makoflagkk Posted November 26 Posted November 26 11 hours ago, piotr25691 said: To anyone who cares: I'm still working on this StepMania based very faithful DDR and it's pretty great! - Now supporting Shock Arrow judgments (buggy) - Corrected FLARE danger textures - Minor fixes everywhere https://github.com/h-lunah/DDR-A3-THEME/tree/legacy PS: if mods believe this is off topic, i can redact all related posts, please let me know. Can you add border and center guidelines and make them indiviual for p1 and p2 and also the ink is dead
piotr25691 Posted November 27 Posted November 27 (edited) On 11/26/2024 at 9:42 PM, makoflagkk said: Can you add border and center guidelines and make them indiviual for p1 and p2 and also the ink is dead That link was incorrect, sorry. https://github.com/h-lunah/DDR-A3-KIT/tree/legacy By the way, guidelines exist in the theme Edited November 27 by piotr25691
makoflagkk Posted November 27 Posted November 27 1 hour ago, piotr25691 said: That link was incorrect, sorry. https://github.com/h-lunah/DDR-A3-KIT/tree/legacy By the way, guidelines exist in the theme I know but I mean make two different types of guidelines border and center option. And make them disappear after a song and also can you make them individual for each player rather than have them locked onto two players thank you
piotr25691 Posted November 28 Posted November 28 (edited) 13 hours ago, makoflagkk said: I know but I mean make two different types of guidelines border and center option. And make them disappear after a song and also can you make them individual for each player rather than have them locked onto two players thank you turns out this is already implemented using BeginReadyDelay() for beginning and GAMESTATE:GetCurrentSong():GetLastBeat() for end, as well as being individual for every player Edited November 28 by piotr25691
NoctsRanun Posted November 28 Posted November 28 On 11/26/2024 at 5:10 PM, piotr25691 said: To anyone who cares: I'm still working on this StepMania based very faithful DDR and it's pretty great! - Now supporting Shock Arrow judgments (buggy) - Corrected FLARE danger textures - Minor fixes everywhere https://github.com/h-lunah/DDR-A3-KIT/tree/legacy PS: if mods believe this is off topic, i can redact all related posts, please let me know. How about CONSTANT?
piotr25691 Posted November 29 Posted November 29 20 hours ago, NoctsRanun said: How about CONSTANT? Has been implemented. You cannot set a specific amount of milliseconds because StepMania doesn't do that but an approximate implementation will be uploaded. 2
piotr25691 Posted November 30 Posted November 30 Extra Stage stars now also work just like the arcade game! Here I got 8 stars in the game, these stars carry over to the next game and give you an Extra Stage once you got 9.
NoctsRanun Posted November 30 Posted November 30 7 hours ago, piotr25691 said: Extra Stage stars now also work just like the arcade game! Here I got 8 stars in the game, these stars carry over to the next game and give you an Extra Stage once you got 9. Hmmm....can this work on current versions and BABY-LON'S GALAXY too...?
piotr25691 Posted December 1 Posted December 1 (edited) 11 hours ago, NoctsRanun said: Hmmm....can this work on current versions and BABY-LON'S GALAXY too...? Well, BABY-LON'S GALAXY can't be implemented, but the extra stage stars implementation is part of "01 ExtraStageStars.lua" Edited December 1 by piotr25691
NoctsRanun Posted December 1 Posted December 1 8 minutes ago, piotr25691 said: Well, BABY-LON'S GALAXY can't be implemented, but the extra stage stars implementation is part of "01 ExtraStageStars.lua" Worked on SM5? I see.
