Uploaded June 2024 | Updated September 2026, 3 weeks ago
*Recorded on January 28, 2024*
In this part, the game already starts showing its' flaws.
...Yeah, it's already starting to hurt.
*Recorded on January 28, 2024*
In this part, the game already starts showing its' flaws.
...Yeah, it's already starting to hurt.

![[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)







![[Project OutFox Conversion] CHESS??!?!?!?? (oatmealine & DPS2004)
Original file by oatmealine & DPS2004: tell me when a lineout is posted...
OutFox download: https://drive.google.com/file/d/1D6bnfHOiXAr4oj9toIFEwa5F71G_qGv_/view?usp=sharing
Notes: Youve heard of rhythm games, now get ready for... chess
Requested by Jousway (via patreon)
Go check out oatmealine and DPS2004!
https://www.youtube.com/@moonstruck.nectar
https://www.youtube.com/@DPS-2004
These people definitely make files.
I havent posted a port in a long while, and I cant properly follow up *finorza*, so ya know what? chess time.
If I had a nickel for how many times Ive torn out an ENTIRE TEMPLATE, Id have 2 nickels, which isnt a lot, but its absurd that it happened twice.
Simfile changes:
Theres an SSC now, since I call mods.lua directly instead of template/main.lua
Visual changes:
Even with math.randomseed, the board dropping wont ever match up because newer lua changed how random is calculated
When the chess AI is thinking, a Thinking... message now shows up (so it doesnt look like Nothing is happening).
Internal changes:
I purged mirin template from the file, whoops. Its all drawfuncs and update functions + an input handler now
The AFT option will not appear if you are playing in OutFox a4, because I didnt feel like making two separate layouts depending on if you have ActorScreenTexture or not
Did a bit of restructuring to avoid creating globals
Sound effects replaced with Def.Sound
Made use of the engine-provided clamp function
Scaled positions and zooms
y2 isnt real, but have a wrapper state
Attempted better scaling of chess pieces
I abused luas coroutine system to try and avoid having a HUGE lag spike while the chess AI thinks of what to do
- It sorta worked? Its now a massive fps drop, but its not frozen and it doesnt think for too long, I think!
- Its a very rudimentary scheduling system, maybe
There are two UpdateFunctions: 1 for the intro where it tweens the mods. This switches over into the second, funnier update function that actually controls the game
Used a red diffuse instead of a glow for some reason on the bad move text. I dont remember why?
I made a separate chess state to draw the pieces, but without allowing input. help
Attempted making the game work nicely regardless of which player you have
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 [Project OutFox Conversion] CHESS??!?!?!?? (oatmealine & DPS2004)](https://i.ytimg.com/vi/ZmLlOeUTum8/mqdefault.jpg)