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Rocksmith 2014 Championship Week 630
replayed both since there's been an update. Still think both could be rated higher I actually got to see part of a set by one of their singers this past sunday by mistake. Was just passing by one of the stages at a festival i was at (corona capital) and I heard Them bones and I was like huh i know that song! Didnt know he was doing solo work and was quite surprised that it didnt mention that Jerry cantrell was a previous singer of alice but maybe its common knowledge (i ddnt know cause its not really my type of music but they are a few good tunes) open f chord thing wasnt registering for me, i guess maybe the game wanted me to do downstrokes instead or maybe i wasnt doing it fast enough. i think both can be atleast 6.5 just cause its a long song. Cant imagine 100%/ itll take a while.
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Rocksmith 2014 Championship Week 630
that poor pick... 🥲 i just got my jazz 3 variety pack picks yesterday u want some? (i love the small ultex one max grip makes makes my finger burn because of those grippers and gonna try the nylon today)
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Rocksmith 2014 Championship Week 630
Always has been one of my favorite songs to play on bass (next to another Death song, Flesh and the Power It Holds), an insane blast to play.
- Yesterday
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Rocksmith 2014 Championship Week 630
- Rocksmith 2014 Championship Week 630
Wow wait will I manage to rank up this week?- Rocksmith 2014 Championship Week 630
Bass don't know if the CDLC update to v2 affected this, but this is probably the hardest beginner I've played in the championship 😲 I'd give this a 4.5, and I think the spreadsheet rating needs to be raised because this is definitely harder than other charts rated 3 in the past. In my opinion, similar or even a little easier than beginner. 4.5 is ok. Mostly not too difficult due to the slower tempo, but a few times you have to play a few notes quickly around the 12th fret, so I'd give this a 6. Sometimes I didn't know what fret I was hitting, so the score was definitely better than my playing 😆- Rocksmith 2014 Championship Week 630
I had to play this "song" two more times because RS crashed then I tried to make a screenshot with first results. Song is very easy. Solo is easy too. And I can play it. But bends tell me to f* off of course. See ya next week. I will not play it anymore or I will do rage crash.- Rocksmith 2014 Championship Week 630
the 90s thx for the update @ Djpavs you rock!!! Rod- Rocksmith 2014 Championship Week 630
They are not detected! I can't do anything with it! I tried to make it harder (I think @ robolechuga didn't even imagine this)...- Rocksmith 2014 Championship Week 630
ahh thanks!- Rocksmith 2014 Championship Week 630
That you got skills, see you soon in intermediate!!- Rocksmith 2014 Championship Week 630
umm what is a sleeper agent?? lol- Rocksmith 2014 Championship Week 630
Your move @ Vodka @ VegetaxGuts nice score! sleeper agent?? 🧐 Reposting Lynyrd Rhythm since it didn't go up on the board. Agree with @ Mikson on the difficulty- CDLC Orphanage
Nancy Sinatra Bang Bang https://ignition4.customsforge.com/cdlc/37310- How to bring the RS2014 built-in songs to Learn & Play
Hello everyone, I'd like to share how to bring the RS2014 built-in songs to the L&P ("Learn & Play") version. But first things first - this post is probably borderline within the rules, but imo it's still within them: besides the L&P, I own the PS4 version and I bought a bunch of Ubisoft's RS cables (even though I used other means via RS_ASIO), so I paid my fair share to the developers and I feel that practicing the original songs on the PC is fair with them. The target audience of my post are people in a similar situation. In case you view it differently, feel free to delete the post, but please don't ban me, I'm acting here in good faith (remember to keep the faith). Now, if you own neither the original RS2014 nor the console version, then stop here and buy the console version to be fair with the developers. At this point I assume you have the "songs.psarc" file from the original RS2014 version's installation directory (I am not going to break the rules by sharing it). MAJOR DISCLAIMER FIRST The method is not perfect: initially I wanted to rebuild the extracted files without any modifications whatsoever - unfortunately both DLC Builder and Rocksmith Toolkit do modify the files; after trying a couple of