Talk:Grief Syndrome

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This game just taught me something: I'd be a terrible magical girl. That's good to know, at least now I know I shouldn't contract Kyubey if I ever get the chance to... --Homerun-chan 16:20, 15 August 2011 (UTC)

Oh god, the endings for this game make me feel terribly empty inside. It'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. Holycrap 09:14, 16 August 2011 (UTC)

Anyone know what the requirement is for getting the 2nd last picture in the gallery? 220.255.1.48 02:49, 18 August 2011 (UTC)

If only Madoka and Sayaka die. Lig0schndr 11:30, 18 August 2011 (UTC)

Problem here

I've downloaded the files and everything. However, it is on a .rar file, and I really don't know how it operates. Suggestions?

It's a compressed file, works just like a .zip. Open it with WinRAR or a similar program. --BrickBreak 03:42, 21 August 2011 (UTC)
I don't have WinRAR on my Windows 7. Do you know of an alternative instead? I am sorry if I am acting as a noob. :(
Get WinRAR or 7zip. You'll need it to unzip it. Nothing else but to get the program. 128.54.205.243 16:36, 21 August 2011 (UTC)
Once I unzip, I will be able to play? Edit: I unzipped the files, but there seems to be something missing. It won't let me play, and I downloaded the appropriate .dll file. http://i51.tinypic.com/juwfvr.png
Go to start and run "dxdiag". Then go the "Display" tab. Below there should be three options. "DirectDraw,Direct3D and AGP Texture Acceleration. Make sure that they are all enabled. The message you received means that your "Direct3D" is either not available or disabled. Enable all of them and you should be able to play. :D --SailorRainbow001 12:33, 10 September 2011 (UTC)

Stat box

Can one of our wikicode magicians make a stat box for the mahou shoujo sections? - Prima 21:58, 15 August 2011 (UTC)

Shamelessly copypasting the infobox for characters, I suggest you one of the two variants below. I personally perfer the first (vertical) one. --Homerun-chan 16:36, 16 August 2011 (UTC)
I actually thinks the second version look better. Also, it's shorter length means less blank toolbox only space on the thread. Can we get another opinion on this one? - Prima 20:48, 16 August 2011 (UTC)
Actually, the only thing that bugs me with the horizontal version is that I don't know how to label the columns, especially the last one ... "Growth per level" is a bit too long, "Per level", "growth per lvl" or "growth/level" don't look or sound to good... --Homerun-chan 21:31, 16 August 2011 (UTC)
I think per level looks fine, it's similar to how we do in another wiki that I help out on. - Prima 06:46, 17 August 2011 (UTC)
I added the info boxes. They look pretty awesome. Thanks for providing the template, Homerun-chan.Lig0schndr 23:45, 19 August 2011 (UTC)

| style="text-align: left; background-color:#EEF; font-weight:bold;" |Vitality | style="text-align: left; {{{datastyle}}}" |92 |-| style="text-align: left; background-color:#EEF; font-weight:bold;" |Power | style="text-align: left; {{{datastyle}}}" |10 |-| style="text-align: left; background-color:#EEF; font-weight:bold;" |Soul limit | style="text-align: left; {{{datastyle}}}" |28875 |-| style="text-align: left; background-color:#EEF; font-weight:bold;" |SL lost in revive | style="text-align: left; {{{datastyle}}}" |9.6%

|-

| style="text-align: left; background-color:#EEF; font-weight:bold;" |Vitality | style="text-align: left; {{{datastyle}}}" |+4 |-| style="text-align: left; background-color:#EEF; font-weight:bold;" |Power | style="text-align: left; {{{datastyle}}}" |+1 |-| style="text-align: left; background-color:#EEF; font-weight:bold;" |Soul limit | style="text-align: left; {{{datastyle}}}" |+128

|-

Madoka

Gsmadokaidle.gif
Status base
Growth per level

Madoka

Gsmadokaidle.gif
ParameterStatus basePer level
Vitality92+4
Power10+1
Soul limit28875+128
SL lost in revive9.6%


help!

i tried to download it but i can't find where on the page the download thingy is, i clicked on everything and no dice Paige 15:01, 16 August 2011 (UTC)

Check the latest thread here http://wiki.puella-magi.net/Threads#Grief_Syndrome
i can't make sense of that site either, no handy screen shots or can't you download it on the grief syndrome site? am i the only person having problems with it? *sigh* Paige 20:27, 16 August 2011 (UTC)
You can't figure out how to download it from here? http://archive.easymodo.net/a/thread/53407713 --randomanon 20:35, 16 August 2011 (UTC)
>can't you download it on the grief syndrome site?
It's a game that got released (read "sold") at Comiket, so it'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). --Homerun-chan 20:41, 16 August 2011 (UTC)

Umm,I wanted to download the file but,I can't find the download link, did someone tell me where is the download link? Please help me. --Mirai-mirai 18:39, 3 september 2011

Use the megaupload link on this thread posted. http://archive.easymodo.net/a/thread/53382856 --Riga92 18:45, 3 September 2011 (UTC)

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

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 . --SailorRainbow001 12:37, 10 September 2011 (UTC)

I am really confused on how to change the BGM. I've tried a whole bunch of times, but I can't figure it out. I noticed it is in the FAQ section. --Ploppypop 8:19pm, 10 September 2011 (UTC)

Moemura?!

Moemura grief syndrome.jpg

Anyone know how to get her? --Mutopis 04:52, 18 August 2011 (UTC)

It's a drawing from 2ch, it's not real. --randomanon 05:59, 18 August 2011 (UTC)
Being a fan is suffering --Mutopis 06:39, 18 August 2011 (UTC)
Apparently, that's NOT a drawing. That image (and the relevant sprites) indeed can be found in the game's resources. Conditions of obtaining Moe-Homura are unknown yet, sorry. MrChow 11:24, 25 August 2011 (UTC)
I'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'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'd think if someone had figured it out by now there'd be a vid or gameplay images with Moemura by now. --randomanon 13:46, 25 August 2011 (UTC)
Likely it's a dropped character. It'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's not forget that they can also implement it in the future. --BrickBreak 19:19, 25 August 2011 (UTC)
Now that I gained access to the game ressources, I can confirm that:
a-The "Moe"mura image is indeed part of the game files.
b-There is no additional gameplay sprites for "Moe"mura.
However the "Moe"mura image shown on this screenshot (M_homura_B.cv2) is referenced in 2 scripts: StagePause.act and StageSelect.act. So if it'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 84.98.184.200 20:09, 7 September 2011 (UTC)

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. Yorkwoo 14:20, 9 September 2011 (UTC)

You are indeed correct. I'm trying out the patch now and to play as Moemura you press up while your cursor is on Homura's portrait. Pretty amusing. Press down on Moemura to switch back to Homura. Haven't checked out QB yet. Pretty cool update, though. Hopefully they've fixed the bugs in the game, too. Thanks for the info! Lig0schndr 20:01, 9 September 2011 (UTC)

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.

