【shmups hack】MeCha Ritz 2.0 of China:revolution v1.18!(last version!)

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八咫鸫
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【shmups hack】MeCha Ritz 2.0 of China:revolution v1.18!(last version!)

Post by 八咫鸫 »

THE new version1.18 has complete!
download link:https://mega.nz/file/8AZGzaBI#Ljt0cZKYT ... w1lNzQFvXM

Hello everyone!
I'm Stg player from China: Bishidong. This year, I re-played the game "Mecharitz" created by HEY and I really enjoyed it! However, I was also dissatisfied with some of the design elements in the game, and I also have some creative ideas that I want to incorporate. So, I spent 8 months creating this significantly modified Chinese version of Mecharitz! I hope everyone likes it! :D
Of course, since I don't understand English, all the words in the comments under this post were translated using a translation software. This may result in differences or errors between the explanations and the actual changes in the game. Please bear with me!
If you encounter any problems during the game, please do let me know, because in the Chinese community, few people play independent STGs other than Touhou. I simply cannot obtain effective and sufficient feedback!!

Anyway, I hope everyone has a good time! Of course, I must mention here that there are some issues that I simply cannot solve. Here, I would like to clarify:
1. I am unable to create automatic consecutive fire for high-speed shooting because the STGB script for HE is bundled and due to the presence of third-party external programs (I'm not a programmer! I just know how to use STGB!) this has prevented me from creating high-speed shooting with automatic consecutive fire.

2. The size of the game screen cannot be changed. This is also due to the influence of third-party external programs. If I try to change it forcibly, the result will be extremely poor!
If any brothers who are familiar with programming and STGB could come and help me to improve it together, I would be extremely grateful!
Thank you all! Here is the list of changes made to the hack file:

Special thanks list!!
Artistic materials provided and tested: TLNTH, Alei
Technical assistance provided by STGB: WH
Notes: This patch is only applicable to version 2.0. Players of version 1.53 are advised not to install this patch!
Patch installation method: Simply copy all the files and replace the identical files in the game folder! After installation, there might be several consecutive instances where the program cannot be opened. In this case, perform a refresh operation in the game folder and then try to open the game again!
Overall changes:
All ground enemy collision detections have been removed! I have no idea why the tank can collide with the player's aircraft, but there must be a problem.
The hit determination for the aircraft has changed from a 4*4 grid to a 2*2 grid! The Y-axis position of the detection point has been lowered by 2 pixels!
The score of SWEET has increased by a factor of 2! The blast range after removing SWEET has expanded by 50%! And the distance at which it can attack SWEET has increased by 15%! However, the game's in-game slowdown caused by the blast has been halved!
New score bonus item: super happy! Every time you defeat a boss, you will receive a score based on your current rank! The higher the rank, the higher the score!
However, the score threshold for rewarding broken machines has changed to 300W, 800W, 1500W, 3000W, 5000W, and then every 2000W incrementally.
The way to activate the secret menu is now: hold down the V key (fixed) instead of the default C key!
Key point:
Some of the bosses in the game have been completely redesigned or slightly modified!! Now some of the bosses will be exactly the same as the new bosses!
The main bosses now will definitely enter in two forms instead of meeting specific conditions! However, the health of each form of the main bosses has been reduced or increased!
The red aircraft zako with the SWEET mark has its health doubled, but the attack interval has also doubled!
The cyan ground self-flying sniper zako that appears on four sides has a significantly increased attack interval, avoiding the formation of seamless blocking!
Now the blue medium-sized aircraft and the green slow-tracking small aircraft, their health has been significantly increased to the point where they can kill instantly with a face shot, but they can also be completely dismantled to the extent of having the SWEET mark removed! Don't hesitate!
Now, 5-C begins with 2 supply machines! All the bosses of 5-C will no longer have collision damage detection! (In the original version, this caused an extremely unreasonable lack of evasion space!) However, all the bosses have increased their health by 15-20%!
Due to the significant increase in damage from all the monsters, the health of the final boss has also been enhanced to some extent (but the break time is still earlier than in the original version):
For the 5-C final boss, the health in the first stage has increased from 16,000 to 19,000.
For the 5-B final boss, the health has risen from 12,000 to 16,000.
The health of the blue spherical enemies in Lane 2-B has been reduced (too much actually)
In the final section of Lane 4-A, the health of the large enemy aircraft has been lowered from 600 to 400, but it will attack earlier!
Now, the size of ordinary enemy bullets has shrunk by 25%! And their speed has decreased by 13%. However, some enemy bullets no longer have the ability to handle falling!
The strength of 350 rank or above corpse bullets has been significantly reduced, making it more reasonable! But it has also significantly reduced the amount of resources! (About 55% reduction) Making the game experience more reasonable and allowing for more evasion!
Many levels and enemies have undergone significant changes and rework! Due to the extensive nature of the alterations, they will not be listed here. For the detailed information, please experience the game yourself!
Now some bosses have become hidden bosses. How to unlock them is up to you to discover! Besides, new hidden scoring points have been added. There are 2 hidden scoring points in each major level, and they will appear at the locations of these points (displayed as a blue figurine). Once you move to the position of the hidden scoring point, the score will continuously be obtained (related to rank)!

