Supplementary notes (1/2) about previous article: #STOP problem

こんにちは、lifthrasiirです。

- 完全に時間軸に基づいたgrading systemについて:

Sonorousの場合、意図的です。仮想時間軸(virtual time axis)と呼んでいます。

技術的にはLR2などと同じように動かすことができるが、どうしても時間停止と同一の位置にいるオブジェクトが時間軸で正確にどんな位置にいるかが不明瞭です。(普通停止直後と見なされるが、聞けばPump it upの場合停止が終了する時点に位置したオブジェクトもあるそうです。) それでこの部分が明確になる方法がない限り現在状態を持続させるつもりです。

- -Yオプションとは別個に基本スキンは別にあります(res/にあること)。別に既存のインタフェースと他ではありません。orz

Hello, thank you for your comment!

As you say, it is an essential problem that chart's appearance and objects' timetable are not separated in the BMS. For this reason, BMS cannot reproduce new audio/image files, when the chart scrolling has stopped. (If we desire that, we have to use another merged audio/video.)

(By the way, if I remember correctly, XBMS format can solve this problem. But by that system, trivial kusofumen will also be made easily.)

However, our game has a fundamental rule: “The player must hit the corresponding key or rotate the turntable when the icon matches with the line, which will trigger a preset sound sample and recomposes the song properly.” The chart which is not based on this premise is corner case. Although it is probably certain that DDR did not assume the unfair game, I do not think that DDR was naive.

On Sonorous which assumes the chart which breaks the rule of a game, some charts (e.g. OVERDOSER -cyber mix-) using normal #STOPs may have influence to grading. It seems that the normal chart has paid the cost about corner case. Mmm... Ideally, authors which make the chart which breaks the rule of a game should pay the cost about it by themselves, such as Mr. Bluvel's trick. (By the way, I think that #DIFFICULTY 5 is suitable in this trick.)

!! I'm sorry, I had misunderstanding about the -Y option. It seems that I cannot understand yet that SKIN of SNRS performs what well... However, I'm looking forward to appearing that.

Supplementary notes (2/2) about previous article: Harmful #99902 from BOF

Related information: cmds.htm#M999L1

konzertsaal - THE BMS OF FIGHTERS 2013 -
Life ()
onigashima英雄譚 () (#VOLWAV 200)
albino ()
入道雲 () ([Angolmois (Rust) / Sonorous] #WAVs fail in loading by basename collision)
THE π () ([Fixed] Encoding: EUC-KR)
Submarine Library (; Intentional)
THE BMS OF FIGHTERS 2012 -Ein neuer Heiliger Krieg-
煌舞姫ベアトリクス ()
ハクサンイチゲの残像 (Wind Flower) () (Encoding: EUC-KR) (#WAV04 FL_004.wav: BWF)
Nigrette ()
Bohemian Chic ()
THE BMS OF FIGHTERS 2011 - Intersection of conflict -
Fairy tale () (Unnecessary #LNTYPE 1)
SOLROS ()
Teng-Ya Wang-Ya () (eyechedelic***..jpg) (Ms. s_miho mentioned #99902)
Endless Dance ()
うぉーたー うぉーきんぐ () (Shift_JIS + non-ASCII filename; #BMP0W tmanta31mj.png)
みんな死にます () (#208: exBPM + STOP)
THE BMS OF FIGHTERS 2010 - The Evolution of War -
curtain ()
Roric () (#00011:0104) ([Angolmois (Rust) / Sonorous] failed to load image #BMP01) (I don't have “Instrumental” version (). Even if some problems are corrected, I can't check them.)
Arxisia ()
THE BMS OF FIGHTERS 2009 - revolutionary battles -
Spiritual approach () (Mr. loca mentioned playback time on nazobmplay)

charatbeatHDX v1.05

  • LANE COVER optionsに関する改善された応答性
  • Fixed bug: Invalid WAV formatがloadされるとHDXが強制終了する

    • 私は“invalid WAV format”の詳細を把握できなかった。
    • 32-bit IEEE Floatはinvalid WAV formatか? 私はそれについて知らない。

