Uploaded March 2025 | Updated September 2026, 3 weeks ago
*Recorded on September 1, 2024*
In this part, we go through the Caverns, meet some moles, and try being really good at being a mole.
*Recorded on September 1, 2024*
In this part, we go through the Caverns, meet some moles, and try being really good at being a mole.









![[OutFox aV Conversion] Possessed By The Blood Moon (kaypooma)
Original file by kaypooma: https://www.youtube.com/watch?v=j_JSMlIqa68
OutFox aV Download: https://drive.google.com/file/d/1UU4g0TBm5Uw2VCnBn-BSz0g2n29zSt2r/view?usp=sharing
Notes: You stare into the moon... and it stares back into you...
Requested by KennethLias (indirectly), Chegg and Me.
Go check out kaypooma!
https://www.youtube.com/@kaypooma
Part shitposter, part otoMAD maker, part music maker, and part modfile artist. Theyve got it all!
This is like, full capability of what NotITG can do -Halcyoniix @ AGDQ2022
A long while ago, I did a set where I ported files that use shaders for the first time. Villain virus and this file were meant to be the second to last and final file of that set. I didnt have everything I needed at the time, but I certainly do now.
Also, fun fact: This was mostly done before I had ActorScreenTexture, whoops
Simfile changes:
Theres an ssc now because I want to load a lua file instead of an XML file, and also set up the chart unlocks properly
Visual changes:
The zoom in at 0:52 doesnt quite line up compared to the original. Not sure why?
The curtains at the same time also no longer line up, stripes-wise. Probably because I redid how its setup for the sake of consistent scaling
The notepath at the same time seems a little bit more blocky, but oh well
Shader changes:
crt.frag - Attempted scaling texel effect
hglitch.frag - Attempted scaling x axis effects and flipped y axis effects
bluemask/greenmask/redmask.frag - used sampler0 for the base sprite because it doesnt need two outside sampler2ds for this
water.frag - flipped y axis
wave.frag - Proper scaling of x axis effect, moved to version 120
Mod changes:
Added TinyUsesMiniCalc
Made drawsize consistent
Full range dark means if we start at 50, we really start at 0
Some tinyz isnt needed because tiny also affects z axis
That same behavior also requires me to split some tiny into x & y
1000 grain becomes 150 grainmult
I can have pure black stealthglow instead of 1% red stealthglow
Cut down on the drawsize a bit for some things
Made use of hidenoteflash to cut off holdflashes if they are too long
Internal changes:
The unlock lua now depends on user profiles instead of machine if you use a persistent one
You would believe how many columns Im incrementing
Replaced ForceSmoothLines(0) with DrawMode_NoPointsPolyLIneStrip
random text during the slumpage are now done in the sprite itself, with no need for Load
Merged three bg mods into one node
Grappled with the fact that I dont have rotationz2, zoom2, xy2, x2 or y2
some mods have arrow become note
Did some strange modspline & gradient setups and also we have spiralholds at home
For gradients: Path becomes NotePath and Arrow becomes Diffuse
centered2 becomes centeredpath
Im abusing how I set up my mods and can do the notefield vibrate Directly On The NoteField
Attempted limiting some drawfunc pain by hiding stuff when not in use
I completely re-wrote the curtains to use zwriting cover quads to show and hide them and have it scale good
confusionzoffset isnt real
Grappled with the fact that not only is confusionzoffset not real, but kaypooma didnt alias it, so he had TWO sets of confusionoffset overwriting each other, and I had to replicate that SOMEHOW
Used ratios to scale things like position, zoom and crop
Used some PYTHAGOREAN THEOREM to scale A Circle
Made the pixelfield noteflashes not have their position delayed by abusing wrapper states
SetVanishX and SetVanishY become vanishpointx and vanishpointy
Did some Really Strange Lerping to make 2:20 scale even remotely good
The forbidden jump got a stealthglow gradient applied to ensure no pop-in
Some y positions are metrics-based. weeeeeeeeee
For the non-jumpscare version, go to the last beat instead of doing FinishSong and going to beat 99999
Extra Players are replaced with Def.NoteField
I dont need to use an AFT for the SL BG audiovisualizer tbh
Disabled texture filtering the the pixel noteflashes
Column offsets are built into ArrowEffects output
Made use of SM5 enums when it comes to notedata
Replaced a whole bunch of judgments with a single Judgment MessageCommand
Threw the wave shader into 480p 60fps jail (Its more reusable this way)
Threw the water and bloom shaders into 60fps jail
Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
https://ko-fi.com/mrthatkid4
https://patreon.com/mrthatkid4
Also, todays my birthday. [OutFox aV Conversion] Possessed By The Blood Moon (kaypooma)](https://i.ytimg.com/vi/h-Beb-ZSI5M/mqdefault.jpg)
