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Touhou Collection (PS4)
PORTSNATIVE

Touhou Collection (PS4)

NATIVE PORTACTION / ADVENTUREBETA

Touhou Collection (PS4)

Touhou 6: The Embodiment of Scarlet Devil

OriginWindows

TechnologyNative C/C++ port (engine reimplementation)

View official project

About the project

Touhou Koumakyou ~ the Embodiment of Scarlet Devil. es un videojuego danmaku de desplazamiento vertical y el sexto juego oficial de la serie Touhou Project. Es el primero en ser lanzado específicamente para Microsoft Windows y el primer juego desarrollado por Team Shanghai Alice. Todos los juegos anteriores a Embodiment of Scarlet Devil fueron hechos para la serie de ordenadores PC-98 siendo lanzados por Amusement Makers.

7 versions of Touhou 6: The Embodiment of Scarlet Devil

You're viewing: Touhou Collection (PS4)

Touhou Collection (PS4)github.com/EmiiBytee/Touhou-PS4
To be confirmed
Current
Touhou 6 (Android)github.com/cardanawandra/th06
Android
›
Touhou 6 (PS Vita)github.com/Wavy667/th06-vita
To be confirmed
›
Touhou 6 (PSP, jeong-jimin)github.com/jeong-jimin-github/PSP_TH06
To be confirmed
›
Touhou 6 (PSP)github.com/kan8223-dotcom/th06-psp-native
To be confirmed
›
Touhou 6 (SDL2)github.com/CNTianQi233/th06-sdl2
Android
›
Touhou 6 (Switch)github.com/saekaze/th06-switch
To be confirmed
›

Official project information

Author's original READMEOpen on GitHub ↗

Touhou PS4 Collection

A growing collection of native PlayStation 4 ports of Touhou Project games. Each port recompiles a community decompilation or reconstruction of the original Windows game for PS4, with a native renderer and the console-specific work it needs, and new games are added to the same repository as they are ported.

Games in the collection

GameVersionPS4 title IDData folder on the PS4
Touhou 6: The Embodiment of Scarlet Devilv1.02hTHSP00006/data/touhou/th06/
Touhou 7: Perfect Cherry Blossomv1.00bTHSP00007/data/touhou/th07/
Touhou 8: Imperishable Nightv1.00dTHSP00008/data/touhou/th08/

Every port replaces the original DirectX renderer with an OpenGNM/VideoOut backend that creates native GPU command buffers and presents directly through the console. SDL2 is used for input, audio and timing. No Windows executable, Wine, DXVK or CPU emulation is involved. The ports share the PS4 platform layer, packaging and translation support in ps4/common/, and each game keeps its own source in src/thXX/ and its package target in ps4/thXX/.

[!IMPORTANT] This repository contains source code only. It does not contain any of the games, music, DAT archives, fonts, Sony system modules, translation downloads or a distributable full-game PKG. You must provide files from legally obtained copies of the games.

[!WARNING] Every port in the collection has been tested on real PS4 hardware, but visual issues may still occur. Depending on the game-data revision and optional translation patches, some assets may be missing, incorrectly positioned or displayed with texture-related glitches. When reporting one of these problems, include the affected game and screen, the data/patch version, a screenshot or video, and the relevant excerpt from ps4_log.txt without personal information.

The collection is not affiliated with Team Shanghai Alice, ZUN, Sony Interactive Entertainment or the upstream decompilation teams. Touhou Project and all original game assets belong to their respective rights holders.

Touhou 6: The Embodiment of Scarlet Devil

The TH06 port is based on the GPL-3.0 portable work from happyhavoc/th06, itself derived from the GensokyoClub TH06 decompilation.

PS4-specific work includes:

  • a native OpenGNM renderer with VideoOut presentation;
  • SDL2 controller, audio, timing and USB-keyboard support;
  • writable configuration, score, replay and log files under /data/touhou/th06/;
  • a lightweight runtime for compatible thcrap translation data;
  • 1080p output with runtime 4:3 or 16:9 presentation;
  • an Options-menu change that replaces Fullscreen/Windowed with 4:3/16:9;
  • PS4-safe filesystem, memory and package handling.