Body modification:
Red 1:
High-speed shooting damage increased by 25%, low-speed shooting damage increased by 35% with an 8% increase in damage range, and the damage caused by low-speed shooting when close to the enemy is reduced by 20%.
High-speed movement speed reduced to 360, but low-speed movement speed increased to 260.
BOMB damage reduced by 25%, but the movement speed is fixed and has slowed down a bit. It will automatically disappear after flying for a certain distance.
Red 2:
High-speed shooting damage increases by 15%, low-speed shooting damage increases by 50%, but the range of low-speed weapons is shortened by 25%! High-speed movement speed is reduced to 300, and low-speed movement speed is increased to 200.
Bomb damage is halved, but the size of the bomb significantly increases.
Blue 1:
The slow movement speed has been increased to 300. The interval between the burst shots during slow shooting has been reduced by 35%. However, the same-screen limit for slow shooting has now been changed to 11. The damage from BOMBS has been increased by 100% (it was too weak before). Now, one BOMB can deal 450 to 500 points of damage! 。

Blue 2:
Due to the extremely excessive continuous damage and burst damage of Blue 2, but its slow speed and lack of attack range make this aircraft very confusing and extreme to use. Therefore, the following changes have been made:
The high-speed movement speed has been increased to 350, the low-speed movement speed has been increased to 230, and the range of the machine gun for low-speed shooting has been significantly increased, allowing it to inflict damage on enemies from a long distance! The flight speed of the remote explosive bomb has been reduced by 5%, but the attack interval of the remote explosive bomb at low speed has been extended by 20%! The BOMB damage has been halved, the duration has been reduced by 50%! However, the range has been doubled!
Green 1:
The recharge speed of the recharge weapon is increased by 3 times, but the recharge damage is reduced by 60% (the continuous DPS is slightly higher than the original version, but the instantaneous burst is much worse than the original version), the recharge invincibility is removed, and the dispersion range of the recharge attack is reduced by 35%! This makes it easier to kill single targets at medium and long ranges! The size of BOMB is reduced a little!
Green 2:
As the worst enemy unit (even surpassing the worst in the entire bullet shooting STG history), it has received a significant enhancement.
The damage from rapid fire has increased by 50%, and the Y-axis position of the enemy unit's judgment moves 1 pixel point downward!
The shooting angle of the charged bullet changes from a fixed forward direction to being randomly scattered within the range of -20 to 20 degrees. The charging speed has increased by 15%, the invincibility during charging has been removed, the high-speed movement speed becomes 440, and the low-speed movement speed becomes 340. The damage of BOMB has been reduced by two-thirds, but the duration has been extended by 25%.
Yellow 1:
The high-speed and low-speed movement speeds are unified at 280. The interval for generating laser shots at low speed is reduced by 40%, and the number of lasers is increased from 4 to 5. The damage of high-speed shooting is increased by 25%, but the attack interval changes from 2 frames to 5 frames.
Yellow 2:
The speed of high-speed movement changes to 400, the speed of low-speed movement changes to 300, and the damage of high-speed shooting is increased by 25%. The blades of low-speed shooting will increase in size by 50%, and the damage of BOMB is reduced by two-thirds.
Purple 1:
The movement speeds at both high and low levels have decreased by 20 points.
Purple 2:
This aircraft is really too weak. So we have made a significant enhancement: The Y-axis position of the aircraft will now move down by 1 pixel point!
This will allow for safer ammunition clearance and increases the damage from high-speed shooting by 55%. The firing range has been expanded a little, and the range of low-speed shooting has doubled. The duration of BOMB has been increased to be the same as in Purple 1.
Cup 1:
The shooting intervals for both high-speed and low-speed shooting have been halved. The maximum simultaneous display limit for high-speed shooting has been changed to 3 instead of 2. However, the damage of high-speed shooting has been reduced to be the same as the original version. The size of the bullets for low-speed shooting has increased by 30% (and thus the damage has also increased by 30%), the size of BOMB has increased by 60%, and the ability to eliminate ordinary enemy bullets has been enhanced somewhat.
Cup 2:
The intervals between high-speed and low-speed shooting have been halved. The size of the bullets for high-speed shooting has increased by 30%. The low-speed weapons and BOMB have been re-made. Now the low-speed movement speed of Cup 2 becomes 220. Low-speed shooting will create a large circular iron ball that can be remotely controlled to move left or right and fly upwards. Pressing left or right can remotely control it to move horizontally in the same direction as the aircraft. The large iron ball has the ability to eliminate ordinary enemy bullets. BOMB creates 4 large bullets that rotate around itself to counteract bullets and cause damage, protecting the aircraft.
Grey 1:
The original Grey 1 and Grey 2 were too abstract and failed. The high-speed shooting was extremely difficult to use and extremely bad! The low-speed shooting had an unlimited ammunition reduction feature, resulting in the entire game being able to be completed without thinking by simply holding down the shooting button throughout. This is truly absurd. Therefore, both the two aircraft were completely redone!
The defense shield generated by low-speed shooting was deleted, and the number of sub-aircraft was reduced to 4! However, the initial durability of the sub-aircraft became 100 and it did not reduce durability when shooting!
And the high-speed shooting was fixed to shoot upwards and had a relatively low induction performance! Now, when the high-speed shooting bullets hit, they will cause an area-of-effect (AOE) in a small area!
The sub-aircraft will move a short distance towards the mother aircraft position when shooting at high speed!
The moving speed of the high-speed aircraft was increased to 360. The moving speed of the low-speed aircraft was increased to 260.
Now the damage of the sub-aircraft has been doubled! The shooting interval has been increased by 3 times (but the overall continuous output ability has significantly improved compared to the original version)
The Y-axis position of the mother aircraft's judgment was moved down by 1 pixel point!
The damage of low-speed shooting increased by 50%.

