Uploaded March 2025 | Updated September 2026, 2 weeks ago
*Recorded on August 18 2024*
In this part, we begin another special world stage and eat so much dirt.
Then we do some gacha.
*Recorded on August 18 2024*
In this part, we begin another special world stage and eat so much dirt.
Then we do some gacha.

![[OutFox aV Conversion] spoken escher (Sugarvroom, Mod Jam Adoptables)
Original file by Sugarvroom: https://youtu.be/zG12cV42hQA
OutFox aV Download: https://drive.google.com/file/d/148kGiXUFTMLrSGG7w78VoniaM7KhIWcO/view?usp=sharing
Notes: Come take a walk in the dark, and see whats out there.
Requested by Dancing Maractus (via patreon)
Go check out Sugarvroom!
https://www.youtube.com/@sugarvroom
They make music, cool modfiles, lots of good stuff!
So, this file has a complex BG scene system that I probably didnt fully port correctly, but it works good enough for this file.
Simfile changes:
Theres an SSC because I want lua and not xml
Visual changes:
I added side graphics so the BG city doesnt cut off
The chunky holds at the end dont quite act the same...
Shader changes:
fisheye.frag - Scaled effect on x axis somehow
Mod changes:
Added tinyusesminicalc
Attempted making drawsize consistent
Full Range Dark means doing some math on non-zero dark
Offset the centeredpath during 1:26 so one arrow would stop jittering
Changed some reverse values to stop the judgment & combo from twitching
Used notecullback for a segment
Internal changes:
The flicker plugin uses SongPosition instead of GAMESTATE
I cleaved out a good chunk of the scene manager
Also, actors here are tables and not userdata...
Used normal actor functions because I dont have the `2` variants
Models dont have a SetTexture, but I can just specify a material and it works just as well
Did some rotafterzoom(false)
Some misc mods are done on P1 instead of P8
Used ratios to scale things like position, zoom
Had to Unscale FOV for One Single Point Of Time
Turned a giant if else color chain into a table that you index
Replaced Extra Players with Def.NoteField
Forced points off for notepath
Player Gradient functions become PlayerOptions Gradient functions
Arrow gradients are Diffuse gradients
Incremented several columns
arrowpath becomes notepath
Please dont use SCREEN variables for your notefield position mods!
Hid the fisheye sprite if the shader is at 0 strength
centered2 becomes centeredpath
bumpyz becomes bumpy
Changed some values of alpha because our note alpha works properly
confusionzoffset becomes confusionoffset
Our AST sprites arent flipped, so swap top and bottom crop
Replaced limitAFT plugin with the SetUpdateFPS feature and using visible on an AST
Needed to *-1 a rotationx because our AST sprites arent flipped
Had to preserve lua 5.0 modulo in a spot or two
drawdistance becomes drawsize
Hid the notefields during 2:29 later so they dont pop out so easily
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] spoken escher (Sugarvroom, Mod Jam Adoptables)](https://i.ytimg.com/vi/p0IphK9Z5eE/mqdefault.jpg)