      しかし、たとえば“Run n' Chase (partial quote)”は、v1.05においても正しく再生されない。

      なお私の環境において、もはやruvitですらこれらの音を正しく再生することができない。

      鳴る:
      LR2, nanasi, Angolmois (e5cea53), TechnicalGroove, bemaniaDX, MixWaver, RDM, BMSC/BMSE/iBMSC, BMSV, ...
      鳴らない:
      ruvit, IIDXv/HDX, Angolmois (Rust), Sonorous, pomu2, nazo, fgt++/fgt#, BM98de, uBMplay, PMSee-V, o2play, nBMplay, BMEV, WAview, KbMedia Player, otama, GALLI, GDAC2, ...
      非対応:
      Delight Delight Reduplication, fgt, BMX2WAV, ...
  • #BASEBPMが使えるようなことが書いてあるけど実際は無効
  • 曲が終わった後も#999まで継続して小節長変更が適用されるBMSは、さほど多くはないが、無視できない程度には存在する。IIDXv/HDXを含むいくつかのnaiveな実装は、たとえば“夢、幻。”を約16分間再生し続ける。BMS側に責任があるこの問題は、BMS側のupdate patchによって修正されることが望ましい。

    しかし二つの理由から、BMS側からの修正は行われない可能性が高い。

    (1) 現時点におけるBMS player appsの事実上の標準であるLR2とruvit、および現時点におけるBMS viewer appsの事実上の標準であるuBMplayは、不要な小節長変更を無視する。したがって、互換性を損ねる小節長の問題は認識されないし、たとえ認識されても重要視されない。

    (2) LR2IRにおいて、各BMSは固有のMD5 hashによって識別される。たとえば、LR2IRと無関係な互換性を確保するためのupdateは、既に200人以上が参加している従来のrankingを捨てなければならない。

    幸い“夢、幻。”に関しては、小節長の問題が修正されたadditional INSANE chartGENOCIDE Insane Recordsに収録された。この追加された図表は従来の図表よりもPLAYされる(ように見える)だろうし、最も多くPLAYされる(ように見える)図表の互換性が高いことはnon-LR2 usersにとって朗報だ。

  • Bluvelさんによるadditional BMS chart(BMS: Alternative 10 Wards (Blazing Mix) from BOF2013)

    • #064は、BMS player appsに対し、完全に時間軸に基づいたgrading systemを要求する。
    • 問題を単純化するために、私は別のadditional BMS chartを提示する。(BMS: (^^))

      JUST GREATを得るうえで、停止時間を無視できない:
      Delight Delight Reduplication, ruvit, LR2
      JUST GREATを得るうえで、停止時間を無視できる:
      HDX, Angolmois (C|R), Sonorous, fgt/fgt++/fgt#, RDM, nazo, nanasi, pomu2, ...

      後者のgroupは、図表が停止している間はいつnoteが処理されても、最高のgradeを返す。これはrhythm action gameとしては明白な欠陥だ。しかしこの問題は、外観からrhythmを読み取ることが難しいunfair kusofumenにおいてのみ発見されるので、致命的な欠陥とは見做されない。

Sonorous: Bug fixed on 923fa20

こんにちは、lifthrasiirです。

- バグを教えてくださってありがとうございます! ほとんどのLNを間違って解釈できる大きなバグに、#LNTYPE 2をたくさんテストしなくて今まで残っていました。AngolmoisがSonorousになった初期からいたとても古いバグでした。

- 一方、当該BMSはAngolmois Rust editionもLinuxでは動作しません。確認してみます。

- 最近のSonorousの開発はskin systemを中心に進められているが、snapshotを、どの時点で公開しなければならないか分からないですね。私がinterface designをよく分からないこともあるが...

  • I am happy to be of help! (Probably, this bug was gone 1 year ago, if I was using better PC...)
  • I forgot to tell you; I used for Angolmois Rust Edition the copied chart which deleted all #WAVs.
  • Since I do not necessarily know in detail about skin system, I cannot comment appropriately. However, for example, if the option for skin is implemented, I would like to experience that.

    (E.g. “sonorous -w -Y "./sample/skin/path" "/d/bms/foon.bms"”)

Edge/Corner cases from “NOIZE SPHERE REDESTRUCTION

iNHiBiTOR
Intentional silent KEY sound (#WAV58 no.wav)
[Hyper/Another] Why is PMSee-V ended abnormally?
それから。
#xxx5[1-9]: The pair by two different index-numbers; but end-point #WAV01 is empty assignment
No, it's noise
Initial #BPM 99999146 (actually, nanasi can play correctly)
Lowercase #lnobj zz (nanasi cannot play correctly)
[0_5key_suna.bml] #STAGEFILE 0_s.png vs Actual 0_s.bmp
nausea
Invalid #PLAYER 0
Melancholia
#BPMxx 9999160
[_melancholia_14.bml] Intentional #PLAYER 2
Required high resolution about rhythm

Melancholia / Yoshito Abo

  • [Skip Scrolling] This effect is brought about by BPM changed in secrecy.