piotr25691 Posted December 1 Posted December 1 (edited) 2 hours ago, NoctsRanun said: Worked on SM5? I see. This video showcase shows off the following features: - Extra Stage Stars - FLARE EX lifebar - Shock Arrow judgments - Target Score (+XXXX text below the judgments) This has been made possible by editing the StepMania engine and doing a lot of Lua scripting https://files.catbox.moe/0fk69f.mp4 All of this work is public on my GitHub repository so you can take the Lua script and add it to your own theme. Edited December 1 by piotr25691 1
makoflagkk Posted December 1 Posted December 1 On 11/28/2024 at 1:18 AM, piotr25691 said: turns out this is already implemented using BeginReadyDelay() for beginning and GAMESTATE:GetCurrentSong():GetLastBeat() for end, as well as being individual for every player No I mean like player one can have guidelines on and player 2 can have no guidelines on. And guidelines should disappear like this
piotr25691 Posted December 2 Posted December 2 (edited) On 12/1/2024 at 10:11 PM, makoflagkk said: No I mean like player one can have guidelines on and player 2 can have no guidelines on. And guidelines should disappear like this It now works, not yet for both players but the appearance and disappearance timing is arcade accurate. The texture can't be changed outright cuz the theme uses Metrics for Guidelines (in this case it's NoteField bars) and I'd have to wrap Lua around the metric values. Edited December 3 by piotr25691 1
Don_Padoli Posted December 3 Posted December 3 En 1/12/2024 a las 8:25, piotr25691 dijo: This video showcase shows off the following features: - Extra Stage Stars - FLARE EX lifebar - Shock Arrow judgments - Target Score (+XXXX text below the judgments) This has been made possible by editing the StepMania engine and doing a lot of Lua scripting https://files.catbox.moe/0fk69f.mp4 All of this work is public on my GitHub repository so you can take the Lua script and add it to your own theme. great theme,but i have 2 problems - the left/right arrow increase/decrease speed in game -how to display random bga movies
piotr25691 Posted December 3 Posted December 3 2 hours ago, Don_Padoli said: great theme,but i have 2 problems - the left/right arrow increase/decrease speed in game -how to display random bga movies - You need to set it to "only dedicated menu buttons" - In the custom options you can change DanceStages to something else
NoctsRanun Posted December 3 Posted December 3 On 12/1/2024 at 7:25 PM, piotr25691 said: This video showcase shows off the following features: - Extra Stage Stars - FLARE EX lifebar - Shock Arrow judgments - Target Score (+XXXX text below the judgments) This has been made possible by editing the StepMania engine and doing a lot of Lua scripting https://files.catbox.moe/0fk69f.mp4 All of this work is public on my GitHub repository so you can take the Lua script and add it to your own theme. Ah I remember the group dancers part the one Enciso posted
piotr25691 Posted December 4 Posted December 4 (edited) On 12/3/2024 at 12:00 PM, NoctsRanun said: Ah I remember the group dancers part the one Enciso posted Yes as Enciso's dance stages are the main background that matches the theme I uploaded another update that adds region fonts, fixes the 0 more coin(s) needed bug and reworks guidelines and extra stage stars to be more correct Edited December 4 by piotr25691 1
Don_Padoli Posted December 5 Posted December 5 En 3/12/2024 a las 3:19, piotr25691 dijo: - You need to set it to "only dedicated menu buttons" - In the custom options you can change DanceStages to something else the step zone is ok now,thanks,but the generic random dancer don´t show,only title or black screen ;(
makoflagkk Posted December 5 Posted December 5 18 hours ago, piotr25691 said: Yes as Enciso's dance stages are the main background that matches the theme I uploaded another update that adds region fonts, fixes the 0 more coin(s) needed bug and reworks guidelines and extra stage stars to be more correct I love the new theme updates but I have a major concern. When I press the operator menu or go to theme options you can’t change in game settings or change the theme so the only way I can change themes is by deleting and re adding it back.
