Post #61 · Posted at 2015-03-02 10:17:21pm 10.3 years ago
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Bumping this because like, I see a ton of files just put at offset 0.000 and you have incorrect bpms to compensate for a wrong offset when the file is just a constant bpm anyways (Groove is just constant 129.995, not 0.000=127.909,4.000=129.993; FANTASY is just constant 160.000, not 0.000=159.425,4.000=160.009). What's the point of doing this when you can just put one bpm and the correct song offset (or at least globally acceptable one to a GO of 0.000 or something)?
Even if they use a different offset for whatever system they use for syncing for one measure, you still have incorrect bpms for the supposed "correct bpm" parts. I don't understand why you need to replicate arcade data when this is a completely different system to begin with and it's not like you can just backport these simfiles into an actual machine as is (I would imagine you'd just use an arcade data rip for that purpose). If it's because of the "to keep it legit as possible for scoring" idea then that doesn't make sense either given that a majority of people don't even count PFC's on stepmania as legit anyways.
Quote: razorblade
KONAMI's style uses extra bpm at measure 0 to compensate starting offset instead of number of seconds hence, all of their song offset seconds used are always 0. Real bpms start from measure 1 onwards.
Even if they use a different offset for whatever system they use for syncing for one measure, you still have incorrect bpms for the supposed "correct bpm" parts. I don't understand why you need to replicate arcade data when this is a completely different system to begin with and it's not like you can just backport these simfiles into an actual machine as is (I would imagine you'd just use an arcade data rip for that purpose). If it's because of the "to keep it legit as possible for scoring" idea then that doesn't make sense either given that a majority of people don't even count PFC's on stepmania as legit anyways.
Post #62 · Posted at 2015-03-02 10:52:28pm 10.3 years ago
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Quote: SM MaxX
Bumping this because like, I see a ton of files just put at offset 0.000 and you have incorrect bpms to compensate for a wrong offset when the file is just a constant bpm anyways (Groove is just constant 129.995, not 0.000=127.909,4.000=129.993; FANTASY is just constant 160.000, not 0.000=159.425,4.000=160.009). What's the point of doing this when you can just put one bpm and the correct song offset (or at least globally acceptable one to a GO of 0.000 or something)?
Even if they use a different offset for whatever system they use for syncing for one measure, you still have incorrect bpms for the supposed "correct bpm" parts. I don't understand why you need to replicate arcade data when this is a completely different system to begin with and it's not like you can just backport these simfiles into an actual machine as is (I would imagine you'd just use an arcade data rip for that purpose). If it's because of the "to keep it legit as possible for scoring" idea then that doesn't make sense either given that a majority of people don't even count PFC's on stepmania as legit anyways.
Quote: razorblade
KONAMI's style uses extra bpm at measure 0 to compensate starting offset instead of number of seconds hence, all of their song offset seconds used are always 0. Real bpms start from measure 1 onwards.
Even if they use a different offset for whatever system they use for syncing for one measure, you still have incorrect bpms for the supposed "correct bpm" parts. I don't understand why you need to replicate arcade data when this is a completely different system to begin with and it's not like you can just backport these simfiles into an actual machine as is (I would imagine you'd just use an arcade data rip for that purpose). If it's because of the "to keep it legit as possible for scoring" idea then that doesn't make sense either given that a majority of people don't even count PFC's on stepmania as legit anyways.
This supplements a lot of what I was trying to say on the previous page. I agree with you.
Post #63 · Posted at 2015-03-03 01:27:16pm 10.3 years ago
Quote: SM MaxX
rant without credible proof
Ok. I can provide a valid proof of how this happens. I gathered images from start, middle and near end measures. Let's make comparison. NOTE: Open each image in a new tab for clearer viewing experience:
Groove - constant 129.995bpm according to you



Groove's actual data from z-i-v



Fantasy constant 160 according to you



Fantasy's actual data from z-i-v



I think with these images you should know with version syncs better unless if you don't have knowledge of how to check them using any bpm checker programs. Same to ICNH. You'll notice that the first measure of each song (usually silent) can be equally spaced, shorter or longer than the rest that use the actual/real bpm starting at next measure. That explains why KONAMI intends to use that way to compensate offset and thus, each song bears 0 sec offset.
