Uploaded September 2025 | Updated September 2026, 2 weeks ago
Original file by CERiNG: youtube.com/watch?v=jCXk6Rr6OWI
OutFox aV Download: drive.google.com/file/d/1uCy2e4UOeox-_gxas8w0xvRo_YHuqcGt/view?usp=sharing
Notes: Look at the time... It's time to fall.
Requested indirectly by "Chegg", "Yasmyn64", "Kenneth Lias", "mrcool909090" and "Peka"
Requested directly by "Dancing Maractus" via patreon!
Here's more of CERiNG's content:
youtube.com/@CERiNG
You'll find stuff from NJSRT, some mod rushes and OISRT (which is where this file comes from!).
So, it turns out I still don't really like the naming & coding conventions in this file. Other than that, it wasn't the worst thing I've ported.
Simfile changes:
An SSC to load the lua
Visual changes:
The clouds and hill scrolling seems to depend on your FPS, so it's not consistent :(
Shader changes:
blur.frag - removed unused conditional stuff
horizon.frag - Flipped the y input for math, but not for texture2D
sky.frag - Flipped y axis and extended shader on the x axis
Mod changes:
Consistent drawsize
Added tinyusesminicalc
Full Range Dark means 50 and 80 dark becomes 0 and 60 dark
Full Range Dark also means I had to double the amount of dark added once
Internal changes:
Incremented lots of columns
Removed some unused stuff
Split up some images into multiple tiles because I really don't want to deal with someone loading really large images (involves the beam and clockout graphics)
Replaced extra players with Def.NoteField
hidecol now hides the column actor itself instead of using mods
I used stuff outside of LoadCommand so I get to index into the env table
modtimer becomes modtimersong
hidemines becomes stealthmines
halgun becomes hideholdjudgments
We have spiralholds at home
People shouldn't use SCREEN variables for mods sometimes...
arrowpath becomes notepath
girth becomes width
Scaled movement, positioning, fov and zooms with ratios
longholds becomes extendholds
Deleted the z from confusionoffset
centered2 becomes centeredpath
Set the dark and stealth .1 beat earlier on P2 for one section
gayholds becomes negative straightholds
I refused to do texture swapping
Downscaled the glitch input for horizon
Had to split a zoom into x and y because zoomz exists
holdgirth becomes negative holdtinyx
the xml was malformed, so the actor names didn't all transfer over
Did some rotafterzoom(false)
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!
ko-fi.com/mrthatkid4
patreon.com/mrthatkid4
Original file by CERiNG: youtube.com/watch?v=jCXk6Rr6OWI
OutFox aV Download: drive.google.com/file/d/1uCy2e4UOeox-_gxas8w0xvRo_YHuqcGt/view?usp=sharing
Notes: Look at the time... It's time to fall.
Requested indirectly by "Chegg", "Yasmyn64", "Kenneth Lias", "mrcool909090" and "Peka"
Requested directly by "Dancing Maractus" via patreon!
Here's more of CERiNG's content:
youtube.com/@CERiNG
You'll find stuff from NJSRT, some mod rushes and OISRT (which is where this file comes from!).
So, it turns out I still don't really like the naming & coding conventions in this file. Other than that, it wasn't the worst thing I've ported.
Simfile changes:
An SSC to load the lua
Visual changes:
The clouds and hill scrolling seems to depend on your FPS, so it's not consistent :(
Shader changes:
blur.frag - removed unused conditional stuff
horizon.frag - Flipped the y input for math, but not for texture2D
sky.frag - Flipped y axis and extended shader on the x axis
Mod changes:
Consistent drawsize
Added tinyusesminicalc
Full Range Dark means 50 and 80 dark becomes 0 and 60 dark
Full Range Dark also means I had to double the amount of dark added once
Internal changes:
Incremented lots of columns
Removed some unused stuff
Split up some images into multiple tiles because I really don't want to deal with someone loading really large images (involves the beam and clockout graphics)
Replaced extra players with Def.NoteField
hidecol now hides the column actor itself instead of using mods
I used stuff outside of LoadCommand so I get to index into the env table
modtimer becomes modtimersong
hidemines becomes stealthmines
halgun becomes hideholdjudgments
We have spiralholds at home
People shouldn't use SCREEN variables for mods sometimes...
arrowpath becomes notepath
girth becomes width
Scaled movement, positioning, fov and zooms with ratios
longholds becomes extendholds
Deleted the z from confusionoffset
centered2 becomes centeredpath
Set the dark and stealth .1 beat earlier on P2 for one section
gayholds becomes negative straightholds
I refused to do texture swapping
Downscaled the glitch input for horizon
Had to split a zoom into x and y because zoomz exists
holdgirth becomes negative holdtinyx
the xml was malformed, so the actor names didn't all transfer over
Did some rotafterzoom(false)
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!
ko-fi.com/mrthatkid4
patreon.com/mrthatkid4
![[Project OutFox Conversion] Thin Ice (Melody, OISRT)
Original file by Melody: https://www.youtube.com/watch?v=L0LmZyIZZOk
OutFox Download: https://drive.google.com/file/d/1Uof3VIICWYeBQqkBGiaoRdW1IFGSfK2r/view?usp=sharing
Notes: Lets chill like its 2007.
Requested indirectly by Chegg, Yasmyn64, Kenneth Lias, mrcool909090 and Peka
Requested directly by Dancing Maractus via patreon!