All endings

So as I see, someone aded thelast unknown trophy. What are the endings known this far and how can they be obtained? 91.202.255.7 05:52, 18 August 2011 (UTC)

I added an endings section to the main page that includes known endings and conditions. This doesn't seem to be all of them, though, since I believe I've gotten all mentioned and haven't yet gotten the trophy. Anyone know of other endings? Lig0schndr 11:27, 18 August 2011 (UTC)

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'd be great. Lig0schndr 15:48, 19 August 2011 (UTC)

Only Madoka surviving is confirmed to give you the Homura waking up in bed ending. (Oktavia not killed, but I don't think that matters).KM 23:57, 19 August 2011 (UTC)
Thanks for checking that. I don't think it matters if Oktavia is killed or not, either, as long as you get Oktavia because Sayaka died.Lig0schndr 06:42, 20 August 2011 (UTC)
Okay, all ending possibilities have been checked. And after having checked them all I didn't get the third trophy, so that seems incorrect. Lig0schndr 17:53, 26 August 2011 (UTC)
So you've checked all 32 possibilities (I believe mutual kill on Walpurgisnacht is possible), and you don't have the third trophy? Magic9mushroom 00:25, 1 September 2011 (UTC)
Yeah, I checked every single possibility except only Madoka surviving ending, which KM checked. I still don't have the third trophy, sadly. I didn't check a mutual kill on Walpurgisnacht, but I don't think that would result in a different ending... I'm starting to think that my original guess that the third trophy is "Beat the game without getting hit" 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't been confirmed yet. Lig0schndr 17:32, 2 September 2011 (UTC)
I've took a peek at the game resources again and translated the third trophy for ya. It seems there's a bug in Tasofro's bytecode, so the flag for this trophy never sets. Instead of marking it as "???", I suggest to write a notice "Unobtainable due to a bug". --MrChow 21:51, 6 September 2011 (UTC)
Well that... sucks... Thanks for the info, though. Lig0schndr 23:08, 7 September 2011 (UTC)
I think we do need to check "everyone dies", since as THE hardest ending to obtain it would be the most likely to have a secret (as for how to do it, I'd suggest kill everyone else, do WPGN with Madoka, get both of them to low health, do Madoka's ulti and then jump off the map). As far as not getting hit, the hardest bit would be Kirsten's stage. Everything else can be done without getting hit through overuse of time stop, but Kirsten's minions love to attack from offscreen. I'd suggest grinding Homura to 99 on Gertrud's or Charlotte's stage (Gertrud'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. Magic9mushroom 04:13, 6 September 2011 (UTC)
I've actually tried to die by falling off the screen after killing Walpurgisnacht before, just to see what would happen. You don'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've also checked if everyone dies and it results, predictably, in a game over. Lig0schndr 23:08, 7 September 2011 (UTC)
That wasn'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's stupidly high damage. Magic9mushroom 00:54, 8 September 2011 (UTC)

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. Lig0schndr 00:06, 10 September 2011 (UTC)

Laps not saved

Well, I completed the first lap, and utterly failed on the second (was trying to go with Mami, let everyone else die, didn't farmed enough lv'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's gone. Wasn't it supposed to save after a lap? --BrickBreak 21:16, 19 August 2011 (UTC)

Look for a save0.dat file in the griefsyndrome/save folder, and see if it has the right modified date and read/write permission.KM 21:55, 19 August 2011 (UTC)
The folder's empty. Damn... I'm guessing either it auto-deleted upon closure, or it was never created :/ --BrickBreak 23:13, 19 August 2011 (UTC)
Apparently, it can only save if it's on the default folder. I reinstalled there and it worked. --BrickBreak 01:20, 20 August 2011 (UTC)
Mine's in a non-default folder, and it's got up to 677 available. Magic9mushroom 10:22, 20 August 2011 (UTC)
When it wasn't saving, was it outside the default because of being moved after installing, or was it installed in that same non-default folder?KM 18:21, 20 August 2011 (UTC)
Installed outside (in the Program Files folder). --BrickBreak 20:48, 20 August 2011 (UTC)

Not-Mentioned Bug

I'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'm sorry for any errors.) Anton 09:48, 20 August 2011 (UTC)

      -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.
      If you install it anywhere else, it will fail.U.N.Owen 09:37, 7 February 2012 (UTC)

This is also my first time editing a wiki, But, Im encountering the same problem, as I enter Gertruds room, The game crashes. I've also tried this on my other computer and same results. I've updated my directx and my computer's region settings and language settings have been set to Japanese, I'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 Landon1998 19:35, 20 June 2012 (UTC)

I noticed another glitch, though this one isn't that big of a deal. If you're in a boss fight and you pause and return to the title screen, the boss' HP meter stays on the screen. This persists until you restart the game or you get to another boss fight. Lig0schndr 11:18, 21 August 2011 (UTC)

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'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. Lig0schndr 11:40, 21 August 2011 (UTC)

Highest solo clocking?