Honestly, this topic gets me boring especially if somebody has half to no knowledge or at least show valid evidence to prove it. Lol at those who insist that they do better sync than KONAMI. They got numerous PFC's in a real machine yet they still complain about KONAMI sync data. The irony indeed.
Post #64 · Posted at 2015-03-03 02:51:21pm 10.3 years ago
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None of those images show up.
Post #65 · Posted at 2015-03-03 03:04:51pm 10.3 years ago
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Quote: chewi
None of those images show up.
By quoting the post, they appear to be dropbox links that give a 403 error. Not sure why people don't just use imgur when posting images to forums..
Post #66 · Posted at 2015-03-03 03:16:05pm 10.3 years ago
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Quote: chewi
None of those images show up.
fixed now.
Post #67 · Posted at 2015-03-03 09:53:33pm 10.2 years ago
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Quote
13:48:28 · Telperion: @razorblade no, it's not right. you have the both the flat 129.995 BPM and the 127.909 -> 129.993 BPM versions starting at 0:00.000 in the music
13:49:20 · Telperion: that'll introduce a 30 ms error, which is exactly visible in the second and third snapshots of the flat sync option
13:51:01 · Telperion: The difference between the flat 129.995 BPM and the data 129.993 BPM amounts to ~1.8ms over the course of two minutes and is invisible at this scale
13:51:17 · Telperion: literally everything you're seeing is the difference in /offset/, which you have clearly not adjusted for
13:49:20 · Telperion: that'll introduce a 30 ms error, which is exactly visible in the second and third snapshots of the flat sync option
13:51:01 · Telperion: The difference between the flat 129.995 BPM and the data 129.993 BPM amounts to ~1.8ms over the course of two minutes and is invisible at this scale
13:51:17 · Telperion: literally everything you're seeing is the difference in /offset/, which you have clearly not adjusted for
Post #68 · Posted at 2015-03-03 10:25:35pm 10.2 years ago
Quote: from chat
06:14:57 · Kyzentun: @SM MaxX It's ZIV policy to reproduce whatever Konami does in an official simfile as closely as possible. This is why every simfile uses 32nds to approximate 12ths.
06:12:03 · razorblade: @SM MaxX you probably haven't experienced converting ssq to sm data using bm2sm, right?
06:12:03 · razorblade: @SM MaxX you probably haven't experienced converting ssq to sm data using bm2sm, right?
Quote: Kyzentun
This is why every simfile uses 32nds to approximate 12ths.
I assume you're talking about pre-SN2 data. This is not the case with X3 data where I used to update old songs.
Post #69 · Posted at 2015-03-04 12:45:23am 10.2 years ago
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Quote
I think with these images you should know with version syncs better unless if you don't have knowledge of how to check them using any bpm checker programs. Same to ICNH. You'll notice that the first measure of each song (usually silent) can be equally spaced, shorter or longer than the rest that use the actual/real bpm starting at next measure. That explains why KONAMI intends to use that way to compensate offset and thus, each song bears 0 sec offset.
Honestly, this topic gets me boring especially if somebody has half to no knowledge or at least show valid evidence to prove it. Lol at those who insist that they do better sync than KONAMI. They got numerous PFC's in a real machine yet they still complain about KONAMI sync data. The irony indeed.
Honestly, this topic gets me boring especially if somebody has half to no knowledge or at least show valid evidence to prove it. Lol at those who insist that they do better sync than KONAMI. They got numerous PFC's in a real machine yet they still complain about KONAMI sync data. The irony indeed.
