1
0
mirror of synced 2025-02-07 06:41:24 +01:00

funny tower chart goes bang bang

This commit is contained in:
0auBSQ 2023-12-12 21:25:23 +09:00
parent abe80a9a39
commit 21d1d90575
16 changed files with 312 additions and 248 deletions

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@ -1,4 +1,4 @@
// PeepoDrumKit 2023/10/06
// PeepoDrumKit 2023/10/28
TITLE:<Bracket> Duplicate of Chaos and Destruction
TITLEJA:<Bracket> ~破壊ト混沌ノ複製~
SUBTITLE:--TFD500
@ -6,7 +6,7 @@ SUBTITLEJA:TFD500
BPM:150
WAVE:Bracket.ogg
OFFSET:-0.047
DEMOSTART:0
DEMOSTART:32.047
MAKER:bol & Komi
COURSE:Oni

View File

@ -1,10 +1,10 @@
// PeepoDrumKit 2023/10/12
// PeepoDrumKit 2023/10/28
TITLE:Next To You
SUBTITLE:Astedroid & X3ll3n
BPM:169
WAVE:Next To You.ogg
OFFSET:-0.078
DEMOSTART:0
DEMOSTART:113.687
MAKER:sadkay
COURSE:Edit

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@ -1,8 +1,9 @@
// PeepoDrumKit 2023/07/29
TITLE:Hero's Tresure
// PeepoDrumKit 2023/10/28
TITLE:Hero's Treasure
SUBTITLE:--TFD500
BPM:140
WAVE:Hero_s Tresure.ogg
PREIMAGE:Hero_s Treasure.png
OFFSET:-0.058
DEMOSTART:41.2009
MAKER:berdstep
@ -193,15 +194,15 @@ NOTESDESIGNER2:berdstep
1101,
100000100101,
1101,
100000101000,
100110,
5080,
400000100202,
100200000202,
100000102000,
100120,
5080,
400000100202,
100200000202,
100000102000,
100120,
5080,
#GOGOSTART
#SCROLL 1.25
@ -328,7 +329,7 @@ NOTESDESIGNER1:berdstep
1110,
1110,
1010,
500000008000,
500080,
#GOGOEND
#SCROLL 1
1010,
@ -444,7 +445,7 @@ NOTESDESIGNER0:berdstep
1010,
1,
1010,
500000008000,
500080,
#GOGOEND
#SCROLL 1
1,

View File

@ -5,7 +5,7 @@ BPM:89
WAVE:Rainy Night II.ogg
PREIMAGE:Rainy Night II.png
OFFSET:-10.841
DEMOSTART:10.841
DEMOSTART:97.1331
MAKER:Taichenko_oni
COURSE:Oni

View File

@ -4,7 +4,7 @@ SUBTITLE:Astedroid & X3ll3n
BPM:169
WAVE:Next To You.ogg
OFFSET:-0.078
DEMOSTART:0
DEMOSTART:113.687
MAKER:sadkay
COURSE:Tower

View File

@ -5,7 +5,7 @@ BPM:89
WAVE:Rainy Night II.ogg
PREIMAGE:Rainy Night II.png
OFFSET:-10.841
DEMOSTART:10.841
DEMOSTART:97.1331
MAKER:Taichenko_oni
COURSE:Tower

View File

@ -10,6 +10,7 @@ PREIMAGE:until.png
OFFSET:-5.4669
DEMOSTART:114.462
MAKER:Dashy
LYRICS:until.vtt
TOWERTYPE:8
COURSE:Tower
@ -176,7 +177,6 @@ SCOREDIFF:
#GOGOEND
#BPMCHANGE 174
#SCROLL 1
#LYRIC As the blue sky disappeared, you perservered
30
#SCROLL 0.96875
00
@ -206,7 +206,6 @@ SCOREDIFF:
#SCROLL 0.640625
0
#SCROLL 0.625
#LYRIC No matter how you felt,
10
#SCROLL 0.59375
00
@ -219,24 +218,19 @@ SCOREDIFF:
#SCROLL 0.5
1020,
10
#LYRIC You said "forward's the only path."
21,
1020,
1122,
#BPMCHANGE 178
#LYRIC That flaming soul I hear,
1020,
1000
#LYRIC Let your heart burn free
2011,
10012010,
1
#LYRIC With passion, you will gleam
020,
#BPMCHANGE 180
10012010,
1
#LYRIC Until the sky turns black...
020,
10010070,
#SCROLL 0.5
@ -259,7 +253,6 @@ SCOREDIFF:
#BARLINEON
#BPMCHANGE 182
#SCROLL 1
#LYRIC Keep it up!
10100101,
01201120,
10100101,
@ -306,7 +299,6 @@ SCOREDIFF:
0,
#GOGOSTART
#BPMCHANGE 200
#LYRIC Just a little more!
9008,
10201120,
#BPMCHANGE 202

