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posted
Made a java software that converts midi -> osu with help of Aqo

Temporary name: Automap-chan
Character design:
Thanks to Kami-Senpai for character design and GUI design
http://infamouslullaby.deviantart.com/art/Automap-chan-Character-Design-596086178?ga_submit_new=10%253A1457762000


This program has helped Para to make his piano set: Various Artists - Para's Piano Collection
Kiki with Ayato - Oceanus
silentch with Various Artists - Piano 7K BMS Pack
Pikechu with Various Artist - Maplestory 7K Piano Pack and Various Artist - Pike's 7K Piano Pack 1
Zenonia with his SDVX , IIDX midi 7K piano mapset
and [ Reversal ] la with MIDI Stuff - Dandelion's Promise



Touhou - UN Owen was Her
http://puu.sh/nZWcs/33a85834eb.osz

Touhou - Beloved Tomboyish Girl
http://puu.sh/nZQ4O/904e87f4cf.osz

Supercell - Odds & Ends
http://puu.sh/nLrz2/eac85b4e30.osz

Yamada & 7 witches OP
http://puu.sh/nLoHP/5cd85fe63e.osz

Supercell - Sayonara Memories
http://puu.sh/nJgxl/1ea31a9d4a.osz

TalesWaver - Second Run
http://puu.sh/nJdfp/f4c3f72a6c.osz

Vocaloid - Rolling Girl
http://puu.sh/nEvQ3/4a30731bbc.osz

Oregariu - Everyday World
http://puu.sh/nJiIz/9535cdd976.osz

Rewrite - Philosophyz
http://puu.sh/nqq1J/dc968c6e60.osz

Golden Time - Sweet & Sweet Cherry
http://puu.sh/nqqCQ/64ccbcca58.osz

Bakemonogatari - Kimi no Shiranai Monogatari
http://puu.sh/nD4Bl/316bf55bdd.osz

Hyouka - Mikansei Stride
http://puu.sh/nqp42/705189855e.osz

Tari Tari - Kokoro no Senritsu
http://puu.sh/nqiWO/82b32cab7d.osz

Fate Zero - Oath Sign
http://puu.sh/nqjGM/f4e2f6008d.osz

Shigatsu wa kimi no Uso - Hikaru Nara
http://puu.sh/npqnQ/265bf3d3ee.osz

Expelled from Paradise - EONIAN
http://puu.sh/nppBt/449a1bb219.osz

Madoka - Sis Puella Magica!
http://puu.sh/nofkT/1f6358d76e.osz

Haruhi - God knows
http://puu.sh/nmSR3/b43b43cd0a.osz

No Game No Life - This Game
http://puu.sh/nmKP5/cef275348f.osz

Dantalian no Shoka - Cras numquam scire
http://puu.sh/nmCnS/5275996a4a.osz

Egoist - Euterpe
http://puu.sh/nmBBL/94b7834dc3.osz

Ef a tale of memories - A moon filled Sky
http://puu.sh/nmA2Y/1566d9b677.osz

Hyouka - Yasashisa no Riyuu
http://puu.sh/nm214/70b369ce12.osz

Nichijou - Zzz
http://puu.sh/nmy4b/008cfee9c1.osz

Narcissu OST (2-3 stars):
Scarlet
http://puu.sh/nm0rS/546c2d2290.osz
Lamune79s
http://puu.sh/nm0CC/8a6c4e3722.osz
Narcissu
http://puu.sh/nm0Z0/be50fae965.osz
Nacissu 2nd
http://puu.sh/nm1l1/91d8fd559b.osz

Jiyuu no tsubasa
http://puu.sh/njpW8/6f19f2da48.osz

Fubuki:
http://puu.sh/njjVf/13b9745fbc.osz

Virgin Forest (contain 16 instruments):
http://puu.sh/njs24/89a2ca49d7.osz

Tokimeki Poporon:
http://puu.sh/ni7Qv/ddfb6812c6.osz

Brave Heart:
http://puu.sh/ni37b/7eae2d788e.osz

Electric angel:
http://puu.sh/njrta/8d2951ba4c.osz

KurousaP - Senbonzakura (3C = max of 3 chord)
http://puu.sh/neyjW/3ef011d034.osz

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Testplay by Renosoko
4K

7K

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DL link below (Jvm required)
put all files (except your midi) at same location as the jar file.
Updated: Jan 21, 2019

Source code and Automap-chan download
https://github.com/dudehacker/Automap-chan

Custom hitsound (piano by LordRaika)
https://drive.google.com/open?id=0B_DjSSnDr_wyRkFYbkpYZy1qOUE

Config file for custom hitsound
https://drive.google.com/open?id=0B_DjSSnDr_wyTkMwOTBXSm9wT1U


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How to use:
Step 0: Find a midi of song you like
In simple terms, Midi is a digital music sheet, computer reads it then plays it accordingly using available instruments. Midi does not contain human voice.
You can't convert mp3 into midi.


