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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Happybobjr on December 19, 2010, 05:44:02 pm

Title: Axe Guitar Hero.
Post by: Happybobjr on December 19, 2010, 05:44:02 pm
I have decided to finally post the progress of 1-Byte Guitar Hero  (temporary name.  sequel will be 2 nibble :P )


Concept: Guitar Hero with sound.

Guitar Hero features:
  * Adjustable quality
  * Song making
  * Song saving
  * Song loading
  * 8 octaves
  * Song playback
  * Game screen.  (no scores and whatnot yet.)
  * Sound
  * Listen to current note
  * Adjustable note length.
  * Notes that are in tune!!!


Hopeful features for the future:
  * Have it playable.
  * Have editable songs.
  * Have Save songs save only what has been written.
  * Have Slurs.
  * Better quality
  * Better fingerings.
  * Keys to change notes/time length.  (easy and will come soon)


Here is a small video.
sound is better on calc than pc :P
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 19, 2010, 06:36:55 pm
Wow that's cool. I like how you have notes lasting quite long instead of just beeps. It would need some better graphics but I take it that you're working on it, right?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 19, 2010, 06:38:01 pm
nope, not at all.

Thats that scoutdavid is for :P
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 19, 2010, 06:39:29 pm
Oh! He's working on that part. Cool, then :D
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 19, 2010, 06:40:00 pm
You made a post, nice!

Does WabbitEmu play sound? Had no idea.

Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 19, 2010, 06:41:46 pm
It does, but sometimes sound quality is questionable.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 19, 2010, 06:43:13 pm
It does, but sometimes sound quality is questionable.

Great, then. Also, I'm helping him with this, but not a lot, since I find his code rather complex, but still understandable :)
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 19, 2010, 06:46:07 pm
This is kinda awesome! I think it needs more graphics but for right now, it looks awesome!
Title: Re: Axe Guitar Hero.
Post by: ztrumpet on December 19, 2010, 06:58:34 pm
Wow, that sounds promising!  I can't wait.  Good luck, you two. ;D
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 19, 2010, 07:30:15 pm
thanks everyone.

I need to figure out a way to see the speed of some drawing commands XP

Quick question.
which is faster:  Pt-On  or Text( ?
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 19, 2010, 07:31:12 pm
thanks everyone.

I need to figure out a way to see the speed of some drawing commands XP

Quick question.
which is faster:  Pt-On  or Text( ?

Text( with Fix 5?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 19, 2010, 07:31:44 pm
naturally.

although it can be changed, it doesn't matter.
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 19, 2010, 10:24:03 pm
I think Pt-On is faster, even with Fix 5, because Text uses TI's font routines, which are slower than the 3rd-party sprite routine. hence why some people use custom font routines.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 08:17:16 am
Hopeful features for the future:
  * Have it playable.  // Gameplay is definetely going to be tricky
  * Have editable songs.  // You will need quite a big Appvar, 1 for each or one for all? I recommend first
  * Have Save songs save only what has been written.  // Same thing as above
  * Have Slurs. // Slurs? That would be unthinkable for my level, but you can always try it
  * Better quality  // I can't see how you can get better quality, you mean the sound?
  * Better fingerings. You will need 5 Keys, hence I recommend the 5 keys right below the screen for the gameplay
  * Keys to change notes/time length.  (easy and will come soon) // Nice.

Concerning Gameplay and Graphics:

> I think the notes should start in the upper part of the screen and go down to a line very close to the bottom of the screen:


(http://img.removedfromgame.com/imgs/PossibleGameplayAxeGuitarHero.png)

Well, I decided to work a bit on this:

(http://img.removedfromgame.com/imgs/gameplaydesign1.gif)

Code: [Select]
.GMPLAY
Line(0,53,95,53)
Line(0,53,0,63)
Line(95,63,0,63)
Line(95,53,95,63)

Line(19,53,19,63)
Line(38,53,38,63)
Line(57,53,57,63)
Line(76,53,76,63)


DispGraph

Repeat getKey->Z
End

This is the code, which should be optimized. Maybe using Rect(? I can't make non-filled rectangles, so I used Line(