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@ -0,0 +1,28 @@
WEBVTT Offset: -5.467;
03:15.616 --> 03:19.754
As the blue sky disappeared, you perservered
03:19.754 --> 03:23.179
No matter how you felt,
03:23.179 --> 03:26.588
You said "forward's the only path."
03:26.588 --> 03:28.610
That flaming soul I hear,
03:28.610 --> 03:30.970
Let your heart burn free
03:30.970 --> 03:33.648
With passion, you will gleam
03:33.648 --> 03:36.981
Until the sky turns black...
03:37.315 --> 03:42.888
Keep it up!
04:17.949 --> 04:20.388
Just a little more!

View File

@ -4,7 +4,7 @@ SUBTITLE:Astedroid & X3ll3n
BPM:169
WAVE:Next To You.ogg
OFFSET:-0.078
DEMOSTART:0
DEMOSTART:113.687
MAKER:sadkay
COURSE:Tower

View File

@ -8,6 +8,7 @@ PREIMAGE:until.png
OFFSET:-5.4669
DEMOSTART:114.462
MAKER:Dashy
LYRICS:until.vtt
TOWERTYPE:8
COURSE:Tower
@ -175,7 +176,6 @@ D008,
#GOGOEND
#BPMCHANGE 174
#SCROLL 1
#LYRIC As the blue sky disappeared, you perservered
10
#SCROLL 0.96875
10
@ -205,7 +205,6 @@ D008,
#SCROLL 0.640625
0
#SCROLL 0.625
#LYRIC No matter how you felt,
10
#SCROLL 0.59375
10
@ -218,24 +217,19 @@ D008,
#SCROLL 0.5
1141,
10001000
#LYRIC You said "forward's the only path."
40021020,
10114010,
1010100040104022,
#BPMCHANGE 178
#LYRIC That flaming soul I hear,
1141,
11
#LYRIC Let your heart burn free
41,
10114011,
10
#LYRIC With passion, you will gleam
104011,
#BPMCHANGE 180
1141,
1000
#LYRIC Until the sky turns black...
101040021020,
1001101040001000,
#SCROLL 0.5
@ -258,7 +252,6 @@ D008,
#BARLINEON
#BPMCHANGE 182
#SCROLL 1
#LYRIC Keep it up!
1011201110102010,
0011201110102000,
1011201110112010,
@ -305,7 +298,6 @@ G2G2G2G0,
0,
#GOGOSTART
#BPMCHANGE 200
#LYRIC Just a little more!
1011012011012101,
1011012010112211,
#BPMCHANGE 202

View File

@ -0,0 +1,28 @@
WEBVTT Offset: -5.467;
03:15.616 --> 03:19.754
As the blue sky disappeared, you perservered
03:19.754 --> 03:23.179
No matter how you felt,
03:23.179 --> 03:26.588
You said "forward's the only path."
03:26.588 --> 03:28.610
That flaming soul I hear,
03:28.610 --> 03:30.970
Let your heart burn free
03:30.970 --> 03:33.648
With passion, you will gleam
03:33.648 --> 03:36.981
Until the sky turns black...
03:37.315 --> 03:42.888
Keep it up!
04:17.949 --> 04:20.388
Just a little more!

