Uploaded April 2025 | Updated September 2026, 3 weeks ago
Original file by TaroNuke: youtube.com/watch?v=xMJkRf-0n6E
OutFox aV Download: drive.google.com/file/d/1I_SQnXfXlkGWKTMFPbjtWsgJR4ZwNtUb/view?usp=sharing
Notes: Oh dear, looks like Ayaze's about to throw an entire GROOVE COASTER at us... Hope you like ghost tapping!
Requested indirectly by ""Jousway", "ChocoboGamer", "Kirby5464", "KennethLias", "Dangan2020", "XeroOl" and "Dancing Maractus".
Requested directly by "CeceliaIsMe" (via patreon) and "Squirrel"
Go check out TaroNuke!
youtube.com/c/taro4012ITG/videos
He's made tons of memorable simfiles over many years. You might also know him from that A Dance of Fire and Ice DLC, too.
So, this file made me realize that the Fall modifiers combined with ModSplines wasn't something I could easily combine into just ModSplines...
Also, I ended up adding extra full combo distinctions for the end to match what actual groove coaster has (You can see one of those in this video!).
Engine changes:
I found the consequences of my hubris, and added the Fall set of modifiers (they act like simple two-point x/y/z position splines)
Visual changes:
The ending full combo display has three forms:
- NO MISS (full combo, but you didn't hit all the ad-libs)
- FULL CHAIN (full combo + all ad-libs, this is what the original showed for a normal full combo)
- PERFECT (quaded the file, including ad-libs)
The full combo display delays itself to after the last hold if completing that hold would get you the quad, provided you hit all the ad-libs already (and if you drop the hold, you get FULL CHAIN instead)
If you have shaders disabled, I replace the uvclamp shader with simple cropleft&right. Maybe there's a good way to recreate the uvclamp-ness, but I'm not sure right now.
The mines that fly around the receptors now match your noteskin choice
Mod changes:
Added tinyusesminicalc
Made drawsize consistent
Full Range Dark means 95 dark becomes 90 dark, 90 dark becomes 80 dark, 50 dark becomes 0 dark
Removed some tinyz because tiny also affects z axis
Internal changes:
Used PlayerStageStats functions to help with FC checking
Turned off points for notepath
Used ratios to scale things like zoom, position, added basezooms
Replaced Template One with PandaTemplate
Replaced the stealth splines with hiddenregions to little or no consequence
Replaced P3 with a Def.NoteField that has no chart (because it doesn't need one!)
arrowpath becomes notepath
Used actor function names because I'm not using custom tweens, but I do have easing functions for actors
Removed test_cube because it isn't ever shown
Incremented a lot of columns
holdtiny becomes holdtinyx
Used aux values because y2 isn't real and wrapper states didn't appear to match the original???
We have an engine-provided lerp. it works fine
longboys becomes extendholds
Made it so adlib checking only runs during sections where there are ad-libs
Had to increment some other things.
Had to preserve some zoomz for some actors
Made heavy use of rotafterzoom(false)
Attempted making the objects in the world be consistently positioned
Had to move one action .01 beat earlier to get around unstable sorting of action queues
A number to the power of 1 is itself
hidemines becomes stealthmines
Made it so I'm not constantly setting vertices in the background all the time
Deployed emergency tactics because SendFakeJudgment properly senda a JudgmentMessageCommand (which I use for the ad-libs judgment actors!)
centered2 becomes centeredpath
Combo tracking is easy to do through PlayerStageStats and ComboChangedMessageCommand
Had to wrap some AMVs inside ActorFrames because vertices can be tweened!
Scaled some FOV and added some fardistz
Did some super lazy scaling by just making things Bigger if the screen is wide enough
ActorMultiVertices can just have a starting texture defined. No SetTexture needed
Attempted extending the trees (only works up to 32:9...)
Replaced the intro squares with wireframe'd quads
Due to how skew works in SM5 + adding our skewafterzoomrot(true), I had to heavily mess with the skewx for the SDVX lasers. Hopefully it's close enough
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 TaroNuke: youtube.com/watch?v=xMJkRf-0n6E
OutFox aV Download: drive.google.com/file/d/1I_SQnXfXlkGWKTMFPbjtWsgJR4ZwNtUb/view?usp=sharing
Notes: Oh dear, looks like Ayaze's about to throw an entire GROOVE COASTER at us... Hope you like ghost tapping!
Requested indirectly by ""Jousway", "ChocoboGamer", "Kirby5464", "KennethLias", "Dangan2020", "XeroOl" and "Dancing Maractus".
