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Releases · adofaiex/JustEnoughAccuracy
0.2.0
0.1.8
- A scrollbar design has been added to the Judgment Manager
- Death position reminder (can be enabled in settings)
- 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
- Located blocks will the ball's impact position
- The last death position and the ball indicator for located blocks currently support multiple planets
- The angle offset when exporting charts has been changed milliseconds (ms)
- You can use F3 to quickly locate the next block, or use Shift F3 to switch to the previous
- 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.