I know that 677's been beaten with Homura/Madoka/Mami, but what's the highest known to have been beaten with just 1 player? Magic9mushroom 10:22, 20 August 2011 (UTC)

The highest I'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? Lig0schndr 08:16, 21 August 2011 (UTC)
I've seen vids of Gertrud and Charlotte beaten with Homura/Madoka/Mami on 677. That guy lucked out on Kirsten, though. Magic9mushroom 10:05, 21 August 2011 (UTC)
I've just beaten lap 458 330 with homura... and a truckload of cheating, does that count?-Gniarf
Woah my god high lap. How do you cheat at this game? Lig0schndr 15:20, 21 August 2011 (UTC)
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'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).
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 77.200.213.106 21:58, 21 August 2011 (UTC)
Hahah, that sounds awesome. Must be fun to spam specials all day. Mami's Tiro Finale could last minutes, hahahah. Lig0schndr 22:44, 21 August 2011 (UTC)
Just solo'd 120, and ran into a bug where it freezes with a black screen before the ending plays. At least it saved the data. KM 23:22, 21 August 2011 (UTC)
I just solo'd 100 and ran into the same bug. This didn't happen when I solo'd lap 80, though...Lig0schndr 00:27, 28 August 2011 (UTC)
Cheating does not count. >:( Magic9mushroom 04:53, 22 August 2011 (UTC)

highest lap for grief syndrome is 1316093285, and its bugged

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 "bigger" or "mini bosses" not counting gertrud and other real "bosses" 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 "killed". 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 ?

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's normal operation). Magic9mushroom 01:23, 2 September 2011 (UTC)
If you want to increase homura'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'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 84.98.184.200 22:34, 2 September 2011 (UTC)
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 "73297373" at around 1A16B083 with "7373732D". I don't really know what's going on, though, since I didn't intend for that change to have exactly that effect. -ZetaAspect 11:07, 9 September 2011 (UTC)

Which program?

Hello. 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't work.

Thanks for any answer. -87.101.35.180 19:11, 4 September 2011 (UTC)

Did you find a .dat extractor (if so: where?) or did you manually extract the files (if not: I'm wasting my time writing a packer/unpacker)?-Gniarf 84.98.184.200 15:43, 6 September 2011 (UTC)
You can found script for extracting game in Xentax Forum (Doujin Game (.DAT) Extraction (audio)). Though you must register to download this script.
Ok that's the quickbms script, doesn't handle repacking and uses a dodgy way of finding the data decryption key. I guess writing a proper (un)packer is still worth something.-Gniarf 84.98.184.200 19:47, 6 September 2011 (UTC)
OK, maybe I rushed a bit, but here it is! Behold the 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's at your own discretion...
For those interested in viewing the content of .cv2 files, you can open them in gimp2 by clicking on the "+Select File Type" in the open dialog, and specifying "Raw image data". On the next dialog box, set Image type="RGB Alpha", 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).
Tip: for data\system\StageSelect\M_homura_B.cv2 width is 128 and height is 384.-Gniarf 84.98.184.200 19:57, 7 September 2011 (UTC)
Great program for unpacking, but repacking doesn't seem to work, even without modding the contents at all. -ZetaAspect 23:38, 23 September 2011 (UTC)

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Gniarf 84.103.207.239 19:40, 24 September 2011 (UTC):

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. Otherwise, the following procedure worked on my end:

1-extract gs00.dat to (for example) c:\ykhsdg
2-extract gs01.dat to c:\ykhsdg
3-extract gs02.dat to c:\ykhsdg
4-cut&paste gs00-2.dat somewhere else
5-Pack c:\ykhsdg (not c:\ykhsdg\data) into gs00.dat
6-Ran the game; everything seemed to behave normally despite everything was fitted into one single archive.

(tabs were starting to get on my nerves)

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ZetaAspect 11:43, 21 October 2011 (UTC)

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.

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Gniarf 86.75.253.250 15:03, 21 October 2011 (UTC):

Nope, you don't need to put everything into the same archive. I just swapped the content of gs00.dat & gs01.dat throught extraction & repacking and the game still works, even though I use 2 separate archives.


Anyone happen to have sprite sheets/rips for the characters? I've been thinking of working on a mod for another game but I can't find any sprite rips other than a couple idle and run gif animations.--Yden 15:18, 22 October 2011 (UTC)

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Gniarf 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.

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I'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.--Yden 17:58, 22 October 2011 (UTC)

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Gniarf 86.75.253.250 04:33, 24 October 2011 (UTC): I'm afraid I think you'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'm gimp&photoshop challenged, so I don't know how it's done). Aside that I'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't yielded any interesting result yet.

If someone wants a big WTF: -Open homura_minimi00.cv2, offset 17 width 108, height 106, mode Indexed. -Switch to offset 17 width 128, height 388, mode RGBAlpha. <-Haven't come up with a decent explanation yet.

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110.139.55.196 00:36, 20 March 2012 (UTC) Hello, I want to ask you guys a favor... Do anyone still have the .dat extractor for GS aka GropeSyndrome that Gniarf put here in the past? I just want the BGMs of Grief Syndrome, but MU have closed down, so I can't download it... Can anyone re-up the extractor, or the BGMs itself? Thenk you very much :)

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GropeSyndrome is now included in the mod toolkit, which you can find in the "mod toolkit" section below. (Someone already asked for a repost, and because I was lazy back then I posted everything mod-related in a single archive).

Gniarf 88.167.155.165 02:29, 20 March 2012 (UTC)

Ooooooh Thanks a lot Gniarf Q__,Q 110.139.55.196 15:44, 20 March 2012 (UTC)


When I repack all of the data the pause menu doesn't work (it causes the game to freeze. What do I edit to raise the exp rate?Hinacle 02:08, 19 May 2012 (UTC)

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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't cause the game to freeze.

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.

Gniarf 88.167.155.165 17:46, 23 May 2012 (UTC)

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Whenever I repack all of my data, the game doesn't work at all. It doesn't state and error or anything, it's just a black screen. There isn't any noise and I have even waited for it to load but there's nothing All I did was edit a sprite's image files like .cv2 and the palettes I don't know what the problem is...I even restored it back to normal and tried again but it's still a black screen --LeiLei--

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Most likely you didn'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.

