Tass, have you tested what the SM-to-FFR converter does to Negative BPMS yet?
There is absolutely no reason why you would ever need to use negative BPMs for FFR. Negative stops would be nice to have, but negative BPMs don't have any point.
There is absolutely no reason why you would ever need to use negative BPMs for FFR. Negative stops would be nice to have, but negative BPMs don't have any point.
While i agree that Negative BPMs in FFR have no purpose, i just wondered what it did to FFR, was all.
Also: what do Negative Stops do?
Edit: Wait, how in the crap do you even DO negative stops. Is that possible?
I saw a flyer on a bulletin board at school asking for high-functioning aspergers/autism people to participate in some kind of experiment, and all I could think was, that sounds like a great place to meet girls.
You have to add in negative stops manually, but they just do exactly the opposite of stops (in terms of cmod play). Stops make the next note later; negative stops make the next note earlier. It's good for manual syncing if one note is a little late but everything else is fine, because you can just add a negative stop and then a normal stop after to offset it.
Of course you could just use colored notes but that's not as cool.
As a side note, negative stops work sort of like negative BPMs in xmod play, except in a less random manner. You just have to know the timing (in seconds) of where you want to skip forward to, rather than just having an arbitrary endpoint like for negative BPMs.
i have no idea what negative bpms or stops will do in the converter. my GUESS is that they'll convert just fine... but if you have a negative bpm/stop situation where a note later in the file actually will occur earlier in the file (because of the negative whatever), it'll likely crash when trying to convert in flash. either that, or it'll just put the note at the place it was supposed to go at, but it'll act like a normal arrow in the sequence, not a negative one.
likely one of those two. or, it won't work in the converter. in any of those cases, it won't do what you want it to do... aka, what it would do in flash.
dore's negative stop for syncing probably would work, but again... never tested it.
and samurai/cryx: dude. getting pissy at all the emails you're sending me.
Or if you are a gimmick whore, you can use neg. stops to make scrolling steps disappear on an x-mod chart.
EDIT: @ Tass, if you play a song with neg. BPMs or stops in SM on a CMOD, it completely looks messed up...it will layer itself up for a couple steps. I don't know how that will do here though. D:
Negative stops are awesome for SM X-mod, but I highly doubt that it would work here.
In fact, I had a formula for negative stops on X-mod if anyone wanted it, but I can't remember it exactly.
it's anything over 16,000 frames. 16000 / 30 = 533.333333333, so anything over 8:53 will have issues.
as of yet, we don't have any songs that are over 16k frames. even oster project world tour is only 15,540 or so frames. TMwT would have this issue. and, we'll come to it when we have to... but, for now, TRY not to step songs over 8:53.
anyone who steps anything for ffr that's over 9 minutes is stupid
but this problem shouldn't be hard to solve. maybe a new scene would fix the problem but if not all you have to do is link two fla files together with script. shouldn't be too hard.
Rhythm Simulation Guide
Comments, criticism, suggestions, contributions, etc. are all welcome.
more than anything, we have at least some parts of the file adding process semi-automated... having to do something for 1 level that deviates from the norm will potentially create issues.
When will OSTER Project World Tour be released? (to subs)
1st in Kommisar's 2009 SM Tournament 1st in I Love You`s 2009 New Year`s Tournament 3rd in EnR's Mashfest '08 tournament 5th in Phynx's Unofficial FFR Tournament 9th in D3 of the 2008-2009 4th Official FFR Tournament 10th in D5 of the 2010 5th Official FFR Tournament 10th in D6 of the 2011-2012 6th Official FFR Tournament FMO AAA Count:71 FGO AAA Count:10
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