Screens and Navigation - kbz/SIFTrain GitHub Wiki
This is the first screen you land in after the resources have loaded.
- Play/プレイ - This will take you to the song selection screen.
- Settings/設定 - This will take you to the settings screen.
In this screen, you can set various attributes from the game.
Volume Settings:
- Song Volume
- Feedback Volume
- Hint Sounds
Timing Settings
- Global Offset (-250 to +250 ms)
- Input offset (-250 to +250 ms)
- Approach Rate (0-10) - detailed below
- Overall Difficulty (0-10) - detailed below
- Sync Mode (detailed below)
Approach Rate (AR) and Overall Difficulty (OD)
From the osu! wiki:
The Approach Rate is a number (from 0 to 10) that indicates how long circles stay on the screen, from the moment they appear until the time to click on them. Higher approach rates mean that circles will be shown for a shorter period of time, giving you less reaction time to plan ahead when to click on them. Inversely, lower approach rates mean that circles will be shown on the screen for a longer time. This gives gives you more time to react to each circle, but can result in an excessive number of circles on the screen if the AR is too low.
From the osu! wiki:
The Overall Difficulty is a number (from 0 to 10) that indicates how difficult it is to achieve high accuracy. Since accuracy is important for gaining HP, overall difficulty indirectly influences how hard it is to pass a map. Higher overall difficulties mean a smaller window of time in which one must hit a circle, both in general and terms of getting a 300. Spinners must also be spun more in order to fill up the gauge in time. Note that in some cases, raising the OD can make previously possible spinners impossible.
In SIFTrain terms:
- AR determines the time required for a note to travel from their spawn spot to the hit zone
- OD determines how hard it is to achieve a 'perfect' hit
- | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|---|
OD | 1800 | 1680 | 1560 | 1440 | 1320 | 1200 | 1050 | 900 | 750 | 600 | 450 |
AR - Perfect | 79.5 | 73.5 | 67.5 | 61.5 | 56.5 | 49.5 | 43.5 | 37.5 | 31.5 | 25.5 | 19.5 |
AR - Great | 139.5 | 131.5 | 123.5 | 115.5 | 107.5 | 99.5 | 91.5 | 83.5 | 73.5 | 67.5 | 59.5 |
AR - Good | 199.5 | 189.5 | 179.5 | 169.5 | 159.5 | 149.5 | 139.5 | 129.5 | 119.5 | 109.5 | 99.5 |
AR - Bad | 249.5 | 237.5 | 225.5 | 213.5 | 201.5 | 189.5 | 177.5 | 165.5 | 153.5 | 141.5 | 129.5 |
Sync Mode
- Default - The one the application currently uses, shouldn't be changed unless you experience performance issues
- Constant Sync - sync will be constantly updated based on the current position of the song.
- Initial Sync - the game will attempt to sync in the first 500 ms of a song or 500 ms after the song was unpaused.
- Disabled - There will be no sync at all.
Scoring Settings (Removed in 2.0)
- Team Strength (0-70000 ^(Uses SIF's algorithm for calculating score), more info here)
Other
- Path to beatmaps This is fixed
- Sorting Mode - specifies which sorting mode will be used for the songs in the song selection screen (tap to change)
- Random Mode - specifies which randomizing algorithm will be used when selecting 'Randomize Notes' in the song selection screen (tap to change)
- Reload Beatmaps
Pressing the back button will cancel your changes and take you back to the main menu. Tapping 'Save and Return' button will save/apply your settings and take you back to the Main Menu screen.
Random Modes:
- Old mode: Notes during holds, holds and simultaneous notes will not be randomized, all other notes will be placed anywhere at random.
- New mode: Every note will have it's placement randomized, however notes in quick succession will be placed on opposite sides of the grid, doubles and holds will never appear in the center spot.
- Keep Sides mode: Note placement will be randomized within the scope of their original placement, if a note spawned in the 4 left spots, then it will be placed in to the left side into a random spot.
- Mirrored Keep Sides mode: Notes will be mirrored and then randomized using the algorithm used in keep sides. Mirroring means if a note was placed in a spot in the left side, it will be placed in the right side into the same spot.
- Simple mode: The mode currently used on EN, everything but holds, notes during holds and doubles, while making sure that quick streams alternate sides.
- Extreme mode: Randomize everything without restrictions to any spot on the screen (2+ notes can't appear simultaneously on the same spot)
In this screen you can select the song you wish to play. Buttons:
- Next - This will take you into the actual game screen
- Back - This will take you back into the Main Menu (selected song is preserved)
- Randomize Notes - This will enable randomizing the notes in the beatmap for additional difficulty, the algorithm used can be specified by going into
Settings > Other > Random Mode
This is the main part of the game. It consists of 5 elements:
- The tap zones (9)
- The
score/combo/accuracy popups - The rank bar (on top, scaled based on the beatmap's rank_info)
- The accuracy bar (based on osu!'s) used to keep track of your accuracy overall
- The Notes. (they spawn from the center and head towards the tap zones)
As soon as you enter this screen, you'll be greeted by a 'Tap to begin!' message.
You can pause the game at any time by pressing the back button.
To un-pause, simply tap the screen again.
The results screen will display accuracy related information, as well as your 'score', 'combo', 'rank' achieved and the amount of each type of hits you had The results screen will remain locked for about 5 seconds before allowing you to go back to the song selection screen.
-
Score: calculated on hit based on the formulas from this site basing on the team strength set in the Settings Screen.(Removed in 2.0) -
Score Rank: based on the beatmap definition(Removed in 2.0) -
Largest Combo: displays the largest combo achieved and if you've managed to get a Full Combo, the app will mention it! (it can also recognize fake FC's for those who can't land the first note)
-
% Accuracy: Normalized accuracy calculation which uses the values below.
-
Avg. Accuracy: The average accuracy for hits within 50% of the note speed (the BAD- range)
-
Accuracy Range: The average of the notes under the average for the min, the average of the notes above the average for the max
-
Unstable Rating: based on osu!'s formula, it is the standard deviation of all the hits multiplied by 10 - the lower, the better.
-
Perfect-Great-Good-Bad-Miss: Counters on each of the types of hits performed throughout the song.
Accuracy | % value |
---|---|
Perfect | 100 |
Great | 75 |
Good | 50 |
Bad | 25 |
Miss | 0 |