Gniarf 88.167.155.165 04:43, 12 June 2012 (UTC)

Blank when play

Well,i've downloaded the game. I installed all setup,regional language setting, and i'm unzip the game. To be honnest,the game runing.JUST ONLY in main menu and character select. When i'm play the game, the game whas blank, no drawing's, black, but i still can see hit's and scores, how can i fix this? --Nyan00--09:43,6 September 2011

Same like me, i can't play it if it's Blank,i don't know how to fix it too, anyone knows? i tried all i can but, it still can't run and always blank. --Mirai-mirai-- 16:26, 16 September 2011


Your AGP Texture Acceleration is probably disabled. Run dxdiag and enable it.

Where can i find dxdiag? i search it all time's and i can't find it well, i'll check it again thank you. Mirai-mirai you can't fix it too? I think everyone can play grief syndrome, except me. --Nyan00-- 14:03, 17 September 2011

errr.. Go to Task Manager, click new task and type in dxdiag. Click enter.

Still blank,though.--Nyan00-- 21:50, 17 Semptember 2011

err, i still can't find it, where can i find tax manager .sorry, i'm a bit IDIOT for computer system. :( Mirai-mirai 10:25, 18 September 2011.

To open task manager, hold ctrl+alt then click delete. errr. are all three in your Display tab enabled? or is one missing?

Well, mine aren't blank now i can play ot now Nyan00 17:45, 19 September 2011

Stat increases stated in this page are misleading

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 "Per level" 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'm 100% sure power doesn't slow down or speed up, though). Magic9mushroom 02:31, 14 September 2011 (UTC)

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.

Madoka appears to follow the same pattern, but with 4 more HP at all times, of course. Magic9mushroom 08:44, 14 September 2011 (UTC)

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't confirmed it on Mami or Kyouko. If it holds, the following max vitalities at level 99 should be correct - can I get confirmation?

Homura: 221 Kyouko: 253 Madoka: 225 Mami: 268 Sayaka: 328 Magic9mushroom 05:20, 18 September 2011 (UTC)

Soul Limit lost in revive is not a flat percentage

The "Soul Limit lost in revive" 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'd guess 9*Vitality, but I have no solid data on her yet. Will update soon with more info. -ZetaAspect 01:57, 25 October 2011 (UTC)

Did more testing:
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.
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. -ZetaAspect 07:32, 25 October 2011 (UTC)
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'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. --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. --Markus Ramikin 14:04, 27 October 2012 (UTC)

-----How to upgrade?--------

Well,i've downloaded grief syndrome.After that,i wanted to upgrade from 1.00 ver to 1.10 ver. i've dowloaded 1.10 upgrade.But, i don't know how to upgraded it, someone knows it? thank you, everyone :) --Box usagi--

I had no problem, all I did was just click and that's it. --Mutopis 07:10, 17 September 2011 (UTC)

I'm having the same problems, could someone please put up a step by step on how to install the update? I'm running windows 7, 64bit and the game works fine but each time I try to install the patch, even with AppLocale it doesn't work. Please help! I need moemura! Skwiddz 09:25, 19 September 2011 (UTC)Skwiddz

Mine,works no problem, so i don't have clue sorry --Nyan00 17:49, 19 September 2011

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! Skwiddz 11:31, 19 September 2011 (UTC)Skwiddz

Well, Nyan00 fixed that for me. thank you! Your'e my best friend! Nyan00!. Box usagi 20:29, 20 September 2011

Okay, if you have not fixed it yet, then this MIGHT help. 1)Download he patch. 2)Open it. 3)Locate it to the folder of the game.If it's not in the destination you see in the box. 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? 5)ex. its like griefsyndrome/????? 6)Delete the /????? 7)Then click OK. 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. 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. 10) Test it and hopefully it works! :D

Sorry for writing so much.


== Alright,, I somehow trolled this part of the section. This is my problem--and i cant upgrade it T^T http://www.youtube.com/watch?v=xVkjJXvlKNM&feature=youtu.be

huu pleeeeease fix this prob. for me..like probably make a vid response and put a step by step vid tutorial DX i dont know what to do DX (75.83.238.123 08:29, 15 December 2011 (UTC)) emiharuka

Grief Syndrome Online

The readmes, which need to be translated.

Troubleshooting

Known issues so far:

"ベ-スアドレスの取得に失敗しました" error message

Uninstall Spyware Doctor (or if having it is a matter of life&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/...

Black screen

Make sure you use the save file provided with GSOnline, both on the client and the host. Black screens can happen when players' save files aren'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.

All players [1P]

Symptoms: When the client(s) join(s) the host, GSOnline shows in the title bar that the all are player 1 ("[1P]") and when starting a game, you get stuck with a black screen before the green "twilight frontier" logo.

Cause: your ping is higher that 100ms.

Solution: You can try this exe, but the best solution would be to reduce your ping as the game will barely be playable anyway.

Help request form

Gniarf 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't fix it, answer those:

0-What is your problem?

1-What version, of GSOnline are you using ? If you don't know, use the one posted on the other side of this page and retry.

2-Are all the players using the same version of GSOnline?

3-Are you positively definitely really totally sure you're not running a dirty mix of several different GSOnline versions ? (<-sounds stupid but actually happened)

4-What version of GriefSyndrome are you using ? If it's 1.0, patch to 1.10.

5-Are all the players using the same version of GriefSyndrome?

6-In OFFLINE mode, does the game work for every player?

7-Are you all using the same savefile?

8-Do you get an error message? If so post the EXACT message (in japanese) and the title of the dialog box.

9-If it crashes, do you get the "Send error report to Microsoft" message?

10-What version of windows are you using (ex: xp/vista/seven/don't know)? Is it a 32 or 64 bit version?

11-Which of these terms do you understand: firewall,CRC,NAT,do-while loop,"SAR EAX,1" ? (Used to evaluate your computer skills and talk properly with you)


If you answered "Yes" 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't need (for now) the one that's about 140Mb. If there is only one file (Report.wer):

1-Paste this in an empty text file:

Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\Windows Error Reporting\LocalDumps]
"DumpType"=dword:00000002

2-Rename that text file "Enable Crash Dumps.reg" and double click on it.

3-Make the game or gsonline crash again (first fix).

4-Open "My computer" and enter the following in the address field: "%LOCALAPPDATA%\CrashDumps"

5-Send me the .dmp file you find there along with report.wer. If it's too big replace ""DumpType"=dword:00000002" by ""DumpType"=dword:00000001" and restart at step 6.2.

