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Post #1 · Posted at 2021-10-08 05:04:34am 1.8 months ago

Offline Saotome2U
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Hey folks, got a couple questions about what config changes I may need to make for customization in SM5.
First off, I'm still using SM 5.0.9, but I don't think all that much has changed from there to the newest, but I do plan to update soon.

1. I'm aware that DDR since maybe 2013 or 2014 started adding extra lines during step judgment telling you if you're "FAST" or "SLOW." Can this be turned off, and if so where in the game config/preferences/ini, etc file would I go to turn it off?

2. When playing songs with a bgmovie in single play, if you have the .avi start at step 0.000, it syncs up with the song as it should. But I've noticed when doing courses, and that same song is played in a course and it's NOT the first song, the .avi is off sync. It only syncs up as it should if it happens to be the first song in a course, but if it's not, the song starts almost immediately causing the .avi to be delayed. This only seems to happen when .avis start at step 0.000 thru maybe step 4.000. Anything after that, the vid syncs. So, is there some config (maybe offset) change that can be made so that the next song in a course is delayed a few secs before starting to ensure the song doesn't start so soon causing the .avi to be off sync?

3. Kinda along with #2, is there another config that be changed to delay the Complete or Failed screens at the end of a song? As an example, TRIP MACHINE ~luv mix~, or even MAX.(period). When the very last step passes, the complete/failed screen doesn't immediately show up in the arcade. The song continues a few more secs before you get to that results screen, so wondering if there's somewhere that can be changed so that you can delay the screen to let the song play a little longer (if it needs to), or let a bgmovie play a little longer as it does on AC releases.

4. Also with the results screen, what can be done to delay the announcer about a second or 2 before speaking when failing a song? I noticed that if you fail a song, the sound from the doors slamming happens at the exact same time as the announcer, so you can't hear what's being said. So is there another config somewhere that will delay that a sec or 2?

Post #2 · Posted at 2021-10-08 05:17:38am 1.8 months ago

Offline waterdraik346
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For question #3, I generally create a blank Edit difficulty chart on either Solo or Couples and place a single note at the very last beat of the song to force the CLEARED/FAILED screen to appear after that note instead of my played chart's last note. I'm sure there is another way to do this without having to resort to a blank Edit difficulty chart on Solo or Couples.

Post #3 · Posted at 2021-10-08 05:37:57am 1.8 months ago

Offline razorblade
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2. Just edit your SM5 current theme's metric.ini. Under ScreenGameplay:

MinSecondsToMusic=0
MinSecondsToStepNextSong=0

For the rest, may I know what theme are you using?
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Post #4 · Posted at 2021-10-08 05:58:41am 1.8 months ago

Offline Retroguy
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Quote: waterdraik346
For question #3, I generally create a blank Edit difficulty chart on either Solo or Couples and place a single note at the very last beat of the song to force the CLEARED/FAILED screen to appear after that note instead of my played chart's last note. I'm sure there is another way to do this without having to resort to a blank Edit difficulty chart on Solo or Couples.

There's actually a dedicated tag for specifying when the song ends:

#LASTSECONDHINT:XXX.YYY; (XXX is the song end point in seconds, and YYY is the decimal point.)

Let's say for example, there's a song that is 01:35.000 long, the steps end at 01:28.000, and you want to end the song at 01:32.500.

You must convert the end time into seconds, so 1:32.500 --> 92.500 seconds.

The way you would format the tag is like this:

#LASTSECONDHINT:92.500;
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Post #5 · Posted at 2021-10-08 05:58:42am 1.8 months ago

Offline Saotome2U
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Last updated: 2021-10-08 06:39am
Quote: Retroguy
Quote: waterdraik346
For question #3, I generally create a blank Edit difficulty chart on either Solo or Couples and place a single note at the very last beat of the song to force the CLEARED/FAILED screen to appear after that note instead of my played chart's last note. I'm sure there is another way to do this without having to resort to a blank Edit difficulty chart on Solo or Couples.

There's actually a dedicated tag for specifying when the song ends:

#LASTSECONDHINT:XXX.YYY; (XXX is the song end point in seconds, and YYY is the decimal point.)

Let's say for example, there's a song that is 01:35.000 long, the steps end at 01:28.000, and you want to end the song at 01:32.500.

You must convert the end time into seconds, so 1:32.500 --> 92.500 seconds.

The way you would format the tag is like this:

#LASTSECONDHINT:92.500;

I just tried it out, and you're right it does work. But there's a catch to it...maybe even a bug. This seems to ONLY work if you add the #LASTSECONDHINT: tag to .ssc files, not .sm. I first added it to my .sm file, but no dice. Decided to try saving in edit mode to give me a .ssc file and added it there, did a song reload and then it worked. Kinda odd...

Quote: razorblade
2. Just edit your SM5 current theme's metric.ini. Under ScreenGameplay:

MinSecondsToMusic=0
MinSecondsToStepNextSong=0

For the rest, may I know what theme are you using?

Using KenP's SuperNova2 theme that uses the jacket music select instead of banners.

Post #6 · Posted at 2021-10-08 02:12:45pm 1.8 months ago

Offline razorblade
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Download link for KenP's SuperNova2?
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Post #7 · Posted at 2021-10-08 02:32:35pm 1.8 months ago

Offline Saotome2U
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Quote: razorblade
Download link for KenP's SuperNova2?

Sigh, unfortunately I don't have a link. I downloaded this theme like 5-6 yrs ago; I'd guess I got it from here on ZiV somewhere. If you want a copy I could zip it up and share.

