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topet2k12001 last won the day on May 4

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  1. I honestly haven't tried using a physical NFC Reader (yet) as I have mentioned earlier (other than my phone's NFC Reader where SpiceCompanion is installed) so I don't want to pretend that I know what I really don't .:) But, looking at Spice Configuration, and using common sense as my guide, I would assume that there should be an option for setting up a physical reader. Also I believe there's documentation available in the source code of Spice Tools...remember when you download it from the first page of this thread, it downloads a zip file. Inside of it is a folder called "src." Try to open its contents and read the documentation contained within.
  2. Forgot to mention: since with SpiceCompanion you are using a device that has only one (1) NFC reader (the phone/tablet itself), it can't distinguish whether you're inserting the card in Player 1 or Player 2 by merely swiping a card on it. Simply tap the card number on your phone's or tablet's screen that you want to "insert" and a pop-up message box appears, allowing you to choose "Insert to P1" or "Insert to P2" as appropriate.
  3. So I was typing to edit my original message, but I'll just continue here: Without physical card: the caveat here is that the game only recognizes whatever "card number" is written in card0.txt (for Player 1 side) and/or card1.txt (for Player 2 side). So if you have more players, you'd have to rename the existing card0.txt and card1.txt...and then generate new ones. Not too convenient if you plan to use your rig publicly/with multiple players/profiles. This approach is not a problem if you're the only player of the game/machine (which is the case for most people here). With physical card: SpiceCompanion dynamically "adds" as many new cards that you register on it so this is the behavior closest to the arcade/official DDR. It can "remember" even a combination of physical and virtual cards. I believe SpiceCompanion also allows you to emulate a "swipe" in the case of a "virtual/generated" card number. Give it a try. To visualize, here's my SpiceCompanion. See that it's a combination of actual e-Amusement and "virtual" cards. Yes, once a swipe is detected, the game automatically starts. It's the same case even with "virtual" cards as well as physical cards, and in the official DDR cab/arcade. If a "swipe" is detected first, you don't have to manually press the Start button anymore.
  4. Without using a physical card: you map a button (presumably on your keyboard) that emulates a "card swipe." You also "generate" a "card" beforehand. Both can be done in Spice Configuration. Most people using this DDR rip go with this approach by default and is actually the procedure I recorded in my video tutorial in the first page. With a physical card, e.g. e-Amusement: use SpiceCompanion to swipe the e-Amusement card for the first time so that it gets registered on Spice's database (this behavior is similar to "generate" a "card" as above). From there you can use the e-Amusement card in subsequent games.
  5. You can also do it "virtually" with SpiceCompanion. it's the same concept as generating a "card" in Spice Config actually. But since you mentioned you want the "full experience" that's why my response was focused on the use of physical cards. I live in Asia region so usage of e-Amusement cards is pretty common here. So if I were to answer that question my answer would be to use an e-Amusement card. Less expenditure too since it can be used for both the official DDR machine and here with SpiceCompanion. I think e-Amusement is just regular NFC. My phone's NFC reader is able to detect it whenever I use it on SpiceCompanion.
  6. Hmmm.... If you do have an actual e-Amusement card, it works with SpiceCompanion (that's what I actually use SpiceCompanion for). Obviously your records in the official e-Amusement server won't copy over to Butterfly (and vice-versa), but yes it works. As far as using a generic set of cards where you get to assign a number (I've seen some in online retail websites), My DDR friends and I have been actually curious as well. I'd assume it will work but you probably need to ensure that you follow the format. I believe the format is 16 digits but there is a specific range of numbers/letters that can be used. I think it's A to F for letters and 0 to 9 for numbers, I just can't remember. I think it was mentioned in the old DDR A20 thread. Or to make it easier for you, in Spice Configuration, generate a "card." It will be saved as card0.txt or card1.txt. Open those files and use those letters/numbers. Generate again if you want to make more cards.
  7. Glad you liked it. And glad that you're one of those who have read the entire documentation before asking. This is an actual DDR rip (as in ripped from the arcade machine/cabinet itself). It is not "emulated" if this is what you meant by "running in an app." Data is put out on a "need-to-know" basis (this is technically hacking as it is "ripped from an arcade cabinet" so don't expect some sense of cadence/"release schedule").