piotr25691 Posted December 5 Posted December 5 1 hour ago, makoflagkk said: I love the new theme updates but I have a major concern. When I press the operator menu or go to theme options you can’t change in game settings or change the theme so the only way I can change themes is by deleting and re adding it back. To change the settings, you need to select the blank option in the service menu, press enter, go to Appearance Options and change the theme, and re-enter the service menu. This is done to match the service menu to the arcade game. 10 hours ago, Don_Padoli said: the step zone is ok now,thanks,but the generic random dancer don´t show,only title or black screen ;( in the Custom Options, if you changed it to be RandomMovies (accessible via blank option in the service menu), change it to RandomMovies and install some random movie files in the RandomMovies folder. Examples of such files are available on my repository: https://github.com/h-lunah/DDR-A3-KIT/tree/legacy/RandomMovies
Don_Padoli Posted December 5 Posted December 5 hace 4 horas, piotr25691 dijo: To change the settings, you need to select the blank option in the service menu, press enter, go to Appearance Options and change the theme, and re-enter the service menu. This is done to match the service menu to the arcade game. in the Custom Options, if you changed it to be RandomMovies (accessible via blank option in the service menu), change it to RandomMovies and install some random movie files in the RandomMovies folder. Examples of such files are available on my repository: https://github.com/h-lunah/DDR-A3-KIT/tree/legacy/RandomMovies same problem
bicarus Posted December 6 Posted December 6 2 hours ago, carlosgordon1970 said: hi! is there any patcher left? i cant find any https://github.com/two-torial/sp2xpatcher 2
makoflagkk Posted December 6 Posted December 6 (edited) On 12/5/2024 at 8:55 AM, piotr25691 said: This might be the hardest thing to implement in the theme but what about a custom announcer engine for screen gameplay overlay default.lua? The announcer in Ace’s engine works in multiple ways it cues lines for 50 combo milestones 100, combo milestones, and also reacts to the BPM’s frequency of a song. If a song has a high BPM rate the announcer will sound more frequently if the announcer has lower BPM lines will be more spaced out. I tried to code this before and got close but failed. It also runs on an elapsed time for combos if you break them or how it catches up. Announcer for during a song works in a lot of different ways and could be quite the task to add something that mimics ddr’s engine. You would need a lot of conditions and if statements to make this work. You would also need to relabel the folders so engine defined sounds don’t overlap with the custom sounds here is a code I made but it is not good. Screen Gameplay Overlay local t = Def.ActorFrame{} local soundPlaying = false local lastComboMilestonePlayed = 0 local lastCheeringComboPlayed = 0 local lastTimeMilestonePlayed = 0 local comboCooldown = 5 -- Cooldown period for combo milestones local cheeringCooldown = 5 -- Cooldown period for cheering local firstBPMComboPlayed = false -- Flag to ensure the first BPM-based milestone is a combo local alternateSoundIndex = 0 -- Index to alternate between combo and cheering local lastFixedComboMilestonePlayed = 0 -- Track the last fixed 50 combo milestone played local firstStepMade = false -- Flag to check if the first step is made for pn in ivalues(GAMESTATE:GetHumanPlayers()) do t[#t+1] = LoadActor("FullCombo", pn) end t[#t+1] = LoadActor("GameOver") local currentSong = GAMESTATE:GetCurrentSong() local bpm = currentSong and currentSong:GetDisplayBpms()[2] or 120 -- Default BPM if currentSong is nil local songLength = currentSong and currentSong:GetLastSecond() or 180 -- Default length if currentSong is nil if currentSong and currentSong:GetDisplayFullTitle() == "LET'S CHECK YOUR LEVEL!" then t[#t+1] = LoadActor("LET'S CHECK YOUR LEVEL!") elseif currentSong and currentSong:GetDisplayFullTitle() == "Lesson by DJ" then t[#t+1] = LoadActor("Lesson by DJ") end -- Function to determine combo thresholds based on BPM local function getComboThresholds(bpm) local milestones = {} local baseThreshold = 50 if bpm >= 200 then baseThreshold = 20 elseif bpm >= 180 then baseThreshold = 25 elseif bpm >= 160 then baseThreshold = 30 elseif bpm >= 140 then baseThreshold = 35 elseif bpm >= 120 then baseThreshold = 40 else baseThreshold = 45 end for i = baseThreshold, 1000, baseThreshold do table.insert(milestones, i) end -- Always include every 100 combos as special milestones for i = 100, 1000, 100 do table.insert(milestones, i) end return milestones end local comboThresholds = getComboThresholds(bpm) -- Function to determine cheering thresholds based on BPM local function getCheeringThresholds(bpm) local milestones = {} local baseCheeringThreshold = 75 if bpm >= 200 then baseCheeringThreshold = 45 elseif bpm >= 180 then baseCheeringThreshold = 50 elseif bpm >= 