View File

@ -1,54 +1,35 @@
// PeepoDrumKit 2023/10/28
TITLE:Rhythm Challenge Tower
TITLEJA:挑戦! リズム感覚テスト!
SUBTITLE:OPTK Sound Team "Dashy"
SUBTITLEJA:OPTK Sound Team 「Dashy」
BPM:120
WAVE:rhythmtest.ogg
OFFSET:0
DEMOSTART:0
MAKER:Dashy
SEVOL:0
LYRICS:rhythmtest.vtt
COURSE:Tower
LEVEL:6
LIFE:5
SIDE:Ex
SCOREINIT:
SCOREDIFF:
#START
#BARLINEOFF
0,
,
#MEASURE 16/4
#LYRIC Welcome to Rhythm Challenge Tower!
0
#LYRIC Things are a little different here.
0
#LYRIC You can't rely on looking at the notes!
0
#LYRIC just tap [KA] to the beat!
0,
#MEASURE 4/4
FFFF,
FFFF,
FFFF,
FFFF,
FFFF,
F0F0FFF0,
#GOGOSTART
#SCROLL 1
#LYRIC just tap [KA] to the beat!
2
#LYRIC
0
#LYRIC just tap [KA] to the beat!
2
#LYRIC
0
#LYRIC just tap [KA] to the beat!
2
#LYRIC
0
#LYRIC just tap [KA] to the beat!
2
#LYRIC
0,
#LYRIC
2222,
2222,
#SCROLL 2.52632
#LYRIC The music will dissapear sometimes,
2
#SCROLL 4.05263
2
@ -57,7 +38,6 @@ SCOREDIFF:
#SCROLL 7.10526
2,
#SCROLL 8.63158
#LYRIC so let's use a metronome to practice.
2
#SCROLL 10.1579
2
@ -72,10 +52,9 @@ SCOREDIFF:
#SCROLL 17.7895
2
#SCROLL 19.3158
#JPOSSCROLL 3 -155 1
#JPOSSCROLL 3 -145 1
2,
#SCROLL 20.8421
#LYRIC
2
#SCROLL 22.3684
2
@ -90,53 +69,32 @@ SCOREDIFF:
#SCROLL -30
22,
2222,
#MEASURE 16/4
#GOGOEND
#JPOSSCROLL 0.2 155 1
#LYRIC That wasn't so bad, was it?
#JPOSSCROLL 0.2 145 1
2
#SCROLL 1
000
#LYRIC But be careful...
0000
#LYRIC The metronome won't be around forever!
00000000,
#MEASURE 4/4
FFF,
FFFF,
FFFF,
F0F0FFF0,
#GOGOSTART
#SCROLL 1
#LYRIC Can you keep the beat?
2
2222,
#SCROLL 5.14286
#JPOSSCROLL 3 -145 1
2
#SCROLL 9.28571
2
#SCROLL 13.4286
2,
#SCROLL 17.5714
#JPOSSCROLL 5 -155 1
2
#SCROLL 17.5714
2,
#SCROLL 21.7143
2
#SCROLL 25.8571
2
#SCROLL -30
2,
#LYRIC Can you keep the beat?
2
#LYRIC
0
#LYRIC Can you keep the beat?
2
#LYRIC
0
#LYRIC Can you keep the beat?
2
#LYRIC
0
#LYRIC Can you keep the beat?
2
#LYRIC
0,
22,
2222,
2222,
2222,
@ -144,98 +102,48 @@ SCOREDIFF:
2222,
2222,
2222,
#MEASURE 24/4
#GOGOEND
#JPOSSCROLL 0.2 155 1
#LYRIC Fantastic work!
20
#LYRIC You seem ready for the real thing!
00
#LYRIC Are you ready? It's a long way up there!
00,
#MEASURE 4/4
#JPOSSCROLL 0.2 145 1
2FFF,
FFFF,
FFFF,
FFFF,
FFFF,
F0F0FFF0,
#GOGOSTART
#SCROLL 1
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 2.21875
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 3.4375
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 4.65625
#LYRIC Can you keep the beat?
2
#LYRIC
0,
2,
#SCROLL 5.875
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 7.09375
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 8.3125
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 9.53125
#LYRIC Can you keep the beat?
2
#LYRIC
0,
2,
#SCROLL 10.75
#JPOSSCROLL 4 -155 1
#LYRIC Can you keep the beat?
#JPOSSCROLL 5 -145 1
2
#LYRIC
0
#SCROLL 11.9688
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 13.1875
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 14.4062
#LYRIC Can you keep the beat?
2
#LYRIC
0,
2,
#SCROLL 15.625
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 16.8438
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 18.0625
#LYRIC Can you keep the beat?
2
#LYRIC
0
#SCROLL 19.2812
#LYRIC Can you keep the beat?
2
#LYRIC
0,
2,
#SCROLL -100
2222,
2222,
@ -269,31 +177,19 @@ SCOREDIFF:
2222,
2222,
2222,
#LYRIC Almost there!
2222,
2222,
#LYRIC
2222,
2222,
22
#JPOSSCROLL 7 155 1
#JPOSSCROLL 7 145 1
22,
2222,
2222,
2222,
#MEASURE 40/4
#MEASURE 8/4
#GOGOEND
#SCROLL 0.1
#LYRIC Impressive! You made it all the way to the top!
40
#LYRIC Oh...? I think I can see another tower from here...
00
#LYRIC I hope to see you rise to the challenge, but for now,
00
#LYRIC bask in the glory of this accomplishment!
00
#LYRIC For now, this is farewell. Thank you for visiting!
00,
,
,
#BPMCHANGE 20
#SCROLL 0.5
40,
#END