    • On some driver apps with the appearance similar to beatmaniaIIDX, “#BPM 123456.789” is displayed as “BPM 456”, for example. BPM of Melancholia is changed into 9999160 from 160, and is again changed into 160 after that. But BPM counter appears as if it did not change at all.
    • #BPM 9999160 durations are very slight (about 0.012 milli seconds by 10 times; total 0.12 ms).
    • #BPM 9999160 is used together with the #STOP command. This is a noteworthy trick.
  • By being used together with LONGNOTE accompanied by characteristic KEY sounds, this representation makes a strong impression.
  • This representation also controls bar-lines (measure-separators). Melancholia has two kinds of bar-lines (crowds too much, or disperses too much). By these visual representations, I believe that chart and song synchronize still more deeply.
  • The accuracy of BPM, and high resolution of rhythm are required.

    Can play correctly:
    LR2, ruvit, Sonorous, IIDXv/HDX, BGAEncAdvance/TechnicalGroove, uBMplay, BMX2WAV, in_bm2,
    Can play correctly (conditional):
    pomu2 (#STOP0A is disregarded), WAview (if WAV; but ABEND in #046), BMSE (untouchable BPM objects),
    Cannot play correctly (inaccurate BPM):
    nazo + Glasopal, Angolmois (C|Rust), fgt/fgt++/fgt#, iBMSC (BPM rounding)
    Cannot play correctly (BPM/Dissolution limit):
    nanasi (MaxBPM: 999999.98), PMSee-V (MaxBPM: 99999.99…)

Investigation about the Dissolution of nanasigroove and PMSee-V

Additional test charts for “(^^)

PMSee-V v2.2.2:
#00102:2.640625 (169/64) … Can play correctly
#00102:2.65625 (170/64) … Error
v1.5.1
エディターズモードで繰り返しを行った際---になってたものを修正。
定義部分(:以降)のリミットを4096分割までから、32768分割まで可能に。

...??

nanasigroove ver.1.552:
#00102:5.875 (376/64) … Can play correctly
#00102:5.890625 (377/64) … Ended abnormally
分解能
960。但し、浮動小数を利用した疑似的なもの

Sonorous 0.1.0-pre () vs shk70_imagination\im_GB2.bms (#LNTYPE 2)

  • Probably RDM, ruvit, and Angolmois (both C and Rust Edition) can parse this chart correctly.
  • [Bug fixed on 923fa20] Only Sonorous cannot parse this chart correctly.
  • If I remember correctly, Sonorous has also parsed this chart correctly till the summer of .

    This may be my misunderstanding.

By the way, the following is the MGQ-Type LONGNOTE code in question:

#LNTYPE 02
#03454:C6C6C6C6000000000000000000000000
#03552:C8C8C8C8000000000000000000000000
#03651:CACACACA000000000000000000000000
#03755:CCCCCCCC000000000000000000000000
#03854:C6C6C6C6000000000000000000000000
#03951:CECECECE000000000000000000000000
#04052:CACACACA000000000000000000000000
#04153:C8C8C8C8000000000000000000000000
#04254:C6C6C6C6000000000000000000000000
#04352:C8C8C8C8000000000000000000000000
#04451:CACACACA000000000000000000000000
#04555:CCCCCCCC000000000000000000000000
#04654:C6C6C6C6000000000000000000000000
#04755:CCCCCCCC000000000000000000000000
#04852:CACACACA000000000000000000000000
#04951:D0D0D0D0000000000000000000000000

#08751:D2
#08852:D3
#08953:D4
#09054:D5
#09151:D6
#09252:D7
#09353:D8
#09454:D9

This is equivalent to the following code:

#LNTYPE 2
#03454:C6000000
#03552:C8000000
#03651:CA000000
#03755:CC000000
#03854:C6000000
#03951:CE000000
#04052:CA000000
#04153:C8000000
#04254:C6000000
#04352:C8000000
#04451:CA000000
#04555:CC000000
#04654:C6000000
#04755:CC000000
#04852:CA000000
#04951:D0000000

#08751:D2
#08851:00
#08852:D3
#08952:00
#08953:D4
#09053:00
#09054:D5
#09154:00
#09151:D6
#09251:00
#09252:D7
#09352:00
#09353:D8
#09453:00
#09454:D9
#09554:00