Grey 2:
The high-speed and low-speed movement speeds are both set to 360!
Now the initial durability of the sub-machine gun has been changed to 200 points and will no longer decrease. However, the number of sub-machine guns has been reduced to 6 (but the overall continuous output capacity has significantly improved compared to the original version)! The initial flight distance when launching the sub-machine gun has been reduced by half! However, the movement speed of the sub-machine gun has been increased to 600, and the base damage of the sub-machine gun has increased by 20%.
The sub-machine gun now automatically tracks the enemy, the shooting angle at low speed has been reduced to 10°, the attack interval has been increased to 7 times, and the damage has been increased to 9 times.
The movement speed has been adjusted to a uniform 360 points!
Last edited by 八咫鸫 on Tue Aug 26, 2025 10:53 am, edited 8 times in total.
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Lethe
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!now complete!

Post by Lethe »

There isn't a download link here.

Personally, I think there are only a few crucial flaws in 2.0:
- Broken all-clear bonus. Fast clear B stages + no miss + rank 500 can score more than 99999999 by itself. The bonus should be divided by 10 or more.
- 5-C TLB zako storms are near-impossible to penetrate with weak weapons, turning the fight into bomb spam. The green ships have a really bad time with this.
- After taking a shield hit, there's a delay of a few frames before you get feedback, which feels bizarre. This is not the case without a shield. I don't know if this is due to technical reasons but it would be much better if it was instant.
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!now complete!

Post by 八咫鸫 »

Lethe wrote: Sat Aug 02, 2025 8:08 pm There isn't a download link here.

Personally, I think there are only a few crucial flaws in 2.0:
- Broken all-clear bonus. Fast clear B stages + no miss + rank 500 can score more than 99999999 by itself. The bonus should be divided by 10 or more.
- 5-C TLB zako storms are near-impossible to penetrate with weak weapons, turning the fight into bomb spam. The green ships have a really bad time with this.
- After taking a shield hit, there's a delay of a few frames before you get feedback, which feels bizarre. This is not the case without a shield. I don't know if this is due to technical reasons but it would be much better if it was instant.
I forgot to post the download link. It's my fault.
In fact, the balance of Ship is also very poor, and this is my experience after playing for a long time. I modified the 5-C Zako Storm, and because the collective damage of Ship has significantly increased, it will be much easier for the green Ship to deal with the Zako Storm (not to mention that I removed some of the attack judgments of Zako and changed the appearance positions so that the green ship can fire most of the time and hit the TLB).
Also, I added many new contents and made significant modifications to the levels. I hope you like it!
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Some people reported some strange issues with the determination and frame rate problems. I fixed them and also made some minor adjustments to the values of some SHIP components. Now it's much more reasonable!
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Lethe
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by Lethe »

I've had a few goes at this and overall I really like it. I was worried from the descriptions that it would change the game into something it isn't, but everything works well together without compromising the original identity. The system revisions seem to be well-thought-out in general. So, well done, it's just a shame that it will probably only appeal to a very small number of people.

Blue 2 and Grey 2 are ridiculously strong. Blue 2 was already good but now it's amazing at everything. Grey 2 has a bug where the Friends will keep locking on to an enemy that has left the screen, and will eventually get stuck trying to attack it; the most serious cases are near the end of 3-B and on the 3-A boss.

I don't like phase 3 of the 4-B Renoir fight. The style of the attack in the background doesn't fit in well, it's like a Siter Skain boss or something. The bullets coming up from the bottom appear very suddenly - in other games with this kind of pattern, they start halfway overlapping the screen edge and move in naturally, or they have a warning graphic.
I like the similar phase on the 3-A boss though.
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sun Aug 03, 2025 5:27 pm I've had a few goes at this and overall I really like it. I was worried from the descriptions that it would change the game into something it isn't, but everything works well together without compromising the original identity. The system revisions seem to be well-thought-out in general. So, well done, it's just a shame that it will probably only appeal to a very small number of people.

