[OutFox aV Conversion] overcomplexification (Rya + YOSEFU, OISRT) @MrThatKid4
[OutFox aV Conversion] overcomplexification (Rya + YOSEFU, OISRT)  @MrThatKid4
Uploaded September 2025 | Updated September 2026, 2 weeks ago
Original file by YOSEFU & Rya: youtube.com/watch?v=lSJGaqmWn-g
OutFox aV Download: drive.google.com/file/d/12jBKLkVT7oNDqD-DisxQDr9Rbm9rE8b5/view?usp=sharing
Notes: Let's see how well you handle this persistence of vision.
Requested indirectly by "Chegg", "Dancing Maractus", "Yasmyn64", "Kenneth Lias", "mrcool909090" and "Peka".
Go check out YOSEFU and Rya!
youtube.com/@Y0SEFU
youtube.com/@Jecket22
Lots of very cool files, both cool people.

Another rather old port that I also wanted to use as an example of the extra column-specific mods.
Simfile changes:
I got an ssc because I need lua and not xml

Visual changes:
the BG scrolling probably kinda depends on fps a bit...
The BG no longer depends on your theme's background. I refuse to let the theme affect this.

Mod changes:
Consistent drawsize
Added the relevant stealthglow mods because they work a little bit different from nITG
Converted square & digital periods to SM5 equivalents

Internal changes:
Removed unused functions
Incremented columns
GAMESTATE:GetCurMusicSeconds() becomes SongPosition:GetMusicSeconds()
Attempted scaling fov
Scaled position and zoom
The comicly large quad doesn't need a zoom of 9999, (screen size)*6 is enough
Attempted making the proxy wall transition between width and 4:3 positioning
Needed to make some Random Value Tables (this was before I called them that)
I moved a stealth & dark to be 2 beats earlier
poptions splines are done using floating point, not magnitude
Needed to *-1 some rotz because of negative zoomy

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
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[OutFox aV Conversion] overcomplexification (Rya + YOSEFU, OISRT)

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