If gameplay is to be exact song authors/editors will have to have a way to establish EXACTLY how they want something played... Below I will explore possible implementation of this, including bitwise representation of chords/notes...
To start, lets forget what a HO/PO/TAP/Whatever is and try to simplify!!!
ALL ways of pressing the downstrum, upstrum, and keys can probably be represented by the following 6 actions or combinations thereof:
keyrelease
keypress
downstrumrelease
downstrumpress
upstrumrelease
upstrumpress
Changing this to bit encoding we have:
00001 = keyrelease
00010 = keypress
00100 = downstrumrelease
01000 = downstrumpress
10000 = invertstrum!!!
So adding different combinations of these "actions" together, any ONE note could be:
// downstrum combinations
00001 = keyrelease
00010 = keypress
00011 = keypress + keyrelease
00100 = downstrumpress
00101 = downstrumpress + keypress
00110 = downstrumpress + keyrelease
00111 = downstrumpress + keypress + keyrelease
01000 = downstrumrelease
01001 = downstrumrelease + keyrelease
01010 = downstrumrelease + keypress
01011 = downstrumrelease + keypress + keyrelease
01100 = downstrumpress + downstrumrelease
01101 = downstrumpress + downstrumrelease + keyrelease
01110 = downstrumpress + downstrumrelease + keypress
01111 = downstrumpress + downstrumrelease + keypress + keyrelease
// upstrum combinations
10001 = keyrelease + invertstrum
10010 = keypress + invertstrum
10011 = keypress + keyrelease + invertstrum
10100 = downstrumpress + invertstrum
10101 = downstrumpress + keypress + invertstrum
10110 = downstrumpress + keyrelease + invertstrum
10111 = downstrumpress + keypress + keyrelease + invertstrum
11000 = downstrumrelease + invertstrum
11001 = downstrumrelease + keyrelease + invertstrum
11010 = downstrumrelease + keypress + invertstrum
11011 = downstrumrelease + keypress + keyrelease + invertstrum
11100 = downstrumpress + downstrumrelease + invertstrum
11101 = downstrumpress + downstrumrelease + keyrelease + invertstrum
11110 = downstrumpress + downstrumrelease + keypress + invertstrum
11111 = downstrumpress + downstrumrelease + keypress + keyrelease + invertstrum
Special Cases:
00000 = Do Nothing!!!
10000 = Do Nothing!!!
Total: 32 encodings for a single note
If you want to add in chords you then have to factor in:
fret1
fret2
fret3
fret4
fret5
All fret possibilities (assuming 5 frets and no open notes) are:
1
2
3
4
5
12
13
14
15
23
24
25
34
35
45
123
124
125
134
135
145
234
235
345
1234
1235
1245
2345
12345
That gives us:
05 1-note-combo
10 2-note-combo
09 3-note-combo
04 4-note-combo
01 5-note-combo
29 total note-combo possibilities
I am not sure how you would want to tie in the encodings to different note-combos durring gameplay though...
Maybe I will think of something later...
So you want game play to be exact? - Note-Types/Fingering Possibilities
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Probably I would represent each note-combo (line) on the fretboard with 8, 8-bit bytes with:
BIT 1 2 3 = note representation
000 = open (does NOT exist currently)
001 = fret1
010 = fret2
011 = fret3
100 = fret4
101 = fret5
110 = fret6 (does NOT exist currently)
111 = fret7 (does NOT exist currently)
BIT 4 5 6 7 8 = note encoding
(Shown below by XXXXX)
Then ONE note-combo could be represented by :
000 XXXXX (reserved)
001 XXXXX
010 XXXXX
011 XXXXX
100 XXXXX
101 XXXXX
110 XXXXX (reserved)
111 XXXXX (reserved)
Most of the XXXXX would probably be 00000 (Do Nothing on that fret)
Also, I do realize that giving the song author this much power may require rewriting the game and therefor be a little unrealistic at this point. However, if the game IS ever rewritten or something I would like to see if this could be done =)
BIT 1 2 3 = note representation
000 = open (does NOT exist currently)
001 = fret1
010 = fret2
011 = fret3
100 = fret4
101 = fret5
110 = fret6 (does NOT exist currently)
111 = fret7 (does NOT exist currently)
BIT 4 5 6 7 8 = note encoding
(Shown below by XXXXX)
Then ONE note-combo could be represented by :
000 XXXXX (reserved)
001 XXXXX
010 XXXXX
011 XXXXX
100 XXXXX
101 XXXXX
110 XXXXX (reserved)
111 XXXXX (reserved)
Most of the XXXXX would probably be 00000 (Do Nothing on that fret)
Also, I do realize that giving the song author this much power may require rewriting the game and therefor be a little unrealistic at this point. However, if the game IS ever rewritten or something I would like to see if this could be done =)
Last edited by vask on Fri Mar 28, 2008 6:53 pm, edited 1 time in total.
