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lr2oraja's Introduction

What is LR2oraja?

The latest build of beatoraja, but compiled using LR2 judges and gauges.

Download Link?

Downloads are on the Releases page.

Using LR2oraja

  1. Download the original beatoraja
  2. Download LR2oraja from the releases page. LR2oraja's download contains only a single file, beatoraja.jar.
  3. Replace the beatoraja.jar in your original beatoraja with LR2oraja's beatoraja.jar.

For help on setting up beatoraja, refer to the beatoraja English Guide

Frequently Asked Questions

Why do this?

Because people wanted it.

Does this work with beatoraja's IRs or LR2IR?

LR2oraja is not intended to work with IRs.

Where is the source code?

Switch to the lr2oraja branch in this repository. It's there.

Changes from the original beatoraja

1. All keymodes (7K, 5K, 10K, 14K, 9K, 24K, 48K etc) will use LR2's gauges by default.

  • You can also see this in practice mode. Practice mode will also have LR2's gauges selected by default.
  • Scratches now have the same timing windows as regular notes.
  • ASSIST EASY / EX-HARD uses vanilla beatoraja's implementations of "LR2 ASSIST EASY" / "LR2 EX-HARD".
    • More specific details: ASSIST EASY is LR2's EASY but with 60% to clear. EX-HARD is LR2's HARD gauge but with double the damage for POORs and BADs (E.POORS are unaffected).

2. HARD / EXHARD Gauge damage and death properties have been changed to match LR2. (for LR2oraja 0.8.3 onwards)

  • In LR2oraja/LR2, HARD gauge damage reduction starts when you have strictly below 32% gauge remaining (not 30%).
  • In LR2oraja/LR2, you fail on HARD gauge if your gauge goes below 2% (not when it hits 0%).

3. EASY, NORMAL, HARD and VERYHARD judge timings have been replaced with LR2's judge timings.

  • Technical details: If you use practice mode, you might observe that EASY, NORMAL, HARD and VERYHARD judge still use 100%, 75%, 50% and 25% judge windows. Unlike vanilla beatoraja where the judge windows are scaled linearly (proportionally), LR2oraja's judge windows now interpolate between LR2's EASY, NORMAL, HARD and VERYHARD judges. For example, setting judge windows to 70% in LR2oraja's practice mode will put you somewhere in between LR2's NORMAL and HARD judge windows (more precisely, 4/5*NORMAL + 1/5*HARD). Image reference: https://imgur.com/a/mnZHgZp
  • More technical details: Practice mode's judge window scaling is different from EXPAND JUDGE's judge window scaling. EXPAND JUDGE still scales the judge windows linearly like in vanilla beatoraja.
  • VERYEASY judge in LR2oraja is set to 75%, the same as NORMAL judge. It appears that LR2 treats VERYEASY judge as NORMAL judge.

4. LN mechanics are adjusted to fit LR2's LN mechanics. (for LR2oraja 0.8.3 onwards)

  • In LR2oraja/LR2, prematurely releasing a LN gives you a BAD. In beatoraja, this gives you a POOR.
  • The LN early release tolerance for LR2oraja/LR2 is equal to the GOOD window of a standard note.
    • Assuming that you hit the start of the LN with a PGREAT judgement, releasing anywhere within the GOOD window or later will give you a PGREAT judgement. Releasing before that will give you a BAD judgement.
    • This is different from beatoraja, where the LN release window is also split into GOOD, GREAT and PGREAT judgements, and the final judgement you get on the LN is the worse of the two judgements (press and release). Note: this is for LN mode.

5. Window title now states "LR2oraja" instead of beatoraja. Screenshots taken using F6 also include "LR2oraja" in the title.

  • This would hopefully make it easier to tell apart LR2oraja scoreposts from vanilla beatoraja scoreposts.

6. Revised TOTAL calculation for charts without a specified TOTAL value.

  • The default TOTAL calculation formula has been changed to match that of LR2.
    • TOTAL formula used by LR2oraja (0.8.3+): 160 + (N + clamp(N-400, 0, 200))*0.16, where N := totalnotes and clamp(X,a,b) := min(max(X,a),b).
    • beatoraja vs LR2 TOTAL calculation: https://imgur.com/a/X9PnxsP

TODOs / Things that need to be investigated

  • None

LR2 differences I probably won't replicate in LR2oraja

  • Differences in LR2's and beatoraja's handling of S-RANDOM with notes that are extremely close to each other.
  • Differences in speed change mechanics
  • Treatment of #DEFEXRANK in LR2/LR2oraja. Some charts include the #DEFEXRANK parameter, which overrides the judgerank of the chart. This is built into beatoraja's engine.

lr2oraja's People

Contributors

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lr2oraja's Issues

why can't i change the hi-speed in the game

do you know why i am still use lr2?

i can't find any other client has the feature,i don’t want to restart the client just because I switch a song.

The beatoraja's author's brain is sick, and others,(QMS...)

0.8.7 Regression: Invalid note count

Hello,

It seems specifically with the 0.8.7 release of LR2oraja that judgments are calculated incorrectly such that at the end of a song, PGREAT + GREAT + GOOD + BAD + POOR does not equal the total note count.

I'm not aware of any mechanical differences that would explain the discrepency.

Specifically, I tested with "Brave My Soul -Flareness Heart-" in the Satellite 1 folder with a replay file. With Beatoraja 0.8.7 and LR2oraja 0.8.6 I get the same result. With LR2oraja 0.8.7, I get a judgment sum 3 higher than the note count for the song; all extra judgments seem to be POORs:

LR2oraja 0.8.6:
Screenshot 2024-03-09 20-52-45

LR2oraja 0.8.7 (note count is -3, minus symbol doesn't render due to missing glyph in skin):
mpv-shot0003

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