Blue 2 and Grey 2 are ridiculously strong. Blue 2 was already good but now it's amazing at everything. Grey 2 has a bug where the Friends will keep locking on to an enemy that has left the screen, and will eventually get stuck trying to attack it; the most serious cases are near the end of 3-B and on the 3-A boss.

I don't like phase 3 of the 4-B Renoir fight. The style of the attack in the background doesn't fit in well, it's like a Siter Skain boss or something. The bullets coming up from the bottom appear very suddenly - in other games with this kind of pattern, they start halfway overlapping the screen edge and move in naturally, or they have a warning graphic.
I like the similar phase on the 3-A boss though.
Blue 2 and Grey 2 mainly have difficulty in adjustment due to their design. Originally, these two ships were difficult to use and had poor experience. I modified them to make them easier to use. If it's too strong, I can lower some of the settings. Currently, I'm thinking of: Reducing the damage of Grey 2 by about 10%, lowering the movement speed of the sub-ship by 35%. For Blue 2, the duration of BOMB is halved, and its high-speed movement speed is reduced by 50 points, and the low-speed movement speed by 30 points. This weakens their survival and clearing map capabilities. They should have relatively good and stable output capabilities.
I'm unable to fix the issue with Grey 2 either, because the underlying logic of the script for tracking movement, STGB, is something I cannot modify (unless a programmer can change the underlying code of STGB). However, low-speed shooting can recall the submachine gun and counteract enemy bullets, allowing the submachine gun to re-target the enemy, which is also a form of remedial measure.
Phase 3 of the 4-B boss mode has been experienced by my Chinese friends here and they all think it's cool with no issues. That's why I made it like this. Of course, whether one likes it or not is a matter of personal preference. I can understand that.
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

https://mega.nz/file/AJhVGL5K#8XH-qYe7_ ... j2AIwLHXHY
这是全新的版本!我修改了部分boss的攻击强度让他们变得更加合理了!同时也对蓝2和灰2进行了一些平衡性调整!
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sun Aug 03, 2025 5:27 pm I've had a few goes at this and overall I really like it. I was worried from the descriptions that it would change the game into something it isn't, but everything works well together without compromising the original identity. The system revisions seem to be well-thought-out in general. So, well done, it's just a shame that it will probably only appeal to a very small number of people.

Blue 2 and Grey 2 are ridiculously strong. Blue 2 was already good but now it's amazing at everything. Grey 2 has a bug where the Friends will keep locking on to an enemy that has left the screen, and will eventually get stuck trying to attack it; the most serious cases are near the end of 3-B and on the 3-A boss.

I don't like phase 3 of the 4-B Renoir fight. The style of the attack in the background doesn't fit in well, it's like a Siter Skain boss or something. The bullets coming up from the bottom appear very suddenly - in other games with this kind of pattern, they start halfway overlapping the screen edge and move in naturally, or they have a warning graphic.
I like the similar phase on the 3-A boss though.
OK! Bro, I've fixed the bug where the tracking weapon would follow enemies that flew out of the screen when facing the final boss in Area 3-A! And by significantly reducing the difficulty level of the 3-A level, it makes it much more reasonable!
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Lethe
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by Lethe »

Cool, it works. There's another instance of the bug on 5-C during the purple homing balls near the end, which makes the final pattern very difficult. (I apologize for failing to mention this before)

This question isn't specific to your version, but you may be the best person to ask: Between phases on 5-C, instead of getting one green and one pink supply ship, occasionally I'll get two green and no pink, or three green, or nothing. It seems to happen more often if WAIT is active, but I may be imagining that. Do you know if there's some logic to this, or is it just a glitch?

It would be nice if the SWEET bonus text showed the new 2x values.
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sat Aug 09, 2025 7:50 am Cool, it works. There's another instance of the bug on 5-C during the purple homing balls near the end, which makes the final pattern very difficult. (I apologize for failing to mention this before)

This question isn't specific to your version, but you may be the best person to ask: Between phases on 5-C, instead of getting one green and one pink supply ship, occasionally I'll get two green and no pink, or three green, or nothing. It seems to happen more often if WAIT is active, but I may be imagining that. Do you know if there's some logic to this, or is it just a glitch?

It would be nice if the SWEET bonus text showed the new 2x values.
The SWEET text uses BMP format images, which is a problem. As a result, all the modifications I made to its text have become very blurry and hard to read. This requires some brothers who have a good understanding of image-related knowledge to help me! !

I'm also the first person to hear about this 5-C error. I'll check where the problem lies in the 5-C boss's script. Recently, I continued to optimize this hack, but I plan to fix the bugs and optimize more content before releasing a new version.
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sat Aug 09, 2025 7:50 am Cool, it works. There's another instance of the bug on 5-C during the purple homing balls near the end, which makes the final pattern very difficult. (I apologize for failing to mention this before)

This question isn't specific to your version, but you may be the best person to ask: Between phases on 5-C, instead of getting one green and one pink supply ship, occasionally I'll get two green and no pink, or three green, or nothing. It seems to happen more often if WAIT is active, but I may be imagining that. Do you know if there's some logic to this, or is it just a glitch?