Maybe using sprites is also faster?
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 20, 2010, 01:53:15 pm
Interesting, why are some of the rectangles larger than others, though? (In the first screenshot)
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 01:56:31 pm
Interesting, why are some of the rectangles larger than others, though? (In the first screenshot)

It was paint-made. The calculator version forced me to do some maths and they are all exactly equal!
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 20, 2010, 03:48:15 pm
I have quick change for length of time now :P

I finally bothered to put it in :P
Thanks DJ about the pt-on vs Text(   I switched it to text but now i shall switch it back :P
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 03:49:19 pm
I have quick change for length of time now :P

I finally bothered to put it in :P
Thanks DJ about the pt-on vs Text(   I switched it to text but now i shall switch it back :P

Any ideas concerning my other post (http://ourl.ca/8421/155439)?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 20, 2010, 04:00:31 pm

Hopeful features for the future:
  * Have it playable.  // Gameplay is definetely going to be tricky
  **Very easy to do,  just not bothering right now
 
 * Have editable songs.  // You will need quite a big Appvar, 1 for each or one for all? I recommend first
  **Songs are actually extremely small.  1 note takes up 3 bytes,  I can change this to 2, but i don't want to do the math right now.

  * Have Save songs save only what has been written.  // Same thing as above
  ** Sounds easy but I just couldn't get it right.  I am not working on that right now because it guarantees at least 50 ram clears to work it out.

  * Have Slurs. // Slurs? That would be unthinkable for my level, but you can always try it
  **Extremely easy.  But would require another byte in memory :P  or 1/8 more (might try that)
  ** I was just saying have a set time between notes for resting and if slurred, not rest.

  * Better quality  // I can't see how you can get better quality, you mean the sound?
  ** Better sound quallity,  I will check soon if  for(?,0,7):Vertical-:end  then draw the new note would be faster than clrDraw then draw all the notes

  * Better fingerings. You will need 5 Keys, hence I recommend the 5 keys right below the screen for the gameplay
  ** Again, I honestly don't care right now.  I just want the top quality sound before other stuff.

  * Keys to change notes/time length.  (easy and will come soon) // Nice.
  ** Done for note length but math class ended before I could do notes.

Concerning Gameplay and Graphics:

> I think the notes should start in the upper part of the screen and go down to a line very close to the bottom of the screen:
* do it right now if you want, I just didn't want to do the math right now.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 04:03:00 pm
Actually the gameplay is very easy, a few getKeys and collision tests and score.

Regarding Gameplay and Graphics:

I did the math for you :P
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 20, 2010, 04:04:16 pm
ummm... you were the one that said gameplay would be hard....
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 04:05:01 pm
ummm... you were the one that said gameplay would be hard....

I reconsidered it actually :P
Title: Re: Axe Guitar Hero.
Post by: Ashbad on December 20, 2010, 04:06:11 pm
making the game play would be rather easy.  Making the music aligned with the keys, sound in tune, deal with interrupts, trickier.  Not an easy project.  But very doable ;)

good luck :D
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 20, 2010, 04:06:57 pm
Ouch. I forgot the music aligning with graph and keys! That's tricky.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 20, 2010, 04:08:55 pm
ummm how,  I was just going to do modulus for now.  Quick and practical
Title: Re: Axe Guitar Hero.
Post by: yunhua98 on December 20, 2010, 04:10:37 pm
is there another pratical way?  I personally think modulus with a certain margin of error allowed is easiest
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 20, 2010, 04:13:44 pm
pt on( 10*note.value Mod(4), 5, [FFFFFFFFFFFFFFFFFFF] )
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 21, 2010, 12:56:46 am
music editor would be nice, although first I would worry about the game itself, since music editing could be harder.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 21, 2010, 06:07:32 am
music editor would be nice, although first I would worry about the game itself, since music editing could be harder.

There is already a music editor/maker. In fact, that's what there is xD
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 08:50:56 am
music editor would be nice, although first I would worry about the game itself, since music editing could be harder.

