Uploaded August 2025 | Updated September 2026, 3 weeks ago
*Recorded on December 1, 2024*
In this part, we start a new game and it's certainly giving an impression.
...I'll let you decide if it's good or not.
*Recorded on December 1, 2024*
In this part, we start a new game and it's certainly giving an impression.
...I'll let you decide if it's good or not.

![[OuFox aV Conversion] c.s.q.n. (mrcool909090, OISRT)
Orignial file by mrcool909090: https://www.youtube.com/watch?v=RB1Q8cifylw
OutFox aV Download: https://drive.google.com/file/d/190fdzdt-J3D35nc6XnxH7292o-jxbA8O/view?usp=sharing
Notes: Revenge of the BMS BGA
Requested indirectly by Chegg, Dancing Maractus, Yasmyn64, Kenneth Lias, mrcool909090 and Peka.
Requested directly by CeceliaIsMe via patreon!
Go check out mrcool909090!
https://www.youtube.com/@mrcool9090
Theyre someone who makes cool modfiles and music! (pun maybe intended)
This is a heavy one, mostly due to proxy walls... (Im thinking of a way to make it less heavy...)
Simfile changes:
SSC because I want lua
Visual changes:
I made the quad wall at 0:40 more consistently spaced
Added a diffuse gradient for the proxywalls
During 1:05, theres only one notefield in there to make it consistent without just having variable (based on aspect ratio) amounts of note clutter
Shader changes:
fisheye.frag - Scaled x axis effects
Mod changes:
Consistent and less drawsize all the time
Internal changes:
Removed the z from confusionzoffset
arrowpath becomes notepath
girth becomes width
Scaled positions, zooms and movement
Had to do some sadness math for the uvclamp to make it consistent
Incremented columns
Swapped cropbottom and croptop because this isnt nITG AFTs
The first visual change listed is because I redid how the quad wall was done entirely
Attacked the proxy wall heavily in the name of widescreen support
Did some pythagorean theorem to ensure the circle fully covers the screen at 1:02
centered2 becomes centeredpath
Added some basezooms
Needed to do some downscaling of positions for hexagon particles
We have ForceSmoothLines(0) at home
We can FullScreen instead of stretchto
Added extra side hexagons for the intro
Have problems getting this to work, or want me to convert something to SM5? 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 [OuFox aV Conversion] c.s.q.n. (mrcool909090, OISRT)](https://i.ytimg.com/vi/U1YnokbDyEw/mqdefault.jpg)



![[OutFox aV Conversion] Enigma (WinDEU)
Original file by WinDEU: https://www.youtube.com/watch?v=hCyk6D_bXa8
OutFox aV Download: https://drive.google.com/file/d/1P7C-vEO56DQc1BsJiXAoWPzO4f-dVIKO/view?usp=sharing
Notes: You stumble upon a mage, and they seem like theyre up for a fight!
Requested by Dancing Maractus via patreon.
Go check out WinDEU!
https://www.youtube.com/@SecretaryEle
Very well known modder. Lots of classics & newer stuff, too!
Well well well, weve got a port that makes good use of split timing. Its actually 2 songs, but youve gotta unlock the second one. How? Thats for you to figure out.
Engine changes:
Hi, weve got lua unlock files now. Charts and songs can have their own UNLOCK tag. If the lua file fails to compile or run, its unlocked by default. As of this posting, this feature is in alphav 043.
Simfile changes:
Theres now an SSC. It uses split timing and two separate audio files, which avoids having a massive empty space in both charts
The unlock definition is moved into the metadata for the expert chart.
Visual changes:
The BG in the expert chart wont quite line up because of strange time differences
Shader changes:
wibbry.frag - Altered to properly scale on the x axis and also combine both wibbry frags into one
wibbryex.frag - Same x axis scaling as wibbry.frag
Mod changes:
Added tinyusesminicalc
Consistent drawsize
We have full range dark, so we dont need to start at 50% dark, plus I had to double the rates for dark
Added SM5-equivalent digitalperiod
Used notecullnone during one part of the slumpage because I cant expect everyone to use double-sided noteskins
Internal changes:
Attempted avoiding writing globals when not needed
Condensed actors in BG to avoid having duplicated code and switched behavior depending on difficulty
Used OnCommand instead of InitCommand for the character because Init isnt useful in BGCHANGES for what we want
Removed unused actors from the character
The star BG in the character doesnt need to scale by width tbh
Turned notedata tables into OutFox notedata tables.