160 then baseCheeringThreshold = 60 elseif bpm >= 140 then baseCheeringThreshold = 70 elseif bpm >= 120 then baseCheeringThreshold = 75 else baseCheeringThreshold = 85 end for i = baseCheeringThreshold, 1000, baseCheeringThreshold do table.insert(milestones, i) end return milestones end local cheeringThresholds = getCheeringThresholds(bpm) -- Function to determine time thresholds based on song length local function getTimeThresholds(songLength) local baseThreshold = 30 local milestones = {} for i = 1, math.floor(songLength / baseThreshold) do local milestone = baseThreshold * i table.insert(milestones, milestone) end return milestones end local timeThresholds = getTimeThresholds(songLength) -- Custom announcer lines for specific combo milestones and time intervals t[#t+1] = Def.ActorFrame{ ComboChangedMessageCommand=function(self, params) local combo = params.PlayerStageStats:GetCurrentCombo() local maxCombo = params.PlayerStageStats.GetMaxCombo and params.PlayerStageStats:GetMaxCombo() or 0 local songPosition = GAMESTATE:GetSongPosition() local currentTime = songPosition:GetMusicSeconds() -- Check if the first step is made if combo > 0 then firstStepMade = true end -- Prevent announcer from playing before the first step is made if not firstStepMade then return end -- Handle special milestones for 100 - 1000 combos (always play these) if combo > 0 and combo % 100 == 0 and lastComboMilestonePlayed ~= combo then SOUNDlayAnnouncer("combo_" .. combo) lastComboMilestonePlayed = combo return end if combo > 0 then -- Check fixed 50 combo milestones first (not divisible by 100) if combo % 50 == 0 and combo % 100 ~= 0 and lastFixedComboMilestonePlayed ~= combo then SOUNDlayAnnouncer("combo_50") lastFixedComboMilestonePlayed = combo soundPlaying = true self:sleep(comboCooldown):queuecommand("ResetSoundFlag") return end -- Check BPM-based combo milestones if not soundPlaying then for _, milestone in ipairs(comboThresholds) do if combo == milestone and lastComboMilestonePlayed ~= combo then if combo % 100 ~= 0 and combo % 50 ~= 0 then -- Skip special milestones and fixed 50 milestones if not firstBPMComboPlayed then SOUNDlayAnnouncer("combo_50") firstBPMComboPlayed = true print("Playing first BPM-based combo_50") else -- Alternate between combo_50 and cheering if alternateSoundIndex == 0 then SOUNDlayAnnouncer("combo_50") print("Playing combo_50") else SOUNDlayAnnouncer("cheering") print("Playing cheering") end alternateSoundIndex = (alternateSoundIndex + 1) % 2 -- Cycle through 0, 1 end end lastComboMilestonePlayed = combo soundPlaying = true self:sleep(comboCooldown):queuecommand("ResetSoundFlag") return end end -- Check cheering milestones if no combo milestone was played for _, milestone in ipairs(cheeringThresholds) do if combo == milestone and lastCheeringComboPlayed ~= combo then SOUNDlayAnnouncer("cheering") print("Playing standard cheering") lastCheeringComboPlayed = combo soundPlaying = true self:sleep(cheeringCooldown):queuecommand("ResetSoundFlag") return end end end end -- Handle combo break and ensure fixed 50 combo milestone still goes off if combo == 0 and not soundPlaying then if maxCombo > 0 and maxCombo < 50 then SOUNDlayAnnouncer("combo_50") soundPlaying = true self:sleep(comboCooldown):queuecommand("ResetSoundFlag") return end lastComboMilestonePlayed = 0 lastCheeringComboPlayed = 0 lastFixedComboMilestonePlayed = 0 -- Adjust for song length if combo is broken before 50 combos if maxCombo < 50 then local elapsedTimeRatio = maxCombo / 50 local expectedMilestoneTime = songLength * elapsedTimeRatio if currentTime >= expectedMilestoneTime then SOUNDlayAnnouncer("combo_50") soundPlaying = true self:sleep(comboCooldown):queuecommand("ResetSoundFlag") return end end -- Make the announcer catch up based on song timing for _, milestone in ipairs(timeThresholds) do if math.floor(currentTime) == milestone and lastTimeMilestonePlayed ~= milestone then SOUNDlayAnnouncer("time_interval_" .. milestone) lastTimeMilestonePlayed = milestone soundPlaying = true self:sleep(comboCooldown):queuecommand("ResetSoundFlag") return end end end end, ResetSoundFlagCommand=function(self) soundPlaying = false end, UpdateCommand=function(self) local songPosition = GAMESTATE:GetSongPosition() local currentTime = songPosition:GetMusicSeconds() -- Check for 3 seconds before or after fixed 50 or 100 combo milestones local milestones = {} for i = 50, 1000, 50 do table.insert(milestones, i) end for _, milestone in ipairs(milestones) do local milestoneTime = milestone / bpm * 60 -- Convert combo to time if math.abs(currentTime - milestoneTime) <= 3 and not soundPlaying and lastCheeringComboPlayed ~= milestone then SOUNDlayAnnouncer("cheering_combo") lastCheeringComboPlayed = milestone soundPlaying = true self:sleep(cheeringCooldown):queuecommand("ResetSoundFlag") return end end end } return t Edited December 6 by makoflagkk
piotr25691 Posted December 6 Posted December 6 3 hours ago, makoflagkk said: You imply I should add a custom announcer engine?
