Forum Replies Created
-
AuthorPosts
-
September 11, 2020 at 8:03 pm in reply to: First time using OTHER DOWNLOADS Box to post my first 2x bass drum track – having issues #514079
I seem to remember that box has a bug that causes it to error on “https” urls, so you just need to replace it with an “http” version, like
2x=http://link/to/songMost web servers will redirect it to the https version anyway, so not a big deal.
Hey all, it has been almost a year since my last upload
” src=”/wp-content/uploads/invision_emoticons/default_SA_smile.gif” /> I never really stopped charting, just been busy with too many projects at once… But I’m back with a fourth Jazz Pack! A strange mix of songs as always, but some very fun and hard charts across all instruments. All of these (except the Shnabubula track) also have Pro Bass. Enjoy!
Â
Migration (2007)
- One for Antonio (feat. Chick Corea) (Master Series) [TheLieInKing, Onyxite]
bass: 5-Fret ⚪⚪⚪⚪⚪ Pro Bass 😈😈😈😈😈
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret 😈😈😈😈😈 Pro Keys 😈😈😈😈😈
Â
(2019)
- Work Shit Out
bass: 5-Fret ⚪⚪⚪⚪⚪ Pro Bass 😈😈😈😈😈
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret 😈😈😈😈😈 Pro Keys 😈😈😈😈😈
vocal: Vocals (2) 😈😈😈😈😈
Â
Whiplash (Original Motion Picture Soundtrack) (2014)
- Caravan
guitar: 5-Fret ⚪⚪⚪⚪⚫
bass: 5-Fret ⚪⚪⚪⚪⚫ Pro Bass ⚪⚪⚪⚪⚫
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret ⚪⚪⚪⚪⚫ Pro Keys ⚪⚪⚪⚪⚫
Â
Defense Mechanisms (2011)
- The Taste of Filth
bass: 5-Fret ⚪⚪⚪⚪⚪ Pro Bass 😈😈😈😈😈
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret 😈😈😈😈😈 Pro Keys 😈😈😈😈😈
Â
Cowboy Bebop (1998)
- Tank!
guitar: 5-Fret ⚪⚪⚪⚪⚪
bass: 5-Fret ⚪⚪⚪⚫⚫ Pro Bass ⚪⚪⚪⚫⚫
drums: (Pro) Drums ⚪⚪⚪⚪⚫
keys: 5-Fret ⚪⚪⚪⚪⚫ Pro Keys ⚪⚪⚪⚪⚫
vocal: Vocals (1) âš«âš«âš«âš«âš«
Â
NES Jams (2012)
- Alien Lair (Contra)
guitar: 5-Fret 😈😈😈😈😈
bass: 5-Fret ⚪⚪⚪⚪⚪
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret 😈😈😈😈😈 Pro Keys 😈😈😈😈😈
rhythm: 5-Fret 😈😈😈😈😈
Â
sungazer vol. 1 (2014)
- Sequence Start [Onyxite, 2DHumanity]
bass: 5-Fret ⚪⚪⚪⚪⚫ Pro Bass 😈😈😈😈😈
drums: (Pro) Drums ⚪⚪⚪⚪⚫
keys: 5-Fret ⚪⚪⚪⚪⚫ Pro Keys ⚪⚪⚪⚪⚫
Â
Separate Realities (2012)
- Blast Off [Onyxite, GanonMetroid, TheCourtOfAPorcupine]
bass: 5-Fret ⚪⚪⚪⚪⚪ Pro Bass 😈😈😈😈😈
drums: (Pro) Drums 😈😈😈😈😈
keys: 5-Fret 😈😈😈😈😈 Pro Keys 😈😈😈😈😈
Â
Â
July 13, 2020 at 6:39 pm in reply to: Still learning – Tempo Mapping re-edits later…best practices? #512792Here is a technique I have used many times for doing “tempo map surgery” when there’s a specific part that needs to be adjusted, without messing up what comes after:
- Pick two points in time, one before and one after the part where you want to edit, that you know are already lined up correctly.
- Make sure there is a tempo setting event at the second point; insert a (redundant) one if there isn’t one already.
- Write down the real time (minutes, seconds, milliseconds) and musical time (measures, beats, subbeats) of the second point.
