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Old 07-16-2006, 09:36 PM   #16
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Yo Ultra Violette! I've been a major fan of Be-pachi Music... I think this is an excellent start for a beatmania simulator!
Wootness, im going to support you 110%! ^^
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Old 07-26-2006, 09:42 PM   #17
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DJ Korrupt... thank you for your support


Also... Screen shots for the current version going in the first post will start with the next version I think.

Next version update should be in a week or so... Hopefully it will be worth the wait
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Old 07-31-2006, 11:50 AM   #18
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I remember trying out Be-Pachi a while back, and it had a few timing flaws ect, but this version I am very impressed with. I am excited to see where this project may go
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Old 07-31-2006, 12:24 PM   #19
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Bug.

While playing Lataia (the original one) by Onoken, the VERY first keysound fails to work not only on that section, but for the ENTIRE song.

That very keysound is se_01.wav. It shuts off ENTIRELY on the song.

I've also experienced some key ticks with Be-Pachi Music in the past. On my homebrewed BMS songs, I'd have to add an extra note before the actual breakdown began, meaning I'd have to put up with an unnecessarily extra note on other simuators.
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Old 07-31-2006, 01:59 PM   #20
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FrozenHalo...
Thanks for giving it a 2nd chance


BemaniJhoto 7.0...
Interesting bug! I've tried some other Onoken songs, but not Lataia yet. I'll see what happens and then fix it. Thanks for pointing that out!
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Old 07-31-2006, 04:16 PM   #21
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Found and fixed that 'missing sound' bug.

Now I need to hurry up and get the next update released. Currently still at the 'maybe in a few days, a week, or so' area, but closer all the time.
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Old 07-31-2006, 07:05 PM   #22
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The problem only occurs on the noted keysound, not on the automated background music. Just a last-minute reminder.
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Old 08-01-2006, 06:56 AM   #23
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Nice job Ultra Violette!!.This simulator will be used only 4 beatmania?
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Old 08-01-2006, 10:21 AM   #24
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Thanks! I do have plenty more work to do though, especially with so many other simulators already finished



Quote:
Originally Posted by BemaniJhoto 7.0
The problem only occurs on the noted keysound, not on the automated background music. Just a last-minute reminder.
Finding the bug was a little tricky due to that reason... Apparently the bug was caused by improper handling of the 'hidden' sound-change note events (a column 33 note), which would over-ride a following true keysound note (in this case, column 13).

In the current version, when selecting Lataia, and play begins, immediately pressing 3 (2nd white key) actually will play the correct sound, until the note almost reaches the red line, when the BG hidden sound-change note sets it to silence, causing the bug.

Weird, but it seems to be fixed now... thank you again
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Old 08-01-2006, 05:18 PM   #25
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tis emulator is great! best wun i ever used. but can u make a cooler skin tat looks like IIDX 11?
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Old 08-01-2006, 08:55 PM   #26
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A new skin will be included in the next update.

The next update is still 'soon', but could be in a few days/a week or so.
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Old 08-02-2006, 12:22 AM   #27
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I know this is still in-the-making, but....

I've noticed that songs with Beginner, Normal, Hyper, and Another bme files only show up with Beginner, marked as Normal, Normal, marked as Hyper, and Hyper marked as Another in-game. I think this is because the game uses the bme files with lower difficulty and since there's only 3 difficulty slots for each song in-game. I know this can be "fixed" by removing the Beginner bme file, but is there some way that you could add in that 4th place and have the simulator read all 4?

Edit: I also noticed that occasionally the difficulties get mixed up e.g. Hyper is placed in the Another slot, Another is placed in Normal, Normal is placed in Hyper, or only Hyper and Another are switched, etc. I tested out one of the songs in mixwaver, and it seperates out the song files and so it's not that the Another bme has been named Hyper or something like that.

Just thought I should tell you about these problems in case you haven't found out yet.

Last edited by XCTnFrunner : 08-02-2006 at 03:14 AM.
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Old 08-02-2006, 03:14 AM   #28
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Wow... with all the suggestions... This simulator is going to be more excellent than it is now... Im scared to see how good this is going to get!
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Old 08-02-2006, 10:37 AM   #29
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All the suggestions and everything else are truly appreciated


XCTnFrunner:
The multiple difficulty issue was something I didn't know how to properly handle. In the latest version of BPM (v0.0365a) there is support for manually defining what BMS files should be used for which difficulty. I did that because there's no real BMS standard for that, and every BMS author seems to use their own format.

To define difficulties for a song:

Go to the song's folder, where the BMS files are. There, create a new text file, name it DEF7.TXT (or DEF5.TXT if it's a 5-key song). In that file, type the names of the 3 BMS files to use for each difficulty, like this...

Code:
Spica_L7.bms
Spica_7K.bms
Spica_A.bms
Save it and you're ready to play (or create other .TXT files for other songs maybe!)

Also, your post gave me an idea to show more than 3 difficulties on screen for a song, or at least making it customizable
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Old 08-02-2006, 10:39 PM   #30
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Thanks for the quick response on my previous post. The difficulties now correspond with their correct counterpart.. but the number of bars for each level isnt't correct. e.g. One More Lovely Another corresponds to One More Lovely Another, but the difficulty is set on 8, which was actually the Hyper difficulty and the place where Hyper was before setting the DEF7.txt.

Anyway to fix that? I can live with it however, though it's sometimes tedious when I expect a level 8 and get a level 12.
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