Uploaded March 2025 | Updated September 2026, 1 week ago
*Recorded on October 6, 2024*
In this part, we storm the heavens, discuss terrible weather, ensuing politics, and puyo puyo
Starting Topic: The Weather
Game: Ar Tonelico 2 (PS2)
*Recorded on October 6, 2024*
In this part, we storm the heavens, discuss terrible weather, ensuing politics, and puyo puyo
Starting Topic: The Weather
Game: Ar Tonelico 2 (PS2)


![[OutFox aV Conversion] Get F**ked 2 (TaroNuke vs Ky_Dash, UKSRT9)
Original file by TaroNuke & Ky_Dash: https://www.youtube.com/watch?v=NQiUhZPVbLE
OutFox aV Download: https://drive.google.com/file/d/10OBciSlSiCFrcxdbi6K2r_xgFPhZM_De/view?usp=sharing
Notes: Uh oh, looks like SCOLD is a bit upset from what happened earlier...
Requested by Dancing Maractus (via patreon), luca dong,
BlazingBlade, acepenterbig42, Hyphex, Miroslav Daniel Roshal, gopa gopa, KennethLias and DybaTubeMusic.
Go check out TaroNuke & Ky_Dash!
https://www.youtube.com/@Taro4012ITG
https://www.youtube.com/@Ky_Dash
These two have made many things, with varying amounts of cursedness!
Okay, so yeah. This file. Not only did I get to throw myself at the lua wall, I also ended up trying to draw some side parts of that smug scold BG. If I am ever given official replacements for that, I might replace my attempt. But for now, I can only hope it doesnt look out of place.
Simfile changes:
Its an SSC now because I wanted labels to show up
Visual changes:
I reduced the intro drawsize for performance, which makes it draw less arrows, but it seemed close enough when I looked at it?
Faded out the intro AST manually because it wouldnt line up with the video
All the perframes that use addx wont ever line up with the original because the update rate is 60Hz (unless someone decides to rewrite those to be beat/time-based)
The AFTHell section at 3:31 doesnt quite line up and I dont know why :(
StealthMine differences makes 1:08 a bit different...
There are now extra side parts for smugscold.png
I boxed in the DVD bounce segment with win8 windows stylized to reference the windows in Debug Dance
The camera slightly sways during the transition into 2:49
The ending wont quite match... :(
Shader changes:
ascii - Did some terrible scaling to make it so the asciii scold wobbles like it does originally, but the ascii characters act like its 480p
horizon - Flipped the y axis math
monitor - No more gl_FragCoord, scaled x axis and flipped y axis
pixel - Replaced the lumikey code with SM5s AlphaBlack shader code
glitchytan becomes cosecant
noteskew becomes noteskewx
Mod changes:
Added TinyUsesMiniCalc
Made drawsize as consistent as possible
Had to change StealthMine values...
75 dark becomes 50 dark
80 grain becomes -50 holdgrainmult
The 5 stealth during lumikey becomes 1 stealth
Translated nITG squareperiod to SM5 squareperiod
Internal changes:
Turned some actor pools into for-loop-generated pools
Used ratios to scale things like bob, position, movement, vibrate and zoom
Added some basezooms
The ascii shader is now done on an AFT sprite that combines all three parts of smugscold
Removed a lot of unused actors, functions & auxvars
Attempted removing as many globals as humanly possible through table abuse
Replaced TemplateOne with PandaTemplate
Contemplated at least one life choice
Replaced P3-P5 with only Two Def.NoteFields
Attempted combining some of the actions when feasible
Did you know Actor.Center is a function?
Swapped croptop & cropbottom for the shatter sprites because I dont negative basezoomy
Flipped the valign for the shatter sprites, too
Made super heavy use of rotafterzoom(false)
Scaled FOV in a few spots
The update rate is 60Hz instead of 50Hz
Hid the notes before beat 0 happens
Did some funny customtexturerect math
Did some counteracting of minis zoomz
The actual start at 0:27 now uses P1-3 instead of P3-5
Split some tiny into x & y
Incremented a grassfields worth of columns
Used gradients instead of stealthglowcolor
Needed to downscale some math because its using scaled positions
Used engine-side eases because I have those
Hid column actors instead of using large amounts of movey or movex
Did math to make Dark during Revolt match (hopefully)
StealthMines is additive in OutFox, but overwrites in nITG, this means I had to change some auxvar values
block of if else turned into table of functions.
Scaled fardistz a bit
Needed to *-1 the rotz for the horizon AST sprite because no negative basezoomy
ASTs get affected by the outside world, so I have to do the inverse of what happens outside
Had a bitter fight with the cyriak sprites
Did some skewafterzoomrot(true)
Replicated custom tweens with multiple engine-side eases
Attempted making the DVD bounce not potentally flicker the judgment & combo
reversetype becomes unboundedreverse
centered2 becomes centeredpath
Re-wrote the afthell update. oops.
Did some *-1 of rotz and skewx because of ASTs not being flipped
We have spiralholds at home
Removed receptorzbuffer
200 timer becomes modtimerbeat
turned cmd into lua functions
- ow.
hidemines becomes stealthmines
Replaced the dunno noteskin with a drawfunction and a noteflash sprite :)
- It respects chart mods?!
seethed and coped about tanbumpyx
swapped culling for the sprites at 8:25
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] Get F**ked 2 (TaroNuke vs Ky_Dash, UKSRT9)](https://i.ytimg.com/vi/wOTn22TPuh8/mqdefault.jpg)