Post #8 · Posted at 2021-10-08 02:51:25pm 1.8 months ago

Offline razorblade
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I just got it now from here
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Post #9 · Posted at 2021-10-09 01:49:52am 1.8 months ago

Offline Saotome2U
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Last updated: 2021-10-09 01:53am
All righty, thanks to razorblade and Retroguy, I was able to resolve #2 and #3 from my first post.

As I mentioned in the reply, the #LASTSECONDHINT tag only works in .ssc files, not .sm (at least in SM5). Not sure if that's a bug or by design. I also recommend if you're going to use that tag, that you should maybe put the value at one second before the actual .ogg or .mp3 ends so you don't have unnecessary quiet air at the end of playing your song, unless you choose to extend it to let a bgmovie play a little longer before the doors close.

As for the MinSecondsToMusic and MinSecondsToStepNextSong values, it took some testing but I was able to get the songs with bgmovies to play on sync in courses. The trick is being cautious of songs that start at a pretty early offset, so you may have to change the MinSecondsToStepNextSong to equal 10 or 12, but for me (when testing the bgmovie for GOLD RUSH), I had to use:

MinSecondsToMusic=2
MinSecondsToStepNextSong=7

Hope this was insightful.

Now if anyone has any help on my questions #1 and #4, much appreciated!! (though I could probably get #1 outta the way by tricking the theme)

Post #10 · Posted at 2021-10-09 02:38:25am 1.8 months ago

Offline n00b_saib0t
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Whether or not you can turn fast/slow off will depend on the theme. Like Curilang’s DDR A20 theme let’s you turn off fast/slow I think. If there isn’t a theme options page for it you can’t disable it.

I don’t know about the announcer question.
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Post #11 · Posted at 2021-10-09 07:16:15am 1.8 months ago

Offline Retroguy
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Last updated: 2021-10-09 10:57am
Quote: Saotome2U
4. Also with the results screen, what can be done to delay the announcer about a second or 2 before speaking when failing a song?

Two solutions to this:

1. Modify the audio file and add a delay using an audio editing program.

2. I don't know anything about Lua, but you could probably modify the "ScreenGameplay failed" transition in the BGAnimations folder and code the audio to play after a few seconds. Although that would most likely involve coding a custom system for handling announcer lines.
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Post #12 · Posted at 2021-10-09 12:56:19pm 1.8 months ago

Offline razorblade
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I don't recommend modifying the audio to add delay in the beginning.

Here is the best option to compensate for the delay before the music play. Open Themes/_fallback/metric.ini, then update these lines under [ScreenGameplay]:

MinSecondsToMusic=GetSongStartDelay()
MinSecondsToStepNextSong=GetSongStartDelay()

Here is how it works: the formula for getting the start delay is 1 measure in seconds minus the absolute value of song offset seconds, where song offset is not zero. This makes the music start at exactly one measure like DDR does, if the song offset is not zero.

In order for the GetSongStartDelay() function to work, open Themes/_fallback/Scripts/03 Gameplay.lua, copy and paste the codes inside this link and save: https://codeshare.io/MN9dYO
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Post #13 · Posted at 2021-10-12 05:41:07am 1.7 months ago

Offline Saotome2U
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Okay, I guess we can move on from the initial 4 Qs I asked, since 2 of them I got working well, and the other 2 might be theme related. But, just thought of a couple more questions concerning SM5. Not sure if they can be changed, but just curious:

1. Is there a metric or other file change that can be made to make jumps count as 2 instead of 1? Yes, I know since SuperNOVA, DDR jumps have been counting as 1, but since people make the older themes form Max to Extreme on SM5 when jumps counted as 2, I thought maybe there may be a way to toggle it somehow?

2. I think I may have my announcer configured wrong, because for some reason, I don't get a response when scoring a AAA. Only AA and below. I have an announcer mp3 a \evaluation aaa folder, but it doesn't seem to read it. Thinking maybe I got something wrong there.

3. Also with announcers, is there another folder that should be created when in "danger" doing courses? I have 2 folders for courses:
\gameplay oni courses
\gameplay oni courses danger
Is this correct, or should it be changed? Even in the days of SM3.9, I was never able to get any of the danger announcer files to work in courses when the dance meter is low.

Post #14 · Posted at 2021-10-12 11:59:16pm 1.7 months ago

Offline razorblade
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1. Under your current theme's metric.ini, set ComboIsPerRow to true.
2. There are 2 types: "evaluation [grade]" and "evaluation full combo [grade]". It is possible that it doesn't play because you got full combo and it happens that you have no audio inside "evaluation full combo [grade]" folder.
3. Check if your "gameplay comment danger" (SM5) or "gameplay boo" (SM3.9 and its variants) folder have audio too.
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Post #15 · Posted at 2021-10-13 07:37:06pm 1.6 months ago

Offline Saotome2U
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Quote: razorblade
1. Under your current theme's metric.ini, set ComboIsPerRow to true.
2. There are 2 types: "evaluation [grade]" and "evaluation full combo [grade]". It is possible that it doesn't play because you got full combo and it happens that you have no audio inside "evaluation full combo [grade]" folder.
3. Check if your "gameplay comment danger" (SM5) or "gameplay boo" (SM3.9 and its variants) folder have audio too.

Interestingly enough, the metric.ini already has ComboIsPerRow set to true, but still jumps are still only registered as 1 instead of 2.

I'm gonna test out the evaluation full combo thing a little later, and yes there are audio files in the gameplay comment folders. But when doing courses, even when the dance meter is well below 50%, or on the verge of failing, it still plays audio as if you're doing good.
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