This is equivalent to the following RDM-Type LONGNOTE code:

#LNTYPE 1
^^^^^^^^^ // or omit this
#03454:C6C60000
#03552:C8C80000
#03651:CACA0000
#03755:CCCC0000
#03854:C6C60000
#03951:CECE0000
#04052:CACA0000
#04153:C8C80000
#04254:C6C60000
#04352:C8C80000
#04451:CACA0000
#04555:CCCC0000
#04654:C6C60000
#04755:CCCC0000
#04852:CACA0000
#04951:D0D00000

#08751:D2
#08851:D2
#08852:D3
#08952:D3
#08953:D4
#09053:D4
#09054:D5
#09154:D5
#09151:D6
#09251:D6
#09252:D7
#09352:D7
#09353:D8
#09453:D8
#09454:D9
#09554:D9

(Appendix chart for: ruvit, iBMSC, IIDXv/HDX, Sonorous, BGAEncAdv/TechnicalGroove)

(Appendix charts (2): unofficial ASCII version)

One of the most beautiful charts

Can't You Sleep Well? - DP (mommy, ) from “FIVE VS SEVEN:

Direct link to this sample video:
Ogg/Theora
MP4
Left-hand side chart corresponds to:
Can't_You_Sleep_Well_5L.bms
Right-hand side chart corresponds to:
Can't_You_Sleep_Well_5R.bml

BGAEncAdvance Ver0.034

  • 滅多に使われない形式で強制終了しなくなりました(BMS Bitmap test)JPEG圧縮BMPだけは強制終了しますが、Windows 8.1のExplorerやPhoto Viewerでさえ表示できないそんな代物をわざわざ使う奴が悪い。
  • #BPMxxの妥当でない値で強制終了しなくなりました(Extended BPM)0が参照される譜面は変換自体が行われませんが、値0をわざわざ指定する方はご理解されているでしょうから、問題ないでしょう。
  • 動画#BGAが便利。大きめにCaptureしたGameplay videoから譜面部分を切り抜く程度の作業なら単体で完結します。(とはいえこの例は『256より大きいサイズでBGAを作る場合』にずばり該当するので、普通はLive Preview可能な動画編集toolsを使うほうが楽かもしれません。)

14KEYS note-chart and multi-channel sound field

era (nostalmix) - DP ANOTHER (TaQ, ) from “beatmaniaIIDX 3rd style”
GLOBAL OPTIONS:
HI-SPEED x2.5, SUDDEN+, FLIP
LEFT-HAND SIDE OPTION:
MIRROR

In DoublePlay mode, FLIP option replaces the right-hand side chart and the left-hand side chart. The correspondence of song's sound field to note-chart may be destroyed by Gaming options, such as FLIP, MIRROR, RANDOM, etc. However, nobody worries about it. Because Gaming options are such a thing.

10KEYS note-charts and multi-channel sound field

Resolve - DP NORMAL (TOTAL SCIENCE, ) from “beatmania 6thMix:
FRAME:
SEPARATE
VIEW:
CENTER DOUBLE
REMARKS:
These panoramic KEY sounds are the feature of only DP note-chart
RUGGED ASH - DP NORMAL (SYMPHONIC DEFOGGERS, ) from “beatmania 4thMix
FRAME:
HALF/CLASSIC (SEPARATE FRAME did not exist yet)
VIEW:
TWIN MIX PLAY (CENTER DOUBLE did not exist yet)
REMARKS:
These panoramic KEY sounds are the feature of only DP note-chart
WISEFLAT - DP (Atomic Sphere, ) from “plugout:

Direct link to this sample video:
Ogg/Theora
MP4
BGA includes two versions:
for SinglePlay
for DoublePlay
Additional KEY sounds specially prepared to DP note-chart:
[-] Lefthand-side's voices, Righthand-side's drums
[-] Righthand-side's basses
[-] Lefthand-side's robot voices, Righthand-side's drums
[-] Lefthand-side's drums
LR2 beta3 () Settings for 10KEYS BMS:
SYSTEM OPTION - SKIN/SOUND - 10KEYS:
LR2 HALF (10KEYS):
TURNTABLE(L): RIGHT
TURNTABLE(R): RIGHT
FRAME: LR2 default
BOMB: LR2 default
EFFECTS - VOLUME:
MASTER: 100
KEY: 100
BGM: 80
Tips:
If you are playing BMS using the PC keyboard, you may assign a SPACE key to TURNTABLE(L). The feeling which processes TURNTABLE(L) with the left thumb makes us remember DP on the original Beatmania cabinet.

