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Post by raynebc on Aug 19, 2011 20:52:36 GMT
EOF's implementation of hi hat and rim shot markers is almost complete. It will mark them as per-note phrases. Should slider phrases be marked as one phrase for several notes, like a star power phrase?
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Post by David on Aug 20, 2011 6:59:18 GMT
Yes, I thought you had done this allready David
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Post by David on Nov 15, 2011 13:55:47 GMT
raynebc: Just making a proposal for an additional Hi-Hat Position called Sizzle. It's basically a half open postion to allow for more specific notation. It would be using the phrase ID of 8 and handled in the same way as the other Hi-Hat phrases. Thanks David
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Post by vandorb12 on Nov 15, 2011 23:42:30 GMT
A sizzle sounds cool, but I don't see much use for it. Charting a sizzle as an open hi-hat would suffice. You need to note that most RB/GH peddles only gives out binary output (it's either on or off). I see having a sizzle would just lead to a whole train wreck of problems.
Now, is it possible to modify the SYSEX values for the open bass notes so that we can have forced strums and forced pull offs? With 255 unique values for the phrase ID at our disposal, could these features be charted on values 8 and 9?
Another option is to just use the SYSEX notation for just for the open bass note (no new values will be added to SYSEX), and use the MIDI values for a forced strum or a forced HO/PO to modify the note in-game.
Guitar Hero style drum accents I think should use SYSEX.
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Post by David on Nov 16, 2011 7:28:27 GMT
The sizzle would be for reference only in the game. you will be able to hit them simply with an open hi Hat position the same as open notes.
The Forced Open HOPO's if they are acepted ( and ther is still a debate about them ) would just use the normal Forced system.
Drum velocities would just use the velocity tag for normal notes I'd expect as each note would require it's own seperate value. Using a phrase system would force all the notes on the same line to the same velocity.
Thanks David
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Post by vandorb12 on Nov 16, 2011 9:42:10 GMT
Thanks for the future insight on how new features will be handled.
Has much thought gone into the drum velocity standard? I see now that the most logical course is to use velocity tags and not SYSEX phrases (as per your reasoning) What value threshold would be considered as a drum accent and what isn't? Would it also be possible to notate ghost drum notes with a velocity tag? (I have yet to see an accented ghost drum note with all my time playing the console versions of gh.) I've been trying to come up with a true one to one gh chart converter for Phase Shift, mainly because it's the only game in serious gameplay development.
I'm sure there's a lot to talk about with raynbec and other music game developers with feature standards, but not to rush you guys: the faster you come up with standards for defacto console features, the faster I can get song leachers off my back. =P
Also, (slightly off topic) will there ever be any graphical cues for trills, tremelos, and drum rolls like Rock Band 3 has? It does make the chart more interesting to look at when you're playing. =D
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Post by David on Nov 16, 2011 17:36:29 GMT
Yea we are still deciding if we'll just have hard and light velocity notes or if there is a way to have more detailed velocities. alot of this is how to get it represented in game without being too hard to notice the changes.
With Trills and Tremolos wo do plan to implement them but the logic isn't all that simple to implement. I'll need to spend a good few hours to get it right.
Thanks David
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Post by raynebc on Nov 21, 2011 3:04:08 GMT
Sizzle hi hat notation has been added to EOF for the next beta release. It will use Sysex phrase ID #8.
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Post by David on Nov 21, 2011 7:59:24 GMT
Sizzle hi hat notation has been added to EOF for the next beta release. It will use Sysex phrase ID #8. Excellent! David
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Post by David on Feb 21, 2012 18:02:01 GMT
Updated Sysex List To Include Palm Muted Notes.
Quick question about the notation of Bends and Harmonics.
With Bends how is the direction set? And what is the current notation for Harmonics?
Thanks David
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Post by raynebc on Feb 21, 2012 18:30:03 GMT
For bends, Harmonix charts them on channel 2 (instead of channel 0 like regular notes). I don't think this notation indicates how far the note bends (ie. a half step, a full step, etc), but it's possible that it's just for upward bends (ie. no tremolo bar dives).
For harmonics, Harmonix (but I repeat myself) charts them on channel 5 (instead of channel 0 like regular notes). I don't think there's different notation for different types of harmonics (ie. natural, pinch, etc).
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Post by David on Feb 21, 2012 18:42:04 GMT
Not sure if your numbers make sense. Here's what I have: #define RB3_NOTE_NORMAL 1 #define RB3_NOTE_GHOST 2 #define RB3_NOTE_BEND 3 #define RB3_NOTE_MUTED 4 #define RB3_NOTE_TAPPED 5 #define RB3_NOTE_HARMONIC 6 #define RB3_NOTE_BASS_SLAP 14
Are these correct?
Thanks David
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Post by raynebc on Feb 21, 2012 19:13:37 GMT
That looks like the channel list I have. I haven't really looked into verifying the slap bass notation though. If a bass guitarist around here can confirm some songs that use it, I might look at the MIDI to see if the notation is there.
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Post by David on Feb 21, 2012 19:20:14 GMT
OK, cool.
David
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Post by David on Feb 26, 2012 20:03:26 GMT
OK, I'm going to try and make a start at defining how Real Keys will be formated. In general it will use the RB method with a few additions.
MIDI TRACK NAMES
Expert = PART REAL_KEYS_PS_X Hard = PART REAL_KEYS_PS_H Medium = PART REAL_KEYS_PS_M Easy = PART REAL_KEYS_PS_E
NOTE POSITIONS
Notes will range 88 keys from A1 ( note 21 ) to C9 ( note 108 ).
Right Hand notes will be marked with channel 0. Left Hand notes will be marked with channel 1.
SHIFT MARKERS
The RB system uses the first octave to set the base note of the display. However, we need the ability to set both left and right hand markers along with the octave.
Instead of this we will use C1 ( note 12 ) for the Left Hand and C#1 ( note 13 ) for the Right Hand. Then Velocity of either marker will define the note directly ( 21-108 ).
LANE COUNT
Phase Shift will allow the charter to define the number of lanes which work well for the song. The Shift Markers will be tailored for the specified Lane Count. Though Phase Shift will allow for "player specific" Lane Counts, it will only let the player choose a Lane Count which is greater than or equal to that defined by the charter.
Even though the Lane Count value can be whatever the charter wants, it would be advisable that charters try and keep to the following counts:
13 - This is 1 octave with 2 C notes. 18 - This is the RB count and is the max hand span on a piano. 25 - This is 2 octave swith 3 C notes.
This value will be defined in the song.ini as follows: real_keys_lane_count_left = x real_keys_lane_count_right = x
Please Note: It is best to keep Lane Shifting to a minimum! If by adding a couple of extra lanes it reduces the amount of shifts, it would be advisable to break the above standards. However, you also want to chart with the least Lanes possible. Striking a good ballance between these 2 values will be very important to the charts playability.
Let me know if you find any issues with the above standard.
David
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