6-Modify "Enable Crash Dumps.reg" by changing "dword:00000002" into "dword:00000000".

7-Double click again on "Enable Crash Dumps.reg" (which just disabled crash dumps).

8-If something fails in the steps above, at least look at the error report and post the "application name", "Exception Offset", and "Exception Code".

Gniarf 86.75.253.250 23:40, 9 November 2011 (UTC)

Testing

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.


Error messages

Personal Hint

I think we should add a list of Hamachi Networks here (in this talk) or in the page itself :/ ---Life- 22:53, 11 October 2011 (UTC)


Gniarf 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:

-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.

-Cleanup tyhe GSOnline discussion - drastically.

-As for hamachi networks, if you add them mention something like "As of 2011/10 active GSOnline networks are..." because they probably won't be working anymore in 3 years when a kiddy necroes an old griefsyndrome version off the darkest places of the net. Done.

-Perhaps add a short modding section?

As for me, I think I'm gonna leave this wiki. The 2011/10/08_&_10 GSonline versions seem to work fine, and I haven't got any reply from BrickBreak and Jonathan355, so I assume my services aren't needed anymore.

-Life- 22:08, 12 October 2011 (UTC) Okay, farewell then.

Disconnected?!

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)

Help! it's not work! :(

Hi,I need help. 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. Banane


---Just change your region and languange to Japanese in Control Panel.27.108.112.219 05:42, 21 January 2012 (UTC)

Sprites

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? 75.50.86.65 02:57, 23 October 2011 (UTC)

Extreme Stage 3 Lag

Is anyone getting an unbelievable amount of lag on stage 3? Specifically, the room right before the boss. It's actually making the game unplayable. 74.14.48.22 20:58, 25 October 2011 (UTC)

I haven't seen it happen, but it'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? KM 00:13, 26 October 2011 (UTC)
Everything's up to date. So I decided to fiddle around with the Priority. It had various effects. Setting the game to Realtime either...
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.
2) The screen goes black. You have to shut it down.
Realtime is the only setting that had an effect. Setting it on anything below had a very minute effect.
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. 74.14.50.97 19:31, 29 October 2011 (UTC)
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'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'm looking at you, Gniarf! :) -ZetaAspect 14:42, 31 October 2011 (UTC)
0-*Rolls up ninja wallpaper* Teme, doko miteru no?
1-Me I'm looking at this thread. They are making a squirrel decompiler, in other word a tool that can read our .cv4 files
2-Gave a shot at the TVs, so you can try this (untested because making it again to stage 3 to test is a bother) or if that fails, the fallback fix (tested)
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...
4-How I "fixed" that:
Recommended fix: made the scripts call a non existent function (SNApFU)->should make the tv redraw function fail
Fallback fix: renamed the screenshot taking function into... something obscene, effectively preventing any screenshot within the whole game.
5-Having an high end graphic card, I don't even know if the lag issue is actually resolved or not.
6-Dammit tabs again... Gniarf 86.75.253.250 00:37, 1 November 2011 (UTC)
Wow, good job! I just tried your fallback fix, and now the Room is completely lagless!
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's running. 65.95.69.73 23:31, 1 November 2011 (UTC)
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's actually eating up to 900Mb out of your 2Gb. Aside that, what is your CPU (processor) and its speed? Gniarf 86.75.253.250 00:16, 2 November 2011 (UTC)
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. 65.95.69.73 01:45, 2 November 2011 (UTC)
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't understand why the game would notably slow down. If someone's got an idea, I'm interested. Gniarf 86.75.253.250 21:55, 2 November 2011 (UTC)

Mod toolkit

The mod toolkit can be downloaded there. It contains:

  • the source of all .cv4 scripts
  • 2 example mods (Gniarf's and Soul's)
  • GropeSyndrome, a tool to extract/repack .dat files.

Tools NOT included (due to later release):

  • GraphSyndrome, a tool to convert images files (.cv2) and palletized images (.cv2+.pal couple) to .bmp.

*2012/03/04 Update*: GraphSyndrome now handles bmp->.cv2+pat conversion (read the notes below) download link.

  • GraceSyndrome, a tool to edit .pat files (that contain lots of stuff about animations, including move damage and knockback properties). download link.

Note: Scripts were produced using an automated decompiler (DamianXVI's squirrel decompiler) which is still in alpha stage, in other words the script files I'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.

Infos for Modders

  • The scripts are in which are in squirrel language, which is close to C++.
  • .cv4 do not need to be recompiled before playing; the game will recompile them during load times (so scripts aren't interpreted (Well, they are pseudo interpreted like .net if you want to be exact)).
  • Your mod need to be repacked in gs00, 01, 02, or 03.dat; gs04.dat and above do not work.

Note about GraphSyndrome bmp->cv2+pat conversion:

The game uses 5 images formats:

  • .dds, same as any common dds
  • 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->mode->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's dumb/easier for the programmer (me). You just need to pick one .pal and delete the rest.
  • 16/24 bit "bitmap" .cv2: the tool cannot produce such images
  • 32 bit "bitmap" .cv2: any non-palletized .bmp will be converted to this format.

Infos for Everyone

As I said above, the script files are recompiled at runtime (<- you're not supposed to understand), what players will want to know is that it makes loading times a bit longer (no, not much).

Q: Will it corrupt my saves

A: It shouldn't.

Q: Is there any compatibility issue with GSOnline.

A: No, but all players need to have the mod installed. Gniarf 86.75.253.250 17:07, 9 November 2011 (UTC)

User feedback

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'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). While testing (and playing with my friends) in my own mod (done of course on top of yours) I encountered no particular problems I'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]. I might post the .dat later if someone feels they'd like it (or if I stop being so lazy). 201.231.128.180 03:28, 30 November 2011 (UTC)Soul

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OK, so 1 vote for "scripts got decompiled correctly". Glad you're enjoying the toolkit, but out of curiosity, could you give more details about those "enhancements to attacks and specials" you mentioned?

84.100.8.14 07:04, 1 December 2011 (UTC) Gniarf

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A file's worth more than a thousand words. So here's the file.

