[Stepmania 5.3 Conversion] MAWARU and The Magician's Curse (TaroNuke, Modster Mash 3)

[Stepmania 5.3 Conversion] MAWARU and The Magician's Curse (TaroNuke, Modster Mash 3)

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Published on ● Video Link: https://www.youtube.com/watch?v=2gP8PU0mBYU



Duration: 4:57
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Original File by TaroNuke: https://www.youtube.com/watch?v=B3IePBVHRNI
SM5.3 Download: https://www.mediafire.com/?la7ohoeryhld6g4
Notes: It seems you've been invited to participate in the magic show! Though, it seems Oskari's got different plans in mind!
Requested by "RedEmerald98", "VirruxMemes", "Lori Kirby",
"Super mike erion Clem", "An Hoang", "CarbuncleYT",
"Cina", "illumni", "Dandy Arkandhiya Putra", "shelle", "Melanie Gacha", "KennethLias", "ChocoboGamer", "Scrypts", "mirin", "XeroOl", "Zomspat", "Emik", "Dap isVolt", "Squirrel", "Anglerfish", and probably everyone else who plays modfiles on SM5.
Go check out TaroNuke!
https://www.youtube.com/user/taro4012
He's made tons of cool simfiles and SRTs!

So, I think this is the most requested port ever. 21 people, including the leader of the SM5.3 dev team. This took about 10 days to do (fitting because mawaru10), and I feel like it took as much or more work than it did to port "get f**ked". And after a couple more days of work (long after this recording), it's finally here.
Visible changes:
I literally edited together extensions for the table during the cuphead section and the topbar during the social media meme section.
- Giving me basic image editors was a mistake.
- Also, I don't have any way to scale the floor part, so I just stretched it.
In general, I tried not stretching some things, with probably mixed results...

Engine changes:
Pulseramp is a new actor effect you can use! It's like pulse, but follows a sawtooth wave instead of a sinusoidal wave.
SetNoteData makes me want to cry (woo, bugfixes).
There's a better way to tell what renderer you're using (D3D vs OpenGL vs ???).
- Thank you, Jousway!

Mod changes:
Used TinyUsesMiniCalc to make Tiny look "normal", according to nITG behavior.
I had to remove the Sudden & SuddenOffset from the warm up because it just didn't work out for some reason...
Split some MoveY into column form.

Internal changes:
The Var attributes were turned into InitCommands.
Used ratios to scale things like: Positions, Movement, Zooms, Actor effects, and offsets for minigames like the finale
Replaced ApplyGameCommand with PlayerOptions functions.
Used an InputHandler instead of an input detection quad.
Turned the judgment commands into a single catch-all JudgmentMessageCommand.
- I think it works?????
Attempted approximations of the custom tweens via bezier curve tweens. (Because SM5 has those.)
- I found an online graphing calculator for cubic bezier curves (2D bezier curve in SM5), and then tried to make it match up as best as I could to the original curve.
- This involved two curves for the spring tweens because of how it's constructed.
- Milage likely varied a lot. Like a whole lot, you have no-
- Giving me mods was a mistake tbh.
Moved a lot of stuff into locals.
There were multiple things I had to edit to work with SM5's version of NoteData, namely column incrementing/decrementing and checking for specific note types in accordance to SM5's notedata.
Made the file not edit the math namespace/library.
Properly offset time-based anything.
Translated the Difficulty enums into numbers with tables.
Had to do some funni AFT shenanigans again.
- I had to swap between hiding and showing actors and their AFT proxies (Looking at you, minigames), and it somehow works???
- Pixellate was also rather silly. VOLT makes for good references.
For some reason, I had to do some extra scaling for the container of the ambulance minigame because it was too big when proxied into an AFT??????
Used an ActorMultiVertex to replicate the dice's cel shading, and it mostly worked out.
Replaced LoadActor with loadfile.
Used wrapper states to do things with Judgment & NoteFields.
Did some zoomz and rotafterzoom(false) on the Players.
PushNoteData isn't a thing, but we got GetNoteData!
Made ModSplines use the proper SM5 format.
Made the score take the Frumpie & Finale into account by giving back the dance points that aren't accounted for yet (Does not make up for misses, but does make up for omitted steps.)
- Otherwise, 100% would be actually impossible.
- Also will not go negative, nor will it be added if you're dead.
Turned the cmd calls inside functions into actual actor function calls.
Attempted replicating negative Mini's effects on the Judgment.
Figured out that I can actually load actors into SongBackground *after* it's been loaded, and said actors persist during BGCHANGES, so now I have pseudo BETTERBGCHANGES.
- I'm amazed it even worked tbh.
- Grabbing the BG actor layers is a bit jej, though.
I can't swap out model textures, so I had to make the finale use the lua field a bit more like how I've seen them used before (more than one table for arrows)
GetCurBPS becomes GetSongBPS.
Removed any and all uses of cmd. (1826 lines, to be exact)
Replaced PlayOnce with ActorSounds.
Hid more UI elements.

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




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Stepmania
Stepmania 5
ITG
In the groove
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Gimmick
Mods
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Simfile
Conversion
SM5
TaroNuke
Modster Mash 3
Mawaru