There is already a music editor/maker. In fact, that's what there is xD

there is no music editor.  just a music creator.
I want to be able to change notes previously out in.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 21, 2010, 08:51:27 am
music editor would be nice, although first I would worry about the game itself, since music editing could be harder.

There is already a music editor/maker. In fact, that's what there is xD

there is no music editor.  just a music creator.
I want to be able to change notes previously out in.

Then you need to store the songs as appvars, I think you can do that, right?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 08:53:08 am
I already have music saving "/" key.
Recall is "*" key.

Title: Re: Axe Guitar Hero.
Post by: Munchor on December 21, 2010, 08:53:49 am
I already have music saving "/" key.
Recall is "*" key.

How many songs can you store? (Infinite, until the RAM is full?)
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 08:57:36 am
up to 250 notes.
the song is running together.  but that doesn't matter.
try this. make 251 notes of a length of 1000.  you will se something i have hidden :}

on a more important note,  2 hour delay!  so allot of free time in school.
Title: Re: Axe Guitar Hero.
Post by: Builderboy on December 21, 2010, 02:50:40 pm
I have a question, in the game, will there be a key you have to press for each note?  Will the key position correspond directly to the note type?  Cause i know that in real Guitar Hero, there can be music without having to press any keys, and on easier modes there won't necessarily be a keypress for every note in the song.  Will the music and the actual buttons you have to press be separate or linked?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 03:41:08 pm
I have never played guitar hero XX.
I might add linked later, along with note size corresponding with notes.

can you explain this? "...and on easier modes there won't necessarily be a keypress for every note in the song. "
Title: Re: Axe Guitar Hero.
Post by: yunhua98 on December 21, 2010, 03:47:02 pm
basically you can miss some notes
Title: Re: Axe Guitar Hero.
Post by: Builderboy on December 21, 2010, 03:54:02 pm
No what i mean is that say the melody or part of the song has 16 notes in it.  But as the user, you only see 8 buttons coming down to press. 

Like in this video 
  the notes that are being hit are much less complicated than what is actually being played, even though it still fits. 
Title: Re: Axe Guitar Hero.
Post by: JosJuice on December 21, 2010, 03:59:08 pm
basically you can miss some notes
Music notes can play when there are no gameplay notes.

EDIT: ninja'd D:
Title: Re: Axe Guitar Hero.
Post by: Builderboy on December 21, 2010, 04:03:24 pm
Yeah, and that is because if the music exactly matched the notes 100% of the time, a songs difficulty would be solely dependent on how many notes it has in it.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 04:05:11 pm
oh! I get what you mean./me smacks his head.

Ya, I could add a setting to play all notes but only need to press every other one or something.
Title: Re: Axe Guitar Hero.
Post by: JosJuice on December 21, 2010, 04:24:23 pm
The actual GH games are storing four different gameplay "note charts" for each song - Easy, Medium, Hard, and Expert. The sound is then played back from multiple audio files. Of course, we can't fit audio files on-calc. Maybe it would be possible for you to always play notes (sound) from the Expert track, but play the notes (gameplay) from the track corresponding to the difficulty the user selected? Or would that be too large? (I'm assuming that you are currently storing gameplay notes and sound notes in the same place... If you aren't, just continue using the sound notes one for playing sound.)

Storing separate notecharts for the lower difficulties makes gameplay feel more musical, because the notes aren't just arbitrarily reduced. I've worked a little bit on making GH/RB-style notecharts in the past, so I would be happy to help with that.
Title: Re: Axe Guitar Hero.
Post by: Builderboy on December 21, 2010, 04:29:01 pm
Maybe what would make it a bit smaller is to have the note/music on expert, and then for every difficulty level lower, have a level mask which is made up of bits, and each bit specifies if a specific note is included in that track or not
Title: Re: Axe Guitar Hero.
Post by: JosJuice on December 21, 2010, 04:32:07 pm
Yeah, that's kinda what I was thinking of. (and an SP bit ;D) (and Practice Mode section markers ;D) (and... nah, maybe not THAT much extra stuff. :P)
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 21, 2010, 09:30:55 pm
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?
Title: Re: Axe Guitar Hero.
Post by: Deep Toaster on December 21, 2010, 10:00:37 pm
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?