It would be nice if the SWEET bonus text showed the new 2x values.
OK! I checked the script and now I understand what's going on! H.E.Y (the author of mecharitz) set an event in the supply machine script: if the signal number given by the supply machine formation is 5, then all the signal numbers of the supply machines within the formation will randomly be selected from -2 to 4, and then the specific 2 PL signal numbers will become pink supply machines, the other 2 specific ones will be green supply machines, and the rest will turn gray. I calculated that there is a very, very high probability of achieving 1 pink and 1 green, with the rest being gray. But! Since random numbers are used, this is bound to happen as you said! Even if the probability is very low!
I can't understand why it was designed this way! Give me time and I can achieve a similar effect and it will be absolutely stable.
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by Lethe »

八咫鸫 wrote: Sat Aug 09, 2025 12:33 pm The SWEET text uses BMP format images, which is a problem. As a result, all the modifications I made to its text have become very blurry and hard to read. This requires some brothers who have a good understanding of image-related knowledge to help me! !
See if these ones work. I also put a file in there which fixes a line in 5-B that was never translated to English, it's been annoying me since the game came out.
https://mega.nz/file/vpkRFToQ#S6XtARHv9 ... G62sWdSkQ0
Paint.NET and GIMP are free tools that can edit 8-bit images like these and have Chinese localization, assuming you can download them. I don't know how good at it they are though.
八咫鸫 wrote: Sat Aug 09, 2025 1:18 pm OK! I checked the script and now I understand what's going on! H.E.Y (the author of mecharitz) set an event in the supply machine script: if the signal number given by the supply machine formation is 5, then all the signal numbers of the supply machines within the formation will randomly be selected from -2 to 4, and then the specific 2 PL signal numbers will become pink supply machines, the other 2 specific ones will be green supply machines, and the rest will turn gray. I calculated that there is a very, very high probability of achieving 1 pink and 1 green, with the rest being gray. But! Since random numbers are used, this is bound to happen as you said! Even if the probability is very low!
I can't understand why it was designed this way! Give me time and I can achieve a similar effect and it will be absolutely stable.
Huh, that's interesting. Thanks for looking at it.
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sat Aug 09, 2025 8:59 pm
八咫鸫 wrote: Sat Aug 09, 2025 12:33 pm The SWEET text uses BMP format images, which is a problem. As a result, all the modifications I made to its text have become very blurry and hard to read. This requires some brothers who have a good understanding of image-related knowledge to help me! !
See if these ones work. I also put a file in there which fixes a line in 5-B that was never translated to English, it's been annoying me since the game came out.
https://mega.nz/file/vpkRFToQ#S6XtARHv9 ... G62sWdSkQ0
Paint.NET and GIMP are free tools that can edit 8-bit images like these and have Chinese localization, assuming you can download them. I don't know how good at it they are though.
八咫鸫 wrote: Sat Aug 09, 2025 1:18 pm OK! I checked the script and now I understand what's going on! H.E.Y (the author of mecharitz) set an event in the supply machine script: if the signal number given by the supply machine formation is 5, then all the signal numbers of the supply machines within the formation will randomly be selected from -2 to 4, and then the specific 2 PL signal numbers will become pink supply machines, the other 2 specific ones will be green supply machines, and the rest will turn gray. I calculated that there is a very, very high probability of achieving 1 pink and 1 green, with the rest being gray. But! Since random numbers are used, this is bound to happen as you said! Even if the probability is very low!
I can't understand why it was designed this way! Give me time and I can achieve a similar effect and it will be absolutely stable.
Huh, that's interesting. Thanks for looking at it.
yeah!this is so cool!thank you very much!And the brand-new hidden boss I added in 4-B has been fully debugged! Now the version I uploaded to the mega disk is that in the final stage, you can only find the anchor point to defeat it. In the next version, after I update it, not only can you go to the anchor point to handle it, but you can also rely on your strength to avoid it!
I'll check if these tools can help me modify the text of the ship movement speed in the mech selection interface!
Z-Typers
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by Z-Typers »

Hello. This project is very interesting.

I am a developer using STG Builder. I was wondering how you made this mod. Does the game have a .sbd project file available, or was the game decompiled from the .exe file?

In case it was decompiled to be modified, I'm interested in what tool you used to do it. There is very little information on STG Builder availabe in English. It's enough to make games, but more esoteric knowledge seems hidden in Japanese.

Best wishes
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Z-Typers wrote: Sun Aug 10, 2025 6:57 pm Hello. This project is very interesting.

I am a developer using STG Builder. I was wondering how you made this mod. Does the game have a .sbd project file available, or was the game decompiled from the .exe file?