TH06 gameplay screenshot

Touhou 6 gameplay on PlayStation 4

Touhou 7: Perfect Cherry Blossom

The TH07 port is based on the CC0 portable decompilation from cardanawandra/th07.

PS4-specific work includes:

  • a native OpenGNM renderer with correct 2D/3D state transitions, blending and depth handling;
  • SDL2 input, audio and timing, with the original mixer feeding the SDL audio callback;
  • PS4-safe score, replay and configuration paths under /data/touhou/th07/;
  • lightweight thcrap support for dialogue, spell cards, Music Room, results and translated textures;
  • automatic two-line wrapping for long translated dialogue;
  • 1080p output with runtime 4:3 or 16:9 presentation;
  • an Options-menu change that replaces Fullscreen/Windowed with 4:3/16:9;
  • fixes for replay loading and the original PC controller configuration on PS4.

TH07 gameplay screenshot

Touhou 7 gameplay on PlayStation 4

Touhou 8: Imperishable Night

The TH08 port is based on the MIT-licensed N0zoM1z0/th08 reconstruction (port/portable-64bit, its native 64-bit runtime), which continues the public GensokyoClub TH08 decompilation.

PS4-specific work includes:

  • a Direct3D 8 implementation on OpenGNM: pre-transformed and projected geometry, the separate colour/alpha texture stages, fog, depth and scissoring as the original expects;
  • SDL2 input, audio and timing through the reconstruction's Linux compatibility layer, with the BGM streamer no longer able to stall sound effects while it reads thbgm.dat;
  • PS4-safe score, replay, configuration and log paths under /data/touhou/th08/;
  • 64-bit fixes where the original code assumed 32-bit sizes (effects, bullets, options and dialogue state), including the Spell Practice retry crash;
  • a boss life-bar fix that keeps the bar across phase changes on every stage, matching the original executable;
  • thcrap-lite support for IN's dialogue scripts (including boss titles and names), spell card names, Music Room titles and comments, menu descriptions and help text, translated textures and the translation's Latin font, with long lines narrowed to fit their box;
  • 1080p output with runtime 4:3 or 16:9 presentation;
  • an Options-menu change that replaces Fullscreen/Windowed with 4:3/16:9;
  • the ZUN cheat code on the controller: on the Result → Score difficulty screen press ↑ ↑ ↓ ↓ ← → ← → Cross Circle.

TH08 gameplay screenshot

Touhou 8 gameplay on PlayStation 4

Controls

DualShock 4Touhou 6Touhou 7Touhou 8
CrossShoot / confirmShoot / confirmShoot / confirm
CircleBomb / cancelBomb / cancelBomb / cancel
L1Focus——
R1Skip dialogueFocusFocus
Triangle—Skip dialogueSkip dialogue
OptionsPause / menuPause / menuPause / menu
D-pad / left stickMove / navigateMove / navigateMove / navigate

TH06 retains its in-game key configuration where supported. TH07 imposes the tested PS4 layout even if an older PC configuration file is present. TH08 maps the DualShock 4 onto the game's own controller defaults, so the layout above is what a fresh configuration uses.

Installing on a PS4

You need a PS4 capable of running homebrew with GoldHEN and a way to install a .pkg file. A public release PKG should contain only the port executable and open build-time components.

  1. Install the matching thin PKG using GoldHEN's Package Installer.
  2. Enable GoldHEN FTP and copy your own game files to the paths below.
  3. Launch the game. Writable files are created beside the game data.

Touhou 6 data layout

/data/touhou/th06/
├── 紅魔郷CM.DAT
├── 紅魔郷ED.DAT
├── 紅魔郷IN.DAT
├── 紅魔郷MD.DAT
├── 紅魔郷ST.DAT
├── 紅魔郷TL.DAT
├── bgm/
│   └── ... your TH06 WAV files ...
├── msgothic.ttc
└── patch/                 optional staged thcrap translation

Touhou 7 data layout

/data/touhou/th07/
├── th07.dat
├── thbgm.dat
├── msgothic.ttc
└── patch/                 optional staged thcrap translation

Touhou 8 data layout

/data/touhou/th08/
├── th08.dat
├── thbgm.dat
├── msgothic.ttc
└── patch/                 optional staged thcrap translation

msgothic.ttc is not included. Supply it from a Windows installation you are licensed to use, or use a compatible font and rename it to msgothic.ttc. Do not copy the original PC .cfg; the ports create PS4-appropriate configuration files.

