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#121 |
shots FIRED
Global Moderator, User Support, Judge
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Location: Edmonton, AB
Age: 36
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#122 |
Batch Manager
Game Manager, Song Release Coordinator
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Location: USA
Age: 29
Posts: 14,871
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#123 |
FFR Veteran
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![]() First one to AAA P4Uv1 gets vROFL, and if they have it already, can give it to one other user of their choice. X3
Gogogogo~ |
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#124 |
I am leonid
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Location: MOUNTAIN VIEW
Age: 35
Posts: 8,080
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![]() if it has that many zero framers, it should be a 13
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#125 |
>w<
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Location: Location, Location
Age: 30
Posts: 2,584
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And a good lot of them are squished in between handjacks.
funness
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Goodbye and good riddance, military service (February 23, 2015 ~ February 22, 2017) Project Sekai 437 / Princess Connect! ReDive 265 |
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#126 |
FFR Veteran
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![]() Rubix AAA'd Chrono Trigger, get him over here
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#127 | |
stepmania archaeologist
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Age: 34
Posts: 4,090
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![]() Quote:
bs :> Keep in mind, unless you can hit a 1-framer (you can't), AAAing a 0-framer means hitting a 2-framer jack with a 1-frame window for each note. So I find it hard to believe anyone could have the luck/MA to nail more than two or three of them in one play.
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Best AAA: Policy In The Sky [Oni] (81) Best SDG: PANTS (86) Best FC: Future Invasion (93) |
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#128 |
moonchild~
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Double setup.
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#129 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
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Location: Squat Rack
Age: 34
Posts: 10,837
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what's up
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#130 |
stepmania archaeologist
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I mean hit a 1-frame jack spot on - two presses one frame apart. Since you have to be faster than 1/15 of a second, I doubt anyone is going to be doing this consistently.
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Best AAA: Policy In The Sky [Oni] (81) Best SDG: PANTS (86) Best FC: Future Invasion (93) |
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#131 |
★★★★★
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![]() Just released these skill tokens.
We are not pretty sure p4u v1 token actually works though, check it out. |
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#132 |
FFR Veteran
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![]() Fine, first to SDG P4Uv1 gets the vROFL, gogogadget handjack
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#133 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
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Age: 34
Posts: 10,837
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![]() aite just unlocked it, brb murking things
edit: LOL THE OFF SYNC, I CAN'T STOP LAUGHING |
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#134 |
I am leonid
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Age: 35
Posts: 8,080
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or ds
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#135 |
Batch Manager
Game Manager, Song Release Coordinator
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![]() The ending of party4u v1 is vibrating HOLY SHIT LOL
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#136 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
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Age: 34
Posts: 10,837
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![]() yeah that's definitely an 11
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#137 |
2 is poo
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Age: 32
Posts: 6,687
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![]() Marisa is pretty sweet, thank you JX/Kinx for making the 16ths green.
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#138 |
FFR Veteran
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Location: Newcastle, UK
Age: 33
Posts: 164
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![]() ST. Scarhand is such a badass song... wasted file tho, giving it to 0.001% of the players. the rest most likely wont see it... ever.
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#139 |
stepmania archaeologist
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Age: 34
Posts: 4,090
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![]() Alright, using some things I've figured out in the past, I have figured out why there are 0-framers in p4u v1. The explanation is a little complicated, so bear with me here. And no, it's not that Arch0wl hates you.
You may have noticed (okay, actually, I doubt more than a few others did) that some of the Legacy FFR files have a lot of [14] jumps and no [12] jumps. Revolutionary Etude is a prime example of this; if you go download Arch0wl's original file, included in the Essential Sim Collection pack, and then compare it to the FFR file, you will notice that all of the [12] jumps in the SM file are [14] jumps in the FFR file. So, when the SM file has some more basic jumpstream patterns and is equally hard on both hands when playing spread, the FFR one has a lot more icky jack patterns and is very right-hand biased. So, why did this happen? Well, the reason goes back to the DWI file format, which Stepmania still saves files in (for backward compatibility) but which few people use outside of that. Unlike the SM file format, where each note or chord is expressed by four numbers, the DWI format expressed it as only one number or letter: 2, 4, 6, or 8 for a single note, and 1, 3, 7, 9, A, or B for the six possible jumps. So, instead of the modern converters which can go one arrow at a time, the older ones would have had to go one chord at a time, for instance turning an A into an up arrow and a down arrow. An early converter must have had an error, turning the 1 jump (down+left) into right+left instead. And I guess nobody noticed this for a while, since the affected files were never fixed. So, that makes sense, but that just deals with jumps - why do we get 0-framers in p4u? The explanation again goes back to the DWI file format. If you wanted to make a hand or quad, there was no specific letter, so you'd combine two chords in a <..> object. For instance a <16> would be a single note containing the note from both 1 (down+left) and 6 (right). Now p4u v1 contains a lot hands and quads; problem is, whenever Arch wrote one that contained a 1, the converter would misinterpret that and move one arrow from down to right. If that chord also contained a note on right, it would mean that the FFR file would have two notes on the right column on the same frame, and you'd get a 0-framer. That's why all the 0-framers in the file are on the right column So to summarize: the 0-framers weren't in the original DWI, but were created due to a glitch combining details of the DWI file format and a bug in an early FFR converter. We could actually do a pretty good job of reconstructing the original file if we wanted (the big problems being that we couldn't tell the difference between [12] and [14] jumps, or [123] and [134] hands) and then reconvert to get a p4u v1 with no 0-framers at all. If you're wondering about the other two files with 0-framers, they're in vrofl because of a 48th jack from a 16th and 12th in the same column in the polyrhythms, and they're in Chrono because Hyrogashi actually put 64th jacks in the file (at 300 bpm!).
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Best AAA: Policy In The Sky [Oni] (81) Best SDG: PANTS (86) Best FC: Future Invasion (93) |
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#140 | |
Caelondia Represent
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Location: A place of hearts and ghosts
Age: 31
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![]() Quote:
I was like "St. Scarhand! AWESOME" "herp AAA Reality derp" FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU (.0000229% of registered users will be able to get this token as of now)
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