approaches I don't believe that such a method exists (that is without modifying the tools, but that would be going too far for me) initially I wanted the arrangement IDs to stay the same - so I could port my progress from my friend's PC; unfortunately it seems that Ubisoft has taken some proactive steps to delist any files with their original arrangement IDs (they wouldn't even appear on the song list) To summarize: the resulting songs are playable, but not exactly the same as the original ones. An important note: the use Rocksmith Toolkit is not accidental; my first approach was with DLC Builder, but I found it pretty aggressive (not allowing to build some songs without removal of some notes), so I went with Rocksmith Toolkit instead (tbh I didn't check if it doesn't remove any notes silently, but if it does, then at the very least without any "ERROR: FIX THE ARRANGEMENT" complaints; I simply assumed it doesn't - you know, being an older tool and all). THE MANUAL METHOD This method has two major drawbacks: that's a lot of work if you're interested in multiple pieces; true, I've never been interested in bringing all of them, but you know: an engineer encountering an engineering problem... 🥲 it's still pretty technical... if any of these is an issue for you, you can find an automated approach in the next section. download the Rocksmith Toolkit from GitHub and install it; I used the latest available version (v2.9.2.1) RS Toolkit > Packer/Unpacker > Unpack the songs.psarc for each song you're interested in: if it's alphabetically after ultrasoul, you'd have to convert its sng files to xml (using song2014 in console; if you're interested in arguments, see the attached code); the unpacking fails on jvocals arragement of ultrasoul and consequently all subsequent are not generated either create a folder for the song; IMPORTANT: its name must be different from any original song's songKey, otherwise the game will hang on play! for example: if you're interested in "poursomesugar" song, then don't name the folder "poursomesugar", but whatever else not conflicting with any other song, for example: "poursomesugardlc" copy the bnk files from audio/windows copy respective wem files from audio/windows (now that's not trivial on its own - you'd have to open the bnk file in some hex editor, navigate to 44th byte, select the subsequent 8 bytes, type them in reversed order into programmer's calculator and decode decimal number which is the wem filename; see the attached 44b.png) copy respective album art from gfxassets (copy all three sizes); the rs2\* training songs don't have any; personally I used the rocksmithintro's album art copy respective arrangements from songs/arr copy respective json manifests from manifests/songs for each manifest regenerate its arrangement ID, otherwise the song will not be discovered! use a random guid and to override the entry's name and its PersistentID to some random guid (see the attached arrid.png) if it's ultrasoul - I haven't succeeded in displaying its jvocals, but nonetheless I copied assets/ui/lyrics/ultrasoul/lyrics_ultrasoul.dds and the attached glyphs file (generated using DLC Builder) for completeness' sake; that's good enough for me, I never cared about this song anyway build directory (using packagecreator in console; if you're interested in arguments, see the attached code) THE AUTOMATED APPROACH Before jumping into the automation, some more disclaimers: it's still pretty technical, so some minimal technical knowledge is required: how to install Visual Studio, create a console project, copy my code, set the variables' values and run it - it's not a rocket science, but if it seems too hard, involve a programmer friend I haven't tested all arrangements of all songs - what I can only guarantee is that they all appear in L&P (I did check if they all appear in RS lol) I don't know if ultrasoul has its japanese vocals displaying correctly; as mentioned above I failed to display any jvocals in any way; I must have done something wrong, but I never cared about this song anyway, so whatever 🙂 I tested the code with Pc verson of the songs.psarc - when running against Xbox or Playstation version, you might need to introduce some additional changes to the code THIS IS NOT A PROGRAMMING COURSE - there's no good object-oriented design, SOLID principles, exception handling, unit-testability or whatever to learn here 🥲); in case you're interested, then that's a topic for another time; still, I did clean the code quite a bit so it should be easier to understand... To the method itself: download and