[plugout] Added Two BMS collections (redistributed on )

ATM [vol.1]

夢想 (Dream/Image):
[] ゴケン・リミキシーズ
Based on: 夢想 (Kak-Ta, )
omega iii - beyond the flare (including BGA by Tats-a.r.m.):
[] first appearance without BGA
[] In SPRING BGA PARTY, BGA by Kota was added (lost)
[] In SPRING BGA PARTY, BGA by Pamnes was added
[] BGA by Sakanagi was added (lost)
No.1 (high-quality version):
[] plugout1
No.337:
[] Battle in the Mist
陰陽 (Ying-Yang) (high-quality version):
[] plugout1
Route 816:
[] first appearance ? / BGA includes two versions
Radial Move:
[] ゴケン・ゴキゲン
pinhall:
[] first appearance
紺碧の瞳 (Deep Blue Eyes):
[] B-1 ClimaX “the Revenge”
静音 (Tone of Silence):
[] ゴケン・リミキシーズ
Based on: 静音 (Yum-eatup, , from 癒し系BMS合戦)
martyr:
[] B-1 ClimaX “the another war”
Horizone:
[] 第二次血戦
BEAKER (high-quality version):
[] plugout1
ヒッポカンパスにおける記憶の断片化と再結合 (Fragmentation and Recombination of the Memory in the Hippocampus):
[] B-1 ClimaX System-C

Atomic Sphere [-]

Cold Tribe:
[] first appearance (See B2DUEL #02)
water man:
[] BOF III - THE BMS OF FIGHTERS 2006 - 前哨戦
PROTOGENEIA:
[] first appearance (See B2DUEL #02)
WISEFLAT:
[] first appearance (See B2DUEL #02)
GRAB BACK:
[] first appearance (See B2DUEL #02)
Meta Competencies Nest In:
[] B2DUEL #02
AMARANTH:
[] BMS OF FIGHTERS 2004
[] plugout3 includes retouched version
NOLIFEKING:
[] B2DUEL #01
Based on: No Life King (copyyyy, ?, lost?)
THE SEVEN:
[] THE BMS OF FIGHTERS 2010 - The Evolution of War -
OMEGA IX (BGA by “zannen vs contron”):
[] 戦 [sen-goku] 國 〜夏の陣〜
plugout3 has another simpler BGA

Furthermore, I have to add the description about redistributed “plugout3”.

The secret song “Alpha device hidden those days is included in this package redistributed now.

According to Bamgra, only people who bought musical coterie CD (Iron No. 47) were able to know URL which can download this bonus track.

Note: In Japan, musical coterie CD in which the BMS format data itself was recorded is not sold. In general, BMS data is carefully separated from the media which should be sold. Even if selling BMS does not have legal problem, Japanese BMS scene wants to coexist with BEMANI series in an amicable way, at least for now.

BGAEncAdvance Ver0.033

  • Added option which compounds out.avi and an audio.wav; “-a WavFilePath

    • In order to generate a WAV file, it is recommended that users use BMX2WAV.
    • The audio file compounded must be a WAV format. Neither MP3 nor OGG is compounded.
  • The bug about a specified value of frame rate was fixed.
  • Known bugs/issues:

    • [Fixed on ] Forced termination by some minor/invalid formats (BMS Bitmap test)
    • [Fixed on ] Forced termination by some invalid values (Extended BPM)

    However, probably, now, these are not great problems.

  • Probably I should install suitable Codec pack:

    • 夢、幻。”: BGAEncAdv says: “[huffyuv @ 02303a20] encoded frame too large” ...
    • 88D”: BGAEncAdv says: “[huffyuv @ 02075320] encoded frame too large” ...

charatbeatHDX v1.04

  • 改善されたWASAPI
  • LANE COVER options (HIDDEN+, SUDDEN+)に関する可視化された値
  • Gaming screen上に表示される新たに追加された情報 (GAMEMODE, STAGE, LEVEL (#PLAYLEVEL))
  • #BASEBPMが使えるようなことが書いてあるけど実のところ効果が無い不具合は、未修正。

Now, “plugout” series are available

BMS package “plugout1” distributed in . (redistributed on )

BMS package “plugout3” distributed in . (redistributed on )

BMS package “plugout4” distributed in .