  8. It's meant to be that way. Not a bug/glitch.
  9. Hello, Line #3 in your log tells us that you have "smartea" and "eamaint" turned on. I never use those in my tutorial video nor the FAQ. Butterfly already performs the task of being the "e-Amusement server" so there is no need to turn on those options. Regarding "Syncing" (and "Sight-reading") I never play with two variables when adjusting my game's sync. Yes i know they have different functions and may be useful individually, but it's much easier to manage it with just one variable. That's why you never see me make mention of adjusting "render offset" (and never two or more variables being adjusted at a time). It's going to be a headache for you. I've helped quite a number of people and some insisted on changing both variables and it just ended up as a mess for them. Between the two, my personal opinion is that the "sound offset" is a better choice for adjustments. This is because in rhythm games, we "time" ourselves to the beat of the music and not to the "visual cues" (arrows/notes) when playing. It's more natural and "consistent" if you time to the beat (that's the context of music) rather than "sight-reading" the entire thing (this is less consistent - even in a gaming scenario, I'd resort to "sight-read" only because it's the first time I'm seeing/playing a chart/song). NOTE: my definition of "sight-reading" is that you're trying to get a "Marvelous" timing by focusing on the visual cues (arrows/'notes) and disregarding the timing offered by the sound/music). And then, "timing to the sound/music/beat" in my definition is where you use the music's beat as basis of your timing, with the visual cues (notes/arrows) just being in your peripheral vision. I tend to "stare" a the "Judgment" indicator when playing and the notes are just within my field of vision, and then I time myself to the beat of the sound/music. If you're having problems with the visuals, check your hardware specs. Rhythmg Games like DDR have surprisingly low hardware spec requirements, plus rhythm games "hate" or don't play nicely when you have very high refresh rates (both on the TV/monitor and your video card). Some people I have helped have high-end video cards (e.g. NVIDIA 1xxx, 2xxx, or 3xxx series) that are capable of more than 60 FPS. I advised them to "limit" or "cap" their framerates to 60 FPS and that fixed the "sync issues" for them (DDR runs natively at 720p resolution, 60 FPS framerate, and 60 Hz refresh rate for the monitor/screen). Disable all the "enhancement" features of your video card (V-Sync and the like); the forcing of "smoothness" causes the arrows to scroll off-sync to the music. if you play other games on your PC perhaps you can create "profiles" for those games instead (or manually turn them on before playing them). HIgh-end Smart TVs can also cause "sync issues" especially those that have "tru-motion" or "smooth-motion" (or similar names that TV manufacturers call them)...TVs that have refresh rates higher than 60 Hz basically (e.g. 120 Hz, 144 Hz, etc.). If your TV has a feature where you can change this, please keep it at 60 Hz maximum. Also, avoid using "wireless" connections for your audio and your controllers/keyboards when playing the game. Wireless technology is known to introduce some "latency" (because of the time it takes to process the data and then "send/receive" them wirelessly). Reminder: everyone, remember this is an arcade rip - an exact copy of the arcade game ripped from a real arcade cabinet. So whatever specs/technology/connectivity the arcade has, try to have similar, if not the same, specs. Regarding "Gold Cab" The Gold Cab is more than just a theme/visual change; it's an actually different cab with some songs (Gold Cab Exclusive songs like the 20th Anniversary Butterfly, Cartoon Heroes, etc.) and events (like Golden League) that can only be played in an actual "Gold Cab." Just like to remind everyone about this.
