funny tower chart goes bang bang
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@ -1,4 +1,4 @@
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// PeepoDrumKit 2023/10/06
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// PeepoDrumKit 2023/10/28
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TITLE:<Bracket> ~Duplicate of Chaos and Destruction~
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TITLEJA:<Bracket> ~破壊ト混沌ノ複製~
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SUBTITLE:--TFD500
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@ -6,7 +6,7 @@ SUBTITLEJA:TFD500
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BPM:150
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WAVE:Bracket.ogg
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OFFSET:-0.047
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DEMOSTART:0
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DEMOSTART:32.047
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MAKER:bol & Komi
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COURSE:Oni
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@ -1,10 +1,10 @@
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// PeepoDrumKit 2023/10/12
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// PeepoDrumKit 2023/10/28
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TITLE:Next To You
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SUBTITLE:Astedroid & X3ll3n
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BPM:169
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WAVE:Next To You.ogg
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OFFSET:-0.078
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DEMOSTART:0
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DEMOSTART:113.687
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MAKER:sadkay
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COURSE:Edit
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@ -1,8 +1,9 @@
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// PeepoDrumKit 2023/07/29
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TITLE:Hero's Tresure
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// PeepoDrumKit 2023/10/28
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TITLE:Hero's Treasure
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SUBTITLE:--TFD500
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BPM:140
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WAVE:Hero_s Tresure.ogg
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PREIMAGE:Hero_s Treasure.png
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OFFSET:-0.058
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DEMOSTART:41.2009
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MAKER:berdstep
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@ -193,15 +194,15 @@ NOTESDESIGNER2:berdstep
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1101,
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100000100101,
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1101,
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100000101000,
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100110,
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5080,
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400000100202,
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100200000202,
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100000102000,
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100120,
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5080,
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400000100202,
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100200000202,
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100000102000,
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100120,
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5080,
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#GOGOSTART
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#SCROLL 1.25
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@ -328,7 +329,7 @@ NOTESDESIGNER1:berdstep
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1110,
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1110,
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1010,
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500000008000,
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500080,
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#GOGOEND
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#SCROLL 1
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1010,
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@ -444,7 +445,7 @@ NOTESDESIGNER0:berdstep
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1010,
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1,
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1010,
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500000008000,
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500080,
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#GOGOEND
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#SCROLL 1
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1,
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@ -5,7 +5,7 @@ BPM:89
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WAVE:Rainy Night II.ogg
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PREIMAGE:Rainy Night II.png
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OFFSET:-10.841
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DEMOSTART:10.841
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DEMOSTART:97.1331
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MAKER:Taichenko_oni
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COURSE:Oni
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@ -4,7 +4,7 @@ SUBTITLE:Astedroid & X3ll3n
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BPM:169
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WAVE:Next To You.ogg
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OFFSET:-0.078
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DEMOSTART:0
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DEMOSTART:113.687
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MAKER:sadkay
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COURSE:Tower
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@ -5,7 +5,7 @@ BPM:89
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WAVE:Rainy Night II.ogg
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PREIMAGE:Rainy Night II.png
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OFFSET:-10.841
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DEMOSTART:10.841
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DEMOSTART:97.1331
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MAKER:Taichenko_oni
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COURSE:Tower
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@ -10,6 +10,7 @@ PREIMAGE:until.png
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OFFSET:-5.4669
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DEMOSTART:114.462
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MAKER:Dashy
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LYRICS:until.vtt
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TOWERTYPE:8
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COURSE:Tower
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@ -176,7 +177,6 @@ SCOREDIFF:
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#GOGOEND
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#BPMCHANGE 174
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#SCROLL 1
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#LYRIC As the blue sky disappeared, you perservered
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30
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#SCROLL 0.96875
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00
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@ -206,7 +206,6 @@ SCOREDIFF:
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#SCROLL 0.640625
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0
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#SCROLL 0.625
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#LYRIC No matter how you felt,
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10
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#SCROLL 0.59375
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00
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@ -219,24 +218,19 @@ SCOREDIFF:
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#SCROLL 0.5
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1020,
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10
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#LYRIC You said "forward's the only path."
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21,
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1020,
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1122,
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#BPMCHANGE 178
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#LYRIC That flaming soul I hear,
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1020,
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1000
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#LYRIC Let your heart burn free
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2011,
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10012010,
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1
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#LYRIC With passion, you will gleam
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020,
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#BPMCHANGE 180
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10012010,
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1
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#LYRIC Until the sky turns black...
