game without any downs, so I think not getting hit is a logical possibility. Not getting hit even once is really difficult, though, due to the random nature that the enemies in the game attack. But if this is the correct condition, then maybe that explains why it hasn&#039;t been confirmed yet. [[User:Lig0schndr|Lig0schndr]] 17:32, 2 September 2011 (UTC)&lt;br /&gt;
::::::I&#039;ve took a peek at the game resources again and translated the third trophy for ya. It seems there&#039;s a bug in Tasofro&#039;s bytecode, so the flag for this trophy never sets. Instead of marking it as &amp;quot;???&amp;quot;, I suggest to write a notice &amp;quot;Unobtainable due to a bug&amp;quot;. --[[User:MrChow|MrChow]] 21:51, 6 September 2011 (UTC)&lt;br /&gt;
:::::::Well that... sucks... Thanks for the info, though. [[User:Lig0schndr|Lig0schndr]] 23:08, 7 September 2011 (UTC)&lt;br /&gt;
::::I think we do need to check &amp;quot;everyone dies&amp;quot;, since as THE hardest ending to obtain it would be the most likely to have a secret (as for how to do it, I&#039;d suggest kill everyone else, do WPGN with Madoka, get both of them to low health, do Madoka&#039;s ulti and then jump off the map). As far as not getting hit, the hardest bit would be Kirsten&#039;s stage. Everything else can be done without getting hit through overuse of time stop, but Kirsten&#039;s minions love to attack from offscreen. I&#039;d suggest grinding Homura to 99 on Gertrud&#039;s or Charlotte&#039;s stage (Gertrud&#039;s stage is more dangerous, but Charlotte herself is more dangerous with her sky attack) before taking on Kirsten to secure additional time stop uses. [[User:Magic9mushroom|Magic9mushroom]] 04:13, 6 September 2011 (UTC)&lt;br /&gt;
:::::I&#039;ve actually tried to die by falling off the screen after killing Walpurgisnacht before, just to see what would happen. You don&#039;t die, you just kind of chill out at the bottom of the screen waiting for Walpurgisnacht to die and then you fall and land on the ground like usual. I&#039;ve also checked if everyone dies and it results, predictably, in a game over. [[User:Lig0schndr|Lig0schndr]] 23:08, 7 September 2011 (UTC)&lt;br /&gt;
:::: That wasn&#039;t what I meant. I meant falling off the screen or otherwise dying before the last attack hits. So with Homura, for example, setting up a flare and getting shot before it fires. Madoka would be the easiest with her ulti&#039;s stupidly high damage. [[User:Magic9mushroom|Magic9mushroom]] 00:54, 8 September 2011 (UTC)&lt;br /&gt;
Hey so the version 1.10 patch came out today and it fixed the glitch with the third trophy not appearing. The 10 endings listed in the ending section are confirmed to be the only endings as I now have the trophy without having beaten the game again. [[User:Lig0schndr|Lig0schndr]] 00:06, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Laps not saved ==&lt;br /&gt;
&lt;br /&gt;
Well, I completed the first lap, and utterly failed on the second (was trying to go with Mami, let everyone else die, didn&#039;t farmed enough lv&#039;s to make up for her crappyness). Back to the main menu, still with the stats and the choice of which lap to with. I close the game, and open it again just to be sure. Everything&#039;s gone. Wasn&#039;t it supposed to save after a lap? --[[User:BrickBreak|BrickBreak]] 21:16, 19 August 2011 (UTC)&lt;br /&gt;
:Look for a save0.dat file in the griefsyndrome/save folder, and see if it has the right modified date and read/write permission.[[User:KM|KM]] 21:55, 19 August 2011 (UTC)&lt;br /&gt;
::The folder&#039;s empty. Damn... I&#039;m guessing either it auto-deleted upon closure, or it was never created :/ --[[User:BrickBreak|BrickBreak]] 23:13, 19 August 2011 (UTC)&lt;br /&gt;
:::Apparently, it can only save if it&#039;s on the default folder. I reinstalled there and it worked. --[[User:BrickBreak|BrickBreak]] 01:20, 20 August 2011 (UTC)&lt;br /&gt;
::Mine&#039;s in a non-default folder, and it&#039;s got up to 677 available. [[User:Magic9mushroom|Magic9mushroom]] 10:22, 20 August 2011 (UTC)&lt;br /&gt;
::::When it wasn&#039;t saving, was it outside the default because of being moved after installing, or was it installed in that same non-default folder?[[User:KM|KM]] 18:21, 20 August 2011 (UTC)&lt;br /&gt;
:::::Installed outside (in the Program Files folder). --[[User:BrickBreak|BrickBreak]] 20:48, 20 August 2011 (UTC)&lt;br /&gt;
I don&#039;t understand how you save. could you explain more, please?--Saya00&lt;br /&gt;
&lt;br /&gt;
== Not-Mentioned Bug ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve encountered a bug that was not mentioned in the FAQ, so I decided to post it here. The bug makes the fore- and background of the stages (so far only tested on Gertrud Stage) entirely white, the characters and enemies however are correctly displayed. It also causes the game to crash when moving to Gertruds boss room. Does anyone know how to fix this? My PC is on Japanese Locale and my Directx is enough up to date (Dx11). (Also This is my first time editing a wiki,I&#039;m sorry for any errors.) [[User:Anton|Anton]] 09:48, 20 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
       -I had the same problem, but i managed to solve it. You have to install the game on Japanese Locale AND install it on the default folder.&lt;br /&gt;
       If you install it anywhere else, it will fail.[[User:U.N.Owen|U.N.Owen]] 09:37, 7 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is also my first time editing a wiki, But, Im encountering the same problem, as I enter Gertruds room, The game crashes. I&#039;ve also tried this on my other computer and same results. I&#039;ve updated my directx and my computer&#039;s region settings and language settings have been set to Japanese, I&#039;ve installed the game on the Japanese Local in the default folder, After many tries using different methods, the game continues to crash. If there is a way of fixing this, please let me know. Thanks [[User:Landon1998|Landon1998]] 19:35, 20 June 2012 (UTC) &lt;br /&gt;
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I noticed another glitch, though this one isn&#039;t that big of a deal. If you&#039;re in a boss fight and you pause and return to the title screen, the boss&#039; HP meter stays on the screen. This persists until you restart the game or you get to another boss fight. [[User:Lig0schndr|Lig0schndr]] 11:18, 21 August 2011 (UTC)&lt;br /&gt;
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Another glitch I found is that if you change any settings using the config.exe, the Esc key, usually only mapped to the menu key, will also be mapped to the player 1 strong attack key. I don&#039;t know if this can be fixed, but you can change it back by deleting the config.dat file and copying an original keyconfig.dat file back into the folder. [[User:Lig0schndr|Lig0schndr]] 11:40, 21 August 2011 (UTC)&lt;br /&gt;
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== Highest solo clocking? ==&lt;br /&gt;
&lt;br /&gt;
I know that 677&#039;s been beaten with Homura/Madoka/Mami, but what&#039;s the highest known to have been beaten with just 1 player? [[User:Magic9mushroom|Magic9mushroom]] 10:22, 20 August 2011 (UTC)&lt;br /&gt;
:The highest I&#039;ve seen is a guy on nicovideo soloing lap 100 with Sayaka. http://www.nicovideo.jp/watch/sm15316097 Is there a video of the guys beating lap 677? [[User:Lig0schndr|Lig0schndr]] 08:16, 21 August 2011 (UTC)&lt;br /&gt;
::I&#039;ve seen vids of Gertrud and Charlotte beaten with Homura/Madoka/Mami on 677. That guy lucked out on Kirsten, though. [[User:Magic9mushroom|Magic9mushroom]] 10:05, 21 August 2011 (UTC)&lt;br /&gt;
:::I&#039;ve just beaten lap 458 330 with homura... and a truckload of cheating, does that count?-Gniarf&lt;br /&gt;
::::Woah my god high lap. How do you cheat at this game? [[User:Lig0schndr|Lig0schndr]] 15:20, 21 August 2011 (UTC)&lt;br /&gt;
:::::To reach this lap I edited my save0.dat (you just need a zlbib compressor/uncompressor+an hex editor). As for in-game cheating I used cheat engine to lock soul limit and power (set power to 500000, makes enemies die about as fast as in lap1). If you&#039;re a bit familiar with cheat engine, soul and power can be accessed via a level 4-5 pointer.(Note: set your level to 99 before changing the power or it will be reset upon level up).&lt;br /&gt;
::::::There is no point in locking your health because even if you set it to its maximum (32 000 and a few) you still get one-shot- Gniarf [[Special:Contributions/77.200.213.106|77.200.213.106]] 21:58, 21 August 2011 (UTC)&lt;br /&gt;
::::::Hahah, that sounds awesome. Must be fun to spam specials all day. Mami&#039;s Tiro Finale could last minutes, hahahah. [[User:Lig0schndr|Lig0schndr]] 22:44, 21 August 2011 (UTC)&lt;br /&gt;
:::Just solo&#039;d 120, and ran into a bug where it freezes with a black screen before the ending plays. At least it saved the data. [[User:KM|KM]] 23:22, 21 August 2011 (UTC)&lt;br /&gt;
::::I just solo&#039;d 100 and ran into the same bug. This didn&#039;t happen when I solo&#039;d lap 80, though...[[User:Lig0schndr|Lig0schndr]] 00:27, 28 August 2011 (UTC)&lt;br /&gt;
::Cheating does not count. &amp;gt;:( [[User:Magic9mushroom|Magic9mushroom]] 04:53, 22 August 2011 (UTC)&lt;br /&gt;
: Lap 200 with Madoka was actually pretty easy. (I&#039;d die if I had to do the same thing with Mami) [[User:Markus Ramikin|Markus Ramikin]] 12:33, 29 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== highest lap for grief syndrome is 1316093285, and its bugged ==&lt;br /&gt;
&lt;br /&gt;
at lap 1316093285, normal monsters die in 1 hit, and they do 0 damage to you, most of the time.... and once in a while they 1 shot you...  the problem with this lap... the final lap is, that the harder monsters &amp;quot;bigger&amp;quot; or &amp;quot;mini bosses&amp;quot; not counting gertrud and other real &amp;quot;bosses&amp;quot; are unkillable. in cheat engine i have set my damage to as high as possible, but it ends up overflowing does zero damage, that is why monster does 0 damage to you, and you one hit them, since they have 0 health. but these minibosses seem to have unlimited health, so the only way to kill them, is to shoot them out of the map, there are 2 ways to do this, one is with mami, using the trio finale, with your hp locked, u can hold trio finale for as long as you want, and slowly the monster will rise with you out of the map, and the monster is &amp;quot;killed&amp;quot;. this method works in the first 3 chapters, but stops working at the 4th, because these monsters wont bounce upwards, thus i cannot bounce them out of the map... so I am assuming the 2nd way would be the only way to beat it. with homura, machine gun pushes monster side way out of the map, but i am not able to lock the machine gun ammo to more then 18, so i cant seem to push the mini boss out in the 4th chapter, anyone have any idea to lock the ammo for homura? so she can keep firing ?&lt;br /&gt;
:To reach that lap, one must beat lap 36278. Since I do not believe this is, in fact, possible without cheating (quite apart from getting hit or anything, your soul limit will tick out), I do not believe this to be a true bug (since it is not obtainable within the game&#039;s normal operation). [[User:Magic9mushroom|Magic9mushroom]] 01:23, 2 September 2011 (UTC)&lt;br /&gt;
::If you want to increase homura&#039;s HMG clip size, open gs00.dat with an hex editor, and write ((new_clip_size+1)*5) XOR 0x73737373 at 1A16B083 (the clip size spans over 4 bytes). Alternatively if you REALLY want an unlimited clip size, I remember getting this effect by damaging the loop condition at the end of this firing script (didn&#039;t note the exact offset). If you want to look at it, the decryption key is 0x73 for gs00.dat, bytes 1A165AA7-1A1703FB, and the homura HMG firing script spans between 1A16AAFC and 1A16B12B.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 22:34, 2 September 2011 (UTC)&lt;br /&gt;
:::As far as I can tell, you can get an infinite clip size by overwriting the string of four bytes in gs00.dat that read &amp;quot;73297373&amp;quot; at around 1A16B083 with &amp;quot;7373732D&amp;quot;. I don&#039;t really know what&#039;s going on, though, since I didn&#039;t intend for that change to have exactly that effect. -[[User:ZetaAspect|ZetaAspect]] 11:07, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Which program? ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
Sorry for kind of stupid question, but where can I find cv2 converter, because I want convert sprites? I tried google this, but there is only one and it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
Thanks for any answer. -[[Special:Contributions/87.101.35.180|87.101.35.180]] 19:11, 4 September 2011 (UTC)&lt;br /&gt;
:Did you find a .dat extractor (if so: where?) or did you manually extract the files (if not: I&#039;m wasting my time writing a packer/unpacker)?-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 15:43, 6 September 2011 (UTC)&lt;br /&gt;
::You can found script for extracting game in Xentax Forum (Doujin Game (.DAT) Extraction (audio)). Though you must register to download this script.&lt;br /&gt;
:::Ok that&#039;s the quickbms script, doesn&#039;t handle repacking and uses a &#039;&#039;dodgy&#039;&#039; way of finding the data decryption key. I guess writing a proper (un)packer is still worth something.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 19:47, 6 September 2011 (UTC)&lt;br /&gt;
::::OK, maybe I rushed a bit, but here it is! Behold the [http://www.megaupload.com/?d=3C5R0E7Z Griefsyndrome RessOurces Packer and Extractor] (aka GropeSyndrome ;) ). Simply put: it allows you to extract the content of the .dat files, and pack it back. Of course if you want to mod a few things in the meantime it&#039;s at your own discretion...&lt;br /&gt;
::::For those interested in viewing the content of .cv2 files, you can open them in gimp2 by clicking on the &amp;quot;+Select File Type&amp;quot; in the open dialog, and specifying &amp;quot;Raw image data&amp;quot;. On the next dialog box, set Image type=&amp;quot;RGB Alpha&amp;quot;, offset=17, and you will have to manually find width and height (they are at offset 1 and 5 of the file for those familiar with hex editors).&lt;br /&gt;
::::Tip: for data\system\StageSelect\M_homura_B.cv2 width is 128 and height is 384.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 19:57, 7 September 2011 (UTC)&lt;br /&gt;
:::::Great program for unpacking, but repacking doesn&#039;t seem to work, even without modding the contents at all. -[[User:ZetaAspect|ZetaAspect]] 23:38, 23 September 2011 (UTC)&lt;br /&gt;
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Gniarf [[Special:Contributions/84.103.207.239|84.103.207.239]] 19:40, 24 September 2011 (UTC):&lt;br /&gt;
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Huh?! ZetaAspect, what did you do exactly? How did you name your output archive ? In 1.1 The game looks for gs00.dat,gs01.dat,gs02.dat, gs03.dat AND NOTHING ELSE.&lt;br /&gt;
Otherwise, the following procedure worked on my end:&lt;br /&gt;
:1-extract gs00.dat to (for example) c:\ykhsdg&lt;br /&gt;
:2-extract gs01.dat to c:\ykhsdg&lt;br /&gt;
:3-extract gs02.dat to c:\ykhsdg&lt;br /&gt;
:4-cut&amp;amp;paste gs00-2.dat somewhere else&lt;br /&gt;
:5-Pack c:\ykhsdg (not c:\ykhsdg\data) into gs00.dat&lt;br /&gt;
:6-Ran the game; everything seemed to behave normally despite everything was fitted into one single archive.&lt;br /&gt;
&lt;br /&gt;
(tabs were starting to get on my nerves)&lt;br /&gt;
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[[User:ZetaAspect|ZetaAspect]] 11:43, 21 October 2011 (UTC)&lt;br /&gt;
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Ah. The problem was that I had assumed that each .dat file was to be repacked individually, not as a batch into a single file. It seems to work fine, taking that into account.&lt;br /&gt;
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Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 15:03, 21 October 2011 (UTC):&lt;br /&gt;
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Nope, you don&#039;t need to put everything into the same archive. I just swapped the content of gs00.dat &amp;amp; gs01.dat throught extraction &amp;amp; repacking and the game still works, even though I use 2 separate archives.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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Anyone happen to have sprite sheets/rips for the characters?  I&#039;ve been thinking of working on a mod for another game but I can&#039;t find any sprite rips other than a couple idle and run gif animations.--[[User:Yden|Yden]] 15:18, 22 October 2011 (UTC)&lt;br /&gt;
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Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 15:25, 22 October 2011 (UTC): Have you looked at the .cv2 files? If not do so using the method described above.&lt;br /&gt;
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I&#039;ve tried the method with gimp but the problem is the images come with distorted colors like QB having shades of blue instead of pink.--[[User:Yden|Yden]] 17:58, 22 October 2011 (UTC)&lt;br /&gt;
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Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 04:33, 24 October 2011 (UTC): I&#039;m afraid I think you&#039;ll have to go through this if you want your sprite rips. You said QB has blue shades instead of pink(red) ones, maybe swapping the red and blue layers will do (I&#039;m gimp&amp;amp;photoshop challenged, so I don&#039;t know how it&#039;s done).&lt;br /&gt;
Aside that I&#039;ve seen some palette0-5.pal files in data\actor\homura whose size seem to be 17+256*4*256. Playing with those+Indexed mode hasn&#039;t yielded any interesting result yet.&lt;br /&gt;
&lt;br /&gt;
If someone wants a big WTF:&lt;br /&gt;
-Open homura_minimi00.cv2, offset 17 width 108, height 106, mode Indexed.&lt;br /&gt;
-Switch to offset 17 width 128, height 388, mode RGBAlpha. &amp;lt;-Haven&#039;t come up with a decent explanation yet.&lt;br /&gt;
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[[Special:Contributions/110.139.55.196|110.139.55.196]] 00:36, 20 March 2012 (UTC) Hello, I want to ask you guys a favor...&lt;br /&gt;
Do anyone still have the .dat extractor for GS aka GropeSyndrome that Gniarf put here in the past?&lt;br /&gt;
I just want the BGMs of Grief Syndrome, but MU have closed down, so I can&#039;t download it...&lt;br /&gt;
Can anyone re-up the extractor, or the BGMs itself? Thenk you very much :)&lt;br /&gt;
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GropeSyndrome is now included in the mod toolkit, which you can find in the &amp;quot;mod toolkit&amp;quot; section below. (Someone already asked for a repost, and because I was lazy back then I posted everything mod-related in a single archive).&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:29, 20 March 2012 (UTC)&lt;br /&gt;
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Ooooooh Thanks a lot Gniarf Q__,Q&lt;br /&gt;
[[Special:Contributions/110.139.55.196|110.139.55.196]] 15:44, 20 March 2012 (UTC)&lt;br /&gt;
--------------------------------&lt;br /&gt;
When I repack all of the data the pause menu doesn&#039;t work (it causes the game to freeze. What do I edit to raise the exp rate?[[User:Hinacle|Hinacle]] 02:08, 19 May 2012 (UTC)&lt;br /&gt;
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1-If the pause menu freezes your game after repacking you probably messed up when editing. I just checked on my mod and the pause menu doesn&#039;t cause the game to freeze.&lt;br /&gt;
&lt;br /&gt;
2-To change the amount of xp required to level up, edit data/script/class.cv4, class Playerdata. There should be a line expMax = 100; which means that you need 100 xp to gain one level.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 17:46, 23 May 2012 (UTC)&lt;br /&gt;
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Whenever I repack all of my data, the game doesn&#039;t work at all. It doesn&#039;t state and error or anything, it&#039;s just a black screen. There isn&#039;t any noise and I have even waited for it to load but there&#039;s nothing&lt;br /&gt;
All I did was edit a sprite&#039;s image files like .cv2 and the palettes&lt;br /&gt;
I don&#039;t know what the problem is...I even restored it back to normal and tried again but it&#039;s still a black screen --LeiLei--&lt;br /&gt;
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Most likely you didn&#039;t submit the right directory when repacking. If you extracted in c:\my_mod, you should input c:\my_mod when repacking, not c:\my_mod\data.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 04:43, 12 June 2012 (UTC)&lt;br /&gt;
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== Blank when play ==&lt;br /&gt;
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Well,i&#039;ve downloaded the game. I installed all setup,regional language setting, and i&#039;m unzip the game. To be honnest,the game runing.JUST ONLY in main menu and character select. When i&#039;m play the game, the game whas blank, no drawing&#039;s, black, but i still can see hit&#039;s and scores, how can i fix this? --[[Nyan00]]--09:43,6 September 2011&lt;br /&gt;
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Same like me, i can&#039;t play it if it&#039;s Blank,i don&#039;t know how to fix it too, anyone knows? i tried all i can but, it still can&#039;t run and always blank. --[[Mirai-mirai]]-- 16:26, 16 September 2011&lt;br /&gt;
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Your AGP Texture Acceleration is probably disabled. Run dxdiag and enable it.&lt;br /&gt;
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Where can i find dxdiag? i search it all time&#039;s and i can&#039;t find it well, i&#039;ll check it again thank you. Mirai-mirai you can&#039;t fix it too? I think everyone can play grief syndrome, except me.  --[[Nyan00]]-- 14:03, 17 September 2011&lt;br /&gt;
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errr.. Go to Task Manager, click new task and type in dxdiag. Click enter.&lt;br /&gt;
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Still blank,though.--[[Nyan00]]-- 21:50, 17 Semptember 2011&lt;br /&gt;
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err, i still can&#039;t find it, where can i find tax manager .sorry, i&#039;m a bit IDIOT for computer system. :( [[Mirai-mirai]] 10:25, 18 September 2011.&lt;br /&gt;
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To open task manager, hold ctrl+alt then click delete. errr. are all three in your Display tab enabled? or is one missing?&lt;br /&gt;
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Well, mine aren&#039;t blank now i can play ot now [[Nyan00]] 17:45, 19 September 2011&lt;br /&gt;
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I have the same problem, but the screen is still black, [[Nyan00]] how did you fix yours? [[Azu-nyan24]] 16:25 13 May 2013&lt;br /&gt;
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==Stat increases stated in this page are misleading==&lt;br /&gt;
&lt;br /&gt;
While vitality increases at the stated rate for the first few levels (6 for Sayaka, 5 for Mami/Kyouko, 4 for Madoka/Homura), it slows down significantly thereafter - at level 30 or so Homura only gains 1-2 points of vitality per level. The &amp;quot;Per level&amp;quot; entry in the boxes hence can be highly misleading. We should either change it to reflect the average over the 98 level-ups or scrap it and put a table in. Not sure, but I think Soul Limit might be nonlinear as well (I&#039;m 100% sure power doesn&#039;t slow down or speed up, though). [[User:Magic9mushroom|Magic9mushroom]] 02:31, 14 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Testing with Homura on lap 677 (I appear to get the same results on lap 26), her vitality increased by 4 each level up to 6 (so she had 108 there) then increased by 3 each level up to 13 (so she had 129 there) then increased by 2 each level up to 19 (so she had 141 there) and increased by 1 each level thereafter (tested up to 28, at which she had 150 vitality). Her soul limit was, however, in perfect agreement with the linear fit given on the page.&lt;br /&gt;
&lt;br /&gt;
Madoka appears to follow the same pattern, but with 4 more HP at all times, of course. [[User:Magic9mushroom|Magic9mushroom]] 08:44, 14 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Tested Sayaka. The breakpoints are 6, 13, 19, 26, and 33 (ie, she gains 6 hp until 6 (168), then 5 hp till 13 (203), then 4 till 19 (227), then 3 till 26 (248), then 2 till 33 (262) then 1). I can see a pattern here, though I haven&#039;t confirmed it on Mami or Kyouko. If it holds, the following max vitalities at level 99 should be correct - can I get confirmation?&lt;br /&gt;
&lt;br /&gt;
Homura: 221&lt;br /&gt;
Kyouko: 253&lt;br /&gt;
Madoka: 225&lt;br /&gt;
Mami: 268&lt;br /&gt;
Sayaka: 328&lt;br /&gt;
[[User:Magic9mushroom|Magic9mushroom]] 05:20, 18 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Soul Limit lost in revive is not a flat percentage==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soul Limit lost in revive&amp;quot; stat seems to be dependent on Vitality, not maximum Soul Limit.  Testing Madoka, Kyouko, and Homura at various levels suggests that the amount is approximately equal to 30*Vitality.  Sayaka probably has a different constant; I&#039;d guess 9*Vitality, but I have no solid data on her yet.  Will update soon with more info. -[[User:ZetaAspect|ZetaAspect]] 01:57, 25 October 2011 (UTC)&lt;br /&gt;
:Did more testing:&lt;br /&gt;
::Madoka, Homura, Mami, and Kyouko have revival costs approximately equal to 30*Vitality.  They heal at the cost of 20 Soul Limit points per Vitality point healed. Recovering from a fall off the screen seems to cost approximately 15*Vitality, but this was only tested with Homura and only once.&lt;br /&gt;
::Sayaka has a revival cost approximately equal to 9*Vitality.  She heals at the cost of 6 Soul Limit points per Vitality point healed.  I have not yet confirmed her fall-recovery cost, but it is likely to be approximately 4.5*Vitality. -[[User:ZetaAspect|ZetaAspect]] 07:32, 25 October 2011 (UTC)&lt;br /&gt;
::: Thanks, I knew something was off. I just confirmed the 30ish*Vit for Madoka with my own testing. Re-tested SL % costs for level 1 revives, which were partly wrong, and which I&#039;ll edit it now because the current table misled the hell out of me. Also extrapolated for level 99 (will test precisely when I make level 99 on all girls, which might take a while). Also editing in correct hitpoints from the discussion above. --[[User:Markus Ramikin|Markus Ramikin]] 11:13, 26 October 2012 (UTC) EDIT: I did the testing, and apparently my numbers were all correct. :) It really is obscene how Mami loses 8k on her soul gem per revive; at high laps, higher vitality is a curse, not a blessing. --[[User:Markus Ramikin|Markus Ramikin]] 14:04, 27 October 2012 (UTC)&lt;br /&gt;
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== -----How to upgrade?-------- ==&lt;br /&gt;
&lt;br /&gt;
Well,i&#039;ve downloaded grief syndrome.After that,i wanted to upgrade from 1.00 ver to 1.10 ver. i&#039;ve dowloaded 1.10 upgrade.But, i don&#039;t know how to upgraded it, someone knows it? thank you, everyone :) --[[Box usagi]]--&lt;br /&gt;
:I had no problem, all I did was just click and that&#039;s it. --[[User:Mutopis|Mutopis]] 07:10, 17 September 2011 (UTC)&lt;br /&gt;
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I&#039;m having the same problems, could someone please put up a step by step on how to install the update?&lt;br /&gt;
I&#039;m running windows 7, 64bit and the game works fine but each time I try to install the patch, even with AppLocale it doesn&#039;t work.&lt;br /&gt;
Please help! I need moemura! [[User:Skwiddz|Skwiddz]] 09:25, 19 September 2011 (UTC)Skwiddz&lt;br /&gt;
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Mine,works no problem, so i don&#039;t have clue sorry --[[User:Nyan00|Nyan00]] 17:49, 19 September 2011&lt;br /&gt;
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I fixed the problem, although I had to uninstall/delete everything and re-install without touching any of the directories and then install the patch and it seemed to work fine. Hopefully that works for you Usagi. Thanks for the help though guys! [[User:Skwiddz|Skwiddz]] 11:31, 19 September 2011 (UTC)Skwiddz&lt;br /&gt;
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Well, [[User:Nyan00|Nyan00]] fixed that for me. thank you!  Your&#039;e my best friend! Nyan00!. [[Box usagi]] 20:29, 20 September 2011&lt;br /&gt;
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Okay, if you have not fixed it yet, then this MIGHT help.&lt;br /&gt;
1)Download he patch.&lt;br /&gt;
2)Open it.&lt;br /&gt;
3)Locate it to the folder of the game.If it&#039;s not in the destination you see in the box.&lt;br /&gt;
4)Then when yo click the folder and click the OK button,on the textbox,remove the extra folder they might have at the last part?&lt;br /&gt;
5)ex. its like griefsyndrome/?????&lt;br /&gt;
6)Delete the /?????&lt;br /&gt;
7)Then click OK.&lt;br /&gt;
8)When you open the game folder,the files gs03.dat and something else must be on the game folder itself and not in a different folder inside the game folder.&lt;br /&gt;
9)Make sure that it is actually there because even if you transfer the gs03.dat to the game folder,the patch was not actually successful so it has to be directly on the game folder. &lt;br /&gt;
10) Test it and hopefully it works! :D&lt;br /&gt;
&lt;br /&gt;
Sorry for writing so much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&lt;br /&gt;
Alright,, I somehow trolled this part of the section. This is my problem--and i cant upgrade it T^T &lt;br /&gt;
http://www.youtube.com/watch?v=xVkjJXvlKNM&amp;amp;feature=youtu.be&lt;br /&gt;
&lt;br /&gt;
huu pleeeeease fix this prob. for me..like probably make a vid response and put a step by step vid tutorial DX i don&#039;t know what to do DX ([[Special:Contributions/75.83.238.123|75.83.238.123]] 08:29, 15 December 2011 (UTC)) emiharuka&lt;br /&gt;
&lt;br /&gt;
==Grief Syndrome Online==&lt;br /&gt;
[[File:Gsonline-readme-jp.PNG|thumb|200px|The readmes, which need to be translated.]]&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Known issues so far:&lt;br /&gt;
====&amp;quot;ベ-スアドレスの取得に失敗しました&amp;quot; error message====&lt;br /&gt;
&lt;br /&gt;
Uninstall Spyware Doctor (or if having it is a matter of life&amp;amp;death, just disable it). If you do not have Spyware Doctor or if the issue persists, uninstall/disable all your anti-viruses/malwares/spywares/rootkits/...&lt;br /&gt;
&lt;br /&gt;
====Black screen====&lt;br /&gt;
Make sure you use the save file provided with GSOnline, both on the client and the host. Black screens can happen when players&#039; save files aren&#039;t identical. Make sure all players are in windowed mode, or all are in fullscreen mode. Black screens can happen when one is in windowed and another is in fullscreen.&lt;br /&gt;
&lt;br /&gt;
====All players [1P]====&lt;br /&gt;
Symptoms: When the client(s) join(s) the host, GSOnline shows in the title bar that the all are player 1 (&amp;quot;[1P]&amp;quot;) and when starting a game, you get stuck with a black screen before the green &amp;quot;twilight frontier&amp;quot; logo.&lt;br /&gt;
&lt;br /&gt;
Cause: your ping is higher that 100ms. &lt;br /&gt;
&lt;br /&gt;
Solution: You can try [http://www.mediafire.com/?ij2h176ivk02a42 this exe], but the best solution would be to reduce your ping as the game will barely be playable anyway.&lt;br /&gt;
&lt;br /&gt;
====Help request form====&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.62|86.75.253.62]] 01:13, 10 October 2011 (UTC): If you got a problem trying to play GriefSyndrome online, AND the sections above didn&#039;t fix it, answer those:&lt;br /&gt;
&lt;br /&gt;
0-What is your problem?&lt;br /&gt;
&lt;br /&gt;
1-What version, of GSOnline are you using ? If you don&#039;t know, use the one posted on the other side of this page and retry.&lt;br /&gt;
&lt;br /&gt;
2-Are all the players using the same version of GSOnline?&lt;br /&gt;
&lt;br /&gt;
3-Are you positively definitely really totally sure you&#039;re not running a dirty mix of several different GSOnline versions ? (&amp;lt;-sounds stupid but actually happened) &lt;br /&gt;
&lt;br /&gt;
4-What version of GriefSyndrome are you using ? If it&#039;s 1.0, patch to 1.10.&lt;br /&gt;
&lt;br /&gt;
5-Are all the players using the same version of GriefSyndrome?&lt;br /&gt;
&lt;br /&gt;
6-In OFFLINE mode, does the game work for every player?&lt;br /&gt;
&lt;br /&gt;
7-Are you all using the same savefile?&lt;br /&gt;
&lt;br /&gt;
8-Do you get an error message? If so post the EXACT message (in japanese) and the title of the dialog box.&lt;br /&gt;
&lt;br /&gt;
9-If it crashes, do you get the &amp;quot;Send error report to Microsoft&amp;quot; message?&lt;br /&gt;
&lt;br /&gt;
10-What version of windows are you using (ex: xp/vista/seven/don&#039;t know)? Is it a 32 or 64 bit version?&lt;br /&gt;
&lt;br /&gt;
11-Which of these terms do you understand: firewall,CRC,NAT,do-while loop,&amp;quot;SAR EAX,1&amp;quot; ? (Used to evaluate your computer skills and talk properly with you)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you answered &amp;quot;Yes&amp;quot; to question #9, send me your error report (link to mediafire plz). Normally windows error reports are stored in C:\Users\[user name]\AppData\Local\Microsoft\Windows\WER\[ReportQueue or ReportArchive]\AppCrash_[application name+some numbers] . There should be 5 files in there but I don&#039;t need (for now) the one that&#039;s about 140Mb. If there is only one file (Report.wer):&lt;br /&gt;
&lt;br /&gt;
1-Paste this in an empty text file:&lt;br /&gt;
 Windows Registry Editor Version 5.00&lt;br /&gt;
 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps]&lt;br /&gt;
 &amp;quot;DumpType&amp;quot;=dword:00000002&lt;br /&gt;
&lt;br /&gt;
2-Rename that text file &amp;quot;Enable Crash Dumps.reg&amp;quot; and double click on it.&lt;br /&gt;
&lt;br /&gt;
3-Make the game or gsonline crash again (first fix).&lt;br /&gt;
&lt;br /&gt;
4-Open &amp;quot;My computer&amp;quot; and enter the following in the address field: &amp;quot;%LOCALAPPDATA%\CrashDumps&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5-Send me the .dmp file you find there along with report.wer. If it&#039;s too big replace &amp;quot;&amp;quot;DumpType&amp;quot;=dword:00000002&amp;quot; by &amp;quot;&amp;quot;DumpType&amp;quot;=dword:00000001&amp;quot; and restart at step 6.2.&lt;br /&gt;
&lt;br /&gt;
6-Modify &amp;quot;Enable Crash Dumps.reg&amp;quot; by changing &amp;quot;dword:00000002&amp;quot; into &amp;quot;dword:00000000&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
7-Double click again on &amp;quot;Enable Crash Dumps.reg&amp;quot; (which just disabled crash dumps).&lt;br /&gt;
&lt;br /&gt;
8-If something fails in the steps above, at least look at the error report and post the &amp;quot;application name&amp;quot;, &amp;quot;Exception Offset&amp;quot;, and &amp;quot;Exception Code&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 23:40, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Testing===&lt;br /&gt;
&lt;br /&gt;
[http://archive.easymodo.net/jp/thread/7933064 This thread] dealt with errors involving people getting stuck in single player games or a black screen and then title screen with no controls. Eventually fixed by the clients disabling compatibility mode (although it still worked if only the host was in compatibility mode) and installing files in the right places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Error messages===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gserror-yesno.PNG | No answer from the other player(s), continue waiting/transmitting? Yes/No&lt;br /&gt;
File:Gserror-recvfromsendto.PNG | An error occured during data transmission&lt;br /&gt;
File:Gserror-nohostresponse.jpg | There was no response from the host.&lt;br /&gt;
File:GSO_error_in_human.png | The other player quit, disconnected, or crashed.&lt;br /&gt;
File:Gserror-1.png | Failed to run Grief Syndrome. (GSOnline in this picture is 2011/9/24 or 2011/9/26 version.)&lt;br /&gt;
File:Gserror-2.PNG | Rejected. (Reason: The game has already started.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Hint===&lt;br /&gt;
I think we should add a list of Hamachi Networks here (in this talk) or in the page itself :/&lt;br /&gt;
---Life- 22:53, 11 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.62|86.75.253.62]] 02:28, 12 October 2011 (UTC): According to my conception of wikis, discussion pages should only be used to discuss what we are going to write on the main page. As such IMHO we should:&lt;br /&gt;
&lt;br /&gt;
-Add a troubleshooting sub-section under GSOnline to Main Page. Dunno if we need translated error messages as if you have you windows locale set to japanese, you probably have an electronic/biologic jap dictionnary and it is faster to look at the dictionnary rather than find the wiki page.&lt;br /&gt;
&lt;br /&gt;
-Cleanup tyhe GSOnline discussion - drastically.&lt;br /&gt;
&lt;br /&gt;
-As for hamachi networks, if you add them mention something like &amp;quot;As of 2011/10 active GSOnline networks are...&amp;quot; because they probably won&#039;t be working anymore in 3 years when a kiddy necroes an old griefsyndrome version off the darkest places of the net.&lt;br /&gt;
&#039;&#039;&#039;Done.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Perhaps add a short modding section?&lt;br /&gt;
&lt;br /&gt;
As for me, I think I&#039;m gonna leave this wiki. The 2011/10/08_&amp;amp;_10 GSonline versions seem to work fine, and I haven&#039;t got any reply from BrickBreak and Jonathan355, so I assume my services aren&#039;t needed anymore.&lt;br /&gt;
&lt;br /&gt;
-Life- 22:08, 12 October 2011 (UTC) Okay, farewell then.&lt;br /&gt;
&lt;br /&gt;
===Disconnected?!===&lt;br /&gt;
&lt;br /&gt;
I have the fourth window when I play online. :S Help me, please! I want to play with my friends. (17:55, 20 December 2011)&lt;br /&gt;
&lt;br /&gt;
== Help! it&#039;s not work! :( ==&lt;br /&gt;
&lt;br /&gt;
Hi,I need help.&lt;br /&gt;
I installed grief syndrome(without problem).But when i want to play (c:-game-tasofro-griefsyndrome-griefsynrome.exe (it has grief seed icon)) it says - In griefsyndrome.exe encountered a problem and needs to close. We apologize for the inconvenience.Can anybody help me how i can play this awesome game? please.&lt;br /&gt;
&#039;&#039;&#039;Banane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Just change your region and languange to Japanese in Control Panel.[[Special:Contributions/27.108.112.219|27.108.112.219]] 05:42, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
Is the attack sprites in the cv2s just the weapon itself or is it the actor doing it themselves, cause I want to try to get a Homura Moemura using her shotgun gif. Any suggestions? [[Special:Contributions/75.50.86.65|75.50.86.65]] 02:57, 23 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Extreme Stage 3 Lag ==&lt;br /&gt;
&lt;br /&gt;
Is anyone getting an unbelievable amount of lag on stage 3?&lt;br /&gt;
Specifically, the room right before the boss.&lt;br /&gt;
It&#039;s actually making the game unplayable. [[Special:Contributions/74.14.48.22|74.14.48.22]] 20:58, 25 October 2011 (UTC)&lt;br /&gt;
:I haven&#039;t seen it happen, but it&#039;s probably caused by the way the TV sets show recursive images of the screen. Are your video card drivers and directx up to date? [[User:KM|KM]] 00:13, 26 October 2011 (UTC)&lt;br /&gt;
::Everything&#039;s up to date. So I decided to fiddle around with the Priority. It had various effects. Setting the game to Realtime either...&lt;br /&gt;
::1) Erased all traces of lag, and made the game run at a great speed. There are some sound oddities, like a bit of Buzzing when you enter an area or when there are multiple sound effects.&lt;br /&gt;
::2) The screen goes black. You have to shut it down.&lt;br /&gt;
::Realtime is the only setting that had an effect. Setting it on anything below had a very minute effect.&lt;br /&gt;
::Note that no matter what Priority you set it on other than normal, if your game is still on that Priority when you close it, it will freeze your computer. Your computer will then buzz loudly and you will be forced to turn it off manually. [[Special:Contributions/74.14.50.97|74.14.50.97]] 19:31, 29 October 2011 (UTC)&lt;br /&gt;
:First of all, I had that problem too. The lag was as long as 30 seconds. However, I was trying to run it through VMware Fusion (virtual machine) on a 4-year-old MacBook Pro with half the minimum required video RAM. It worked fine when I used BootCamp to run Windows XP instead. Some initial questions: How much video RAM do you have? The game is meant to be played on systems with 256MB or more. How much normal RAM do you have? How big is your pagefile? Are you running any other programs simultaneously with GriefSyndrome? Have you tried lowering your other graphics settings? Messing with your graphics acceleration settings? If all else fails, you could try to overclock your graphics card, but that&#039;s a very big issue. Another option is to see if someone can modify the game to stop the TVs from displaying recursive images.  I&#039;m looking at you, Gniarf! :) -[[User:ZetaAspect|ZetaAspect]] 14:42, 31 October 2011 (UTC)&lt;br /&gt;
::0-*Rolls up ninja wallpaper* Teme, doko miteru no?&lt;br /&gt;
::1-Me I&#039;m looking at [http://forums.steampowered.com/forums/showthread.php?s=54651041accb2fc623481a81050b1e6c&amp;amp;t=2119238&amp;amp;page=9 this thread]. They are making a squirrel decompiler, in other word a tool that can read our .cv4 files&lt;br /&gt;
::2-Gave a shot at the TVs, so you can try [http://www.megaupload.com/?d=UOZJ7MH6 this ] (untested because making it again to stage 3 to test is a bother) or if that fails, [http://www.megaupload.com/?d=Y0F3UA8O the fallback fix] (tested)&lt;br /&gt;
::3-How recursive TVs work: each time you redraw the TV, make a screenshot and resize it to fit in the TV. My intuition tells me they make one screenshot per tv...&lt;br /&gt;
::4-How I &amp;quot;fixed&amp;quot; that:&lt;br /&gt;
:::Recommended fix: made the scripts call a non existent function (SNApFU)-&amp;gt;should make the tv redraw function fail&lt;br /&gt;
:::Fallback fix: renamed the screenshot taking function into... something obscene, effectively preventing any screenshot within the whole game.&lt;br /&gt;
::5-Having an high end graphic card, I don&#039;t even know if the lag issue is actually resolved or not.&lt;br /&gt;
::6-Dammit tabs again... Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 00:37, 1 November 2011 (UTC)&lt;br /&gt;
::::Wow, good job! I just tried your fallback fix, and now the Room is completely lagless!&lt;br /&gt;
::::I might as well answer some of your questions too. My video RAM is 891MB, I have 2GB of RAM, with a Pagefile of 2GB (Changing that currently). I run NOTHING other than GriefSyndrome while it&#039;s running. [[Special:Contributions/65.95.69.73|65.95.69.73]] 23:31, 1 November 2011 (UTC)&lt;br /&gt;
:::::Thanks for the feedback. Could it be that you have a radeon 3000? If so you have 891 Mb of SHARED video ram, meaning it&#039;s actually eating up to 900Mb out of your 2Gb. Aside that, what is your CPU (processor) and its speed? Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 00:16, 2 November 2011 (UTC)&lt;br /&gt;
::::::Yup, I have an ATI Radeon 3200 HD. It turns out I have 256mb of Dedicated Memory and 638mb of Shared. My Processor speed is 2.0GHz. [[Special:Contributions/65.95.69.73|65.95.69.73]] 01:45, 2 November 2011 (UTC)&lt;br /&gt;
:::::::Sufficient RAM:Check, Decent CPU:Check, Decent GPU: Check (so so for 3d games, but dang it, Griefsyndrome is a 2D game!)...Gotta admit I don&#039;t understand why the game would notably slow down. If someone&#039;s got an idea, I&#039;m interested. Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 21:55, 2 November 2011 (UTC)&lt;br /&gt;
How do we apply the lag fix? I can&#039;t find a download for it or anything, as megaupload is down, and I can&#039;t find the script which we need to change to make this work, any help anyone?&lt;br /&gt;
--[[User:Lightzaver|Lightzaver]] 16:58, 4 July 2013 (UTC)&lt;br /&gt;
== Mod toolkit ==&lt;br /&gt;
The mod toolkit can be downloaded [http://www.mediafire.com/?wvqp8hy3ngz0bgl there]. It contains:&lt;br /&gt;
*the source of all .cv4 scripts&lt;br /&gt;
*2 example mods (Gniarf&#039;s and Soul&#039;s)&lt;br /&gt;