- Now you can start editing tempo events starting from the first point, making things line up better. When you reach the second point, set the tempo event that comes immediately before it such that its real time position matches what you wrote down before, down to the millisecond. This will probably require some trial and error with adjusting the BPM.
This process does not account for more complicated scenarios, like needing to remove or add time, or futzing with time signatures — both of those usually involve more headaches, and you might be better off redoing the tempo map and copying tracks over as needed in that case.
The correct pitch for Pro Guitar is actually 102, not 103. Make sure you have a note name template that matches this:
The length of the force note doesn’t have to match the gem note, and as you can see you can stretch it out to cover multiple notes.
Forcing a strum works differently from standard guitar/bass/keys (which use two separate pitches). I haven’t tested it myself but I believe Ruggy determined that setting the force note to channel 13 will make it force strums instead of HOPOs:
You should read his thread here if you haven’t already: http://customscreators.com/index.php?/topic/17614-general-thread-for-pro-guitarbass-questions/
Also note that Pro Guitar has a few unfinished parts of how it displays notes. For example chords, though they can be HOPOs (or tapped), won’t visually look any different in game (other than being able to have slides connect directly into them).
And yeah what Shroud said, HOPO threshold is not commonly changed anymore. It is an older method, dating back to the original GH games whereas manual forcing wasn’t added until RB2. The numbers refer to the maximum number of MIDI ticks between notes to automatically make a HOPO, and we always use 480 ticks per quarter note in our MIDIs. So 170 (the default) is slightly more than an 8th note triplet (160 ticks).
April 27, 2020 at 2:07 pm in reply to: Onyx error while auto generating easy, medium and hard on my expert chart #511060This isn’t the best place to report issues with Onyx (since many of them are programming errors on my part, and not a true problem with the chart that someone could help you with here) – please make a new issue at https://github.com/mtolly/onyxite-customs/issues and include a link to the chart.
December 3, 2019 at 9:02 pm in reply to: [Solved] Reaper exporting lyric events out of thin air #508110In your RPP file, I went into “Mode: event list” and in the places where those lyric errors are, I see these weird event lines labeled “Meta-event”:
Â
Â
Â
On exporting the MIDI they appear to be copying the data from a lyric event. I don’t know what they are but you should hopefully be able to delete them from the event list view.
Yeah, the way the documentation is worded is not quite right. 126 is used for a roll/swell on one pad, 127 for a roll/swell on two pads. 126 can be used with any non-kick gem (snare, tom or cymbal), 127 can be used with any pair of non-kick gems as long as they are different colors. But the 127 (two-lane) ones are difficult to hit consistently because they seem to have more strict timing enforcement (and strict alternation requirement) compared to the one-lane ones. So even though many actual drummers do cymbal swells on two cymbals we often write them on one nowadays in recognition of the game engine.
Â
Rolls/swells are generally only used on Expert difficulty, sometimes on Hard difficulty also. I believe what was discovered is that if the velocity of the 126/127 note is low (40?), then it will also apply to Hard. But they never affect Easy or Medium.
To be clear, Magma reencodes your (WAV) audio to Ogg Vorbis for the game, at a default quality of “5” (though you can change it) which corresponds to roughly 160kbps (for a stereo track). For a single mixed source like we usually use, this is considered to be indistinguishable from lossless audio for most people. For multitracks like official songs would’ve used, it’s even better, since each instrument’s audio has that ~160kbps space to use.
Â
However, if you start from any lossy compressed source (MP3, Ogg Vorbis, AAC, etc.), then the result will be double-compressed, and each lossy compression step will likely shave off different parts of the audio. This can degrade quality significantly, so that’s why it would be recommended to give audio to Magma that has not been compressed or has only been compressed losslessly (like FLAC).
Wow, forgot to bump this thread with my Train of Thought project. Go check that out if you haven’t already!
Â
Up today is a bunch of minor updates I’ve been sitting on for too long, mostly for drums but some other parts as well. In addition, several Pro Guitar and Pro Bass charts.