install Visual Studio (there's a free Community Edition) download the Rocksmith Toolkit from GitHub and install it; I used the latest available version (v2.9.2.1) in Visual Studio create a console application and Program.cs with the attached code set the variables at the beginning of the Main method according to your setup build the app copy the attached glyphs file to the build directory run the app wait quite a bit; like seriously, go grab a lunch or do the laundry Some notes: I made generating the arragement IDs deterministic - so the songs receive the same values every time the program is run (technically across different machines, but I didn't test it) I appended the original songKeys with "dlc" - I couldn't use the original ones as the songs would cause the game to freeze on playing them (this took me quite a while to realize) this method seems to import the volumes of the song and preview instead of using the default values - what is a nice bonus (isn't it?) TWO FINAL NOTES 01. copy the resulting psarc files to Rocksmith's dlc directory (most likely C:\Program Files (x86)\Steam\steamapps\common\Rocksmith2014\dlc) 10. enjoy! That's all folks! THE CODE using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using Newtonsoft.Json.Linq; namespace RSRenamer { internal static class Program { static void Main() { // set the variables var toolkitDirectory = @"C:\Users\Patryk\Desktop\RocksmithToolkit"; var songsFilePath = @"C:\Users\Patryk\Desktop\RS2014\songs.psarc"; var songsFilePlatform = "Pc"; // "Xbox" or "PS3" // end of variables // roughly check if the variables are set correctly var packer = Path.Combine(toolkitDirectory, "packer.exe"); var sng2014 = Path.Combine(toolkitDirectory, "sng2014.exe"); var packageCreator = Path.Combine(toolkitDirectory, "packagecreator.exe"); var ultrasoulGlyphsFile = "lyrics_ultrasoul.glyphs.xml"; if (!Directory.Exists(toolkitDirectory) || !File.Exists(packer) || !File.Exists(sng2014) || !File.Exists(packageCreator)) { Console.WriteLine("Incorrect rocksmith toolkit directory or missing crucial files."); return; } if (!File.Exists(songsFilePath)) { Console.WriteLine("Songs file doesn't exist."); return; } if (!File.Exists(ultrasoulGlyphsFile)) { Console.WriteLine("Glyphs file was not copied to the output directory."); return; } Console.WriteLine("Unpacking the songs file, it may take a couple of minutes..."); Run(packer, $"-u -i \"{songsFilePath}\" -o \".\" -u -v RS2014 -f {songsFilePlatform}"); Console.WriteLine(); // generated by the packer tool var extractedDirectory = $"{Path.GetFileName(songsFilePath).Replace('.', '_')}_RS2014_{songsFilePlatform}"; // sadly, unpacking fails on ultrasoul's jvocals arrangement (I assume it's not discovered as vocals) // and consequently for all subsequent arrangements their respective xml files are missing and therefore: // removing the faulty file... var faultyFile = Path.Combine(extractedDirectory, "songs", "arr", "ultrasoul_jvocals.sng.xml"); if (File.Exists(faultyFile)) File.Delete(faultyFile); // ...and regenerating all xml files manually Console.WriteLine("Regenerating all xml files, it may also take some time..."); foreach (var arrangementSng in Directory.GetFiles(Path.Combine(extractedDirectory, "songs", "bin", "generic"))) { var arrangementName = Path.GetFileNameWithoutExtension(arrangementSng); var arrangementType = "Guitar"; if (arrangementName.EndsWith("_bass", StringComparison.InvariantCultureIgnoreCase)) arrangementType = "Bass"; else if (arrangementName.EndsWith("_vocals", StringComparison.InvariantCultureIgnoreCase) || arrangementName.EndsWith("_jvocals", StringComparison.InvariantCultureIgnoreCase)) arrangementType = "Vocal"; Console.Write($"{arrangementName}: "); var manifest = Path.Combine(extractedDirectory, "manifests", "songs", $"{arrangementName}.json"); Run(sng2014, $"-x -i \"{arrangementSng}\" -m \"{manifest}\" -a {arrangementType}"); // move the generated xml file var arrangement = Path.Combine(Path.GetDirectoryName(arrangementSng), $"{arrangementName}.xml"); File.Move(arrangement, Path.Combine(extractedDirectory, "songs", "arr", Path.GetFileName(arrangement)), true); } Console.WriteLine(); // random for generating new arrangement IDs // using fixed seed so that everyone running the code ends with the same IDs var random = new Random(549799200); var outputDirectory = "temp"; var songKeys = Directory.GetFiles(Path.Combine(extractedDirectory, "gamexblocks", "nsongs"), "*") // get all xblock files .Select(Path.GetFileNameWithoutExtension) // take the song key .Where(s => !s.EndsWith("_fcp_disk", StringComparison.InvariantCultureIgnoreCase)) // skip