*GropeSyndrome, a tool to extract/repack .dat files.&lt;br /&gt;
&lt;br /&gt;
Tools NOT included (due to later release):&lt;br /&gt;
*GraphSyndrome, a tool to convert images files (.cv2) and palletized images (.cv2+.pal couple) to .bmp. &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*2012/03/04 Update*&amp;lt;/nowiki&amp;gt;: GraphSyndrome now handles bmp-&amp;gt;.cv2+pat conversion (read the notes below) [http://www.mediafire.com/?fi22y84wscxfte2 download link.]&lt;br /&gt;
*GraceSyndrome, a tool to edit .pat files (that contain lots of stuff about animations, including move damage and knockback properties). [http://www.mediafire.com/?psv78g141f6ae6p download link.]&lt;br /&gt;
&lt;br /&gt;
Note: Scripts were produced using an automated decompiler (DamianXVI&#039;s squirrel decompiler) which is still in alpha stage, in other words the script files I&#039;m providing might be partly botched, and of course all comments are absent. The good news is that several people have been using mods made with this sources and so far no one reported anything wrong.&lt;br /&gt;
&lt;br /&gt;
===Infos for Modders===&lt;br /&gt;
*The scripts are in which are in squirrel language, which is close to C++.&lt;br /&gt;
*.cv4 do not need to be recompiled before playing; the game will recompile them during load times (so scripts aren&#039;t interpreted (Well, they are pseudo interpreted like .net if you want to be exact)).&lt;br /&gt;
*Your mod need to be repacked in gs00, 01, 02, or 03.dat; gs04.dat and above do not work.&lt;br /&gt;
&lt;br /&gt;
Note about GraphSyndrome bmp-&amp;gt;cv2+pat conversion:&lt;br /&gt;
&lt;br /&gt;
The game uses 5 images formats:&lt;br /&gt;
*.dds, same as any common dds&lt;br /&gt;
*8 bit palletized .cv2 for characters, with one different palette per stage. To produce such images with GraphSyndrome you need to save your image as a indexed/palletized .bmp. In Gimp it is done by going in the image-&amp;gt;mode-&amp;gt;indexed and using a 256 color palette (DO NOT TRY ANY OTHER NUMBER OF COLORS). The tool will produce one .pal file per converted bmp because it&#039;s dumb/easier for the programmer (me). You just need to pick one .pal and delete the rest.&lt;br /&gt;
*16/24 bit &amp;quot;bitmap&amp;quot; .cv2: the tool cannot produce such images&lt;br /&gt;
*32 bit &amp;quot;bitmap&amp;quot; .cv2: any non-palletized .bmp will be converted to this format.&lt;br /&gt;
&lt;br /&gt;
===Infos for Everyone===&lt;br /&gt;
As I said above, the script files are recompiled at runtime (&amp;lt;- you&#039;re not supposed to understand), what players will want to know is that it makes loading times a bit longer (no, not much).&lt;br /&gt;
&lt;br /&gt;
Q: Will it corrupt my saves&lt;br /&gt;
&lt;br /&gt;
A: It shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Q: Is there any compatibility issue with GSOnline.&lt;br /&gt;
&lt;br /&gt;
A: No, but all players need to have the mod installed.&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 17:07, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===User feedback===&lt;br /&gt;
&lt;br /&gt;
I donwloaded and tried the mod, seemed to work fine. Plus I modded some things myself, to make the game more fun at higher laps (like 1200+). Things like, making the exp rate a bit higher (around 3x), adding enhancements to attacks and specials at certain levels (like for example, I changed Homura&#039;s timestop formula to make it aproximately logarithmical, based on the level growth, so you start with only a little time for timestop, but it grows to about twice the original amount, at around level 150).&lt;br /&gt;
While testing (and playing with my friends) in my own mod (done of course on top of yours) I encountered no particular problems I&#039;d say were fault of the modding. [I originally had a lot more fun/awesome ideas, but the way things are implemented in the scripts are kinda complicated so I settled with something more simple].&lt;br /&gt;
I might post the .dat later if someone feels they&#039;d like it (or if I stop being so lazy). [[Special:Contributions/201.231.128.180|201.231.128.180]] 03:28, 30 November 2011 (UTC)Soul&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
OK, so 1 vote for &amp;quot;scripts got decompiled correctly&amp;quot;. Glad you&#039;re enjoying the toolkit, but out of curiosity, could you give more details about those &amp;quot;enhancements to attacks and specials&amp;quot; you mentioned?&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/84.100.8.14|84.100.8.14]] 07:04, 1 December 2011 (UTC) Gniarf&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
A file&#039;s worth more than a thousand words. So here&#039;s &#039;&#039;&#039;[http://www.megaupload.com/?d=QQB3JTC8 the file]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To make it simple: Most characters get some kind of bonus at level 50 and 100. &lt;br /&gt;
Madoka is already pretty powerful, so her only boost is, at level 50, her special doubles (you get two &amp;quot;rains&amp;quot; of arrows one by each side) and at level 100 you get 3 (it IS kinda overpowered, but it works well on high laps).&lt;br /&gt;
Sayaka&#039;s functions were kinda a pain to modify so I just gave her a triple jump and modified her strength growth (it&#039;s quite higher at the beggining, but the bonus gets smaller as you level) this is too, to help diminish the horrendous amounts of HP monsters have on lap 1500 for example, when you&#039;re just starting and are level 5. Sayaka actually came out pretty fun to play with.&lt;br /&gt;
Mami&#039;s whip/lace/whatever was really useless so I modified the speed of its hits, it&#039;s probably hitting aroun x8 the original speed now. I made the Tiro Finale back to its original cost since it was too overpowered otherwise, and on levels 50 and 100 she gets a bonus to the amount of rifles she can summon, and the speed they summon at.&lt;br /&gt;
Homura has the timestop modified, and I also added a bonus, on lvl 65, when you stop time, a few grenade lunchers appear on the ground (I should reduce the amount, but it&#039;s not too bad). She also gets a boost to the machinegun clip and firing speed at some levels.&lt;br /&gt;
Finally, I barely touched Kyouko cause I don&#039;t like her (and I was kinda lazy) I only added some range to her special.&lt;br /&gt;
&lt;br /&gt;
Have in mind that it&#039;s only experimental, so some things are probably unbalanced.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/201.231.128.180|201.231.128.180]] 02:17, 2 December 2011 (UTC)Soul&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Megaupload&#039;s down; anyone still got the mod? I can&#039;t find it anywhere else [[Special:Contributions/175.156.217.185|175.156.217.185]] 17:40, 13 February 2012 (UTC) Jak&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Full mod toolkit+sample mods (mine &amp;amp; Soul&#039;s) uploaded [http://www.mediafire.com/?wvqp8hy3ngz0bgl there].&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 23:14, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Many many thanks! ---- Jak&lt;br /&gt;
&lt;br /&gt;
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I&#039;m having problems with GraphSyndrome, especially with the Mami sprites. When converted to bmp, some of the sprites show very glitched, like this http://min.us/lbxg6PscGXS0F4&lt;br /&gt;
Also, if I open the .pat file with GraceSyndrome, the sprites are shown perfectly.&lt;br /&gt;
Any help? &lt;br /&gt;
--[[Special:Contributions/190.191.35.182|190.191.35.182]] 07:07, 3 January 2013 (UTC) anckoh&lt;br /&gt;
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How exactly do you mod grief syndrome? I played soul&#039;s mod and I want to make my own but idk how (UTC) GShelp&lt;br /&gt;
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===Adding a new character===&lt;br /&gt;
&#039;&#039;&#039;[[Question]]&#039;&#039;&#039;&lt;br /&gt;
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I&#039;m wondering if it would be possible to add more playable characters with this. Like, if one had some sprites of, say, Kazumi; could we add her to the roster? If anyone knows if this is possible, I&#039;d be seriously interested. - Fate [[Special:Contributions/207.155.38.209|207.155.38.209]] 10:49, 16 February 2012 (UTC)&lt;br /&gt;
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short answer: Right now I know most of the steps to add a character but not all. Using dodgy ways it is probably possible, but it won&#039;t be simple.&lt;br /&gt;
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long answer: &lt;br /&gt;
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*the 1.1 patch added 2 characters (not-moe-mura and kyubey) through the gs02.dat file, so it is possible to add characters with a mod.&lt;br /&gt;
*The problems with images: &lt;br /&gt;
**The game uses a mix of .dds (for effects) and .cv2 (for character) files for images. It is probably possible to use only dds for you character, otherwise there is no bmp-&amp;gt;cv2 conversion tool atm. I could most likely write one though if I&#039;m sure I&#039;m not wasting my time.&lt;br /&gt;
**There is a catalog of all images used by a certain character: character_name.pat which I don&#039;t know the structure (especially the 2nd half)&lt;br /&gt;
**I guess it doesn&#039;t apply to the .dds, but the cv2 use a separate 512 byte palette file which I don&#039;t know how to produce. Studying this would probably be simple.&lt;br /&gt;
*The problem with sounds: I don&#039;t know how to produce sound files for griefsyndrome and it is UNlikely that I will ever do.&lt;br /&gt;
*Code-wise there is no problem afaik.&lt;br /&gt;
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The easiest way to add a character would be to copy an existing character, export your sprites in .dds format and do some simple hex editing on the .pat to use the .dds instead of the .cv2 images. For sounds you&#039;ll have to make do with whatever sounds already in the game.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 22:51, 16 February 2012 (UTC)&lt;br /&gt;
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I understand the gist of what you&#039;re saying, but I don&#039;t understand how I should begin doing what I want to do (due to my lack of technical knowledge on this subject). I guess I&#039;ll start learning what I&#039;m doing - Fate [[Special:Contributions/173.184.32.151|173.184.32.151]] 03:08, 17 February 2012 (UTC)&lt;br /&gt;
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Damn Gniarf, I wish I was as skillful as you. I&#039;m barely able to grasp the idea of what&#039;s programmed. Of course, the script isn&#039;t exactly written to be understood easily, but still. Lately been trying to see if I could make sayaka attack faster (or twice, with every hit of the button) when using the normal attack, but I have really no idea how, so I just tried playing with some variables. If you can actually think of a (easy) way to do it I&#039;d love to hear it. &lt;br /&gt;
Soul -  [[Special:Contributions/201.231.144.82|201.231.144.82]] 04:02, 17 February 2012 (UTC)&lt;br /&gt;
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@Fate: You need to know what a .dds image is, and roughly how current characters are made. Try to find which file contains what. knowing what a bitmap palette is could be useful for your general computer knowledge and if if you play to use .cv2 files, which we&#039;ll try to avoid.&lt;br /&gt;
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On second thought, if you make a new character you will have to define the hitboxes &amp;amp; damageboxes for his/her moves, hence needing to make a new .pat file (aww ffffuuuuu....)&lt;br /&gt;
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@ Soul there are 2 ways to make the animations faster, but I&#039;m afraid you won&#039;t hear either. You might read some though...:&lt;br /&gt;
*the easy way:in sayaka.cv4, function Begin+something, add &amp;quot;this.animationSpeed=200;&amp;quot; 100 means default speed, 300 means 3x faster, etc... And I would override EndtoFreeMove() to reset to default speed.&lt;br /&gt;
*the hard way (you don&#039;t want to try that):&lt;br /&gt;
**You know how attack animation is made in 2d games? Display a bitmap, for that frame, specify the hit boxes and damage boxes, display the next frame, specify the boxes, rinse and repeat...&lt;br /&gt;
**In griefsyndrome, animations are defined in the .pat file. So if you want to make your animation shorter, just hex edit the second half of the pat and remove some frames from the desired animations.&lt;br /&gt;
**But for that you will have to finish reverse engineering the .pat file format. That&#039;s a piece of cake, a dry long overdue worm riddled rotten piece of brown dog cake.&lt;br /&gt;
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.pat file format:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! offset (hex) &lt;br /&gt;
! size (in bytes)&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| five&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| image_count:number of images references in this .pat&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 0x80&lt;br /&gt;
| 1st image filename+padding junk bytes&lt;br /&gt;
|-&lt;br /&gt;
| 0x83&lt;br /&gt;
| 0x80&lt;br /&gt;
| 2nd image filename+padding junk bytes&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3+0x80*image_count&lt;br /&gt;
| 4&lt;br /&gt;
| ??? (probably a bitmask)&lt;br /&gt;
|-&lt;br /&gt;
|3+0x80*image_count+4&lt;br /&gt;
| 4&lt;br /&gt;
| identifier of the first animation (used later in this.SetMotion(this identifier+1...) calls)&lt;br /&gt;
|-&lt;br /&gt;
| the rest in unknown&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|}&lt;br /&gt;
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One question though, Soul, you said earlier &amp;quot;Mami&#039;s whip/lace/whatever was really useless so I modified the speed of its hits, it&#039;s probably hitting aroun x8 the original speed now&amp;quot;. How did you do it back then?&lt;br /&gt;
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To make an attack hit twice, add this to BeginAttack:&lt;br /&gt;
 this.hitEvent = function ()&lt;br /&gt;
 	{&lt;br /&gt;
 		this.HitReset();&lt;br /&gt;
 		this.hitEvent = null;&lt;br /&gt;
 	};&lt;br /&gt;
...and don&#039;t forget to reset it to null either in EndtoFreeMove() or in all other attacks.&lt;br /&gt;
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Aside that, the Gropesyndrome v1.0 has a bug where the filename of the last file isn&#039;t stored correctly (often resulting in an error about TitleShadow.global.cv4 not having a valid name when extracting) and some files where missing from the sources (QB.cv4 for example...). Both problems fixed in the toolkit uploaded today.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 13:02, 17 February 2012 (UTC)&lt;br /&gt;
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Well what can I say? you&#039;re awesome Gniarf. I&#039;ll try some stuff when I get home today. I&#039;ll say it now by the way, you&#039;re probably over-estimating my programming abilities, but with your help just now I think I can have some fun. With mami it was a lot easier since, the attack was sort of looping (or that&#039;s what I think at least) and actually hitting every time some variable was 0 mod 5 or something. I just lowered the &amp;quot;5&amp;quot; meaning that it would hit more times (since there are, for example, 5 multiples of 2 between 0 and 10, as opposed to 2 multiples of 5). Really basic stuff.&lt;br /&gt;
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Soul - [[Special:Contributions/201.216.200.28|201.216.200.28]] 14:30, 17 February 2012 (UTC)&lt;br /&gt;
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Quick question for you, Soul: I&#039;m trying to make the grenade launchers for HomuHomu pop out at level 50 instead of 65, so I&#039;m editing &amp;quot;if (this.level &amp;gt; 74)&amp;quot; under &amp;quot;function Magic_TimeStop().&amp;quot; I can&#039;t get it to work when I change 74 to 50 and re-pack it into the .dat (also, why does it say 74?). I apologize in advance for my noob coding skill - Fate [[Special:Contributions/173.184.65.79|173.184.65.79]] 12:35, 19 February 2012 (UTC)&lt;br /&gt;
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It says &amp;quot;&amp;gt;74&amp;quot; as in higher than level 74, if you put &amp;quot;&amp;gt;50&amp;quot; then the launchers will appear at level 51, you should put &amp;quot;&amp;gt;49&amp;quot;. [[Special:Contributions/190.83.165.172|190.83.165.172]] 16:33, 19 February 2012 (UTC)&lt;br /&gt;
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Yeah I understand all that, it&#039;s not working. I figured out that if I try to repack my changes into gs03.dat, it doesn&#039;t see it; but it sees Soul&#039;s - Fate [[Special:Contributions/173.184.65.79|173.184.65.79]] 21:55, 19 February 2012 (UTC)&lt;br /&gt;
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Edit: Just finished the sprite, this is what I want to make a reality: http://tinypic.com/r/2djqus4/5&lt;br /&gt;
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Nice, did you rip it from somewhere or draw it from scratch? How much time did it take you? ... And the key question: are you ready to make 150-200 more? That about the number of sprites for other charas (madoka only has 88 though).&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 22:35, 20 February 2012 (UTC)&lt;br /&gt;
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I basically took the sprite for Homura, and stripped it down to use as a base. This is the first thing I&#039;ve ever done like this, so it&#039;s probably terrible. There&#039;s no telling how long it actually took me, I wasn&#039;t working on it much; but the work I did on it took place in about a two-day period. As for the last question, hot damn I didn&#039;t realize how many frames of animation there were. I suppose I COULD do it, but I mean... That&#039;s a little tedious for a mod I&#039;m not confident I can make. Although, that was my attitude toward making the initial sprite, so I may do it anyway - Fate [[Special:Contributions/173.184.80.178|173.184.80.178]] 01:25, 21 February 2012 (UTC)&lt;br /&gt;
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Scripts/programming isn&#039;t an issue, I can give you as much help as you want for that, or even do the coding myself. I don&#039;t know anything about Kazumi, but from her looks, she&#039;ll use some (spear-like) woosh sound. We can probably use kyouko&#039;s, so sounds are ok. The only though remaining problems are the sprites (I&#039;m photoshop/gimp challenged, so I can&#039;t do much there) and the cracking .pat files for animations. I&#039;m already knee deep in the latter, &amp;quot;so I may do it anyway&amp;quot;.&lt;br /&gt;
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BTW anyone knows something related to animations and starts with a G? (and no GraphSyndrome is already taken).&lt;br /&gt;
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As for your Kaz, I&#039;m not a graphics expert, but my player&#039;s eyes would say that the same artist draw both charas. [5x zoom+10 mn later+efforts to make an useful comment]:&lt;br /&gt;
*Her shoulders might be a bit broad, or that might be because she&#039;s facing the camera while homu is from 3/4. &lt;br /&gt;
*Holding your staff BEHIND your back, especially between your back and your cap is extremely UNhandy when fighting (honestly, try that with a broom). On the pose you showed, her right hand cannot be used for spear poke moves, and all sweep moves are blocked by the cape. Doesn&#039;t leave much choice for attacks, does it?&lt;br /&gt;
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Bottom line: Stripped homura? Hmmmmm ho ho ho... A shame it&#039;s a super deformed picture...&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:51, 21 February 2012 (UTC)&lt;br /&gt;
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Yeah the staff in front of the cape thing is my fault -_-; I realized I need to add the cape when it was all done, and I figured &amp;quot;artistic license&amp;quot; would explain it haha I mean her head is bigger than her body&lt;br /&gt;
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But yeah, I figured a good attack from that position would be a spin and kind of baseball bat them with the staff (as seen here: http://www.mangafox.com/manga/mahoushoujo_kazumi_magica_the_innocent_malice/v01/c005/4.html). On second thought, I may just stop being stubborn and move the staff to the foreground so that I don&#039;t have to wrack my brain trying to come up with ways to attack from her current position. I can already think of a few with it from the foreground (I have one in mind inspired by Soul Calibur) &lt;br /&gt;
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Hmm... A name for graphics/animation that starts with a G... How about GodSyndrome? We&#039;re giving the lifeless &amp;quot;life&amp;quot; I guess. Actually that sounds a little pretentious; which is kinda awesome, from an ironic standpoint&lt;br /&gt;
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Also, is it cool that we&#039;re having this correspondence on the talk page?&lt;br /&gt;
- Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 08:12, 21 February 2012 (UTC)&lt;br /&gt;
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There are days where being smart hurts... If you look closely at your manga, on the top image Kaz is pushing with her right hand and pulling with her left, hence making a right-to-left sweep with her cross. Yet on the 2nd picture she&#039;s obviously pushing it from left to right. Hurray, yet another mangaka who didn&#039;t think/bother about the technical details! Having said that, she&#039;s holding her weapon in front of her.&lt;br /&gt;
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You&#039;re speaking about a left to right 180° body spin/360° weapon spin? It might be feasible, but more choreographic than effective (= fitting for an heavy attack). Wait no that doesn&#039;t end baseball bat like because you&#039;re pulling there. For baseball like... *steam over head* *thermal shutdown* *please wait* *reboot*... Just put it on the foreground.&lt;br /&gt;
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Nope GodSyndrome isn&#039;t animation specific, and some americans might get (b)itchy if I make jokes about god. So far I&#039;ve PAThologicalSyndrome as the best candidate, but it lacks the G.&lt;br /&gt;
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On the .pat cracking side I have found the code within griefsyndrome that reads the .pats, so I can have a peek at I if I need help understanding what bytes do what. I also understood what groups of bytes go together: it&#039;s like grouping hiraganas to make words. Now I need to find the purpose of those groups and write a program to edit them.&lt;br /&gt;
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As far as I know, the talk page is here for that kind of talk. If you want to switch places, I&#039;m listening (actually, reading), but considering that this, or even the front page is the best place to publish your mod (if you decide to do so), I don&#039;t see any obvious reason not to discuss Griefsyndrome mods on this page.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 10:22, 21 February 2012 (UTC)&lt;br /&gt;
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She&#039;s actually facing the reader in the top panel, her left hand is the fist and is pushing and her right hand is sort of open and is pulling. Anyway, none of that really matters, I&#039;m not going to exactly transcribe these things I&#039;ve been listing, they&#039;re more ideas. Also, I&#039;ve already changed the staff to the foreground (and- I feel dumb as hell- I forgot her signature earrings in the original; so I added those)&lt;br /&gt;
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I&#039;m working on a walking animation now, but it kind of sucks without direct access to the game sprites as a reference. I&#039;d like to see exactly how many frames are in each animation and whatnot. Right now I&#039;m using screenshots (thank god for &amp;quot;Erase the menu&amp;quot;)and then pasting them in GraphicGale, mainly because I&#039;ve never done this before, and I learn from seeing how they did it.&lt;br /&gt;
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I&#039;m cool with moving if it becomes necessary, but I&#039;m too lazy to do so otherwise.&lt;br /&gt;
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By the way, I&#039;m American and I approve of jokes about god or gods. Just as a side note d-(^.^)z - Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 12:00, 21 February 2012 (UTC)&lt;br /&gt;
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Take a broom and try to pull with an open hand like hers, you&#039;ll see it&#039;s night impossible. And if you ever manage to pull by sheer friction, you won&#039;t convey any decent amount of force.&lt;br /&gt;
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Trouble accessing the original sprites? Call the Gniarfator ! Behold GraphSyndrome v0.5, a pal+cv2 to 32bit bmp converter ! All character sprites work, but there are still issues with some effects that use a different .cv2 format. bmp to cv2+pal conversion not yet done/working/coded/implemented (pick whichever you understand).&lt;br /&gt;
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EDIT: [http://www.mediafire.com/?kzg36z562uob2rb GraphSyndrome v0.6] works with ALL cv2. But can&#039;t do any bmp-&amp;gt;cv2 conversion.&lt;br /&gt;
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What you might want to know is that Griefsyndrome uses 16bit ARGB colors (not 32 bits) and each character works in paletted/indexed mode, with a 256 color palette. In layman&#039;s terms: &lt;br /&gt;
*You are only allowed to use 256 different colors when making a character.&lt;br /&gt;
*Each of those colors is a 16 bit color, not 32 bit.&lt;br /&gt;
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The game uses palette000 for the first stage, palette 1 for the 2nd stage...and palette005 for the last stage (Walpurgis nacht I believe). This system is only useful in the level where you&#039;re all in the dark.&lt;br /&gt;
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Oh, and I got the name for the animation tool: GraceSyndrome.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:42, 22 February 2012 (UTC)&lt;br /&gt;
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Thanks Gniarf, you&#039;re a life-saver. I&#039;m almost done with the first frame of walking (argh that makes it sound like I haven&#039;t done anything), but this tool should speed things up - Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 04:03, 22 February 2012 (UTC)&lt;br /&gt;
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What do you prefer: that I code the bmp-&amp;gt;cv2+pal feature first or that I work on GraceSyndrome (it will take some time before I can produce anything useful)? If you pick the converter, could you send me 1, preferably 2 sprites and your palette file?&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 08:17, 22 February 2012 (UTC)&lt;br /&gt;
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Fate, how is it going with the sprites? I&#039;m at 60+% completion on the .pat editor here.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 07:39, 26 February 2012 (UTC)&lt;br /&gt;
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GraceSyndrome, the .pat editor is operational !...But not complete...All the save/load/edit/remove/add functions are there but there are about 30 parameters whose function I don&#039;t understand (see the [http://img841.imageshack.us/img841/7554/gracesyndromepreview.jpg teaser screenshot] ). If you feel adventurous and/or want to HELP ME, drop a message and I will post the unfinished editor.&lt;br /&gt;
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EDIT: The .pat editor is now live! The Download link is in the Mod toolkit section.&lt;br /&gt;
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EDIT2: The bmp-&amp;gt;cv2+pal feature in GraphSyndrome now works. With a bit of patience you should now be able to add a character to GriefSyndrome!&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 16:33, 2 March 2012 (UTC)&lt;br /&gt;
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===Sayaka vs. Oktavia?===&lt;br /&gt;
I tried modding some of the files myself, but couldn&#039;t entirely figure this out.. and editing read/write addresses with something like cheat engine turned out to be rather difficult, so:&lt;br /&gt;
Could someone help a sister out and assist getting a Sayaka vs. Oktavia fight? It seemed like a lot of fun to try, but impossible in normal gameplay. You&#039;d have to toggle her death off after you unlocked the&lt;br /&gt;
stage or just toggle the stage on in the first place, neither of which I&#039;m able to do myself. [[User:EpicAncient|EpicAncient]] 01:24, 25 February 2012 (UTC)&lt;br /&gt;
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...Or you can also try unlocking the stage without killing Sayaka, unless Ashley&#039;s got a personal grudge against her. To unlock Oktavia&#039;s stage (stage 4) after beating stage 3, edit data\script\game.cv4, function ClearGameDataSet and replace:&lt;br /&gt;
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 if (stage_ &amp;lt;= 2 &amp;amp;&amp;amp; ::gameData.stageResult[stage_ + 1].state == 0)&lt;br /&gt;
 {&lt;br /&gt;
 	::gameData.stageResult[stage_ + 1].state = 1;&lt;br /&gt;
 }&lt;br /&gt;
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with:&lt;br /&gt;
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 if (stage_ &amp;lt;= 3 &amp;amp;&amp;amp; ::gameData.stageResult[stage_ + 1].state == 0)&lt;br /&gt;
 {&lt;br /&gt;
 	::gameData.stageResult[stage_ + 1].state = 1;&lt;br /&gt;
 }&lt;br /&gt;
That should do what you want.&lt;br /&gt;
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Bottom line: *raises eyebrow* A sister that uses cheat engine ? I wish there were more of those...&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:54, 25 February 2012 (UTC)&lt;br /&gt;
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Anyone still hoping to do this can use [http://www.mediafire.com/download.php?93v8bw0dd1f2tfl this file] to do so. It&#039;s a gs03, so just put it in your Grief Syndrome folder, and whenever it&#039;s active, Oktavia&#039;s will be the first level. It&#039;s not super-professional, sort of just a quick fix for anyone who&#039;d like to try it out.&lt;br /&gt;
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Also, for those who would like to try it in conjunction with Soul&#039;s mod (dat triplejump) can use [http://www.mediafire.com/download.php?4jd61gnp05v64p4 this] &lt;br /&gt;
[[User:Waterstride|Waterstride]] 03:36, 29 April 2013 (UTC)&lt;br /&gt;
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===Lap Choice Parameter?===&lt;br /&gt;
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First off, I&#039;d like to note that I love your mods, guys.  Excellent work, and I&#039;m looking to expand upon it.  However, though I&#039;ve figured a lot of things out (like where the girls&#039; starting stats and growths are; they&#039;re in Data/Script/Game.cv4), and I know how to alter those, I&#039;ve run into a bit of a problem with what I&#039;m looking to do.  See, I&#039;m presently looking into rebalancing the girls&#039; starting HP/SP to be lap-dependent so you won&#039;t get one-shotted early on in high laps, and also so that high laps will get the SP they need to last through entire boss battles.  However, as much as I look through the files, I can&#039;t figure out how the game calls current lap choice into equations as a parameter.  Could someone possibly just tell me what parameter I need to call in order to to stick current lap choice into formulas?  [[User:Ace Of Hearts|Ace Of Hearts]] 15:59, 2 October 2012 (UTC)&lt;br /&gt;
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Actually, nevermind on this, I do believe I figured it out after some further prodding around.  I believe the parameter is LoopNum.  [[User:Ace Of Hearts|Ace Of Hearts]] 16:24, 2 October 2012 (UTC)&lt;br /&gt;
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Naw.  Seems I&#039;m wrong on multiple counts.  With more poking around, I believe LoopNum is the highest lap you currently have unlocked.  There are several parameters that actually have the word &amp;quot;lap&amp;quot; in them, most notably I believe being &amp;quot;lap_digit&amp;quot; and &amp;quot;lastPlayLap&amp;quot;.  However, I don&#039;t really know that either of these parameters is the answer I seek either; sticking these into a starting statistic equation causes the game to spit out a scripting error before going to the title menu as though I had nothing unlocked.  So I&#039;m back to not really knowing what I&#039;m doing again.  I&#039;ll do more looking around, but I&#039;m stuck again for the time being.  [[User:Ace Of Hearts|Ace Of Hearts]] 17:19, 2 October 2012 (UTC)&lt;br /&gt;
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Any chance of an answer, perhaps?  I&#039;ve been waiting nearly a month now with no sign of reply, and it frustrates me that I&#039;m unable to work on my mod without an answer to my issue.  [[User:Ace Of Hearts|Ace Of Hearts]] 03:56, 28 October 2012 (UTC)&lt;br /&gt;
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Just throwing it out there that I&#039;m still hoping for an answer to this even after 4 months.  Major kudos to anyone who can tell me how Grief Syndrome references lap choice; I would love to be able to finish my mod.  [[User:Ace Of Hearts|Ace Of Hearts]] 02:10, 19 February 2013 (UTC)&lt;br /&gt;
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Used to be at first that I&#039;d check back here every single day for a potential answer.  Now I check less often than once a week.  It&#039;s been half a year now.  I&#039;d still love to finish this mod, but there comes a time when one simply has no remaining patience after asking for help, and that time has come for me.  I give up.  I&#039;m not checking back here for an answer to this question anymore, as it&#039;s clear nobody cares to assist me in looking into this matter, and by extension, nobody cares if I ever finish my mod.  If anyone actually knows the answer and wants to help, hit me up via e-mail at aceofcharts@gmail.com, or via Skype, screen name AceOfCharts.  At this point, though, I somehow doubt anyone will bother.  [[User:Ace Of Hearts|Ace Of Hearts]] 20:06, 18 March 2013 (UTC)&lt;br /&gt;
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===Mami&#039;s Finale Bug===&lt;br /&gt;
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Any time I edit literally anything about Mami&#039;s .pat file, the entire game will crash the second the hammer comes down on her finale. Anyone have any idea what might be causing this?[[User:Waterstride|Waterstride]] 03:17, 29 April 2013 (UTC)&lt;br /&gt;
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This is probably the result of GraceSyndrome failing to repack .pat&#039;s properly. If you care at all at this point, try just re-saving Mami&#039;s file with GraceSyndrome and compare the resulting file&#039;s size to the original; it&#039;s probably a bit smaller. For whatever reason, GraceSyndrome seems to fail to write the last chunk of data for most characters, which leads to bad times. If you take a hex editor to the two files, you should be able to find where the new file cuts off and append the missing segment from the original. It&#039;s annoying to have to do every time, but hey, whatever works, right? [[User:Dummyacct7|Dummyacct7]] 06:32, 24 July 2013 (UTC)&lt;br /&gt;
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==New Witches==&lt;br /&gt;
Any sight of Candeloro or Ophelia in the foreseeable future?&lt;br /&gt;
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You might get Kazumi if you get a hold on Fate and give him a spartan ass kicking. As for &amp;quot;Candeloro or Ophelia&amp;quot; I don&#039;t know who they are, but noone ever talked about them. If you can draw the 100-200 sprites required to add a character I can lend a hand on... pretty much all the rest.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 15:27, 31 March 2012 (UTC)&lt;br /&gt;
:[[Candeloro]] and [[Ophelia]] are witches from the [[Madoka Magica Portable | PSP game]]. I&#039;m guessing the easiest approach would be changing the sprites and hitboxes used for Oktavia, but getting them to use appropriate abilities instead of the original attacks could be a problem. [[User:KM|KM]] 18:32, 31 March 2012 (UTC)&lt;br /&gt;
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Aww my bad, as a non Madoka-fan I totally forgot the difference between &amp;quot;witch&amp;quot; and &amp;quot;magical girl&amp;quot;. So err:&lt;br /&gt;
*Adding a boss/monster is as bit more simple as it requires less sprites but if you can rip them from the psp game (how?) that part is a cakewalk anyway.&lt;br /&gt;
*Taking&amp;amp;editting Oktavia&#039;s pat could help but not much because different attacks means different animations (in number of frames, frame display time, hitboxes + lots of other stuff).&lt;br /&gt;
*The good thing is that modifying the attacks, I mean the number of moves, under which conditions to do them, what they do, the AI, etc... is very easy: everything is defined in the .cv4 scripts which can be modded by anyone with average coding skills.&lt;br /&gt;
*The very bad thing is that you will probably want to add a whole level with your new witch, and that would require making a level editor (to edit the .act files) which I don&#039;t plan on making.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 01:56, 1 April 2012 (UTC)&lt;br /&gt;
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==Saving levels==&lt;br /&gt;
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Gniarf, could you do a mod that the girls doesn&#039;t reset their level when they finish a lap please? @_@&lt;br /&gt;
Extra: Could u also UP their max level to 999? I&#039;ve really tried to mod this game, but i&#039;m so bad. =_=&lt;br /&gt;
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Nope, I&#039;m not going to make your mod for you, but I can give you tips:&lt;br /&gt;
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1-Resetting the girl&#039;s level to 1 is cause by this.SetGameData(); at line 421 in title.global.cv4. You will probably need to move that line to the Init() function (in the same file).&lt;br /&gt;
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2-As for the level cap I already raised it to 2 000 000 in my sample mod, just look at it.&lt;br /&gt;
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If you&#039;re a total newbie modder, I&#039;ll give you and advice that can be used for ANY game: get yourself a &amp;quot;find text in files&amp;quot; tool. Grepwin or inforapid search and replace are good examples. If you want to find how I raised the level cap to 2 000 000 tell them to find all 2000000 within the .cv4 files, the rest should be obvious.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 18:29, 2 June 2012 (UTC)&lt;br /&gt;
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1 - Okay, so, in the start i was like:&lt;br /&gt;
&#039;&#039;- Uh, okay... i will try...&#039;&#039;&lt;br /&gt;
So i used the GropeSyndrome on the gs00.dat. Searching for the title.global archive. When i found it, i couldn&#039;t open because it was a .cv4, i tried searching a tool on the internet and downloaded a lot of programs just to fail on every one i tried. XD I was like:&lt;br /&gt;
&#039;&#039;- I hate this guy, he must be mocking me!! E_E&#039;&#039;&lt;br /&gt;
Later, i tried on YOUR unpacked archive of gs03.dat and it opened like a .txt normally. (I guess what kind of sorcery you did with the original program &#039;-&#039;)&lt;br /&gt;
&#039;&#039;- Okay, thank you very much. XD And i&#039;m sorry for thinking bad of you.&#039;&#039;&lt;br /&gt;
So there i moved the command line to one line before the &amp;quot;this.frame &amp;lt;- 0;&amp;quot; inside the Init() function. Packed everything to a gs03.dat.&lt;br /&gt;
Later, i killed a Walpurgis with a level 103 Mami(lap 80 or 85, don&#039;t remember), just to have her level reseted when i choose to play on lap 100. @_@&lt;br /&gt;
So i check the function inside the game.cv4 inside the &amp;quot;script&amp;quot; folder. I see some values resetting, i guess if i just remove one of these lines, it&#039;ll be enough. I don&#039;t know, i&#039;m not even sure it&#039;s that function that deal with levels. @_@&lt;br /&gt;
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2 - Oh, so THAT&#039;S what your mod do. XD I thought it was limiting the level of the laps so it wouldn&#039;t bug when people reach a the 2,147,395,601th lap.&lt;br /&gt;
Anyway, i think it has something to do with this command line &amp;quot;if (this.playerData[target_].level &amp;gt;= 2000000)&amp;quot;. I&#039;m sorry if it&#039;s not that, but the other &amp;quot;2000000&amp;quot; results were Bosses. And it&#039;s something not really related. =s&lt;br /&gt;
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PS: Yeah, i&#039;m somewhat newbie modding. I&#039;m sorry... and thank you. With the knowledge you gave me, i think on creating a new character(i know, 200 sprites to draw, but still sounds fun) or something. ^^&lt;br /&gt;
PS.2: Later, i tested removing the function instead of replacing it. It worked. In other laps i could also go direct to Walpurgis Night. But it had a problem, if i close the game, everything is over. @_@&lt;br /&gt;
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1-Oops I guess I missed something in my analysis...sorry for not testing but playing through a whole lap to test is too tedious for me, especially for game I don&#039;t play anymore. As for the function that deals with level, it&#039;s in class.cv4: it starts with this.PlayerData [...] level = 1; that means that each time the game creates a PlayerData object its level is set to 1 by default, so those this.playerData.homura &amp;lt;- this.PlayerData(); in game.cv4 set the girls&#039; level to 1. I guess either SetGameData() is called somewhere when you start a lap or the level is reset somewhere else.&lt;br /&gt;
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BTW: are you sure you removed the this.SetGameData() from line 421 and not 395?&lt;br /&gt;
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2-The 2000000s found in the Boss files are 0.0020000001s not 2 000 000, so congrats, you found the one line that raises the level cap.&lt;br /&gt;
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A bit of vocabulary, in case you&#039;d chat with other modders:&lt;br /&gt;
*The first title.global.cv4 you wanted to edit wasn&#039;t an archive, it was a compiled script (the text file you saw transformed into some binary that is easier&amp;amp;faster to understand for the game).&lt;br /&gt;
*The sorcery I did (binary to text conversion) is called decompilation/decompiling. There is a note about that in the mod toolkit section.&lt;br /&gt;
*What you see in the text .cv4 is not usually called a command line but code line. When you say command line people think about something typed in the windows command prompt.&lt;br /&gt;
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To add a new girl you REALLY need Duke Nukem-class balls. Even after downloading all the required sprites for a character I liked I didn&#039;t get the guts to make him a griefsyndrome character.&lt;br /&gt;
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If you want the game to remember the girls&#039; level even after closing the game, you will have to write them in the savegames. This will involve deleting your current save, editing savedata.cv4 (adding stuff like _table.HomuraLevel&amp;lt;-1;), and reading/writing from ::SaveData at the right places.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 16:21, 4 June 2012 (UTC)&lt;br /&gt;
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== Grief Syndrome Online: Grey Screen ==&lt;br /&gt;
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When a friend of mine starts up Grief Syndrome Online, she gets this image. http://i46.tinypic.com/2ex7gqc.png&lt;br /&gt;
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Any ideas?[[Special:Contributions/83.71.61.64|83.71.61.64]] 01:26, 10 June 2012 (UTC)&lt;br /&gt;
