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Dancing Monkeys: Automatically Generate step files for DDR
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Zeta Aspect
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360. PostPosted: Sat Feb 18, 2006 1:58 pm    Post subject: Re: Dancing Monkey Reply with quote

Alpha4 wrote:
i use the patch "dmpatch.exe", it's right but WHY THE SONG IS SO EASY ?

I explain the problem :
- i encode a song with 3 5 8 parametre whith DancingMonkeys.exe (v 1.01) and the song is really hard but it limited at 105s (no problems yet).
- i encode the same song with dmpatch and the same parametre but it's so easy ... and i don't understand why...
My guess is that the basic program includes an element of randomness in assigning steps. That way, it does not make similar steps every single time. The flaw in this, of course, is that the steps vary in difficulty even within a single difficulty level (This happens even with human stepchart artists. For instance, take "Sakura" and "Paranoia Survivor Max" in DDR or "VerTex" and "Euphoria" in ITG). This is exaggerated by the fact that the program cannot assess the difficulty of the steps in the same way that humans do.
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Alpha4
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361. PostPosted: Sat Feb 18, 2006 2:17 pm    Post subject: Reply with quote

i precise my question : why when you encode with dmpatch a full song i have 1 feet by 3 or 4s in 8 feet level !

IT'S VERY WEAK!! BUT, with the original encoder (dancingmonkey.exe) it's a realist timing feet in dificult level ... (with the 105s limitation)

I guess that dmpatch have been compiled with the same max number of total feet by song, that why i a full song it's very slow feet rate...I think it was a mistake from the man who encode dmpatch.

Someone can re-encode the dancingmonkey source or someone have a solution??
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bluecelebi
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362. PostPosted: Tue Apr 04, 2006 2:09 pm    Post subject: Reply with quote

Thank you so much for creating this program. I was just recently thinking about something like this. Anyway, how do you add the patch in to make it longer than 140 seconds?
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Zeta Aspect
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363. PostPosted: Tue Apr 04, 2006 3:29 pm    Post subject: Reply with quote

Alpha4,
I think your guess is correct. It probably takes approximately the same number of steps and spreads them out across the whole song.

bluecelebi,
First you download the patch. If you read the thread, there is a link to it somewhere. Then you just use it.
Alternatively, you can use it with MegaMark's (see the previous page) Batch Utility and FrontEnd by renaming the patch "DancingMonkeys". (don't actually put quotation marks in to the name.) However, using dmpatch.exe takes a massive amount of processing power. With a long song (I think it was 5 minutes = 300 seconds), the utility had my computer using something like 1.6 gigabytes of RAM, and it never finished (I had to terminate the program, even though it wasn't frozen).
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videoCWK!
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364. PostPosted: Tue Apr 04, 2006 3:52 pm    Post subject: Reply with quote

KarlOKeeffe wrote:
I thought some of you might be interested in my University project for automatically generating step files for StepMania and DWI, called Dancing Monkeys.

Given an arbitrary piece of music, Dancing Monkeys will analyse that music to extract the BPM and gap value. It will also extract the structure of the music in terms of repeating sections, find pauses and find suitable locations for freeze arrows.

Using this information it will generate a single step chart for that music at any given difficulty level. It will do all this without requiring any input from the user.

It generates both StepMania and DWI step files.

More information is available at:
http://www.monket.net/dancingmonkeys/
including the project report, and source code.

Let me know what you think. The current implementation is very slow, but with some work could be made many orders of magnitude faster. But before I put in that work I'd like to know if anyone is interested.

Karl


Wow, thats really cool. I'll try it sometime ^^
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WhatFloatsYourBoat
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365. PostPosted: Sat Apr 15, 2006 4:17 pm    Post subject: Reply with quote

ok well can someone explain how i get this to run? nothings working... E2.gif
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Synaesthesia
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366. PostPosted: Sat Apr 15, 2006 4:23 pm    Post subject: Reply with quote

Are you using the command line or the front end someone released?
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Zeta Aspect
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367. PostPosted: Sat Apr 15, 2006 4:40 pm    Post subject: Reply with quote

Hit run in the start menu and open it from the black window that pops up. Don't try opening the application directly.
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WhatFloatsYourBoat
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368. PostPosted: Sat Apr 15, 2006 5:07 pm    Post subject: Reply with quote

ok so what do i type in run and/or command console? and i have no idea which one im using, i just downloaded the file and unzipped it
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Synaesthesia
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369. PostPosted: Sat Apr 15, 2006 5:14 pm    Post subject: Reply with quote

If you don't know how to use DOS, just go download and use this, the front end utility for the program. The only stipulation is that you probably need WinRAR, because it's in a 7-zip archive.
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Zeta Aspect
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370. PostPosted: Sun Apr 16, 2006 12:33 am    Post subject: Reply with quote

Or this.
Read page 18 of this thread for more info (that would be the previous page).
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Nightime
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371. PostPosted: Mon Apr 17, 2006 2:28 am    Post subject: Reply with quote

Mmm. The design could still be improved upon. Particularly on the harder levels.

Perhaps it should detect certain rhythms as appropriate actions (jump sets, skips, streams, note-based timing, etc.), with a set of actions for each difficulty (do you see skipping on LIGHT?).

