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juwarnke
Joined: 05 May 2008 Posts: 252 Location: the home of Mount Rushmore...but thats about it.
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Posted: Wed Jul 22, 2009 2:52 am Post subject: |
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Pas26 wrote: | Just ot make sure you don't code something wrong:
GH:WT Drum:
Bass pedals = 75 points
Orange = 60 points
Those values never changed since WT. |
ortiz1193 wrote: | I'm pretty sure accent notes are worth 1.5x the notes base value. |
I second this info |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Wed Jul 22, 2009 8:10 am Post subject: |
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ProffessorJoe wrote: | also, any chance of having something separate for RB drum pathing? i know it would probably not be worth the effort. I'm just curious because i only use a RB set and while using a RB set the extra points for an orange note do not get carried over. This would make the charts only accurate for GHWT drum set pathing hmmm, seems like either way theres no way to be able to path for both with the same chart >.< |
There is no separate entry in the game files for the Rock Band charts; I have assumed that the game actually converts the drum charts on the fly to suit the rock band kit via some algorithm. If this could be worked out, then generating RB charts should be fairly easy, as we can just pass the song chart through a conversion step before passing it to the rest of the code. Actually working out the algorithm isn't something I was prepared to spend time on myself though. |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Wed Jul 22, 2009 8:29 am Post subject: |
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codemann8 wrote: | ..but yes I agree with a point value array set somewhere would be a good start to that...since most of your stuff seems object oriented, couldn't an extra attribute be added to the Note class holding the point value... |
Yes, but that attribute will need to define all the values of each individual note. The Note object actually contains all the notes at that particular point (i.e. a chord), it's not just a single button press. But yes, in principle it shouldn't be too hard. Actually looks a lot easier now that I've dug through the code, but I think I never really gave it a huge amount of thought before.
You'd need to do something similar for accent notes too, as I presume that accent notes only apply to regular drum hits and not, say, the kick or cymbals?
Some last questions about the game mechanics, you activate star power on drums by hitting both cymbals, right? Do you get points for these hits? What happens if both cymbals are actually charted notes, does SP activate anyway? Or if one is charted but not the other, do you get 2x for the charted cymbal? Or is there some kind of squeezing possible there? |
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ElementOfZero
Joined: 14 Jul 2007 Posts: 2270 Location: Lake Park, Georgia
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Posted: Wed Jul 22, 2009 8:45 am Post subject: |
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tma wrote: |
Some last questions about the game mechanics, you activate star power on drums by hitting both cymbals, right? Do you get points for these hits? What happens if both cymbals are actually charted notes, does SP activate anyway? Or if one is charted but not the other, do you get 2x for the charted cymbal? Or is there some kind of squeezing possible there? |
I know Smash Hits has changed where say if you activate on +bass , you only get credit for the R and bass under SP, whereas in WT you can squeeze the Y with a double hit.
But for the rest of any answers to questions you have see here _________________
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ProffessorJoe
Joined: 02 Feb 2008 Posts: 1681 Location: Scottsdale, Arizona
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Posted: Wed Jul 22, 2009 5:15 pm Post subject: |
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tma wrote: |
There is no separate entry in the game files for the Rock Band charts; I have assumed that the game actually converts the drum charts on the fly to suit the rock band kit via some algorithm. If this could be worked out, then generating RB charts should be fairly easy, as we can just pass the song chart through a conversion step before passing it to the rest of the code. Actually working out the algorithm isn't something I was prepared to spend time on myself though. |
well i'm pretty sure if pathhero just had a second section called rb charts, but they were just the same WT drum charts with all notes at 50 base but the bass pedal at 75, it would be fine. I know the game uses some fancy algorithm to change the notes, but so far i haven't noticed anything in the game that was more complicated then simply turning any orange cymbol into a blue note and only having the blue note worth the normal 50 instead of 60 =/ _________________
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codemann8
Joined: 10 Apr 2007 Posts: 1048 Location: Oshkosh, WI
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Posted: Mon Jul 27, 2009 3:54 pm Post subject: |
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Well, I thought that I'd mention...I'm looking to create my own optimizer based on an xml file that I output from the existing code...(now I realize what you meant by reference file, tma...this definitely could be extremely useful)
From that, I should be able to write something to make an optimizer for games passed GHWT...coming up with the logic to do so is still just in thought...I'm scarily always thinking about it even when I go to sleep...but I can't seem to wrap my mind around a systematic way of doing it...so that is still in the thinking stage
FYI for you code junkies, heres the format of the xml file (approx./something along these lines):
<song>
<game>ghsh</game>
<ins>guitar</ins>
<diff>expert</diff>
<name>Back In The Saddle</name>
<measures>
<meas1>
<beats>4</beats>
<tempo>119</tempo>
</meas1>
...
</measures>
<notes>
<note1>
<color>GY</color>
<start>3</start>
<end>3</end>
<sust>0</sust>
<sp><0</sp>
</note1>
<note2>
<color>R</color>
<start>3.125</start>
<end>4</end>
<sust>0</sust>
<sp><0</sp>
</note2>
...
</notes>
</song>
but I will not post the actual xml files since the game could be spoiled too soon _________________
Frets and Fireworks GH:A Expert Tourney Winner
AAA-2 Season 5 Overall Points Champ & Playoff Runner-Up!!!