Step 1: Choose a midi and convert + export sounds
The first window you see when you open Automap-Chan is to pick a midi you want to convert to osu beatmap.


Next window is convert options.

1: List of tracks in your midi file, each track represents 1 instrument.
You can select a track, it becomes highlighted like track 2 in the picture.
Once a track is selected, you may change its instrument or volume using the buttons in area 8 or use playback control buttons in area 7
2: List of tracks that you want to set as Storyboard in your map , use buttons from area 4 to bring import tracks from area 1.
3: List of tracks that you want to play in your beatmap, use buttons from area 5 to bring import tracks from area 1.

If a track is not in area 2 or area 3 then it wont show up in the beatmap.
6: Empty area 2 and area 3
9: Difficulty = 1 means a lot of notes that comes from tracks in area 3 will be send to Storyboard to reduce difficulty.
Max Chord = the maximum size of chord allowed in your beatmap.
For example, this is a chord of size 4


Keyset = how many keys is your beatmap? usually 4 or 7
If you check the "Co-op" box then the Keyset is doubled, you can go from 1 to 18 keys

10: Extract hitsound, if you are converting the same midi for a second time with same options and you already extracted the hitsound, then you may uncheck it.
Custom hitsound = checked , use grand piano hitsound made by LordRaika instead of making Automap-chan create hitsounds.
The hitsounds used are located in Grand Piano folder, you may replace them with your own hitsound if desired. you will need to update the file names in convert.csv if different from default names.
Pro: Save a lot of time. Less files.
Con: Bigger size per file, only piano available as instrument choice, less pitch and duration variety for each note
Recommended use only when piano is the only instrument in your midi, and your song does not have a lot of sound variety.

Merge notes faster than 1/4: create less files by merging the different duration of same pitch into a 1/4 duration note if the duration is shorter than 1/4.
Example, if your note is duration of 1/8 or 1/16 it will become 1/4 with this option checked, a 1/2 note will stay as 1/2.
11: Create your beatmap!


Step 2: Create a folder in osu/songs
Step 3: Once the program finish running, drag the output (hitsounds + .osu file) into the folder created in step 2
Step 4: Edit the metadata and/or add picture
Step 5: play
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Hit Sound Limitations
1. Volume
use audacity to change all the hitsound files volume:
http://theaudacitytopodcast.com/tap095-how-to-use-chains-in-audacity-to-save-time/

2. File Size
To further compress hitsound file size, use a program like WinLame to convert wav files to ogg, then rename them all into wav. Currently secretly supported by osu.
To rename file on windows:
1. Open cmd
2. navigate to folder containing all hitsound file with "cd" command
3. use the following command: "ren *.ogg *.wav"

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Update (July 30, 2016)
Made a new tool that convert all LN in a map into short notes. It will be same start time, same column, same volume for hit sound.
I shall call it Rice Cooker

DL : https://drive.google.com/open?id=0B_DjSSnDr_wyNlNXZzdTOXc0ZnM

More tools here https://osu.ppy.sh/forum/p/5392330
posted
Looks really interesting and promising, will be waiting for the public release x)
posted
This informative post will be deleted anyway, just move along
posted

Rori Vidi Veni wrote:

.ssc(yes, Stepmania does take keysounds)?
aaaaaaaaaaahahahahahahahahahahahahahaha i'm here to laugh at your ignorance, you made me log in for this ahahahahahaha

it does but you're limited to playing as many simultaneous sounds on a single row as lanes you have, so if you have, like, a 4k chart, stepmania won't be able to play more than 4 new sounds at any given row. and that's not only a format limitation - it's a stepmania limitation.

consider yourself informed.
posted
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posted
This project is awesome (Kuchizuke Diamond is so fun), I'm really interrested to use it too but I don't have any knowledge about java and stuff, so meh ... :c
Anyway really good job dudehacker !
posted
Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
posted

abraker wrote:

Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
I have no clue what those are, the only rythme game i play atm is Osu.
posted

dudehacker wrote:

abraker wrote:

Wow I'm impressed by the demo file! For a converted map, it's pretty damn good.


pls make S3M, xm, it, etc tracker file converter.. PLEASE
I have no clue what those are, the only rythme game i play atm is Osu.
Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.