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Look for &amp;quot;an image guide&amp;quot; on the other side of this page. Delete this section once you&#039;ve read the guide/fixed your problem.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 03:59, 11 June 2012 (UTC)&lt;br /&gt;
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== Changing the background music ==&lt;br /&gt;
Does anyone have step-by-step directions for changing the BGM? I read the FAQ on the main page about this, and I&#039;m  assuming GropeSyndrome is what it means by &amp;quot;extractor/DAT compiler.&amp;quot; I have it on my computer, but I&#039;m not sure what to do beyond this. [[Special:Contributions/24.32.192.188|24.32.192.188]] 21:26, 8 July 2012 (UTC)&lt;br /&gt;
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1-In Gropesyndrome&#039;s file box put the filepath to gs01.dat (it should be something like C:\game\tasofro\griefsyndrome\gs01.dat).&lt;br /&gt;
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2-In the directory box, put a temporary work folder (like C:\MyMod).&lt;br /&gt;
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3-Press extract.&lt;br /&gt;
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4-In C:\MyMod\data\bmg you should have several .ogg files, replace them with your new bgm(s).&lt;br /&gt;
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5-make a backup of gs01.dat.&lt;br /&gt;
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6-Back in gropesyndrome, now press the pack button. If you have closed Gropesyndrome, you&#039;ll have to reinput the file and directory fields EXACTLY as they were when you extracted.&lt;br /&gt;
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7-Enjoy.&lt;br /&gt;
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Gniarf&lt;br /&gt;
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I tried that, but it just leaves the game running with no music. Do the custom bgm files have to be .ogg files, and if so, how do I turn them into that? (Sorry if it&#039;s a stupid question; this is my first time modding any game.) Thanks. [[Special:Contributions/24.32.192.188|24.32.192.188]] 02:17, 10 July 2012 (UTC)&lt;br /&gt;
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Of course the musics have to be in .ogg format. When replacing a program&#039;s file by another, always make sure they are in the same format (except a few exceptions).&lt;br /&gt;
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As for how to convert your files to .ogg, google is your friend. Ogg is about as popular as mp3 after all...&lt;br /&gt;
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Gniarf&lt;br /&gt;
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Not sure if anybody will still be checking this. But after changing all the BGM with stuff taken from the anime OST, I discovered the problem that the music is looped much too early for any of the songs to finish, ruining many of the songs. Would there be any easy way of removing or changing the song loop times.&lt;br /&gt;
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Thanks&lt;br /&gt;
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Cynical[[Special:Contributions/82.39.178.118|82.39.178.118]] 03:56, 17 September 2012 (UTC)&lt;br /&gt;
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I guess not [[Special:Contributions/82.39.178.118|82.39.178.118]] 11:37, 1 October 2012 (UTC)Cynical&lt;br /&gt;
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== GSOnline 2 ==&lt;br /&gt;
Investigating that update somebody just posted, it looks like this is real:&lt;br /&gt;
&amp;lt;strike&amp;gt;*http://www1.axfc.net/uploader/File/so/81090&amp;amp;key=gso&amp;lt;/strike&amp;gt; (see 2.01 below)&lt;br /&gt;
*http://jbbs.livedoor.jp/bbs/read.cgi/otaku/14999/1339594845/ (see #543)&lt;br /&gt;
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As far as I can tell, you need to have &amp;lt;strike&amp;gt;the 10/18r2 version ( http://www1.axfc.net/uploader/File/so/70532&amp;amp;key=gso )&amp;lt;/strike&amp;gt; just Grief Syndrome 1.10, copy the new files into the same folder, run gso_patch.exe, then run griefsyndrome_online.exe. There&#039;s a swarm of readme files, none of which I can read. The new gso ui has radio buttons, which look like host mode (top) and client mode (bottom), the usual ip/port/number of players/connect, and I&#039;m guessing &amp;quot;launch game after players are connected&amp;quot; in the bottom right? [[User:KM|KM]] 20:50, 15 July 2012 (UTC)&lt;br /&gt;
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There&#039;s now a version 2.01 (http://www1.axfc.net/uploader/File/so/81582&amp;amp;key=gso) but it appears you need a password or something to access it. Version 2.00 is missing from the list of files (http://www1.axfc.net/uploader/File/). Anyone happen to have any luck with this and/or can provide a backup link for the previous version?&lt;br /&gt;
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[[Special:Contributions/74.101.222.145|74.101.222.145]] 06:54, 22 July 2012 (UTC)&lt;br /&gt;
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Same as for version 2.0, the password for v2.01 is gso.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 07:16, 22 July 2012 (UTC)&lt;br /&gt;
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I am in love with the fully-functional chat feature, but I&#039;m evidently not the only person on the planet who has issues with staying connected at the start of stage 2 in GSO version 2.1.  No matter who I play with, we always seem to get desynced at the start of Charlotte&#039;s stage.  This problem does not apply only to games I participate in personally, either; I have several friends on Hamachi reporting that they experience this issue even when I am not participating in the game.  There are evidently no problems whatsoever before then, but it seems inevitable once we hit stage 2.  We all play windowed, so windowed vs. full-screened isn&#039;t an issue here.  For the record, GSO version 10/13 still works perfectly for us (stable as it is), so it&#039;s not an issue of overall connectivity.  I did not use version 2.0, so I don&#039;t know if I would have the same issue with it.  Can someone shed some light on what might be going wrong?  [[User:Ace Of Hearts|Ace Of Hearts]] 16:07, 2 October 2012 (UTC)&lt;br /&gt;
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Hi guys,i&#039;m having a problem here ;-; ! I want to play online with my friend,and update GSo to 2.02,but when my friend clicks gso_patch.exe,it just tells him to press any key,and closes.Can anyone help us please? &lt;br /&gt;
&#039;&#039;&#039;Noob&#039;&#039;&#039;&lt;br /&gt;
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Right-click on gso_patch.exe and select &amp;quot;Run as administrator&amp;quot;. I had that problem and it worked for me. [[Special:Contributions/96.53.58.166|96.53.58.166]] 18:09, 15 April 2013 (UTC)&lt;br /&gt;
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== Levels resetting every time the game is closed ==&lt;br /&gt;
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Is there a way to set up the game so that your progress isn&#039;t reset every time you close it? By this I mean, if I beat Charlotte&#039;s level, and then close down the game, I want it to still be finished when I start it up again, so I can pick it up where I left off another time. [[User:Waterstride|Waterstride]] 19:20, 16 December 2012 (UTC)&lt;br /&gt;
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This is not a bug, it&#039;s a feature; this is how the game works.  Your levels are never saved, only your top scores.  The game&#039;s pretty short overall, 5 levels.  So it&#039;s pretty easy to play through in one sitting in the first place.  There are ways to forcibly mod the game so it saves your experience levels on a game clear, but as far as I can tell from what I&#039;ve seen in the mods section, it&#039;d take an extensive amount of coding to make it save after every single stage you cleared (since the game doesn&#039;t save stats on clearing stages, only upon clearing the entire game; brand-new save cues would need added at the end of every stage to tell it to save your game again).  At this moment, there&#039;s no mod that I know of for forcing the behavior you&#039;re asking after.  [[User:Ace Of Hearts|Ace Of Hearts]] 02:07, 19 February 2013 (UTC)&lt;br /&gt;
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== Installing problem ==&lt;br /&gt;
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Exscuse me, but I recently bought this game and ran into an installing problem. It says that it cannot run the file and to reinstall it. I&#039;ve reinstalled it 3 more times, and it still won&#039;t play (It says the same error each time.). The controls configuration program works, but the game still won&#039;t. Anyone know how to make it work? [[Special:Contributions/64.229.67.207|64.229.67.207]] 21:31, 17 January 2013 (UTC) Ritsu Miki&lt;br /&gt;
: It&#039;s usually one of the following - &lt;br /&gt;
*Error: d3dx9_43.dll not found&lt;br /&gt;
Open the directx folder that comes with the installer and run DXSETUP.exe or download the dll and place it into game folder next to griefsyndrome.exe&lt;br /&gt;
*It still won&#039;t run.&lt;br /&gt;
Try [http://windows.microsoft.com/en-US/windows-vista/Change-the-system-locale setting your system localee to Japanese in the Region and Language Settings], then restart.&lt;br /&gt;
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Then reinstall the program.   Let us know how it turns out. - [[User:Prima|Prima]] 21:52, 17 January 2013 (UTC)&lt;br /&gt;
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The first solution was all that was needed. It runs fine and my computer region and language did not have to be changed to allow the game to operate. Thank you, and if you need any gameplay info. (Ex. Personal opinions on character difficulty including Homuhomu.) ,please let me know because now I will be commonly playing. Thank you!! [[Special:Contributions/64.229.67.207|64.229.67.207]] 06:21, 18 January 2013 (UTC) Ritsu Miki&lt;br /&gt;
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== Key Problems? ==&lt;br /&gt;
Hey guys, sorry I normally don&#039;t use wikis so I&#039;m not sure if the formatting is correct, but I have a bug with Grief Syndrome in which the up button for player 1 is depressed ALL the time. I can&#039;t scroll through the menus properly because the up button is stuck, and I&#039;ve unplugged and plugged in the keyboard in the game and that problem still occurs! The weird thing is even if player 2 and 3 has the exact same keys bound to player 1, the up problem only occurs to player 1. the other 2 are perfectly fine. Please, can anyone help me?&lt;br /&gt;
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== Installing problem (Win 7 32bit) ==&lt;br /&gt;
&lt;br /&gt;
When I played the game with Windows 7 64bit, it worked perfectly fine. However, after I changed to Windows 7 32bit, I couldn&#039;t play the game. Firstly, when I installed it, there were 4 times an error appeared and I had no choice except clicking &amp;quot;Ignore&amp;quot; so that it could finish. 4 errors seemed to relate to gs00.dat, gs01.dat, ConfigTool.exe, keyconfig.dat.&lt;br /&gt;
After that, I opened file griefsyndrome.exe and a black window appeared. I thought if I updated the game, I could fix the problem but after I updated, the black window was still there and a new window named &amp;quot;RunScriptError&amp;quot; appeared, wrote: &amp;quot;data/script/boot.nut&amp;quot;. I had tried installing DXSetup, changing the system locale to Japanese, changing Compatibility Mode to Windows NT 4.0 but it was no use. Please help me, I really like this game!&lt;br /&gt;
&lt;br /&gt;
== Modding Question ==&lt;br /&gt;
&lt;br /&gt;
How difficult would it be to Mod the game so as to add a single bullet to all of the shots of Mami&#039;s basic Combo and two for her forward Heavy? I ask because I feel as though the moves should have a bullet that accompanies the muzzle flare. Would it be possible? I mean, I feel like it&#039;d make her a better character and would help her damage output since it&#039;s so low.... Not to mention, the resources are all there! She has her own bullet type for her neutral Heavy, so why not let her have more projectile launching attacks? Another thing, it would help her set up bullet combos when paired with Homura, rather than having to rely on her slow to charge neutral Heavy.... Anyway, Thanks for taking the time to read this if anyone does~! [[Special:Contributions/68.112.220.42|68.112.220.42]] 20:58, 12 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve been working on quite a few things to make Mami a little more playable, but no significant progress as of yet. Any attempt to edit her finale completely crashes the game, but I can try what you&#039;re suggesting, and let you know if I get something like that working. [[User:Waterstride|Waterstride]] 03:13, 29 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another question, Would it be possible to get a basic tutorial for making a mod for the game? Perhaps a video? I can&#039;t seem to find help anywhere. [[User:Z4ch4ry|Z4ch4ry]] 22:52, 23 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
@OP&lt;br /&gt;
Adding extra bullets probably wouldn&#039;t be &#039;&#039;too&#039;&#039; difficult; could probably just find where the game calls the creation of the bullet, then have it do it again (or call something else).&lt;br /&gt;
&amp;lt;br&amp;gt;On another, sort of related note, this past weekend I put together a balance patch of sorts pretty much on a whim. The original goal was just to set characters to max power from the start so that I could switch between them in a higher lap playthrough without having to do any backtracking, but once I started, well... The patch effects most characters quite significantly, and for Mami specifically there&#039;re things like adding better knockback to her 5Z, making 6X &amp;gt; j.6X a simple jump cancel, giving 2X invuln on start up and changing its landing trajectory, amongst all kinds of other goodies for her and the rest of the cast. Patch notes and the mod can be found [http://www.mediafire.com/folder/xz75i400dbjz2/GSMod here], so feel free to give it a spin, though do note that it&#039;s intended for higher lap playthroughs since you start with 108 power. I could put together a version without the power boost, but who wants to play under lap 100 anyways?&lt;br /&gt;
&amp;lt;br&amp;gt;Anyone interested in modding I can really only recommend that you look closely at the game&#039;s scripts and try to figure out what&#039;s going on. It&#039;s actually not all that bad once you start getting a handle on what effects different functions have, and this is coming from a guy with pretty limited programming experience. One hint I can definitely give if you&#039;re using GraceSyndrome: watch the filesize of output files closely! I&#039;m pretty sure Sayaka is the only one who outputs properly; every other character is always missing a chunk of data at the end. You can fix this manually with a hex editor by appending the missing section from a working file, but it definitely needs to be done, otherwise weird stuff can start happening (massive lag, game crashes, etc...). Note that adding/removing hitboxes will change the filesize, but you can still identify and append the missing segment without too much trouble. [[User:Dummyacct7|Dummyacct7]] 05:59, 17 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding is Suffering ==&lt;br /&gt;
&lt;br /&gt;
For anyone who still likes to run through this game from time to time, here&#039;s a little treat that might make the experience a bit more interesting. Over the past while I&#039;ve gradually been working on what has to be the most comprehensive Grief Syndrome mod in existence. Originally meant to just max out power at the start so I could switch characters more easily on high lap playthroughs, it kinda just grew into a gigantic balance patch with patch notes that read like a major update to a fighting game. The overall idea has been to emphasise all the best parts of gameplay from vanilla (or at least, how I perceive it), make every character feel responsive, fluid, and unique, and just plain make playing the game more &#039;&#039;&#039;fun&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Patch notes, the mod, and whatever else can all be found below. I&#039;m still actively developing this as I think of new things that might be worth adding, so it&#039;ll probably change over time. I haven&#039;t tested this mod on multiplayer, though it should be fine.&lt;br /&gt;
&lt;br /&gt;
[http://www.mediafire.com/folder/xz75i400dbjz2/GSMod da7Mod folder on MediaFire]&lt;br /&gt;
&lt;br /&gt;
Enjoy! - [[User:Dummyacct7|Dummyacct7]] 11:24, 14 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yay- People still play this ( Other than me ) Anyway, i&#039;ll be testing this soon. I know someone who was looking to mod this but needed some help with actually how to do it, his idea was that the players level would affect their health ( e.t.c I probably don&#039;t remember well.) Anyway, if you know how, that&#039;d be cool! --[[User:Lightzaver|Lightzaver]] 14:26, 7 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
If he wants to mess with health, he&#039;ll have to be really careful. The way the game works at the moment, vitality is one of the three contributors to soul limit loss on death--higher life makes you lose MORE soul limit. If you go and raise character vitality without compensating through either the cycle rates or modifying the formula the game uses, you&#039;re going to end up with a character who&#039;s a lot squishier than you intend them to be. &amp;lt;br&amp;gt;&lt;br /&gt;
That said, it wouldn&#039;t be all that difficult to do, if you really want to. lifeMax and lifeUP are found in the game.cv4 script, and regainCycle and regainRate (which are involved in regaining health and soul limit on injury and death) are in actorCommon. The actual formulae for soul limit loss on death are in playerCommonScript and characterCommon. The default formula on death appears to be this.u.regainCycle * this.u.regainRate * 3 * this.lifeMax. I&#039;ve implemented a small change in the formula now that allows tweaking of soul loss without changing the other rates. Source code for recent versions of my mod are posted on MediaFire, so feel free to look through whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I treat the number of deaths a character can take as their, &amp;quot;health&amp;quot;, and their vitality bar as their, &amp;quot;meter&amp;quot;, for using specials, since it&#039;s pretty safe to assume on higher laps that ANY hit will kill you. - [[User:Dummyacct7|Dummyacct7]] 23:08, 7 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thank you! One last thing though, I know at the top of the talk page they were discussing a lag fix. Would you know how to implement it? ( It&#039;s disabling the redraw feature on stage 3 because that was what was causing lag for most players ) I&#039;ve tried myself, but the game will crash every time I pause and I can&#039;t actually get to the level without the game crashing. . .&lt;br /&gt;
Also, I know I asked how to make HP level dependent, what about HP/SP lap dependent? (Ace of Hearts) who wanted to implement this said for me to say this :&lt;br /&gt;
&lt;br /&gt;
HP/SP balance and ensuring that you never get 1-shotted regardless of lap was going to be the focus of my mod. I wanted to create formulas for each girl so that they have more HP/SP on higher laps, but that it&#039;s still balanced with the SP loss.&lt;br /&gt;
&lt;br /&gt;
So is that possible? Thanks in advance&lt;br /&gt;
 --[[User:Lightzaver|Lightzaver]] 10:23, 8 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Huh, a lag fix, eh? I can&#039;t say I&#039;d know at all where to start for that, as I&#039;ve never encountered any issues with the game lagging (aside from with incorrectly recompiled .pak files). My last system was a Intel duo at 3Ghz, and now I&#039;m running a third generation i5, and even when I have it downclocked to 2.5GHz (just to save a bit of power when idle), the game still runs fine outside of moderately increased load times. Guess the issue there is probably graphics card load, but like, I&#039;m sure even a 5000 series Radeon would kick the shit out of this game, and you can get those for like, 30-40 bucks these days...&amp;lt;br&amp;gt;&lt;br /&gt;
Even so, there&#039;s no reason you &#039;&#039;couldn&#039;t&#039;&#039; modify the game to remove that visual; it&#039;s just not something I&#039;m interesting in looking into. With enough perusing of the code, and some trial and error, I&#039;m sure it&#039;d be entirely doable. If you want to try more, I&#039;d recommend implementing a temporary feature to open stage 3 at the start of the game. You might be able to do this with some kind of simple check in the StageAppearCheck() in game.cv4 (the same function that checks if the Oktavia stage is open/needs to be completed), though you might have to call this function at game start, or just go into the first stage and get killed, whatever.&amp;lt;br&amp;gt;&lt;br /&gt;
Now, making health and special costs scale with lap? I guess you &#039;&#039;could&#039;&#039; do that, at least in vanilla. You can easily get the current lap number with ::gameData.loopNum--My modified score system, for example, already scales with lap--so yeah, it&#039;d definitely be doable. Alternatively, if it&#039;s just getting one-shot that you&#039;re worried about, you could also implement some sort of hard cap on enemy attack power. Scaling of life seems like it&#039;d be a pain since you&#039;d also have to scale regain rates and soul limit loss as well, plus once you have four-digit Vit scores it&#039;ll probably start having issues displaying on the pause screen (overlapping other text, cutting off, or maybe even blowing the game up). Even so, it depends what effect you&#039;re going for. If you want things to seem more epic with bigger numbers all the time, scaling will definitely make the numbers go up--though by default the damage display will only show up to four digits anyhow. Personally, when a character takes [http://img22.imageshack.us/img22/1279/3pjs.png ONE BILLION DAMAGE], I want them to drop dead--and hard.&amp;lt;br&amp;gt;&lt;br /&gt;
But yeah, in vanilla you could make magicUse and everything scale with lap if you really wanted to, I&#039;m sure. My mod uses some hard-coded values for different specials so it&#039;d probably take a little extra to get it to scale, but it&#039;d still be doable. All I can really recommend if you want to mod anything in this game is to keep looking at the code and trying different things. Figure out how the game does the things it does, and try to think of the easiest ways to implement the features you want within the confines of its engine. It might take a bit of creativity at times, but the challenge is part of the fun. - [[User:Dummyacct7|Dummyacct7]] 14:52, 8 September 2013 (UTC)&lt;br /&gt;
Hi! I&#039;m also modding this, and I&#039;m wondering, how did you make Moemura&#039;s timestop faster? Thanks. [[Special:Contributions/65.93.47.166|65.93.47.166]] 21:33, 26 September 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>65.93.47.166</name></author>
	</entry>
	<entry>
		<id>https://wiki.puella-magi.net/w/index.php?title=Community:Grief_Syndrome&amp;diff=50687</id>
		<title>Community:Grief Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.puella-magi.net/w/index.php?title=Community:Grief_Syndrome&amp;diff=50687"/>
		<updated>2013-02-03T21:42:23Z</updated>

		<summary type="html">&lt;p&gt;65.93.211.64: /* Grief Syndrome Online */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Griefsyndrome.jpg|350px|thumb|right|]]&lt;br /&gt;
[[Image:Twilightfrontier.png | http://www.tasofro.net]] &lt;br /&gt;
&lt;br /&gt;
[http://www.tasofro.net/mdk/ Grief Syndrome] is a doujin game by [http://www.tasofro.net Twilight Frontier] (also known as Tasofro) which was released at Comiket 80 on August 13, 2011. It is a side-scrolling beat-em-up featuring the characters of Puella Magi Madoka Magica. 1 to 3 players can play with local (all gamepads/keyboards connected to the same computer) multiplayer, or online multiplayer with a patch.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
*When I go to the game, it just gets a black window, any suggestions?&lt;br /&gt;
*Online multiplayer where?&lt;br /&gt;
:The game itself doesn&#039;t support online play. There is an unofficial program that makes online multiplayer possible. See the [[Grief_Syndrome#Grief_Syndrome_Online | Grief Syndrome Online]] section.&lt;br /&gt;
*How do I play multiplayer?&lt;br /&gt;
:First you need to assign keys for other players using the configuration program. Then at the character select screen players 2 and 3 can join by pressing their select buttons (weak attack).&lt;br /&gt;
*Do I need an English translation?&lt;br /&gt;
:No, many things are already in English and the game is playable with no knowledge of Japanese.&lt;br /&gt;
*Error: d3dx9_43.dll not found&lt;br /&gt;
:Open the directx folder that comes with the installer and run DXSETUP.exe or download the dll and place it into game folder next to griefsyndrome.exe&lt;br /&gt;
*It still won&#039;t run.&lt;br /&gt;
:Try setting your system locale to JAP in the Region and Language Settings, then restart.&lt;br /&gt;
*How do you save the game?&lt;br /&gt;
:The game saves your lap and some statistics when you defeat Walpurgis Night. You can&#039;t save in the middle of a run or keep levels unlocked between runs. Make sure the game is in its default directory and that it has write permission.&lt;br /&gt;
*How do you use full screen?&lt;br /&gt;
:Alt+Enter. You can use the configuration program to enable the full screen feature.&lt;br /&gt;
*The kyubey icon/configuration program won&#039;t open even though the game is not running&lt;br /&gt;
:Set the compatibility mode to NT 4.0 and run the program as Administrator&lt;br /&gt;
*Is there a way to change the BGM?&lt;br /&gt;
:The BGM music data file is the one labeled GS01.dat. You will need an extractor/ dat compiler to do this&lt;br /&gt;
*How do I check my trophies?&lt;br /&gt;
:They can be found on the menu screen during game play.&lt;br /&gt;
&lt;br /&gt;
*How can I add the patch 6kinoko to the game?&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
Patch 1.10 (9/9/11): [http://www.tasofro.net/arc/index.html#407 MD5:87E447F0FFFDA96A077B8C49592FB7EB]&lt;br /&gt;
*Bug fixes, including a fix to the game freezing after clearing lap 100 or higher.&lt;br /&gt;
*New character: Akemi Homura (Another)&lt;br /&gt;
:Different moveset. Stat progression is the same. To use her, select Homura and press Up.&lt;br /&gt;
*New character: Kyubey&lt;br /&gt;
:If you have more players than surviving playable characters, the others can play as Kyubey.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players begin a new game in Gertrud&#039;s level. They must fight through each level in sequence, defeating Gertrud, Charlotte, Elly, Elsa Maria, and Walpurgis Night. A bonus Oktavia level is unlocked if Sayaka dies. Magical girls cannot be resurrected when they run out of soul limit, except by restarting the game from the beginning and discarding all current progress.&lt;br /&gt;
&lt;br /&gt;
Magical girls have health bars and soul limit counters. Permanent death occurs when the soul limit reaches zero. The health bar is recharged by consuming soul limit after taking damage. When the health bar becomes empty or the girl falls down a deadly pit, a percentage of her soul limit points is consumed to construct a new body for her. Using special abilities turns part of the health bar blue. No soul limit is lost if it recharges while still blue, but taking any damage during this period will turn the blue area into additional damage.&lt;br /&gt;
&lt;br /&gt;
Defeating enemies causes the girls to level up, increasing their damage output and survivability. The maximum level is 99. The soul limit is fully recharged after defeating a witch.&lt;br /&gt;
&lt;br /&gt;
Defeating Walpurgis Night completes a lap. One of many ending screens is displayed depending on which girls remain alive, and your game is saved. You can start a new game from the next lap. As lap number increases, enemy attack power and health increases, so the game becomes more difficult, but the girls will also level up more quickly. Unlike the girls, the bosses can have levels over 99. On the higher laps, their levels will even be in the thousands, if not tens of thousands.&lt;br /&gt;
&lt;br /&gt;
The highest lap known to be unlocked so far is 458330. Lap numbers are unlocked based this formula: highest lap beaten squared plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
lap 1^2+1=2&amp;lt;br&amp;gt;&lt;br /&gt;
lap 2^2+1=5&amp;lt;br&amp;gt;&lt;br /&gt;
lap 5^2+1=26&amp;lt;br&amp;gt;&lt;br /&gt;
lap 26^2+1=677&amp;lt;br&amp;gt;&lt;br /&gt;
lap 677^2+1=458330&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not technically possible to reach lap 458330^2+1=210 066 388 901 due to some modern day computer limitations (signed 32bit integers that cannot store values above 2,147,483,648). If you do beat lap 458330 the game hangs before displaying the staff roll. The highest lap number one can beat without freezing the game would be lap 46340, unlocking lap 2,147,395,601 (since 46341^2+1=2,147,488,282, which is slightly over the limit).&lt;br /&gt;
&lt;br /&gt;
I was able to beat the 458,330 Lap using Cheat Engine.  The credits scrolled, and back at the main menu screen it displayed &amp;quot;00om0 th Lap&amp;quot; for the highest lap, while constantly ticking like when scrolling from left to right to change the lap. &amp;lt;!--[[File:2011-10-23GS.jpg]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
*Left, Right: Move sideways&lt;br /&gt;
*Up, Down: Aim or use alternate attacks in combination with the Z and X keys&lt;br /&gt;
*Z: Quick/Weak attack (select at menu screens)&lt;br /&gt;
*X: Strong attack (go back at menu screens)&lt;br /&gt;
*A: Special Ability&lt;br /&gt;
*C: Jump. Hold down and press C while standing on platforms to drop through.&lt;br /&gt;
*Q: Menu&lt;br /&gt;
*Esc: Menu&lt;br /&gt;
&lt;br /&gt;
Some players use a number pad mapping terminology to name moves. For example, &amp;quot;8Z x2 j.6X&amp;quot; The first number is a position on the number pad: 8=up, 6=right, 2=down, 5=neutral, corresponding to how a joystick would work. The letter after it is the default key for that ability. x followed by a number means repeat it that many times. &amp;quot;j.&amp;quot; means to do it while jumping.&lt;br /&gt;
&lt;br /&gt;
At the menu screen during game play the options available are:&lt;br /&gt;
*Restart the game&lt;br /&gt;
*Return to the title&lt;br /&gt;
*Erase the menu&lt;br /&gt;
&amp;quot;Restart the game&amp;quot; just means resume playing. Can also be invoked by pressing the menu button. &amp;quot;Erase the menu&amp;quot; just means show the currently paused screen without the menu. Pressing back (strong attack) will bring you back to the normal menu. Return to the title does as stated.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
The program with a Kyubey icon allows you to configure the game. Make sure the game is not running when you use it.&lt;br /&gt;
&lt;br /&gt;
[[File:GriefSyndromeConfig.png | 300px]]&lt;br /&gt;
&lt;br /&gt;
Click the box of the key you want to change and then press the key you want to change it to. Pressing the Esc key will clear that key.&lt;br /&gt;
&lt;br /&gt;
One popular modification is changing the jump key to space. The configuration program also allows you to mute the sound or enable full screen.&lt;br /&gt;
&lt;br /&gt;
If the controls menu does not open, and you&#039;re not in Windows 7, try activating NT compatibility mode in properties. There has been a report of a bug that only allows one key to be changed at a time.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===Madoka===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;92&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;225&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;28875&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;41416&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;9.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;16.3%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;45&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Madoka is a ranged attacker who relies on charging up abilities. She can use cheap tactics to rain destruction on enemies without allowing them any opportunity to fight back, and possesses a huge soul limit, but she is vulnerable to being interrupted while charging attacks, has a limited set of abilities, and her main attacks require precise aiming.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Fire a barrage of arrows. Holding the attack button down allows you to charge the attack up to 2 levels. Doing so increases the number of arrows fired. Holding up or down while starting the attack causes Madoka to aim upwards or downwards at 45 degree angles. Each arrow disappears after hitting once and has weak knock back. Pushes back both small and large enemies.&lt;br /&gt;
**No charge fires 3 arrows.&lt;br /&gt;
**1 level charged fires 7 arrows.&lt;br /&gt;
**2 levels charged (max) fires 14 arrows.&lt;br /&gt;
*Strong Attack: Fire a piercing arrow horizontally that knock back into a wall bounce. Holding the key down causes Madoka to charge up for higher damage and stronger properties.&lt;br /&gt;
**No charge pierces 2 enemies and hits a 3rd and has weak knock back.&lt;br /&gt;
**1 level charged pierces any number of enemies and will hit enemies all the way into the wall.&lt;br /&gt;
**2 levels charged (max) pierces any number of enemies and will hit enemies all the way into the wall. Has a much larger hitbox than the previous level of charge (can hit enemies standing on her) and does over twice as much damage.&lt;br /&gt;
*Special: Shoots a single arrow straight up, and then 60 arrows rain from the sky, damaging all enemies near Madoka, for a total of 61 hits. The shower will knock down enemies.&lt;br /&gt;
*Charging: While charging up attacks, Madoka can float in the air. She can do this indefinitely, staying out of an enemy&#039;s reach.&lt;br /&gt;
*Idle: Madoka looks super cute.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Madoka has the most SL out of the characters, both starting and growth rate. Don&#039;t take her charging shots for granted, they are very effective in stunning/controlling mobs of enemies, especially with their knock back. All her moves essentially put the enemies in a stun state and do quick and rapid damage. To get out of a crowded situation you can fire her special as a canopy of safety; while it rains death on the enemy you are being protected at the same time. Not bad eh? When she fires her bow in midair, it creates a magical platform where she is suspended for a few seconds. Madoka can &amp;quot;store&amp;quot; a charge of the quick attack by jumping after charging it 1 or 2 levels. You can also store a charge by using a fully charged strong attack or just charging it to full and jump cancelling. If a quick attack is used next, it will have 1 level charged. Therefore, alternating between strong and quick attacks maximizes damage.&lt;br /&gt;
&lt;br /&gt;
If you get fatally hit, while Madoka is reviving you can float above the visible screen, where you are safe from almost all enemies. From there you can rain down special attacks, then hold one of the other attacks to stay up there indefinitely while recharging for more specials.&lt;br /&gt;
&lt;br /&gt;
===Homura===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Homura&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gshomuidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;88&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;221&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;17460&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27456&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;15.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;24.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;50&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Homura is a ranged attacker who uses combinations of explosives and gunfire to attack. She&#039;s deadly and versatile, but has a very low soul limit and requires tactical play to set up combos.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Fire a rather weak handgun. Can be fired 7 times.  Bullets will disappear before reaching full screen.&lt;br /&gt;
*Standing Strong Attack: M249 Machine gun. Fires 18 bullets. If used midair, the gun will change to a Howa Type 89 but do the same number of hits and damage. Will slow your fall in mid-air. Bullets do not disappear and are even capable of &amp;quot;de-spawning&amp;quot; enemies if they&#039;re pushed too far off the screen. Slightly pushes Homura back, much more so if using the aerial version. Can be jump cancelled after she starts firing.&lt;br /&gt;
*Left/Right Strong Attack: AT-4. Fires one rocket that explodes on contact. The explosion has sizable splash AoE. Can be jump cancelled anytime after the rocket is fired. Firing the rocket pushes Homura back a little. May miss close grounded enemies. Only hits enemies and other destructible objects.&lt;br /&gt;
*Down Strong Attack: Jump and drop a pipe bomb that explodes on contact. The bomb bounces a bit before exploding on its own. Pushes Homura back a little. If used in the air, holding left or right will throw the bomb farther. Can be jump cancelled after the bomb is dropped.&lt;br /&gt;
*Up Strong Attack: Fires a mortar from behind at an upward angle. After traveling about screen height the shell arcs back down. The shell explodes when it contacts a surface, be it an enemy or part of the stage. Explodes on floating platforms on the way down. The explosion has sizable splash AoE. Can be jump cancelled any time after the mortar appears, even before it is fired, making this move effective for setting up high-damage combos.&lt;br /&gt;
*Up Strong Attack (mid-air): Small jump forward and throw a pipe bomb upwards that explodes on contact. The bomb bounces a bit before exploding on its own. Holding left or right will throw the bomb farther. If used during the rising part of a jump, Homura does the attack during the jump. If used during the falling part of a jump, Homura does an extra small jump and then the attack. This is Homura&#039;s only attack that cannot be jump cancelled.&lt;br /&gt;
*Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Can be jump cancelled after time stops.&lt;br /&gt;
*Idle: The wind be blowing back and forward a lot.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Homura is a great character to have for multiplayer. Not only does her special (time freeze) stack with other character&#039;s moves, but she has quite a few defensive maneuvers as well. While weak in the soul limit and life department, she does have the second fastest growth of soul limit per level. Though her Soul Limit is quite low and drains quickly, she makes up for it with fast projectiles and a time-freezing special.&lt;br /&gt;
&lt;br /&gt;
Homura benefits greatly from being able to jump cancel almost all of her moves. Some examples of this are jump cancelling from 8X or 6X into any of her various aerial grenade tosses, then repeating this when she lands, quickly filling the screen with explosive attacks while remaining highly mobile, or looping 5XC to fire her machine gun nearly without pause. The sheer number of explosives and bullets she can put on screen this way will have most enemies spending most of their time stunned and/or flying around the screen, unable to retaliate. Combine this with time stop and you&#039;re looking at very safe and damaging setups.&lt;br /&gt;
&lt;br /&gt;
Homura rocket-cancel: Hold right or left direction then press X, followed by CX, and then another CX. If done correctly you should fire 3 rockets in one go. You can also use 8X or 2X on the final iteration to toss a grenade instead for lower lag time; 2X is good for retreating or spacing since it pushes you back a bit. Be careful not to press strong attack too soon after jump cancelling the first one, otherwise you will use the rocket launcher too close to the ground and you will land again before Homura can fire the rocket.&lt;br /&gt;
&lt;br /&gt;
Mortar/Nade Spam: Hold up/right or up/left then tap XC repeatedly to rain down explosions to your enemies.&lt;br /&gt;
&lt;br /&gt;
===Homura (Another)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Homura&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmoehomuidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;88&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;221&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;17460&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27456&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;15.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;24.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;50&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Homura as she appears in the earliest timelines, affectionately nicknamed Moemura by fans. She wields a golf club for melee, and uses a chargeable gun, shotgun, and explosives (which can damage herself and other players as well as the enemies) for ranged attacks. She has a very low soul limit and requires tactical play to set up combos and avoid accidents. She is extremely difficult to play.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Swing a golf club. This can knock pipe bombs across the screen (a technique known as Moegolf). If Homura is in mid-air, she will descend slowly while swinging. When on the ground, Homura moves forward slightly. You can also press UP + attack to swing the golf club upward and launch the pipe bomb in the air.&lt;br /&gt;
*Standing Strong Attack: Fire a handgun. This can be charged up to three levels to become a piercing attack. It is much like Madoka&#039;s strong attack, although damage dealt does not increase and, for each level of charge, the shot will pierce only one enemy. If Homura is in mid-air, she will descend slowly while charging, but the attack will be canceled if she lands before firing. The recoil pushes Homura back slightly, and this attack knocks enemies back. Can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing.&lt;br /&gt;
*Left/Right Strong Attack: Draw and fire a shotgun that unleashes a spread of ten bullets that dissipate after traveling about half a screen, each one at a random angle within an approximately 60-degree arc in front of her. If Homura is in mid-air, the recoil will push her backwards significantly and up a bit. If she lands before firing, the attack will be canceled. When fired on the ground, she is pushed backwards slightly. This attack knocks enemies back.&lt;br /&gt;
*Down Strong Attack: Throw a pipe bomb at the ground and hop backwards. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Up Strong Attack: Hop forwards and throw a pipe bomb into the air. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Up Strong Attack (mid-air): Throw a pipe bomb into the air and move forwards slightly. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Cannot be jump canceled after time stops. Bombs thrown during a time stop cannot be hit with her golf club.&lt;br /&gt;
&lt;br /&gt;
Homura&#039;s pipe bombs explode three seconds after being thrown, and blink red shortly before detonating. The bombs will detonate instantly if they are hit by Homura&#039;s handgun or shotgun. They will also detonate if they are hit by other explosions, meaning that laying down a line of bombs (such as by using her Down Strong Attack repeatedly) can result in a chain of explosions traveling all the way back to her. The explosions will damage herself and other players slightly (in addition to dealing normal damage to enemies). The damage dealt is highly variable, but generally large.&lt;br /&gt;
&lt;br /&gt;