Save data, replays and logs remain in the same /data/touhou/<game>/ directory. Diagnostic output is written to ps4_log.txt.

See Installation and translations for FTP examples, thcrap staging and the local-only aspect-label workflow.

Building from source

The tested environment is WSL2/Linux with PacBrew's OpenOrbis toolchain and PS4 portlibs, plus OpenGNM, freegnm-examples, glslc, Ninja and the lateleite/psbc shader compiler.

sudo pacbrew-pacman -Sy
sudo pacbrew-pacman -S ps4-openorbis ps4-openorbis-portlibs

git clone --recursive https://github.com/PS4-OpenGNM/opengnm-stack.git "$HOME/opengnm-stack"
cd "$HOME/opengnm-stack/opengnm"
cp config.orbis.mak config.mak
make

git clone https://github.com/lateleite/psbc.git "$HOME/old-psbc"
cd "$HOME/old-psbc"
zig build -Doptimize=ReleaseFast

Build any port of the collection from the repository root by its game ID:

bash ps4/build.sh th06
bash ps4/build.sh th07
bash ps4/build.sh th08

The source-only PKGs are written to dist/. You can override the dependency locations with OPENGNM_STACK=/path/to/opengnm-stack and PSBC=/path/to/psbc.

For private testing only, place your legally obtained game files under games/th06/, games/th07/ or games/th08/, then run:

bash ps4/build.sh th06 --full
bash ps4/build.sh th07 --full
bash ps4/build.sh th08 --full

The resulting FULL-PERSONAL packages contain copyrighted game data. Never upload, publish or attach them to a GitHub release.

Detailed setup and package-art instructions are in Building.

Project structure

.
├── src/th06/                 TH06 portable source plus PS4 backend changes
├── src/th07/                 TH07 portable source plus PS4 backend changes
├── src/th08/                 TH08 reconstruction source (subset) plus the PS4 renderer
├── ps4/common/               shared PS4 platform, VideoOut and thpatch-lite code
├── ps4/th06/                 TH06 CMake/package target
├── ps4/th07/                 TH07 CMake/package target
├── ps4/th08/                 TH08 CMake/package target
├── ps4/tools/                patch, label and deployment helpers
├── docs/                     installation, build and porting notes
└── games/                    local-only game data; ignored by Git

Development tools and approach

The collection was built and diagnosed with OpenOrbis/PacBrew, OpenGNM, freegnm-examples, lateleite/psbc, Shaderc glslc, gcn-dis, psb-dis, CMake, Ninja, WSL2, GoldHEN FTP/logging, SDL2, SDL2_image, SDL2_ttf, Python and PowerShell. Hardware captures and logs were used to compare rendering and verify fixes on a real PS4.

Claude Code and OpenAI Codex assisted with source investigation, iteration, log/capture analysis and documentation. Builds and gameplay were tested on hardware by Emii.

Licensing and credits

The repository-level license is GPL-3.0 because the TH06 portable source and modifications are GPL-3.0. Components that arrived under CC0 (TH07), MIT (TH08), zlib or another compatible license retain their original notices. See THIRD-PARTY.md for the complete attribution and component breakdown.

Special thanks to the contributors of every decompilation and reconstruction this collection builds on, OpenOrbis, PacBrew, OpenGNM, freegnm, lateleite/psbc, SDL, thcrap/Touhou Patch Center and GoldHEN.

Touhou PS4 Collection is assembled and hardware-tested by Emii.

Read official guide
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PROJECT FILE

Project type
NATIVE PORT
Genre
Action / Adventure
Status
beta
Original platform
Windows
Technology
Native C/C++ port (engine reimplementation)
Version
—
Updated
—

Target platforms 0

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