There was a 6th player, now there isnt.
Made the file use as few players as possible depending on what the file does, with varied success
Re-did the unlock checking system
Made the mods reader only affect a range of given playeroptions at a time based on a variable
Replaced Extra Players with Def.NoteField
The perframe function doesnt need to check steps
Had a lot of sadness replicating perspective and mini on def.notefield
Did some judgment zoom to make it act like negative mini does something in this day and age
The player-specific column rotation that WinDEU likes doing? Turns out note column actors work out pretty darn well for this
Because Ive decided to do split timing, Ive had to do a lot of offsetting numbers that get put into the mods table (yes, I did remove that 4 beat offset from the main difficulty, some of the Expert perframes needed +496 on the beat!)
Lots of columns to increment oh boy
I had to figure out approach rates because drawsize
Changed when hidenoteflash turns off in some spots
Used Random Value Tables to avoid math.randomseed
Used ratios to scale zooms, positions and some mods
The fall mods are replicated with two-point modsplines
I made use of moving the notefield actor instead of messing with MoveX for the flickers
Had to find a way to make the unlock mechanism not explode with BothAtOnce on
Because I cant just set an end-time, I had to redo the unlock sequence to fit within the time of the normal chart
Replaced PlayOnce with Def.Sound stuff
Used SetUpdateFPS on the AST
HideMines becomes StealthMines
HalGun becomes HideHoldJudgments
ArrowPath becomes NotePath
ArrowPathGirth becomes NotePathWidth
Distance becomes Size
LongHolds becomes ExtendHolds
I forced an UpdateFunction for Literally Two Sections because I didnt want the Large Notes in the expert chart to stutter. :(
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 [OutFox aV Conversion] Enigma (WinDEU)](https://i.ytimg.com/vi/V_D8j4DQUis/mqdefault.jpg)
![[OutFox aV Conversion] Funny Funky Freaky (Exschwasion ft. Mars, OISRT)
Original file by Exschwasion: https://www.youtube.com/watch?v=0NKgQyJuQ4I
OutFox aV Download: https://drive.google.com/file/d/1JoLwYvYqjWA9Ue9LUsDV3YtMX7lz5eu2/view?usp=sharing
Notes: Look at this photograph, every time I do it makes me la-
Requested indirectly by Chegg, Yasmyn64, Kenneth Lias, mrcool909090 and Peka.
Requested directly by Dancing Maractus via patreon, and me!
Go check out Exschwasion!
https://www.youtube.com/@Exschwasion
Theyve made a bunch of modfiles, and theyre all pretty good!
So, this file kinda hurt to extend because the city BG doesnt tile correctly! I had to do lots of manual editing to make this look right...
Simfile changes:
Visual changes:
0:49 and 1:37 the circling looks a bit odd because it kinda scales strangely...
When going to and from photograph mode, the visuals slide into and out of 4:3 positioning.
- I was very proud of getting that to look good
Shader changes:
diag.frag - Flipped the y axis math
Mod changes:
Consistent drawsize
Added tinyusesminicalc
Tried to not hit 100 reverse because of the judgment & combo position flip
Internal changes:
halgun becomes hideholdjudgments
arrowpath becomes notepath
width becomes girth
modtimer becomes modtimersong
Incremented a lot of columns
noteskew becomes noteskewx
Scaled some positions
Made the city not render forever
Made the diag shader go past 100 because it would have barely visible lines otherwise
Someone forgot some ipairs
Created some Random Value Tables because modern lua seeded random doesnt provide the same numbers as it does in nITG.
Did some customtexturerect funny
Brought over the functions I use to grab the judgment sprite
Did some fun crop math
Did some fun with proxies
Scaled some zooms
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 [OutFox aV Conversion] Funny Funky Freaky (Exschwasion ft. Mars, OISRT)](https://i.ytimg.com/vi/VeZYKXpOrtM/mqdefault.jpg)