To make it simple: Most characters get some kind of bonus at level 50 and 100. Madoka is already pretty powerful, so her only boost is, at level 50, her special doubles (you get two "rains" of arrows one by each side) and at level 100 you get 3 (it IS kinda overpowered, but it works well on high laps). Sayaka's functions were kinda a pain to modify so I just gave her a triple jump and modified her strength growth (it'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're just starting and are level 5. Sayaka actually came out pretty fun to play with. Mami's whip/lace/whatever was really useless so I modified the speed of its hits, it'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. 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's not too bad). She also gets a boost to the machinegun clip and firing speed at some levels. Finally, I barely touched Kyouko cause I don't like her (and I was kinda lazy) I only added some range to her special.

Have in mind that it's only experimental, so some things are probably unbalanced.

201.231.128.180 02:17, 2 December 2011 (UTC)Soul

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Megaupload's down; anyone still got the mod? I can't find it anywhere else 175.156.217.185 17:40, 13 February 2012 (UTC) Jak

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Full mod toolkit+sample mods (mine & Soul's) uploaded there.

Gniarf 88.167.155.165 23:14, 14 February 2012 (UTC)

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Many many thanks! ---- Jak

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Adding a new character

Question

I'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'd be seriously interested. - Fate 207.155.38.209 10:49, 16 February 2012 (UTC)

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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't be simple.


long answer:

  • 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.
  • The problems with images:
    • 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->cv2 conversion tool atm. I could most likely write one though if I'm sure I'm not wasting my time.
    • There is a catalog of all images used by a certain character: character_name.pat which I don't know the structure (especially the 2nd half)
    • I guess it doesn't apply to the .dds, but the cv2 use a separate 512 byte palette file which I don't know how to produce. Studying this would probably be simple.
  • The problem with sounds: I don't know how to produce sound files for griefsyndrome and it is UNlikely that I will ever do.
  • Code-wise there is no problem afaik.


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'll have to make do with whatever sounds already in the game.


Gniarf 88.167.155.165 22:51, 16 February 2012 (UTC)

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I understand the gist of what you're saying, but I don'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'll start learning what I'm doing - Fate 173.184.32.151 03:08, 17 February 2012 (UTC)

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Damn Gniarf, I wish I was as skillful as you. I'm barely able to grasp the idea of what's programmed. Of course, the script isn'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'd love to hear it. Soul - 201.231.144.82 04:02, 17 February 2012 (UTC)

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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'll try to avoid.

On second thought, if you make a new character you will have to define the hitboxes & damageboxes for his/her moves, hence needing to make a new .pat file (aww ffffuuuuu....)

@ Soul there are 2 ways to make the animations faster, but I'm afraid you won't hear either. You might read some though...:

  • the easy way:in sayaka.cv4, function Begin+something, add "this.animationSpeed=200;" 100 means default speed, 300 means 3x faster, etc... And I would override EndtoFreeMove() to reset to default speed.
  • the hard way (you don't want to try that):
    • 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...
    • 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.
    • But for that you will have to finish reverse engineering the .pat file format. That's a piece of cake, a dry long overdue worm riddled rotten piece of brown dog cake.

.pat file format:

offset (hex) size (in bytes) description
0 1 five
1 2 image_count:number of images references in this .pat
3 0x80 1st image filename+padding junk bytes
0x83 0x80 2nd image filename+padding junk bytes
...
3+0x80*image_count 4 ??? (probably a bitmask)
3+0x80*image_count+4 4 identifier of the first animation (used later in this.SetMotion(this identifier+1...) calls)
the rest in unknown ??? ???

One question though, Soul, you said earlier "Mami's whip/lace/whatever was really useless so I modified the speed of its hits, it's probably hitting aroun x8 the original speed now". How did you do it back then?

To make an attack hit twice, add this to BeginAttack:

this.hitEvent = function ()
	{
		this.HitReset();
		this.hitEvent = null;
	};

...and don't forget to reset it to null either in EndtoFreeMove() or in all other attacks.

Aside that, the Gropesyndrome v1.0 has a bug where the filename of the last file isn'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.

Gniarf 88.167.155.165 13:02, 17 February 2012 (UTC)

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Well what can I say? you're awesome Gniarf. I'll try some stuff when I get home today. I'll say it now by the way, you'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's what I think at least) and actually hitting every time some variable was 0 mod 5 or something. I just lowered the "5" 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.

Soul - 201.216.200.28 14:30, 17 February 2012 (UTC)

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Quick question for you, Soul: I'm trying to make the grenade launchers for HomuHomu pop out at level 50 instead of 65, so I'm editing "if (this.level > 74)" under "function Magic_TimeStop()." I can'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 173.184.65.79 12:35, 19 February 2012 (UTC)

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It says ">74" as in higher than level 74, if you put ">50" then the launchers will appear at level 51, you should put ">49". 190.83.165.172 16:33, 19 February 2012 (UTC)

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Yeah I understand all that, it's not working. I figured out that if I try to repack my changes into gs03.dat, it doesn't see it; but it sees Soul's - Fate 173.184.65.79 21:55, 19 February 2012 (UTC)

Edit: Just finished the sprite, this is what I want to make a reality: http://tinypic.com/r/2djqus4/5

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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).

Gniarf 88.167.155.165 22:35, 20 February 2012 (UTC)

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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've ever done like this, so it's probably terrible. There's no telling how long it actually took me, I wasn'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't realize how many frames of animation there were. I suppose I COULD do it, but I mean... That's a little tedious for a mod I'm not confident I can make. Although, that was my attitude toward making the initial sprite, so I may do it anyway - Fate 173.184.80.178 01:25, 21 February 2012 (UTC)

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Scripts/programming isn't an issue, I can give you as much help as you want for that, or even do the coding myself. I don't know anything about Kazumi, but from her looks, she'll use some (spear-like) woosh sound. We can probably use kyouko's, so sounds are ok. The only though remaining problems are the sprites (I'm photoshop/gimp challenged, so I can't do much there) and the cracking .pat files for animations. I'm already knee deep in the latter, "so I may do it anyway".

BTW anyone knows something related to animations and starts with a G? (and no GraphSyndrome is already taken).