In case it was decompiled to be modified, I'm interested in what tool you used to do it. There is very little information on STG Builder availabe in English. It's enough to make games, but more esoteric knowledge seems hidden in Japanese.

Best wishes
https://github.com/vihithr/Old-Shooting ... B/releases This is the tool I use to unpack the STGB game. Please do not use it to steal materials from other authors' works or for any form of charging! Additionally, some of the SBD files can only be opened with the old, non-released version of STGB, while some can only be opened with the new version. Please make sure you have both versions ready!
As for the functions of STGB and how to use it, to be honest, I don't understand Japanese. I also use translation software and spent a lot of time understanding the functions one by one and seeking advice from others to figure out how to use STGB. So I don't know much about the STGB engine itself. Maybe you'd better seek help from Japanese STGB users.
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution v1.00!

Post by 八咫鸫 »

1.00版本终于和各位见面了!这次补丁主要在于调整了灰1、2以及重做了aqua2!还有其他方面的小调整!
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八咫鸫
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Joined: Mon Oct 07, 2024 2:46 pm

Re: 【shmups hack】MeCha Ritz 2.0 of China version:revolution!!(new version!)

Post by 八咫鸫 »

Lethe wrote: Sat Aug 09, 2025 8:59 pm
八咫鸫 wrote: Sat Aug 09, 2025 12:33 pm The SWEET text uses BMP format images, which is a problem. As a result, all the modifications I made to its text have become very blurry and hard to read. This requires some brothers who have a good understanding of image-related knowledge to help me! !
See if these ones work. I also put a file in there which fixes a line in 5-B that was never translated to English, it's been annoying me since the game came out.
https://mega.nz/file/vpkRFToQ#S6XtARHv9 ... G62sWdSkQ0
Paint.NET and GIMP are free tools that can edit 8-bit images like these and have Chinese localization, assuming you can download them. I don't know how good at it they are though.
八咫鸫 wrote: Sat Aug 09, 2025 1:18 pm OK! I checked the script and now I understand what's going on! H.E.Y (the author of mecharitz) set an event in the supply machine script: if the signal number given by the supply machine formation is 5, then all the signal numbers of the supply machines within the formation will randomly be selected from -2 to 4, and then the specific 2 PL signal numbers will become pink supply machines, the other 2 specific ones will be green supply machines, and the rest will turn gray. I calculated that there is a very, very high probability of achieving 1 pink and 1 green, with the rest being gray. But! Since random numbers are used, this is bound to happen as you said! Even if the probability is very low!
I can't understand why it was designed this way! Give me time and I can achieve a similar effect and it will be absolutely stable.
Huh, that's interesting. Thanks for looking at it.
bro,Version 1.00 of the mecha ritz revolution has been completed! Re-done Aqua2 and adjusted Gray 1, 2, as well as adjusted some of the layouts and the boss! The supply machine for 5-C has also been fixed! Hope you like it!
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八咫鸫
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Re: 【shmups hack】MeCha Ritz 2.0 of China:revolution v1.18!(last version!)

Post by 八咫鸫 »

八咫鸫 wrote: Sat Aug 02, 2025 3:51 pm THE new version1.18 has complete!
download link:https://mega.nz/file/8AZGzaBI#Ljt0cZKYT ... w1lNzQFvXM

Hello everyone!
I'm Stg player from China: Bishidong. This year, I re-played the game "Mecharitz" created by HEY and I really enjoyed it! However, I was also dissatisfied with some of the design elements in the game, and I also have some creative ideas that I want to incorporate. So, I spent 8 months creating this significantly modified Chinese version of Mecharitz! I hope everyone likes it! :D
Of course, since I don't understand English, all the words in the comments under this post were translated using a translation software. This may result in differences or errors between the explanations and the actual changes in the game. Please bear with me!
If you encounter any problems during the game, please do let me know, because in the Chinese community, few people play independent STGs other than Touhou. I simply cannot obtain effective and sufficient feedback!!

Anyway, I hope everyone has a good time! Of course, I must mention here that there are some issues that I simply cannot solve. Here, I would like to clarify:
1. I am unable to create automatic consecutive fire for high-speed shooting because the STGB script for HE is bundled and due to the presence of third-party external programs (I'm not a programmer! I just know how to use STGB!) this has prevented me from creating high-speed shooting with automatic consecutive fire.

