Post #1 · Posted at 2024-10-30 09:55:00pm 1.1 days ago
Suko | |
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Member | |
95 Posts | |
Reg. 2007-08-11 | |
As the title says. I recently grabbed the latest simfiles for the legacy DDR arcade simfiles and noticed that nearly all of them have BPM changes in them.
Random Examples;
Boys (2nd Mix)
#BPMS:0.000=32.316
,4.000=138.023;
Burnin' the floor (4th Mix)
#BPMS:0=155.172,12=155.057;
Freckles (DDR Max)
#BPMS:0=149.542,4=150,50=148.76,52=150,74=148.76,76=150,146=151.261,148=150;
These are literally 3 random grabs I just made. If you check nearly any song, you'll see something similar. Can someone explain to me what's up? I am used to "chasing BPM" on older songs that were not made digitally, but most of these DDR tracks (I thought) would have a consistent BPM to them...am I mistaken?
P.S. I have noticed a majority of the songs will have a BPM callout for measure 0 and another for measure 4. Again, not sure why this is the case and I'd love to know the reasoning behind it.
Random Examples;
Boys (2nd Mix)
#BPMS:0.000=32.316
,4.000=138.023;
Burnin' the floor (4th Mix)
#BPMS:0=155.172,12=155.057;
Freckles (DDR Max)
#BPMS:0=149.542,4=150,50=148.76,52=150,74=148.76,76=150,146=151.261,148=150;
These are literally 3 random grabs I just made. If you check nearly any song, you'll see something similar. Can someone explain to me what's up? I am used to "chasing BPM" on older songs that were not made digitally, but most of these DDR tracks (I thought) would have a consistent BPM to them...am I mistaken?
P.S. I have noticed a majority of the songs will have a BPM callout for measure 0 and another for measure 4. Again, not sure why this is the case and I'd love to know the reasoning behind it.
Post #2 · Posted at 2024-10-31 03:33:08am 21.8 hours ago
all of the three examples you posted are the songs' bpm changes, exactly as they are, in the ssq data of the latest installments they appear in
many of the 1st/2ndMIX licenses and the 2ndMIX songs revived in X3 are like this (very low bpm values in measure 0, regular values in measure 1) to emulate how "ready"/"here we go" was displayed in those games
tldr those examples are accurate, ddr sync is weird
many of the 1st/2ndMIX licenses and the 2ndMIX songs revived in X3 are like this (very low bpm values in measure 0, regular values in measure 1) to emulate how "ready"/"here we go" was displayed in those games
tldr those examples are accurate, ddr sync is weird
Post #3 · Posted at 2024-10-31 03:44:21am 21.6 hours ago
Sigrev2 | |
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Member+ | |
4,198 Posts | |
Reg. 2009-10-17 | |
"suffering from success" |
ddr sync doesn't operate on an offset, ddr isn't stepmania
Post #4 · Posted at 2024-10-31 02:12:44pm 11.1 hours ago
using offsets was actually the norm in older installments of ddr, at least up to 4thmix plus; in fact, games using the cms chart format (2nd to 3rdmix plus, the solo series) are coded so that the "here we go" message appears in measure 0
songs new to 5thmix (and later installments) tend to have offset 0 or have a very small/insignificant offset value, which still holds true to this day, with older songs getting this standard in extreme
to my knowledge, there is exactly one exception to this norm (in arcade games), CHAOS, which has had an offset of -4.233 ever since its first appearance in ddr supernova
tldr offsets can exist but large values are seldom used nowadays, ddr sync is weird
songs new to 5thmix (and later installments) tend to have offset 0 or have a very small/insignificant offset value, which still holds true to this day, with older songs getting this standard in extreme
to my knowledge, there is exactly one exception to this norm (in arcade games), CHAOS, which has had an offset of -4.233 ever since its first appearance in ddr supernova
tldr offsets can exist but large values are seldom used nowadays, ddr sync is weird