As for your Kaz, I'm not a graphics expert, but my player's eyes would say that the same artist draw both charas. [5x zoom+10 mn later+efforts to make an useful comment]:

  • Her shoulders might be a bit broad, or that might be because she's facing the camera while homu is from 3/4.
  • 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't leave much choice for attacks, does it?

Bottom line: Stripped homura? Hmmmmm ho ho ho... A shame it's a super deformed picture...

Gniarf 88.167.155.165 02:51, 21 February 2012 (UTC)

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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 "artistic license" would explain it haha I mean her head is bigger than her body

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'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)

Hmm... A name for graphics/animation that starts with a G... How about GodSyndrome? We're giving the lifeless "life" I guess. Actually that sounds a little pretentious; which is kinda awesome, from an ironic standpoint

Also, is it cool that we're having this correspondence on the talk page? - Fate 173.184.40.46 08:12, 21 February 2012 (UTC)

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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's obviously pushing it from left to right. Hurray, yet another mangaka who didn't think/bother about the technical details! Having said that, she's holding her weapon in front of her.

You'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't end baseball bat like because you're pulling there. For baseball like... *steam over head* *thermal shutdown* *please wait* *reboot*... Just put it on the foreground.

Nope GodSyndrome isn't animation specific, and some americans might get (b)itchy if I make jokes about god. So far I've PAThologicalSyndrome as the best candidate, but it lacks the G.

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's like grouping hiraganas to make words. Now I need to find the purpose of those groups and write a program to edit them.

As far as I know, the talk page is here for that kind of talk. If you want to switch places, I'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't see any obvious reason not to discuss Griefsyndrome mods on this page.

Gniarf 88.167.155.165 10:22, 21 February 2012 (UTC)

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She'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'm not going to exactly transcribe these things I've been listing, they're more ideas. Also, I'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)

I'm working on a walking animation now, but it kind of sucks without direct access to the game sprites as a reference. I'd like to see exactly how many frames are in each animation and whatnot. Right now I'm using screenshots (thank god for "Erase the menu")and then pasting them in GraphicGale, mainly because I've never done this before, and I learn from seeing how they did it.

I'm cool with moving if it becomes necessary, but I'm too lazy to do so otherwise.

By the way, I'm American and I approve of jokes about god or gods. Just as a side note d-(^.^)z - Fate 173.184.40.46 12:00, 21 February 2012 (UTC)

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Take a broom and try to pull with an open hand like hers, you'll see it's night impossible. And if you ever manage to pull by sheer friction, you won't convey any decent amount of force.

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).

EDIT: GraphSyndrome v0.6 works with ALL cv2. But can't do any bmp->cv2 conversion.

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's terms:

  • You are only allowed to use 256 different colors when making a character.
  • Each of those colors is a 16 bit color, not 32 bit.

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're all in the dark.

Oh, and I got the name for the animation tool: GraceSyndrome.

Gniarf 88.167.155.165 02:42, 22 February 2012 (UTC)

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Thanks Gniarf, you're a life-saver. I'm almost done with the first frame of walking (argh that makes it sound like I haven't done anything), but this tool should speed things up - Fate 173.184.40.46 04:03, 22 February 2012 (UTC)

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What do you prefer: that I code the bmp->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?

Gniarf 88.167.155.165 08:17, 22 February 2012 (UTC)

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Fate, how is it going with the sprites? I'm at 60+% completion on the .pat editor here.

Gniarf 88.167.155.165 07:39, 26 February 2012 (UTC)

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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't understand (see the teaser screenshot ). If you feel adventurous and/or want to HELP ME, drop a message and I will post the unfinished editor.

EDIT: The .pat editor is now live! The Download link is in the Mod toolkit section.

EDIT2: The bmp->cv2+pal feature in GraphSyndrome now works. With a bit of patience you should now be able to add a character to GriefSyndrome!

Gniarf 88.167.155.165 16:33, 2 March 2012 (UTC)

Sayaka vs. Oktavia?

I tried modding some of the files myself, but couldn't entirely figure this out.. and editing read/write addresses with something like cheat engine turned out to be rather difficult, so: 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'd have to toggle her death off after you unlocked the stage or just toggle the stage on in the first place, neither of which I'm able to do myself. EpicAncient 01:24, 25 February 2012 (UTC)

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...Or you can also try unlocking the stage without killing Sayaka, unless Ashley's got a personal grudge against her. To unlock Oktavia's stage (stage 4) after beating stage 3, edit data\script\game.cv4, function ClearGameDataSet and replace:

if (stage_ <= 2 && ::gameData.stageResult[stage_ + 1].state == 0)
{
	::gameData.stageResult[stage_ + 1].state = 1;
}

with:

if (stage_ <= 3 && ::gameData.stageResult[stage_ + 1].state == 0)
{
	::gameData.stageResult[stage_ + 1].state = 1;
}

That should do what you want.

Bottom line: *raises eyebrow* A sister that uses cheat engine ? I wish there were more of those...

Gniarf 88.167.155.165 02:54, 25 February 2012 (UTC)

Lap Choice Parameter?

First off, I'd like to note that I love your mods, guys. Excellent work, and I'm looking to expand upon it. However, though I've figured a lot of things out (like where the girls' starting stats and growths are; they're in Data/Script/Game.cv4), and I know how to alter those, I've run into a bit of a problem with what I'm looking to do. See, I'm presently looking into rebalancing the girls' starting HP/SP to be lap-dependent so you won'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'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? Ace Of Hearts 15:59, 2 October 2012 (UTC)

Actually, nevermind on this, I do believe I figured it out after some further prodding around. I believe the parameter is LoopNum. Ace Of Hearts 16:24, 2 October 2012 (UTC)

Naw. Seems I'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 "lap" in them, most notably I believe being "lap_digit" and "lastPlayLap". However, I don'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'm back to not really knowing what I'm doing again. I'll do more looking around, but I'm stuck again for the time being. Ace Of Hearts 17:19, 2 October 2012 (UTC)

New Witches

Any sight of Candeloro or Ophelia in the foreseeable future?

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You might get Kazumi if you get a hold on Fate and give him a spartan ass kicking. As for "Candeloro or Ophelia" I don'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.