And that one song... (http://www.google.com/)
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 21, 2010, 10:28:57 pm
Oh, great idea.  I currently am using 3 bytes per note.  I can reduce the size in a heart beat but i don't want to bother remaking my test song.

Can axe work with 2 bits, or would i have to work with 2 one bits?

I was thinking for the layout:
Byte 1:  The note
Byte 2:
*Bits 1-2: Key for expert difficulty.
*Bits 3-4: Key for hard difficulty.
*Bits 5-6: Key for medium difficulty.
*Bits 7-8: Key for hard difficulty.
byte 3:  Length of the note.
Title: Re: Axe Guitar Hero.
Post by: Builderboy on December 22, 2010, 02:13:20 am
Ah you would have to work with 2 one bits unfortunately.  And how many Key's are there going to be?  With that setup it would be 3 per difficulty since you only have 4 states: 00 01 10 11, and i assume one of them has to say when the note has no corresponding key?

EDIT: Might i suggest another method of storage?

Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)
Byte 3:
   0-1:key
   2-3:difficulty
   4-7:length

difficulty specifies the difficulty at which the note starts appearing.  If the number is 00, it is found in easy through expert.  If it is 01, it would appear in medium, hard, and expert.  If it is 10, hard and expert.  And if 11, only expert.  As for length, i shortened it to 16 max spaces to save space, but if you want to have it longer you could add it in and chose to decrease the note bit length as compensation.
     
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 22, 2010, 02:50:44 am
Although this is guitar hero, I wonder if you could incorporate some more popular video game songs instead of just the mainstream rock stuff?

And that one song... (http://www.google.com/)
Rickroll? :P
Title: Re: Axe Guitar Hero.
Post by: JosJuice on December 22, 2010, 03:23:43 am
EDIT: Might i suggest another method of storage?

Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)
Byte 3:
   0-1:key
   2-3:difficulty
   4-7:length

difficulty specifies the difficulty at which the note starts appearing.  If the number is 00, it is found in easy through expert.  If it is 01, it would appear in medium, hard, and expert.  If it is 10, hard and expert.  And if 11, only expert.  As for length, i shortened it to 16 max spaces to save space, but if you want to have it longer you could add it in and chose to decrease the note bit length as compensation.
     
This might make note charts harder to make. Notecharts for lower difficulties aren't just versions of the Expert notechart with some notes removed - they're entirely different charts with notes moved around. There are notes that are played only on Easy and not any other difficulties, and other similar situations (on the higher difficulties, the note might be played slightly later/earlier, on a different fret, or something else). The length also needs to be different across difficulties.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 22, 2010, 05:56:04 pm
Ah you would have to work with 2 one bits unfortunately.  And how many Key's are there going to be?  With that setup it would be 3 per difficulty since you only have 4 states: 00 01 10 11, and i assume one of them has to say when the note has no corresponding key?
poo i forgot about that.


Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range)

I have the note actually pointing to a location in the memory. so it only requires  7 bits.  (currently just using a byte.)
this was one of my ways to keep the size down.

I would like 6 bits to work with not length though.
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 22, 2010, 06:02:59 pm
I never thought that music storage like this was so complicated. Why not have a queue type thing that absorbs songs based on their difficulty. So, you have the entire song, but in the queue is only the version that you are playing.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 22, 2010, 06:07:08 pm
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
/me intends no rudeness as he can see that it might seem so.
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 22, 2010, 06:08:08 pm
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
/me intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 22, 2010, 06:12:02 pm
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
/me intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

1024bytes?wow, that would be large, but useless. I recommend having >1 appvar, but small :)
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 22, 2010, 06:19:17 pm
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
/me intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

1024bytes?wow, that would be large, but useless. I recommend having >1 appvar, but small :)
Yeah, 1024 bytes was a HUGE exaggeration.  In reality spending 5 bytes on sound would be a bit much, IMO.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 22, 2010, 06:41:18 pm
It is extremely possible for 4 bytes. but we are just so close to 3...
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 22, 2010, 06:48:09 pm
It is extremely possible for 4 bytes. but we are just so close to 3...
I guess if you didn't have to deal with difficulty, it would be easier.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 22, 2010, 06:51:28 pm
so much easier.
It only takes two bytes right now.

