Advanced Simfile Questions

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  • ChanseyMaster
    FFR Player
    • Apr 2007
    • 14

    #1

    Advanced Simfile Questions

    1) Are there any ways to make BPM go from one number to a certain number by gradually decreasing over time?

    2) How to make good files while integrating negative BPMs.

    Also, I does anyone know a good mac compatible program to convert files to mp3 form?

    Thanks for any help.

    [ChanseyMaster]
    I be the ownage.
  • Ramengan
    FFR Player
    • Nov 2006
    • 772

    #2
    Re: Advanced Simfile Questions

    Originally posted by ChanseyMaster
    1) Are there any ways to make BPM go from one number to a certain number by gradually decreasing over time?

    2) How to make good files while integrating negative BPMs.

    Also, I does anyone know a good mac compatible program to convert files to mp3 form?

    Thanks for any help.

    [ChanseyMaster]
    1a. I believe someone I know as TaifunBrowser (more active at SMGroove, I believe) made a script to incorporate gradual bpm changes. I haven't tried it, but it looks good in theory.


    1b. *ONLY WORKS FOR LINEAR BPM CHANGES (I forgot that part whoops)* You could also find the difference between your start and end bpm, divide that by the number of beats you want to have the bpm change over, and increase the bpm by that result at each beat.

    EX: I want to go from 160 bpm to 120 bpm in 2 measures (8 beats). 160-120 = 40, divided by 8 = 5. So if I decrease the bpm by 5 at each beat, I'll reach 120 in 2 measures. You could also make the subdivisions smaller for even more gradual changes (i.e. have a change at each 8th or 16th).

    2. Um, ask JenovaSephiroth.

    Someone correct me if I'm wrong on any of this (I hope I didn't spell anyone's username wrong).
    Last edited by Ramengan; 06-17-2007, 09:58 AM.
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    <-- 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

      #3
      Re: Advanced Simfile Questions

      1) An easy way to do this is to figure out where each quarter note is as the song slows down, and adjust the bpm at each beat individually so that the quarter notes hit in proper succession, on beat. If you need more precise measurements, then go with eighth notes, then sixteenths, etc.

      2) I second Ramengan. Ask JenovaSephiroth.

      As for the program you want, I don't know if Audacity is compatible with Mac, but you can try it. To export a song as an mp3 though, you'll need the LAME encoder, which you can find by using Google.

      Comment

      • ChanseyMaster
        FFR Player
        • Apr 2007
        • 14

        #4
        Re: Advanced Simfile Questions

        Okay, well I guess if JS or anyone else knows how do this, could they answer this?

        The song is playing at 110 BPM. I want to have maybe 4 or so sixteenth notes, followed by 4 more sixteenths that would become mines. How would I go about doing this?

        Another random question: How to I edit the BPM in the title to make it appear like songs like Chaos (where it changes between a bunch of numbers and ???) or like Monotune Survivor (where the BPM is incorrect, stating 2000000)

        [ChanseyMaster]
        I be the ownage.

        Comment

        • MixMasterLar
          Beach Bum Extraordinaire
          FFR Simfile Author
          • Aug 2006
          • 5224

          #5
          Re: Advanced Simfile Questions

          Change the .SM file to a .txt file and edit it in

          EX:

          Originally posted by Goodnight's .SM
          #CDTITLE:MMLcdtitle.png;
          #MUSIC:10_goodnight_-_theme_from_sunrise-sunset.mp3;
          #OFFSET:-0.200;
          #SAMPLESTART:0.000;
          #SAMPLELENGTH:20.000;
          #SELECTABLE:YES;
          #BPMS:0.000=119.530;
          #STOPS:;
          #BGCHANGES:;
          Add Between the Select line and the BPM line what you want like this:

          Originally posted by Goodnight's .SM MODDED
          #CDTITLE:MMLcdtitle.png;
          #MUSIC:10_goodnight_-_theme_from_sunrise-sunset.mp3;
          #OFFSET:-0.200;
          #SAMPLESTART:0.000;
          #SAMPLELENGTH:20.000;
          #SELECTABLE:YES;
          #DISPLAYBPM:0.000=*;
          #BPMS:0.000=119.530;
          #STOPS:;
          #BGCHANGES:;
          The "*" means to display the BPM as if the song is Legend of MAXX, you can replace it with any number

          PS: Remember to save it as a .sm again and reload the song in the editor. sometimes it helps to delete all the .olds and .dwi's for this trick



          (You can get my sim "Goodnight" over at BMS)

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          .

          Comment

          • ducky285
            FFR Player
            • Oct 2005
            • 1388

            #6
            Re: Advanced Simfile Questions

            If you want the BPM on the Song Selection Screen to show a specific number, use the following tag on the .sm file

            #BPMDISPLAY:typeinyourBPMhere;

            (or is it #DISPLAYBPM? I forget, try them both)

            Type an asterisk "*" to make the BPM do that one effect that's present on Legend of MAX on DDR Extreme.

            Also, negative BPM is used to skip forward suddenly. I call it a teleport effect. It's useful for following sudden changes or breaks in the music.

            How it works: We will assume a song is 160bpm normally. Let's change the BPM at one point to -160bpm and change it back to normal after 4 measures.

            What SM will do is it will skip forward at the point where the BPM becomes negative. It will skip the 4 measures where the BPM is negative AND the following 4 measures after the point where BPM is restored to normal.

            Example

            Measure 6 is the point where the BPM becomes negative. Measure 10 is where the BPM is restored to normal. SM will skip all of 6-10 plus all of 10-14. The first beat of measure 14 will show up suddenly when the steps reach measure 6. It's really neat. Test it out.
            Last edited by ducky285; 06-16-2007, 07:18 PM.
            Quack quack quack

            Comment

            • ChanseyMaster
              FFR Player
              • Apr 2007
              • 14

              #7
              Re: Advanced Simfile Questions

              Thanks a ton guys. I think now I've got a basic understanding of how I'm gonna make this simfile work out. (Even though a good lecture from VS on negative bpm changes wouldn't hurt, :P)

              Thanks again.

              [ChanseyMaster]
              I be the ownage.

              Comment

              • Relambrien
                FFR Player
                • Dec 2006
                • 1644

                #8
                Re: Advanced Simfile Questions

                To elaborate on negative bpm, it doesn't really turn arrows into mines. What it does is skip forward in time, so that you can make the steps in such a way as to APPEAR as if arrows are turning into mines.

                For instance, say you want four left arrows to suddenly appear as mines. What you do is change the bpm to negative at the start of those, change it to positive sometime later, figure out where the arrows would reappear, then place four mines on the left. This gives the illusion that the arrows turned into mines.

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