diff --git a/OpenTaiko/Songs/02 OpenTaiko Chapter II/083 - Bracket/Bracket.tja b/OpenTaiko/Songs/02 OpenTaiko Chapter II/083 - Bracket/Bracket.tja index 2f3809eb..62d443a8 100644 --- a/OpenTaiko/Songs/02 OpenTaiko Chapter II/083 - Bracket/Bracket.tja +++ b/OpenTaiko/Songs/02 OpenTaiko Chapter II/083 - Bracket/Bracket.tja @@ -1,4 +1,4 @@ -// PeepoDrumKit 2023/10/06 +// PeepoDrumKit 2023/10/28 TITLE: ~Duplicate of Chaos and Destruction~ TITLEJA: ~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 diff --git a/OpenTaiko/Songs/02 OpenTaiko Chapter II/084 - Next To You/Next To You.tja b/OpenTaiko/Songs/02 OpenTaiko Chapter II/084 - Next To You/Next To You.tja index 6ec71996..2128dede 100644 --- a/OpenTaiko/Songs/02 OpenTaiko Chapter II/084 - Next To You/Next To You.tja +++ b/OpenTaiko/Songs/02 OpenTaiko Chapter II/084 - Next To You/Next To You.tja @@ -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 diff --git a/OpenTaiko/Songs/03 OpenTaiko Chapter III/087 - Hero's Treasure/Hero_s Tresure.tja b/OpenTaiko/Songs/03 OpenTaiko Chapter III/087 - Hero's Treasure/Hero_s Tresure.tja index 720c1a0c..b6c2d3ea 100644 --- a/OpenTaiko/Songs/03 OpenTaiko Chapter III/087 - Hero's Treasure/Hero_s Tresure.tja +++ b/OpenTaiko/Songs/03 OpenTaiko Chapter III/087 - Hero's Treasure/Hero_s Tresure.tja @@ -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, diff --git a/OpenTaiko/Songs/E01 Rainy Memories/RM04 - 095 - Rainy Night II/Rainy Night II.tja b/OpenTaiko/Songs/E01 Rainy Memories/RM04 - 095 - Rainy Night II/Rainy Night II.tja index e35a0ebe..d5df4298 100644 --- a/OpenTaiko/Songs/E01 Rainy Memories/RM04 - 095 - Rainy Night II/Rainy Night II.tja +++ b/OpenTaiko/Songs/E01 Rainy Memories/RM04 - 095 - Rainy Night II/Rainy Night II.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW02 - Next To You/Next To You.tja b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW02 - Next To You/Next To You.tja index 244e94ee..c4614a74 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW02 - Next To You/Next To You.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW02 - Next To You/Next To You.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW03 - Rainy Night II/Rainy Night II.tja b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW03 - Rainy Night II/Rainy Night II.tja index efadc2cc..fd671d1a 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW03 - Rainy Night II/Rainy Night II.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW03 - Rainy Night II/Rainy Night II.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.tja b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.tja index 57ee3f8f..468f0f00 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.vtt b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.vtt new file mode 100644 index 00000000..7043298e --- /dev/null +++ b/OpenTaiko/Songs/S2 Taiko Towers/01 - Sweet/TSW08 - Until the sky turns black/until.vtt @@ -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! \ No newline at end of file diff --git a/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP03 - Next To You/Next To You.tja b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP03 - Next To You/Next To You.tja index 3f5e9ee0..34484f00 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP03 - Next To You/Next To You.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP03 - Next To You/Next To You.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.tja b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.tja index 4c8576e0..2b6eaea7 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.vtt b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.vtt new file mode 100644 index 00000000..7043298e --- /dev/null +++ b/OpenTaiko/Songs/S2 Taiko Towers/02 - Spicy/TSP08 - Until the sky turns black/until.vtt @@ -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! \ No newline at end of file diff --git a/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.tja b/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.tja index 6e4dc5dd..fdca76c4 100644 --- a/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.tja +++ b/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.tja @@ -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 diff --git a/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.vtt b/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.vtt new file mode 100644 index 00000000..e18da3b3 --- /dev/null +++ b/OpenTaiko/Songs/S2 Taiko Towers/03 - Challenges/TCH01 - Rhythm Challenge/rhythmtest.vtt @@ -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! \ No newline at end of file diff --git a/OpenTaiko/src/Common/CVersionList.cs b/OpenTaiko/src/Common/CVersionList.cs index 14383fd9..1e59ff35 100644 --- a/OpenTaiko/src/Common/CVersionList.cs +++ b/OpenTaiko/src/Common/CVersionList.cs @@ -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", }; } } diff --git a/OpenTaiko/src/Helpers/HEasingMethods.cs b/OpenTaiko/src/Helpers/HEasingMethods.cs index c8eb69f8..0116d4f9 100644 --- a/OpenTaiko/src/Helpers/HEasingMethods.cs +++ b/OpenTaiko/src/Helpers/HEasingMethods.cs @@ -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); diff --git a/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs b/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs index 66384117..dbe60fc5 100644 --- a/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs +++ b/OpenTaiko/src/Stages/07.Game/CStage演奏画面共通.cs @@ -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(拡張) ] 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: 小節線 ] 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: 拍線 ] 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: 動画再生 ] 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: 太鼓 ] 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: ミキサーへチップ音追加 ] 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: ミキサーからチップ音削除 ] 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:太鼓(特殊命令) ] 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: 歌詞 ] 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: 譜面の強制終了 ] //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 [ その他(未定義) ] default: - if ( !pChip.bHit && ( pChip.nバーからの距離dot.Drums < 0 ) ) + if ( !pChip.bHit && time < 0) { pChip.bHit = true; }