v1.9b ~ auto hispeed?! IIDX HARD gauge?! class points?? ~
(this is a bugfix release to address 2 unfortunate bugs that remained in v1.9, special thanks to Knurek for noticing and notifying me)
Wow it's been 2 months already... I've been hard at work all this time for MAJOR QoL changes and a new game mode :)
See you next time for v2.0! I have a BIG feature planned for it, I hope I can find a way to do it... but first I need to take some rest and actually play this game a bit more :))
New additions
<hispeed_auto> and <hispeed_default_bpm>
You can now have the game select the best fitting hi-speed multiplier for you.
No need to fiddle with the multiplier between each song.
It has an auto readjust feature: when you manually change hi-speed, the resulting BPM automatically becomes your new target value
Because the value cannot be kept between sessions, you'll still have to set your speed for the first song of the credit...
... or you can use <hispeed_default_bpm> so that there is a starting value of your choice :D
Note: This just selects an existing hispeed multiplier for your convenience, this won't let you access new BPM values for songs.
(Thanks to Deny for patch suggestion)
How about mystery BPM??
Some songs have a question mark after their BPM value. This usually indicates high BPM changes in the chart.
Auto hi-speed for mystery BPM work like regular songs (if target is 700, it will be set to "702?" for example).
However, changing hi-speed multiplier won't update the target value (it will remain 700 for your next song).
How about soflan??
Soflan are songs with BPM changes. Lower and higher BPM values are displayed on the option screen (e.g. 600~880).
As with mystery BPM, manually changing hi-speed multiplier won't update the target value.
To handle them, there are 3 behaviors you can choose from:
higher bpm
Hi-speed will be set so that the HIGHER value matches the target as closely as possible.
For example, with target 700 you might get values like 350~700, 400~704 or 500~696.
lower bpm
Hi-speed will be set so that the LOWER value matches the target as closely as possible.
For example, with target 700 you might get values like 700~880, 704~900 or 696~800.
longest bpm
The chart is analyzed and the hi-speed will be set so that the BPM appearing for the LONGEST amount of time matches the target as closely as possible.
For example, with target 700 you might get values like 500~704 or 620~810.
<iidx_hard_gauge>
This patch makes HARD gauge behave like IIDX Hard gauge:
- you start the song with a full gauge
- you lose 9% of a full gauge for each bad, or 4.5% if the gauge has dropped to 30% or less.
- you gain +0.1% of a full gauge for each cool/great/good (just like spicy gauge)
- if gauge drops to 0 at any point, the song ends immediately
The gauge in this mode will always stay red with big bars (no blue zone).
If you reach the end of the song with gauge left, it will be mapped back to the clear zone on result screen, to avoid seeing weirdness (thanks to Milo for the suggestion).
I learned during development that r2nk226 was working on the draft of a similar patch, so we discussed the rest of the patch together from that point.
I'm glad that we had similar ideas, and that we both came to the conclusion that copying IIDX rates was the most pleasant experience :D
<show_details>
Show details by default on result screen (no need to press yellow button for it)
(Thanks to Deny for patch suggestion)
<netvs_off>
Sets all net ojamas to OFF by default rather than "omakase", which is especially useful if you use Local mode without ojamas
(Thanks to VinculumStellarum for patch suggestion)
<guidese_off>
Sets "Guide SE" to OFF by default, which is especially useful if you use Battle mode since P2 default value won't be stored in your user profile.
(Thanks to Milo for patch suggestion)
enhancements
Here are the notable enhancements.
pfree
-
pfree is now only active in normal mode, so that you can keep playing battle or local mode without having to change your settings.
-
no more endless stream of +0.01 pop'n class at the end of your sessions! :D
This is by far what required the most work for this version, as I had to entirely reverse the pop'n class points handling X_X
This was such a sneaky bug that would slowly invade your profile over the course of a couple dozen sessions... then you'd get nothing but +0.01 or +0.00 increments.
You can now play as many songs as you like without fear, everything will behave normally :)
As an added bonus, I made it so that any song with id >= 3000 (which covers CS exclusive and custom tracks) won't count towards your pop'n class.
This means there's no need to reduce the difficulty level of your custom tracks if you don't want them to interfere.
patch_db (omnimix / customs)
As explained before, CS omni and custom tracks won't count towards your pop'n class.
And most importantly, the cursor issue is FIXED! :D
After ending a credit on an omni or custom track, you'll now find yourself staring at the same song on your next credit.
(there used to be a long standing bug where the cursor would be back on the default recommended song, as if no credit were played prior)
Note: If you remove said custom track or disable omni in between credits, don't worry, the cursor will just be on another random song, that won't break anything.
quick retire / quick retry / back to song select
You don't need to press red button after numpad 8 or numpad 9 in result or option select screen.
force full options
Patch has been rewritten and won't cause weird behavior if you actually press numpad 0.
practice mode
Speed change for practice mode is now mapped to numpad 5 to avoid collision with quick retry (thanks to TPG for notifying me).