Skip to content

NGs during the development of series of tools ​

VOX renderer ​

Asset combine ​

The asset for lazer only contains Horizontal and Vertical two variant, in order to create the turn angle version we need to use uv combination for the effect. Not sure how AI read my request, it somehow DID combined the texture...

But in a opposite direction. asset combined wrong orientation

Scripted Y not implemented and LaneY interpretated as Lane Y position ​

AI first draw the notes on a single plane, so it just don't have the function to display Y-axis note. LaneY is also misunderstood from looking at the name of the tag. Well I guess no one knows LaneY actually moves the lane texture.

Long note flashing in ​

Not sure why though, AI does not want to clamp the view, but instead jump rendering out the object and move it. Current fix clipping the camera so the object stays within view.

Incorrect Axis of cursor ​

It was first correct y axis, but x axis is wrong. So I asked claude to fix. Then it gave me a wrong y axis instead. asset cursor wrong perpendicularasset cursor wrong axis

Bad Retrigger and Pitch Shifter implementation ​

The Retrigger and Pitch Shifter effect is not implemented correctly, they both got severe latency so the effect is not working on the expected timestamp measure. Moreover, the Pitch Shifter seems to use a bad algorithm to render the sound, making the sound quality really bad.

Need to found the demo video here.

BG Asset Not Fully Flushed after loading same referenced asset name ​

If different IFS contains same named asset, it would load the old one instead force loading new one. asset not fully flushed

Incorrect Wide Lazer definition in vox ​

Some wide lazer does not start with first line lazer definition with the wide lazer mode set to 2. In game it seems like if any mid lazer definition is set to 2, then the whole lazer is at wide mode. Incorrect Wide Lazer

IFS renderer ​

Container choking loop ​

How k uses IFS container is really weird and different from original SWF. They incorrectly using gotoAndPlay tag to tag the loop point, making the parser couldn't know what should be rendered, I guess adding a checkbox to skip the tag is the only way.

Connection between clips ​

Currently IFS seems to call the clip programmatically in game.

© 2026 拉特. 保留所有權利.