You can read more about them here
posted

abraker wrote:

Oops they are actually called module files, trackers are what they are made with. The best way I can describe them is that they are like midi files that also contain samples for the sounds to be played in a 8bit or 16bit format. Most chiptune music is made with tracker software which saves in one or more of those formats.

You can read more about them here
Ok i understand the file format now, but my question is do you have a source where you can get plenty of anime/VN/vocaloid/touhou music in mod format?
I think midi is more popular format, so I dont see the need to make a new program for MOD files. If you do have a good source where I can find songs i cant find in midi then I will consider making it for MOD files as well, also depends on how complicated the format is, i havent done a full research on it yet.
posted
Why just anime/VN/vocaloid/touhou music? LR2 or stepmania have some good stuff without them and chiptune or game music can be used some really good maps at a higher difficulty. There is a whole database right here.
posted
Wow really cool stuff right there.

This could open up a whole new way of dealing with/creating new keysounded maps. Hope to see more as there are great pieces I have in mind which I'd like to map but eh
posted
Can you add a bpm change from midi to osu?
posted

O2MasterFX wrote:

Can you add a bpm change from midi to osu?
do u mean timing sections for SV?
posted
I believe he means red lines as in tempo (BPM) changes
posted

PyaKura wrote:

I believe he means red lines as in tempo (BPM) changes
those red line is timing section lol
it could be easily added as feature. i already have it inside my program just not shown to user.
posted

dudehacker wrote:

those red line is timing section lol
Ok that was confusing considering most of us use "SV" to refer to green lines specifically
posted

PyaKura wrote:

dudehacker wrote:

those red line is timing section lol
Ok that was confusing considering most of us use "SV" to refer to green lines specifically
right my bad, i forgot about green lines. never did SV for my maps
posted
Made some maps with this software. This is fun.

Kuchizuke Diamond filesize: 552KB Difficulty: 3.7*

Extra Magic Hour filesize: 4.4MB Difficulty: 4.6*

hey this software is great. any chance you'll make it output notes sorted by pitch in 7K instead of randomly?

just do a per-chord pitch sorting while doing a minimal amount of taking hands into account

lets say the input midi file has this:


going from top to bottom, right hand here has 4 notes and left hand has 2 notes
right hand plays A,F,C,A
left hand plays F,F

so the output note placement should be:



the general way your algorithm should work is like this:


i.e. every time there's a chord:
step 1: make a list of all right hand notes, sorted by pitch
step 2: make a list of all left hand notes, sorted by pitch
step 3: place all the right hand notes going from right to left going from highest pitch to lowest
step 4: place all the left hand notes going from left to right going from lowest pitch to highest

this algorithm should be super simple to implement and it would place all chords in a way that is both pitch-relevant and hands-accurate.

as for pitch differences between different chords/notes on different timings, only leave one condition where if the music repeats the map also repeats but if the music doesn't repeat then the map also doesn't repeat, no need to take pitch-relevancy into account between different timed notes because there simply isn't enough columns in the game to do this perfectly and writing an algorithm that gives a semi-perfect solution would be way too complicated.

for example if the midi goes like this (looking at right hand only):


first five notes repeat, then it starts changing. the 6th and 8th note are the same one in the music, but it doesn't have to be the same one in the output note placement, because that would overly complicate the algorithm. it's enough that in the output the first 5 notes would be all on the same column while the following ones be on different ones, for example:



this would be a theoretically "perfect" transcription but the algorithm for this would be rather complicated to take higher density stuff into account. whereas a simple solution could give something like:



which is fine too really

the only "problem" can arise around the purple area of columns 3,4,5 which can either belong to right hand or left hand depending on the density in the music. the simplest solution to this would just be to just ditch previous note relevancy and just place notes in remaining room when you run out of columns, prioritizing placing right hand notes in the rightmost available columns, and left hand notes in the leftmost available columns.

algorithm-wise this should be very simple to write, just one loop with a few conditionals on numbers. Any chance for this to happen? If you make this it would mean the outputs of your program would already be pretty much playable chart files with almost no requirement to "fix the notes" from a mapper.
posted
this is very brilliant to the point it depressing to me as a mapper lol
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