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0.2.0

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@xbodwf xbodwf released this 17 Sep 16:29

Display and review the judgment data.

Changelog:
1.Support 3.4.0(r150)
2.Settings UI in MelonLoader/BepInEx is available now.

0.1.8

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@xbodwf xbodwf released this 19 Aug 04:30
  1. A scrollbar design has been added to the Judgment Manager
  2. Death position reminder (can be enabled in settings)
  3. A JEA button has added to the bottom right corner of the editor; the JEA panel can now be opened at any time and supports clicking on judgment location blocks in the list
  4. Located blocks will the ball's impact position
  5. The last death position and the ball indicator for located blocks currently support multiple planets
  6. The angle offset when exporting charts has been changed milliseconds (ms)
  7. You can use F3 to quickly locate the next block, or use Shift F3 to switch to the previous
  8. Judgement System Update:

JEA uses angular point-allocation: the score is a function of the angular
deviation (∠)
— not of time in milliseconds. That is the key difference from
NEA (which scores by time; JEA scores by angle).

The scoring curve is anchored to the official margin boundaries, which scale
with the track's effective rate (BPM × speed × pitch).

Three-part scoring

Inside the full-score window (4°, widens with the judgement):   100 pts
Window edge → official Perfect boundary:                        99 → 90 (linear)
Official Perfect boundary → official Counted boundary:          80 → 0  (linear)
Beyond the Counted boundary:                                    0 (already a miss; handled by fail paths)
  • Full-score window: 4° by default, widening proportionally with the
    effective rate (BPM × speed × pitch), capped at 20°.
  • Official Perfect boundary: max(45°, ms-to-angle at the effective rate) —
    includes the 45° floor. On fast charts the Perfect zone widens, but never
    below 45°.
  • Official Counted boundary: max(HITMARGIN_COUNTED, ms-to-angle at the effective rate) — includes the 60° floor by default (changes with the player's
    judgement difficulty setting: lenient / normal / strict).

Properties

  • Scored by angle: the same angular deviation costs the same points at any
    BPM. Low-BPM charts give more time for the same angle, but the score only
    looks at the angle. This is what sets JEA apart from NEA's "1 ms late =
    1 point" pure-time system.
  • Every valid judgement scores — no "barely off by a hair = 0" cliff; the
    falloff outside the full-score window is smooth.
  • Positive deviation = late, negative deviation = early. Direction is shown in
    the previewer and the exported reports.

Combo

  • A tile scoring ≥ 50 increases the combo by 1, otherwise it resets to 0.
  • The combo is display-only; it does not multiply tile scores, so accuracy is
    capped at 100%.

Empty presses (multipress / mashing)

  • Up to 8 consecutive empty presses are forgiven — no penalty.
  • Beyond 8: each one costs 100 points and resets the combo.

Miss / Overload

  • Each costs 100 points and resets the combo.

0.1.6

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@xbodwf xbodwf released this 16 Aug 16:10

Fix: button display even the level is exited