Â
Â
[FB] Enigma Machine (Dream Theater)
– Flipped entire drum chart around
– Pro Guitar (7 string) and Pro Bass (6 string) added
[FB] Another Dimension (Liquid Tension Experiment)
– Pro Guitar added
– Minor fixes to drums, guitar, bass
– Sustains pulled back to 16th note gap
[FB] Got a Match? (Chick Corea Elektric Band)
– Pro Bass (6 string) added
[FB] Spark (Hiromi: The Trio Project)
– Minor edits throughout drum chart
– A few edits to Pro Keys and Keys
– Pro Bass (5 string) added
– Sustains pulled back to 16th note gap
[FB] These Walls (Dream Theater)
– Fixes to Pro Guitar/Pro Bass
– Minor tweak to guitar intro
[FB] Sabotage (Soil & “Pimp” Sessions)
– Minor edits throughout drum chart
– Pro Bass added, bass edited a bit to match
– Sustains pulled back to 16th note gap
[FB] A Crimson Rose and a Gin Tonic (Asuka Sakai, Ado Mizumori)
– Pro Bass added
[FB] Summer Goddess (Soil & “Pimp” Sessions)
– Pro Bass added
– Sustains pulled back to 16th note gap
[FB] Scoop Out (Soil & “Pimp” Sessions)
– Pro Bass added, bass edited a bit to match
– Sustains pulled back to 16th note gap
[FB] The Black Widow Blues/The White Widow (Soil & “Pimp” Sessions)
– Pro Bass added
[FB] Chris and Kevin’s Excellent Adventure (Liquid Tension Experiment)
– Minor drum fixesÂ
All links in the main post (now reorganized by artist).
April 30, 2019 at 2:16 am in reply to: RB songs with dueling solos (simuleous solos on different instruments)? #504747I think these are all the ones from my charts but I might be missing some.
Â
Dream Theater – “Blind Faith” (G/K)
Dream Theater – “This Dying Soul” (G/K)
Dream Theater – “Endless Sacrifice” (G/K)
Dream Theater – “In the Name of God” (G/K)
Dream Theater – “In the Presence of Enemies (Part 1)” (G/K)
Dream Theater – “The Ministry of Lost Souls” (G/K)Dream Theater – “In the Presence of Enemies (Part 2)” (G/K)
Dream Theater – “Enigma Machine” (G/K)
Liquid Tension Experiment – “When the Water Breaks” (G/K)
Mahavishnu Orchestra – “Celestial Terrestrial Commuters” (G/Violin) [violin on vox, bass, or rhythm depending on version]
Nova Collective – “State of Flux” (G/K)
Â
A bunch more DT/LTE have alternating guitar/keys solos, which could also be described as dueling solos. (Really the Mahavishnu song is also in this category, though the solo markers extend through the gaps.)
If I remember correctly, Magma v1 does not allow specifying sections at all, since RBN1 only allowed automatic percent sections. “does not have a valid section name” is a cryptic way for it to say this…
Â
The events are correct in-game, but Onyx puts the section events in after checking the midi with Magma for this reason. So you’d have to do the same thing if you wanted to compile yourself with Magma (add the events back into the midi from the output RBA/CON). Another option is you could just take your edited midi and replace the midi in the original CON Onyx created, if you haven’t edited anything else about the song and you know your midi is otherwise valid.
So, I dabbled around the newer dolphin version, and there’s an interesting thing happening with AIM on: the game crashes on difficulty selection.
Â
Not sure exactly which version is safe so I’m gonna stick with my old ass 4.0-9399 version lol.
Someone else was having the same problem. Not sure what’s going on. I just tried the latest version as of now (5.0-8785) and everything seems to work fine. In fact, I even saw a tutorial pop up for regular Keys, which is something I never saw, even on console.
Â
Â
I’m experiencing this crash on the latest 5.0-9293. It only happens when you have “Concentration Mode v2” on and turn on All Instruments Mode. Either of those without the other seems to be okay.
Â
I’d love if perhaps the Gecko code could be fixed because it seems the newer Dolphin versions have a feature to dump frames at internal resolution (not window size) which would be very helpful when recording videos.
December 12, 2018 at 3:32 am in reply to: 2x bass versions of Awake and Images & Words (Dream Theater) #502382These seem to be still accessible from the old database with some extra work.
1. go to the Legacy Database with the link at the top of the site
2. find the song’s 2x version you want, click its download button
3. you’ll get a 404 from a link such as: http://keepitfishy.com/d.php?55feca0040238
4. replace the front of that link with the format of the new download server like so: https://dl.c3universe.com/55feca0040238 - One for Antonio (feat. Chick Corea) (Master Series) [TheLieInKing, Onyxite]
-
AuthorPosts