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Old 09-12-2006, 10:07 PM   #91
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Quote:
Originally Posted by Ultra Violette View Post
rk_cr:
That's odd... it works fine with my 5-key controller, maybe I'll have to find a cheap 7-key controller and test it that way.

For now, if you're using a controller with a turntable mapped to 'up' and 'down' directions, try editing the Up/Down lines in the bpm_cfg.txt file's ControlConfig:

Up=6
Down=22

With those values, the turntable should hopefully work properly.

But still, I'll try for a better fix.
Ah, I see. I wasn't editing the config file properly. Still, it'd be nice if there was a way to edit turntable up and turntable down from the startup menu. (Maybe split the wheel into two halves, each corresponding to a different key?)
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Old 09-12-2006, 10:31 PM   #92
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Currently there is, it's just not documented well (actually not at all )

It nvolves clicking on the turntable, spinning it one direction and then repeat.

A split-in-half circle would make much more sense... Thank you

I'll try to include that in the next version.
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Old 09-13-2006, 03:26 AM   #93
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Lovin' your simulator. Keep up the work and continue updating!
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Last edited by XCTnFrunner : 09-17-2006 at 08:13 PM.
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Old 09-13-2006, 08:10 AM   #94
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Quote:
Originally Posted by Ultra Violette View Post
Currently there is, it's just not documented well (actually not at all )

It nvolves clicking on the turntable, spinning it one direction and then repeat.

A split-in-half circle would make much more sense... Thank you

I'll try to include that in the next version.
I guess i just assumed that, i did it the first time. Hey do we have to display the key in numbers? The're ASCII characters correct, cant you just display it in letters/symbols?
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Old 09-14-2006, 03:04 PM   #95
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So I just got 0.04a, and I want to say two things

01. THANK YOU

02. ...WOW.

I can't say I like the new theme much (but the sound files light up when you hit them! that's SO awesome!), but you've fixed the controller timing (amazing!!) and overall it's just so much smoother and coherent! It was more than worth the wait!
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Old 09-14-2006, 10:43 PM   #96
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I really like the improvements, but I find the notechart window way to big and it really messes with my timing :/
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Old 09-14-2006, 10:52 PM   #97
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I'll begin updating the previous version's BMDX/5Key/BPM themes, and should be ready hopefully soon, which won't take 3 months this time
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Old 09-16-2006, 07:04 PM   #98
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Don't worry people, the EXE installer is coming...stay tuned

edit: http://rapidshare.de/files/33386266/Setup.exe

Bon appetite!
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Last edited by KKyuubi : 09-16-2006 at 07:27 PM.
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Old 10-05-2006, 10:00 AM   #99
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xbox? who the hell uses an xbox?
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And please, please please pleeeease make it possible to have more than 3 simfiles of the same type (read: beginner/normal/hyper/another sets are very common now)

Is there some kind of indicator within the BMS file as to what difficulty it is? If not, we should set a standard tag. I'm not talking the number, I'm talking something like Light7 or whatever. If you add support for such a tag, I'll start adding them when they are exported from the chart ripper.

#MODE Light7
(the chart ripper currently tags as one of the following on the filenames: Beginner7, Light7, Normal7, Hyper7, Another7, 7key, Beginner14, Light14, Normal14, Another14, Hyper14, 14key, Extra# -- and generally those extra charts aren't accessible in-game at all, but they were in the data files, so they probably aren't worth supporting anyway. I threw them in, in case anyone was curious.)

Sure would make things a bit easier if stuff wasn't appearing correctly in the simulator anyway. And they wouldn't be required for any songs already working, and good simulators generally ignore any tags they can't process.

Also, as for the video deal, why not use DirectShow? I'm sure you can easily use DirectShow to plaster the video onto a surface, then blit it to the screen before the skin (so the video shows under the skin -- there'd have to be some transparency there)

And, one last nag. The intro screen lags. Must be chugging a whole lot of power there...

Last edited by SaxxonPike : 10-05-2006 at 10:03 AM. Reason: added more information regarding supported modes
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Old 10-05-2006, 07:57 PM   #100
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Quote:
And please, please please pleeeease make it possible to have more than 3 simfiles of the same type (read: beginner/normal/hyper/another sets are very common now)
I'll put that in the next version. Currently there is new code implemented to support up to 32 difficulties (overkill, but should be more than plenty)... I just need to make it work!

And BPM simply grabs the #PLAYLEVEL number from each BMS in a song's folder, and sorts the songs from lowest to highest.

