10-21-2010, 01:34 PM | #1 |
This Is How We Do It~
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Negative BPM's
Negative BPM's Can have pretty cool effects when used in sm, but I am unsure if negative BPM's work on FFR.
Anyone know if they do? |
10-21-2010, 01:41 PM | #2 |
Digital Dancing!
Join Date: Feb 2006
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Age: 31
Posts: 12,980
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Re: Negative BPM's
I wouldn't see why not. Don't you have a standalone you can test it on?
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10-21-2010, 01:49 PM | #3 |
Zageron E. Tazaterra
RRR Developer & DevOps Support
Join Date: Apr 2007
Location: BC
Age: 32
Posts: 6,586
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Re: Negative BPM's
Last I heard it did not. The FFR engine is based of of a "C300" system, and each file is rendered that way.
I don't think it would be able to go backwards...
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10-21-2010, 01:52 PM | #4 |
FFR Player
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Re: Negative BPM's
Whats a negative bpm do
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10-21-2010, 01:56 PM | #5 |
Network Security Analyst
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Re: Negative BPM's
I'm pretty sure that negative bpms will not work with FFR.
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10-21-2010, 01:57 PM | #6 |
Retired Staff
All the things
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Re: Negative BPM's
They don't
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10-21-2010, 01:58 PM | #7 |
Rhythm game specialist.
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Re: Negative BPM's
Negatives have no effect on FFR, and if I remember correctly, they simply get ignored (i.e. BPMs act as if they were positive).
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10-21-2010, 03:37 PM | #8 |
FFR Player
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Re: Negative BPM's
What aj said
Chidori negative bpm skip measures in a file pretty much
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10-21-2010, 08:40 PM | #9 |
FFR Player
Join Date: Oct 2010
Posts: 138
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Re: Negative BPM's
I wouldn't see the point in putting them in a file you plan to send here anyways, since FFR plays virtually off of Cmods.
Yeah I don't see why it would matter though, since FFR's engine can handle running it as a Cmod without screwing up. |
10-21-2010, 08:47 PM | #10 |
FFR Simfile Author
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Re: Negative BPM's
Negative bpms and stops only exist as an artifact of how stepmania is coded
FFR, not being designed to replicate these artifacts, will not handle them
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