[OutFox aV Conversion] Get F**ked 2 (TaroNuke vs Ky_Dash, UKSRT9)

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Published on ● Video Link: https://www.youtube.com/watch?v=wOTn22TPuh8



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Original file by TaroNuke & Ky_Dash:    • [NotITG] UKSRT9 stage 5 - Get f***ed ...  
OutFox aV Download: https://drive.google.com/file/d/10OBciSlSiCFrcxdbi6K2r_xgFPhZM_De/view?usp=sharing
Notes: Uh oh, looks like SCOLD is a bit upset from what happened earlier...
Requested by "Dancing Maractus" (via patreon), "luca dong",
"BlazingBlade", "acepenterbig42", "Hyphex", "Miroslav Daniel Roshal", "gopa gopa", "KennethLias" and "DybaTubeMusic".
Go check out TaroNuke & Ky_Dash!
   / @taro4012itg  
   / @ky_dash  
These two have made many things, with varying amounts of cursedness!

Okay, so yeah. This file. Not only did I get to throw myself at the lua wall, I also ended up trying to draw some side parts of that smug scold BG. If I am ever given official replacements for that, I might replace my attempt. But for now, I can only hope it doesn't look out of place.

Simfile changes:
It's an SSC now because I wanted labels to show up

Visual changes:
I reduced the intro drawsize for performance, which makes it draw less arrows, but it seemed close enough when I looked at it?
Faded out the intro AST manually because it wouldn't line up with the video
All the perframes that use addx won't ever line up with the original because the update rate is 60Hz (unless someone decides to rewrite those to be beat/time-based)
The AFTHell section at 3:31 doesn't quite line up and I don't know why :(
StealthMine differences makes 1:08 a bit different...
There are now extra side parts for smugscold.png
I boxed in the DVD bounce segment with win8 windows stylized to reference the windows in "Debug Dance"
The camera slightly sways during the transition into 2:49
The ending won't quite match... :(

Shader changes:
ascii - Did some terrible scaling to make it so the asciii scold wobbles like it does originally, but the ascii characters act like it's 480p
horizon - Flipped the y axis math
monitor - No more gl_FragCoord, scaled x axis and flipped y axis
pixel - Replaced the lumikey code with SM5's AlphaBlack shader code
glitchytan becomes cosecant
noteskew becomes noteskewx

Mod changes:
Added TinyUsesMiniCalc
Made drawsize as consistent as possible
Had to change StealthMine values...
75 dark becomes 50 dark
80 grain becomes -50 holdgrainmult
The 5 stealth during lumikey becomes 1 stealth
Translated nITG squareperiod to SM5 squareperiod

Internal changes:
Turned some actor pools into for-loop-generated pools
Used ratios to scale things like bob, position, movement, vibrate and zoom
Added some basezooms
The ascii shader is now done on an AFT sprite that combines all three parts of smugscold
Removed a lot of unused actors, functions & auxvars
Attempted removing as many globals as humanly possible through table abuse
Replaced TemplateOne with PandaTemplate
Contemplated at least one life choice
Replaced P3-P5 with only Two Def.NoteFields
Attempted combining some of the actions when feasible
Did you know Actor.Center is a function?
Swapped croptop & cropbottom for the shatter sprites because I don't negative basezoomy
Flipped the valign for the shatter sprites, too
Made super heavy use of rotafterzoom(false)
Scaled FOV in a few spots
The update rate is 60Hz instead of 50Hz
Hid the notes before beat 0 happens
Did some funny customtexturerect math
Did some counteracting of mini's zoomz
The actual start at 0:27 now uses P1-3 instead of P3-5
Split some tiny into x & y
Incremented a grassfield's worth of columns
Used gradients instead of stealthglowcolor
Needed to downscale some math because it's using scaled positions
Used engine-side eases because I have those
Hid column actors instead of using large amounts of movey or movex
Did math to make Dark during Revolt match (hopefully)
StealthMines is additive in OutFox, but overwrites in nITG, this means I had to change some auxvar values
block of if else turned into table of functions.
Scaled fardistz a bit
Needed to *-1 the rotz for the horizon AST sprite because no negative basezoomy
ASTs get affected by the outside world, so I have to do the inverse of what happens outside
Had a bitter fight with the cyriak sprites
Did some skewafterzoomrot(true)
Replicated custom tweens with multiple engine-side eases
Attempted making the DVD bounce not potentally flicker the judgment & combo
reversetype becomes unboundedreverse
centered2 becomes centeredpath
Re-wrote the afthell update. oops.
Did some *-1 of rotz and skewx because of ASTs not being flipped
We have spiralholds at home
Removed receptorzbuffer
200 timer becomes modtimerbeat
turned cmd into lua functions
ow.
hidemines becomes stealthmines
Replaced the dunno noteskin with a drawfunction and a noteflash sprite :)
It respects chart mods?!
seethed and coped about tanbumpyx
swapped culling for the sprites at 8:25

Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
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