Second, the pincher, instead of detecting a BPM between 100 and 200, I think the current design can work fine, but by detecting between 180 and 360 instead... then just take the entire stepchart, (parenthesis) that shizz; and cleave the tempo in half.

A switch that can time beats in swing/blues timing (IE: 1/24's) a similar way, using 270-540, and [bracketing] them (and measuring consistency by 12's, not 8's)

Designs per level:

BEGINNER
-One step every 2 beats (or four "hyper-beats", like that 180-360 BPM idea), in random layout, with/without A/B jumps.
-Repeat the same step/jump per beat.
-1-beat freeze every 2 beats, or a 4-beat freeze.
-Horizontal/Mirror consistency.

LIGHT
-Beat timing w/ climatic notes, 3/7/15 at a time. Walks, pivots, spins.
-Jump repeats, 2-3x; or "step, jump" or "jump, step" - having one arrow in common.
-2-to-8-beat freezes, steps (?) every 2 beats thereafter.
-1/3/7/9 jumps ONLY on level 3 and above
-1/8 triplets only on 4 or above. L4's consist of only 2 arrows at a time.
-Horizontal/Vertical/Mirror consistency.

STANDARD
-Note rounding to 1/8's, or some 3/16's. (x00x00x0)/(x00x00x00x00x0x0)
-3-7 step 1/8 streams. Unlimited beat-steps. Can begin or end on a jump, using same arrow as before/after. Runs/pivots mainly.
-Longer streams in a 1212-3434-... style.
-Jump sets up to 7 jumps in length.
-Freeze overlay, steps 1 beat apart; can freeze one during another. "Freeze-step Spins".
-Horizontal/Vertical/Mirror or Left/Right/Mirror consistency.

HEAVY
-Streams of 7-31 steps; broken for timing. Mainly runs/pivots on easier stages, twists and random placement for harder levels. Can include 1/16 skips/voltage xx(xx0x)xxx or sets, once per measure.
-Voltagey drumrolls, or freezey ones, or jackhammers.
-Note-timed freezes or segments. (think i feel... in EX-US Mission Mode) May include jackhammer stepping for half-beats or less.
-Jump patterns up to 31 in length, by beat or note, or by 3's in half-beats (at least one repeating 2x).
-Skipping (in similar style to beat-walks), galloping, and pivot-galloping.
-Horizontal/Vertical/Mirror, Left/Right/Mirror, or simple timing consistency.

CHALLENGE
-Streams similar to heavy, but with freezes and/or jumps, and more twisty... unlimited in length, but still suggesting a "4x-1" format.
-Voltage during streams can be used, but still capped at 12 steps p/ measure.
-Drumrolls can have patterns associated with them, in more of a 1212-3434 style, as well. Other "busy" insturments can use this as well.
-Freeze only when appropriate for effect, note-based or half-beat stepping during it.
-Jump patterns can include steps/jumps in-between.
-Skipping/gallopping/pivoting is still fair game. Some of it can be fun, it doesn't all have to be hard as rocks.
-Horizontal/Vertical/Mirror/Left/Right/Mirror-Left/Mirror-Right consistency... with one part "edited", somewhere. E13.gif
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DARREN HAYEZ
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372. PostPosted: Thu Apr 20, 2006 6:48 pm    Post subject: Reply with quote

Cool!

There's a game like this coming out for the PS2 later this year. It's called Dance Factory. laugh.gif
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Guymelef
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373. PostPosted: Tue May 02, 2006 9:52 am    Post subject: Reply with quote

It is possible to use mp3 files in the songs created with Dancing Monkeys?
The program copies the original mp3 to a wav file with a bigger size, and i try to edit the dwi and sm files with notepad to use mp3, but then the song is mute.

Excuse my poor english.
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dongle
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374. PostPosted: Wed May 03, 2006 10:58 am    Post subject: Reply with quote

Thanks, Karl! The program is cool and the report was clear and informative. Very impressive.
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Synaesthesia
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375. PostPosted: Wed May 03, 2006 11:20 am    Post subject: Reply with quote

Guymelef wrote:
It is possible to use mp3 files in the songs created with Dancing Monkeys?
The program copies the original mp3 to a wav file with a bigger size, and i try to edit the dwi and sm files with notepad to use mp3, but then the song is mute.

Excuse my poor english.


I forget what I did, but can't you just forget that wav file and use the original mp3 in the folder?
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Guymelef
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376. PostPosted: Wed May 03, 2006 3:58 pm    Post subject: Reply with quote

If i remove the wav from the song directory and place there the mp3 file, during the game the music doesn't sound.
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Synaesthesia
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377. PostPosted: Wed May 03, 2006 9:01 pm    Post subject: Reply with quote

Yeah, what I did was make a different folder for what I actually wanted. Then, I took the .sm out of the created directory, and put it in the folder I wanted, along with the mp3 of the song.
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Guymelef
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378. PostPosted: Thu May 04, 2006 2:54 am    Post subject: Reply with quote

It works. Thank you very much
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Jaytheham
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379. PostPosted: Sat May 06, 2006 6:30 pm    Post subject: Reply with quote

*edit* Nvm. Great program E1.gif
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