![[OutFox aV Conversion] Dreamsters (Puurokulho, Modster Mash 3)
Original file by Puurokulho: https://www.youtube.com/watch?v=chvLWSn2B68
OutFox aV Download: https://drive.google.com/file/d/10J42lBfWys8btsgI3VeUURzjfi5YcS9j/view?usp=sharing
Notes: Like, woah dude... I can feel my vertexes floating off...
Directly requested by Jousway (via patreon)
Indirectly requested by Chegg
Go check out Puuro!
https://www.youtube.com/user/Puurokulho/
Hes made so many files since the early OpenITG mods era, and has only gotten more creative over time!
I thought Dark Matter scaled weirdly? Bro, this files got strange scaling everywhere. Also, I tried making the file a little bit more like the video than the end-result that people got to play.
Simfile changes:
Its an SSC now because I removed the attacks and used two fake segments
Visual changes:
I made the bear do the slow wobble at 1:03 (replicating the original video)
The rainbow AFT effect continues to the end (replicating the original video)
The drunk and tipsy at 1:25 starts immediately (I got puuros OK)
The depth quad that makes the notefield clip scales Super Strangely and I Dont Know Why.
- Its probably me doing something Strange with AFTs and proxies
I feel like the receptors are more visible than usual during 1:46 ???
Shader changes:
hue.frag - I can just do the beat * 5 in the glsl tbh
kaleido.frag - Replaced the aloha with diffusealpha, flipped y axis, had a bad time with scaling x axis
kaleido2.frag - Flipped y axis, scaled x axis
lumikey2 & lumikey3.frag - Merged into lumikeyEx.frag (takes a vec4 for the forced color)
maireu1337.frag - same as kaleido2
velloaamis.frag - same as kaleido2
depth2.vert - Scaled position math
test2.vert - Renamed sampler1 to depthmap
thing.vert - Used proper TextureMatrixScale
vertcolor.frag - Used to replace an entire noteskin
vertcolor.vert - Scaled position math and used proper TextureMatrixScale
Mod changes:
-150 drawsizeback actually works, so use -100 instead
Added tinyusesminicalc
Added consistent drawsize
Lots of changing mods to accommodate there being only 2 players
Translated nITG square & tandigitalperiod to SM5 squareperiod
Full range dark means that 90 dark becomes 80 dark
Turned off culling on notes during 1:44
Used some confusionxoffset to setup the double-sided note at the end
Internal changes:
The file was using Extra Players (all 8 of them), and I made it use only P1 & P2 Is this a bad idea? Well find out
- help
I used ModsLevel_Current just so I can Instantly better
Made use of HiddenRegions and HideNoteFlash for the intro
Used ratios to scale things like position, movement, zoom, basezoom, several shader inputs, quad fades and bob
playanimationframe isnt something we have. But we DO have playanimation and position. Should be fine, right?
size becomes period
-50 holdgirth becomes 50 holdtinyx
Recreated the arrow at the end using notes in Fake Segments
One background was getting input for longer than needed, Not its not
Made use of ActorFrameTextures because I can put things in those
There was a model being used as a plane for stuff to phase in & out through. It can be done using a Quad with zwrite on. It works just as well
One of the hands had a negative zoomx, which meant I had to use CullMode_Front on it
Some AFTs became ASTs instead
Someone was setting LineWidth on a FILLED SHAPE!
Polygon stuff translated into ActorMultiVertex stuff
Tried having the polygon grid scale properly
I cant rely on setting diffusealpha on judgment. But I CAN rely on actor effects!
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] Dreamsters (Puurokulho, Modster Mash 3)](https://i.ytimg.com/vi/wvJWJN9yIFQ/mqdefault.jpg)



![[OutFox aV Conversion] acquire (BrightXeno)
Original file by BrightXeno: https://www.youtube.com/watch?v=irF9GvQzKsc
OutFox aV download: https://drive.google.com/file/d/11CWVBdHQGPkr9TvV3OrbjSLC6k71qJoC/view?usp=sharing
Notes: Aw man, the TVs on the fritz again!
Requested by Dancing Maractus via patreon, and myself
Go check out BrightXeno!
https://www.youtube.com/@BrightXenoTheGizoid
Theyve done cool simfiles in nITG, and also have done some gameplay of other simfiles and games.
So, this file has some Strange Scaling going on, not only with the TV fakeout, but with The Room.
Simfile changes:
Theres now an SSC so I can do the unlocks
Lua unlock changes:
I use actual player profiles if possible, then the machineprofile otherwise
Mod changes:
Added tinyusesminicalc
Added consistent drawsize
Internal changes:
We went from mirin 2.0 (I think) to mirin 4.0.3
screenshake is now just a vibrate instead of constantly setting the x & y of TopScreen
Attempted preserving some zoomz in some spots
I still dont know what hidden(2) means, please help
arrowpath becomes notepath
girth becomes width
incremented at least 2 columns
noteskew becomes noteskewx
No need for custom tween to do eases, since we have them engine-side
Did some ztest bullshit for the TV fakeout
Scaled some positions
centered2 becomes centeredpath
Translated the notedata of one hold into OutFox notedata
longboys becomes extendholds
I dont need the P3 visible the whole time during the anime speed lines part
Tinyz didnt appear to turn off fast enough, so I abused zoomz instead
Sometimes people use SCREEN variables inside scaled actorframes. Dont do that
Needed to split some tiny into x & y because tiny also affects z axis
HideNoteFlashes becomes hidenoteflash
We have spiralholds at home
Oh, theres some scaled zooms, too
Added some fades on one graphic if the screen is too wide
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] acquire (BrightXeno)](https://i.ytimg.com/vi/xNguh0H0I7I/mqdefault.jpg)