Negative Stops

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  • JenovaSephiroth
    pink dragon irl
    FFR Simfile Author
    • Aug 2003
    • 828

    #1

    Negative Stops

    It's something that I just found out about while experimenting... Apparently, if you put a negative stop (through the .sm file, not through SM itself), it will teleport you forward for the length of time indicated by the stop.

    Example: At 60 BPM, a stop of -1.00 will teleport ahead 1 beat.

    This is seemingly quicker to use (if you have notepad open alongside SM), and possibly easier to understand than negative BPM's.
  • Vidik
    FFR Player
    • Feb 2007
    • 144

    #2
    Re: Negative Stops

    If you make a stop at any bpm for -1.00 stop, it should only teleport ahead 1 second. 60 BPM = every beat is 1 second. Like you said, 60 BPM with -1.00 stop, you are correct that it will go ahead 1 beat. And yes, this is WAY easier than adding negative BPMs. But the only difficulty issue is getting the beat of it synced. Maybe we should try to discuss making it easier to be synced.
    Kappa

    Comment

    • JenovaSephiroth
      pink dragon irl
      FFR Simfile Author
      • Aug 2003
      • 828

      #3
      Re: Negative Stops

      If you divide 60 by the BPM, you would end up with the seconds per beat, and using that, you can determine the length of the stop, because using that value, all you would need to do is find out the number of beats you want to skip over.

      For instance, if the song was 150 BPM, you would divide 60 by that, which would result in 0.4 seconds per beat. Using that value, if you want to skip 12 beats (3 measures, more than long enough to make a skip worthy of turning steps into mines), it would be 0.4 * 12 which would be 4.8 .

      Edit: After all the maths, don't forget to make it negative. =)

      Comment

      • Ramengan
        FFR Player
        • Nov 2006
        • 772

        #4
        Re: Negative Stops

        Wow. Negative stops. That's truly amazing. I will definitely have to try that sometime. This works in 3.9?
        Last edited by Ramengan; 06-7-2007, 09:41 PM.
        Have a pad simfile that you're proud of? Send it to:


        <-- This is the Edit button. It's at the bottom-right of all of your own posts. The Edit button is your friend; use it.

        Comment

        • PsYcHoZeRoSk8eR
          Threat Emulation
          FFR Simfile Author
          • May 2004
          • 5184

          #5
          Re: Negative Stops

          This makes it a lot easier to understand than whatever way I was trying to do. Thanks for the little insight on negative bpms. I'll probably be trying these in my next file or when redoing one of my older ones. Only problem is that this involves a lot more math than i'm used to.

          Originally posted by Lightdarkness
          I'm light f**king darkness

          Comment

          • stoners_netname
            FFR Player
            • Feb 2005
            • 264

            #6
            Re: Negative Stops

            ive played some really awesome files using negatives...

            teasing you with fake arrows, changing mines to arrows and back

            really interesting if you can do it right

            Edit:: luv your files JS
            Last edited by stoners_netname; 06-8-2007, 01:21 AM.

            Comment

            • JenovaSephiroth
              pink dragon irl
              FFR Simfile Author
              • Aug 2003
              • 828

              #7
              Re: Negative Stops

              Originally posted by Ramengan
              Wow. Negative stops. That's truly amazing. I will definitely have to try that sometime. This works in 3.9?
              As far as I've seen, yeah.

              Originally posted by stoners_netname
              luv your files JS
              Thanks ^^

              Comment

              • Vidik
                FFR Player
                • Feb 2007
                • 144

                #8
                Re: Negative Stops

                If any one needs help with their math, ask me. Here's another example,
                My BPM is 180, I want it to skip 16 beats(4 measures). Solve the amount of a beat per second(which is easy, hit the HOME key, move down 1 beat(make sure your OFFSET is 0(set it back later)). Look at how many seconds your song has went through. In this case it's 0.33). Now that you know it's 0.33, do 0.33 times 16. It equals 5.33. Now remember to place a stop there, and edit it in your .SM file. Make it -5.33. Here's the math,

                60/180*16=5.33

                There is still a difficulty issue finding the beat.
                Kappa

                Comment

                • jugglinguy
                  Use me as a porta-potty
                  • Dec 2006
                  • 4319

                  #9
                  Re: Negative Stops

                  AWESOME! Negative BPMS are so hard to put in, but now i don't have to =)

                  Also, your custom title should be Negative Stop Whore
                  Last edited by jugglinguy; 06-8-2007, 04:42 PM.
                  Originally posted by Jem
                  Jem is my name. No one else is the same!

                  You're Aja Leith of the Holograms! You're very exotic, intelligent and sophisticated.

                  Comment

                  • Ramengan
                    FFR Player
                    • Nov 2006
                    • 772

                    #10
                    Re: Negative Stops

                    lol Negative BPM & Stop Whore. I think just "Negative BPM Whore" sounds best.

                    I need to learn more about negative BPMs. JS, if you would be a wonderful and helpful person, could you post that info here or PM me? I would greatly appreciate it.
                    Have a pad simfile that you're proud of? Send it to:


                    <-- This is the Edit button. It's at the bottom-right of all of your own posts. The Edit button is your friend; use it.

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                    • ducky285
                      FFR Player
                      • Oct 2005
                      • 1388

                      #11
                      Re: Negative Stops

                      NEgative BPM isn't that hard to understand

                      Example: Let's use a song that's 160bpm
                      At the start of one measure, we make the BPM -160
                      and we change it back to positive 160 after 4 measure

                      What SM will do is suddenly skip the arrows within those 4 negative measure PLUS 4 measures after the BPM goes back to positive. Arrows placed within the negative portion will still be visible based on the scroll rate, but they cannot be hit. Monotune respect uses that fact to make it look like arrows are turning into mines.
                      Quack quack quack

                      Comment

                      • Ramengan
                        FFR Player
                        • Nov 2006
                        • 772

                        #12
                        Re: Negative Stops

                        Oh, ok. I was never told what it actually did. Thanks, ducky.
                        Have a pad simfile that you're proud of? Send it to:


                        <-- This is the Edit button. It's at the bottom-right of all of your own posts. The Edit button is your friend; use it.

                        Comment

                        • Relambrien
                          FFR Player
                          • Dec 2006
                          • 1644

                          #13
                          Re: Negative Stops

                          So negative stops do the exact same thing as negative bpms (skip ahead in time), but the method for each is different. Interesting.

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