2. The size of the game screen cannot be changed. This is also due to the influence of third-party external programs. If I try to change it forcibly, the result will be extremely poor!
If any brothers who are familiar with programming and STGB could come and help me to improve it together, I would be extremely grateful!
Thank you all! Here is the list of changes made to the hack file:

Special thanks list!!
Artistic materials provided and tested: TLNTH, Alei
Technical assistance provided by STGB: WH
Notes: This patch is only applicable to version 2.0. Players of version 1.53 are advised not to install this patch!
Patch installation method: Simply copy all the files and replace the identical files in the game folder! After installation, there might be several consecutive instances where the program cannot be opened. In this case, perform a refresh operation in the game folder and then try to open the game again!
Overall changes:
All ground enemy collision detections have been removed! I have no idea why the tank can collide with the player's aircraft, but there must be a problem.
The hit determination for the aircraft has changed from a 4*4 grid to a 2*2 grid! The Y-axis position of the detection point has been lowered by 2 pixels!
The score of SWEET has increased by a factor of 2! The blast range after removing SWEET has expanded by 50%! And the distance at which it can attack SWEET has increased by 15%! However, the game's in-game slowdown caused by the blast has been halved!
New score bonus item: super happy! Every time you defeat a boss, you will receive a score based on your current rank! The higher the rank, the higher the score!
However, the score threshold for rewarding broken machines has changed to 300W, 800W, 1500W, 3000W, 5000W, and then every 2000W incrementally.
The way to activate the secret menu is now: hold down the V key (fixed) instead of the default C key!
Key point:
Some of the bosses in the game have been completely redesigned or slightly modified!! Now some of the bosses will be exactly the same as the new bosses!
The main bosses now will definitely enter in two forms instead of meeting specific conditions! However, the health of each form of the main bosses has been reduced or increased!
The red aircraft zako with the SWEET mark has its health doubled, but the attack interval has also doubled!
The cyan ground self-flying sniper zako that appears on four sides has a significantly increased attack interval, avoiding the formation of seamless blocking!
Now the blue medium-sized aircraft and the green slow-tracking small aircraft, their health has been significantly increased to the point where they can kill instantly with a face shot, but they can also be completely dismantled to the extent of having the SWEET mark removed! Don't hesitate!
Now, 5-C begins with 2 supply machines! All the bosses of 5-C will no longer have collision damage detection! (In the original version, this caused an extremely unreasonable lack of evasion space!) However, all the bosses have increased their health by 15-20%!
Due to the significant increase in damage from all the monsters, the health of the final boss has also been enhanced to some extent (but the break time is still earlier than in the original version):
For the 5-C final boss, the health in the first stage has increased from 16,000 to 19,000.
For the 5-B final boss, the health has risen from 12,000 to 16,000.
The health of the blue spherical enemies in Lane 2-B has been reduced (too much actually)
In the final section of Lane 4-A, the health of the large enemy aircraft has been lowered from 600 to 400, but it will attack earlier!
Now, the size of ordinary enemy bullets has shrunk by 25%! And their speed has decreased by 13%. However, some enemy bullets no longer have the ability to handle falling!
The strength of 350 rank or above corpse bullets has been significantly reduced, making it more reasonable! But it has also significantly reduced the amount of resources! (About 55% reduction) Making the game experience more reasonable and allowing for more evasion!
Many levels and enemies have undergone significant changes and rework! Due to the extensive nature of the alterations, they will not be listed here. For the detailed information, please experience the game yourself!
Now some bosses have become hidden bosses. How to unlock them is up to you to discover! Besides, new hidden scoring points have been added. There are 2 hidden scoring points in each major level, and they will appear at the locations of these points (displayed as a blue figurine). Once you move to the position of the hidden scoring point, the score will continuously be obtained (related to rank)!

Body modification:
Red 1:
High-speed shooting damage increased by 25%, low-speed shooting damage increased by 35% with an 8% increase in damage range, and the damage caused by low-speed shooting when close to the enemy is reduced by 20%.
High-speed movement speed reduced to 360, but low-speed movement speed increased to 260.
BOMB damage reduced by 25%, but the movement speed is fixed and has slowed down a bit. It will automatically disappear after flying for a certain distance.
Red 2:
High-speed shooting damage increases by 15%, low-speed shooting damage increases by 50%, but the range of low-speed weapons is shortened by 25%! High-speed movement speed is reduced to 300, and low-speed movement speed is increased to 200.
Bomb damage is halved, but the size of the bomb significantly increases.
Blue 1:
The slow movement speed has been increased to 300. The interval between the burst shots during slow shooting has been reduced by 35%. However, the same-screen limit for slow shooting has now been changed to 11. The damage from BOMBS has been increased by 100% (it was too weak before). Now, one BOMB can deal 450 to 500 points of damage! 。