Homura can combine her skills to attack enemies via Moegolf by knocking bombs towards enemies with her golf club. They detonate upon contact with enemies after being hit with the golf club (be careful, as they will also explode when contacting defeated enemies before they dissipate).  Single golf swings will knock bombs sideways. Hitting bombs with second swings knocks them upwards into the air. This can be accomplished by throwing a bomb on the ground and swinging twice without moving, or by holding up while swinging. She can also perform a ghetto version of the Homuhop by throwing a bomb into the air and immediately firing the shotgun to detonate it, a technique with is effective against aerial targets.&lt;br /&gt;
&lt;br /&gt;
Homura is able to jump-cancel her golf club, handgun, shotgun, and pipe bomb attacks to unleash rapid-fire combinations.&lt;br /&gt;
&lt;br /&gt;
Homura is difficult to play for many reasons. Her attacks, in general, deal low damage; her only high-damage attack is delayed, difficult to aim, and dangerous to her own (and her teammates&#039;) health, and it does not even deal high damage consistently. Her only piercing attack requires precious time to charge and maxes out at piercing three enemies but can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing. Her only upward attack (Moegolf) requires two moves and needs a fair amount of operating space to avoid self-injury and ensure accuracy, while her only downward attack is to drop a bomb and wait. Her wide-range attack takes a defenseless moment to initiate and neither covers much distance nor deals much damage, and yet it is still limited to a rather narrow forward arc ([http://www.youtube.com/watch?v=i1dThgIwfVk and is unreliable even within that arc]). Furthermore, her ability to set up bomb combos during time stops is limited by her inability to club bombs frozen in the air, and the fact that the bombs can damage her makes using them during or shortly after a time stop extremely risky. Furthermore, all moves begun in the air are canceled if she lands, compromising her ability both to fight on uneven terrain and to handle groups of enemies on or near the ground at the same time as groups of enemies in the air. Paired with her low Soul Limit, she is nearly unplayable, even on low laps, whether solo or multiplayer. Recommended only for experienced players or people looking for a challenge.&lt;br /&gt;
&lt;br /&gt;
Tip: To instantly detonate her bombs, just shoot at them. Be careful not to shoot them from too close.&lt;br /&gt;
&lt;br /&gt;
===Mami===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Mami&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmamiidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;110&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;268&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;22278&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;30510&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;14.87%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;26.4%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;100&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mami is a hybrid melee-ranged fighter who is widely regarded as the most difficult character to play. Her muskets have a very short range, her damage is low, and her truly powerful move, Tiro Finale, turns an enormous amount of the health bar blue.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Summon and fire muskets in succession with low range, but AoE damage. At close range you can attack the enemy with both the shot and the musket itself, doing extra damage. Can be pressed 8 times.&lt;br /&gt;
*Standing Strong Attack: Summon multiple muskets that each shoot once before disappearing.&lt;br /&gt;
**This move can be charged by holding down strong attack. Uncharged summons 4 muskets. The longer you charge it, the more muskets will appear for up to 19.&lt;br /&gt;
**The move can be charged indefinitely. When charging in the air you will not move. You can jump cancel this move at any time. Doing so before letting the Strong Attack button go will cause the summoned muskets to disappear without firing. If you jump cancel after letting go, however, the muskets will fire and then disappear like normal.&lt;br /&gt;
*Left/Right Strong Attack: Step forward and strike the enemy with muskets on both sides, followed by a strong musket shot on both sides. The musket shots hit far out in front and back of Mami will low horizontal range, but have strong knock back and surprisingly good vertical reach.&lt;br /&gt;
*Down Strong Attack: Jumps forward and sends out a cloth whip down and forwards. Hits multiple times with weak damage and knock back; good for holding enemies still. You can hold the button down to prolong the attack for a short while. Will not hold bosses down.&lt;br /&gt;
*Up Strong Attack: Mami fires cannons diagonally upwards to both sides. Does not hit directly above her, though it has good vertical range. Doing this attack on the ground while holding left or right will cause her to move in that direction and then fire. Doing this attack during the rising part of a jump causes Mami to do the attack during the jump. Doing it during the falling part of a jump causes her to do an extra small jump and then the attack.&lt;br /&gt;
*Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off.&lt;br /&gt;
*Special: Tiro Finale. Summons a very large musket and fires a strong laser. The attack can be continued by holding the special button down and can continue until the health bar is all blue. Hits 6 times without holding.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Mami has a sizable SL supply but takes a considerable hit when reviving as well (nearly double the cost of some other characters) making her large pool quite deceptive as you will see your reserves run dry if you are not careful.&lt;br /&gt;
Her special does great damage, but be aware you need to back up before using it since the length of the gun is nearly half the screen and only hits in front. Considering the subtraction from the health bar and that you&#039;re immobilized and wide open to attacks while holding it, this move is extremely risky, and is best used to punish bosses when they present an opening.&lt;br /&gt;
Repeatedly jump-canceling her forward-strong attack allows her to advance across the screen while attacking. Beware, though, that like Homura, if you do a forward strong attack too soon after jump cancelling, you will land before the attack goes off. A good way to damage high up or large enemies is to do an up strong attack on the ground, jump cancel it and do a rising up strong attack, and repeat when you land.&lt;br /&gt;
Using her down strong attack causes a quick jump forward, and if you cancel it right after the whip comes out with a jump, you can move forward quickly.&lt;br /&gt;
&lt;br /&gt;
===Sayaka===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Sayaka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gssayakaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td nowrap=&amp;quot;nowrap&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;138&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;328&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;19935&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27971&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td nowrap=&amp;quot;nowrap&amp;quot; style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;6.23%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;20 (+20 to add Strong Attack)&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sayaka is a mobile melee fighter who uses charges and aerial attacks. She is an extremely powerful solo character whose diving attack can destroy enemies easily.  Her strong attacks can chain into each other, making her extremely mobile while attacking.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack (Z): Swing her sword back and forth. On the ground, this can be pressed up to 6 times with the 6th being a step forward and strong slash that wallslams. In the air, the combo stops at the 5th hit.&lt;br /&gt;
*Standing Strong Attack (5X): Lunging sword thrust forward.&lt;br /&gt;
**Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. Fully charged will hit opponents all the way into the wall.&lt;br /&gt;
**Can be cancelled after the lunge forward into a jump or any other strong attack. Charging cannot be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. You can continue charging even if you touch the ground before releasing the charge.&lt;br /&gt;
*Left/Right Strong Attack (6X): Forward slash attack. Will knock back enemies all the way into the wall and cause them to bounce off.&lt;br /&gt;
*Down Strong Attack (2X): Jump backwards and then diagonally dive attack the way you were facing.&lt;br /&gt;
*Up Strong Attack (8X): Jump forward diagonally with a sword thrust. Can be done twice in a row. Beware of using this move though, it incurs a very long recovery time unless you land quickly or otherwise cancel it into a jump or her special. If used on the ground, this uses up one of your jumps.&lt;br /&gt;
*Down and jump (2C): Dive downward and hit for no damage, but if she hits an enemy she will jump off. Note that this won&#039;t cancel your attacks like a normal jump would, instead you&#039;ll jump cancel normally in this case (the jump can then be cancelled into this), so watch out if you intend to use this to evade attacks. You can cancel this into any other attack, but not a jump.&lt;br /&gt;
*Special (A/A.X): Forward dash. Press Strong Attack during the dash to add a powerful attack with some extra cost to your bar. During the dash you do not take hit stun, but you can still take damage. The damage you take during the dash, however, is significantly reduced, to around one fourth. You can cancel any version into a jump to reduce the recovery time.&lt;br /&gt;
*Idle: Bouncy.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Sayaka is the definitive powerhouse that can tank it out with little to no effort.&lt;br /&gt;
Her attacks are very strong and fast and with the best vitality, vitality growth, regeneration per soul limit spent, and dps growth of the girls, she is probably the most powerful character of the game. As such, you really have to try hard to die on the first few laps of the game.&lt;br /&gt;
Her left/right strong attack will stun enemies and send them flying into the wall. A good way to damage enemies, especially those on later laps with lots of hp, without fear of retaliation is to continuously hit them into the walls. This works on larger enemies as well. Just hit them as they&#039;re bouncing off the wall to negate their super armor, and then the next hit will slam them into the wall, again.&lt;br /&gt;
&lt;br /&gt;
Sayaka combos:&lt;br /&gt;
One way to max out your damage rate with Sayaka is to use the strongest attacks that don&#039;t move your enemies out of range.&lt;br /&gt;
This being said, if you have a wall close by or your enemy can&#039;t be slammed into the wall, looping cancel strings of the form&lt;br /&gt;
:: 5X 6X (A.X) C j(5X 6X/8X (A.X) C 5X 6X (2X or 2C)) repeat&lt;br /&gt;
or the slower and less safe, but more damaging&lt;br /&gt;
:: 5X 6X j(A.X 5X 6X) C j(5X 6X (A.X 5X 6X) C 5X 6X (A.X 5X 6X) (2X or 2C)) repeat&lt;br /&gt;
are best. This string is also great to attack while moving quickly, as an alternative to her A.X special, and being capable of changing directions quickly between strong attacks.&lt;br /&gt;
Otherwise, you either want to keep your enemies in place with strings like&lt;br /&gt;
:: Zx5 C j(23Zx5) repeat&lt;br /&gt;
(with a few possible 5X&#039;s intercalated if their super armor can take them), or slam them into a wall and chase them, with&lt;br /&gt;
:: Zx5 (6thZ or 5X) 6X C j(A.X 5X 6X (A.X) C 5X 6X) chain into a loop&lt;br /&gt;
for example.&lt;br /&gt;
If you&#039;re fighting against aerial enemies, you should try to lower them with 2X. If you can&#039;t reach them with it, a possibility is to alternate between the higher ones and the lower ones, since you may only reach an aerial enemy with strings such as&lt;br /&gt;
:: C j(C 8X A.X (2X or 2C))&lt;br /&gt;
at which point you combo a grounded enemy and then jump to hit a higher one.&lt;br /&gt;
&lt;br /&gt;
===Kyouko===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Kyouko&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gskyokoidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;95&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;253&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;23742 &amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;32268&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;12%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;23.5%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;35&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kyouko is an offensively oriented melee fighter who has high damage attacks that cover wide areas. She is an extremely powerful solo character who can destroy waves of enemies easily in the early laps, but she can&#039;t handle taking very much damage.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Swing her spear. Can be pressed 8 times for 2 pokes and 6 swings. The swings have very good vertical reach.&lt;br /&gt;
*Standing Strong Attack: Lunging spear thrust forward. &lt;br /&gt;
**Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. When fully charged the lunge will do great damage, hit enemies all the way into the wall, and go extremely far, around one whole screen length. &lt;br /&gt;
**Can be cancelled at any time into a jump or any other strong attack. Charging can also be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. If you touch the ground before releasing the charge, the charge will be cancelled.&lt;br /&gt;
*Left/Right Strong Attack: Spinning double hit. The first swing has weak knock back, but the second swing will knock back enemies all the way into the wall and cause them to bounce off. Can be jump cancelled after the second swing.&lt;br /&gt;
*Down Strong Attack (grounded): Jump and slash down.&lt;br /&gt;
*Down Strong Attack (mid-air): Spear thrust diagonally downward. Pressing left or right will have her thrust in that direction.&lt;br /&gt;
*Up Strong Attack: Use her spear like a pole vault bending it and causing it to spring upward. Even in the air... Slashes in a large arc in front, over, and behind her.&lt;br /&gt;
*Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off.&lt;br /&gt;
*Special: Create a box shaped barrier around Kyouko comprised of small diamonds. Each diamond hits for extremely low damage, stuns enemies, and disappears after hitting something.&lt;br /&gt;
*Idle: No Pocky?&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Kyouko is no pushover and is excellent at crowd control and melee combat.&lt;br /&gt;
Her left/right strong attack grants invulnerability frames. Kyouko&#039;s up strong attack deals great damage and is particularly effective at evading attacks. It can also serve as another jump in a tight situation. Her mid-air down strong attack is her damage-dealer. After use she will pop up into the air slightly and is in position to repeat using it. Against bosses this is an effective way to do a lot of damage quickly. It can also be used to stay off the ground indefinitely. Her special has limited use, such as blocking enemies or projectiles, but usually hurts more than helps her because it ironically leaves this tank in a vulnerable state.&lt;br /&gt;
&lt;br /&gt;
The most useful attack for Kyouko at lower laps is her up strong attack. This attack is her third strongest attack (behind fully charged strong attack and down strong attacks), covers an enormous area (including behind her), and can be spammed quickly, juggling enemies with ease. At lower laps, this attack will OHKO small enemies rendering even the largest crowds a trivial chore.&lt;br /&gt;
&lt;br /&gt;
Kyouko combo: Z x5 + 5X + 6X + j2X + j2X or j8X&lt;br /&gt;
&lt;br /&gt;
===Kyubey===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Kyubey&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gskyubeyidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kyubey is a non-combatant incubator who becomes available if there are more players than living playable characters. He is ineffective in combat and can be killed by friendly fire.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Kyubey sits down. &lt;br /&gt;
*Standing Strong Attack: Kyubey faces the player and raises his tail until the key is released. &lt;br /&gt;
*Left/Right Strong Attack: Same as standing.&lt;br /&gt;
*Down Strong Attack: Same as standing.&lt;br /&gt;
*Up Strong Attack: Same as standing.&lt;br /&gt;
*Up Strong Attack (mid-air): None&lt;br /&gt;
*Special: Kyubey rolls on the ground.&lt;br /&gt;
&lt;br /&gt;
Kyubey is unable to deal damage. He can be damaged by the both enemy and player attacks, which kill him instantly. He respawns quickly after dying, and has unlimited lives. Enemies will attempt to attack Kyubey, so he can be used to distract them or consume projectiles that disappear after hitting. Kyubey&#039;s hitbox is small, so many enemies will have difficulty hitting him. Kyubey&#039;s abilities cannot be used in mid-air or jump-canceled. Since all of the girls have already made contracts, he is unable to contract new girls.&lt;br /&gt;
&lt;br /&gt;
To play Kyubey, select a dead character when all living characters have already been selected by other players. If all of the magical girls die during a level, Kyubey will be unable to act and you will be returned to the stage select screen. If all magical girls are dead, it is not possible to begin a game with only Kyubeys, and you will remain at the character select screen.&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
&lt;br /&gt;
===Gertrud===&lt;br /&gt;
&lt;br /&gt;
Gertrud boss fight&lt;br /&gt;
&lt;br /&gt;
Small Anthony enemies (the ones with moustaches) spawn indefinitely during this boss fight. Gertrud, grounded, will slowly moves about the stage. She will alternate between these attacks at random:&lt;br /&gt;
* Body slam forward. Be careful, this move has farther range than it appears. Hits on the ground where her body impacts, and some distance in front of her head.&lt;br /&gt;
* Jump forward, up, or back and hit you where she lands. Only hits around her feet.&lt;br /&gt;
* Walk forward or back up quickly and hit you by her feet.&lt;br /&gt;
* Jump straight up into the ceiling and position herself above where you are. After a time she will fall straight back down and do a body slam. Hits on the way down and on the ground.  When in the air, her feet are visible at the top of the screen above where she will fall.&lt;br /&gt;
* Send out a large scissor attack that has pretty far range in front of her. Both the scissors and the vines they&#039;re connected to can hit you.&lt;br /&gt;
* Summon Adelbert enemies (the small white enemies) from the ground at spaced intervals. These Adelberts cannot be hit while being summoned. After a brief time, the Adelberts will turn into spikes to form walls, at which point they can be hit and destroyed by any attack, even weak attack. After the summoning Gertrud will randomly do one of her attacks, often her ceiling jump attack. Like the Adelberts in the stage, after some time they will disappear on their own.&lt;br /&gt;
**Adelbert summoning:[[file:GertrudeAdel1.jpg|200px]]&lt;br /&gt;
**Adelbert walls:[[file:GertrudeAdel2.jpg|200px]]&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Considering her attacks, it&#039;s pretty safe to do air attacks since most of Gertrud&#039;s attacks only hit near the ground. As mentioned above, the Adelbert enemies she summons can be destroyed in one hit by any attack, unlike those found in the stage, so you can easily destroy them and run away instead of being trapped waiting for her attack you with little room to dodge.&lt;br /&gt;
&lt;br /&gt;
===Charlotte===&lt;br /&gt;
This stage is pretty linear, not unlike all the other stages, but you&#039;ll come across a maze half way through. It&#039;s best to follow the doors that shine with blue light once they open; do this until you reach a room with the two staircases on either side, then head to the pink one (it should be after the one room filled with two giant Pyotr enemies and their small minions). The game will take pity on you eventually and head you onward to the correct path if you do mess up repeatedly. However, in later laps, it becomes beneficial to mess up and redo these rooms to grind for levels. It is important to note that this loop will only last four times, since as you start the fifth loop, the game will correct you to the path to Charlotte.&lt;br /&gt;
&lt;br /&gt;
For those who are interested:&lt;br /&gt;
* Room 1 has only one pink door that leads to room 2.  (First room)&lt;br /&gt;
* Room 2&#039;s pink door leads to room 3, blue door leads to room 4. (One wave of falling enemies, flat)&lt;br /&gt;
* Room 3&#039;s pink door leads to room 5, blue door leads to room 4. (One wave of enemies, staggered elevations)&lt;br /&gt;
* Room 4&#039;s pink door leads to room 3, blue door leads to room 5. (Two waves of falling enemies, flat)&lt;br /&gt;
* Room 5 is the bridge to room 6.&lt;br /&gt;
* Room 6&#039;s pink door leads to room 7, blue door leads to room 8. (One wave of falling enemies, flat)&lt;br /&gt;
* Room 7&#039;s pink door leads to room 6, blue door leads to room 9. (Two elite versions, one staircase)&lt;br /&gt;
* Room 8&#039;s pink door leads to room 6, blue door leads to room 7. (Two staircases rising up to one central door.  This room actually appears to be numberless.)&lt;br /&gt;
* Room 9&#039;s pink door leads to room 10, blue door leads to room ?. (Double staircase room)&lt;br /&gt;
* Room 10 is the bridge to the cake area.&lt;br /&gt;
Suggested route is 1 -&amp;gt; 2 -&amp;gt; 4 -&amp;gt; 5 -&amp;gt; 6 -&amp;gt; 7 -&amp;gt; 9 -&amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
Note that the color of the doors in the scheme above refers to the &#039;&#039;&#039;hues&#039;&#039;&#039; of light shining out of them, &#039;&#039;&#039;not&#039;&#039;&#039; the color of the door itself.&lt;br /&gt;
&lt;br /&gt;
Charlotte boss fight&lt;br /&gt;
&lt;br /&gt;
Charlotte initially appears in her first form and never moves or attacks you. In this form, Charlotte is easily damaged. To begin the true boss fight, you must defeat this first form. In the meantime, small Pyotr enemies spawn indefinitely throughout the stage. Once you&#039;ve defeated the first form, her second form appears from above in the center of the stage and bites downward. This can hit you for large damage; however, don&#039;t let yourself be intimidated by her large size. The actual area where she can damage you is generally centered around her face when she attacks. She will alternate between these attacks at random:&lt;br /&gt;
* Bite forward with 3 levels of elevation depending on where you are: high low and mid. This is usually done twice in succession.&lt;br /&gt;
* Jump forward and slams down on the ground in front.&lt;br /&gt;
* Charge up for a bit before moving forward for while, biting low at ground level, mid at the lower platform level or high at the upper platform level toward where you are. High version can end with a body slam that hits the ground in front.&lt;br /&gt;
* She will back up several times, typically followed by another attack.&lt;br /&gt;
* Jump upward off the screen. She then appears above you and bites downward. This move is very powerful so do your best to avoid it.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Considering her attack pattern, it is fairly safe to stay near her, as long as you&#039;re behind her. She backs up much faster than most of the characters can move, though, so when she does, it&#039;s usually best to stay away.&lt;br /&gt;
* On later laps, a good way to grind levels is to, during Charlotte&#039;s first form, ignore her and just attack her minions.&lt;br /&gt;
&lt;br /&gt;
===H.N. Elly (Kirsten)===&lt;br /&gt;
&lt;br /&gt;
Kirsten boss fight&lt;br /&gt;
&lt;br /&gt;
The setting of this boss fight is different from usual. There is no ground, only six floating televisions, the bottom four of which you can use as platforms. Falling off of a platform just causes you to fall through and then appear above where you fell. If you fall off the sides, you&#039;ll land on the side platforms. If you you fall through the middle, you will most likely drift towards one of the lower platforms. You can fall indefinitely, and steer yourself using the left and right arrows. Kirsten takes the form of four TVs which constantly rotate in a circle at the center of the stage. The main body, and the only place she can be harmed, is the TV containing the blue silhouette. Green blood spurts out of the TV to show that you&#039;re doing damage. The other TV&#039;s will contain one of three different images that have different effects:&lt;br /&gt;
* Lightning - periodically shoots lightning outwards.&lt;br /&gt;
* Minion - periodically spawns small minions.&lt;br /&gt;
* Exclamation point - if this TV is hit, three electrical orbs will fly out.&lt;br /&gt;
Every so often, Kirsten and all the TVs will whirl around in place for a short time during which she&#039;s invulnerable. After, they will resume rotating with some changes:&lt;br /&gt;
* Kirsten&#039;s position amongst the TVs may change at random.&lt;br /&gt;
* The images on the other TVs may change at random.&lt;br /&gt;
* The direction that TVs rotate may change at random.&lt;br /&gt;
* The speed at which the TVs rotate may change at random.&lt;br /&gt;
* The TVs may change to rotate in a circle with a small diameter (all of Kirsten&#039;s TVs touching), a large diameter (the TVs can reach the platforms), or a medium diameter (half way between) at random.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
This fight is mostly made difficult by the spawning of enemies that will interrupt you while you try to attack Kirsten. Don&#039;t expend too much effort trying to take them out before attacking Kirsten, however, because it&#039;s likely that more will spawn before you get a chance to attack her if you pay too much attention to them. Unlike enemies throughout the stage, though, enemies that spawn from the TVs can be killed with one attack, be it weak or strong, so if you are close to an enemy you can take it out quickly before continuing your assault.&lt;br /&gt;
&lt;br /&gt;
Mami&#039;s Tiro Finale can deal great damage to her. If you have a chance to use it (enough range to use it), &#039;&#039;just keep firing it&#039;&#039;. If you have Homura in your team too, use the freeze time ability while Mami&#039;s Tiro Finale still keeps firing, you can kill her in a few second in early lap (Less than the 150th).&lt;br /&gt;
&lt;br /&gt;
===Elsa Maria===&lt;br /&gt;
The minions in this level are a little different, in that they need to be hit at the head and neck area. Hitting them in the body causes no damage whatsoever.&lt;br /&gt;
&lt;br /&gt;
Elsa Maria boss fight&lt;br /&gt;
&lt;br /&gt;
Elsa Maria is a grounded, generally stationary boss. She will only move after each attack where she will idle for a time before disappearing and reappearing again somewhere at random. Small and medium sized enemies of every kind from this stage will spawn at random indefinitely. She will alternate between these attacks at random:&lt;br /&gt;
* 3 hands extend out of her body and home in on you in a straight line.&lt;br /&gt;
* 6 hands extend straight out of her body at random angles and then turn once to home in on you.&lt;br /&gt;
* Note for the above two hand attacks, at low health she will do another volley of hands after the first.&lt;br /&gt;
* 12 hands extend straight out of her body radially at evenly spaced intervals like spokes of a wheel. At low health she will send out 16 hands so the space in between hands is smaller. [[file:ElsaMariaAttack.jpg|200px]]&lt;br /&gt;
* Note that for all the hand attacks, only the hand can hit you, not the arm, so that&#039;s the only part you have to dodge.&lt;br /&gt;
* A large tree extends out of the back of her head and covers that entire side of the screen. This move is extremely powerful and hits many times. If you get hit by it, it will one hit KO you. An easy way to dodge this move is to pay attention to Elsa Maria&#039;s form when she appears. If it&#039;s any other attack, her body with morph into a blob like shape before attacking, But if it&#039;s this attack, her body will not change; the tree will just start extending out. This move also has fairly long start-up time, so it&#039;s not hard to get out of the way if you see it coming.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Taking her OHKO move into account, it&#039;s safest to attack Elsa Maria from her front at all times. Her other attacks are best dealt with at a distance. The straight homing hands you can avoid by staying in place and then jumping over them as they approach. The angled hands you can avoid by keeping your distance at first and then running towards Elsa Maria as they approach. The hands will generally extend upwards before turning, and they will turn to aim where you are, so if you continue moving forward they should miss you. The radial hands you need to look for an opening between the hands. And the tree you can avoid completely simply by being behind it. She will never appear so close to the edge of the screen that you can&#039;t avoid it.&lt;br /&gt;
&lt;br /&gt;
===Oktavia von Seckendorff===&lt;br /&gt;
&lt;br /&gt;
You obtain this boss fight after Sayaka dies at any time. There are no enemies present on this stage except Oktavia.&lt;br /&gt;
&lt;br /&gt;
Oktavia boss fight&lt;br /&gt;
&lt;br /&gt;
This is the only boss fight where enemies don&#039;t spawn. Oktavia will slide back and forth across the stage. She will alternate between these attacks:&lt;br /&gt;
* Summon four wheels that bounce across the screen from behind her. This occurs when Oktavia turns sideways, leans back, and raises both her arms high. These wheels are destructible, and hitting them delays their descent.&lt;br /&gt;
* Summon many wheels in the sky that, after a short time, fall straight down and then, after a short time, roll off to the sides. This occurs when Oktavia raises only her sword arm. These wheels are destructible, but cannot be hit while they&#039;re in the air. Hitting them on the ground will stall their forward rolling.&lt;br /&gt;
* Dash very quickly around the stage. She doesn&#039;t attack during this, nor is she invulnerable.&lt;br /&gt;
* Big sword slash that causes a large shockwave along the ground that goes in both directions from the impact of the sword. The sword slash can hit you. Both the slash and the shockwave do tremendous damage and will one hit KO you. The shockwave, though, only hits near the ground, so you can jump or stall in the air to avoid it. Try to be behind her or far from her when she does this move to avoid getting hit by the slash. An indicator that she&#039;s about to use this move is if she raises her sword arm and slides back and forth quickly.&lt;br /&gt;
* Retreat to the background where she is invulnerable and summon wheels to fall straight down randomly from the sky. The wheels will disappear after hitting the ground once. After many wheels fall, she will return to the foreground.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
A good way to dodge the bouncing 4 wheels is to try and keep your distance and then run to stand under the wheels&#039; bounce. The wheels bounce very high, so it&#039;s not a good idea to try and jump or stall in the air over them. On the other hand, a good way to dodge the second wheel attack is to get out of the way of where they will fall while they&#039;re spawning in the air, and then jump or stall in the air over them as they roll off to the sides. If you want to go about destroying the wheels during the second wheel attack, keep in mind that, as mentioned before, the wheels during this attack can&#039;t be hit in the air, only on the ground. The last wheel attack where she&#039;s invulnerable can be dealt with by simply running back and forth to dodge. You can also try destroying the wheels with upward aimed attacks since they can be destroyed in one hit by any attack. Kyouko&#039;s super has very good application here. Any wheel will be destroyed if it touches her barrier. Two uses is enough to be safe for the entire duration of this move; one use will last a little short of the whole time. Even on later laps (tested up to lap 1000) this is still applicable.&lt;br /&gt;
&lt;br /&gt;
===Walpurgisnacht===&lt;br /&gt;
&lt;br /&gt;
Walpurgisnacht boss fight&lt;br /&gt;
&lt;br /&gt;
* This is another boss fight where there are platforms instead of solid ground. Unlike Kirsten&#039;s fight, though, if you fall here you die. Again, enemies spawn indefinitely. Walpurgisnacht has 2 main phases of attack.&lt;br /&gt;
* In her first phases she will float about the stage in random directions and let her minions attack you. Periodically a group of six blue orbs will appear in a hexagon formation randomly around the stage and fire blue lasers out radially. The lasers are the same as the ones her minions fire and will first shoot a thin beam showing the direction they will shoot before actually shooting, so you have some time to dodge.&lt;br /&gt;
* After some time, Walpurgisnacht will enter her second phase. During this phase she retreats to the background and she is completely invulnerable. If you have not destroyed her enemies they will remain. However, during this phase they will not re-spawn once killed. To start this phase, debris will fly up and then fall from the sky, rotating as they fall. The debris cannot be destroyed so you must dodge. Each piece does large damage. After the debris finishes falling, Walpurgisnacht will shoot fire from her mouth that covers large portions of the stage as it arcs about. Keep in mind, though, that it can only hit you when it passes through the foreground. This fire is very powerful. A good strategy is to wait at the top platform in the center of the stage so you can watch the fire and see which direction it will move in so you can effectively dodge. After the fire attack finishes, Walpurgisnacht will return to the foreground and resume her first phase. At low health, after the fire attack, she will drop an enormous building from the sky centered where you are. You will know it&#039;s starting when the screen shakes. This move is a one hit KO, but it&#039;s not too hard to outrun. Also, Sayaka can super dash away, while Homura can stop time.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
* Walpurgisnacht is enormous, so it&#039;s extremely easy to hit her. Using Madoka&#039;s super attack can result in all of the arrows hitting for enormous damage.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
&lt;br /&gt;
*Silver Trophy: Clear game once&lt;br /&gt;
*Silver Trophy: Clear the game without reviving&lt;br /&gt;
*Golden Trophy: All endings cleared&lt;br /&gt;
*Silver Trophy: Use everyone a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Madoka a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Homura a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Mami a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Sayaka a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Kyouko a total of 100 times&lt;br /&gt;
*Golden Trophy: Use everyone 100 times each&lt;br /&gt;
*Silver Trophy: Defeat 1000 familiars&lt;br /&gt;
*Golden Trophy: Defeat 10000 familiars&lt;br /&gt;
*Silver Trophy: Defeat 100 witches&lt;br /&gt;
*Golden Trophy: Defeat 1000 witches&lt;br /&gt;
*Silver Trophy: Reach level 30&lt;br /&gt;
*Golden Trophy: Reach level 99&lt;br /&gt;
*Silver Trophy: Use magic ability 100 times&lt;br /&gt;
*Golden Trophy: Use magic ability 1000 times&lt;br /&gt;
*Silver Trophy: 100 hit combo&lt;br /&gt;
*Golden Trophy: 500 hit combo&lt;br /&gt;
&lt;br /&gt;
==Endings==&lt;br /&gt;
&lt;br /&gt;
The game has multiple endings depending on which characters in your party are alive at the end of the game. Getting all of the endings is a of requirements of one of the trophies. Currently identified ones and their conditions are as follows:&lt;br /&gt;
&lt;br /&gt;
Ending 1:&lt;br /&gt;
All of your party members survive.&lt;br /&gt;
&lt;br /&gt;
Ending 2:&lt;br /&gt;
Only Madoka and Homura survive.&lt;br /&gt;
&lt;br /&gt;
Ending 3:&lt;br /&gt;
Only Sayaka and Kyouko survive.&lt;br /&gt;
&lt;br /&gt;
Ending 4:&lt;br /&gt;
Only Mami survives.&lt;br /&gt;
&lt;br /&gt;
Ending 5:&lt;br /&gt;
Only Madoka and Sayaka die.&lt;br /&gt;
&lt;br /&gt;
Ending 6:&lt;br /&gt;
Only Sayaka dies.&lt;br /&gt;
&lt;br /&gt;
Ending 7:&lt;br /&gt;
Only Mami dies.&lt;br /&gt;
&lt;br /&gt;
Ending 8:&lt;br /&gt;
Only Kyouko dies.&lt;br /&gt;
&lt;br /&gt;
Ending 9:&lt;br /&gt;
Only Madoka dies.&lt;br /&gt;
&lt;br /&gt;
Ending 10:&lt;br /&gt;
Any other combination of surviving characters invokes this ending. The simplest way for this ending to occur is if only Homura dies.&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
&lt;br /&gt;
*OS: Windows 7, Vista, or XP&lt;br /&gt;
*CPU: 2GHz or higher&lt;br /&gt;
*RAM: 1GB&lt;br /&gt;
*Hard drive space: 1GB&lt;br /&gt;
*Graphics: DirectX9.0c compatible with 256MB VRAM&lt;br /&gt;
*Display: 800x600 resolution&lt;br /&gt;
*Input Device: Game pad recommended, keyboard supported&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grief Syndrome Online==&lt;br /&gt;
[[File:Gso2ui-eng.PNG | thumb | right | 200px|The UI of GSO v2.0.]]&lt;br /&gt;
[[File:Gsonline-guide.png | thumb | right |200px|An image guide for GSO v10/18.]]&lt;br /&gt;
Grief Syndrome Online is an unofficial program that enables multiplayer over the internet. Follow these instructions for netplay:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline ver2.02 (2012/10/12)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This update features replays, in-game chat, unicode support, and more.&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/84547&amp;amp;key=gso  GSOnline (version 2.02)]&lt;br /&gt;
&lt;br /&gt;
*1. Backup your save file and griefsyndrome folder.&lt;br /&gt;
*2. Copy the contents of the gso_v2.02 folder to the same folder as your griefsyndrome.exe.&lt;br /&gt;
*3. Run gso_patch.exe.&lt;br /&gt;
*4. Run griefsyndrome_online.exe. The host will need a UDP port open. Put the port number into the box, and then hit the host button to its right. Then clients will need to enter the host&#039;s IP and the port number before clicking the button.&lt;br /&gt;
*5. After everyone&#039;s connected, the host presses the lower right button, and Grief Syndrome should launch automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All players will use the controls set to their player one. Make sure Grief Syndrome has been upgraded to 1.10. In some cases it&#039;s necessary to run GSOnline or Grief Syndrome in Windows 2000 compatibility mode, but this can cause [[Talk:Grief_Syndrome#GSOnline_Testing|errors]], so only do it as a last resort. The game&#039;s framerate will depend on the latency of the connection between the host and client(s).&lt;br /&gt;
&lt;br /&gt;
*Only the host needs an open port or port forwarding, and Hamachi is an option. 6112 is a common port since Battle.net uses it.&lt;br /&gt;
*The lowest unlocked lap limit of any connected player will be the online game&#039;s limit. [http://www.mediafire.com/?fvrb1t1u6tdc927 This] is a save file with higher laps unlocked. &lt;br /&gt;
*If you get stuck at a black screen, make sure all players are in windowed mode, or all are in fullscreen mode. If one is in windowed and another is in fullscreen, it may fail.&lt;br /&gt;
*Black screens can also be caused by different save files. Use the exact same save file for all players, or have all clients delete their save files to start fresh.&lt;br /&gt;
*[http://yuzuru.2ch.net/test/read.cgi/gameama/1317014043/55  A 2ch post about GSOnline]&lt;br /&gt;
*[http://jbbs.livedoor.jp/bbs/read.cgi/otaku/14999/1339594845/ A livedoor thread about GSOnline]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline (2011/10/18)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To install a pre-2.0 version of GSOnline, copy the GSOnline.exe and .dll files to the same folder as griefsyndrome.exe. Since all users must have the same version and different versions handle high latency differently, some people may wish to use the old ones.&lt;br /&gt;
&lt;br /&gt;
The 10/18r2 version needs to open a UDP port, and attempts to fix the problem related to the synchronization gap between players in the GSOnline program.&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/70532&amp;amp;key=gso  GSOnline (ver 2011/10/18 rev2)]&lt;br /&gt;
&lt;br /&gt;
Consider trying the older 10/13 version if your latency is high and 10/18 does not work at all:&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/70317&amp;amp;key=gso  GSOnline (ver 2011/10/13)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talk&#039;&#039;&#039;&lt;br /&gt;
[[File:Gsotalk.PNG | thumb | right |Chatting.]]&lt;br /&gt;
The 10/18r2 version of GSOnline introduced a talk feature that displays pre-defined text on the screen as speech bubbles. Version 2.0 improved talk capabilities. Two players with talk enabled can see each other&#039;s messages without having to exchange anything in advance. &lt;br /&gt;
&lt;br /&gt;
Press enter to chat in version 2.0. To activate talk in the 10/18 version, add &amp;quot;talk=10&amp;quot; and some binds to your GSOnline.ini file as follows:&lt;br /&gt;
&lt;br /&gt;
[Config]&lt;br /&gt;
&lt;br /&gt;
IP=5.143.40.182&lt;br /&gt;
&lt;br /&gt;
Port=2620&lt;br /&gt;
&lt;br /&gt;
talk=10&lt;br /&gt;
&lt;br /&gt;
[Talk]&lt;br /&gt;
&lt;br /&gt;
u=homuhomu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline Hamachi Networks (as of December 2011)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an effort to further test and play Grief Syndrome Online, the following Hamachi networks have been set up. Feel free to join them to play with other GSOnline players. Please be aware that distance between players can and will affect GSOnline&#039;s latency, so each is labeled with it&#039;s intended location. Due to the nature of Hamachi, some of these networks may or may not be full. Some of the network owners do remove inactive players, so please keep trying if you wish to join a particular one.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended that users have the current versions of Grief Syndrome (1.10) and GSOnline (2.01 7/22) for compatibility with other players. Make sure you are using the same version of GSOnline.&lt;br /&gt;
These versions are known to work, so if you are experiencing problems, it is likely a local issue with your own machine.&lt;br /&gt;
&lt;br /&gt;
Main&lt;br /&gt;
*GriefSyndromeOnline&lt;br /&gt;
*GriefSyndromeOnline II&lt;br /&gt;
*GriefSyndromeOnline III&lt;br /&gt;
*GriefSyndromeOnline IV&lt;br /&gt;
*GriefSyndromeOnline V&lt;br /&gt;
*GriefSyndromeOnline VI&lt;br /&gt;
*GriefSyndromeOnline VII&lt;br /&gt;
*GriefSyndromeOnline VIII&lt;br /&gt;
*GriefSyndromeOnline IX&lt;br /&gt;
*GriefSyndromeOnline X&lt;br /&gt;
*GriefSyndromeOnline XI&lt;br /&gt;
*GriefSyndromeOnline XII&lt;br /&gt;
*GriefSyndromeOnline XIII&lt;br /&gt;
&lt;br /&gt;
Password for all is: homura&lt;br /&gt;
&lt;br /&gt;
Unnoticed ones(1-5 people)&lt;br /&gt;
* CrusherGS (Password: Homerun)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
America&lt;br /&gt;
*GSO4chan (password: mami)&lt;br /&gt;
*GSO5chan (password: mami)&lt;br /&gt;
&lt;br /&gt;
Southeast Asia&lt;br /&gt;
*GS-SEA (password: homu)&lt;br /&gt;
&lt;br /&gt;
Indonesia&lt;br /&gt;
*GriefSyndromeIndo (password : homura)&lt;br /&gt;
&lt;br /&gt;
Europe&lt;br /&gt;
*QB Powah! (password : QB)&lt;br /&gt;
*GS-Eu2 (password : kyubey)&lt;br /&gt;
&lt;br /&gt;
France&lt;br /&gt;
*FrGriefSyndrome (password: Mahou Shoujo)&lt;br /&gt;
*GriefSyndromeFR II (password: madokami)&lt;br /&gt;
&lt;br /&gt;
Italy&lt;br /&gt;
*TomoMami (password: tomoe)&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Illustrated by [http://www.pixiv.net/member.php?id=13134 Asato Mizu]&lt;br /&gt;
&amp;lt;gallery captionalign=&amp;quot;left&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Griefsyndrome cover.jpg|Cover&lt;br /&gt;
File:Grief Syndrome 13.jpg|Stage Select screen&lt;br /&gt;
File:GS_Select_Screen.jpg|Character Select screen&lt;br /&gt;
File:Moemura grief syndrome.jpg|Moemura at Select screen&lt;br /&gt;
File:Grief Syndrome 01.jpg|Everyone survives&lt;br /&gt;
File:Grief Syndrome 03.jpg|Only Homura and Madoka survive&lt;br /&gt;
File:Grief Syndrome 04.jpg|Only Kyouko and Sayaka survive&lt;br /&gt;
File:Grief Syndrome 08.jpg|Only Mami lives&lt;br /&gt;
File:Grief Syndrome 15.jpg|Only Madoka and Sayaka die&lt;br /&gt;
File:Grief Syndrome 05.jpg|Only Sayaka dies&lt;br /&gt;
File:Grief Syndrome 06.jpg|Only Mami dies&lt;br /&gt;
