- In multiplayer you will play at the bottom if you joined second
- Add a dialog to song select that score has not been saved
- Uploads the score when logged in again
- Translate error messages from the server
- BPM and go go time change even when there are no notes after the change, seen in Ego Ego Atakushi and UFO Swingin'
- Maker URL can be added to a local tja
- Example: `MAKER: Creator name <https://example.com/path>`
- Long list of settings scrolls more naturally with arrow keys
- When media engagement is low, gamepad users will not be able to proceed on the title screen until a mouse click or a key press unpauses the audio context
- Fix "Bad" note gauge judgement on easy difficulty
- In debug, use hash to tell apart songs
- Toggling autoplay checkbox in debug now disallows saving the score
- Fix crown of the song that was previously selected rendering above the genre
- Outline of empty crowns is slightly darker
- Fix rendering when there is a crown on oni and no crown on ura
- Fix crowns overlapping the netplay 2P icon
- Fix gauge in latency calibration
- Fix debug to work on mobile, can be toggled with ctrl+alt+`;` on hacker's keyboard with permanent notification
- Fix being unable to scroll the settings list without toggling something
- Handle KeyboardInterrupt in server.py
- Fix category jumping not working in session mode
- Fix mouse cursor being hidden at results screen in session mode
- Make "Issues" on the about screen and "An error occurred, please refresh" on loading screens translateable
- CanvasCache uses integer increments for comparison instead of Date.now()
- For imported songs, exclude song titles from genre comparisons if they appear in the name of the folder
- Fix tja files with spaces in the notation
- Fix second player's score on the results screen to have upside down appearance
- Add fixed chinese strings
- Improve the soul gauge to fill properly. The algorithm is different for each difficulty.
- Saves score to localStorage, the whole score is correct now.
- Adds crowns to song selection screen.
The scores would take a lot of space if stored as readable objects so they are stored compressed. If you need to edit your scores, you can do so by opening dev console and entering `scoreStorage.get()`. Expand to the song and double click on values that you need to edit. When you are done editing, do not forget to save your scores with `scoreStorage.save()`. Adding new scores can be done with `scoreStorage.add`, first get a template with `obj=scoreStorage.template(),obj` and after editing, add it with `scoreStorage.add("song name", "oni", obj)`. To remove a score use `scoreStorage.remove("song name"[, "oni"])`.
Adds new settings for controlling the note offset while playing. It can be either an actual offset (it is called "Audio Latency" in the settings) or just the visual offset ("Video Latency").
With higher audio latency it means you have to press the button sooner than what you hear, similarly with higher video latency it is sooner than what you see. By offsetting these events the game would play better, however, the sound effect of you hitting the drum would still play at the wrong time, the code cannot anticipate you to hit the drum in the future so to work around this issue a new option that disables drum sounds is also included.
These settings could be set through trial and error but it would be better to get the correct values through the automated latency calibration, where you can hit the drum as you hear sounds or see a blinking animation. I tried making one by measuring latency from user input, adding all the latency up, and dividing, but that gives unreliable results. I hope someone suggests to me what I should be doing during the calibration to get better results, as I cannot figure what to do on my own.
- Resolution can be adjusted, as well as touch drum animation on mobile
- A translation text file "songtitle.txt" can be imported
- Titles and translated titles are each on their own line, if a line begins with a language code, it will translate the song title that is above
- An example file can be found here: https://gist.github.com/LoveEevee/65fe66f0b54c0536f96fd2f4862984d4
- The page will fail to load if version on the page does not match /api/config
- Disabled Tab key while playing, before hitting it would focus the version link
- Fix forcing branches in debug not working
- Fixed not being able to click on songs that do not have oni but have ura
- Fix unexpected category being used as a fallback
- Fix verticalText and layeredText not accepting anything except strings
- Requires a new column in the database after preview: `volume` REAL
- The value is a volume multiplier, if the value is set to null or 1 there will be no change
- The volume can be set in debugger
- Imported TJA files are now read from disk every time the song is played, freeing some memory and making it easier to create charts
- Correctly parse TJA files with alphabet notes, added "A" and "B" notes, which appear as DON (Big) and KA (Big) respectively
- All metadata fields in imported TJA files are now optional
- Added new metadata fields: `TITLEEN` and `SUBTITLEEN` (`EN` can be any language id from strings.js)
- Will not skip the note if `ka` was pressed right before `don` note or `don` was pressed right before `ka` note
- Will still skip the note if `don` and `ka` is pressed at the same time (within 25ms)
- Fixed `TAIKOWEBSKIN:` in imported songs crashing the game with some values
- Needs the following changes to the database: change `easy`, `normal`, `hard`, and `oni` to `TEXT` type
- When adding songs to the database and if, for example, a song's 7-star difficulty has a branch, instead of `7` input `7 B`, this is to display song's branch support on the song selection
- Branch can be forced in debug
- Fixed gameend being sent twice in p2
- Add `ready`, `loader-error`, and `song-select-random` events
- Fixed `session-start` not firing when invited, added event detail
- Fixed `language-change` being fired at startup
- Fixed `version-link` and `about-link` firing twice
- "#song=" will fire `song-select-difficulty`
- Removed `key-events` and `scoresheet-player2`, merged with `scoresheet` and made it more detailed
- A song can be linked directly by adding "#song=<id>" to the url, replace `<id>` with the id in the database, after loading it jumps immediately jumps to the difficulty selection
- Added tutorial translations
- Fixed song preview not playing
- Use text fallback for the logo when there are no vectors
- Increased combo cache by 1 pixel
- A custom javascript file can be loaded from config.json by defining "custom_js" value
- Added lots of events to help writing custom js files: `version-link, title-screen, language-change, song-select, song-select-move, song-select-difficulty, song-select-back, about, about-link, tutorial, import-songs, import-songs-default, session, session-start, session-end, debug, load-song, load-song-player2, load-song-unfocused, load-song-cancel, load-song-error, game-start, key-events, p2-game-end, p2-disconnected, p2-abandoned, pause, unpause, pause-restart, pause-song-select, game-lag, scoresheet, scoresheet-player2`
- Event syntax example:
```js
addEventListener("game-start", event => {
console.log("game-start", event.detail)
})
```
Add id check to currentSongCache clearing.
Fixes subtitle rendering if title matches but not the same song.
Titles are not guaranteed to be unique, but ids are.
Title check is still here for tiles that are not songs.