That's why some songs with identical Hyper/Another ratings get swapped some times in BPM. I did implement a def7.txt which pre-determines which BMS is which difficulty, but it could really be improved.

As for DirectShow, I did find a Delphi-compatible version some time ago, so I'll try to figure it out soon (I hope).

And the intro screen does lag on mine too, but only during the flashing white part (which is actually alpha blending the entire screen until the effect disappears completely) DelphiX is verrrry slow at alpha-blending large areas of the screen!

Unless it's lagging during the entire thing, which shouldn't be happening, and if it is, I'll fix it.
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No-more-2-player idea?
Old 10-09-2006, 03:50 PM   #101
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Default No-more-2-player idea?

Judging from the new BPM skin to boot, does this mean you'll be scrapping the concept of 2 players (including doubles)? Or will you manage to add those in a future version?

Also, are you going to stick with the current theme for all further versions of BPM, or is it possible that you'll go back to IIDX-similar themes? I agree with some of the people here about the skin change. Even though I only own BMUS, I like the looks of IIDX themes (I watched some tatsujins on YouTube).
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Old 10-10-2006, 12:21 AM   #102
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BPM never did have a true 2-player mode, but it will be added when I figure out how to

This new theme will be the default for now, since it doesn't use any audiovisuals from official games. But, more arcade-accurate themes will be made later, I just need to improve the theme system a little more first.

Edit... Besides the above, the new theme was also created to show how the new theme system can be modified so far.

Edit 2nd mix... I can't implement ghost players without the 2nd player's play area, so of course it will return

Last edited by Ultra Violette : 10-10-2006 at 01:56 AM.
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Old 10-10-2006, 02:46 AM   #103
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xbox? who the hell uses an xbox?
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Also, this is more of a skin thing -- the note bars seem a bit dark and don't contrast well with the playing field. Have you considered either darkening the playing field a bit or making the note bars brighter?
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Old 10-10-2006, 07:42 PM   #104
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LOL the bad contrast was me being very over-experimental

I'll most likely darken the note field's background (and darken the column flashes, which was a request of someone's), I'll brighten the notes a little if it's needed after that as well.

Also after that's done, I'll fix up the bugs and upload a "what's done so far" version.
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Old 10-14-2006, 12:02 AM   #105
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With this post, BPM is now version 0.041a!

Many of the things from above are added, but again, so much has change that the previous version's themes are again incompatible (not by much, but still not 100%). Another complete re-download will be necessary.

An early version of the 'HUGE' theme will be included, so I'll have 2 DL links... one with only the existing '7K2' theme, and another with both themes included.


The following is what's new in this version:

-Many events are now completely optional, and can be safely deleted from the skin_cfg.txt if not needed/desired.
-Added in a 'RotateSpeed' option for the spinning CD in the 7K2 theme, or whatever spinning object is used in a different theme.
-Implemented X/Y placement options for the scratch column and the 'keys' columns in the skin_cfg.txt file.
-Cleaned up the program code a little more.
-Added an 'Alpha Blend Song Select List' option, which replaces the fake transparency effect with a true translucent effect using the Alpha Blending.
-Improved the speed of the internal de-compression routines.
-Pushing Esc to exit song play in Be-Pachi mode no longer displays 'Stage Clear'! This was due to buggy code added to the previous version.
-Implemented code to support a nearly unlimited number of notes (Up to 65535 events for now, which should be more than enough I hope. However, further expansion into the billions is entirely possible). With this, Gengaozo is now playable!
-Added in the 'Metronome' Effect, the line that pulses along with the beat of a song. It's also customizable in the skin_cfg.txt file.
-Scratch-column notes now have a different color when Auto-Scratch modifier is enabled.
-A new 'HUGE' theme added to show a possibility of how the theme system can be modified.
- Re-designed the Life Meter code, allowing for more customization.
- Several new Life Meter options and settings added.
- In Be-Pachi mode, the red orbs now take away less from the life meter than before, and the white orbs add a little more.
- Fixed a new bug causing already-played notes in Be-Pachi mode to explode if later notes were missed.
- The falling notes now disappear when they exit the late 'Great' window (before it was the late 'Bad' window)
- Some graphics in the '7K2' theme are modified (Column flashes, background, others) to improve falling note visibility.
- The power orbs in Be-Pachi mode are now drawn behind the notes, instead of on top (that was lethal with an activated Insanity power-up!)


And here are screen shots of the current version (Notice that this screen shot has the scratch column on left side. Not only that, but auto-scratch is used )


And here's the new 'HUGE' theme. Created just because!

Last edited by Ultra Violette : 10-14-2006 at 12:11 AM.
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