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@ -0,0 +1,124 @@
WEBVTT
00:04.000 --> 00:06.000
Welcome to Rhythm Challenge Tower!
00:06.000 --> 00:08.000
Things are a little different here.
00:08.000 --> 00:10.000
You can't rely on looking at the notes!
00:10.000 --> 00:12.250
just tap [KA] to the beat!
00:12.500 --> 00:12.750
just tap [KA] to the beat!
00:13.000 --> 00:13.250
just tap [KA] to the beat!
00:13.500 --> 00:13.750
just tap [KA] to the beat!
00:16.000 --> 00:18.000
The music will dissapear sometimes,
00:18.000 --> 00:22.000
so let's use a metronome to practice.
00:28.000 --> 00:30.000
That wasn't so bad, was it?
00:30.000 --> 00:32.000
But be careful...
00:32.000 --> 00:36.000
The metronome won't be around forever!
00:36.000 --> 00:40.250
Can you keep the beat?
00:40.500 --> 00:40.750
Can you keep the beat?
00:41.000 --> 00:41.250
Can you keep the beat?
00:41.500 --> 00:41.750
Can you keep the beat?
00:56.000 --> 01:00.000
Fantastic work!
01:00.000 --> 01:04.000
You seem ready for the real thing!
01:04.000 --> 01:08.000
Are you ready? It's a long way up there!
01:08.000 --> 01:08.250
Can you keep the beat?
01:08.500 --> 01:08.750
Can you keep the beat?
01:09.000 --> 01:09.250
Can you keep the beat?
01:09.500 --> 01:09.750
Can you keep the beat?
01:10.000 --> 01:10.250
Can you keep the beat?
01:10.500 --> 01:10.750
Can you keep the beat?
01:11.000 --> 01:11.250
Can you keep the beat?
01:11.500 --> 01:11.750
Can you keep the beat?
01:12.000 --> 01:12.250
Can you keep the beat?
01:12.500 --> 01:12.750
Can you keep the beat?
01:13.000 --> 01:13.250
Can you keep the beat?
01:13.500 --> 01:13.750
Can you keep the beat?
01:14.000 --> 01:14.250
Can you keep the beat?
01:14.500 --> 01:14.750
Can you keep the beat?
01:15.000 --> 01:15.250
Can you keep the beat?
01:15.500 --> 01:15.750
Can you keep the beat?
02:20.000 --> 02:24.000
Almost there!
02:36.000 --> 02:40.000
Impressive! You made it all the way to the top!
02:40.000 --> 02:44.000
Oh...? I think I can see another tower from here...
02:44.000 --> 02:48.000
I hope to see you rise to the challenge, but for now,
02:48.000 --> 02:52.000
bask in the glory of this accomplishment!
02:52.000 --> 03:00.000
For now, this is farewell. Thank you for visiting!

View File

@ -31,6 +31,8 @@ namespace TJAPlayer3
"0.5.3.1",
"0.5.3.2",
"0.5.4",
"Pre 0.6.0 b1",
"Pre 0.6.0 b2",
};
}
}

View File

@ -358,7 +358,7 @@ namespace TJAPlayer3
}
}
public static double tCalculateEase(EEaseType type, EEaseFunction function, double timeStart, double timeEnd, double timeCurrent, double valueStart, double valueEnd)
public static double tCalculateEase(EEaseType type, EEaseFunction function, double timeStart, double timeEnd, double timeCurrent, double valueStart = 0, double valueEnd = 1)
{
if (timeStart == timeEnd) return valueEnd;
double ratio = (timeCurrent - timeStart) / (timeEnd - timeStart);