I'm doing my best to stay level headed about everything but you're coming in here acting like a massive prick saying things like "lol at those who blah blah". Stop being a douchebag, get off your high horse, and be open minded about these things. If you can't do that much, don't manage this stuff at all.
I gave you LEGITIMATE REASONS that you glossed over on the previous page, so don't tell me about not coming up with valid evidence. I know how Konami syncs things. You keep repeating the same information over and over again. Konami has 0.000 for song offsets and uses the first measure to get the offset right. I understand that. Thing is, and listen closely, that has absolutely 0 bearing on how .sm (aka STEPMANIA) files should be handled. StepMania IS NOT DDR. Stop treating them as the same. Konami may not have the concept of a "song offset" and thus they HAVE to use this asinine way to sync songs. StepMania doesn't! It's built to handle this case. Exploit it. No one can count PFCs on StepMania anyway because of fundamental engine differences, so keeping it "arcade accurate" is not a valid reason.
Second, as people have mentioned, the BPMs are wrong. None of these songs are using BPM=129.995. It's 130. How is that not obvious? No artist went through the time to be a little bit wrong. Those little differences mean drifting changes throughout the song, and even though YOU might not be able to see it, it exists. Why are you clinging to something so incorrect? Just because Konami made it that way doesn't make it heaven sent.
Third, what the hell is your cheap shot about getting PFCs and complaining? If anything, the fact that I can PFC most of the fucking game means I have intimate knowledge of the syncing issues in DDR, knowledge that far exceeds yours. I didn't want to have to pull that card but by ignoring what I'm saying and talking down to me, I felt it appropriate. There are plenty of people in the community who know better than Konami regarding file sync. Why not listen to them instead of thinking that a massive corporation can do no wrong?
Post #70 · Posted at 2015-03-04 11:25:33am 10.2 years ago
Everybody wants here to use a non-zero song offset just to make these sync work. REMEMBER, these are not user simfiles, THIS IS OFFICIAL DDR AC SIMFILES. As what Kyzentun stated earlier:
z-i-v once used to bring non-zero song offset in the past because every audio ripped using a bemani tool program have their silence in the beginning being removed during conversion. Since I have the X3 data (and other mixes as well), I planned to update them using the untouched audio (silence in the beginning remain intact) to match with corresponding ssq data. Therefore, everything you see in the official DDR AC simfiles have each 0 sec song offset in them.
I should have rephrased my words from "KONAMI's way" to "FROM KONAMI'S DATA" because I did not actually made any changes after converting audio and ssq from raw data.
Do your suggestion in other sites. NOT HERE. It pisses me off when somebody insists anything that's against z-i-v's policy when making official DDR AC simfiles.
Having the intimate knowledge doesn't always mean you are qualified to manipulate or control over everything especially if that's against the rules. I see you perspectively as a person, not as a known pro player so don't make me feel obliged as if you feel nobody knows better than you and as if you know these people's capacity as well.
Quote: from chat
06:14:57 · Kyzentun: @SM MaxX It's ZIV policy to reproduce whatever Konami does in an official simfile as closely as possible
z-i-v once used to bring non-zero song offset in the past because every audio ripped using a bemani tool program have their silence in the beginning being removed during conversion. Since I have the X3 data (and other mixes as well), I planned to update them using the untouched audio (silence in the beginning remain intact) to match with corresponding ssq data. Therefore, everything you see in the official DDR AC simfiles have each 0 sec song offset in them.
I should have rephrased my words from "KONAMI's way" to "FROM KONAMI'S DATA" because I did not actually made any changes after converting audio and ssq from raw data.
Do your suggestion in other sites. NOT HERE. It pisses me off when somebody insists anything that's against z-i-v's policy when making official DDR AC simfiles.
Having the intimate knowledge doesn't always mean you are qualified to manipulate or control over everything especially if that's against the rules. I see you perspectively as a person, not as a known pro player so don't make me feel obliged as if you feel nobody knows better than you and as if you know these people's capacity as well.
