[OutFox AlphaV Conversion] ANALYS (FMS_Cat)

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Published on ● Video Link: https://www.youtube.com/watch?v=86tMEVRUlBQ



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Let's Play
Duration: 2:20
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Original file by FMS_Cat: https://www.youtube.com/watch?v=eqZE60HanCM
OutFox AlphaV Download: https://drive.google.com/file/d/1ITHHya3pQeA_NG6mtUjHR7cEH5rkFh7b/view?usp=share_link
Notes: We've set foot into a vibrant vaporspace, let's live through the demoscene.
Requested by Myself!
Go check out FMS_Cat!
https://www.youtube.com/@fms_cat1245
There might not be any more new files from them, but what's there right now is absolutely wonderful.

When you think "Shaders" and "NotITG", you might think of "Analys", a very visually wonderful file with tons of demoscene flair. This brings together everything we've seen from the past few ports, and makes for a very damn good example of just what I can do now.
Not only did I need to record at a much higher bitrate and actual 720p, I also had ky upscale this for me.
Visual changes:
The bloom doesn't hit quite as hard, and I don't think I can figure out why. It's pretty close, though.

Mod changes:
Made drawsize consistent
Added tinyusesminicalc
Replaced "diffuse" mod with gradient
No need for cover
Needed to force reset some things.
Translated square period into SM5 equivalent
We have full-range dark
3200 grain becomes 700 holdgrainmult

Shader changes:
blind.frag - Flip the y axis and offset the x coord to make it match on all aspect ratios
bloom-post.frag - flip the y axis. Kinda hurts.
bloom.frag - flip the y axis in the validity checks
cube.frag
- the raymarch is 50 iterations instead of 64. Seems fine.
- the skew, nyoom twist and some spins need a *-1
- I give it the 4:3 width and use that to scale(?) the "Z space"
edge.frag - Flip the slanted lines and give a "base size" to make the lines just as visible
note-arp.frag - flip the diagonal lines and use color thresholds instead of texture coords
note-outrun.frag - flip the y fragcoord, use color thresholds instead of texture coords and made mode2 comform to the shape of a hold
note-wub.vert - holds have their column pos as part of the vertex, downscaled effect
outrun-terrain.vert - downscaled input to a sin and upscaled y movement
plasma.frag, plasma2.frag, starfield.frag & tangpong-bg.frag - scale x coord by sdwidth
post.frag - scaled randomness, flipped y pos & downscaled x offset

Internal changes:
Instead of LaunchAttack, I can just set mods
slump check is done once at the top and uses an enum
Moved the "CatSystem" to top of the lua and not globals
Removed the delta system from the updater, and made the beat check not be == because I don't trust anything in this universe
Made it so commands are always called with the final value before being removed.
Made a separate function for applying column-specific mods
Didn't need error checking for mod application anyways
Made a system that checks for Specific Things in a NoteSkin Name.
- Used for setting values for shaders and checking for double-sided vs single-sided
- Some things look kinda silly and there's not much I can do about it!
Replaced CatEvent judgment emit with "Judgment to Funny Sprite Index" table and JudgmentMessageCommand
Moved a much of mods creation stuff out of ActorFrames
Used ratios to scale things like:
- Position
- Zoom
- Vanish point
Incremented a lot of columns
Did my best with vanish points. I think it worked out.
longboy becomes ExtendHolds
Split some tiny into x & y
centered2 becomes CenteredPath
Made some things not use SCREEN coordinates, since that's a bad idea
Had to make some events end 0.05 beats earlier because of my changes to CatCommand.
The neon arrow gimmick is positioned as an offset from the center
Slid the players into 4:3 for the outrun segment
Many actor pool parts are now for loops
This means the slumpage fog doesn't even get generated if we're not on the slumpage
Needed to *-1 some rotationz because AFT sprites aren't negative basezoomy'd
The background arrows during the neon arrow section are now based on your noteskin!
- I even made it pause mid-animation at the very beginning (way before it's shown) just to match the original note model's behavior.
Used an actor effect to dim the judgment. Yes that works.
fardistz ecists and was made use of.
The we are back uses a scaled FOV instead of width-based zoomz because that messes up the "sphere mapping"!
Stop shader instead of Clear shader
Did some terrible confusion for the blur if we're using single-sided noteskins
The blur shader is thrown into 100fps jail with SetUpdateFPS
arrowpath becomes NotePath
hidemines becomes StealthMines
Did lots of rotafterzoom(false)
The cube shader is thrown into 480p 100FPS jail to help squeeze out performance. It sorta works...
Didn't need a zoom for one sprite that makes up the bloom effect.

Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
https://ko-fi.com/mrthatkid4
https://patreon.com/mrthatkid4




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Tags:
Stepmania
ITG
In the groove
Custom
Gimmick
Mods
Course
Simfile
Chart
Conversion
Project OutFox
ANALYS
FMS_Cat