So there's like 6 different notes, and the player has to think in a split second, "geez, which one of the six was this again?" and fail?
And, main, question; WHY? I'd just go play guitar if I'd want this.
And, main, question; WHY? I'd just go play guitar if I'd want this.
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An option would be great, but wouldn't it bo to hard to make?
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h3r1n6 wrote:And what is all that stuff for?
It's the argument for why this topic is pointless and needs to be locked.
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h3r1n6 wrote:To be honstest, I have absolutely no clue what you want to say.
So what do you want to achieve? And what is all that stuff for?
I think it's more of a thing, instead of playing a song, and say, downstrum the whole thing, it'd be more like the notes only being hit if you do certain things, upstrum, hammer on, then strum, pull off, then strum, etc.
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skor wrote:It's the argument for why this topic is pointless and needs to be locked.
If you're going to be this close-minded without even giving his idea some thought, please get off the Thoughts boards. You are helping no one.
Albeit I'm a little confused by all the numbers and such up there, but I think I understand what you mean. You're saying that because some songs are played a certain way in real life, like a song having a certain strumming pattern or a tapping sequence, we could incorparate this idea into FoF. It's an interesting idea, and I see you've really put some thought into it. I don't believe it would require a whole rewriting of FoF, but it wouldn't be a simple task either.
For one, you would have to be able to put it into the song editors as well. I don't think it would be hard to put into EoF and the in-game editor, but dB is really more rooted in GH song editing than FoF, and I have no clue what you would do for those that use Midi editors (like Fruity Loops). Another option I think could be used would be to control it from an ini file in the song folder, sorta like how the lyrics mod works. If someone were to make some sort of application where you could set "note #1" (and so on for all other notes) to be played "this way", and have it write the ini file to coincide, it could work. Of course, this would have to be in mind when writing the game code.
Then there's the problem of letting the player know how to play each note. I guess for tapping it's pretty much spelled out by the different note styles we already use; why not do the same for the other specifics? For example, since the average notes now (I'm using the standard GH notes for this example) plateau at their tops, we could have those stay that way for down strumming, and pop the upstrumming ones up (anyone remember the 1.2.451 "boobie" Ho/Pos?).
It is a little more complex than most ideas we get here, but thanks for giving it some thought at least.
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Goodbye everyone. It's been fun. I spent many many hours here on these boards and playing/contributing to FoF. Today I uninstalled my game and deleted all my files. I just don't have the time or interest anymore. I won't be coming back here anymore. I might show up in the IRC from time to time to chat. I regret nothing.
So long, farewell.
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jake2k3 wrote:Albeit I'm a little confused by all the numbers and such up there, but I think I understand what you mean. You're saying that because some songs are played a certain way in real life, like a song having a certain strumming pattern or a tapping sequence, we could incorparate this idea into FoF. It's an interesting idea, and I see you've really put some thought into it. I don't believe it would require a whole rewriting of FoF, but it wouldn't be a simple task either.
Now, I can understand that, but in my opinion this wouldn't add much to the gameplay, but just make it too complicated.
Theres one part about this i can totally agree on, that isnt too confusing. Upstrums vs downstrums. Look at say it aint so by weezer or Santeria by sublime. Both of those (when played in real life) have parts that are strummed normally, and parts that are upstrums. The upstrums are like that reggaeish part. I personally always upstrum those parts cause that's how it is irl and im a hippy who loves reggae ska music, so theres lots of upstrums in the music i listen to. I don't think it would be that hard to differentiate if you just did something with the notes, like with HOPOs or SP notes. The problem is finding an efficient way to denote those notes as upstrums. And I don't think playing it the "normal" way should count against you, but playing the "correct" way could say give you more points or maybe there could be some extra star designation, or award for accuracy in the game results screen.
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