Post #71 · Posted at 2015-03-04 06:40:47pm 10.2 years ago
Official data only matters on official hardware running an official engine of DDR. Stepmania is not DDR really can't be bashed enough into your head when it's a giant gunshot of truth to your face. Many people have pointed syncing errors to you and you still refuse to believe anything is wrong because "well it's OFFICIAL !! ! !".
Post #72 · Posted at 2015-03-04 06:47:15pm 10.2 years ago
I don't see any error in sync while playing them in StepMania. You are looking it wrong because you see different numbers than what's stated in the KONAMI data.
Boy, I f'ing know StepMania is not DDR. We are talking about of OFFICIAL DDR AC SIMFILES, NOT CUSTOM/USER SIMFILES.
Stop insisting.
Boy, I f'ing know StepMania is not DDR. We are talking about of OFFICIAL DDR AC SIMFILES, NOT CUSTOM/USER SIMFILES.
Stop insisting.
Post #73 · Posted at 2015-03-04 07:13:54pm 10.2 years ago
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I've been lurking in the chat because I didn't want to get involved in arguments, but I finally think we have the conclusive answer that ain't ad hominem:
Quote: The chat
15:06:38 · DDR Addict: Unless I misunderstand, the audio in the HDD and SSQ files are built the same way, with the gap and BPM compensation as opposed to an offset
15:06:54 · razorblade: ^^ this
15:07:25 · DDR Addict: By obtaining the audio in a gapless format (OGG) and directly converting SSQ to SM, the process is made much more streamlined and accurate
15:08:09 · DDR Addict: This way, we don't have some official songs which users put a lot of effort to while others languish in obscurity; standardization as it were
15:09:08 · razorblade: I only bothered to input the sm metadata and they're all set after conversion
15:09:19 · razorblade: nothing more
15:06:54 · razorblade: ^^ this
15:07:25 · DDR Addict: By obtaining the audio in a gapless format (OGG) and directly converting SSQ to SM, the process is made much more streamlined and accurate
15:08:09 · DDR Addict: This way, we don't have some official songs which users put a lot of effort to while others languish in obscurity; standardization as it were
15:09:08 · razorblade: I only bothered to input the sm metadata and they're all set after conversion
15:09:19 · razorblade: nothing more
Post #74 · Posted at 2015-03-04 07:16:42pm 10.2 years ago
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I've said all I needed to say. It's clear neither of us are willing to budge on this and honestly I'd rather not even discuss this anymore with someone who has to resort to belittling comments about my age (both here and in chat).
Post #75 · Posted at 2015-03-04 07:17:10pm 10.2 years ago
Both SM MAXX and ICNH's suggestion is so DDR EXTREME-era like if I'm not wrong. Many things have changed in DDR X3 data which I used to update older songs. I assume they got either:
- used the same audio from older mixes but updated bpm data (to fix syncing issues in the past mixes, hence you see offset bpm at first measure) and/or
- updated everything
- used the same audio from older mixes but updated bpm data (to fix syncing issues in the past mixes, hence you see offset bpm at first measure) and/or
- updated everything
Quote: SM MaxX
II'd rather not even discuss this anymore with someone who has to resort to belittling comments about my age (both here and in chat).
I think that usually happen that you get unhealthy remarks from anybody if you keep insisting. Not my fault.Post #76 · Posted at 2015-03-04 08:20:37pm 10.2 years ago
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Quote: razorblade
Quote: from chat
06:14:57 · Kyzentun: @SM MaxX It's ZIV policy to reproduce whatever Konami does in an official simfile as closely as possible. This is why every simfile uses 32nds to approximate 12ths.
06:12:03 · razorblade: @SM MaxX you probably haven't experienced converting ssq to sm data using bm2sm, right?
06:12:03 · razorblade: @SM MaxX you probably haven't experienced converting ssq to sm data using bm2sm, right?
