How hard would it be to program a dynamic speed mod?

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  • Goldenwind
    FFR Simfile Author
    FFR Simfile Author
    • Jan 2006
    • 762

    #1

    How hard would it be to program a dynamic speed mod?

    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)
    They say there's a sun in the sky...
  • leonid
    I am leonid
    FFR Simfile Author
    FFR Music Producer
    • Oct 2008
    • 8080

    #2
    Re: How hard would it be to program a dynamic speed mod?

    Originally posted by Goldenwind
    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.
    Doing this alone is not difficult, but this will not work in most cases because a lot of xmod simfiles temporarily double the bpm for a split seconds to confuse players out.

    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.



    Proud member of Team No

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    • Goldenwind
      FFR Simfile Author
      FFR Simfile Author
      • Jan 2006
      • 762

      #3
      Re: How hard would it be to program a dynamic speed mod?

      Originally posted by leonid
      Doing this alone is not difficult, but this will not work in most cases because a lot of xmod simfiles temporarily double the bpm for a split seconds to confuse players out.

      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.
      In my head, I have it going by maximum display BPM.

      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?
      They say there's a sun in the sky...

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      • Patashu
        FFR Simfile Author
        FFR Simfile Author
        • Apr 2006
        • 8609

        #4
        Re: How hard would it be to program a dynamic speed mod?

        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
        Patashu makes Chiptunes in Famitracker:
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        • Goldenwind
          FFR Simfile Author
          FFR Simfile Author
          • Jan 2006
          • 762

          #5
          Re: How hard would it be to program a dynamic speed mod?

          Originally posted by Patashu
          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
          That's actually pretty smart, considering.

          Is this part of default Stepmania code?
          And if not, how could it be implemented?
          They say there's a sun in the sky...

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          • stargroup100
            behanjc & me are <3'ers
            FFR Simfile Author
            FFR Music Producer
            • Jul 2006
            • 2051

            #6
            Re: How hard would it be to program a dynamic speed mod?

            I actually had a similar concept for KBO. Hopefully we'll find the time to try coding it soon.
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            • TC_Halogen
              Rhythm game specialist.
              FFR Simfile Author
              FFR Music Producer
              • Feb 2008
              • 19376

              #7
              Re: How hard would it be to program a dynamic speed mod?

              Originally posted by Patashu
              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
              This actually exists in later versions of OpenITG. Not sure how this would work in SM, though.

              Comment

              • jimerax
                FFR Simfile Author
                FFR Music Producer
                • Nov 2003
                • 8185

                #8
                Re: How hard would it be to program a dynamic speed mod?

                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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                • Goldenwind
                  FFR Simfile Author
                  FFR Simfile Author
                  • Jan 2006
                  • 762

                  #9
                  Re: How hard would it be to program a dynamic speed mod?

                  Originally posted by jimerax
                  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..
                  People want the notes spaced out as much as possible.
                  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)
                  They say there's a sun in the sky...

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                  • AsphyxZero
                    Banned
                    • Oct 2010
                    • 1823

                    #10
                    Re: How hard would it be to program a dynamic speed mod?

                    While you guys are going on about math and stuff, I'm going to play stepmania.

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                    • leonid
                      I am leonid
                      FFR Simfile Author
                      FFR Music Producer
                      • Oct 2008
                      • 8080

                      #11
                      Re: How hard would it be to program a dynamic speed mod?

                      Originally posted by AsphyxZero
                      While you guys are going on about math and stuff, I'm going to play stepmania.
                      fine but where's math I don't see any



                      Proud member of Team No

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                      • jimerax
                        FFR Simfile Author
                        FFR Music Producer
                        • Nov 2003
                        • 8185

                        #12
                        Re: How hard would it be to program a dynamic speed mod?

                        Originally posted by Goldenwind
                        So in short:
                        If display BPM is defined, go by the maximum of that.
                        If not, go by the maximum BPM
                        In non-defined case, there's a risk if the file has gimmicks that use super high bpms.

                        It's hard to be almighty for an automatical method like this maybe.

                        Comment

                        • AsphyxZero
                          Banned
                          • Oct 2010
                          • 1823

                          #13
                          Re: How hard would it be to program a dynamic speed mod?

                          Originally posted by Goldenwind
                          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...

                          ...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.
                          Originally posted by Patashu
                          ...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.
                          Math.

                          Comment

                          • who_cares973
                            FFR Player
                            • Aug 2006
                            • 15407

                            #14
                            Re: How hard would it be to program a dynamic speed mod?

                            i just use 2.5x for everything

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                            • Izzy
                              Snek
                              FFR Simfile Author
                              • Jan 2003
                              • 9195

                              #15
                              Re: How hard would it be to program a dynamic speed mod?

                              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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