makoflagkk Posted December 7 Posted December 7 (edited) 12 hours ago, piotr25691 said: You imply I should add a custom announcer engine? Add no. Would it be a nice addition to make the theme feel more authentic to DDR yes. But this is probably my last post on this subject because this forum is about arcade data not StepMania or the sort Edited December 7 by makoflagkk
piotr25691 Posted December 7 Posted December 7 1 hour ago, makoflagkk said: Add no. Would it be a nice addition to make the theme feel more authentic to DDR yes. But this is probably my last post on this subject because this forum is about arcade data not StepMania or the sort Yes we should as it's getting off topic this is only partially related
carlosgordon1970 Posted Saturday at 06:07 PM Posted Saturday at 06:07 PM En 5/12/2024 a las 22:58, bicarus dijo: https://github.com/two-torial/sp2xpatcher and what about the golden cabinet? can we change that or it isnt a thing anymore??
piotr25691 Posted Saturday at 06:39 PM Posted Saturday at 06:39 PM 30 minutes ago, carlosgordon1970 said: and what about the golden cabinet? can we change that or it isnt a thing anymore?? Only for A3 there was a Cabinet Type 6 (Gold). DDR WORLD has no gold cab option. If you're trying to patch DDR A3, turn on the Force Cabinet Type 6 option. For DDR WORLD there is no such option. 1
carlosgordon1970 Posted Saturday at 06:57 PM Posted Saturday at 06:57 PM hace 14 minutos, piotr25691 dijo: Only for A3 there was a Cabinet Type 6 (Gold). DDR WORLD has no gold cab option. If you're trying to patch DDR A3, turn on the Force Cabinet Type 6 option. For DDR WORLD there is no such option. ooohhh i see thanks!, so, we cant play the events? i am using asphyxia latest, i though i needed to enable gold cab to play them
donwolfoz Posted Tuesday at 03:36 PM Posted Tuesday at 03:36 PM En 7/12/2024 a las 15:57, carlosgordon1970 dijo: ooohhh i see thanks!, so, we cant play the events? i am using asphyxia latest, i though i needed to enable gold cab to play them
piotr25691 Posted Tuesday at 06:52 PM Posted Tuesday at 06:52 PM 3 hours ago, donwolfoz said: Note that this isn't technically Gold mode as it has been removed from WORLD. This solely is to change the machine type from a 32-bit (white A cab) to a 64-bit (gold A20 cab) model
Don_Padoli Posted Tuesday at 11:00 PM Posted Tuesday at 11:00 PM En 5/12/2024 a las 10:55, piotr25691 dijo: To change the settings, you need to select the blank option in the service menu, press enter, go to Appearance Options and change the theme, and re-enter the service menu. This is done to match the service menu to the arcade game. in the Custom Options, if you changed it to be RandomMovies (accessible via blank option in the service menu), change it to RandomMovies and install some random movie files in the RandomMovies folder. Examples of such files are available on my repository: https://github.com/h-lunah/DDR-A3-KIT/tree/legacy/RandomMovies Update: rename files to .avi and now works perfect! En 7/12/2024 a las 15:57, carlosgordon1970 dijo: ooohhh i see thanks!, so, we cant play the events? i am using asphyxia latest, i though i needed to enable gold cab to play them use asphyxia + musicdb to play all songs and events
piotr25691 Posted Wednesday at 07:38 PM Posted Wednesday at 07:38 PM 20 hours ago, Don_Padoli said: Update: rename files to .avi and now works perfect! use asphyxia + musicdb to play all songs and events ohhh I have to remux my files to AVI
Don_Padoli Posted yesterday at 01:32 AM Posted yesterday at 01:32 AM hace 5 horas, piotr25691 dijo: ohhh I have to remux my files to AVI two more minor fixes and this theme It will be perfect
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