LRS package “plugout ARCADE EDITION” based on “plugout4” distributed in . (redistributed on )

  • These are the most good parts in BMS scene. We must get these.
  • Especially, “plugout ARCADE EDITION” was not officially distributed on the web until now; although unofficial Torrent package existed. We know that Armytom who is an organizer will manage website capriciously. I am not surprised even if it becomes impossible to download these tomorrow. Therefore, if you do not have these yet, you should download these today, now.
  • If your OS is Windows 8 or later, you don't need disk image software (such as DAEMON Tools) for mounting ISO disk image.

BMSE等からLR2でPMS再生しようとすると10keysにされるのを防ぐツール

  • The tool for making “LR2 called from BMSC/BMSE/iBMSC” think that all charts are 9keys PMS
  • This tool was written as Windows Batch Script , and was rebuilt by C# language . Both usage is almost the same.
  • If your OS is Windows Vista or earlier, you may have to install .NET Framework 3.5.
  • Example of a setup in BMSE; Open bmse_viewer.ini, then add as follows:

    When this tool is in the same directory as LR2body.exe:
    LR2PMS
    your-lr2-directory\lr2_pmsview_helper.exe
    <filename> -A -NS
    <filename> -NS
    -S
    When this tool is in a different directory from LR2:
    LR2PMS
    any-directory\lr2_pmsview_helper.exe
    <filename> -A -NS -lr2path:"your-lr2-directory\LR2body.exe"
    <filename> -NS -lr2path:"your-lr2-directory\LR2body.exe"
    -S -lr2path:"your-lr2-directory\LR2body.exe"

    BMSC/iBMSC can set up in the same way as BMSE. (See my article: )

  • GDAC2? I don't know.

Now, Mid2BMS is spreading

人柱やっておきました

mid2bmsがすごい ~ manbow.org

Mid2BMSでBMSを作る ~ manbow.org

  • MIDIを主に用いるBMS作家の方々にとって、これらの解説記事は大いに参考になるに違いありません!
  • これらはおそらく、多くのBMS作家の方々が待ち望んでいた最良の紹介・解説であり、しかも良い時期に書かれた記事です。従来の“THE BMS OF FIGHTERS”において禁止されていたMusical Cover/Transcription/Arrangementさえ、“G2R2014”において、登録できるからです。
  • Mid2BMSに関する、私たちが注目するべきいくつかの話題:

    これらは“G2R2014”の趨勢を占う試金石になるかもしれませんし、BMS usersによって頻繁に参照されるかもしれません。

Green Greens -トリオジャズパーティイmix!!-

  • Role-Playing Chartという感じで良い。BASS譜面とPIANO譜面が特に楽しい。
  • Non-ASCII filenamesは、日本語Windows環境でさえ、いくつかの機種では期待通りには参照されない。

    • Angolmoisはnon-ASCII pathnameを許容しない。“D:\非ASCII文字\1.bms”とかだと起動すらしない。
    • Sonorous#WAVを読み込めない場合は、“-E” optionによって解決できる。E.g. cmd.exe:

      sonorous.exe -w -E Shift_JIS "D:\bms\戦[sen-goku]國 ~甲午の乱~\南関東地区\Green Greens -トリオジャズパーティイmix!!-\normal.bms"
    • loadtest.exe (TechnicalGroove)が#WAVを読み込めない場合は、(1) Text EditorなどによってShift_JIS (CP932) Encodingとして譜面を開き、(2) UTF-8 (with BOM) Encodingに変更する。もしくは、(2′) 1番目の行に日本語によるcommentを挿入する。(3) いずれにせよMD5 hashが変わるので、IRへの影響を避けるために、これを別名として保存する。

    これらの方法は問題を根本的に解決するわけではない。面倒ならunofficial ASCII versionを試されたい。

  • [Additional Double Play Chart]

    1454 soundsのうちの半数以上を私は再利用したが、私の仕事は大雑把すぎた。pianoの同時発音時のsustainは不揃いになり、articulation/dynamicsは失われた。BPMが頻繁に変わる曲においてWAVを過度に使いまわすことの危険性についても、私は作業を始める前に考察するべきだった。

    曲の長さ、BPM変更の頻度、articulation表現は、いまのところ常に“01-ZZ”によって制限されている。BMS formatが音声を無制限に使用できるようになれば、“one BMS file requires 1,200 or more sounds”は間違いなく一般的なものになるだろう。