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pata70
Joined: 23 Mar 2007 Posts: 426 Location: Canada
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JosephL
Joined: 06 Sep 2007 Posts: 2698 Location: Charlottetown, PEI, Canada
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Posted: Sat Nov 10, 2007 1:34 am Post subject: |
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His looks... well, automated. Huge advantage over mine.
For mine (before I read your post), I put in seven score/multiplier sets for TTFAF Easy, and got a base range of 61,750-61,753. I imagine he'll get the same range the next time he does a data pull.
I once spent about 12-15 hours calculating (by hand) all the Great totals for AAs on all stepcharts (all difficulties and Single/Double) on DDR Extreme, so believe me when I say I know the value of automation. Good luck, Barfo! _________________
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TheAW333
Joined: 13 Oct 2007 Posts: 443
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Posted: Sat Nov 17, 2007 12:05 am Post subject: |
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Ty so much for this. helps a lot _________________
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Sato
Joined: 19 Jun 2007 Posts: 18
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Posted: Thu Dec 13, 2007 3:53 am Post subject: |
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I think that the 4 star cutoff in GH3 is "base points x2.0". I'm not sure, but 405,000 on TTFAF (1,000 below 4* cutoff) was about 1.997x, and 408,000 or so was about 2.010x. Maybe the cutoffs aren't driven by a formula like that in 3? |
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JosephL
Joined: 06 Sep 2007 Posts: 2698 Location: Charlottetown, PEI, Canada
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Posted: Thu Dec 13, 2007 4:25 am Post subject: |
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That's how the cutoffs come. This means that the base score is about 203,000 (and hence, 406,000 is about where the 4* cutoff lies). _________________
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Deak2112
Joined: 30 Sep 2007 Posts: 2441 Location: On the wings of a dream, so far beyond reality
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Posted: Fri Jan 04, 2008 2:46 pm Post subject: |
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to answer any questions like my friend had, if u hit every note does it guarantee that you will get five stars. like most people kno, its based on score. i was jacking around one day and did radium eyes on easy but i never allowed myself to get a multiplier. now if you look at it i have only 3 gold stars. _________________
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smygelfh
Joined: 16 Jan 2008 Posts: 8
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Posted: Mon Jan 21, 2008 5:36 pm Post subject: |
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This seems like a good thread to try my question in. I'm fooling around with programming some songparsers, but I seem to have problems with the accuracy of the notes.
A song is a lot of measures, a measure is 4-6 beats,
but a beat is how many fractions? (or if there's a real name for a part of a beat...)
While testing, it appears that a beat has to be divided into at least 32 fractions to achieve the same precision for results on held notes as I'm seeing when playing a song in GH3 (a 35/32 beat generates 27 points).
Looking at the note chards on this site, they're not really that exact, meaning I have to go through each section in each song and test until I have a good approximation on how long a held note is.
Is there a way to get this exact data, or are the charts generated more or less the same estimated way from visuals?
So, question conclusion:
1. How many fractions are a beat?
2. Is it possible to extract exact note position and note length from somewhere? |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Mon Jan 21, 2008 9:55 pm Post subject: |
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smygelfh wrote: | This seems like a good thread to try my question in. I'm fooling around with programming some songparsers, but I seem to have problems with the accuracy of the notes.
A song is a lot of measures, a measure is 4-6 beats, |
Well, actually, a measure can theoretically be any number of beats, just like in real music, depending on the time signature, the more common being 4/4, 3/4, 6/8, 5/4, etc.
smygelfh wrote: | but a beat is how many fractions? (or if there's a real name for a part of a beat...) |
They are usually called "ticks", which is a reference to a midi clock tick.
smygelfh wrote: | While testing, it appears that a beat has to be divided into at least 32 fractions to achieve the same precision for results on held notes as I'm seeing when playing a song in GH3 (a 35/32 beat generates 27 points).
Looking at the note chards on this site, they're not really that exact, meaning I have to go through each section in each song and test until I have a good approximation on how long a held note is.
Is there a way to get this exact data, or are the charts generated more or less the same estimated way from visuals?
So, question conclusion:
1. How many fractions are a beat?
2. Is it possible to extract exact note position and note length from somewhere? |
In GH2 (and I presume GH1) there were 25 ticks per beat, at 1 point per tick. I believe it's the same for GH3, however there is a complicating factor that might explain the discrepancy in your results. In the game engine, every hold note is actually displayed a 1/4 beat shorter than it actually is in the game files, but you still get the full points for the hold. For example, imagine a hold note lasting four beats. The note should be worth 150 points (50 for the note, plus 25 for each beat of hold) but it will only display as 3 and 3/4 beats, but still be worth 150.