Quote: Kyzentun
This is why every simfile uses 32nds to approximate 12ths.
I assume you're talking about pre-SN2 data. This is not the case with X3 data where I used to update old songs.
This argument over using an offset of 0 is a recurrence of the same thing: Konami does something a certain way because of a limitation in their engine, ZIV simfile policy follows suit. Broader notions of correct sync are irrelevant here, the sole guiding principle is to duplicate every facet of how the song appears on DDR intact.
Post #77 · Posted at 2015-03-04 08:32:52pm 10.2 years ago
KONAMI chooses 128 because this is least common number multiple to any kind of beat in a measure.
Post #78 · Posted at 2015-03-07 06:16:53pm 10.2 years ago
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for MAX. (period), second measure from top is wrong. Should be RUDL, not RDUL.

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off topic: i came here just to say that but seems like things happened some days ago and wow. i know how things work with official data. was taking low blows like that necessary? i can't believe this.

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off topic: i came here just to say that but seems like things happened some days ago and wow. i know how things work with official data. was taking low blows like that necessary? i can't believe this.
Post #79 · Posted at 2015-03-07 07:57:22pm 10.2 years ago
Edit: Let's not bring this issue up again because I have moved on and I assume everybody involved here does the same.
Post #80 · Posted at 2015-03-07 11:16:46pm 10.2 years ago
Been going through alot of older simfiles and finding errors. Most are song-cuts which weren't handled properly so a song BPM is wrong rather than simply adding a STOP: value to compensate for the song-cut.
Also. Be in your paradise, on beat 14.25 and 15.00 both those notes need to be moved down by 1/32nd note in order to sync up to the music. I don't know if the official chart used the 1/4 note or not, but it doesn't go with the music, and the BPM of the song is 63.000 not 63.020
Oh and finally, the credits song from DDR Mario Mix is still missing after all these years. I provided the simfile almost a decade ago at DDR:UK and it's hosted here as well under hellrazor/prayerwarrior category, there are four difficulty levels from the game based on what difficulty level the game is set on when you beat the game, the song is only playable after you beat the game, and all the arrows are different things in the game, I converted all of them to arrows when transcribing the steps into stepmania. I don't know why that file has been omitted from the official folder for so long, oh and credit for the simfiles are still lacking the proper reference to me but honestly I don't care that much about credit, but rather than saying UNKNOWN it wouldn't be hard to just fix it I transcribed all the charts for Mario Mix so long ago.
Also. Be in your paradise, on beat 14.25 and 15.00 both those notes need to be moved down by 1/32nd note in order to sync up to the music. I don't know if the official chart used the 1/4 note or not, but it doesn't go with the music, and the BPM of the song is 63.000 not 63.020
Quote: Kyzentun
Broader notions of correct sync are irrelevant here, the sole guiding principle is to duplicate every facet of how the song appears on DDR intact.
BARF, so the only time something gets fixed is if Konami fixes it first? It's good to have a standard but an obvious mistake should be fixed why not have data that is better than Konami's if someone working for them fudged some data why should people with the ability to fix the mistake just accept the problem as gospel until someone else at Konami sees the problem and fixes it. Humans are prone to mistakes but they should be fixed when spotted.Oh and finally, the credits song from DDR Mario Mix is still missing after all these years. I provided the simfile almost a decade ago at DDR:UK and it's hosted here as well under hellrazor/prayerwarrior category, there are four difficulty levels from the game based on what difficulty level the game is set on when you beat the game, the song is only playable after you beat the game, and all the arrows are different things in the game, I converted all of them to arrows when transcribing the steps into stepmania. I don't know why that file has been omitted from the official folder for so long, oh and credit for the simfiles are still lacking the proper reference to me but honestly I don't care that much about credit, but rather than saying UNKNOWN it wouldn't be hard to just fix it I transcribed all the charts for Mario Mix so long ago.