[OutFox aV Conversion] Enigma (WinDEU)
Original file by WinDEU: • [NotITG] Enigma
OutFox aV Download: https://drive.google.com/file/d/1P7C-...
Notes: You stumble upon a mage, and they seem like they're up for a fight!
Requested by "Dancing Maractus" via patreon.
Go check out WinDEU!
/ @secretaryele
Very well known modder. Lots of classics & newer stuff, too!
Well well well, we've got a port that makes good use of split timing. It's actually 2 songs, but you've gotta unlock the second one. How? That's for you to figure out.
Engine changes:
Hi, we've got lua unlock files now. Charts and songs can have their own UNLOCK tag. If the lua file fails to compile or run, it's unlocked by default. As of this posting, this feature is in alphav 043.
Simfile changes:
There's now an SSC. It uses split timing and two separate audio files, which avoids having a massive empty space in both charts
The unlock definition is moved into the metadata for the expert chart.
Visual changes:
The BG in the expert chart won't quite line up because of strange time differences
Shader changes:
wibbry.frag - Altered to properly scale on the x axis and also combine both wibbry frags into one
wibbryex.frag - Same x axis scaling as wibbry.frag
Mod changes:
Added tinyusesminicalc
Consistent drawsize
We have full range dark, so we don't need to start at 50% dark, plus I had to double the rates for dark
Added SM5-equivalent digitalperiod
Used notecullnone during one part of the slumpage because I can't expect everyone to use double-sided noteskins
Internal changes:
Attempted avoiding writing globals when not needed
Condensed actors in BG to avoid having duplicated code and switched behavior depending on difficulty
Used OnCommand instead of InitCommand for the character because Init isn't useful in BGCHANGES for what we want
Removed unused actors from the character
The star BG in the character doesn't need to scale by width tbh
Turned notedata tables into OutFox notedata tables.
There was a 6th player, now there isn't.
Made the file use as few players as possible depending on what the file does, with varied success
Re-did the unlock checking system
Made the mods reader only affect a range of given playeroptions at a time based on a variable
Replaced Extra Players with Def.NoteField
The perframe function doesn't need to check steps
Had a lot of sadness replicating perspective and mini on def.notefield
Did some judgment zoom to make it act like negative mini does something in this day and age
The player-specific column rotation that WinDEU likes doing? Turns out note column actors work out pretty darn well for this
Because I've decided to do split timing, I've had to do a lot of offsetting numbers that get put into the mods table (yes, I did remove that 4 beat offset from the main difficulty, some of the Expert perframes needed +496 on the beat!)
Lots of columns to increment oh boy
I had to figure out approach rates because drawsize
Changed when hidenoteflash turns off in some spots
Used Random Value Tables to avoid math.randomseed
Used ratios to scale zooms, positions and some mods
The fall mods are replicated with two-point modsplines
I made use of moving the notefield actor instead of messing with MoveX for the flickers
Had to find a way to make the unlock mechanism not explode with BothAtOnce on
Because I can't just set an end-time, I had to redo the unlock sequence to fit within the time of the normal chart
Replaced PlayOnce with Def.Sound stuff
Used SetUpdateFPS on the AST
HideMines becomes StealthMines
HalGun becomes HideHoldJudgments
ArrowPath becomes NotePath
ArrowPathGirth becomes NotePathWidth
Distance becomes Size
LongHolds becomes ExtendHolds
I forced an UpdateFunction for Literally Two Sections because I didn't want the Large Notes in the expert chart to stutter. :(
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
/ mrthatkid4