View File

@ -3662,7 +3662,7 @@ namespace TJAPlayer3
{
#region [ 01: BGM ]
case 0x01: // BGM
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
if ( configIni.bBGM音を発声する )
@ -3674,7 +3674,7 @@ namespace TJAPlayer3
#endregion
#region [ 03: BPM変更 ]
case 0x03: // BPM変更
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
this.actPlayInfo.dbBPM[nPlayer] = dTX.BASEBPM; //2016.07.10 kairera0467 太鼓の仕様にあわせて修正。(そもそもの仕様が不明&コードミス疑惑)
@ -3684,7 +3684,7 @@ namespace TJAPlayer3
#region [ 08: BPM変更() ]
case 0x08: // BPM変更(拡張)
//CDTXMania.act文字コンソール.tPrint( 414 + pChip.nバーからの距離dot.Drums + 4, 192, C文字コンソール.Eフォント種別.白, "BRANCH START" + " " + pChip.n整数値.ToString() );
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
//if( pChip.nコース == this.n現在のコース[ nPlayer ] )
@ -3733,7 +3733,7 @@ namespace TJAPlayer3
this.chip現在処理中の連打チップ[ nPlayer ] = pChip;
}
}
if ( !pChip.bProcessed && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bProcessed && time < 0)
{
if (NotesManager.IsKusudama(pChip))
{
@ -3764,7 +3764,7 @@ namespace TJAPlayer3
break;
case 0x18:
{
if( ( !pChip.bProcessed && (pChip.nバーからの距離dot.Drums < 0 ) ) )
if( ( !pChip.bProcessed && time < 0) )
{
this.b連打中[ nPlayer ] = false;
this.actRoll.b表示[ nPlayer ] = false;
@ -3910,7 +3910,8 @@ namespace TJAPlayer3
#region [ 50: ]
case 0x50: // 小節線
{
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Taiko < 0 ) )
if ( !pChip.bHit && time < 0)
{
//if (nPlayer == 0) TJAPlayer3.BeatScaling = new CCounter(0, 1000, 120.0 / pChip.dbBPM / 2.0, TJAPlayer3.Timer);
if (NowAIBattleSectionTime >= NowAIBattleSection.Length && NowAIBattleSection.End == AIBattleSection.EndType.None && nPlayer == 0)
@ -3944,7 +3945,7 @@ namespace TJAPlayer3
#endregion
#region [ 51: ]
case 0x51: // 拍線
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
}
@ -3952,7 +3953,7 @@ namespace TJAPlayer3
#endregion
#region [ 54: ]
case 0x54: // 動画再生
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
if ( configIni.bAVI有効 )
@ -3970,7 +3971,7 @@ namespace TJAPlayer3
}
break;
case 0x55:
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
if ( configIni.bAVI有効 )
@ -4055,7 +4056,7 @@ namespace TJAPlayer3
#region[ 9B-9F: ]
case 0x9B:
// 段位認定モードの幕アニメーション
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0))
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
this.actPanel.t歌詞テクスチャを削除する();
@ -4085,7 +4086,7 @@ namespace TJAPlayer3
//0x9C BPM変化(アニメーション用)
case 0x9C:
//CDTXMania.act文字コンソール.tPrint( 414 + pChip.nバーからの距離dot.Taiko + 8, 192, C文字コンソール.Eフォント種別.白, "BPMCHANGE" );
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
if( pChip.nコース == this.n現在のコース[ nPlayer ] )
@ -4119,7 +4120,7 @@ namespace TJAPlayer3
break;
case 0x9D: //SCROLL
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
//if ( dTX.listSCROLL.ContainsKey( pChip.n整数値_内部番号 ) )
@ -4130,7 +4131,7 @@ namespace TJAPlayer3
break;
case 0x9E: //ゴーゴータイム
if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if( !pChip.bHit && time < 0)
{
pChip.bHit = true;
this.bIsGOGOTIME[ nPlayer ] = true;
@ -4172,7 +4173,7 @@ namespace TJAPlayer3
}
break;
case 0x9F: //ゴーゴータイム
if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if( !pChip.bHit && time < 0)
{
pChip.bHit = true;
this.bIsGOGOTIME[ nPlayer ] = false;
@ -4182,7 +4183,7 @@ namespace TJAPlayer3
#region [ EXTENDED COMMANDS ]
case 0xa0: //camera vertical move start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamVMoveChip = pChip;
@ -4190,13 +4191,13 @@ namespace TJAPlayer3
}
break;
case 0xa1: //camera vertical move end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xa2: //camera horizontal move start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamHMoveChip = pChip;
@ -4204,13 +4205,13 @@ namespace TJAPlayer3
}
break;
case 0xa3: //camera horizontal move end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xa4: //camera zoom start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamZoomChip = pChip;
@ -4218,13 +4219,13 @@ namespace TJAPlayer3
}
break;