File:Grief Syndrome 09.jpg|Only Kyouko dies&lt;br /&gt;
File:Grief Syndrome 10.jpg|Only Madoka dies&lt;br /&gt;
File:Grief Syndrome 07.jpg|Homura in hospital, conditions variable&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
===Threads===&lt;br /&gt;
*[[Threads#Grief_Syndrome | Threads discussing Grief Syndrome]]&lt;br /&gt;
===Twilight Frontier===&lt;br /&gt;
*[http://www.tasofro.net Twilight Frontier website]&lt;br /&gt;
*[http://www.tasofro.net/mdk/ Grief Syndrome website]&lt;br /&gt;
*[http://www.tasofro.net/arc/index.html#407 Grief Syndrome version 1.10 update patch at Twilight Frontier website]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[http://www.youtube.com/watch?v=xqblxdzpAho Trailer video]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Tasofro About Tasofro]&lt;br /&gt;
*[http://wks.arai-kibou.ru/griefsyndrome.php Russian translation patch]&lt;br /&gt;
*[http://memegenerator.net/Typical-Griefsyndrome-Gamer Typical GriefSyndrome gamer meme]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fangames]]&lt;/div&gt;</summary>
		<author><name>65.93.211.64</name></author>
	</entry>
	<entry>
		<id>https://wiki.puella-magi.net/w/index.php?title=Community:Grief_Syndrome&amp;diff=50686</id>
		<title>Community:Grief Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.puella-magi.net/w/index.php?title=Community:Grief_Syndrome&amp;diff=50686"/>
		<updated>2013-02-03T21:41:00Z</updated>

		<summary type="html">&lt;p&gt;65.93.211.64: /* Grief Syndrome Online */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Griefsyndrome.jpg|350px|thumb|right|]]&lt;br /&gt;
[[Image:Twilightfrontier.png | http://www.tasofro.net]] &lt;br /&gt;
&lt;br /&gt;
[http://www.tasofro.net/mdk/ Grief Syndrome] is a doujin game by [http://www.tasofro.net Twilight Frontier] (also known as Tasofro) which was released at Comiket 80 on August 13, 2011. It is a side-scrolling beat-em-up featuring the characters of Puella Magi Madoka Magica. 1 to 3 players can play with local (all gamepads/keyboards connected to the same computer) multiplayer, or online multiplayer with a patch.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
*When I go to the game, it just gets a black window, any suggestions?&lt;br /&gt;
*Online multiplayer where?&lt;br /&gt;
:The game itself doesn&#039;t support online play. There is an unofficial program that makes online multiplayer possible. See the [[Grief_Syndrome#Grief_Syndrome_Online | Grief Syndrome Online]] section.&lt;br /&gt;
*How do I play multiplayer?&lt;br /&gt;
:First you need to assign keys for other players using the configuration program. Then at the character select screen players 2 and 3 can join by pressing their select buttons (weak attack).&lt;br /&gt;
*Do I need an English translation?&lt;br /&gt;
:No, many things are already in English and the game is playable with no knowledge of Japanese.&lt;br /&gt;
*Error: d3dx9_43.dll not found&lt;br /&gt;
:Open the directx folder that comes with the installer and run DXSETUP.exe or download the dll and place it into game folder next to griefsyndrome.exe&lt;br /&gt;
*It still won&#039;t run.&lt;br /&gt;
:Try setting your system locale to JAP in the Region and Language Settings, then restart.&lt;br /&gt;
*How do you save the game?&lt;br /&gt;
:The game saves your lap and some statistics when you defeat Walpurgis Night. You can&#039;t save in the middle of a run or keep levels unlocked between runs. Make sure the game is in its default directory and that it has write permission.&lt;br /&gt;
*How do you use full screen?&lt;br /&gt;
:Alt+Enter. You can use the configuration program to enable the full screen feature.&lt;br /&gt;
*The kyubey icon/configuration program won&#039;t open even though the game is not running&lt;br /&gt;
:Set the compatibility mode to NT 4.0 and run the program as Administrator&lt;br /&gt;
*Is there a way to change the BGM?&lt;br /&gt;
:The BGM music data file is the one labeled GS01.dat. You will need an extractor/ dat compiler to do this&lt;br /&gt;
*How do I check my trophies?&lt;br /&gt;
:They can be found on the menu screen during game play.&lt;br /&gt;
&lt;br /&gt;
*How can I add the patch 6kinoko to the game?&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
Patch 1.10 (9/9/11): [http://www.tasofro.net/arc/index.html#407 MD5:87E447F0FFFDA96A077B8C49592FB7EB]&lt;br /&gt;
*Bug fixes, including a fix to the game freezing after clearing lap 100 or higher.&lt;br /&gt;
*New character: Akemi Homura (Another)&lt;br /&gt;
:Different moveset. Stat progression is the same. To use her, select Homura and press Up.&lt;br /&gt;
*New character: Kyubey&lt;br /&gt;
:If you have more players than surviving playable characters, the others can play as Kyubey.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Players begin a new game in Gertrud&#039;s level. They must fight through each level in sequence, defeating Gertrud, Charlotte, Elly, Elsa Maria, and Walpurgis Night. A bonus Oktavia level is unlocked if Sayaka dies. Magical girls cannot be resurrected when they run out of soul limit, except by restarting the game from the beginning and discarding all current progress.&lt;br /&gt;
&lt;br /&gt;
Magical girls have health bars and soul limit counters. Permanent death occurs when the soul limit reaches zero. The health bar is recharged by consuming soul limit after taking damage. When the health bar becomes empty or the girl falls down a deadly pit, a percentage of her soul limit points is consumed to construct a new body for her. Using special abilities turns part of the health bar blue. No soul limit is lost if it recharges while still blue, but taking any damage during this period will turn the blue area into additional damage.&lt;br /&gt;
&lt;br /&gt;
Defeating enemies causes the girls to level up, increasing their damage output and survivability. The maximum level is 99. The soul limit is fully recharged after defeating a witch.&lt;br /&gt;
&lt;br /&gt;
Defeating Walpurgis Night completes a lap. One of many ending screens is displayed depending on which girls remain alive, and your game is saved. You can start a new game from the next lap. As lap number increases, enemy attack power and health increases, so the game becomes more difficult, but the girls will also level up more quickly. Unlike the girls, the bosses can have levels over 99. On the higher laps, their levels will even be in the thousands, if not tens of thousands.&lt;br /&gt;
&lt;br /&gt;
The highest lap known to be unlocked so far is 458330. Lap numbers are unlocked based this formula: highest lap beaten squared plus one.&amp;lt;br&amp;gt;&lt;br /&gt;
lap 1^2+1=2&amp;lt;br&amp;gt;&lt;br /&gt;
lap 2^2+1=5&amp;lt;br&amp;gt;&lt;br /&gt;
lap 5^2+1=26&amp;lt;br&amp;gt;&lt;br /&gt;
lap 26^2+1=677&amp;lt;br&amp;gt;&lt;br /&gt;
lap 677^2+1=458330&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is not technically possible to reach lap 458330^2+1=210 066 388 901 due to some modern day computer limitations (signed 32bit integers that cannot store values above 2,147,483,648). If you do beat lap 458330 the game hangs before displaying the staff roll. The highest lap number one can beat without freezing the game would be lap 46340, unlocking lap 2,147,395,601 (since 46341^2+1=2,147,488,282, which is slightly over the limit).&lt;br /&gt;
&lt;br /&gt;
I was able to beat the 458,330 Lap using Cheat Engine.  The credits scrolled, and back at the main menu screen it displayed &amp;quot;00om0 th Lap&amp;quot; for the highest lap, while constantly ticking like when scrolling from left to right to change the lap. &amp;lt;!--[[File:2011-10-23GS.jpg]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Controls==&lt;br /&gt;
*Left, Right: Move sideways&lt;br /&gt;
*Up, Down: Aim or use alternate attacks in combination with the Z and X keys&lt;br /&gt;
*Z: Quick/Weak attack (select at menu screens)&lt;br /&gt;
*X: Strong attack (go back at menu screens)&lt;br /&gt;
*A: Special Ability&lt;br /&gt;
*C: Jump. Hold down and press C while standing on platforms to drop through.&lt;br /&gt;
*Q: Menu&lt;br /&gt;
*Esc: Menu&lt;br /&gt;
&lt;br /&gt;
Some players use a number pad mapping terminology to name moves. For example, &amp;quot;8Z x2 j.6X&amp;quot; The first number is a position on the number pad: 8=up, 6=right, 2=down, 5=neutral, corresponding to how a joystick would work. The letter after it is the default key for that ability. x followed by a number means repeat it that many times. &amp;quot;j.&amp;quot; means to do it while jumping.&lt;br /&gt;
&lt;br /&gt;
At the menu screen during game play the options available are:&lt;br /&gt;
*Restart the game&lt;br /&gt;
*Return to the title&lt;br /&gt;
*Erase the menu&lt;br /&gt;
&amp;quot;Restart the game&amp;quot; just means resume playing. Can also be invoked by pressing the menu button. &amp;quot;Erase the menu&amp;quot; just means show the currently paused screen without the menu. Pressing back (strong attack) will bring you back to the normal menu. Return to the title does as stated.&lt;br /&gt;
&lt;br /&gt;
==Configuration==&lt;br /&gt;
The program with a Kyubey icon allows you to configure the game. Make sure the game is not running when you use it.&lt;br /&gt;
&lt;br /&gt;
[[File:GriefSyndromeConfig.png | 300px]]&lt;br /&gt;
&lt;br /&gt;
Click the box of the key you want to change and then press the key you want to change it to. Pressing the Esc key will clear that key.&lt;br /&gt;
&lt;br /&gt;
One popular modification is changing the jump key to space. The configuration program also allows you to mute the sound or enable full screen.&lt;br /&gt;
&lt;br /&gt;
If the controls menu does not open, and you&#039;re not in Windows 7, try activating NT compatibility mode in properties. There has been a report of a bug that only allows one key to be changed at a time.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
===Madoka===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;92&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;225&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;28875&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;41416&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;9.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;16.3%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;45&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Madoka is a ranged attacker who relies on charging up abilities. She can use cheap tactics to rain destruction on enemies without allowing them any opportunity to fight back, and possesses a huge soul limit, but she is vulnerable to being interrupted while charging attacks, has a limited set of abilities, and her main attacks require precise aiming.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Fire a barrage of arrows. Holding the attack button down allows you to charge the attack up to 2 levels. Doing so increases the number of arrows fired. Holding up or down while starting the attack causes Madoka to aim upwards or downwards at 45 degree angles. Each arrow disappears after hitting once and has weak knock back. Pushes back both small and large enemies.&lt;br /&gt;
**No charge fires 3 arrows.&lt;br /&gt;
**1 level charged fires 7 arrows.&lt;br /&gt;
**2 levels charged (max) fires 14 arrows.&lt;br /&gt;
*Strong Attack: Fire a piercing arrow horizontally that knock back into a wall bounce. Holding the key down causes Madoka to charge up for higher damage and stronger properties.&lt;br /&gt;
**No charge pierces 2 enemies and hits a 3rd and has weak knock back.&lt;br /&gt;
**1 level charged pierces any number of enemies and will hit enemies all the way into the wall.&lt;br /&gt;
**2 levels charged (max) pierces any number of enemies and will hit enemies all the way into the wall. Has a much larger hitbox than the previous level of charge (can hit enemies standing on her) and does over twice as much damage.&lt;br /&gt;
*Special: Shoots a single arrow straight up, and then 60 arrows rain from the sky, damaging all enemies near Madoka, for a total of 61 hits. The shower will knock down enemies.&lt;br /&gt;
*Charging: While charging up attacks, Madoka can float in the air. She can do this indefinitely, staying out of an enemy&#039;s reach.&lt;br /&gt;
*Idle: Madoka looks super cute.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Madoka has the most SL out of the characters, both starting and growth rate. Don&#039;t take her charging shots for granted, they are very effective in stunning/controlling mobs of enemies, especially with their knock back. All her moves essentially put the enemies in a stun state and do quick and rapid damage. To get out of a crowded situation you can fire her special as a canopy of safety; while it rains death on the enemy you are being protected at the same time. Not bad eh? When she fires her bow in midair, it creates a magical platform where she is suspended for a few seconds. Madoka can &amp;quot;store&amp;quot; a charge of the quick attack by jumping after charging it 1 or 2 levels. You can also store a charge by using a fully charged strong attack or just charging it to full and jump cancelling. If a quick attack is used next, it will have 1 level charged. Therefore, alternating between strong and quick attacks maximizes damage.&lt;br /&gt;
&lt;br /&gt;
If you get fatally hit, while Madoka is reviving you can float above the visible screen, where you are safe from almost all enemies. From there you can rain down special attacks, then hold one of the other attacks to stay up there indefinitely while recharging for more specials.&lt;br /&gt;
&lt;br /&gt;
===Homura===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Homura&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gshomuidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;88&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;221&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;17460&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27456&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;15.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;24.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;50&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Homura is a ranged attacker who uses combinations of explosives and gunfire to attack. She&#039;s deadly and versatile, but has a very low soul limit and requires tactical play to set up combos.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Fire a rather weak handgun. Can be fired 7 times.  Bullets will disappear before reaching full screen.&lt;br /&gt;
*Standing Strong Attack: M249 Machine gun. Fires 18 bullets. If used midair, the gun will change to a Howa Type 89 but do the same number of hits and damage. Will slow your fall in mid-air. Bullets do not disappear and are even capable of &amp;quot;de-spawning&amp;quot; enemies if they&#039;re pushed too far off the screen. Slightly pushes Homura back, much more so if using the aerial version. Can be jump cancelled after she starts firing.&lt;br /&gt;
*Left/Right Strong Attack: AT-4. Fires one rocket that explodes on contact. The explosion has sizable splash AoE. Can be jump cancelled anytime after the rocket is fired. Firing the rocket pushes Homura back a little. May miss close grounded enemies. Only hits enemies and other destructible objects.&lt;br /&gt;
*Down Strong Attack: Jump and drop a pipe bomb that explodes on contact. The bomb bounces a bit before exploding on its own. Pushes Homura back a little. If used in the air, holding left or right will throw the bomb farther. Can be jump cancelled after the bomb is dropped.&lt;br /&gt;
*Up Strong Attack: Fires a mortar from behind at an upward angle. After traveling about screen height the shell arcs back down. The shell explodes when it contacts a surface, be it an enemy or part of the stage. Explodes on floating platforms on the way down. The explosion has sizable splash AoE. Can be jump cancelled any time after the mortar appears, even before it is fired, making this move effective for setting up high-damage combos.&lt;br /&gt;
*Up Strong Attack (mid-air): Small jump forward and throw a pipe bomb upwards that explodes on contact. The bomb bounces a bit before exploding on its own. Holding left or right will throw the bomb farther. If used during the rising part of a jump, Homura does the attack during the jump. If used during the falling part of a jump, Homura does an extra small jump and then the attack. This is Homura&#039;s only attack that cannot be jump cancelled.&lt;br /&gt;
*Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Can be jump cancelled after time stops.&lt;br /&gt;
*Idle: The wind be blowing back and forward a lot.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Homura is a great character to have for multiplayer. Not only does her special (time freeze) stack with other character&#039;s moves, but she has quite a few defensive maneuvers as well. While weak in the soul limit and life department, she does have the second fastest growth of soul limit per level. Though her Soul Limit is quite low and drains quickly, she makes up for it with fast projectiles and a time-freezing special.&lt;br /&gt;
&lt;br /&gt;
Homura benefits greatly from being able to jump cancel almost all of her moves. Some examples of this are jump cancelling from 8X or 6X into any of her various aerial grenade tosses, then repeating this when she lands, quickly filling the screen with explosive attacks while remaining highly mobile, or looping 5XC to fire her machine gun nearly without pause. The sheer number of explosives and bullets she can put on screen this way will have most enemies spending most of their time stunned and/or flying around the screen, unable to retaliate. Combine this with time stop and you&#039;re looking at very safe and damaging setups.&lt;br /&gt;
&lt;br /&gt;
Homura rocket-cancel: Hold right or left direction then press X, followed by CX, and then another CX. If done correctly you should fire 3 rockets in one go. You can also use 8X or 2X on the final iteration to toss a grenade instead for lower lag time; 2X is good for retreating or spacing since it pushes you back a bit. Be careful not to press strong attack too soon after jump cancelling the first one, otherwise you will use the rocket launcher too close to the ground and you will land again before Homura can fire the rocket.&lt;br /&gt;
&lt;br /&gt;
Mortar/Nade Spam: Hold up/right or up/left then tap XC repeatedly to rain down explosions to your enemies.&lt;br /&gt;
&lt;br /&gt;
===Homura (Another)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Homura&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmoehomuidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;88&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;221&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;17460&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27456&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;15.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;24.2%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;50&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Homura as she appears in the earliest timelines, affectionately nicknamed Moemura by fans. She wields a golf club for melee, and uses a chargeable gun, shotgun, and explosives (which can damage herself and other players as well as the enemies) for ranged attacks. She has a very low soul limit and requires tactical play to set up combos and avoid accidents. She is extremely difficult to play.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Swing a golf club. This can knock pipe bombs across the screen (a technique known as Moegolf). If Homura is in mid-air, she will descend slowly while swinging. When on the ground, Homura moves forward slightly. You can also press UP + attack to swing the golf club upward and launch the pipe bomb in the air.&lt;br /&gt;
*Standing Strong Attack: Fire a handgun. This can be charged up to three levels to become a piercing attack. It is much like Madoka&#039;s strong attack, although damage dealt does not increase and, for each level of charge, the shot will pierce only one enemy. If Homura is in mid-air, she will descend slowly while charging, but the attack will be canceled if she lands before firing. The recoil pushes Homura back slightly, and this attack knocks enemies back. Can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing.&lt;br /&gt;
*Left/Right Strong Attack: Draw and fire a shotgun that unleashes a spread of ten bullets that dissipate after traveling about half a screen, each one at a random angle within an approximately 60-degree arc in front of her. If Homura is in mid-air, the recoil will push her backwards significantly and up a bit. If she lands before firing, the attack will be canceled. When fired on the ground, she is pushed backwards slightly. This attack knocks enemies back.&lt;br /&gt;
*Down Strong Attack: Throw a pipe bomb at the ground and hop backwards. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Up Strong Attack: Hop forwards and throw a pipe bomb into the air. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Up Strong Attack (mid-air): Throw a pipe bomb into the air and move forwards slightly. This attack will be canceled if she lands on a higher platform before throwing the bomb.&lt;br /&gt;
*Special: Freeze time for approximately 4 seconds. During time stop you cannot be hit by enemies or their projectiles. This has about a second of start-up before it comes into effect, so try not to cut it too close before activating. Cannot be jump canceled after time stops. Bombs thrown during a time stop cannot be hit with her golf club.&lt;br /&gt;
&lt;br /&gt;
Homura&#039;s pipe bombs explode three seconds after being thrown, and blink red shortly before detonating. The bombs will detonate instantly if they are hit by Homura&#039;s handgun or shotgun. They will also detonate if they are hit by other explosions, meaning that laying down a line of bombs (such as by using her Down Strong Attack repeatedly) can result in a chain of explosions traveling all the way back to her. The explosions will damage herself and other players slightly (in addition to dealing normal damage to enemies). The damage dealt is highly variable, but generally large.&lt;br /&gt;
&lt;br /&gt;
Homura can combine her skills to attack enemies via Moegolf by knocking bombs towards enemies with her golf club. They detonate upon contact with enemies after being hit with the golf club (be careful, as they will also explode when contacting defeated enemies before they dissipate).  Single golf swings will knock bombs sideways. Hitting bombs with second swings knocks them upwards into the air. This can be accomplished by throwing a bomb on the ground and swinging twice without moving, or by holding up while swinging. She can also perform a ghetto version of the Homuhop by throwing a bomb into the air and immediately firing the shotgun to detonate it, a technique with is effective against aerial targets.&lt;br /&gt;
&lt;br /&gt;
Homura is able to jump-cancel her golf club, handgun, shotgun, and pipe bomb attacks to unleash rapid-fire combinations.&lt;br /&gt;
&lt;br /&gt;
Homura is difficult to play for many reasons. Her attacks, in general, deal low damage; her only high-damage attack is delayed, difficult to aim, and dangerous to her own (and her teammates&#039;) health, and it does not even deal high damage consistently. Her only piercing attack requires precious time to charge and maxes out at piercing three enemies but can be shot rapid-fire by pressing the jump and Heavy Attack buttons/keys at the same time (X+C) with proper timing. Her only upward attack (Moegolf) requires two moves and needs a fair amount of operating space to avoid self-injury and ensure accuracy, while her only downward attack is to drop a bomb and wait. Her wide-range attack takes a defenseless moment to initiate and neither covers much distance nor deals much damage, and yet it is still limited to a rather narrow forward arc ([http://www.youtube.com/watch?v=i1dThgIwfVk and is unreliable even within that arc]). Furthermore, her ability to set up bomb combos during time stops is limited by her inability to club bombs frozen in the air, and the fact that the bombs can damage her makes using them during or shortly after a time stop extremely risky. Furthermore, all moves begun in the air are canceled if she lands, compromising her ability both to fight on uneven terrain and to handle groups of enemies on or near the ground at the same time as groups of enemies in the air. Paired with her low Soul Limit, she is nearly unplayable, even on low laps, whether solo or multiplayer. Recommended only for experienced players or people looking for a challenge.&lt;br /&gt;
&lt;br /&gt;
Tip: To instantly detonate her bombs, just shoot at them. Be careful not to shoot them from too close.&lt;br /&gt;
&lt;br /&gt;
===Mami===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Mami&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmamiidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;110&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;268&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;22278&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;30510&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;14.87%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;26.4%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;100&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mami is a hybrid melee-ranged fighter who is widely regarded as the most difficult character to play. Her muskets have a very short range, her damage is low, and her truly powerful move, Tiro Finale, turns an enormous amount of the health bar blue.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Summon and fire muskets in succession with low range, but AoE damage. At close range you can attack the enemy with both the shot and the musket itself, doing extra damage. Can be pressed 8 times.&lt;br /&gt;
*Standing Strong Attack: Summon multiple muskets that each shoot once before disappearing.&lt;br /&gt;
**This move can be charged by holding down strong attack. Uncharged summons 4 muskets. The longer you charge it, the more muskets will appear for up to 19.&lt;br /&gt;
**The move can be charged indefinitely. When charging in the air you will not move. You can jump cancel this move at any time. Doing so before letting the Strong Attack button go will cause the summoned muskets to disappear without firing. If you jump cancel after letting go, however, the muskets will fire and then disappear like normal.&lt;br /&gt;
*Left/Right Strong Attack: Step forward and strike the enemy with muskets on both sides, followed by a strong musket shot on both sides. The musket shots hit far out in front and back of Mami will low horizontal range, but have strong knock back and surprisingly good vertical reach.&lt;br /&gt;
*Down Strong Attack: Jumps forward and sends out a cloth whip down and forwards. Hits multiple times with weak damage and knock back; good for holding enemies still. You can hold the button down to prolong the attack for a short while. Will not hold bosses down.&lt;br /&gt;
*Up Strong Attack: Mami fires cannons diagonally upwards to both sides. Does not hit directly above her, though it has good vertical range. Doing this attack on the ground while holding left or right will cause her to move in that direction and then fire. Doing this attack during the rising part of a jump causes Mami to do the attack during the jump. Doing it during the falling part of a jump causes her to do an extra small jump and then the attack.&lt;br /&gt;
*Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off.&lt;br /&gt;
*Special: Tiro Finale. Summons a very large musket and fires a strong laser. The attack can be continued by holding the special button down and can continue until the health bar is all blue. Hits 6 times without holding.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Mami has a sizable SL supply but takes a considerable hit when reviving as well (nearly double the cost of some other characters) making her large pool quite deceptive as you will see your reserves run dry if you are not careful.&lt;br /&gt;
Her special does great damage, but be aware you need to back up before using it since the length of the gun is nearly half the screen and only hits in front. Considering the subtraction from the health bar and that you&#039;re immobilized and wide open to attacks while holding it, this move is extremely risky, and is best used to punish bosses when they present an opening.&lt;br /&gt;
Repeatedly jump-canceling her forward-strong attack allows her to advance across the screen while attacking. Beware, though, that like Homura, if you do a forward strong attack too soon after jump cancelling, you will land before the attack goes off. A good way to damage high up or large enemies is to do an up strong attack on the ground, jump cancel it and do a rising up strong attack, and repeat when you land.&lt;br /&gt;
Using her down strong attack causes a quick jump forward, and if you cancel it right after the whip comes out with a jump, you can move forward quickly.&lt;br /&gt;
&lt;br /&gt;
===Sayaka===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Sayaka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gssayakaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td nowrap=&amp;quot;nowrap&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;138&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;328&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;19935&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;27971&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td nowrap=&amp;quot;nowrap&amp;quot; style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;6.23%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;20 (+20 to add Strong Attack)&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sayaka is a mobile melee fighter who uses charges and aerial attacks. She is an extremely powerful solo character whose diving attack can destroy enemies easily.  Her strong attacks can chain into each other, making her extremely mobile while attacking.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack (Z): Swing her sword back and forth. On the ground, this can be pressed up to 6 times with the 6th being a step forward and strong slash that wallslams. In the air, the combo stops at the 5th hit.&lt;br /&gt;
*Standing Strong Attack (5X): Lunging sword thrust forward.&lt;br /&gt;
**Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. Fully charged will hit opponents all the way into the wall.&lt;br /&gt;
**Can be cancelled after the lunge forward into a jump or any other strong attack. Charging cannot be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. You can continue charging even if you touch the ground before releasing the charge.&lt;br /&gt;
*Left/Right Strong Attack (6X): Forward slash attack. Will knock back enemies all the way into the wall and cause them to bounce off.&lt;br /&gt;
*Down Strong Attack (2X): Jump backwards and then diagonally dive attack the way you were facing.&lt;br /&gt;
*Up Strong Attack (8X): Jump forward diagonally with a sword thrust. Can be done twice in a row. Beware of using this move though, it incurs a very long recovery time unless you land quickly or otherwise cancel it into a jump or her special. If used on the ground, this uses up one of your jumps.&lt;br /&gt;
*Down and jump (2C): Dive downward and hit for no damage, but if she hits an enemy she will jump off. Note that this won&#039;t cancel your attacks like a normal jump would, instead you&#039;ll jump cancel normally in this case (the jump can then be cancelled into this), so watch out if you intend to use this to evade attacks. You can cancel this into any other attack, but not a jump.&lt;br /&gt;
*Special (A/A.X): Forward dash. Press Strong Attack during the dash to add a powerful attack with some extra cost to your bar. During the dash you do not take hit stun, but you can still take damage. The damage you take during the dash, however, is significantly reduced, to around one fourth. You can cancel any version into a jump to reduce the recovery time.&lt;br /&gt;
*Idle: Bouncy.&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Sayaka is the definitive powerhouse that can tank it out with little to no effort.&lt;br /&gt;
Her attacks are very strong and fast and with the best vitality, vitality growth, regeneration per soul limit spent, and dps growth of the girls, she is probably the most powerful character of the game. As such, you really have to try hard to die on the first few laps of the game.&lt;br /&gt;
Her left/right strong attack will stun enemies and send them flying into the wall. A good way to damage enemies, especially those on later laps with lots of hp, without fear of retaliation is to continuously hit them into the walls. This works on larger enemies as well. Just hit them as they&#039;re bouncing off the wall to negate their super armor, and then the next hit will slam them into the wall, again.&lt;br /&gt;
&lt;br /&gt;
Sayaka combos:&lt;br /&gt;
One way to max out your damage rate with Sayaka is to use the strongest attacks that don&#039;t move your enemies out of range.&lt;br /&gt;
This being said, if you have a wall close by or your enemy can&#039;t be slammed into the wall, looping cancel strings of the form&lt;br /&gt;
:: 5X 6X (A.X) C j(5X 6X/8X (A.X) C 5X 6X (2X or 2C)) repeat&lt;br /&gt;
or the slower and less safe, but more damaging&lt;br /&gt;
:: 5X 6X j(A.X 5X 6X) C j(5X 6X (A.X 5X 6X) C 5X 6X (A.X 5X 6X) (2X or 2C)) repeat&lt;br /&gt;
are best. This string is also great to attack while moving quickly, as an alternative to her A.X special, and being capable of changing directions quickly between strong attacks.&lt;br /&gt;
Otherwise, you either want to keep your enemies in place with strings like&lt;br /&gt;
:: Zx5 C j(23Zx5) repeat&lt;br /&gt;
(with a few possible 5X&#039;s intercalated if their super armor can take them), or slam them into a wall and chase them, with&lt;br /&gt;
:: Zx5 (6thZ or 5X) 6X C j(A.X 5X 6X (A.X) C 5X 6X) chain into a loop&lt;br /&gt;
for example.&lt;br /&gt;
If you&#039;re fighting against aerial enemies, you should try to lower them with 2X. If you can&#039;t reach them with it, a possibility is to alternate between the higher ones and the lower ones, since you may only reach an aerial enemy with strings such as&lt;br /&gt;
:: C j(C 8X A.X (2X or 2C))&lt;br /&gt;
at which point you combo a grounded enemy and then jump to hit a higher one.&lt;br /&gt;
&lt;br /&gt;
===Kyouko===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Kyouko&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gskyokoidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;95&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;253&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;108&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;23742 &amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;32268&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;12%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;23.5%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;35&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kyouko is an offensively oriented melee fighter who has high damage attacks that cover wide areas. She is an extremely powerful solo character who can destroy waves of enemies easily in the early laps, but she can&#039;t handle taking very much damage.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Swing her spear. Can be pressed 8 times for 2 pokes and 6 swings. The swings have very good vertical reach.&lt;br /&gt;
*Standing Strong Attack: Lunging spear thrust forward. &lt;br /&gt;
**Chargeable up to two levels and can be held indefinitely. Charging increases damage and knock back. When fully charged the lunge will do great damage, hit enemies all the way into the wall, and go extremely far, around one whole screen length. &lt;br /&gt;
**Can be cancelled at any time into a jump or any other strong attack. Charging can also be jump cancelled. If you charge this move in the air, your movement will be slowed drastically, but you will still move in the direction you were when you started charging and slowly fall back to the ground. If you touch the ground before releasing the charge, the charge will be cancelled.&lt;br /&gt;
*Left/Right Strong Attack: Spinning double hit. The first swing has weak knock back, but the second swing will knock back enemies all the way into the wall and cause them to bounce off. Can be jump cancelled after the second swing.&lt;br /&gt;
*Down Strong Attack (grounded): Jump and slash down.&lt;br /&gt;
*Down Strong Attack (mid-air): Spear thrust diagonally downward. Pressing left or right will have her thrust in that direction.&lt;br /&gt;
*Up Strong Attack: Use her spear like a pole vault bending it and causing it to spring upward. Even in the air... Slashes in a large arc in front, over, and behind her.&lt;br /&gt;
*Down and jump: Dive downward and hit for no damage, but if she hits an enemy she will jump off.&lt;br /&gt;
*Special: Create a box shaped barrier around Kyouko comprised of small diamonds. Each diamond hits for extremely low damage, stuns enemies, and disappears after hitting something.&lt;br /&gt;
*Idle: No Pocky?&lt;br /&gt;
&lt;br /&gt;
Review/Tips:&lt;br /&gt;
Kyouko is no pushover and is excellent at crowd control and melee combat.&lt;br /&gt;
Her left/right strong attack grants invulnerability frames. Kyouko&#039;s up strong attack deals great damage and is particularly effective at evading attacks. It can also serve as another jump in a tight situation. Her mid-air down strong attack is her damage-dealer. After use she will pop up into the air slightly and is in position to repeat using it. Against bosses this is an effective way to do a lot of damage quickly. It can also be used to stay off the ground indefinitely. Her special has limited use, such as blocking enemies or projectiles, but usually hurts more than helps her because it ironically leaves this tank in a vulnerable state.&lt;br /&gt;
&lt;br /&gt;
The most useful attack for Kyouko at lower laps is her up strong attack. This attack is her third strongest attack (behind fully charged strong attack and down strong attacks), covers an enormous area (including behind her), and can be spammed quickly, juggling enemies with ease. At lower laps, this attack will OHKO small enemies rendering even the largest crowds a trivial chore.&lt;br /&gt;
&lt;br /&gt;
Kyouko combo: Z x5 + 5X + 6X + j2X + j2X or j8X&lt;br /&gt;
&lt;br /&gt;
===Kyubey===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:right;clear:right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Kyubey&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gskyubeyidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Base stat&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;At level 99&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Special cost&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;?&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kyubey is a non-combatant incubator who becomes available if there are more players than living playable characters. He is ineffective in combat and can be killed by friendly fire.&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
*Quick Attack: Kyubey sits down. &lt;br /&gt;
*Standing Strong Attack: Kyubey faces the player and raises his tail until the key is released. &lt;br /&gt;
*Left/Right Strong Attack: Same as standing.&lt;br /&gt;
*Down Strong Attack: Same as standing.&lt;br /&gt;
*Up Strong Attack: Same as standing.&lt;br /&gt;
*Up Strong Attack (mid-air): None&lt;br /&gt;
*Special: Kyubey rolls on the ground.&lt;br /&gt;
&lt;br /&gt;
Kyubey is unable to deal damage. He can be damaged by the both enemy and player attacks, which kill him instantly. He respawns quickly after dying, and has unlimited lives. Enemies will attempt to attack Kyubey, so he can be used to distract them or consume projectiles that disappear after hitting. Kyubey&#039;s hitbox is small, so many enemies will have difficulty hitting him. Kyubey&#039;s abilities cannot be used in mid-air or jump-canceled. Since all of the girls have already made contracts, he is unable to contract new girls.&lt;br /&gt;
&lt;br /&gt;
To play Kyubey, select a dead character when all living characters have already been selected by other players. If all of the magical girls die during a level, Kyubey will be unable to act and you will be returned to the stage select screen. If all magical girls are dead, it is not possible to begin a game with only Kyubeys, and you will remain at the character select screen.&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
&lt;br /&gt;
===Gertrud===&lt;br /&gt;
&lt;br /&gt;
Gertrud boss fight&lt;br /&gt;
&lt;br /&gt;
Small Anthony enemies (the ones with moustaches) spawn indefinitely during this boss fight. Gertrud, grounded, will slowly moves about the stage. She will alternate between these attacks at random:&lt;br /&gt;
* Body slam forward. Be careful, this move has farther range than it appears. Hits on the ground where her body impacts, and some distance in front of her head.&lt;br /&gt;
* Jump forward, up, or back and hit you where she lands. Only hits around her feet.&lt;br /&gt;
* Walk forward or back up quickly and hit you by her feet.&lt;br /&gt;
* Jump straight up into the ceiling and position herself above where you are. After a time she will fall straight back down and do a body slam. Hits on the way down and on the ground.  When in the air, her feet are visible at the top of the screen above where she will fall.&lt;br /&gt;
* Send out a large scissor attack that has pretty far range in front of her. Both the scissors and the vines they&#039;re connected to can hit you.&lt;br /&gt;
* Summon Adelbert enemies (the small white enemies) from the ground at spaced intervals. These Adelberts cannot be hit while being summoned. After a brief time, the Adelberts will turn into spikes to form walls, at which point they can be hit and destroyed by any attack, even weak attack. After the summoning Gertrud will randomly do one of her attacks, often her ceiling jump attack. Like the Adelberts in the stage, after some time they will disappear on their own.&lt;br /&gt;
**Adelbert summoning:[[file:GertrudeAdel1.jpg|200px]]&lt;br /&gt;
**Adelbert walls:[[file:GertrudeAdel2.jpg|200px]]&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Considering her attacks, it&#039;s pretty safe to do air attacks since most of Gertrud&#039;s attacks only hit near the ground. As mentioned above, the Adelbert enemies she summons can be destroyed in one hit by any attack, unlike those found in the stage, so you can easily destroy them and run away instead of being trapped waiting for her attack you with little room to dodge.&lt;br /&gt;
&lt;br /&gt;
===Charlotte===&lt;br /&gt;
This stage is pretty linear, not unlike all the other stages, but you&#039;ll come across a maze half way through. It&#039;s best to follow the doors that shine with blue light once they open; do this until you reach a room with the two staircases on either side, then head to the pink one (it should be after the one room filled with two giant Pyotr enemies and their small minions). The game will take pity on you eventually and head you onward to the correct path if you do mess up repeatedly. However, in later laps, it becomes beneficial to mess up and redo these rooms to grind for levels. It is important to note that this loop will only last four times, since as you start the fifth loop, the game will correct you to the path to Charlotte.&lt;br /&gt;
&lt;br /&gt;
For those who are interested:&lt;br /&gt;
* Room 1 has only one pink door that leads to room 2.  (First room)&lt;br /&gt;
* Room 2&#039;s pink door leads to room 3, blue door leads to room 4. (One wave of falling enemies, flat)&lt;br /&gt;
* Room 3&#039;s pink door leads to room 5, blue door leads to room 4. (One wave of enemies, staggered elevations)&lt;br /&gt;
* Room 4&#039;s pink door leads to room 3, blue door leads to room 5. (Two waves of falling enemies, flat)&lt;br /&gt;
* Room 5 is the bridge to room 6.&lt;br /&gt;
* Room 6&#039;s pink door leads to room 7, blue door leads to room 8. (One wave of falling enemies, flat)&lt;br /&gt;
* Room 7&#039;s pink door leads to room 6, blue door leads to room 9. (Two elite versions, one staircase)&lt;br /&gt;
* Room 8&#039;s pink door leads to room 6, blue door leads to room 7. (Two staircases rising up to one central door.  This room actually appears to be numberless.)&lt;br /&gt;
* Room 9&#039;s pink door leads to room 10, blue door leads to room ?. (Double staircase room)&lt;br /&gt;
