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#1 |
FFR Simfile Author
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![]() For example's sake, I read 700-750 by default.
This means that on 140 I use 5x, 170 I use 4x, 300 I use 3.5, etc From song to song, I have to go in and change my mods. What if we didn't have to? Using Cmods is one type of solution, however disqualifies you for score. Yes, you can disable disqualification, but it also makes the song more bland, which isn't what I want. How hard would it be to add in functionality for a dynamic speed mod? Etc, the song you choose is 100-200BPM. The code would take 200BPM as the marker, say that 750/200 = 3.75, and then play the song on 3.75. The mod itself would need to be similar to Cmods, in the sense it has a pre-set number in mind (S700 or something)
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#2 | |
I am leonid
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Calculating xmod based on average bpm will not work very well either because of the simfiles with negative bpm tricks. 'Default bpm' of a simfile is not related to the overall bpm distribution, so there should be a way that either you or simfile authors can state the default bpm. |
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#3 | |
FFR Simfile Author
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There's a song on the local arcade that is 49-784BPM, but is really 196 (Goes down to 1/4x, and up to 4x). Personally I believe this is sloppy, and the stepauthor should've set the display BPM to 196, to give the most useful information possible (Or 98-196 if those are the speeds the player needs to consider when choosing). I use this practice on any charts I make. Despite this, what you're saying is correct - whether the stepartists are sloppy or not, fact is, songs like that exist. You have to admit, however, that the number of songs with "sloppy" display BPM are small, relative to those with proper. In an imperfect world, it wouldn't make this strategic implementation "perfect", but it *would* be a big improvement. You say it wouldn't be difficult. How might it be done, if I may ask?
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#4 |
FFR Simfile Author
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![]() There's been some talk about a 'M-mod' series of speedmods that are xmods that adjust their multiplier such that the highest bpm in the song scrolls at the speed listed.
For songs that use doubling, quadrupling, octupling bpm gimmicks you can simply give yourself M(your speed/2), M(your speed/4) etc
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#5 | |
FFR Simfile Author
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Is this part of default Stepmania code? And if not, how could it be implemented?
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#6 |
behanjc & me are <3'ers
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![]() I actually had a similar concept for KBO. Hopefully we'll find the time to try coding it soon.
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#7 | |
Rhythm game specialist.
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#8 |
★★★★★
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![]() If the file has complicated bpm changes, it's hard to determine mods automatically.
not sure we should use highest, lowest, or average (arithmetic average or geometrical average) BPM as the song's default BPM.. |
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#9 | |
FFR Simfile Author
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![]() Quote:
For a song that's 100-200, they will choose a speed mod based on 200. So based on this, you pick based on maximum. A song that doesn't just half BPM? Daikenkai is something like 142-172. Again, you go by 172, or the maximum. If it's 100-200, but briefly doubles to 400, the display BPM should be corrected to 100-200. In this case, you go by the maximum display BPM. So in short: If display BPM is defined, go by the maximum of that. If not, go by the maximum BPM For the small (And yes, it really is quite small) number of songs that have double BPM, and don't set the display BPM, the player will often recognize this (As they have to already), and will be forced to choose a default speed modifier. So in the majority of cases, this would work, and save the player time going to the options screen and doing calculations. In the worst-case scenario, things will work exactly how they do now. (No improvement, but no loss either)
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#10 |
Banned
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![]() While you guys are going on about math and stuff, I'm going to play stepmania.
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#11 |
I am leonid
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fine but where's math I don't see any
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#12 |
★★★★★
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#13 | ||
Banned
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Quote:
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#14 |
FFR Player
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![]() i just use 2.5x for everything
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#15 |
Snek
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![]() At the local ITG machine they have a M550 and I never understood what it did because it was always to slow for me to read.
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#16 |
I am leonid
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#17 |
FFR Player
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![]() very hard......
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