Gniarf 88.167.155.165 15:27, 31 March 2012 (UTC)

Candeloro and Ophelia are witches from the PSP game. I'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. KM 18:32, 31 March 2012 (UTC)

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Aww my bad, as a non Madoka-fan I totally forgot the difference between "witch" and "magical girl". So err:

  • 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.
  • Taking&editting Oktavia'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).
  • 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.
  • 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't plan on making.

Gniarf 88.167.155.165 01:56, 1 April 2012 (UTC)


Saving levels

Gniarf, could you do a mod that the girls doesn't reset their level when they finish a lap please? @_@ Extra: Could u also UP their max level to 999? I've really tried to mod this game, but i'm so bad. =_=

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Nope, I'm not going to make your mod for you, but I can give you tips:

1-Resetting the girl'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).

2-As for the level cap I already raised it to 2 000 000 in my sample mod, just look at it.


If you're a total newbie modder, I'll give you and advice that can be used for ANY game: get yourself a "find text in files" 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.

Gniarf 88.167.155.165 18:29, 2 June 2012 (UTC)

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1 - Okay, so, in the start i was like: - Uh, okay... i will try... So i used the GropeSyndrome on the gs00.dat. Searching for the title.global archive. When i found it, i couldn'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: - I hate this guy, he must be mocking me!! E_E 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 '-') - Okay, thank you very much. XD And i'm sorry for thinking bad of you. So there i moved the command line to one line before the "this.frame <- 0;" inside the Init() function. Packed everything to a gs03.dat. Later, i killed a Walpurgis with a level 103 Mami(lap 80 or 85, don't remember), just to have her level reseted when i choose to play on lap 100. @_@ So i check the function inside the game.cv4 inside the "script" folder. I see some values resetting, i guess if i just remove one of these lines, it'll be enough. I don't know, i'm not even sure it's that function that deal with levels. @_@

2 - Oh, so THAT'S what your mod do. XD I thought it was limiting the level of the laps so it wouldn't bug when people reach a the 2,147,395,601th lap. Anyway, i think it has something to do with this command line "if (this.playerData[target_].level >= 2000000)". I'm sorry if it's not that, but the other "2000000" results were Bosses. And it's something not really related. =s

PS: Yeah, i'm somewhat newbie modding. I'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. ^^ 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. @_@

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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't play anymore. As for the function that deals with level, it'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 <- this.PlayerData(); in game.cv4 set the girls' level to 1. I guess either SetGameData() is called somewhere when you start a lap or the level is reset somewhere else.

BTW: are you sure you removed the this.SetGameData() from line 421 and not 395?

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.

A bit of vocabulary, in case you'd chat with other modders:

  • The first title.global.cv4 you wanted to edit wasn't an archive, it was a compiled script (the text file you saw transformed into some binary that is easier&faster to understand for the game).
  • The sorcery I did (binary to text conversion) is called decompilation/decompiling. There is a note about that in the mod toolkit section.
  • 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.


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't get the guts to make him a griefsyndrome character.


If you want the game to remember the girls' 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<-1;), and reading/writing from ::SaveData at the right places.

Gniarf 88.167.155.165 16:21, 4 June 2012 (UTC)

Grief Syndrome Online: Grey Screen

When a friend of mine starts up Grief Syndrome Online, she gets this image. http://i46.tinypic.com/2ex7gqc.png

Any ideas?83.71.61.64 01:26, 10 June 2012 (UTC)

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Look for "an image guide" on the other side of this page. Delete this section once you've read the guide/fixed your problem.

Gniarf 88.167.155.165 03:59, 11 June 2012 (UTC)

Changing the background music

Does anyone have step-by-step directions for changing the BGM? I read the FAQ on the main page about this, and I'm assuming GropeSyndrome is what it means by "extractor/DAT compiler." I have it on my computer, but I'm not sure what to do beyond this. 24.32.192.188 21:26, 8 July 2012 (UTC)

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1-In Gropesyndrome's file box put the filepath to gs01.dat (it should be something like C:\game\tasofro\griefsyndrome\gs01.dat).

2-In the directory box, put a temporary work folder (like C:\MyMod).

3-Press extract.

4-In C:\MyMod\data\bmg you should have several .ogg files, replace them with your new bgm(s).

5-make a backup of gs01.dat.

6-Back in gropesyndrome, now press the pack button. If you have closed Gropesyndrome, you'll have to reinput the file and directory fields EXACTLY as they were when you extracted.

7-Enjoy.


Gniarf


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's a stupid question; this is my first time modding any game.) Thanks. 24.32.192.188 02:17, 10 July 2012 (UTC)

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Of course the musics have to be in .ogg format. When replacing a program's file by another, always make sure they are in the same format (except a few exceptions).

As for how to convert your files to .ogg, google is your friend. Ogg is about as popular as mp3 after all...

Gniarf

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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.

Thanks

Cynical82.39.178.118 03:56, 17 September 2012 (UTC)

I guess not 82.39.178.118 11:37, 1 October 2012 (UTC)Cynical

GSOnline 2

Investigating that update somebody just posted, it looks like this is real: *http://www1.axfc.net/uploader/File/so/81090&key=gso (see 2.01 below)

As far as I can tell, you need to have the 10/18r2 version ( http://www1.axfc.net/uploader/File/so/70532&key=gso ) just Grief Syndrome 1.10, copy the new files into the same folder, run gso_patch.exe, then run griefsyndrome_online.exe. There'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'm guessing "launch game after players are connected" in the bottom right? KM 20:50, 15 July 2012 (UTC)

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There's now a version 2.01 (http://www1.axfc.net/uploader/File/so/81582&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?

74.101.222.145 06:54, 22 July 2012 (UTC)

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Same as for version 2.0, the password for v2.01 is gso.

Gniarf 88.167.155.165 07:16, 22 July 2012 (UTC)

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I am in love with the fully-functional chat feature, but I'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'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't an issue here. For the record, GSO version 10/13 still works perfectly for us (stable as it is), so it's not an issue of overall connectivity. I did not use version 2.0, so I don't know if I would have the same issue with it. Can someone shed some light on what might be going wrong? Ace Of Hearts 16:07, 2 October 2012 (UTC)