* Room 10 is the bridge to the cake area.&lt;br /&gt;
Suggested route is 1 -&amp;gt; 2 -&amp;gt; 4 -&amp;gt; 5 -&amp;gt; 6 -&amp;gt; 7 -&amp;gt; 9 -&amp;gt; 10.&lt;br /&gt;
&lt;br /&gt;
Note that the color of the doors in the scheme above refers to the &#039;&#039;&#039;hues&#039;&#039;&#039; of light shining out of them, &#039;&#039;&#039;not&#039;&#039;&#039; the color of the door itself.&lt;br /&gt;
&lt;br /&gt;
Charlotte boss fight&lt;br /&gt;
&lt;br /&gt;
Charlotte initially appears in her first form and never moves or attacks you. In this form, Charlotte is easily damaged. To begin the true boss fight, you must defeat this first form. In the meantime, small Pyotr enemies spawn indefinitely throughout the stage. Once you&#039;ve defeated the first form, her second form appears from above in the center of the stage and bites downward. This can hit you for large damage; however, don&#039;t let yourself be intimidated by her large size. The actual area where she can damage you is generally centered around her face when she attacks. She will alternate between these attacks at random:&lt;br /&gt;
* Bite forward with 3 levels of elevation depending on where you are: high low and mid. This is usually done twice in succession.&lt;br /&gt;
* Jump forward and slams down on the ground in front.&lt;br /&gt;
* Charge up for a bit before moving forward for while, biting low at ground level, mid at the lower platform level or high at the upper platform level toward where you are. High version can end with a body slam that hits the ground in front.&lt;br /&gt;
* She will back up several times, typically followed by another attack.&lt;br /&gt;
* Jump upward off the screen. She then appears above you and bites downward. This move is very powerful so do your best to avoid it.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Considering her attack pattern, it is fairly safe to stay near her, as long as you&#039;re behind her. She backs up much faster than most of the characters can move, though, so when she does, it&#039;s usually best to stay away.&lt;br /&gt;
* On later laps, a good way to grind levels is to, during Charlotte&#039;s first form, ignore her and just attack her minions.&lt;br /&gt;
&lt;br /&gt;
===H.N. Elly (Kirsten)===&lt;br /&gt;
&lt;br /&gt;
Kirsten boss fight&lt;br /&gt;
&lt;br /&gt;
The setting of this boss fight is different from usual. There is no ground, only six floating televisions, the bottom four of which you can use as platforms. Falling off of a platform just causes you to fall through and then appear above where you fell. If you fall off the sides, you&#039;ll land on the side platforms. If you you fall through the middle, you will most likely drift towards one of the lower platforms. You can fall indefinitely, and steer yourself using the left and right arrows. Kirsten takes the form of four TVs which constantly rotate in a circle at the center of the stage. The main body, and the only place she can be harmed, is the TV containing the blue silhouette. Green blood spurts out of the TV to show that you&#039;re doing damage. The other TV&#039;s will contain one of three different images that have different effects:&lt;br /&gt;
* Lightning - periodically shoots lightning outwards.&lt;br /&gt;
* Minion - periodically spawns small minions.&lt;br /&gt;
* Exclamation point - if this TV is hit, three electrical orbs will fly out.&lt;br /&gt;
Every so often, Kirsten and all the TVs will whirl around in place for a short time during which she&#039;s invulnerable. After, they will resume rotating with some changes:&lt;br /&gt;
* Kirsten&#039;s position amongst the TVs may change at random.&lt;br /&gt;
* The images on the other TVs may change at random.&lt;br /&gt;
* The direction that TVs rotate may change at random.&lt;br /&gt;
* The speed at which the TVs rotate may change at random.&lt;br /&gt;
* The TVs may change to rotate in a circle with a small diameter (all of Kirsten&#039;s TVs touching), a large diameter (the TVs can reach the platforms), or a medium diameter (half way between) at random.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
This fight is mostly made difficult by the spawning of enemies that will interrupt you while you try to attack Kirsten. Don&#039;t expend too much effort trying to take them out before attacking Kirsten, however, because it&#039;s likely that more will spawn before you get a chance to attack her if you pay too much attention to them. Unlike enemies throughout the stage, though, enemies that spawn from the TVs can be killed with one attack, be it weak or strong, so if you are close to an enemy you can take it out quickly before continuing your assault.&lt;br /&gt;
&lt;br /&gt;
Mami&#039;s Tiro Finale can deal great damage to her. If you have a chance to use it (enough range to use it), &#039;&#039;just keep firing it&#039;&#039;. If you have Homura in your team too, use the freeze time ability while Mami&#039;s Tiro Finale still keeps firing, you can kill her in a few second in early lap (Less than the 150th).&lt;br /&gt;
&lt;br /&gt;
===Elsa Maria===&lt;br /&gt;
The minions in this level are a little different, in that they need to be hit at the head and neck area. Hitting them in the body causes no damage whatsoever.&lt;br /&gt;
&lt;br /&gt;
Elsa Maria boss fight&lt;br /&gt;
&lt;br /&gt;
Elsa Maria is a grounded, generally stationary boss. She will only move after each attack where she will idle for a time before disappearing and reappearing again somewhere at random. Small and medium sized enemies of every kind from this stage will spawn at random indefinitely. She will alternate between these attacks at random:&lt;br /&gt;
* 3 hands extend out of her body and home in on you in a straight line.&lt;br /&gt;
* 6 hands extend straight out of her body at random angles and then turn once to home in on you.&lt;br /&gt;
* Note for the above two hand attacks, at low health she will do another volley of hands after the first.&lt;br /&gt;
* 12 hands extend straight out of her body radially at evenly spaced intervals like spokes of a wheel. At low health she will send out 16 hands so the space in between hands is smaller. [[file:ElsaMariaAttack.jpg|200px]]&lt;br /&gt;
* Note that for all the hand attacks, only the hand can hit you, not the arm, so that&#039;s the only part you have to dodge.&lt;br /&gt;
* A large tree extends out of the back of her head and covers that entire side of the screen. This move is extremely powerful and hits many times. If you get hit by it, it will one hit KO you. An easy way to dodge this move is to pay attention to Elsa Maria&#039;s form when she appears. If it&#039;s any other attack, her body with morph into a blob like shape before attacking, But if it&#039;s this attack, her body will not change; the tree will just start extending out. This move also has fairly long start-up time, so it&#039;s not hard to get out of the way if you see it coming.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
Taking her OHKO move into account, it&#039;s safest to attack Elsa Maria from her front at all times. Her other attacks are best dealt with at a distance. The straight homing hands you can avoid by staying in place and then jumping over them as they approach. The angled hands you can avoid by keeping your distance at first and then running towards Elsa Maria as they approach. The hands will generally extend upwards before turning, and they will turn to aim where you are, so if you continue moving forward they should miss you. The radial hands you need to look for an opening between the hands. And the tree you can avoid completely simply by being behind it. She will never appear so close to the edge of the screen that you can&#039;t avoid it.&lt;br /&gt;
&lt;br /&gt;
===Oktavia von Seckendorff===&lt;br /&gt;
&lt;br /&gt;
You obtain this boss fight after Sayaka dies at any time. There are no enemies present on this stage except Oktavia.&lt;br /&gt;
&lt;br /&gt;
Oktavia boss fight&lt;br /&gt;
&lt;br /&gt;
This is the only boss fight where enemies don&#039;t spawn. Oktavia will slide back and forth across the stage. She will alternate between these attacks:&lt;br /&gt;
* Summon four wheels that bounce across the screen from behind her. This occurs when Oktavia turns sideways, leans back, and raises both her arms high. These wheels are destructible, and hitting them delays their descent.&lt;br /&gt;
* Summon many wheels in the sky that, after a short time, fall straight down and then, after a short time, roll off to the sides. This occurs when Oktavia raises only her sword arm. These wheels are destructible, but cannot be hit while they&#039;re in the air. Hitting them on the ground will stall their forward rolling.&lt;br /&gt;
* Dash very quickly around the stage. She doesn&#039;t attack during this, nor is she invulnerable.&lt;br /&gt;
* Big sword slash that causes a large shockwave along the ground that goes in both directions from the impact of the sword. The sword slash can hit you. Both the slash and the shockwave do tremendous damage and will one hit KO you. The shockwave, though, only hits near the ground, so you can jump or stall in the air to avoid it. Try to be behind her or far from her when she does this move to avoid getting hit by the slash. An indicator that she&#039;s about to use this move is if she raises her sword arm and slides back and forth quickly.&lt;br /&gt;
* Retreat to the background where she is invulnerable and summon wheels to fall straight down randomly from the sky. The wheels will disappear after hitting the ground once. After many wheels fall, she will return to the foreground.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
A good way to dodge the bouncing 4 wheels is to try and keep your distance and then run to stand under the wheels&#039; bounce. The wheels bounce very high, so it&#039;s not a good idea to try and jump or stall in the air over them. On the other hand, a good way to dodge the second wheel attack is to get out of the way of where they will fall while they&#039;re spawning in the air, and then jump or stall in the air over them as they roll off to the sides. If you want to go about destroying the wheels during the second wheel attack, keep in mind that, as mentioned before, the wheels during this attack can&#039;t be hit in the air, only on the ground. The last wheel attack where she&#039;s invulnerable can be dealt with by simply running back and forth to dodge. You can also try destroying the wheels with upward aimed attacks since they can be destroyed in one hit by any attack. Kyouko&#039;s super has very good application here. Any wheel will be destroyed if it touches her barrier. Two uses is enough to be safe for the entire duration of this move; one use will last a little short of the whole time. Even on later laps (tested up to lap 1000) this is still applicable.&lt;br /&gt;
&lt;br /&gt;
===Walpurgisnacht===&lt;br /&gt;
&lt;br /&gt;
Walpurgisnacht boss fight&lt;br /&gt;
&lt;br /&gt;
* This is another boss fight where there are platforms instead of solid ground. Unlike Kirsten&#039;s fight, though, if you fall here you die. Again, enemies spawn indefinitely. Walpurgisnacht has 2 main phases of attack.&lt;br /&gt;
* In her first phases she will float about the stage in random directions and let her minions attack you. Periodically a group of six blue orbs will appear in a hexagon formation randomly around the stage and fire blue lasers out radially. The lasers are the same as the ones her minions fire and will first shoot a thin beam showing the direction they will shoot before actually shooting, so you have some time to dodge.&lt;br /&gt;
* After some time, Walpurgisnacht will enter her second phase. During this phase she retreats to the background and she is completely invulnerable. If you have not destroyed her enemies they will remain. However, during this phase they will not re-spawn once killed. To start this phase, debris will fly up and then fall from the sky, rotating as they fall. The debris cannot be destroyed so you must dodge. Each piece does large damage. After the debris finishes falling, Walpurgisnacht will shoot fire from her mouth that covers large portions of the stage as it arcs about. Keep in mind, though, that it can only hit you when it passes through the foreground. This fire is very powerful. A good strategy is to wait at the top platform in the center of the stage so you can watch the fire and see which direction it will move in so you can effectively dodge. After the fire attack finishes, Walpurgisnacht will return to the foreground and resume her first phase. At low health, after the fire attack, she will drop an enormous building from the sky centered where you are. You will know it&#039;s starting when the screen shakes. This move is a one hit KO, but it&#039;s not too hard to outrun. Also, Sayaka can super dash away, while Homura can stop time.&lt;br /&gt;
Strategies/Tips:&lt;br /&gt;
* Walpurgisnacht is enormous, so it&#039;s extremely easy to hit her. Using Madoka&#039;s super attack can result in all of the arrows hitting for enormous damage.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
&lt;br /&gt;
*Silver Trophy: Clear game once&lt;br /&gt;
*Silver Trophy: Clear the game without reviving&lt;br /&gt;
*Golden Trophy: All endings cleared&lt;br /&gt;
*Silver Trophy: Use everyone a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Madoka a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Homura a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Mami a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Sayaka a total of 100 times&lt;br /&gt;
*Silver Trophy: Use Kyouko a total of 100 times&lt;br /&gt;
*Golden Trophy: Use everyone 100 times each&lt;br /&gt;
*Silver Trophy: Defeat 1000 familiars&lt;br /&gt;
*Golden Trophy: Defeat 10000 familiars&lt;br /&gt;
*Silver Trophy: Defeat 100 witches&lt;br /&gt;
*Golden Trophy: Defeat 1000 witches&lt;br /&gt;
*Silver Trophy: Reach level 30&lt;br /&gt;
*Golden Trophy: Reach level 99&lt;br /&gt;
*Silver Trophy: Use magic ability 100 times&lt;br /&gt;
*Golden Trophy: Use magic ability 1000 times&lt;br /&gt;
*Silver Trophy: 100 hit combo&lt;br /&gt;
*Golden Trophy: 500 hit combo&lt;br /&gt;
&lt;br /&gt;
==Endings==&lt;br /&gt;
&lt;br /&gt;
The game has multiple endings depending on which characters in your party are alive at the end of the game. Getting all of the endings is a of requirements of one of the trophies. Currently identified ones and their conditions are as follows:&lt;br /&gt;
&lt;br /&gt;
Ending 1:&lt;br /&gt;
All of your party members survive.&lt;br /&gt;
&lt;br /&gt;
Ending 2:&lt;br /&gt;
Only Madoka and Homura survive.&lt;br /&gt;
&lt;br /&gt;
Ending 3:&lt;br /&gt;
Only Sayaka and Kyouko survive.&lt;br /&gt;
&lt;br /&gt;
Ending 4:&lt;br /&gt;
Only Mami survives.&lt;br /&gt;
&lt;br /&gt;
Ending 5:&lt;br /&gt;
Only Madoka and Sayaka die.&lt;br /&gt;
&lt;br /&gt;
Ending 6:&lt;br /&gt;
Only Sayaka dies.&lt;br /&gt;
&lt;br /&gt;
Ending 7:&lt;br /&gt;
Only Mami dies.&lt;br /&gt;
&lt;br /&gt;
Ending 8:&lt;br /&gt;
Only Kyouko dies.&lt;br /&gt;
&lt;br /&gt;
Ending 9:&lt;br /&gt;
Only Madoka dies.&lt;br /&gt;
&lt;br /&gt;
Ending 10:&lt;br /&gt;
Any other combination of surviving characters invokes this ending. The simplest way for this ending to occur is if only Homura dies.&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
&lt;br /&gt;
*OS: Windows 7, Vista, or XP&lt;br /&gt;
*CPU: 2GHz or higher&lt;br /&gt;
*RAM: 1GB&lt;br /&gt;
*Hard drive space: 1GB&lt;br /&gt;
*Graphics: DirectX9.0c compatible with 256MB VRAM&lt;br /&gt;
*Display: 800x600 resolution&lt;br /&gt;
*Input Device: Game pad recommended, keyboard supported&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Grief Syndrome Online==&lt;br /&gt;
[[File:Gso2ui-eng.PNG | thumb | right | 200px|The UI of GSO v2.0.]]&lt;br /&gt;
[[File:Gsonline-guide.png | thumb | right |200px|An image guide for GSO v10/18.]]&lt;br /&gt;
Grief Syndrome Online is an unofficial program that enables multiplayer over the internet. Follow these instructions for netplay:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline ver2.02 (2012/10/12)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This update features replays, in-game chat, unicode support, and more.&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/84547&amp;amp;key=gso  GSOnline (version 2.02)]&lt;br /&gt;
&lt;br /&gt;
*1. Backup your save file and griefsyndrome folder.&lt;br /&gt;
*2. Copy the contents of the gso_v2.02 folder to the same folder as your griefsyndrome.exe.&lt;br /&gt;
*3. Run gso_patch.exe.&lt;br /&gt;
*4. Run griefsyndrome_online.exe. The host will need a UDP port open. Put the port number into the box, and then hit the host button to its right. Then clients will need to enter the host&#039;s IP and the port number before clicking the button.&lt;br /&gt;
*5. After everyone&#039;s connected, the host presses the lower right button, and Grief Syndrome should launch automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All players will use the controls set to their player one. Make sure Grief Syndrome has been upgraded to 1.10. In some cases it&#039;s necessary to run GSOnline or Grief Syndrome in Windows 2000 compatibility mode, but this can cause [[Talk:Grief_Syndrome#GSOnline_Testing|errors]], so only do it as a last resort. The game&#039;s framerate will depend on the latency of the connection between the host and client(s).&lt;br /&gt;
&lt;br /&gt;
*Only the host needs an open port or port forwarding, and Hamachi is an option. 6112 is a common port since Battle.net uses it.&lt;br /&gt;
*The lowest unlocked lap limit of any connected player will be the online game&#039;s limit. [http://www.mediafire.com/?fvrb1t1u6tdc927 This] is a save file with higher laps unlocked. &lt;br /&gt;
*If you get stuck at a black screen, make sure all players are in windowed mode, or all are in fullscreen mode. If one is in windowed and another is in fullscreen, it may fail.&lt;br /&gt;
*Black screens can also be caused by different save files. Use the exact same save file for all players, or have all clients delete their save files to start fresh.&lt;br /&gt;
*[http://yuzuru.2ch.net/test/read.cgi/gameama/1317014043/55  A 2ch post about GSOnline]&lt;br /&gt;
*[http://jbbs.livedoor.jp/bbs/read.cgi/otaku/14999/1339594845/ A livedoor thread about GSOnline]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline (2011/10/18)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To install a pre-2.0 version of GSOnline, copy the GSOnline.exe and .dll files to the same folder as griefsyndrome.exe. Since all users must have the same version and different versions handle high latency differently, some people may wish to use the old ones.&lt;br /&gt;
&lt;br /&gt;
The 10/18r2 version needs to open a UDP port, and attempts to fix the problem related to the synchronization gap between players in the GSOnline program.&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/70532&amp;amp;key=gso  GSOnline (ver 2011/10/18 rev2)]&lt;br /&gt;
&lt;br /&gt;
Consider trying the older 10/13 version if your latency is high and 10/18 does not work at all:&lt;br /&gt;
*Download [http://www1.axfc.net/uploader/File/so/70317&amp;amp;key=gso  GSOnline (ver 2011/10/13)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talk&#039;&#039;&#039;&lt;br /&gt;
[[File:Gsotalk.PNG | thumb | right |Chatting.]]&lt;br /&gt;
The 10/18r2 version of GSOnline introduced a talk feature that displays pre-defined text on the screen as speech bubbles. Version 2.0 improved talk capabilities. Two players with talk enabled can see each other&#039;s messages without having to exchange anything in advance. &lt;br /&gt;
&lt;br /&gt;
Press enter to chat in version 2.0. To activate talk in the 10/18 version, add &amp;quot;talk=10&amp;quot; and some binds to your GSOnline.ini file as follows:&lt;br /&gt;
&lt;br /&gt;
[Config]&lt;br /&gt;
&lt;br /&gt;
IP=5.143.40.182&lt;br /&gt;
&lt;br /&gt;
Port=2620&lt;br /&gt;
&lt;br /&gt;
talk=10&lt;br /&gt;
&lt;br /&gt;
[Talk]&lt;br /&gt;
&lt;br /&gt;
u=homuhomu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GSOnline Hamachi Networks (as of December 2011)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an effort to further test and play Grief Syndrome Online, the following Hamachi networks have been set up. Feel free to join them to play with other GSOnline players. Please be aware that distance between players can and will affect GSOnline&#039;s latency, so each is labeled with it&#039;s intended location. Due to the nature of Hamachi, some of these networks may or may not be full. Some of the network owners do remove inactive players, so please keep trying if you wish to join a particular one.&lt;br /&gt;
&lt;br /&gt;
It is highly recommended that users have the current versions of Grief Syndrome (1.10) and GSOnline (2.01 7/22) for compatibility with other players. Make sure you are using the same version of GSOnline.&lt;br /&gt;
These versions are known to work, so if you are experiencing problems, it is likely a local issue with your own machine.&lt;br /&gt;
&lt;br /&gt;
Main&lt;br /&gt;
*GriefSyndromeOnline&lt;br /&gt;
*GriefSyndromeOnline II&lt;br /&gt;
*GriefSyndromeOnline III&lt;br /&gt;
*GriefSyndromeOnline IV&lt;br /&gt;
*GriefSyndromeOnline V&lt;br /&gt;
*GriefSyndromeOnline VI&lt;br /&gt;
*GriefSyndromeOnline VII&lt;br /&gt;
*GriefSyndromeOnline VIII&lt;br /&gt;
*GriefSyndromeOnline IX&lt;br /&gt;
*GriefSyndromeOnline X&lt;br /&gt;
*GriefSyndromeOnline XI&lt;br /&gt;
*GriefSyndromeOnline XII&lt;br /&gt;
*GriefSyndromeOnline XIII&lt;br /&gt;
&lt;br /&gt;
Password for all is: homura&lt;br /&gt;
&lt;br /&gt;
Unnoticed ones(1-5 people)&lt;br /&gt;
CrusherGS (Password: Homerun)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
America&lt;br /&gt;
*GSO4chan (password: mami)&lt;br /&gt;
*GSO5chan (password: mami)&lt;br /&gt;
&lt;br /&gt;
Southeast Asia&lt;br /&gt;
*GS-SEA (password: homu)&lt;br /&gt;
&lt;br /&gt;
Indonesia&lt;br /&gt;
*GriefSyndromeIndo (password : homura)&lt;br /&gt;
&lt;br /&gt;
Europe&lt;br /&gt;
*QB Powah! (password : QB)&lt;br /&gt;
*GS-Eu2 (password : kyubey)&lt;br /&gt;
&lt;br /&gt;
France&lt;br /&gt;
*FrGriefSyndrome (password: Mahou Shoujo)&lt;br /&gt;
*GriefSyndromeFR II (password: madokami)&lt;br /&gt;
&lt;br /&gt;
Italy&lt;br /&gt;
*TomoMami (password: tomoe)&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
Illustrated by [http://www.pixiv.net/member.php?id=13134 Asato Mizu]&lt;br /&gt;
&amp;lt;gallery captionalign=&amp;quot;left&amp;quot; position=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Griefsyndrome cover.jpg|Cover&lt;br /&gt;
File:Grief Syndrome 13.jpg|Stage Select screen&lt;br /&gt;
File:GS_Select_Screen.jpg|Character Select screen&lt;br /&gt;
File:Moemura grief syndrome.jpg|Moemura at Select screen&lt;br /&gt;
File:Grief Syndrome 01.jpg|Everyone survives&lt;br /&gt;
File:Grief Syndrome 03.jpg|Only Homura and Madoka survive&lt;br /&gt;
File:Grief Syndrome 04.jpg|Only Kyouko and Sayaka survive&lt;br /&gt;
File:Grief Syndrome 08.jpg|Only Mami lives&lt;br /&gt;
File:Grief Syndrome 15.jpg|Only Madoka and Sayaka die&lt;br /&gt;
File:Grief Syndrome 05.jpg|Only Sayaka dies&lt;br /&gt;
File:Grief Syndrome 06.jpg|Only Mami dies&lt;br /&gt;
File:Grief Syndrome 09.jpg|Only Kyouko dies&lt;br /&gt;
File:Grief Syndrome 10.jpg|Only Madoka dies&lt;br /&gt;
File:Grief Syndrome 07.jpg|Homura in hospital, conditions variable&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
===Threads===&lt;br /&gt;
*[[Threads#Grief_Syndrome | Threads discussing Grief Syndrome]]&lt;br /&gt;
===Twilight Frontier===&lt;br /&gt;
*[http://www.tasofro.net Twilight Frontier website]&lt;br /&gt;
*[http://www.tasofro.net/mdk/ Grief Syndrome website]&lt;br /&gt;
*[http://www.tasofro.net/arc/index.html#407 Grief Syndrome version 1.10 update patch at Twilight Frontier website]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[http://www.youtube.com/watch?v=xqblxdzpAho Trailer video]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Tasofro About Tasofro]&lt;br /&gt;
*[http://wks.arai-kibou.ru/griefsyndrome.php Russian translation patch]&lt;br /&gt;
*[http://memegenerator.net/Typical-Griefsyndrome-Gamer Typical GriefSyndrome gamer meme]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fangames]]&lt;/div&gt;</summary>
		<author><name>65.93.211.64</name></author>
	</entry>
	<entry>
		<id>https://wiki.puella-magi.net/w/index.php?title=Community_talk:Grief_Syndrome&amp;diff=50663</id>
		<title>Community talk:Grief Syndrome</title>
		<link rel="alternate" type="text/html" href="https://wiki.puella-magi.net/w/index.php?title=Community_talk:Grief_Syndrome&amp;diff=50663"/>
		<updated>2013-01-31T22:13:39Z</updated>

		<summary type="html">&lt;p&gt;65.93.211.64: /* User feedback */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game just taught me something: I&#039;d be a terrible magical girl. That&#039;s good to know, at least now I know I shouldn&#039;t contract Kyubey if I ever get the chance to... --[[User:Homerun-chan|Homerun-chan]] 16:20, 15 August 2011 (UTC)&lt;br /&gt;
:Oh god, the endings for this game make me feel terribly empty inside. It&#039;s like how I felt after episode 6 and onwards. Mami, the only one surviving, eating cake alone. Kyouko by herself, chewing an apple. Dammit. At least I felt happy when I killed Charlotte with Mami. Sayaka in the show did much better than me on the hikki TV level. [[User:Holycrap|Holycrap]] 09:14, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone know what the requirement is for getting the 2nd last picture in the gallery?  [[Special:Contributions/220.255.1.48|220.255.1.48]] 02:49, 18 August 2011 (UTC)&lt;br /&gt;
:If only Madoka and Sayaka die. [[User:Lig0schndr|Lig0schndr]] 11:30, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Problem here==&lt;br /&gt;
I&#039;ve downloaded the files and everything. However, it is on a .rar file, and I really don&#039;t know how it operates. Suggestions?&lt;br /&gt;
:It&#039;s a compressed file, works just like a .zip. Open it with WinRAR or a similar program. --[[User:BrickBreak|BrickBreak]] 03:42, 21 August 2011 (UTC)&lt;br /&gt;
::I don&#039;t have WinRAR on my Windows 7. Do you know of an alternative instead? I am sorry if I am acting as a noob. :(&lt;br /&gt;
:::Get WinRAR or 7zip. You&#039;ll need it to unzip it. Nothing else but to get the program. [[Special:Contributions/128.54.205.243|128.54.205.243]] 16:36, 21 August 2011 (UTC)&lt;br /&gt;
::::Once I unzip, I will be able to play? Edit: I unzipped the files, but there seems to be something missing. It won&#039;t let me play, and I downloaded the appropriate .dll file. http://i51.tinypic.com/juwfvr.png&lt;br /&gt;
:Go to start and run &amp;quot;dxdiag&amp;quot;. Then go the &amp;quot;Display&amp;quot; tab. Below there should be three options. &amp;quot;DirectDraw,Direct3D and AGP Texture Acceleration. Make sure that they are all enabled. The message you received means that your &amp;quot;Direct3D&amp;quot; is either not available or disabled. Enable all of them and you should be able to play. :D --[[User:SailorRainbow001|SailorRainbow001]] 12:33, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stat box ==&lt;br /&gt;
&lt;br /&gt;
Can one of our wikicode magicians make a stat box for the mahou shoujo sections? - [[User:Prima|Prima]] 21:58, 15 August 2011 (UTC)&lt;br /&gt;
:Shamelessly copypasting the infobox for characters, I suggest you one of the two variants below. I personally perfer the first (vertical) one. --[[User:Homerun-chan|Homerun-chan]] 16:36, 16 August 2011 (UTC)&lt;br /&gt;
::I actually thinks the second version look better.  Also, it&#039;s shorter length means less blank toolbox only space on the thread.  Can we get another opinion on this one? - [[User:Prima|Prima]] 20:48, 16 August 2011 (UTC)&lt;br /&gt;
:::Actually, the only thing that bugs me with the horizontal version is that I don&#039;t know how to label the columns, especially the last one ... &amp;quot;Growth per level&amp;quot; is a bit too long, &amp;quot;Per level&amp;quot;, &amp;quot;growth per lvl&amp;quot; or &amp;quot;growth/level&amp;quot; don&#039;t look or sound to good... --[[User:Homerun-chan|Homerun-chan]] 21:31, 16 August 2011 (UTC)&lt;br /&gt;
::::I think per level looks fine, it&#039;s similar to how we do in [http://wiki.teamliquid.net/starcraft2/Marine another wiki] that I help out on. - [[User:Prima|Prima]] 06:46, 17 August 2011 (UTC)&lt;br /&gt;
:::::I added the info boxes. They look pretty awesome. Thanks for providing the template, Homerun-chan.[[User:Lig0schndr|Lig0schndr]] 23:45, 19 August 2011 (UTC)&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:left;clear:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Status base&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Infobox/row&lt;br /&gt;
|label=Vitality&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=92&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Power&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=10&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Soul limit&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=28875&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=SL lost in revive&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=9.6%&lt;br /&gt;
}}&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Growth per level&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{Infobox/row&lt;br /&gt;
|label=Vitality&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+4&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Power&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+1&lt;br /&gt;
}}{{Infobox/row&lt;br /&gt;
|label=Soul limit&lt;br /&gt;
|labelstyle=background-color:#EEF; font-weight:bold;&lt;br /&gt;
|data=+128&lt;br /&gt;
}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width:22em;text-align:left;margin:0.5em 0 0.5em 1em; padding: 0.2em; border:solid #aaa 1px;float:left;clear:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;background-color:#CCF;font-size: 120%;font-weight:bold;&amp;quot;&amp;gt;&lt;br /&gt;
Madoka&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&amp;gt;[[File:Gsmadokaidle.gif]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Parameter&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Status base&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: #EEF; font-weight: bold; text-align: center;&amp;quot;&amp;gt;Per level&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Vitality&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;92&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Power&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;10&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+1&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;Soul limit&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;28875&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;+128&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;background-color:#EEF; font-weight:bold;}&amp;quot;&amp;gt;SL lost in revive&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;text-align:left;&amp;quot;&amp;gt;9.6%&amp;lt;/td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==help!==&lt;br /&gt;
&lt;br /&gt;
i tried to download it but i can&#039;t find where on the page the download thingy is, i clicked on everything and no dice [[User:Paige|Paige]] 15:01, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check the latest thread here http://wiki.puella-magi.net/Threads#Grief_Syndrome&lt;br /&gt;
:i can&#039;t make sense of that site either, no handy screen shots or can&#039;t you download it on the grief syndrome site?  am i the only person having problems with it? *sigh* [[User:Paige|Paige]] 20:27, 16 August 2011 (UTC)&lt;br /&gt;
::You can&#039;t figure out how to download it from here? http://archive.easymodo.net/a/thread/53407713   --[[User:Randomanon|randomanon]] 20:35, 16 August 2011 (UTC)&lt;br /&gt;
::&amp;gt;can&#039;t you download it on the grief syndrome site?&amp;lt;br&amp;gt;It&#039;s a game that got released (read &amp;quot;sold&amp;quot;) at Comiket, so it&#039;s not really meant to be distributed for free. You should be able to find it if you know where to look or how to use Google though (or easymodo for that matter). --[[User:Homerun-chan|Homerun-chan]] 20:41, 16 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Umm,I wanted to download the file but,I can&#039;t find the download link, did someone tell me where is the download link? Please help me. --[[Mirai-mirai]] 18:39, 3 september 2011&lt;br /&gt;
:Use the megaupload link on this thread posted. http://archive.easymodo.net/a/thread/53382856 --[[User:Riga92|Riga92]] 18:45, 3 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are I really need gamepads for play this game? For single player too? Can I play this game with only keyboards? --[[Mirai-mirai]] 15.27, 4 September 2011&lt;br /&gt;
:No. Keyboards can be used to play this game. The controls shoulb be on the main page of this game here in the wiki. If the controls does not work,open Config and configure your controls . --[[User:SailorRainbow001|SailorRainbow001]] 12:37, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am really confused on how to change the BGM. I&#039;ve tried a whole bunch of times, but I can&#039;t figure it out. I noticed it is in the FAQ section. --[[User:Ploppypop|Ploppypop]] 8:19pm, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Moemura?!==&lt;br /&gt;
[[File:Moemura grief syndrome.jpg|right|300px]]&lt;br /&gt;
Anyone know how to get her? --[[User:Mutopis|Mutopis]] 04:52, 18 August 2011 (UTC)&lt;br /&gt;
:It&#039;s a drawing from 2ch, it&#039;s not real.  --[[User:Randomanon|randomanon]] 05:59, 18 August 2011 (UTC)&lt;br /&gt;
::Being a fan is suffering --[[User:Mutopis|Mutopis]] 06:39, 18 August 2011 (UTC)&lt;br /&gt;
:::Apparently, that&#039;s NOT a drawing. That image (and the relevant sprites) indeed can be found in the game&#039;s resources. Conditions of obtaining Moe-Homura are unknown yet, sorry. [[User:MrChow|MrChow]] 11:24, 25 August 2011 (UTC)&lt;br /&gt;
::::I&#039;m pretty sure from the context I saw it in that the image was in fact a fan altered one from a real image.  However, I didn&#039;t know that they pulled the Moemura image from the game files so that it could this screen could be real if conditions were met assuming the game allows it.  You&#039;d think if someone had figured it out by now there&#039;d be a vid or gameplay images with Moemura by now. --[[User:Randomanon|randomanon]] 13:46, 25 August 2011 (UTC)&lt;br /&gt;
:::::Likely it&#039;s a dropped character. It&#039;s commonplace for game developers to leave unused artifacts within the games. If there is a way to unlock it, though, it would be good. Let&#039;s not forget that they can also implement it in the future. --[[User:BrickBreak|BrickBreak]] 19:19, 25 August 2011 (UTC)&lt;br /&gt;
::::::Now that I gained access to the game ressources, I can confirm that:&lt;br /&gt;
::::::a-The &amp;quot;Moe&amp;quot;mura image is indeed part of the game files.&lt;br /&gt;
::::::b-There is no additional gameplay sprites for &amp;quot;Moe&amp;quot;mura.&lt;br /&gt;
::::::However the &amp;quot;Moe&amp;quot;mura image shown on this screenshot (M_homura_B.cv2) is referenced in 2 scripts: StagePause.act and StageSelect.act. So if it&#039;s not leftover artefacts (but imo BrickBreak is right on this) you can expect at best a menu image change, and perhaps some stats change too, nothing more.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 20:09, 7 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I heard that they released a patch to enable Moemura. But since I am outside Japan and unable to get access to their website, I cannot confirm that. Besides, QB may be controlled after the patch if there are fewer characters alive in multi-play mode. For example, if there are 3 players but only 2 available, the 3rd player can select one of other characters but will be replaced by QB in game. [[User:Yorkwoo|Yorkwoo]] 14:20, 9 September 2011 (UTC)&lt;br /&gt;
:You are indeed correct. I&#039;m trying out the patch now and to play as Moemura you press up while your cursor is on Homura&#039;s portrait. Pretty amusing. Press down on Moemura to switch back to Homura. Haven&#039;t checked out QB yet. Pretty cool update, though. Hopefully they&#039;ve fixed the bugs in the game, too. Thanks for the info! [[User:Lig0schndr|Lig0schndr]] 20:01, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Download the patch 1.10 from http://www.tasofro.net/arc/index.html#407 and update the game to get Moemura by pressing up on Homura in character selection.&lt;br /&gt;
&lt;br /&gt;
but how can I add the patch to the game? the readme is in japanese!&lt;br /&gt;
:  [http://www.tasofro.net/arc/griefsyndrome_update_110.exe Download the patch], open the installer, keep clicking next until it finish. - [[User:Prima|Prima]] 16:30, 10 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All endings ==&lt;br /&gt;
&lt;br /&gt;
So as I see, someone aded thelast unknown trophy.&lt;br /&gt;
What are the endings known this far and how can they be obtained?&lt;br /&gt;
[[Special:Contributions/91.202.255.7|91.202.255.7]] 05:52, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I added an endings section to the main page that includes known endings and conditions. This doesn&#039;t seem to be all of them, though, since I believe I&#039;ve gotten all mentioned and haven&#039;t yet gotten the trophy. Anyone know of other endings? [[User:Lig0schndr|Lig0schndr]] 11:27, 18 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
All the 1 person surviving and 4 people surviving endings have been confirmed except for only Madoka surviving, but I feel like odds are good that that will end up with the default Homura ending. If anyone else could check some of these out, too, that&#039;d be great.&lt;br /&gt;
[[User:Lig0schndr|Lig0schndr]] 15:48, 19 August 2011 (UTC)&lt;br /&gt;
:Only Madoka surviving is confirmed to give you the Homura waking up in bed ending. (Oktavia not killed, but I don&#039;t think that matters).[[User:KM|KM]] 23:57, 19 August 2011 (UTC)&lt;br /&gt;
::Thanks for checking that. I don&#039;t think it matters if Oktavia is killed or not, either, as long as you get Oktavia because Sayaka died.[[User:Lig0schndr|Lig0schndr]] 06:42, 20 August 2011 (UTC)&lt;br /&gt;
:::Okay, all ending possibilities have been checked. And after having checked them all I didn&#039;t get the third trophy, so that seems incorrect. [[User:Lig0schndr|Lig0schndr]] 17:53, 26 August 2011 (UTC)&lt;br /&gt;
:::: So you&#039;ve checked all 32 possibilities (I believe mutual kill on Walpurgisnacht is possible), and you don&#039;t have the third trophy? [[User:Magic9mushroom|Magic9mushroom]] 00:25, 1 September 2011 (UTC)&lt;br /&gt;
:::::Yeah, I checked every single possibility except only Madoka surviving ending, which KM checked. I still don&#039;t have the third trophy, sadly. I didn&#039;t check a mutual kill on Walpurgisnacht, but I don&#039;t think that would result in a different ending... I&#039;m starting to think that my original guess that the third trophy is &amp;quot;Beat the game without getting hit&amp;quot; might be correct after all. The ordering of the trophies have been such that a silver trophy will be awarded for a given condition and the trophy below will be a gold one with a condition similar but more difficult than the one preceding it. The second trophy is beat the game without any downs, so I think not getting hit is a logical possibility. Not getting hit even once is really difficult, though, due to the random nature that the enemies in the game attack. But if this is the correct condition, then maybe that explains why it hasn&#039;t been confirmed yet. [[User:Lig0schndr|Lig0schndr]] 17:32, 2 September 2011 (UTC)&lt;br /&gt;
::::::I&#039;ve took a peek at the game resources again and translated the third trophy for ya. It seems there&#039;s a bug in Tasofro&#039;s bytecode, so the flag for this trophy never sets. Instead of marking it as &amp;quot;???&amp;quot;, I suggest to write a notice &amp;quot;Unobtainable due to a bug&amp;quot;. --[[User:MrChow|MrChow]] 21:51, 6 September 2011 (UTC)&lt;br /&gt;
:::::::Well that... sucks... Thanks for the info, though. [[User:Lig0schndr|Lig0schndr]] 23:08, 7 September 2011 (UTC)&lt;br /&gt;
::::I think we do need to check &amp;quot;everyone dies&amp;quot;, since as THE hardest ending to obtain it would be the most likely to have a secret (as for how to do it, I&#039;d suggest kill everyone else, do WPGN with Madoka, get both of them to low health, do Madoka&#039;s ulti and then jump off the map). As far as not getting hit, the hardest bit would be Kirsten&#039;s stage. Everything else can be done without getting hit through overuse of time stop, but Kirsten&#039;s minions love to attack from offscreen. I&#039;d suggest grinding Homura to 99 on Gertrud&#039;s or Charlotte&#039;s stage (Gertrud&#039;s stage is more dangerous, but Charlotte herself is more dangerous with her sky attack) before taking on Kirsten to secure additional time stop uses. [[User:Magic9mushroom|Magic9mushroom]] 04:13, 6 September 2011 (UTC)&lt;br /&gt;
:::::I&#039;ve actually tried to die by falling off the screen after killing Walpurgisnacht before, just to see what would happen. You don&#039;t die, you just kind of chill out at the bottom of the screen waiting for Walpurgisnacht to die and then you fall and land on the ground like usual. I&#039;ve also checked if everyone dies and it results, predictably, in a game over. [[User:Lig0schndr|Lig0schndr]] 23:08, 7 September 2011 (UTC)&lt;br /&gt;
:::: That wasn&#039;t what I meant. I meant falling off the screen or otherwise dying before the last attack hits. So with Homura, for example, setting up a flare and getting shot before it fires. Madoka would be the easiest with her ulti&#039;s stupidly high damage. [[User:Magic9mushroom|Magic9mushroom]] 00:54, 8 September 2011 (UTC)&lt;br /&gt;
Hey so the version 1.10 patch came out today and it fixed the glitch with the third trophy not appearing. The 10 endings listed in the ending section are confirmed to be the only endings as I now have the trophy without having beaten the game again. [[User:Lig0schndr|Lig0schndr]] 00:06, 10 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Laps not saved ==&lt;br /&gt;
&lt;br /&gt;
Well, I completed the first lap, and utterly failed on the second (was trying to go with Mami, let everyone else die, didn&#039;t farmed enough lv&#039;s to make up for her crappyness). Back to the main menu, still with the stats and the choice of which lap to with. I close the game, and open it again just to be sure. Everything&#039;s gone. Wasn&#039;t it supposed to save after a lap? --[[User:BrickBreak|BrickBreak]] 21:16, 19 August 2011 (UTC)&lt;br /&gt;
:Look for a save0.dat file in the griefsyndrome/save folder, and see if it has the right modified date and read/write permission.[[User:KM|KM]] 21:55, 19 August 2011 (UTC)&lt;br /&gt;
::The folder&#039;s empty. Damn... I&#039;m guessing either it auto-deleted upon closure, or it was never created :/ --[[User:BrickBreak|BrickBreak]] 23:13, 19 August 2011 (UTC)&lt;br /&gt;
:::Apparently, it can only save if it&#039;s on the default folder. I reinstalled there and it worked. --[[User:BrickBreak|BrickBreak]] 01:20, 20 August 2011 (UTC)&lt;br /&gt;
::Mine&#039;s in a non-default folder, and it&#039;s got up to 677 available. [[User:Magic9mushroom|Magic9mushroom]] 10:22, 20 August 2011 (UTC)&lt;br /&gt;
::::When it wasn&#039;t saving, was it outside the default because of being moved after installing, or was it installed in that same non-default folder?[[User:KM|KM]] 18:21, 20 August 2011 (UTC)&lt;br /&gt;
:::::Installed outside (in the Program Files folder). --[[User:BrickBreak|BrickBreak]] 20:48, 20 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not-Mentioned Bug ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve encountered a bug that was not mentioned in the FAQ, so I decided to post it here. The bug makes the fore- and background of the stages (so far only tested on Gertrud Stage) entirely white, the characters and enemies however are correctly displayed. It also causes the game to crash when moving to Gertruds boss room. Does anyone know how to fix this? My PC is on Japanese Locale and my Directx is enough up to date (Dx11). (Also This is my first time editing a wiki,I&#039;m sorry for any errors.) [[User:Anton|Anton]] 09:48, 20 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
       -I had the same problem, but i managed to solve it. You have to install the game on Japanese Locale AND install it on the default folder.&lt;br /&gt;
