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PP and star calculation for all osu! gamemodes

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# Problem I have been using rosu-pp to calculate scores in a project of mine, where I planned to calculate difficulty attributes once and reuse them constantly. This was working...

With the merge of #58 it probably makes sense to switch the `HitResultPriority` default from `BestCase` to `Fastest`. That means, unless people specify a priority, performance calculation would be using...

Some beatmaps just aren't designed for gameplay but rather to limit-test what osu! puts up with. These maps may gravely affect difficulty- and performance calculation. osu! handles these by simply...

Commit https://github.com/MaxOhn/rosu-pp/pull/51/commits/6d4058f240e1563ce5bd537ebda1620a547a2a46 introduced random mod implementations for taiko and mania but osu!standard was left out because its implementation relies on hitobjects' combo index which is never stored as of now....