Can you make it convert to max 18 keys (co-op 9keys) ?
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.winnerspiros wrote:
Can you make it convert to max 18 keys (co-op 9keys) ?
for keys the format is keys=10,12,14,16,18 | key count: 11,13,15,17 doesn't existdudehacker wrote:
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
ok will try it later. can u send me an existing 18k beatmap?winnerspiros wrote:
for keys the format is keys=10,12,14,16,18 | keys 11,13,15,17 dont existdudehacker wrote:
i dont know how those beatmap are made, if you give me a beatmap like that maybe i can.
for hit objects the x value goes from 14 to 497
I think everything else is the same.Here are some x valus for every key (hope it helps) : 18 keyskey1=14
key2=42
key3=71
key4=99
key5=128
key6=156
key7=184
key8=213
key9=241
key10=270
key11=298
key12=327
key13=355
key14=384
key15=412
key16=440
key17=469
key18=49716 keyskey1=14
key2=42
key3=71
key4=99
key5=128
key6=184
key7=213
key8=241
key9=270
key10=298
key11=327
key12=355
key13=384
key14=440
key15=469
key16=49714 keyskey1=14
key2=42
key3=99
key4=128
key5=164
key6=201
key7=237
key8=274
key9=310
key10=347
key11=384
key12=420
key13=457
key14=49312 keyskey1=42
key2=64
key3=106
key4=164
key5=201
key6=237
key7=274
key8=310
key9=347
key10=384
key11=448
key12=49310 keyskey1=42
key2=64
key3=106
key4=164
key5=237
key6=274
key7=310
key8=384
key9=448
key10=493
I guess this??dudehacker wrote:
ok will try it later. can u send me an existing 18k beatmap?
Okay i investigated the format, and its possible to have a convert for this. However i need do some heavy change in my code for this to happen, since everything was made assuming max is 9 key. It might take me a while to make it because i have other more general things to improve on first, such as selective note input for multiple tracks and more hitsound quality vs size options. Since 18k is assumed to be played by 2 players with 9k each, the pattern algorithm also need reworked to reflect this change.winnerspiros wrote:
I guess this??dudehacker wrote:
ok will try it later. can u send me an existing 18k beatmap?
but my structure is super messy too ashamed to put it on github, maybe after i clean it up. Also need look up how to use github properly.Bobbias wrote:
For changes like this, I would suggest you consider putting your code up on github so other people can do more than just suggest changes. For example, I might be able to make the necessary changes to allow for up to 18k and submit a pull request with the changes.
Indeed i looked up mp3 instrument/vocal recognition researches, it is too complicated for me to understand how. But i believe in a few years people will release free library that could achieve this. It will make mapping a lot easier.pwhk wrote:
in fact picking out sounds from an mp3 takes a lot of time when mapping, which this converter skips that completely by using midi.
and mp3 to midi is very difficult for computers
I want to see an 18k liveplay so bad nowdudehacker wrote:
Update Log: March 18, 2016
- 10k-18k support for coop play
u can just convert any midi and watch autoplay lolabraker wrote:
I want to see an 18k liveplay so bad nowdudehacker wrote:
Update Log: March 18, 2016
- 10k-18k support for coop play
I dont know anyone who can play 18k lol, Hopefully the person who requested it can play it. i dont want my effort go to wasteabraker wrote:
That's not as amazing as seeing an actual human playing it. Hopefully this will allow more maps to practice with.
idk how u get AMA to Acha , nor what it means lolAras25 wrote:
Auto Map -> AMA -> Ama-chan? or Acha-chan?
Very nice, i shall try this later, BTW osu!mp is a great site to upload maps compared to dropboxZenonia wrote:
I have converted some SDVX , IIDX midi 7K
all are KS7-7K except Freedom Dive
5*+
List : http://puu.sh/p53Dm.png
DL: https://www.dropbox.com/sh/xyb2gd6n7l4f ... E0ZRa?dl=0
MIDI Convert.rar = All in one
Very good point, I will try fix this asap, thank you for feedbackFull Tablet wrote:
The application crashes (closes itself without any error message) after opening the MID file if "keyCount" in config.properties is bigger than "maxChord" (It is possible to have set the maxCord value higher than the keycount by using the program normally, for example, setting the maxChord to 6 while converting a 5k+Coop=10k map).
Related to the previous issue, in the settings window, you can't set the maxChord variable higher than the keyCount set when the window was created.
ya sorry i was working on my own beatmap with 4 custom bpm setting and forgot to turn it off when i released new version of Automap-chan. i released the fixed version few hours later. i guess u were lucky to get the bad one lol. redownload and it should work. if not let me know i fix it tonight.Omgforz wrote:
For some reason converts are speeding up to 150 bpm after 16,5 seconds (or a 16500 offset) after the first timing point in the map seen in multiple maps even though the original midi bpm file stays the same.
Checked with a song which start off as 120 bpm and then changes to 180 bpm but ends up looking like this http://puu.sh/p7RN1/78a0871f44.png (which also happens to other songs)
Really dig the program so far, thanks a lot.
1. sure I will add 2 button to set all tracks to sample/hit object, and 2 other buttons to set all unselected track to sample/hit object, and 1 more button to unselect all selected sample/hit objectOmgforz wrote:
Alright, I've been playing around and testing the program quite a lot in the past few days.
A minor thing is that it might be useful for the purpose of testing settings to include a button which sets all unselected tracks to sample or hitsounds, because on songs with 10 tracks or more I found myself clicking quite a bunch when creating lots of difficulties to see its results (for trying out tracks + difficulty settings to get a good difficulty curve going). Even something as simple as having a hotkey for assigning a track to hitsounds or sample would be good enough. (like pressing on a track and just hitting h or s)
Notes which are short feel like they're on for a bit longer than expected after exporting hitsounds, causing the string instruments to overlap and sound bad. ( https://www.youtube.com/watch?v=7XN0hFtrITQ ) midi in question: http://puu.sh/pkCVV/5913366e5b.mid (this also happens in other midis though)
That's pretty much all I've got for now, really appreciate the work you've put into this.
Sorry can you please elaborate on this? I don't understand what you trying to say.Omgforz wrote:
Also, is there an easy way to put all the hitsounds into a sub-folder without having to rename all the paths? Would be handy for a mapset with different midis.
Ah I see what you meant, u wanted all hit sounds to be saved in a sub folders under osu/songs/your song folder/hitsounds-song1/Omgforz wrote:
Thanks for the quick answer.
On the point of having hitsounds in sub-folders i meant having the extracted keysounds in folders in the main song folder so the .wav files aren't all just jumbling around in the main folder next to the .osu files. I thought that if you have multiple midis with extracted keysounds some files might overlap'n stuff, also it looks a lot neater that way.
Though, with that being said I just tried and tested the import of samples and it seems like they automatically get added to the main folder, so I'm not even sure anymore if this is possible because osu might not like relative paths into sub-folders for imported samples. (isn't important anyway, was just an extremely minor thing)
And that opt-out feature will help a lot, a few songs sound incredibly bad to the point that the overlapping strings overpower every single other instrument. The one I showed was quite tame in comparison. But I see the idea of saving space makes sense, having multiple lengths for one pitch would increase the filesize by a bit.
thanks for testing. not having mp3 saves a lot of space so thats good to hearOmgforz wrote:
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual
try 8kbps mp3 loldudehacker wrote:
thanks for testing. not having mp3 saves a lot of space so thats good to hearOmgforz wrote:
Tried a few songs with and without a blank mp3 and I honestly didn't find any differences. osu seemed to not really care even if it's virtual