       If you install it anywhere else, it will fail.[[User:U.N.Owen|U.N.Owen]] 09:37, 7 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is also my first time editing a wiki, But, Im encountering the same problem, as I enter Gertruds room, The game crashes. I&#039;ve also tried this on my other computer and same results. I&#039;ve updated my directx and my computer&#039;s region settings and language settings have been set to Japanese, I&#039;ve installed the game on the Japanese Local in the default folder, After many tries using different methods, the game continues to crash. If there is a way of fixing this, please let me know. Thanks [[User:Landon1998|Landon1998]] 19:35, 20 June 2012 (UTC) &lt;br /&gt;
&lt;br /&gt;
I noticed another glitch, though this one isn&#039;t that big of a deal. If you&#039;re in a boss fight and you pause and return to the title screen, the boss&#039; HP meter stays on the screen. This persists until you restart the game or you get to another boss fight. [[User:Lig0schndr|Lig0schndr]] 11:18, 21 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Another glitch I found is that if you change any settings using the config.exe, the Esc key, usually only mapped to the menu key, will also be mapped to the player 1 strong attack key. I don&#039;t know if this can be fixed, but you can change it back by deleting the config.dat file and copying an original keyconfig.dat file back into the folder. [[User:Lig0schndr|Lig0schndr]] 11:40, 21 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest solo clocking? ==&lt;br /&gt;
&lt;br /&gt;
I know that 677&#039;s been beaten with Homura/Madoka/Mami, but what&#039;s the highest known to have been beaten with just 1 player? [[User:Magic9mushroom|Magic9mushroom]] 10:22, 20 August 2011 (UTC)&lt;br /&gt;
:The highest I&#039;ve seen is a guy on nicovideo soloing lap 100 with Sayaka. http://www.nicovideo.jp/watch/sm15316097 Is there a video of the guys beating lap 677? [[User:Lig0schndr|Lig0schndr]] 08:16, 21 August 2011 (UTC)&lt;br /&gt;
::I&#039;ve seen vids of Gertrud and Charlotte beaten with Homura/Madoka/Mami on 677. That guy lucked out on Kirsten, though. [[User:Magic9mushroom|Magic9mushroom]] 10:05, 21 August 2011 (UTC)&lt;br /&gt;
:::I&#039;ve just beaten lap 458 330 with homura... and a truckload of cheating, does that count?-Gniarf&lt;br /&gt;
::::Woah my god high lap. How do you cheat at this game? [[User:Lig0schndr|Lig0schndr]] 15:20, 21 August 2011 (UTC)&lt;br /&gt;
:::::To reach this lap I edited my save0.dat (you just need a zlbib compressor/uncompressor+an hex editor). As for in-game cheating I used cheat engine to lock soul limit and power (set power to 500000, makes enemies die about as fast as in lap1). If you&#039;re a bit familiar with cheat engine, soul and power can be accessed via a level 4-5 pointer.(Note: set your level to 99 before changing the power or it will be reset upon level up).&lt;br /&gt;
::::::There is no point in locking your health because even if you set it to its maximum (32 000 and a few) you still get one-shot- Gniarf [[Special:Contributions/77.200.213.106|77.200.213.106]] 21:58, 21 August 2011 (UTC)&lt;br /&gt;
::::::Hahah, that sounds awesome. Must be fun to spam specials all day. Mami&#039;s Tiro Finale could last minutes, hahahah. [[User:Lig0schndr|Lig0schndr]] 22:44, 21 August 2011 (UTC)&lt;br /&gt;
:::Just solo&#039;d 120, and ran into a bug where it freezes with a black screen before the ending plays. At least it saved the data. [[User:KM|KM]] 23:22, 21 August 2011 (UTC)&lt;br /&gt;
::::I just solo&#039;d 100 and ran into the same bug. This didn&#039;t happen when I solo&#039;d lap 80, though...[[User:Lig0schndr|Lig0schndr]] 00:27, 28 August 2011 (UTC)&lt;br /&gt;
::Cheating does not count. &amp;gt;:( [[User:Magic9mushroom|Magic9mushroom]] 04:53, 22 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== highest lap for grief syndrome is 1316093285, and its bugged ==&lt;br /&gt;
&lt;br /&gt;
at lap 1316093285, normal monsters die in 1 hit, and they do 0 damage to you, most of the time.... and once in a while they 1 shot you...  the problem with this lap... the final lap is, that the harder monsters &amp;quot;bigger&amp;quot; or &amp;quot;mini bosses&amp;quot; not counting gertrud and other real &amp;quot;bosses&amp;quot; are unkillable. in cheat engine i have set my damage to as high as possible, but it ends up overflowing does zero damage, that is why monster does 0 damage to you, and you one hit them, since they have 0 health. but these minibosses seem to have unlimited health, so the only way to kill them, is to shoot them out of the map, there are 2 ways to do this, one is with mami, using the trio finale, with your hp locked, u can hold trio finale for as long as you want, and slowly the monster will rise with you out of the map, and the monster is &amp;quot;killed&amp;quot;. this method works in the first 3 chapters, but stops working at the 4th, because these monsters wont bounce upwards, thus i cannot bounce them out of the map... so I am assuming the 2nd way would be the only way to beat it. with homura, machine gun pushes monster side way out of the map, but i am not able to lock the machine gun ammo to more then 18, so i cant seem to push the mini boss out in the 4th chapter, anyone have any idea to lock the ammo for homura? so she can keep firing ?&lt;br /&gt;
:To reach that lap, one must beat lap 36278. Since I do not believe this is, in fact, possible without cheating (quite apart from getting hit or anything, your soul limit will tick out), I do not believe this to be a true bug (since it is not obtainable within the game&#039;s normal operation). [[User:Magic9mushroom|Magic9mushroom]] 01:23, 2 September 2011 (UTC)&lt;br /&gt;
::If you want to increase homura&#039;s HMG clip size, open gs00.dat with an hex editor, and write ((new_clip_size+1)*5) XOR 0x73737373 at 1A16B083 (the clip size spans over 4 bytes). Alternatively if you REALLY want an unlimited clip size, I remember getting this effect by damaging the loop condition at the end of this firing script (didn&#039;t note the exact offset). If you want to look at it, the decryption key is 0x73 for gs00.dat, bytes 1A165AA7-1A1703FB, and the homura HMG firing script spans between 1A16AAFC and 1A16B12B.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 22:34, 2 September 2011 (UTC)&lt;br /&gt;
:::As far as I can tell, you can get an infinite clip size by overwriting the string of four bytes in gs00.dat that read &amp;quot;73297373&amp;quot; at around 1A16B083 with &amp;quot;7373732D&amp;quot;. I don&#039;t really know what&#039;s going on, though, since I didn&#039;t intend for that change to have exactly that effect. -[[User:ZetaAspect|ZetaAspect]] 11:07, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Which program? ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
Sorry for kind of stupid question, but where can I find cv2 converter, because I want convert sprites? I tried google this, but there is only one and it doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
Thanks for any answer. -[[Special:Contributions/87.101.35.180|87.101.35.180]] 19:11, 4 September 2011 (UTC)&lt;br /&gt;
:Did you find a .dat extractor (if so: where?) or did you manually extract the files (if not: I&#039;m wasting my time writing a packer/unpacker)?-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 15:43, 6 September 2011 (UTC)&lt;br /&gt;
::You can found script for extracting game in Xentax Forum (Doujin Game (.DAT) Extraction (audio)). Though you must register to download this script.&lt;br /&gt;
:::Ok that&#039;s the quickbms script, doesn&#039;t handle repacking and uses a &#039;&#039;dodgy&#039;&#039; way of finding the data decryption key. I guess writing a proper (un)packer is still worth something.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 19:47, 6 September 2011 (UTC)&lt;br /&gt;
::::OK, maybe I rushed a bit, but here it is! Behold the [http://www.megaupload.com/?d=3C5R0E7Z Griefsyndrome RessOurces Packer and Extractor] (aka GropeSyndrome ;) ). Simply put: it allows you to extract the content of the .dat files, and pack it back. Of course if you want to mod a few things in the meantime it&#039;s at your own discretion...&lt;br /&gt;
::::For those interested in viewing the content of .cv2 files, you can open them in gimp2 by clicking on the &amp;quot;+Select File Type&amp;quot; in the open dialog, and specifying &amp;quot;Raw image data&amp;quot;. On the next dialog box, set Image type=&amp;quot;RGB Alpha&amp;quot;, offset=17, and you will have to manually find width and height (they are at offset 1 and 5 of the file for those familiar with hex editors).&lt;br /&gt;
::::Tip: for data\system\StageSelect\M_homura_B.cv2 width is 128 and height is 384.-Gniarf [[Special:Contributions/84.98.184.200|84.98.184.200]] 19:57, 7 September 2011 (UTC)&lt;br /&gt;
:::::Great program for unpacking, but repacking doesn&#039;t seem to work, even without modding the contents at all. -[[User:ZetaAspect|ZetaAspect]] 23:38, 23 September 2011 (UTC)&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/84.103.207.239|84.103.207.239]] 19:40, 24 September 2011 (UTC):&lt;br /&gt;
&lt;br /&gt;
Huh?! ZetaAspect, what did you do exactly? How did you name your output archive ? In 1.1 The game looks for gs00.dat,gs01.dat,gs02.dat, gs03.dat AND NOTHING ELSE.&lt;br /&gt;
Otherwise, the following procedure worked on my end:&lt;br /&gt;
:1-extract gs00.dat to (for example) c:\ykhsdg&lt;br /&gt;
:2-extract gs01.dat to c:\ykhsdg&lt;br /&gt;
:3-extract gs02.dat to c:\ykhsdg&lt;br /&gt;
:4-cut&amp;amp;paste gs00-2.dat somewhere else&lt;br /&gt;
:5-Pack c:\ykhsdg (not c:\ykhsdg\data) into gs00.dat&lt;br /&gt;
:6-Ran the game; everything seemed to behave normally despite everything was fitted into one single archive.&lt;br /&gt;
&lt;br /&gt;
(tabs were starting to get on my nerves)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
[[User:ZetaAspect|ZetaAspect]] 11:43, 21 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah. The problem was that I had assumed that each .dat file was to be repacked individually, not as a batch into a single file. It seems to work fine, taking that into account.&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 15:03, 21 October 2011 (UTC):&lt;br /&gt;
&lt;br /&gt;
Nope, you don&#039;t need to put everything into the same archive. I just swapped the content of gs00.dat &amp;amp; gs01.dat throught extraction &amp;amp; repacking and the game still works, even though I use 2 separate archives.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone happen to have sprite sheets/rips for the characters?  I&#039;ve been thinking of working on a mod for another game but I can&#039;t find any sprite rips other than a couple idle and run gif animations.--[[User:Yden|Yden]] 15:18, 22 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 15:25, 22 October 2011 (UTC): Have you looked at the .cv2 files? If not do so using the method described above.&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
I&#039;ve tried the method with gimp but the problem is the images come with distorted colors like QB having shades of blue instead of pink.--[[User:Yden|Yden]] 17:58, 22 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 04:33, 24 October 2011 (UTC): I&#039;m afraid I think you&#039;ll have to go through this if you want your sprite rips. You said QB has blue shades instead of pink(red) ones, maybe swapping the red and blue layers will do (I&#039;m gimp&amp;amp;photoshop challenged, so I don&#039;t know how it&#039;s done).&lt;br /&gt;
Aside that I&#039;ve seen some palette0-5.pal files in data\actor\homura whose size seem to be 17+256*4*256. Playing with those+Indexed mode hasn&#039;t yielded any interesting result yet.&lt;br /&gt;
&lt;br /&gt;
If someone wants a big WTF:&lt;br /&gt;
-Open homura_minimi00.cv2, offset 17 width 108, height 106, mode Indexed.&lt;br /&gt;
-Switch to offset 17 width 128, height 388, mode RGBAlpha. &amp;lt;-Haven&#039;t come up with a decent explanation yet.&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/110.139.55.196|110.139.55.196]] 00:36, 20 March 2012 (UTC) Hello, I want to ask you guys a favor...&lt;br /&gt;
Do anyone still have the .dat extractor for GS aka GropeSyndrome that Gniarf put here in the past?&lt;br /&gt;
I just want the BGMs of Grief Syndrome, but MU have closed down, so I can&#039;t download it...&lt;br /&gt;
Can anyone re-up the extractor, or the BGMs itself? Thenk you very much :)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
GropeSyndrome is now included in the mod toolkit, which you can find in the &amp;quot;mod toolkit&amp;quot; section below. (Someone already asked for a repost, and because I was lazy back then I posted everything mod-related in a single archive).&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:29, 20 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ooooooh Thanks a lot Gniarf Q__,Q&lt;br /&gt;
[[Special:Contributions/110.139.55.196|110.139.55.196]] 15:44, 20 March 2012 (UTC)&lt;br /&gt;
--------------------------------&lt;br /&gt;
When I repack all of the data the pause menu doesn&#039;t work (it causes the game to freeze. What do I edit to raise the exp rate?[[User:Hinacle|Hinacle]] 02:08, 19 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - -&lt;br /&gt;
&lt;br /&gt;
1-If the pause menu freezes your game after repacking you probably messed up when editing. I just checked on my mod and the pause menu doesn&#039;t cause the game to freeze.&lt;br /&gt;
&lt;br /&gt;
2-To change the amount of xp required to level up, edit data/script/class.cv4, class Playerdata. There should be a line expMax = 100; which means that you need 100 xp to gain one level.&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 17:46, 23 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - - &lt;br /&gt;
&lt;br /&gt;
Whenever I repack all of my data, the game doesn&#039;t work at all. It doesn&#039;t state and error or anything, it&#039;s just a black screen. There isn&#039;t any noise and I have even waited for it to load but there&#039;s nothing&lt;br /&gt;
All I did was edit a sprite&#039;s image files like .cv2 and the palettes&lt;br /&gt;
I don&#039;t know what the problem is...I even restored it back to normal and tried again but it&#039;s still a black screen --LeiLei--&lt;br /&gt;
&lt;br /&gt;
- - - - - - - - - - - - - - - - - &lt;br /&gt;
&lt;br /&gt;
Most likely you didn&#039;t submit the right directory when repacking. If you extracted in c:\my_mod, you should input c:\my_mod when repacking, not c:\my_mod\data.&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 04:43, 12 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blank when play ==&lt;br /&gt;
&lt;br /&gt;
Well,i&#039;ve downloaded the game. I installed all setup,regional language setting, and i&#039;m unzip the game. To be honnest,the game runing.JUST ONLY in main menu and character select. When i&#039;m play the game, the game whas blank, no drawing&#039;s, black, but i still can see hit&#039;s and scores, how can i fix this? --[[Nyan00]]--09:43,6 September 2011&lt;br /&gt;
&lt;br /&gt;
Same like me, i can&#039;t play it if it&#039;s Blank,i don&#039;t know how to fix it too, anyone knows? i tried all i can but, it still can&#039;t run and always blank. --[[Mirai-mirai]]-- 16:26, 16 September 2011&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your AGP Texture Acceleration is probably disabled. Run dxdiag and enable it.&lt;br /&gt;
&lt;br /&gt;
Where can i find dxdiag? i search it all time&#039;s and i can&#039;t find it well, i&#039;ll check it again thank you. Mirai-mirai you can&#039;t fix it too? I think everyone can play grief syndrome, except me.  --[[Nyan00]]-- 14:03, 17 September 2011&lt;br /&gt;
&lt;br /&gt;
errr.. Go to Task Manager, click new task and type in dxdiag. Click enter.&lt;br /&gt;
&lt;br /&gt;
Still blank,though.--[[Nyan00]]-- 21:50, 17 Semptember 2011&lt;br /&gt;
&lt;br /&gt;
err, i still can&#039;t find it, where can i find tax manager .sorry, i&#039;m a bit IDIOT for computer system. :( [[Mirai-mirai]] 10:25, 18 September 2011.&lt;br /&gt;
&lt;br /&gt;
To open task manager, hold ctrl+alt then click delete. errr. are all three in your Display tab enabled? or is one missing?&lt;br /&gt;
&lt;br /&gt;
Well, mine aren&#039;t blank now i can play ot now [[Nyan00]] 17:45, 19 September 2011&lt;br /&gt;
&lt;br /&gt;
==Stat increases stated in this page are misleading==&lt;br /&gt;
&lt;br /&gt;
While vitality increases at the stated rate for the first few levels (6 for Sayaka, 5 for Mami/Kyouko, 4 for Madoka/Homura), it slows down significantly thereafter - at level 30 or so Homura only gains 1-2 points of vitality per level. The &amp;quot;Per level&amp;quot; entry in the boxes hence can be highly misleading. We should either change it to reflect the average over the 98 level-ups or scrap it and put a table in. Not sure, but I think Soul Limit might be nonlinear as well (I&#039;m 100% sure power doesn&#039;t slow down or speed up, though). [[User:Magic9mushroom|Magic9mushroom]] 02:31, 14 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Testing with Homura on lap 677 (I appear to get the same results on lap 26), her vitality increased by 4 each level up to 6 (so she had 108 there) then increased by 3 each level up to 13 (so she had 129 there) then increased by 2 each level up to 19 (so she had 141 there) and increased by 1 each level thereafter (tested up to 28, at which she had 150 vitality). Her soul limit was, however, in perfect agreement with the linear fit given on the page.&lt;br /&gt;
&lt;br /&gt;
Madoka appears to follow the same pattern, but with 4 more HP at all times, of course. [[User:Magic9mushroom|Magic9mushroom]] 08:44, 14 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Tested Sayaka. The breakpoints are 6, 13, 19, 26, and 33 (ie, she gains 6 hp until 6 (168), then 5 hp till 13 (203), then 4 till 19 (227), then 3 till 26 (248), then 2 till 33 (262) then 1). I can see a pattern here, though I haven&#039;t confirmed it on Mami or Kyouko. If it holds, the following max vitalities at level 99 should be correct - can I get confirmation?&lt;br /&gt;
&lt;br /&gt;
Homura: 221&lt;br /&gt;
Kyouko: 253&lt;br /&gt;
Madoka: 225&lt;br /&gt;
Mami: 268&lt;br /&gt;
Sayaka: 328&lt;br /&gt;
[[User:Magic9mushroom|Magic9mushroom]] 05:20, 18 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Soul Limit lost in revive is not a flat percentage==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soul Limit lost in revive&amp;quot; stat seems to be dependent on Vitality, not maximum Soul Limit.  Testing Madoka, Kyouko, and Homura at various levels suggests that the amount is approximately equal to 30*Vitality.  Sayaka probably has a different constant; I&#039;d guess 9*Vitality, but I have no solid data on her yet.  Will update soon with more info. -[[User:ZetaAspect|ZetaAspect]] 01:57, 25 October 2011 (UTC)&lt;br /&gt;
:Did more testing:&lt;br /&gt;
::Madoka, Homura, Mami, and Kyouko have revival costs approximately equal to 30*Vitality.  They heal at the cost of 20 Soul Limit points per Vitality point healed. Recovering from a fall off the screen seems to cost approximately 15*Vitality, but this was only tested with Homura and only once.&lt;br /&gt;
::Sayaka has a revival cost approximately equal to 9*Vitality.  She heals at the cost of 6 Soul Limit points per Vitality point healed.  I have not yet confirmed her fall-recovery cost, but it is likely to be approximately 4.5*Vitality. -[[User:ZetaAspect|ZetaAspect]] 07:32, 25 October 2011 (UTC)&lt;br /&gt;
::: Thanks, I knew something was off. I just confirmed the 30ish*Vit for Madoka with my own testing. Re-tested SL % costs for level 1 revives, which were partly wrong, and which I&#039;ll edit it now because the current table misled the hell out of me. Also extrapolated for level 99 (will test precisely when I make level 99 on all girls, which might take a while). Also editing in correct hitpoints from the discussion above. --[[User:Markus Ramikin|Markus Ramikin]] 11:13, 26 October 2012 (UTC) EDIT: I did the testing, and apparently my numbers were all correct. :) It really is obscene how Mami loses 8k on her soul gem per revive; at high laps, higher vitality is a curse, not a blessing. --[[User:Markus Ramikin|Markus Ramikin]] 14:04, 27 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== -----How to upgrade?-------- ==&lt;br /&gt;
&lt;br /&gt;
Well,i&#039;ve downloaded grief syndrome.After that,i wanted to upgrade from 1.00 ver to 1.10 ver. i&#039;ve dowloaded 1.10 upgrade.But, i don&#039;t know how to upgraded it, someone knows it? thank you, everyone :) --[[Box usagi]]--&lt;br /&gt;
:I had no problem, all I did was just click and that&#039;s it. --[[User:Mutopis|Mutopis]] 07:10, 17 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I&#039;m having the same problems, could someone please put up a step by step on how to install the update?&lt;br /&gt;
I&#039;m running windows 7, 64bit and the game works fine but each time I try to install the patch, even with AppLocale it doesn&#039;t work.&lt;br /&gt;
Please help! I need moemura! [[User:Skwiddz|Skwiddz]] 09:25, 19 September 2011 (UTC)Skwiddz&lt;br /&gt;
&lt;br /&gt;
Mine,works no problem, so i don&#039;t have clue sorry --[[User:Nyan00|Nyan00]] 17:49, 19 September 2011&lt;br /&gt;
&lt;br /&gt;
I fixed the problem, although I had to uninstall/delete everything and re-install without touching any of the directories and then install the patch and it seemed to work fine. Hopefully that works for you Usagi. Thanks for the help though guys! [[User:Skwiddz|Skwiddz]] 11:31, 19 September 2011 (UTC)Skwiddz&lt;br /&gt;
&lt;br /&gt;
Well, [[User:Nyan00|Nyan00]] fixed that for me. thank you!  Your&#039;e my best friend! Nyan00!. [[Box usagi]] 20:29, 20 September 2011&lt;br /&gt;
&lt;br /&gt;
Okay, if you have not fixed it yet, then this MIGHT help.&lt;br /&gt;
1)Download he patch.&lt;br /&gt;
2)Open it.&lt;br /&gt;
3)Locate it to the folder of the game.If it&#039;s not in the destination you see in the box.&lt;br /&gt;
4)Then when yo click the folder and click the OK button,on the textbox,remove the extra folder they might have at the last part?&lt;br /&gt;
5)ex. its like griefsyndrome/?????&lt;br /&gt;
6)Delete the /?????&lt;br /&gt;
7)Then click OK.&lt;br /&gt;
8)When you open the game folder,the files gs03.dat and something else must be on the game folder itself and not in a different folder inside the game folder.&lt;br /&gt;
9)Make sure that it is actually there because even if you transfer the gs03.dat to the game folder,the patch was not actually successful so it has to be directly on the game folder. &lt;br /&gt;
10) Test it and hopefully it works! :D&lt;br /&gt;
&lt;br /&gt;
Sorry for writing so much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&lt;br /&gt;
Alright,, I somehow trolled this part of the section. This is my problem--and i cant upgrade it T^T &lt;br /&gt;
http://www.youtube.com/watch?v=xVkjJXvlKNM&amp;amp;feature=youtu.be&lt;br /&gt;
&lt;br /&gt;
huu pleeeeease fix this prob. for me..like probably make a vid response and put a step by step vid tutorial DX i don&#039;t know what to do DX ([[Special:Contributions/75.83.238.123|75.83.238.123]] 08:29, 15 December 2011 (UTC)) emiharuka&lt;br /&gt;
&lt;br /&gt;
==Grief Syndrome Online==&lt;br /&gt;
[[File:Gsonline-readme-jp.PNG|thumb|200px|The readmes, which need to be translated.]]&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Known issues so far:&lt;br /&gt;
====&amp;quot;ベ-スアドレスの取得に失敗しました&amp;quot; error message====&lt;br /&gt;
&lt;br /&gt;
Uninstall Spyware Doctor (or if having it is a matter of life&amp;amp;death, just disable it). If you do not have Spyware Doctor or if the issue persists, uninstall/disable all your anti-viruses/malwares/spywares/rootkits/...&lt;br /&gt;
&lt;br /&gt;
====Black screen====&lt;br /&gt;
Make sure you use the save file provided with GSOnline, both on the client and the host. Black screens can happen when players&#039; save files aren&#039;t identical. Make sure all players are in windowed mode, or all are in fullscreen mode. Black screens can happen when one is in windowed and another is in fullscreen.&lt;br /&gt;
&lt;br /&gt;
====All players [1P]====&lt;br /&gt;
Symptoms: When the client(s) join(s) the host, GSOnline shows in the title bar that the all are player 1 (&amp;quot;[1P]&amp;quot;) and when starting a game, you get stuck with a black screen before the green &amp;quot;twilight frontier&amp;quot; logo.&lt;br /&gt;
&lt;br /&gt;
Cause: your ping is higher that 100ms. &lt;br /&gt;
&lt;br /&gt;
Solution: You can try [http://www.mediafire.com/?ij2h176ivk02a42 this exe], but the best solution would be to reduce your ping as the game will barely be playable anyway.&lt;br /&gt;
&lt;br /&gt;
====Help request form====&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.62|86.75.253.62]] 01:13, 10 October 2011 (UTC): If you got a problem trying to play GriefSyndrome online, AND the sections above didn&#039;t fix it, answer those:&lt;br /&gt;
&lt;br /&gt;
0-What is your problem?&lt;br /&gt;
&lt;br /&gt;
1-What version, of GSOnline are you using ? If you don&#039;t know, use the one posted on the other side of this page and retry.&lt;br /&gt;
&lt;br /&gt;
2-Are all the players using the same version of GSOnline?&lt;br /&gt;
&lt;br /&gt;
3-Are you positively definitely really totally sure you&#039;re not running a dirty mix of several different GSOnline versions ? (&amp;lt;-sounds stupid but actually happened) &lt;br /&gt;
&lt;br /&gt;
4-What version of GriefSyndrome are you using ? If it&#039;s 1.0, patch to 1.10.&lt;br /&gt;
&lt;br /&gt;
5-Are all the players using the same version of GriefSyndrome?&lt;br /&gt;
&lt;br /&gt;
6-In OFFLINE mode, does the game work for every player?&lt;br /&gt;
&lt;br /&gt;
7-Are you all using the same savefile?&lt;br /&gt;
&lt;br /&gt;
8-Do you get an error message? If so post the EXACT message (in japanese) and the title of the dialog box.&lt;br /&gt;
&lt;br /&gt;
9-If it crashes, do you get the &amp;quot;Send error report to Microsoft&amp;quot; message?&lt;br /&gt;
&lt;br /&gt;
10-What version of windows are you using (ex: xp/vista/seven/don&#039;t know)? Is it a 32 or 64 bit version?&lt;br /&gt;
&lt;br /&gt;
11-Which of these terms do you understand: firewall,CRC,NAT,do-while loop,&amp;quot;SAR EAX,1&amp;quot; ? (Used to evaluate your computer skills and talk properly with you)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you answered &amp;quot;Yes&amp;quot; to question #9, send me your error report (link to mediafire plz). Normally windows error reports are stored in C:\Users\[user name]\AppData\Local\Microsoft\Windows\WER\[ReportQueue or ReportArchive]\AppCrash_[application name+some numbers] . There should be 5 files in there but I don&#039;t need (for now) the one that&#039;s about 140Mb. If there is only one file (Report.wer):&lt;br /&gt;
&lt;br /&gt;
1-Paste this in an empty text file:&lt;br /&gt;
 Windows Registry Editor Version 5.00&lt;br /&gt;
 [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps]&lt;br /&gt;
 &amp;quot;DumpType&amp;quot;=dword:00000002&lt;br /&gt;
&lt;br /&gt;
2-Rename that text file &amp;quot;Enable Crash Dumps.reg&amp;quot; and double click on it.&lt;br /&gt;
&lt;br /&gt;
3-Make the game or gsonline crash again (first fix).&lt;br /&gt;
&lt;br /&gt;
4-Open &amp;quot;My computer&amp;quot; and enter the following in the address field: &amp;quot;%LOCALAPPDATA%\CrashDumps&amp;quot;&lt;br /&gt;
&lt;br /&gt;
5-Send me the .dmp file you find there along with report.wer. If it&#039;s too big replace &amp;quot;&amp;quot;DumpType&amp;quot;=dword:00000002&amp;quot; by &amp;quot;&amp;quot;DumpType&amp;quot;=dword:00000001&amp;quot; and restart at step 6.2.&lt;br /&gt;
&lt;br /&gt;
6-Modify &amp;quot;Enable Crash Dumps.reg&amp;quot; by changing &amp;quot;dword:00000002&amp;quot; into &amp;quot;dword:00000000&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
7-Double click again on &amp;quot;Enable Crash Dumps.reg&amp;quot; (which just disabled crash dumps).&lt;br /&gt;
&lt;br /&gt;
8-If something fails in the steps above, at least look at the error report and post the &amp;quot;application name&amp;quot;, &amp;quot;Exception Offset&amp;quot;, and &amp;quot;Exception Code&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 23:40, 9 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Testing===&lt;br /&gt;
&lt;br /&gt;
[http://archive.easymodo.net/jp/thread/7933064 This thread] dealt with errors involving people getting stuck in single player games or a black screen and then title screen with no controls. Eventually fixed by the clients disabling compatibility mode (although it still worked if only the host was in compatibility mode) and installing files in the right places.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Error messages===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gserror-yesno.PNG | No answer from the other player(s), continue waiting/transmitting? Yes/No&lt;br /&gt;
File:Gserror-recvfromsendto.PNG | An error occured during data transmission&lt;br /&gt;
File:Gserror-nohostresponse.jpg | There was no response from the host.&lt;br /&gt;
File:GSO_error_in_human.png | The other player quit, disconnected, or crashed.&lt;br /&gt;
File:Gserror-1.png | Failed to run Grief Syndrome. (GSOnline in this picture is 2011/9/24 or 2011/9/26 version.)&lt;br /&gt;
File:Gserror-2.PNG | Rejected. (Reason: The game has already started.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Hint===&lt;br /&gt;
I think we should add a list of Hamachi Networks here (in this talk) or in the page itself :/&lt;br /&gt;
---Life- 22:53, 11 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.62|86.75.253.62]] 02:28, 12 October 2011 (UTC): According to my conception of wikis, discussion pages should only be used to discuss what we are going to write on the main page. As such IMHO we should:&lt;br /&gt;
&lt;br /&gt;
-Add a troubleshooting sub-section under GSOnline to Main Page. Dunno if we need translated error messages as if you have you windows locale set to japanese, you probably have an electronic/biologic jap dictionnary and it is faster to look at the dictionnary rather than find the wiki page.&lt;br /&gt;
&lt;br /&gt;
-Cleanup tyhe GSOnline discussion - drastically.&lt;br /&gt;
&lt;br /&gt;
-As for hamachi networks, if you add them mention something like &amp;quot;As of 2011/10 active GSOnline networks are...&amp;quot; because they probably won&#039;t be working anymore in 3 years when a kiddy necroes an old griefsyndrome version off the darkest places of the net.&lt;br /&gt;
&#039;&#039;&#039;Done.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Perhaps add a short modding section?&lt;br /&gt;
&lt;br /&gt;
As for me, I think I&#039;m gonna leave this wiki. The 2011/10/08_&amp;amp;_10 GSonline versions seem to work fine, and I haven&#039;t got any reply from BrickBreak and Jonathan355, so I assume my services aren&#039;t needed anymore.&lt;br /&gt;
&lt;br /&gt;
-Life- 22:08, 12 October 2011 (UTC) Okay, farewell then.&lt;br /&gt;
&lt;br /&gt;
===Disconnected?!===&lt;br /&gt;
&lt;br /&gt;
I have the fourth window when I play online. :S Help me, please! I want to play with my friends. (17:55, 20 December 2011)&lt;br /&gt;
&lt;br /&gt;
== Help! it&#039;s not work! :( ==&lt;br /&gt;
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Hi,I need help.&lt;br /&gt;
I installed grief syndrome(without problem).But when i want to play (c:-game-tasofro-griefsyndrome-griefsynrome.exe (it has grief seed icon)) it says - In griefsyndrome.exe encountered a problem and needs to close. We apologize for the inconvenience.Can anybody help me how i can play this awesome game? please.&lt;br /&gt;
&#039;&#039;&#039;Banane&#039;&#039;&#039;&lt;br /&gt;
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---Just change your region and languange to Japanese in Control Panel.[[Special:Contributions/27.108.112.219|27.108.112.219]] 05:42, 21 January 2012 (UTC)&lt;br /&gt;
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== Sprites ==&lt;br /&gt;
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Is the attack sprites in the cv2s just the weapon itself or is it the actor doing it themselves, cause I want to try to get a Homura Moemura using her shotgun gif. Any suggestions? [[Special:Contributions/75.50.86.65|75.50.86.65]] 02:57, 23 October 2011 (UTC)&lt;br /&gt;
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== Extreme Stage 3 Lag ==&lt;br /&gt;
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Is anyone getting an unbelievable amount of lag on stage 3?&lt;br /&gt;
Specifically, the room right before the boss.&lt;br /&gt;
It&#039;s actually making the game unplayable. [[Special:Contributions/74.14.48.22|74.14.48.22]] 20:58, 25 October 2011 (UTC)&lt;br /&gt;
:I haven&#039;t seen it happen, but it&#039;s probably caused by the way the TV sets show recursive images of the screen. Are your video card drivers and directx up to date? [[User:KM|KM]] 00:13, 26 October 2011 (UTC)&lt;br /&gt;
::Everything&#039;s up to date. So I decided to fiddle around with the Priority. It had various effects. Setting the game to Realtime either...&lt;br /&gt;
::1) Erased all traces of lag, and made the game run at a great speed. There are some sound oddities, like a bit of Buzzing when you enter an area or when there are multiple sound effects.&lt;br /&gt;
::2) The screen goes black. You have to shut it down.&lt;br /&gt;
::Realtime is the only setting that had an effect. Setting it on anything below had a very minute effect.&lt;br /&gt;
::Note that no matter what Priority you set it on other than normal, if your game is still on that Priority when you close it, it will freeze your computer. Your computer will then buzz loudly and you will be forced to turn it off manually. [[Special:Contributions/74.14.50.97|74.14.50.97]] 19:31, 29 October 2011 (UTC)&lt;br /&gt;
:First of all, I had that problem too. The lag was as long as 30 seconds. However, I was trying to run it through VMware Fusion (virtual machine) on a 4-year-old MacBook Pro with half the minimum required video RAM. It worked fine when I used BootCamp to run Windows XP instead. Some initial questions: How much video RAM do you have? The game is meant to be played on systems with 256MB or more. How much normal RAM do you have? How big is your pagefile? Are you running any other programs simultaneously with GriefSyndrome? Have you tried lowering your other graphics settings? Messing with your graphics acceleration settings? If all else fails, you could try to overclock your graphics card, but that&#039;s a very big issue. Another option is to see if someone can modify the game to stop the TVs from displaying recursive images.  I&#039;m looking at you, Gniarf! :) -[[User:ZetaAspect|ZetaAspect]] 14:42, 31 October 2011 (UTC)&lt;br /&gt;
::0-*Rolls up ninja wallpaper* Teme, doko miteru no?&lt;br /&gt;
::1-Me I&#039;m looking at [http://forums.steampowered.com/forums/showthread.php?s=54651041accb2fc623481a81050b1e6c&amp;amp;t=2119238&amp;amp;page=9 this thread]. They are making a squirrel decompiler, in other word a tool that can read our .cv4 files&lt;br /&gt;
::2-Gave a shot at the TVs, so you can try [http://www.megaupload.com/?d=UOZJ7MH6 this ] (untested because making it again to stage 3 to test is a bother) or if that fails, [http://www.megaupload.com/?d=Y0F3UA8O the fallback fix] (tested)&lt;br /&gt;
::3-How recursive TVs work: each time you redraw the TV, make a screenshot and resize it to fit in the TV. My intuition tells me they make one screenshot per tv...&lt;br /&gt;
::4-How I &amp;quot;fixed&amp;quot; that:&lt;br /&gt;
:::Recommended fix: made the scripts call a non existent function (SNApFU)-&amp;gt;should make the tv redraw function fail&lt;br /&gt;
:::Fallback fix: renamed the screenshot taking function into... something obscene, effectively preventing any screenshot within the whole game.&lt;br /&gt;
::5-Having an high end graphic card, I don&#039;t even know if the lag issue is actually resolved or not.&lt;br /&gt;
::6-Dammit tabs again... Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 00:37, 1 November 2011 (UTC)&lt;br /&gt;
::::Wow, good job! I just tried your fallback fix, and now the Room is completely lagless!&lt;br /&gt;
::::I might as well answer some of your questions too. My video RAM is 891MB, I have 2GB of RAM, with a Pagefile of 2GB (Changing that currently). I run NOTHING other than GriefSyndrome while it&#039;s running. [[Special:Contributions/65.95.69.73|65.95.69.73]] 23:31, 1 November 2011 (UTC)&lt;br /&gt;
:::::Thanks for the feedback. Could it be that you have a radeon 3000? If so you have 891 Mb of SHARED video ram, meaning it&#039;s actually eating up to 900Mb out of your 2Gb. Aside that, what is your CPU (processor) and its speed? Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 00:16, 2 November 2011 (UTC)&lt;br /&gt;
::::::Yup, I have an ATI Radeon 3200 HD. It turns out I have 256mb of Dedicated Memory and 638mb of Shared. My Processor speed is 2.0GHz. [[Special:Contributions/65.95.69.73|65.95.69.73]] 01:45, 2 November 2011 (UTC)&lt;br /&gt;
:::::::Sufficient RAM:Check, Decent CPU:Check, Decent GPU: Check (so so for 3d games, but dang it, Griefsyndrome is a 2D game!)...Gotta admit I don&#039;t understand why the game would notably slow down. If someone&#039;s got an idea, I&#039;m interested. Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 21:55, 2 November 2011 (UTC)&lt;br /&gt;
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== Mod toolkit ==&lt;br /&gt;
The mod toolkit can be downloaded [http://www.mediafire.com/?wvqp8hy3ngz0bgl there]. It contains:&lt;br /&gt;
*the source of all .cv4 scripts&lt;br /&gt;
*2 example mods (Gniarf&#039;s and Soul&#039;s)&lt;br /&gt;
*GropeSyndrome, a tool to extract/repack .dat files.&lt;br /&gt;
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Tools NOT included (due to later release):&lt;br /&gt;
*GraphSyndrome, a tool to convert images files (.cv2) and palletized images (.cv2+.pal couple) to .bmp. &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*2012/03/04 Update*&amp;lt;/nowiki&amp;gt;: GraphSyndrome now handles bmp-&amp;gt;.cv2+pat conversion (read the notes below) [http://www.mediafire.com/?fi22y84wscxfte2 download link.]&lt;br /&gt;
*GraceSyndrome, a tool to edit .pat files (that contain lots of stuff about animations, including move damage and knockback properties). [http://www.mediafire.com/?psv78g141f6ae6p download link.]&lt;br /&gt;
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Note: Scripts were produced using an automated decompiler (DamianXVI&#039;s squirrel decompiler) which is still in alpha stage, in other words the script files I&#039;m providing might be partly botched, and of course all comments are absent. The good news is that several people have been using mods made with this sources and so far no one reported anything wrong.&lt;br /&gt;
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===Infos for Modders===&lt;br /&gt;
*The scripts are in which are in squirrel language, which is close to C++.&lt;br /&gt;
*.cv4 do not need to be recompiled before playing; the game will recompile them during load times (so scripts aren&#039;t interpreted (Well, they are pseudo interpreted like .net if you want to be exact)).&lt;br /&gt;
*Your mod need to be repacked in gs00, 01, 02, or 03.dat; gs04.dat and above do not work.&lt;br /&gt;
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Note about GraphSyndrome bmp-&amp;gt;cv2+pat conversion:&lt;br /&gt;
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The game uses 5 images formats:&lt;br /&gt;
*.dds, same as any common dds&lt;br /&gt;
*8 bit palletized .cv2 for characters, with one different palette per stage. To produce such images with GraphSyndrome you need to save your image as a indexed/palletized .bmp. In Gimp it is done by going in the image-&amp;gt;mode-&amp;gt;indexed and using a 256 color palette (DO NOT TRY ANY OTHER NUMBER OF COLORS). The tool will produce one .pal file per converted bmp because it&#039;s dumb/easier for the programmer (me). You just need to pick one .pal and delete the rest.&lt;br /&gt;
*16/24 bit &amp;quot;bitmap&amp;quot; .cv2: the tool cannot produce such images&lt;br /&gt;
*32 bit &amp;quot;bitmap&amp;quot; .cv2: any non-palletized .bmp will be converted to this format.&lt;br /&gt;
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===Infos for Everyone===&lt;br /&gt;
As I said above, the script files are recompiled at runtime (&amp;lt;- you&#039;re not supposed to understand), what players will want to know is that it makes loading times a bit longer (no, not much).&lt;br /&gt;
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Q: Will it corrupt my saves&lt;br /&gt;
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A: It shouldn&#039;t.&lt;br /&gt;
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Q: Is there any compatibility issue with GSOnline.&lt;br /&gt;
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A: No, but all players need to have the mod installed.&lt;br /&gt;
Gniarf [[Special:Contributions/86.75.253.250|86.75.253.250]] 17:07, 9 November 2011 (UTC)&lt;br /&gt;
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===User feedback===&lt;br /&gt;
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I donwloaded and tried the mod, seemed to work fine. Plus I modded some things myself, to make the game more fun at higher laps (like 1200+). Things like, making the exp rate a bit higher (around 3x), adding enhancements to attacks and specials at certain levels (like for example, I changed Homura&#039;s timestop formula to make it aproximately logarithmical, based on the level growth, so you start with only a little time for timestop, but it grows to about twice the original amount, at around level 150).&lt;br /&gt;
While testing (and playing with my friends) in my own mod (done of course on top of yours) I encountered no particular problems I&#039;d say were fault of the modding. [I originally had a lot more fun/awesome ideas, but the way things are implemented in the scripts are kinda complicated so I settled with something more simple].&lt;br /&gt;
I might post the .dat later if someone feels they&#039;d like it (or if I stop being so lazy). [[Special:Contributions/201.231.128.180|201.231.128.180]] 03:28, 30 November 2011 (UTC)Soul&lt;br /&gt;
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OK, so 1 vote for &amp;quot;scripts got decompiled correctly&amp;quot;. Glad you&#039;re enjoying the toolkit, but out of curiosity, could you give more details about those &amp;quot;enhancements to attacks and specials&amp;quot; you mentioned?&lt;br /&gt;
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[[Special:Contributions/84.100.8.14|84.100.8.14]] 07:04, 1 December 2011 (UTC) Gniarf&lt;br /&gt;
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A file&#039;s worth more than a thousand words. So here&#039;s &#039;&#039;&#039;[http://www.megaupload.com/?d=QQB3JTC8 the file]&#039;&#039;&#039;.&lt;br /&gt;
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To make it simple: Most characters get some kind of bonus at level 50 and 100. &lt;br /&gt;
Madoka is already pretty powerful, so her only boost is, at level 50, her special doubles (you get two &amp;quot;rains&amp;quot; of arrows one by each side) and at level 100 you get 3 (it IS kinda overpowered, but it works well on high laps).&lt;br /&gt;
Sayaka&#039;s functions were kinda a pain to modify so I just gave her a triple jump and modified her strength growth (it&#039;s quite higher at the beggining, but the bonus gets smaller as you level) this is too, to help diminish the horrendous amounts of HP monsters have on lap 1500 for example, when you&#039;re just starting and are level 5. Sayaka actually came out pretty fun to play with.&lt;br /&gt;
Mami&#039;s whip/lace/whatever was really useless so I modified the speed of its hits, it&#039;s probably hitting aroun x8 the original speed now. I made the Tiro Finale back to its original cost since it was too overpowered otherwise, and on levels 50 and 100 she gets a bonus to the amount of rifles she can summon, and the speed they summon at.&lt;br /&gt;
Homura has the timestop modified, and I also added a bonus, on lvl 65, when you stop time, a few grenade lunchers appear on the ground (I should reduce the amount, but it&#039;s not too bad). She also gets a boost to the machinegun clip and firing speed at some levels.&lt;br /&gt;
Finally, I barely touched Kyouko cause I don&#039;t like her (and I was kinda lazy) I only added some range to her special.&lt;br /&gt;