case 0xa5: //camera zoom end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xa6: //camera rotation start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamRotateChip = pChip;
@ -4232,13 +4233,13 @@ namespace TJAPlayer3
}
break;
case 0xa7: //camera rotation end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xa8: //camera vertical scaling start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamVScaleChip = pChip;
@ -4246,13 +4247,13 @@ namespace TJAPlayer3
}
break;
case 0xa9: //camera vertical scaling end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xb0: //camera horizontal scaling start
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
this.currentCamHScaleChip = pChip;
@ -4260,20 +4261,20 @@ namespace TJAPlayer3
}
break;
case 0xb1: //camera horizontal scaling end
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xb2: //change border color
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
TJAPlayer3.borderColor = pChip.borderColor;
}
break;
case 0xb3: //set camera x offset
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4282,7 +4283,7 @@ namespace TJAPlayer3
}
break;
case 0xb4: //set camera y offset
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4291,7 +4292,7 @@ namespace TJAPlayer3
}
break;
case 0xb5: //set camera zoom factor
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4300,7 +4301,7 @@ namespace TJAPlayer3
}
break;
case 0xb6: //set camera rotation
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4309,7 +4310,7 @@ namespace TJAPlayer3
}
break;
case 0xb7: //set camera x scale
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4318,7 +4319,7 @@ namespace TJAPlayer3
}
break;
case 0xb8: //set camera y scale
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4327,7 +4328,7 @@ namespace TJAPlayer3
}
break;
case 0xb9: //reset camera
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4353,21 +4354,21 @@ namespace TJAPlayer3
}
break;
case 0xba: //enable doron
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
bCustomDoron = true;
}
break;
case 0xbb: //disable doron
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
bCustomDoron = false;
}
break;
case 0xbc: //add object
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4378,7 +4379,7 @@ namespace TJAPlayer3
}
break;
case 0xbd: //remove object
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4392,7 +4393,7 @@ namespace TJAPlayer3
case 0xc4:
case 0xc6:
case 0xc8:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4406,13 +4407,13 @@ namespace TJAPlayer3
case 0xc5:
case 0xc7:
case 0xc9:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0xca: //set object color
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4426,7 +4427,7 @@ namespace TJAPlayer3
case 0xce: //set object horizontal scale
case 0xcf: //set object rotation
case 0xd0: //set object opacity
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4435,7 +4436,7 @@ namespace TJAPlayer3
}
break;
case 0xd1: //change texture
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4453,7 +4454,7 @@ namespace TJAPlayer3
}
break;
case 0xd2: //reset texture
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4471,7 +4472,7 @@ namespace TJAPlayer3
}
break;
case 0xd3: //set config
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
string[] split = pChip.strConfigValue.Split('=');
@ -4481,7 +4482,7 @@ namespace TJAPlayer3
}
break;
case 0xd4: //start object animation
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
dTX.listObj.TryGetValue(pChip.strObjName, out CSongObject obj);
@ -4490,7 +4491,7 @@ namespace TJAPlayer3
}
break;
case 0xd5: //start object animation (looping)
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
dTX.listObj.TryGetValue(pChip.strObjName, out CSongObject obj);
@ -4499,7 +4500,7 @@ namespace TJAPlayer3
}
break;
case 0xd6: //end object animation
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
dTX.listObj.TryGetValue(pChip.strObjName, out CSongObject obj);
@ -4508,7 +4509,7 @@ namespace TJAPlayer3