Go check out Melody!
https://www.youtube.com/@vinylmelody
Theyre someone who has done quite a bit of experimental stuff with notITG, and theyve also made some fun modfiles, too!
So, this is a minigame file, and I dont think it was too bad of a port to do.
Internal changes:
Lua 5.2 and later kinda changes some things compared to lua 5.0
- varargs
- environments
Input handlers are much more simple to write
Scaled some stuff (tile size, zooms, position and movement) with my usual ratios
Used difficulty and TapNoteScore enums because we use those instead
We dont have FinishSong, but we do have LeaveGameplay as a ScreenMessage.
I cant ipairs when we do GetChildren because we dont always have integer indexes
Polygon isnt real, ActorMultiVertex is real
Incremented an index
Replaced the PlayOnce with Def.Sound
We have actual actor eases, lets use them
:: becomes /n in BitmapText
Fail the player instead of doing 0 life
Renamed an EndCommand because I dont want it to potentially end_game twice
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 [Project OutFox Conversion] Thin Ice (Melody, OISRT)](https://i.ytimg.com/vi/k8jUx7V6n5Y/mqdefault.jpg)






![[Project OutFox aV Conversion] Dumper (Daikyi)
Original file by Daikyi: https://www.youtube.com/watch?v=D8Vcdhawpss
OutFox aV Download: https://drive.google.com/file/d/19UJei6A4W6GjQjpruOkwDIr_AV wQj/view?usp=sharing
Notes: How well can you parse this 4th note sequence?
Requested by KennethLias (via patreon) and DysKoneko.
Go check out Daikyi!
https://www.youtube.com/@Daikyi
Theres a lot of deadly modfiles there, especially the ones with few steps!
So, the main gimmick (1:02) only draws out so far, so I had to do some extra background eases...
Simfile changes:
Its an SSC now so I can load lua files
Shader changes:
concentric.frag - Scaled x axis and made it so the vignette effect doesnt go to pure black on the sides
Visual changes:
I made it so only the notes for 1:02 and 2:44 are shown for the gimmick, meaning theres no extra notes shown with those splines (something thats super noticeable with the second one in the original!)
The drunk hits look a bit different during 1:49, no clue why.
If youre on wider screens, the outermost notes during 1:02 and 2:44 fade in
Added extra tweens and background color changes during 1:02 and 2:44 so that it doesnt immediately switch, and those on wide screens dont have a static background.
Mod changes:
Made drawsize consistent
Added tinyusesminicalc
Split some tiny into x & y because of tinyz
Changed some 50 to 49.9 for the parts where it goes between 0 and 100 reverse because I dont want the judgment & combo switching places for split frames (with varied success)
Because zoom splines affect z axis, I had to use 195 tinyz and force zbuffer during 1:02 & 2:44. So now it works with 2D noteskins as well as other 3D noteskins!
Added SM5 equivalent for squareperiod
Internal changes:
I have spiralholds at home
100 globalmodtimer becomes modtimersong
reversetype becomes unboundedreverse
centered2 becomes centeredpath
Incremented lots of columns
hidemines becomes stealthmines
Made it so the freeze AFTs dont render for longer than needed.
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 aV Conversion] Dumper (Daikyi)](https://i.ytimg.com/vi/lh7dj1Q2Tpc/mqdefault.jpg)
![[Project OutFox aV Conversion] Matt Silver (Scrypts)
Original file by Scrypts: https://www.youtube.com/watch?v=EosbdBRp1_0
OutFox aV Download: https://drive.google.com/file/d/11x8aM7Y00y5P1JaUZ2BKdI-M8ZASgX5l/view?usp=sharing
Notes: When youre the only one alive, you gotta get to the other side
Requested by Dancing Maractus (via patreon) and KennethLias (indirectly)
Go check out Scrypts!
https://www.youtube.com/@scryptslol
They make cool files! They play the ITG! Youll have a time!
So, Matt Silver. Theres definitely some strange scaling. Im not quite satisfied with how its been scaled...
This is not the last time youll see this song.
Simfile changes:
Theres an SSC to load LUA and not XML
Mod changes:
Set a consistent drawsize
Added tinyusesminicalc
100 stealthglowred becomes 0 stealthglowgreen & blue
Added equivalent SM5 squareperiod
Internal changes:
Template changed from mirin 2.0 to 4.0.3
Incremented some columns
The lua unlock condition checks player profiles, and machine profile if theres no persistent profiles being used
Made some Random Value Tables because math.randomseed...
Commented out/removed a lot of unused things
hideholds becomes stealthholds
halgun becomes hideholdjudgments
movex shouldnt use SCREEN variables
Scaled some vibrate
wireframegirth becomes wireframewidth
arrowpath becomes notepath
centered2 becomes centeredpath
Attempted making the judgment & combo not flip as much
The image at 2:12 is now properly randomly selected because I tore out the math.randomseed. Youre welcome
Turned off points in notepath
Had to swap croptop & bottom in AFT sprites because no negative basezoomy
No need for FPS limiting on this AFT
Attempted having proper size limits for the proxywall sprite
I removed the lumikey shader and there was no downside because transparent AFTs
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 aV Conversion] Matt Silver (Scrypts)](https://i.ytimg.com/vi/m7qOhPN1hk8/mqdefault.jpg)