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020,
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10010070,
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#SCROLL 0.5
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@ -259,7 +253,6 @@ SCOREDIFF:
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#BARLINEON
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#BPMCHANGE 182
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#SCROLL 1
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#LYRIC Keep it up!
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10100101,
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01201120,
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10100101,
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@ -306,7 +299,6 @@ SCOREDIFF:
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0,
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#GOGOSTART
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#BPMCHANGE 200
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#LYRIC Just a little more!
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9008,
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10201120,
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#BPMCHANGE 202
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@ -0,0 +1,28 @@
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WEBVTT Offset: -5.467;
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03:15.616 --> 03:19.754
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As the blue sky disappeared, you perservered
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03:19.754 --> 03:23.179
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No matter how you felt,
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03:23.179 --> 03:26.588
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You said "forward's the only path."
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03:26.588 --> 03:28.610
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That flaming soul I hear,
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03:28.610 --> 03:30.970
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Let your heart burn free
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03:30.970 --> 03:33.648
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With passion, you will gleam
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03:33.648 --> 03:36.981
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Until the sky turns black...
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03:37.315 --> 03:42.888
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Keep it up!
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04:17.949 --> 04:20.388
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Just a little more!
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@ -4,7 +4,7 @@ SUBTITLE:Astedroid & X3ll3n
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BPM:169
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WAVE:Next To You.ogg
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OFFSET:-0.078
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DEMOSTART:0
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DEMOSTART:113.687
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MAKER:sadkay
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COURSE:Tower
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@ -8,6 +8,7 @@ PREIMAGE:until.png
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OFFSET:-5.4669
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DEMOSTART:114.462
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MAKER:Dashy
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LYRICS:until.vtt
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TOWERTYPE:8
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COURSE:Tower
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@ -175,7 +176,6 @@ D008,
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#GOGOEND
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#BPMCHANGE 174
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#SCROLL 1
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#LYRIC As the blue sky disappeared, you perservered
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10
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#SCROLL 0.96875
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10
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@ -205,7 +205,6 @@ D008,
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#SCROLL 0.640625
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0
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#SCROLL 0.625
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#LYRIC No matter how you felt,
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10
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#SCROLL 0.59375
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10
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@ -218,24 +217,19 @@ D008,
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#SCROLL 0.5
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1141,
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10001000
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#LYRIC You said "forward's the only path."
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40021020,
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10114010,
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1010100040104022,
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#BPMCHANGE 178
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#LYRIC That flaming soul I hear,
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1141,
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11
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#LYRIC Let your heart burn free
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41,
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10114011,
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10
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#LYRIC With passion, you will gleam
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104011,
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#BPMCHANGE 180
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1141,
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1000
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#LYRIC Until the sky turns black...
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101040021020,
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1001101040001000,
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#SCROLL 0.5
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@ -258,7 +252,6 @@ D008,
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#BARLINEON
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#BPMCHANGE 182
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#SCROLL 1
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#LYRIC Keep it up!
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1011201110102010,
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0011201110102000,
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1011201110112010,
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@ -305,7 +298,6 @@ G2G2G2G0,
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0,
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#GOGOSTART
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#BPMCHANGE 200
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#LYRIC Just a little more!
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1011012011012101,
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1011012010112211,
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#BPMCHANGE 202
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@ -0,0 +1,28 @@
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WEBVTT Offset: -5.467;
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03:15.616 --> 03:19.754
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As the blue sky disappeared, you perservered
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03:19.754 --> 03:23.179
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No matter how you felt,
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03:23.179 --> 03:26.588
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You said "forward's the only path."
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03:26.588 --> 03:28.610
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That flaming soul I hear,
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03:28.610 --> 03:30.970
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Let your heart burn free
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03:30.970 --> 03:33.648
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With passion, you will gleam
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03:33.648 --> 03:36.981
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Until the sky turns black...
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03:37.315 --> 03:42.888
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Keep it up!
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04:17.949 --> 04:20.388
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Just a little more!
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@ -1,54 +1,35 @@
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// PeepoDrumKit 2023/10/28
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TITLE:Rhythm Challenge Tower
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TITLEJA:挑戦! リズム感覚テスト!
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SUBTITLE:OPTK Sound Team "Dashy"
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SUBTITLEJA:OPTK Sound Team 「Dashy」
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BPM:120
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WAVE:rhythmtest.ogg
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OFFSET:0
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DEMOSTART:0
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MAKER:Dashy
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SEVOL:0
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LYRICS:rhythmtest.vtt
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COURSE:Tower
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LEVEL:6
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LIFE:5
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SIDE:Ex
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SCOREINIT:
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SCOREDIFF:
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#START
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#BARLINEOFF
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0,
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,
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#MEASURE 16/4
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#LYRIC Welcome to Rhythm Challenge Tower!