My FCs
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codemann8
Joined: 10 Apr 2007 Posts: 1048 Location: Oshkosh, WI
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Posted: Fri Jul 31, 2009 5:45 pm Post subject: |
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FYI, I found some errors in some of the blank charts...nothing huge but just weird tick bursts and underbursts in the creation of the charts...with the new code I'm developing, this should be fixed, but an optimizer will be far from done _________________
Frets and Fireworks GH:A Expert Tourney Winner
AAA-2 Season 5 Overall Points Champ & Playoff Runner-Up!!!
My FCs
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Pas26
Joined: 04 Oct 2008 Posts: 3664 Location: Québec, Canada
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Posted: Fri Jul 31, 2009 6:36 pm Post subject: |
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tma wrote: | codemann8 wrote: | ..but yes I agree with a point value array set somewhere would be a good start to that...since most of your stuff seems object oriented, couldn't an extra attribute be added to the Note class holding the point value... |
Yes, but that attribute will need to define all the values of each individual note. The Note object actually contains all the notes at that particular point (i.e. a chord), it's not just a single button press. But yes, in principle it shouldn't be too hard. Actually looks a lot easier now that I've dug through the code, but I think I never really gave it a huge amount of thought before.
You'd need to do something similar for accent notes too, as I presume that accent notes only apply to regular drum hits and not, say, the kick or cymbals?
Some last questions about the game mechanics, you activate star power on drums by hitting both cymbals, right? Do you get points for these hits? What happens if both cymbals are actually charted notes, does SP activate anyway? Or if one is charted but not the other, do you get 2x for the charted cymbal? Or is there some kind of squeezing possible there? |
Late, but I'll answer anyway:
When you activate SP on a Y or O note, these notes won't be under SP, but they'll be hit just like normal notes (orange flames). In WT, you could hit the non charted cymbal before the charted one to "squeeze" the cymbal under SP. EX: You want to activate on a Y note. To get the Y note under SP, you would have to hit the O cymbal just before the Y.
In GH:M and SH, the note that are "skipped" by the activation will count under SP. This is not true in WT.
There are yellow and orange accent. The only note that can't be an accent is the bass pedal.
You CAN'T activate in the timing window of a Y+O note.
Codemann, have you tried to talk to the guy who made the RB optimizer? He might be able to give you some ideas. _________________
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SpoonPerson245
Joined: 16 Nov 2008 Posts: 72
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Posted: Sat Aug 01, 2009 7:36 am Post subject: |
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Wow FINALLY we might start seeing paths for the game! Haha
I would give you an internet, but im afrain that you already own it.. |
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codemann8
Joined: 10 Apr 2007 Posts: 1048 Location: Oshkosh, WI
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Posted: Tue Sep 01, 2009 8:46 pm Post subject: |
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ETA for GH5 Charts...1 week
Given that everything goes as planned...
You'll be seeing an announcement when this happens _________________
Frets and Fireworks GH:A Expert Tourney Winner
AAA-2 Season 5 Overall Points Champ & Playoff Runner-Up!!!
My FCs
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Pas26
Joined: 04 Oct 2008 Posts: 3664 Location: Québec, Canada
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Posted: Tue Sep 01, 2009 10:11 pm Post subject: |
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codemann8 wrote: | ETA for GH5 Charts...1 week
Given that everything goes as planned...
You'll be seeing an announcement when this happens |
Wow, they'll be up very quickly. You are doing a very good jog. _________________
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TheMagician
Joined: 05 Mar 2007 Posts: 1164
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Posted: Sun Sep 20, 2009 5:35 pm Post subject: |
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Are you going to release GH:SH optimal paths any time soon? It lacks any real competition, on PS2 at least, people are waiting for the optimal paths I assume, as am I. The game's been out for 3 months, which was debr's original wait time for the path releases, so I'd assume it would be OK to release them. _________________
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Pas26
Joined: 04 Oct 2008 Posts: 3664 Location: Québec, Canada
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Posted: Sun Sep 20, 2009 6:12 pm Post subject: |
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TheMagician wrote: | Are you going to release GH:SH optimal paths any time soon? It lacks any real competition, on PS2 at least, people are waiting for the optimal paths I assume, as am I. The game's been out for 3 months, which was debr's original wait time for the path releases, so I'd assume it would be OK to release them. |
There is no way to get optimal paths on GH:WT+ games yet. The code debr used for the earlier games doesn't work with the new games because of the overlapping SP. _________________
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TheMagician
Joined: 05 Mar 2007 Posts: 1164
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Posted: Sun Sep 20, 2009 6:29 pm Post subject: |
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Pas26 wrote: | TheMagician wrote: | Are you going to release GH:SH optimal paths any time soon? It lacks any real competition, on PS2 at least, people are waiting for the optimal paths I assume, as am I. The game's been out for 3 months, which was debr's original wait time for the path releases, so I'd assume it would be OK to release them. |
There is no way to get optimal paths on GH:WT+ games yet. The code debr used for the earlier games doesn't work with the new games because of the overlapping SP. |
Has anyone asked ajanata if he could help? He got it working for RB (http://www.apathtoofar.com/). _________________
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Parama
Joined: 19 Mar 2008 Posts: 5870
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Posted: Sun Sep 20, 2009 8:20 pm Post subject: |
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I know this might be asking too much of you right now but there's a lot of more recent GHWT/GH5 DLC missing charts... maybe you can make those as well? _________________
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