}
break;
case 0xd7: //set object frame
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
dTX.listObj.TryGetValue(pChip.strObjName, out CSongObject obj);
@ -4520,14 +4521,14 @@ namespace TJAPlayer3
#region [ d8-d9: EXTENDED2 ]
case 0xd8:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
TJAPlayer3.ConfigIni.nGameType[nPlayer] = pChip.eGameType;
pChip.bHit = true;
}
break;
case 0xd9:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
bSplitLane[nPlayer] = true;
pChip.bHit = true;
@ -4537,7 +4538,7 @@ namespace TJAPlayer3
#region [ da: ]
case 0xDA:
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
//Debug.WriteLine( "[DA(AddMixer)] BAR=" + pChip.n発声位置 / 384 + " ch=" + pChip.nチャンネル番号.ToString( "x2" ) + ", wav=" + pChip.n整数値.ToString( "x2" ) + ", time=" + pChip.n発声時刻ms );
pChip.bHit = true;
@ -4557,7 +4558,7 @@ namespace TJAPlayer3
#endregion
#region [ db: ]
case 0xDB:
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
//Debug.WriteLine( "[DB(RemoveMixer)] BAR=" + pChip.n発声位置 / 384 + " ch=" + pChip.nチャンネル番号.ToString( "x2" ) + ", wav=" + pChip.n整数値.ToString( "x2" ) + ", time=" + pChip.n発声時刻ms );
pChip.bHit = true;
@ -4581,7 +4582,7 @@ namespace TJAPlayer3
#region[ dc-df:() ]
case 0xDC: //DELAY
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
//if ( dTX.listDELAY.ContainsKey( pChip.n整数値_内部番号 ) )
@ -4591,7 +4592,7 @@ namespace TJAPlayer3
}
break;
case 0xDD: //SECTION
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < -10))
if (!pChip.bHit && time < 0)
{
// 分岐毎にリセットしていたのでSECTIONの命令が来たらリセットする。
this.tBranchReset(nPlayer);
@ -4600,7 +4601,7 @@ namespace TJAPlayer3
break;
case 0xDE: //Judgeに応じたCourseを取得
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
this.b強制分岐譜面[nPlayer] = false;
//分岐の種類はプレイヤー関係ないと思う
@ -4639,7 +4640,7 @@ namespace TJAPlayer3
}
break;
case 0x52://End処理
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4647,21 +4648,21 @@ namespace TJAPlayer3
break;
case 0xE0:
//if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
//if( !pChip.bHit && time < 0 )
//{
//#BARLINEONと#BARLINEOFF
//演奏中は使用しません。
//#BARLINEONと#BARLINEOFF
//演奏中は使用しません。
//}
break;
case 0xE1:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
//LEVELHOLD
this.bLEVELHOLD[nPlayer] = true;
}
break;
case 0xE2:
if( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if( !pChip.bHit && time < 0)
{
TJAPlayer3.stage演奏ドラム画面.actLaneTaiko.t判定枠移動(dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].db移動時間, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動距離px, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].n移動方向, nPlayer, dTX.listJPOSSCROLL[nJPOSSCROLL[nPlayer]].nVerticalMove);
this.nJPOSSCROLL[ nPlayer ]++;
@ -4671,7 +4672,7 @@ namespace TJAPlayer3
#endregion
#region[ f1: ]
case 0xF1:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
if (TJAPlayer3.ConfigIni.nPlayerCount == 1)
{
@ -4688,7 +4689,7 @@ namespace TJAPlayer3
#region[ ff: ]
//バグで譜面がとてつもないことになっているため、#ENDがきたらこれを差し込む。
case 0xFF:
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
if (TJAPlayer3.ConfigIni.bTokkunMode)
{
@ -4711,35 +4712,35 @@ namespace TJAPlayer3
#region [ d8-d9: EXTENDED2 ]
case 0xe3:
if (!pChip.bHit && (pChip.nバーからの距離dot.Drums < 0))
if (!pChip.bHit && time < 0)
{
bSplitLane[nPlayer] = false;
pChip.bHit = true;
}
break;
case 0xe4:
if (!pChip.bHit && (pChip.nバーからの距離dot.Taiko < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
this.t進行描画_チップ_小節線(configIni, ref dTX, ref pChip, nPlayer);
break;
case 0x09:
if (!pChip.bHit && (pChip.nバーからの距離dot.Taiko < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0x0A:
if (!pChip.bHit && (pChip.nバーからの距離dot.Taiko < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
}
break;
case 0x0B:
if (!pChip.bHit && (pChip.nバーからの距離dot.Taiko < 0))
if (!pChip.bHit && time < 0)
{
pChip.bHit = true;
@ -4749,7 +4750,7 @@ namespace TJAPlayer3
#region [ () ]
default:
if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) )
if ( !pChip.bHit && time < 0)
{
pChip.bHit = true;
}