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0
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#LYRIC Things are a little different here.
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0
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#LYRIC You can't rely on looking at the notes!
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0
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#LYRIC just tap [KA] to the beat!
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0,
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#MEASURE 4/4
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FFFF,
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FFFF,
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FFFF,
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FFFF,
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FFFF,
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F0F0FFF0,
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#GOGOSTART
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#SCROLL 1
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#LYRIC just tap [KA] to the beat!
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2
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#LYRIC
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0
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#LYRIC just tap [KA] to the beat!
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2
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#LYRIC
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0
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#LYRIC just tap [KA] to the beat!
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2
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#LYRIC
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0
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#LYRIC just tap [KA] to the beat!
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2
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#LYRIC
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0,
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#LYRIC
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2222,
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2222,
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#SCROLL 2.52632
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#LYRIC The music will dissapear sometimes,
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2
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#SCROLL 4.05263
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2
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@ -57,7 +38,6 @@ SCOREDIFF:
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#SCROLL 7.10526
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2,
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#SCROLL 8.63158
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#LYRIC so let's use a metronome to practice.
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2
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#SCROLL 10.1579
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2
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@ -72,10 +52,9 @@ SCOREDIFF:
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#SCROLL 17.7895
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2
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#SCROLL 19.3158
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#JPOSSCROLL 3 -155 1
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#JPOSSCROLL 3 -145 1
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2,
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#SCROLL 20.8421
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#LYRIC
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2
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#SCROLL 22.3684
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2
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@ -90,53 +69,32 @@ SCOREDIFF:
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#SCROLL -30
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22,
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2222,
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#MEASURE 16/4
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#GOGOEND
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#JPOSSCROLL 0.2 155 1
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#LYRIC That wasn't so bad, was it?
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#JPOSSCROLL 0.2 145 1
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2
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#SCROLL 1
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000
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#LYRIC But be careful...
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0000
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#LYRIC The metronome won't be around forever!
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00000000,
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#MEASURE 4/4
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FFF,
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FFFF,
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FFFF,
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F0F0FFF0,
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#GOGOSTART
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#SCROLL 1
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#LYRIC Can you keep the beat?
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2
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2222,
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#SCROLL 5.14286
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#JPOSSCROLL 3 -145 1
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2
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#SCROLL 9.28571
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2
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#SCROLL 13.4286
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2,
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#SCROLL 17.5714
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#JPOSSCROLL 5 -155 1
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2
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#SCROLL 17.5714
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2,
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#SCROLL 21.7143
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2
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#SCROLL 25.8571
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2
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#SCROLL -30
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2,
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#LYRIC Can you keep the beat?
|
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2
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#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,
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||||
2222,
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||||
2222,
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||||
2222,
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||||
@ -144,98 +102,48 @@ SCOREDIFF:
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2222,
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2222,
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2222,
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#MEASURE 24/4
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#GOGOEND
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#JPOSSCROLL 0.2 155 1
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#LYRIC Fantastic work!
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20
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||||
#LYRIC You seem ready for the real thing!
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00
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||||
#LYRIC Are you ready? It's a long way up there!
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00,
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#MEASURE 4/4
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#JPOSSCROLL 0.2 145 1
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||||
2FFF,
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||||
FFFF,
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||||
FFFF,
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||||
FFFF,
|
||||
FFFF,
|
||||
F0F0FFF0,
|
||||
#GOGOSTART
|
||||
#SCROLL 1
|
||||
#LYRIC Can you keep the beat?
|
||||
2
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||||
#LYRIC
|
||||
0
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||||
#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,
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||||
2,
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||||
#SCROLL 5.875
|
||||
#LYRIC Can you keep the beat?
|
||||
2
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||||
#LYRIC
|
||||
0
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||||
#SCROLL 7.09375
|
||||
#LYRIC Can you keep the beat?
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||||
2
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||||
#LYRIC
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||||
0
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#SCROLL 8.3125
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#LYRIC Can you keep the beat?
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2
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||||
#LYRIC
|
||||
0
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||||
#SCROLL 9.53125
|
||||
#LYRIC Can you keep the beat?
|
||||
2
|
||||
#LYRIC
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||||
0,
|
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2,
|
||||
#SCROLL 10.75
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#JPOSSCROLL 4 -155 1
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||||
#LYRIC Can you keep the beat?
|
||||
#JPOSSCROLL 5 -145 1
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||||
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,
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||||
#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
|
||||
|
@ -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!
|
@ -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",
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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。
|
||||
//}
|
||||
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;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user