Requested directly by "CeceliaIsMe" (via patreon) and "Squirrel"
Go check out TaroNuke!
youtube.com/c/taro4012ITG/videos
He's made tons of memorable simfiles over many years. You might also know him from that A Dance of Fire and Ice DLC, too.
So, this file made me realize that the Fall modifiers combined with ModSplines wasn't something I could easily combine into just ModSplines...
Also, I ended up adding extra full combo distinctions for the end to match what actual groove coaster has (You can see one of those in this video!).
Engine changes:
I found the consequences of my hubris, and added the Fall set of modifiers (they act like simple two-point x/y/z position splines)
Visual changes:
The ending full combo display has three forms:
- NO MISS (full combo, but you didn't hit all the ad-libs)
- FULL CHAIN (full combo + all ad-libs, this is what the original showed for a normal full combo)
- PERFECT (quaded the file, including ad-libs)
The full combo display delays itself to after the last hold if completing that hold would get you the quad, provided you hit all the ad-libs already (and if you drop the hold, you get FULL CHAIN instead)
If you have shaders disabled, I replace the uvclamp shader with simple cropleft&right. Maybe there's a good way to recreate the uvclamp-ness, but I'm not sure right now.
The mines that fly around the receptors now match your noteskin choice
Mod changes:
Added tinyusesminicalc
Made drawsize consistent
Full Range Dark means 95 dark becomes 90 dark, 90 dark becomes 80 dark, 50 dark becomes 0 dark
Removed some tinyz because tiny also affects z axis
Internal changes:
Used PlayerStageStats functions to help with FC checking
Turned off points for notepath
Used ratios to scale things like zoom, position, added basezooms
Replaced Template One with PandaTemplate
Replaced the stealth splines with hiddenregions to little or no consequence
Replaced P3 with a Def.NoteField that has no chart (because it doesn't need one!)
arrowpath becomes notepath
Used actor function names because I'm not using custom tweens, but I do have easing functions for actors
Removed test_cube because it isn't ever shown
Incremented a lot of columns
holdtiny becomes holdtinyx
Used aux values because y2 isn't real and wrapper states didn't appear to match the original???
We have an engine-provided lerp. it works fine
longboys becomes extendholds
Made it so adlib checking only runs during sections where there are ad-libs
Had to increment some other things.
Had to preserve some zoomz for some actors
Made heavy use of rotafterzoom(false)
Attempted making the objects in the world be consistently positioned
Had to move one action .01 beat earlier to get around unstable sorting of action queues
A number to the power of 1 is itself
hidemines becomes stealthmines
Made it so I'm not constantly setting vertices in the background all the time
Deployed emergency tactics because SendFakeJudgment properly senda a JudgmentMessageCommand (which I use for the ad-libs judgment actors!)
centered2 becomes centeredpath
Combo tracking is easy to do through PlayerStageStats and ComboChangedMessageCommand
Had to wrap some AMVs inside ActorFrames because vertices can be tweened!
Scaled some FOV and added some fardistz
Did some super lazy scaling by just making things Bigger if the screen is wide enough
ActorMultiVertices can just have a starting texture defined. No SetTexture needed
Attempted extending the trees (only works up to 32:9...)
Replaced the intro squares with wireframe'd quads
Due to how skew works in SM5 + adding our skewafterzoomrot(true), I had to heavily mess with the skewx for the SDVX lasers. Hopefully it's close enough
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






![[OutFox aV Conversion] chrono diver -fragment- (CERiNG, OISRT)
Original file by CERiNG: https://www.youtube.com/watch?v=jCXk6Rr6OWI
OutFox aV Download: https://drive.google.com/file/d/1uCy2e4UOeox gxas8w0xvRo_YHuqcGt/view?usp=sharing
Notes: Look at the time... Its time to fall.
Requested indirectly by Chegg, Yasmyn64, Kenneth Lias, mrcool909090 and Peka
Requested directly by Dancing Maractus via patreon!
Heres more of CERiNGs content:
https://www.youtube.com/@CERiNG
Youll find stuff from NJSRT, some mod rushes and OISRT (which is where this file comes from!).
So, it turns out I still dont really like the naming & coding conventions in this file. Other than that, it wasnt the worst thing Ive ported.
Simfile changes:
An SSC to load the lua
Visual changes:
The clouds and hill scrolling seems to depend on your FPS, so its 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 dont 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 shouldnt 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 didnt 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!
https://ko-fi.com/mrthatkid4
https://patreon.com/mrthatkid4 [OutFox aV Conversion] chrono diver -fragment- (CERiNG, OISRT)](https://i.ytimg.com/vi/k6_llp6jBTg/mqdefault.jpg)
![[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)