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Have in mind that it&#039;s only experimental, so some things are probably unbalanced.&lt;br /&gt;
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[[Special:Contributions/201.231.128.180|201.231.128.180]] 02:17, 2 December 2011 (UTC)Soul&lt;br /&gt;
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Megaupload&#039;s down; anyone still got the mod? I can&#039;t find it anywhere else [[Special:Contributions/175.156.217.185|175.156.217.185]] 17:40, 13 February 2012 (UTC) Jak&lt;br /&gt;
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Full mod toolkit+sample mods (mine &amp;amp; Soul&#039;s) uploaded [http://www.mediafire.com/?wvqp8hy3ngz0bgl there].&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 23:14, 14 February 2012 (UTC)&lt;br /&gt;
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Many many thanks! ---- Jak&lt;br /&gt;
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I&#039;m having problems with GraphSyndrome, especially with the Mami sprites. When converted to bmp, some of the sprites show very glitched, like this http://min.us/lbxg6PscGXS0F4&lt;br /&gt;
Also, if I open the .pat file with GraceSyndrome, the sprites are shown perfectly.&lt;br /&gt;
Any help? &lt;br /&gt;
--[[Special:Contributions/190.191.35.182|190.191.35.182]] 07:07, 3 January 2013 (UTC) anckoh&lt;br /&gt;
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How exactly do you mod grief syndrome? I played soul&#039;s mod and I want to make my own but idk how (UTC) GShelp&lt;br /&gt;
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===Adding a new character===&lt;br /&gt;
&#039;&#039;&#039;[[Question]]&#039;&#039;&#039;&lt;br /&gt;
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I&#039;m wondering if it would be possible to add more playable characters with this. Like, if one had some sprites of, say, Kazumi; could we add her to the roster? If anyone knows if this is possible, I&#039;d be seriously interested. - Fate [[Special:Contributions/207.155.38.209|207.155.38.209]] 10:49, 16 February 2012 (UTC)&lt;br /&gt;
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short answer: Right now I know most of the steps to add a character but not all. Using dodgy ways it is probably possible, but it won&#039;t be simple.&lt;br /&gt;
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long answer: &lt;br /&gt;
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*the 1.1 patch added 2 characters (not-moe-mura and kyubey) through the gs02.dat file, so it is possible to add characters with a mod.&lt;br /&gt;
*The problems with images: &lt;br /&gt;
**The game uses a mix of .dds (for effects) and .cv2 (for character) files for images. It is probably possible to use only dds for you character, otherwise there is no bmp-&amp;gt;cv2 conversion tool atm. I could most likely write one though if I&#039;m sure I&#039;m not wasting my time.&lt;br /&gt;
**There is a catalog of all images used by a certain character: character_name.pat which I don&#039;t know the structure (especially the 2nd half)&lt;br /&gt;
**I guess it doesn&#039;t apply to the .dds, but the cv2 use a separate 512 byte palette file which I don&#039;t know how to produce. Studying this would probably be simple.&lt;br /&gt;
*The problem with sounds: I don&#039;t know how to produce sound files for griefsyndrome and it is UNlikely that I will ever do.&lt;br /&gt;
*Code-wise there is no problem afaik.&lt;br /&gt;
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The easiest way to add a character would be to copy an existing character, export your sprites in .dds format and do some simple hex editing on the .pat to use the .dds instead of the .cv2 images. For sounds you&#039;ll have to make do with whatever sounds already in the game.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 22:51, 16 February 2012 (UTC)&lt;br /&gt;
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I understand the gist of what you&#039;re saying, but I don&#039;t understand how I should begin doing what I want to do (due to my lack of technical knowledge on this subject). I guess I&#039;ll start learning what I&#039;m doing - Fate [[Special:Contributions/173.184.32.151|173.184.32.151]] 03:08, 17 February 2012 (UTC)&lt;br /&gt;
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Damn Gniarf, I wish I was as skillful as you. I&#039;m barely able to grasp the idea of what&#039;s programmed. Of course, the script isn&#039;t exactly written to be understood easily, but still. Lately been trying to see if I could make sayaka attack faster (or twice, with every hit of the button) when using the normal attack, but I have really no idea how, so I just tried playing with some variables. If you can actually think of a (easy) way to do it I&#039;d love to hear it. &lt;br /&gt;
Soul -  [[Special:Contributions/201.231.144.82|201.231.144.82]] 04:02, 17 February 2012 (UTC)&lt;br /&gt;
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@Fate: You need to know what a .dds image is, and roughly how current characters are made. Try to find which file contains what. knowing what a bitmap palette is could be useful for your general computer knowledge and if if you play to use .cv2 files, which we&#039;ll try to avoid.&lt;br /&gt;
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On second thought, if you make a new character you will have to define the hitboxes &amp;amp; damageboxes for his/her moves, hence needing to make a new .pat file (aww ffffuuuuu....)&lt;br /&gt;
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@ Soul there are 2 ways to make the animations faster, but I&#039;m afraid you won&#039;t hear either. You might read some though...:&lt;br /&gt;
*the easy way:in sayaka.cv4, function Begin+something, add &amp;quot;this.animationSpeed=200;&amp;quot; 100 means default speed, 300 means 3x faster, etc... And I would override EndtoFreeMove() to reset to default speed.&lt;br /&gt;
*the hard way (you don&#039;t want to try that):&lt;br /&gt;
**You know how attack animation is made in 2d games? Display a bitmap, for that frame, specify the hit boxes and damage boxes, display the next frame, specify the boxes, rinse and repeat...&lt;br /&gt;
**In griefsyndrome, animations are defined in the .pat file. So if you want to make your animation shorter, just hex edit the second half of the pat and remove some frames from the desired animations.&lt;br /&gt;
**But for that you will have to finish reverse engineering the .pat file format. That&#039;s a piece of cake, a dry long overdue worm riddled rotten piece of brown dog cake.&lt;br /&gt;
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.pat file format:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! offset (hex) &lt;br /&gt;
! size (in bytes)&lt;br /&gt;
! description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| five&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| image_count:number of images references in this .pat&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 0x80&lt;br /&gt;
| 1st image filename+padding junk bytes&lt;br /&gt;
|-&lt;br /&gt;
| 0x83&lt;br /&gt;
| 0x80&lt;br /&gt;
| 2nd image filename+padding junk bytes&lt;br /&gt;
|-&lt;br /&gt;
| ...&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3+0x80*image_count&lt;br /&gt;
| 4&lt;br /&gt;
| ??? (probably a bitmask)&lt;br /&gt;
|-&lt;br /&gt;
|3+0x80*image_count+4&lt;br /&gt;
| 4&lt;br /&gt;
| identifier of the first animation (used later in this.SetMotion(this identifier+1...) calls)&lt;br /&gt;
|-&lt;br /&gt;
| the rest in unknown&lt;br /&gt;
|???&lt;br /&gt;
|???&lt;br /&gt;
|}&lt;br /&gt;
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One question though, Soul, you said earlier &amp;quot;Mami&#039;s whip/lace/whatever was really useless so I modified the speed of its hits, it&#039;s probably hitting aroun x8 the original speed now&amp;quot;. How did you do it back then?&lt;br /&gt;
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To make an attack hit twice, add this to BeginAttack:&lt;br /&gt;
 this.hitEvent = function ()&lt;br /&gt;
 	{&lt;br /&gt;
 		this.HitReset();&lt;br /&gt;
 		this.hitEvent = null;&lt;br /&gt;
 	};&lt;br /&gt;
...and don&#039;t forget to reset it to null either in EndtoFreeMove() or in all other attacks.&lt;br /&gt;
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Aside that, the Gropesyndrome v1.0 has a bug where the filename of the last file isn&#039;t stored correctly (often resulting in an error about TitleShadow.global.cv4 not having a valid name when extracting) and some files where missing from the sources (QB.cv4 for example...). Both problems fixed in the toolkit uploaded today.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 13:02, 17 February 2012 (UTC)&lt;br /&gt;
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Well what can I say? you&#039;re awesome Gniarf. I&#039;ll try some stuff when I get home today. I&#039;ll say it now by the way, you&#039;re probably over-estimating my programming abilities, but with your help just now I think I can have some fun. With mami it was a lot easier since, the attack was sort of looping (or that&#039;s what I think at least) and actually hitting every time some variable was 0 mod 5 or something. I just lowered the &amp;quot;5&amp;quot; meaning that it would hit more times (since there are, for example, 5 multiples of 2 between 0 and 10, as opposed to 2 multiples of 5). Really basic stuff.&lt;br /&gt;
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Soul - [[Special:Contributions/201.216.200.28|201.216.200.28]] 14:30, 17 February 2012 (UTC)&lt;br /&gt;
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Quick question for you, Soul: I&#039;m trying to make the grenade launchers for HomuHomu pop out at level 50 instead of 65, so I&#039;m editing &amp;quot;if (this.level &amp;gt; 74)&amp;quot; under &amp;quot;function Magic_TimeStop().&amp;quot; I can&#039;t get it to work when I change 74 to 50 and re-pack it into the .dat (also, why does it say 74?). I apologize in advance for my noob coding skill - Fate [[Special:Contributions/173.184.65.79|173.184.65.79]] 12:35, 19 February 2012 (UTC)&lt;br /&gt;
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It says &amp;quot;&amp;gt;74&amp;quot; as in higher than level 74, if you put &amp;quot;&amp;gt;50&amp;quot; then the launchers will appear at level 51, you should put &amp;quot;&amp;gt;49&amp;quot;. [[Special:Contributions/190.83.165.172|190.83.165.172]] 16:33, 19 February 2012 (UTC)&lt;br /&gt;
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Yeah I understand all that, it&#039;s not working. I figured out that if I try to repack my changes into gs03.dat, it doesn&#039;t see it; but it sees Soul&#039;s - Fate [[Special:Contributions/173.184.65.79|173.184.65.79]] 21:55, 19 February 2012 (UTC)&lt;br /&gt;
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Edit: Just finished the sprite, this is what I want to make a reality: http://tinypic.com/r/2djqus4/5&lt;br /&gt;
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Nice, did you rip it from somewhere or draw it from scratch? How much time did it take you? ... And the key question: are you ready to make 150-200 more? That about the number of sprites for other charas (madoka only has 88 though).&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 22:35, 20 February 2012 (UTC)&lt;br /&gt;
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I basically took the sprite for Homura, and stripped it down to use as a base. This is the first thing I&#039;ve ever done like this, so it&#039;s probably terrible. There&#039;s no telling how long it actually took me, I wasn&#039;t working on it much; but the work I did on it took place in about a two-day period. As for the last question, hot damn I didn&#039;t realize how many frames of animation there were. I suppose I COULD do it, but I mean... That&#039;s a little tedious for a mod I&#039;m not confident I can make. Although, that was my attitude toward making the initial sprite, so I may do it anyway - Fate [[Special:Contributions/173.184.80.178|173.184.80.178]] 01:25, 21 February 2012 (UTC)&lt;br /&gt;
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Scripts/programming isn&#039;t an issue, I can give you as much help as you want for that, or even do the coding myself. I don&#039;t know anything about Kazumi, but from her looks, she&#039;ll use some (spear-like) woosh sound. We can probably use kyouko&#039;s, so sounds are ok. The only though remaining problems are the sprites (I&#039;m photoshop/gimp challenged, so I can&#039;t do much there) and the cracking .pat files for animations. I&#039;m already knee deep in the latter, &amp;quot;so I may do it anyway&amp;quot;.&lt;br /&gt;
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BTW anyone knows something related to animations and starts with a G? (and no GraphSyndrome is already taken).&lt;br /&gt;
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As for your Kaz, I&#039;m not a graphics expert, but my player&#039;s eyes would say that the same artist draw both charas. [5x zoom+10 mn later+efforts to make an useful comment]:&lt;br /&gt;
*Her shoulders might be a bit broad, or that might be because she&#039;s facing the camera while homu is from 3/4. &lt;br /&gt;
*Holding your staff BEHIND your back, especially between your back and your cap is extremely UNhandy when fighting (honestly, try that with a broom). On the pose you showed, her right hand cannot be used for spear poke moves, and all sweep moves are blocked by the cape. Doesn&#039;t leave much choice for attacks, does it?&lt;br /&gt;
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Bottom line: Stripped homura? Hmmmmm ho ho ho... A shame it&#039;s a super deformed picture...&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:51, 21 February 2012 (UTC)&lt;br /&gt;
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Yeah the staff in front of the cape thing is my fault -_-; I realized I need to add the cape when it was all done, and I figured &amp;quot;artistic license&amp;quot; would explain it haha I mean her head is bigger than her body&lt;br /&gt;
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But yeah, I figured a good attack from that position would be a spin and kind of baseball bat them with the staff (as seen here: http://www.mangafox.com/manga/mahoushoujo_kazumi_magica_the_innocent_malice/v01/c005/4.html). On second thought, I may just stop being stubborn and move the staff to the foreground so that I don&#039;t have to wrack my brain trying to come up with ways to attack from her current position. I can already think of a few with it from the foreground (I have one in mind inspired by Soul Calibur) &lt;br /&gt;
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Hmm... A name for graphics/animation that starts with a G... How about GodSyndrome? We&#039;re giving the lifeless &amp;quot;life&amp;quot; I guess. Actually that sounds a little pretentious; which is kinda awesome, from an ironic standpoint&lt;br /&gt;
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Also, is it cool that we&#039;re having this correspondence on the talk page?&lt;br /&gt;
- Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 08:12, 21 February 2012 (UTC)&lt;br /&gt;
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There are days where being smart hurts... If you look closely at your manga, on the top image Kaz is pushing with her right hand and pulling with her left, hence making a right-to-left sweep with her cross. Yet on the 2nd picture she&#039;s obviously pushing it from left to right. Hurray, yet another mangaka who didn&#039;t think/bother about the technical details! Having said that, she&#039;s holding her weapon in front of her.&lt;br /&gt;
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You&#039;re speaking about a left to right 180° body spin/360° weapon spin? It might be feasible, but more choreographic than effective (= fitting for an heavy attack). Wait no that doesn&#039;t end baseball bat like because you&#039;re pulling there. For baseball like... *steam over head* *thermal shutdown* *please wait* *reboot*... Just put it on the foreground.&lt;br /&gt;
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Nope GodSyndrome isn&#039;t animation specific, and some americans might get (b)itchy if I make jokes about god. So far I&#039;ve PAThologicalSyndrome as the best candidate, but it lacks the G.&lt;br /&gt;
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On the .pat cracking side I have found the code within griefsyndrome that reads the .pats, so I can have a peek at I if I need help understanding what bytes do what. I also understood what groups of bytes go together: it&#039;s like grouping hiraganas to make words. Now I need to find the purpose of those groups and write a program to edit them.&lt;br /&gt;
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As far as I know, the talk page is here for that kind of talk. If you want to switch places, I&#039;m listening (actually, reading), but considering that this, or even the front page is the best place to publish your mod (if you decide to do so), I don&#039;t see any obvious reason not to discuss Griefsyndrome mods on this page.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 10:22, 21 February 2012 (UTC)&lt;br /&gt;
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She&#039;s actually facing the reader in the top panel, her left hand is the fist and is pushing and her right hand is sort of open and is pulling. Anyway, none of that really matters, I&#039;m not going to exactly transcribe these things I&#039;ve been listing, they&#039;re more ideas. Also, I&#039;ve already changed the staff to the foreground (and- I feel dumb as hell- I forgot her signature earrings in the original; so I added those)&lt;br /&gt;
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I&#039;m working on a walking animation now, but it kind of sucks without direct access to the game sprites as a reference. I&#039;d like to see exactly how many frames are in each animation and whatnot. Right now I&#039;m using screenshots (thank god for &amp;quot;Erase the menu&amp;quot;)and then pasting them in GraphicGale, mainly because I&#039;ve never done this before, and I learn from seeing how they did it.&lt;br /&gt;
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I&#039;m cool with moving if it becomes necessary, but I&#039;m too lazy to do so otherwise.&lt;br /&gt;
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By the way, I&#039;m American and I approve of jokes about god or gods. Just as a side note d-(^.^)z - Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 12:00, 21 February 2012 (UTC)&lt;br /&gt;
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Take a broom and try to pull with an open hand like hers, you&#039;ll see it&#039;s night impossible. And if you ever manage to pull by sheer friction, you won&#039;t convey any decent amount of force.&lt;br /&gt;
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Trouble accessing the original sprites? Call the Gniarfator ! Behold GraphSyndrome v0.5, a pal+cv2 to 32bit bmp converter ! All character sprites work, but there are still issues with some effects that use a different .cv2 format. bmp to cv2+pal conversion not yet done/working/coded/implemented (pick whichever you understand).&lt;br /&gt;
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EDIT: [http://www.mediafire.com/?kzg36z562uob2rb GraphSyndrome v0.6] works with ALL cv2. But can&#039;t do any bmp-&amp;gt;cv2 conversion.&lt;br /&gt;
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What you might want to know is that Griefsyndrome uses 16bit ARGB colors (not 32 bits) and each character works in paletted/indexed mode, with a 256 color palette. In layman&#039;s terms: &lt;br /&gt;
*You are only allowed to use 256 different colors when making a character.&lt;br /&gt;
*Each of those colors is a 16 bit color, not 32 bit.&lt;br /&gt;
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The game uses palette000 for the first stage, palette 1 for the 2nd stage...and palette005 for the last stage (Walpurgis nacht I believe). This system is only useful in the level where you&#039;re all in the dark.&lt;br /&gt;
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Oh, and I got the name for the animation tool: GraceSyndrome.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:42, 22 February 2012 (UTC)&lt;br /&gt;
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Thanks Gniarf, you&#039;re a life-saver. I&#039;m almost done with the first frame of walking (argh that makes it sound like I haven&#039;t done anything), but this tool should speed things up - Fate [[Special:Contributions/173.184.40.46|173.184.40.46]] 04:03, 22 February 2012 (UTC)&lt;br /&gt;
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What do you prefer: that I code the bmp-&amp;gt;cv2+pal feature first or that I work on GraceSyndrome (it will take some time before I can produce anything useful)? If you pick the converter, could you send me 1, preferably 2 sprites and your palette file?&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 08:17, 22 February 2012 (UTC)&lt;br /&gt;
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Fate, how is it going with the sprites? I&#039;m at 60+% completion on the .pat editor here.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 07:39, 26 February 2012 (UTC)&lt;br /&gt;
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GraceSyndrome, the .pat editor is operational !...But not complete...All the save/load/edit/remove/add functions are there but there are about 30 parameters whose function I don&#039;t understand (see the [http://img841.imageshack.us/img841/7554/gracesyndromepreview.jpg teaser screenshot] ). If you feel adventurous and/or want to HELP ME, drop a message and I will post the unfinished editor.&lt;br /&gt;
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EDIT: The .pat editor is now live! The Download link is in the Mod toolkit section.&lt;br /&gt;
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EDIT2: The bmp-&amp;gt;cv2+pal feature in GraphSyndrome now works. With a bit of patience you should now be able to add a character to GriefSyndrome!&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 16:33, 2 March 2012 (UTC)&lt;br /&gt;
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===Sayaka vs. Oktavia?===&lt;br /&gt;
I tried modding some of the files myself, but couldn&#039;t entirely figure this out.. and editing read/write addresses with something like cheat engine turned out to be rather difficult, so:&lt;br /&gt;
Could someone help a sister out and assist getting a Sayaka vs. Oktavia fight? It seemed like a lot of fun to try, but impossible in normal gameplay. You&#039;d have to toggle her death off after you unlocked the&lt;br /&gt;
stage or just toggle the stage on in the first place, neither of which I&#039;m able to do myself. [[User:EpicAncient|EpicAncient]] 01:24, 25 February 2012 (UTC)&lt;br /&gt;
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...Or you can also try unlocking the stage without killing Sayaka, unless Ashley&#039;s got a personal grudge against her. To unlock Oktavia&#039;s stage (stage 4) after beating stage 3, edit data\script\game.cv4, function ClearGameDataSet and replace:&lt;br /&gt;
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 if (stage_ &amp;lt;= 2 &amp;amp;&amp;amp; ::gameData.stageResult[stage_ + 1].state == 0)&lt;br /&gt;
 {&lt;br /&gt;
 	::gameData.stageResult[stage_ + 1].state = 1;&lt;br /&gt;
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with:&lt;br /&gt;
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 if (stage_ &amp;lt;= 3 &amp;amp;&amp;amp; ::gameData.stageResult[stage_ + 1].state == 0)&lt;br /&gt;
 {&lt;br /&gt;
 	::gameData.stageResult[stage_ + 1].state = 1;&lt;br /&gt;
 }&lt;br /&gt;
That should do what you want.&lt;br /&gt;
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Bottom line: *raises eyebrow* A sister that uses cheat engine ? I wish there were more of those...&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 02:54, 25 February 2012 (UTC)&lt;br /&gt;
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===Lap Choice Parameter?===&lt;br /&gt;
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First off, I&#039;d like to note that I love your mods, guys.  Excellent work, and I&#039;m looking to expand upon it.  However, though I&#039;ve figured a lot of things out (like where the girls&#039; starting stats and growths are; they&#039;re in Data/Script/Game.cv4), and I know how to alter those, I&#039;ve run into a bit of a problem with what I&#039;m looking to do.  See, I&#039;m presently looking into rebalancing the girls&#039; starting HP/SP to be lap-dependent so you won&#039;t get one-shotted early on in high laps, and also so that high laps will get the SP they need to last through entire boss battles.  However, as much as I look through the files, I can&#039;t figure out how the game calls current lap choice into equations as a parameter.  Could someone possibly just tell me what parameter I need to call in order to to stick current lap choice into formulas?  [[User:Ace Of Hearts|Ace Of Hearts]] 15:59, 2 October 2012 (UTC)&lt;br /&gt;
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Actually, nevermind on this, I do believe I figured it out after some further prodding around.  I believe the parameter is LoopNum.  [[User:Ace Of Hearts|Ace Of Hearts]] 16:24, 2 October 2012 (UTC)&lt;br /&gt;
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Naw.  Seems I&#039;m wrong on multiple counts.  With more poking around, I believe LoopNum is the highest lap you currently have unlocked.  There are several parameters that actually have the word &amp;quot;lap&amp;quot; in them, most notably I believe being &amp;quot;lap_digit&amp;quot; and &amp;quot;lastPlayLap&amp;quot;.  However, I don&#039;t really know that either of these parameters is the answer I seek either; sticking these into a starting statistic equation causes the game to spit out a scripting error before going to the title menu as though I had nothing unlocked.  So I&#039;m back to not really knowing what I&#039;m doing again.  I&#039;ll do more looking around, but I&#039;m stuck again for the time being.  [[User:Ace Of Hearts|Ace Of Hearts]] 17:19, 2 October 2012 (UTC)&lt;br /&gt;
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Any chance of an answer, perhaps?  I&#039;ve been waiting nearly a month now with no sign of reply, and it frustrates me that I&#039;m unable to work on my mod without an answer to my issue.  [[User:Ace Of Hearts|Ace Of Hearts]] 03:56, 28 October 2012 (UTC)&lt;br /&gt;
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==New Witches==&lt;br /&gt;
Any sight of Candeloro or Ophelia in the foreseeable future?&lt;br /&gt;
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You might get Kazumi if you get a hold on Fate and give him a spartan ass kicking. As for &amp;quot;Candeloro or Ophelia&amp;quot; I don&#039;t know who they are, but noone ever talked about them. If you can draw the 100-200 sprites required to add a character I can lend a hand on... pretty much all the rest.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 15:27, 31 March 2012 (UTC)&lt;br /&gt;
:[[Candeloro]] and [[Ophelia]] are witches from the [[Madoka Magica Portable | PSP game]]. I&#039;m guessing the easiest approach would be changing the sprites and hitboxes used for Oktavia, but getting them to use appropriate abilities instead of the original attacks could be a problem. [[User:KM|KM]] 18:32, 31 March 2012 (UTC)&lt;br /&gt;
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Aww my bad, as a non Madoka-fan I totally forgot the difference between &amp;quot;witch&amp;quot; and &amp;quot;magical girl&amp;quot;. So err:&lt;br /&gt;
*Adding a boss/monster is as bit more simple as it requires less sprites but if you can rip them from the psp game (how?) that part is a cakewalk anyway.&lt;br /&gt;
*Taking&amp;amp;editting Oktavia&#039;s pat could help but not much because different attacks means different animations (in number of frames, frame display time, hitboxes + lots of other stuff).&lt;br /&gt;
*The good thing is that modifying the attacks, I mean the number of moves, under which conditions to do them, what they do, the AI, etc... is very easy: everything is defined in the .cv4 scripts which can be modded by anyone with average coding skills.&lt;br /&gt;
*The very bad thing is that you will probably want to add a whole level with your new witch, and that would require making a level editor (to edit the .act files) which I don&#039;t plan on making.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 01:56, 1 April 2012 (UTC)&lt;br /&gt;
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==Saving levels==&lt;br /&gt;
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Gniarf, could you do a mod that the girls doesn&#039;t reset their level when they finish a lap please? @_@&lt;br /&gt;
Extra: Could u also UP their max level to 999? I&#039;ve really tried to mod this game, but i&#039;m so bad. =_=&lt;br /&gt;
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Nope, I&#039;m not going to make your mod for you, but I can give you tips:&lt;br /&gt;
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1-Resetting the girl&#039;s level to 1 is cause by this.SetGameData(); at line 421 in title.global.cv4. You will probably need to move that line to the Init() function (in the same file).&lt;br /&gt;
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2-As for the level cap I already raised it to 2 000 000 in my sample mod, just look at it.&lt;br /&gt;
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If you&#039;re a total newbie modder, I&#039;ll give you and advice that can be used for ANY game: get yourself a &amp;quot;find text in files&amp;quot; tool. Grepwin or inforapid search and replace are good examples. If you want to find how I raised the level cap to 2 000 000 tell them to find all 2000000 within the .cv4 files, the rest should be obvious.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 18:29, 2 June 2012 (UTC)&lt;br /&gt;
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1 - Okay, so, in the start i was like:&lt;br /&gt;
&#039;&#039;- Uh, okay... i will try...&#039;&#039;&lt;br /&gt;
So i used the GropeSyndrome on the gs00.dat. Searching for the title.global archive. When i found it, i couldn&#039;t open because it was a .cv4, i tried searching a tool on the internet and downloaded a lot of programs just to fail on every one i tried. XD I was like:&lt;br /&gt;
&#039;&#039;- I hate this guy, he must be mocking me!! E_E&#039;&#039;&lt;br /&gt;
Later, i tried on YOUR unpacked archive of gs03.dat and it opened like a .txt normally. (I guess what kind of sorcery you did with the original program &#039;-&#039;)&lt;br /&gt;
&#039;&#039;- Okay, thank you very much. XD And i&#039;m sorry for thinking bad of you.&#039;&#039;&lt;br /&gt;
So there i moved the command line to one line before the &amp;quot;this.frame &amp;lt;- 0;&amp;quot; inside the Init() function. Packed everything to a gs03.dat.&lt;br /&gt;
Later, i killed a Walpurgis with a level 103 Mami(lap 80 or 85, don&#039;t remember), just to have her level reseted when i choose to play on lap 100. @_@&lt;br /&gt;
So i check the function inside the game.cv4 inside the &amp;quot;script&amp;quot; folder. I see some values resetting, i guess if i just remove one of these lines, it&#039;ll be enough. I don&#039;t know, i&#039;m not even sure it&#039;s that function that deal with levels. @_@&lt;br /&gt;
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2 - Oh, so THAT&#039;S what your mod do. XD I thought it was limiting the level of the laps so it wouldn&#039;t bug when people reach a the 2,147,395,601th lap.&lt;br /&gt;
Anyway, i think it has something to do with this command line &amp;quot;if (this.playerData[target_].level &amp;gt;= 2000000)&amp;quot;. I&#039;m sorry if it&#039;s not that, but the other &amp;quot;2000000&amp;quot; results were Bosses. And it&#039;s something not really related. =s&lt;br /&gt;
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PS: Yeah, i&#039;m somewhat newbie modding. I&#039;m sorry... and thank you. With the knowledge you gave me, i think on creating a new character(i know, 200 sprites to draw, but still sounds fun) or something. ^^&lt;br /&gt;
PS.2: Later, i tested removing the function instead of replacing it. It worked. In other laps i could also go direct to Walpurgis Night. But it had a problem, if i close the game, everything is over. @_@&lt;br /&gt;
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1-Oops I guess I missed something in my analysis...sorry for not testing but playing through a whole lap to test is too tedious for me, especially for game I don&#039;t play anymore. As for the function that deals with level, it&#039;s in class.cv4: it starts with this.PlayerData [...] level = 1; that means that each time the game creates a PlayerData object its level is set to 1 by default, so those this.playerData.homura &amp;lt;- this.PlayerData(); in game.cv4 set the girls&#039; level to 1. I guess either SetGameData() is called somewhere when you start a lap or the level is reset somewhere else.&lt;br /&gt;
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BTW: are you sure you removed the this.SetGameData() from line 421 and not 395?&lt;br /&gt;
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2-The 2000000s found in the Boss files are 0.0020000001s not 2 000 000, so congrats, you found the one line that raises the level cap.&lt;br /&gt;
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A bit of vocabulary, in case you&#039;d chat with other modders:&lt;br /&gt;
*The first title.global.cv4 you wanted to edit wasn&#039;t an archive, it was a compiled script (the text file you saw transformed into some binary that is easier&amp;amp;faster to understand for the game).&lt;br /&gt;
*The sorcery I did (binary to text conversion) is called decompilation/decompiling. There is a note about that in the mod toolkit section.&lt;br /&gt;
*What you see in the text .cv4 is not usually called a command line but code line. When you say command line people think about something typed in the windows command prompt.&lt;br /&gt;
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To add a new girl you REALLY need Duke Nukem-class balls. Even after downloading all the required sprites for a character I liked I didn&#039;t get the guts to make him a griefsyndrome character.&lt;br /&gt;
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If you want the game to remember the girls&#039; level even after closing the game, you will have to write them in the savegames. This will involve deleting your current save, editing savedata.cv4 (adding stuff like _table.HomuraLevel&amp;lt;-1;), and reading/writing from ::SaveData at the right places.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 16:21, 4 June 2012 (UTC)&lt;br /&gt;
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== Grief Syndrome Online: Grey Screen ==&lt;br /&gt;
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When a friend of mine starts up Grief Syndrome Online, she gets this image. http://i46.tinypic.com/2ex7gqc.png&lt;br /&gt;
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Any ideas?[[Special:Contributions/83.71.61.64|83.71.61.64]] 01:26, 10 June 2012 (UTC)&lt;br /&gt;
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Look for &amp;quot;an image guide&amp;quot; on the other side of this page. Delete this section once you&#039;ve read the guide/fixed your problem.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 03:59, 11 June 2012 (UTC)&lt;br /&gt;
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== Changing the background music ==&lt;br /&gt;
Does anyone have step-by-step directions for changing the BGM? I read the FAQ on the main page about this, and I&#039;m  assuming GropeSyndrome is what it means by &amp;quot;extractor/DAT compiler.&amp;quot; I have it on my computer, but I&#039;m not sure what to do beyond this. [[Special:Contributions/24.32.192.188|24.32.192.188]] 21:26, 8 July 2012 (UTC)&lt;br /&gt;
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1-In Gropesyndrome&#039;s file box put the filepath to gs01.dat (it should be something like C:\game\tasofro\griefsyndrome\gs01.dat).&lt;br /&gt;
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2-In the directory box, put a temporary work folder (like C:\MyMod).&lt;br /&gt;
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3-Press extract.&lt;br /&gt;
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4-In C:\MyMod\data\bmg you should have several .ogg files, replace them with your new bgm(s).&lt;br /&gt;
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5-make a backup of gs01.dat.&lt;br /&gt;
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6-Back in gropesyndrome, now press the pack button. If you have closed Gropesyndrome, you&#039;ll have to reinput the file and directory fields EXACTLY as they were when you extracted.&lt;br /&gt;
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7-Enjoy.&lt;br /&gt;
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Gniarf&lt;br /&gt;
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I tried that, but it just leaves the game running with no music. Do the custom bgm files have to be .ogg files, and if so, how do I turn them into that? (Sorry if it&#039;s a stupid question; this is my first time modding any game.) Thanks. [[Special:Contributions/24.32.192.188|24.32.192.188]] 02:17, 10 July 2012 (UTC)&lt;br /&gt;
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Of course the musics have to be in .ogg format. When replacing a program&#039;s file by another, always make sure they are in the same format (except a few exceptions).&lt;br /&gt;
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As for how to convert your files to .ogg, google is your friend. Ogg is about as popular as mp3 after all...&lt;br /&gt;
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Gniarf&lt;br /&gt;
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Not sure if anybody will still be checking this. But after changing all the BGM with stuff taken from the anime OST, I discovered the problem that the music is looped much too early for any of the songs to finish, ruining many of the songs. Would there be any easy way of removing or changing the song loop times.&lt;br /&gt;
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Thanks&lt;br /&gt;
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Cynical[[Special:Contributions/82.39.178.118|82.39.178.118]] 03:56, 17 September 2012 (UTC)&lt;br /&gt;
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I guess not [[Special:Contributions/82.39.178.118|82.39.178.118]] 11:37, 1 October 2012 (UTC)Cynical&lt;br /&gt;
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== GSOnline 2 ==&lt;br /&gt;
Investigating that update somebody just posted, it looks like this is real:&lt;br /&gt;
&amp;lt;strike&amp;gt;*http://www1.axfc.net/uploader/File/so/81090&amp;amp;key=gso&amp;lt;/strike&amp;gt; (see 2.01 below)&lt;br /&gt;
*http://jbbs.livedoor.jp/bbs/read.cgi/otaku/14999/1339594845/ (see #543)&lt;br /&gt;
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As far as I can tell, you need to have &amp;lt;strike&amp;gt;the 10/18r2 version ( http://www1.axfc.net/uploader/File/so/70532&amp;amp;key=gso )&amp;lt;/strike&amp;gt; just Grief Syndrome 1.10, copy the new files into the same folder, run gso_patch.exe, then run griefsyndrome_online.exe. There&#039;s a swarm of readme files, none of which I can read. The new gso ui has radio buttons, which look like host mode (top) and client mode (bottom), the usual ip/port/number of players/connect, and I&#039;m guessing &amp;quot;launch game after players are connected&amp;quot; in the bottom right? [[User:KM|KM]] 20:50, 15 July 2012 (UTC)&lt;br /&gt;
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There&#039;s now a version 2.01 (http://www1.axfc.net/uploader/File/so/81582&amp;amp;key=gso) but it appears you need a password or something to access it. Version 2.00 is missing from the list of files (http://www1.axfc.net/uploader/File/). Anyone happen to have any luck with this and/or can provide a backup link for the previous version?&lt;br /&gt;
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[[Special:Contributions/74.101.222.145|74.101.222.145]] 06:54, 22 July 2012 (UTC)&lt;br /&gt;
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Same as for version 2.0, the password for v2.01 is gso.&lt;br /&gt;
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Gniarf [[Special:Contributions/88.167.155.165|88.167.155.165]] 07:16, 22 July 2012 (UTC)&lt;br /&gt;
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I am in love with the fully-functional chat feature, but I&#039;m evidently not the only person on the planet who has issues with staying connected at the start of stage 2 in GSO version 2.1.  No matter who I play with, we always seem to get desynced at the start of Charlotte&#039;s stage.  This problem does not apply only to games I participate in personally, either; I have several friends on Hamachi reporting that they experience this issue even when I am not participating in the game.  There are evidently no problems whatsoever before then, but it seems inevitable once we hit stage 2.  We all play windowed, so windowed vs. full-screened isn&#039;t an issue here.  For the record, GSO version 10/13 still works perfectly for us (stable as it is), so it&#039;s not an issue of overall connectivity.  I did not use version 2.0, so I don&#039;t know if I would have the same issue with it.  Can someone shed some light on what might be going wrong?  [[User:Ace Of Hearts|Ace Of Hearts]] 16:07, 2 October 2012 (UTC)&lt;br /&gt;
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Hi guys,i&#039;m having a problem here ;-; ! I want to play online with my friend,and update GSo to 2.02,but when my friend clicks gso_patch.exe,it just tells him to press any key,and closes.Can anyone help us please? &lt;br /&gt;
&#039;&#039;&#039;Noob&#039;&#039;&#039;&lt;br /&gt;
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== Levels resetting every time the game is closed ==&lt;br /&gt;
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Is there a way to set up the game so that your progress isn&#039;t reset every time you close it? By this I mean, if I beat Charlotte&#039;s level, and then close down the game, I want it to still be finished when I start it up again, so I can pick it up where I left off another time. [[User:Waterstride|Waterstride]] 19:20, 16 December 2012 (UTC)&lt;br /&gt;
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== Installing problem ==&lt;br /&gt;
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Exscuse me, but I recently bought this game and ran into an installing problem. It says that it cannot run the file and to reinstall it. I&#039;ve reinstalled it 3 more times, and it still won&#039;t play (It says the same error each time.). The controls configuration program works, but the game still won&#039;t. Anyone know how to make it work? [[Special:Contributions/64.229.67.207|64.229.67.207]] 21:31, 17 January 2013 (UTC) Ritsu Miki&lt;br /&gt;
: It&#039;s usually one of the following - &lt;br /&gt;
*Error: d3dx9_43.dll not found&lt;br /&gt;
Open the directx folder that comes with the installer and run DXSETUP.exe or download the dll and place it into game folder next to griefsyndrome.exe&lt;br /&gt;
*It still won&#039;t run.&lt;br /&gt;
Try [http://windows.microsoft.com/en-US/windows-vista/Change-the-system-locale setting your system localee to Japanese in the Region and Language Settings], then restart.&lt;br /&gt;
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Then reinstall the program.   Let us know how it turns out. - [[User:Prima|Prima]] 21:52, 17 January 2013 (UTC)&lt;br /&gt;
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The first solution was all that was needed. It runs fine and my computer region and language did not have to be changed to allow the game to operate. Thank you, and if you need any gameplay info. (Ex. Personal opinions on character difficulty including Homuhomu.) ,please let me know because now I will be commonly playing. Thank you!! [[Special:Contributions/64.229.67.207|64.229.67.207]] 06:21, 18 January 2013 (UTC) Ritsu Miki&lt;/div&gt;</summary>
		<author><name>65.93.211.64</name></author>
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