Blue 2:
Due to the extremely excessive continuous damage and burst damage of Blue 2, but its slow speed and lack of attack range make this aircraft very confusing and extreme to use. Therefore, the following changes have been made:
The high-speed movement speed has been increased to 350, the low-speed movement speed has been increased to 230, and the range of the machine gun for low-speed shooting has been significantly increased, allowing it to inflict damage on enemies from a long distance! The flight speed of the remote explosive bomb has been reduced by 5%, but the attack interval of the remote explosive bomb at low speed has been extended by 20%! The BOMB damage has been halved, the duration has been reduced by 50%! However, the range has been doubled!
Green 1:
The recharge speed of the recharge weapon is increased by 3 times, but the recharge damage is reduced by 60% (the continuous DPS is slightly higher than the original version, but the instantaneous burst is much worse than the original version), the recharge invincibility is removed, and the dispersion range of the recharge attack is reduced by 35%! This makes it easier to kill single targets at medium and long ranges! The size of BOMB is reduced a little!
Green 2:
As the worst enemy unit (even surpassing the worst in the entire bullet shooting STG history), it has received a significant enhancement.
The damage from rapid fire has increased by 50%, and the Y-axis position of the enemy unit's judgment moves 1 pixel point downward!
The shooting angle of the charged bullet changes from a fixed forward direction to being randomly scattered within the range of -20 to 20 degrees. The charging speed has increased by 15%, the invincibility during charging has been removed, the high-speed movement speed becomes 440, and the low-speed movement speed becomes 340. The damage of BOMB has been reduced by two-thirds, but the duration has been extended by 25%.
Yellow 1:
The high-speed and low-speed movement speeds are unified at 280. The interval for generating laser shots at low speed is reduced by 40%, and the number of lasers is increased from 4 to 5. The damage of high-speed shooting is increased by 25%, but the attack interval changes from 2 frames to 5 frames.
Yellow 2:
The speed of high-speed movement changes to 400, the speed of low-speed movement changes to 300, and the damage of high-speed shooting is increased by 25%. The blades of low-speed shooting will increase in size by 50%, and the damage of BOMB is reduced by two-thirds.
Purple 1:
The movement speeds at both high and low levels have decreased by 20 points.
Purple 2:
This aircraft is really too weak. So we have made a significant enhancement: The Y-axis position of the aircraft will now move down by 1 pixel point!
This will allow for safer ammunition clearance and increases the damage from high-speed shooting by 55%. The firing range has been expanded a little, and the range of low-speed shooting has doubled. The duration of BOMB has been increased to be the same as in Purple 1.
Cup 1:
The shooting intervals for both high-speed and low-speed shooting have been halved. The maximum simultaneous display limit for high-speed shooting has been changed to 3 instead of 2. However, the damage of high-speed shooting has been reduced to be the same as the original version. The size of the bullets for low-speed shooting has increased by 30% (and thus the damage has also increased by 30%), the size of BOMB has increased by 60%, and the ability to eliminate ordinary enemy bullets has been enhanced somewhat.
Cup 2:
The intervals between high-speed and low-speed shooting have been halved. The size of the bullets for high-speed shooting has increased by 30%. The low-speed weapons and BOMB have been re-made. Now the low-speed movement speed of Cup 2 becomes 220. Low-speed shooting will create a large circular iron ball that can be remotely controlled to move left or right and fly upwards. Pressing left or right can remotely control it to move horizontally in the same direction as the aircraft. The large iron ball has the ability to eliminate ordinary enemy bullets. BOMB creates 4 large bullets that rotate around itself to counteract bullets and cause damage, protecting the aircraft.
Grey 1:
The original Grey 1 and Grey 2 were too abstract and failed. The high-speed shooting was extremely difficult to use and extremely bad! The low-speed shooting had an unlimited ammunition reduction feature, resulting in the entire game being able to be completed without thinking by simply holding down the shooting button throughout. This is truly absurd. Therefore, both the two aircraft were completely redone!
The defense shield generated by low-speed shooting was deleted, and the number of sub-aircraft was reduced to 4! However, the initial durability of the sub-aircraft became 100 and it did not reduce durability when shooting!
And the high-speed shooting was fixed to shoot upwards and had a relatively low induction performance! Now, when the high-speed shooting bullets hit, they will cause an area-of-effect (AOE) in a small area!
The sub-aircraft will move a short distance towards the mother aircraft position when shooting at high speed!
The moving speed of the high-speed aircraft was increased to 360. The moving speed of the low-speed aircraft was increased to 260.
Now the damage of the sub-aircraft has been doubled! The shooting interval has been increased by 3 times (but the overall continuous output ability has significantly improved compared to the original version)
The Y-axis position of the mother aircraft's judgment was moved down by 1 pixel point!
The damage of low-speed shooting increased by 50%.

Grey 2:
The high-speed and low-speed movement speeds are both set to 360!
Now the initial durability of the sub-machine gun has been changed to 200 points and will no longer decrease. However, the number of sub-machine guns has been reduced to 6 (but the overall continuous output capacity has significantly improved compared to the original version)! The initial flight distance when launching the sub-machine gun has been reduced by half! However, the movement speed of the sub-machine gun has been increased to 600, and the base damage of the sub-machine gun has increased by 20%.
The sub-machine gun now automatically tracks the enemy, the shooting angle at low speed has been reduced to 10°, the attack interval has been increased to 7 times, and the damage has been increased to 9 times.
The movement speed has been adjusted to a uniform 360 points!
This is the final version! The content of some levels has been adjusted again to make it more enjoyable! Also, the damage of Blue 2 has been reduced a little! From now on, this hack will not receive any further updates!
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