The charts have been generated from the game files themselves and so should be pretty accurate. I would use Debr's charts out of preference:
http://www.bradleyzoo.com/GuitarHero/index.html
I also wrote up some basic documentation on the "mid" file spec for GH3 here:
http://moto-coda.org/gh/gh3_midi_spec.txt
Hope that helps. |
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smygelfh
Joined: 16 Jan 2008 Posts: 8
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Posted: Thu Jan 24, 2008 7:21 am Post subject: |
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This was very helpful, thanks a lot!
I feel a bit stupid since it seems obvious that it should be 25 ticks/beat given there are 25 points/beat for a sustained note. I was a bit stuck on the idea that a beat must be dividable by two for note placements at the centre of a beat. Looks like the millisecond granularity in the data files will allow that anyway.
The midi spec doesn't help that much though if I don't have the files to examine. Are the data files for the songs available somewhere public? I suspect it might not be entirely legal to publish them? |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Thu Jan 24, 2008 10:33 am Post subject: |
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smygelfh wrote: | The midi spec doesn't help that much though if I don't have the files to examine. Are the data files for the songs available somewhere public? I suspect it might not be entirely legal to publish them? |
I would say the easiest source of song files would be the Xbox 360 demo of Guitar Hero III. This can be downloaded for free over Xbox Live, and is readily available from other sources. If you have an Xbox 360, the free downloadable tracks for GH3 are also an option, assuming you have a method of accessing the 360 HDD.
I can't really give you any further advice sourcing the files legally without know what variant of the game(s) you have. |
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CorpusCollosum
Joined: 28 Nov 2007 Posts: 1823 Location: San Francisco
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Posted: Thu Feb 07, 2008 11:02 pm Post subject: |
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100th reply FTW. I hope it makes you feel special, JCirri. _________________
footballtom3685, locking a thread about VH1's 100 Most Metal Moments wrote: | These threads don't have much potential to begin with, and unfortunately even the ones that do have potential burst into flames. I guess that's pretty metal though, so thanks for staying on topic! |
Currently playing: Gears, Batman |
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Erodyne
Joined: 15 Dec 2007 Posts: 1493
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Posted: Thu Mar 06, 2008 10:41 pm Post subject: |
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Sato wrote: | I think that the 4 star cutoff in GH3 is "base points x2.0". I'm not sure, but 405,000 on TTFAF (1,000 below 4* cutoff) was about 1.997x, and 408,000 or so was about 2.010x. Maybe the cutoffs aren't driven by a formula like that in 3? |
Nope. It's 1.8x the base score, if I recall. It is 2.0x in GH1, however. When you look at more stats, it doesn't always mean that if the average multiplier is 1.800, that you automatically get a 4 star. It counts time outside of notes, too, if I'm not mistaken. So that messes up the formula, if that corrects your question at all. |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Fri Mar 07, 2008 5:59 am Post subject: |
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Erodyne wrote: | Sato wrote: | I think that the 4 star cutoff in GH3 is "base points x2.0". I'm not sure, but 405,000 on TTFAF (1,000 below 4* cutoff) was about 1.997x, and 408,000 or so was about 2.010x. Maybe the cutoffs aren't driven by a formula like that in 3? |
Nope. It's 1.8x the base score, if I recall. It is 2.0x in GH1, however. When you look at more stats, it doesn't always mean that if the average multiplier is 1.800, that you automatically get a 4 star. It counts time outside of notes, too, if I'm not mistaken. So that messes up the formula, if that corrects your question at all. |
You're mistaken.
The 4 star cutoff is exactly 2.0 times the base score on all GH games so far.
One thing to keep in mind with GH3 is that the multipliers use standard rounding. So a 1.9995x score will actually round up to a 2.000x score even though it's not quite there.
Another consideration is that co-op scores are completely screwed, and the multipliers don't seem to follow any logic. |
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Erodyne
Joined: 15 Dec 2007 Posts: 1493
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Posted: Sat Mar 08, 2008 3:51 pm Post subject: |
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tma wrote: |
You're mistaken.
The 4 star cutoff is exactly 2.0 times the base score on all GH games so far.
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Why do I always get these things wrong?
So a 5 star would still be a 2.8, then? |
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tma
Joined: 03 May 2007 Posts: 1414 Location: Australia
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Posted: Sun Mar 09, 2008 12:40 am Post subject: |
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Erodyne wrote: | tma wrote: |
You're mistaken.
The 4 star cutoff is exactly 2.0 times the base score on all GH games so far.
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Why do I always get these things wrong?
So a 5 star would still be a 2.8, then? |
Yes, with one single exception being the original Guitar Hero, which was 3.0x. |
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