I have been wondering about more than one sound at once.  ie. alternating the note after the precision.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 22, 2010, 06:52:32 pm
so much easier.
It only takes two bytes right now.

I have been wondering about more than one sound at once.  ie. alternating the note after the precision.

1. Does stereo work a.t.m.?
2. Can you send me the latest file please?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 22, 2010, 06:57:21 pm
i have i think.
The only change is a couple of optimizations and skipping to notes with buttons.

I haven't had time with all my finals.
Japanese final was one of the hardest i have every experienced.
We had a speaking part- one conversation.
A writing part- a paragraph
A reading comprehension part- one page of reading Japanese.


Yes I have doodled with TRON, but that takes so little effort right now.
I have a completely free day tomorrow assuming i don't have to clean the house all day and i expect some progress in most of my projects and some screenies.
Title: Re: Axe Guitar Hero.
Post by: DJ Omnimaga on December 23, 2010, 12:05:56 am
More than one sound at once would be cool. I didn,t figure out how to achieve this yet, though, without getting a weird static noise. You will have to experiement for a while.

Good luck on your projects!

Also Japanese seems pretty hard considering they totally use a different alphabet. X.x
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 23, 2010, 05:21:33 am
More than one sound at once would be cool. I didn,t figure out how to achieve this yet, though, without getting a weird static noise. You will have to experiement for a while.

Good luck on your projects!

Also Japanese seems pretty hard considering they totally use a different alphabet. X.x

MT3 by KermM is not Axe, but in Assembly managed stereo and many sounds at once :)
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 10:02:54 am
ya, but they didn't require key presses between sounds.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 23, 2010, 10:03:50 am
ya, but they didn't require key presses between sounds.

Yes, it's just a player. It's my way of saying: "It is possible, but hard".
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 10:16:29 am
I am going to releasing If someone wants to look for optimizations in my code, it would be great before i start working all the suggestions in today.

Note: most of what i shall be working on is for developing tools only.  to make tests about speeds etc.
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 23, 2010, 10:59:00 am
I haven't had time with all my finals.
Japanese final was one of the hardest i have every experienced.
We had a speaking part- one conversation.
A writing part- a paragraph
A reading comprehension part- one page of reading Japanese.
I really wish I could have taken a japanese course. I want to learn the language.
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 10:59:48 am
our school just started this year.
last year we had German.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 23, 2010, 11:34:15 am
I will learn Russian next year :) (wrong topic?)
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 11:44:05 am
maybe, but as long as a mod doesn't mind.
If a new topic was started the conversation wouldn't continue.
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 23, 2010, 11:46:32 am
maybe, but as long as a mod doesn't mind.
If a new topic was started the conversation wouldn't continue.
How exactly would you do double notes, if not for Stereo? Each line on the port represents a L or R speaker, right?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 12:43:48 pm
huh, line?

i thinki know what you are saying so yes.

i was saying play 5000 of note A, 5000 of note B, over and over for a length and see where it gets me.
Title: Re: Axe Guitar Hero.
Post by: jnesselr on December 23, 2010, 12:45:11 pm
huh, line?

i thinki know what you are saying so yes.

i was saying play 5000 of note A, 5000 of note B, over and over for a length and see where it gets me.
That is a good idea. I don't remember how you figure out what notes are what, though.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 23, 2010, 04:03:26 pm
huh, line?

i thinki know what you are saying so yes.

i was saying play 5000 of note A, 5000 of note B, over and over for a length and see where it gets me.

By the way, is there a maximum time limit? I think there is, but how long?
Title: Re: Axe Guitar Hero.
Post by: Happybobjr on December 23, 2010, 04:16:01 pm
60000 per note.

i can change that to 65000 though with 0 effort.
Title: Re: Axe Guitar Hero.
Post by: Munchor on December 23, 2010, 04:17:48 pm
60000 per note.

i can change that to 65000 though with 0 effort.

Not needed, I believe. The notes are long enough (for me)