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[Stepmania 5.1+ Conversion] lootus (TaroNuke, Galactic Gladiators)

MrThatKid4

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[Stepmania 5.1+ Conversion] lootus (TaroNuke, Galactic Gladiators)

32 635 просмотров · 9 лет назад
MrThatKid4
1,53 тыс. подписчиков
32 635 просмотров · 9 лет назад
Original file by TaroNuke:    • lootus ( Mawaru: Minigame-O-Matic! )   SM5.1+ Download: https://www.mediafire.com/?riwy5p9djw... Notes: Ayaze, where did you find that machine? Requested by "soler98012 patata con aceite" & "Julius Adrian". Go check out TaroNuke!    / taro4012   He's made tons of cool simfiles and SRTs! Most of the effort went to debugging the games and music game hell. Internal changes: Made a function get the music rate natively. Changed 'JudgeWindowSecondsName' into 'TimingWindowSecondsW#'. Moved some variable declarations to be at the top of the file (not in a command of any kind) due to how lua loads things differently compared to itg. Implemented an input handler. Replaced ApplyGameCommand with mod reader functions. Applied sleep on judgment+combo. Moved judgment+combo farther apart if both players are active. Did zoomz usage on the player for the bumpy effect at 1:52 Used a bunch of wrappers to try to get around the 'rotation applied after zoom' problem. Did some *(SCREEN_WIDTH/640). Replaced cmd-noteskin rotation with ConfusionOffset. Hid more UI elements. Get the player's score natively. Combo resetting moved to JudgmentMessageCommand and the CheckMiss command. Judgment checking also moved into JudgmentMessageCommand. Unconverted some x & y positions. Moved around actors to make the rendering order correct. Enclosed various actor command arguments. Found out that doing setstate(4) on the whole combo actor (in the minigames) results in showing a combo of 444 regardless of actual combo value. Command became OnCommand. (It was just Command) Added in an effectclock('bgm') that got left out from automatic sprite conversion. Removed sdvx's removal of the BG. Declared some variables in an InitCommand, also due to loading errors. Changed some zoomzs into zoomys. Fixed sdvx scoring to also work for P2. Changed a use of PLAYER_1/2 into numbers. Have problems getting this to work, or want me to convert something to SM5? Let me know!