  10. In the first page/first post of this thread, look for FAQ Q20. I have already provided the hex edits. Tips: Take note that when playing in "Blue Cab" Mode this hex edit doesn't have an effect. The "sound offset" will not change. I only see this hex edit having an effect in "Gold Cab" Mode. I personally noticed that starting 20200203, adjustments are not needed BOTH in "Blue Cab" and "Gold Cab" Modes. They seem to be in sync by default. If you are experiencing off-sync issues, it may be caused by your video card or its settings...or your monitor/TV screen having too high of a refresh rate (higher than 60 fps causes sync issues). Also avoid using wireless connections e.g. wireless speakers and the like. You're possibly adjusting "in the wrong direction." Bigger number = the sound will become late (so the arrows will feel too early). Smaller number = the sound will become early (so the arrows will feel too late). Remember that this is "sound offset" not "arrow/note offset," so make sure that your adjustments are from the point-of-view of the sound/music. When testing, you should stick to only the same song and the same difficulty when testing/changing the offset so that you can feel the difference more objectively. When testing, you are "visually" forcing yourself to time the arrows instead of just following the timing of the sound. Remember that you adjusted "sound offset" so your basis of timing should be the sound and not the arrows. Of course you will need to watch the arrows but in terms of timing them, you should base it on the sound/music. If you force yourself to time the arrows visually, then you wouldn't know whether the adjustment you made was sufficient or not. Worse, you may feel as if nothing has changed. Enable "FAST/SLOW" marks. They are very helpful "telling" you whether you are close enough to your adjustment. Play the same song/difficulty maybe for 2 rounds so that would be 6 to 8 times. Make sure to take a screenshot each time. After 6 to 8 times, review the screenshots and you will see where the "sync" is falling consistently whether it is biased on "FAST" or biased on "SLOW" - what you want is that your "FAST" and "SLOW" marks are almost well-balanced and that's the indicator that you have found the best "sync" offset. It's a long process if you really want to find the proper sync but it's well worth it. But again as I have said and as you can see below, on 20200203 you shouldn't need to make adjustments. If there are off-sync issues the cause is in your hardware (rhythm games are very finicky with the hardware being used). There are a few alternatives to try: Use ddrhax (read up about it in the first page/first post) Make the adjustments directly in the Confguration Bank file (inside startup.arc) Update: To be sure, I personally performed a simple test/experiment: Using 20200203, I intentionally changed my "sound offset" from the default of 105 ms (69 in hex), to 40ms (28 in hex). Again to recall: Higher/bigger number = sound will become late (arrows will feel early as an effect) Lower/smaller number = sound will become early (arrows will feel late as an effect) Here is the result (I changed it from 105ms default, to 40ms): The result is what we expect: because I changed the sound to be too early, the arrows are timed "late" as an effect. See that practically all of my steps are judged as "SLOW" and almost all are "GREAT" only. Next, I reverted it back to the default "sound offset" which is 105ms (69 in hex) and tried the same song, same difficulty. Here is the result: Again, the result is as expected. The timing is back to normal. Also notice that my "FAST" and "SLOW" counts are almost evenly balanced (meaning almost the same number of "FAST" and "SLOW" counts), which is an indicator that the game is properly synced. Again as a reminder: on 20200203 there is no need to make adjustments even in Gold Cab Mode, as you can see in my screenshot above.
  11. Aside from checking the "correct location," ddr_scat also checks for the presence of some files. It is well-known that anti-virus programs have the tendency to "delete" files when extracted from a zip (ddr_smut.exe is a self-extracting zip). So when some of those files are deleted/gone, and you run ddr_scat.exe, it will detect that some files are missing. And hence, it will give a "failure" message and it will quit. Please whitelist your DDR folder ("contents") and all its sub-folders from anti-virus detection. Also make sure that the following files are present in the following locations: "xactengine2_10.dll" in the "com" folder "ea3-config.xml" in the "prop" folder (on a fresh "clean" download this file is not present; you may download a copy from the first post of this thread - look for FAQ Q08) "startup.arc" in the "data\arc" folder These are essential game files such that if they're not present, your game won't run. Therefore, these files SHOULD be present in your game folders even prior to the existence of ddr_smut. EDIT: I already added this to the Troubleshooting section of the GitHub wiki, and at the FAQ at the first post in this thread (FAQ Q31).
  12. Make sure you extracted ddr_smut in the correct location and you are running ddr_scat from the correct location. Otherwise, the script will fail and will just exit. Refer to the wiki for guidance. [Hidden Content]
  13. What you're requesting for requires modification of the very source (programming) code of spicetools which is not built by us. I believe the developers are listed in the very last tab (from that screenshot); you may want to contact them if you are requesting for additional features.
  14. Thank you. I play Stepmania sometimes so I'll give this a try and will provide you with feedback as appropriate.
  15. I'd like to try it out too but the link seems to always lead to "Access Denied."