those with missing files (RS1 previews?) .OrderBy(s => s); // sort alphabetically foreach (var songKey in songKeys) { Console.WriteLine($"Preparing files for {songKey}..."); // must be different from songKey, otherwise the game will freeze on play! var songDirectory = $"{songKey}dlc"; var workingDirectory = Path.Combine(outputDirectory, songDirectory); // copy instead of move, because some files are used more than once var filesToCopy = new List<string>(); // work on an empty workspace; delete if anything is here if (Directory.Exists(workingDirectory)) Directory.Delete(workingDirectory, true); Directory.CreateDirectory(workingDirectory); // audio files var bnkFiles = new string[] { Path.Combine(extractedDirectory, "audio", "windows", $"song_{songKey}.bnk"), Path.Combine(extractedDirectory, "audio", "windows", $"song_{songKey}_preview.bnk") }; filesToCopy.AddRange(bnkFiles); var wemFiles = bnkFiles.Select(f => { var buffer = new byte[8]; using (var stream = File.Open(f, FileMode.Open, FileAccess.Read)) { // well, it's more complex than this in general, but it works for songs.psarc... stream.Seek(44, SeekOrigin.Begin); stream.Read(buffer, 0, 8); var span = buffer.AsSpan(0, 8); var wemNumber = BitConverter.ToInt64(span); return Path.Combine(extractedDirectory, "audio", "windows", $"{wemNumber}.wem"); } }); filesToCopy.AddRange(wemFiles); // album art var albumArtSongKey = songKey; // the Rocksmith training songs don't have their album art, so reusing the rocksmith intro's if (songKey == "rs2arpeggios" || songKey == "rs2chordnamestress" || songKey == "rs2levelbreak" || songKey == "rs2tails") albumArtSongKey = "rocksmithintro"; filesToCopy.AddRange(Directory.GetFiles(Path.Combine(extractedDirectory, "gfxassets", "album_art"), $"album_{albumArtSongKey}*")); // arrangements filesToCopy.AddRange(Directory.GetFiles(Path.Combine(extractedDirectory, "songs", "arr"), $"{songKey}*")); // manifests var manifestsDirectory = Directory.GetDirectories(Path.Combine(extractedDirectory, "manifests")).Single(); var manifests = Directory.GetFiles(manifestsDirectory, $"{songKey}*"); filesToCopy.AddRange(manifests); // lyrics assets if (songKey == "ultrasoul") { filesToCopy.AddRange(Directory.GetFiles(Path.Combine(extractedDirectory, "assets", "ui", "lyrics", songKey))); filesToCopy.Add(ultrasoulGlyphsFile); } // other files (hsan, model files and graph) are not needed // copy all files around foreach (var file in filesToCopy) { var destFileName = Path.Combine(workingDirectory, Path.GetFileName(file)); File.Copy(file, destFileName); } // modify arrangement IDs (otherwise the game will not even discover the songs!) var movedManifests = manifests.Select(m => Path.Combine(workingDirectory, Path.GetFileName(m))); foreach (var manifest in movedManifests) { var newArrangementID = random.NextGuid().ToString("N"); // this probably could be done nicer... I'm not JSON manipulation expert var content = JObject.Parse(File.ReadAllText(manifest)); var entry = (JProperty)content["Entries"].Single(); // rename the entry itself... entry.Replace(new JProperty(newArrangementID, entry.Value)); // ...and its PersistentID attribute content["Entries"][newArrangementID]["Attributes"]["PersistentID"] = new JValue(newArrangementID); File.WriteAllText(manifest, content.ToString()); } } Console.WriteLine(); // build the packages Console.WriteLine("Preparing packages, this will again take some time..."); Run(packageCreator, outputDirectory); // move the psarc files up foreach (var file in Directory.GetFiles(outputDirectory)) { File.Move(file, Path.GetFileName(file), true); } Console.WriteLine("Done!"); Console.WriteLine(); // cleanup Directory.Delete(outputDirectory, true); Directory.Delete(extractedDirectory, true); // credits Console.WriteLine("Enjoy!"); Console.WriteLine("- Patryk marchewek87"); Console.WriteLine(); } private static void Run(string program, string arguments) { var programProcess = Process.Start(program, arguments); programProcess.WaitForExit(); // none of the programs ever failed for me, but just in case... if (programProcess.ExitCode != 0) { throw new Exception($"Something went wrong when running: {Path.GetFileName(program)} {arguments}"); } } private static Guid NextGuid(this Random @this) { Span<byte> bytes = stackalloc byte[16]; @this.NextBytes(bytes); return new Guid(bytes); } static void OriginalRun() { var path = @"C:\Users\Patryk\Desktop\RS2014\test\songs_psarc_RS2014_Pc"; var outpath = @"C:\Users\Patryk\Desktop\RS2014\test\final"; foreach (var xblock in Directory.GetFiles(Path.Combine(path, "gamexblocks", "nsongs"))) { try { var song = Path.GetFileNameWithoutExtension(xblock); // ignore songs with different/missing structure (rs1 previews?) if (song.EndsWith("_fcp_disk", StringComparison.InvariantCultureIgnoreCase)) { Console.WriteLine($"Skipping {song}"); continue; } Console.WriteLine($"Generating {song}..."); // create an empty workspace (delete if anything was there) var outPath = Path.Combine(outpath, song); if (Directory.Exists(outPath)) { Directory.Delete(outPath, true); } Directory.CreateDirectory(outPath); // xblock file var dest = Path.Combine(outPath, "gamexblocks", "nsongs"); Directory.CreateDirectory(dest); File.Copy(xblock, Path.Combine(dest, Path.GetFileName(xblock))); // audio files dest = Path.Combine(outPath, "audio", "windows"); Directory.CreateDirectory(dest); var songFiles = new[] { Path.Combine(path, "audio", "windows", $"song_{song}.bnk"), Path.Combine(path, "audio", "windows", $"song_{song}_preview.bnk") }; foreach (var songFile in songFiles) { File.Copy(songFile, Path.Combine(dest, Path.GetFileName(songFile))); var buffer = new byte[8]; using (var fo = File.Open(songFile, FileMode.Open, FileAccess.Read)) { // well, it's more complex than that in general but it works in songs.psarc file fo.Seek(44, SeekOrigin.Begin); fo.Read(buffer, 0, 8); var span = buffer.AsSpan(0, 8); var no = BitConverter.ToInt64(span); var wemFile = Path.Combine(path, "audio", "windows", $"{no}.wem"); File.Copy(wemFile, Path.Combine(dest, Path.GetFileName(wemFile))); } } // album art dest = Path.Combine(outPath, "gfxassets", "album_art"); Directory.CreateDirectory(dest); foreach (var file in Directory.GetFiles(Path.Combine(path, "gfxassets", "album_art"), $"album_{song}*")) { File.Copy(file, Path.Combine(dest, Path.GetFileName(file))); } // manifests and songs var manifestsDir = Path.GetFileName(Directory.GetDirectories(Path.Combine(path, "manifests")).Single()); var additionalDirs = new[] { Path.Combine("manifests", manifestsDir), Path.Combine("songs", "arr"), Path.Combine("songs", "bin", "generic") }; foreach (var additionalDir in additionalDirs) { dest = Path.Combine(outPath, additionalDir); Directory.CreateDirectory(dest); foreach (var file in Directory.GetFiles(Path.Combine(path, additionalDir), $"{song}*")) { File.Copy(file, Path.Combine(dest, Path.GetFileName(file))); } } // lyrics assets; basically ultrasoul only var lyrics = Path.Combine(path, "assets", "ui", "lyrics", song); if (Directory.Exists(lyrics)) { dest = Path.Combine(outPath, "assets", "ui", "lyrics", song); Directory.CreateDirectory(dest); foreach (var file in Directory.GetFiles(lyrics)) File.Copy(file, Path.Combine(dest, Path.GetFileName(file))); } // hsan - extract the current song only var psarcHsanFileName = Directory.GetFiles(Path.Combine(path, "manifests"), "*.hsan", SearchOption.AllDirectories).Single(); var psarcHsan = JObject.Parse(File.ReadAllText(psarcHsanFileName)); var entriesToBeRemoved = psarcHsan["Entries"].Where(c => !((string)c.Children()["Attributes"]["SongKey"].Single()).Equals(song, StringComparison.InvariantCultureIgnoreCase)).ToList(); foreach (var entryToBeRemoved in entriesToBeRemoved) entryToBeRemoved.Remove(); var hsanout = Path.Combine(outPath, "manifests", manifestsDir, Path.GetFileName(psarcHsanFileName)); File.WriteAllText(hsanout, psarcHsan.ToString()); // model files and graph not needed } catch (Exception e) { var color = Console.ForegroundColor; Console.ForegroundColor = ConsoleColor.Red; Console.WriteLine($"Failed with error: {e}"); Console.ForegroundColor = color; } } } } } THE GLYPHS FILE lyrics_ultrasoul.glyphs.xml <?xml version="1.0" encoding="utf-8"?> <GlyphDefinitions TextureWidth="512" TextureHeight="1024"> <GlyphDefinition Symbol="…" InnerYMin="0.03125" InnerYMax="0.037109375" InnerXMin="0.015625" InnerXMax="0.0625" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0" OuterXMax="0.078125" /> <GlyphDefinition Symbol="a" InnerYMin="0.022460938" InnerYMax="0.037109375" InnerXMin="0.09375" InnerXMax="0.12109375" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.078125" OuterXMax="0.13671875" /> <GlyphDefinition Symbol="c" InnerYMin="0.022460938" InnerYMax="0.037109375" InnerXMin="0.15234375" InnerXMax="0.171875" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.13671875" OuterXMax="0.1875" /> <GlyphDefinition Symbol="D" InnerYMin="0.015625" InnerYMax="0.036132812" InnerXMin="0.203125" InnerXMax="0.234375" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.1875" OuterXMax="0.25" /> <GlyphDefinition Symbol="e" InnerYMin="0.022460938" InnerYMax="0.037109375" InnerXMin="0.265625" InnerXMax="0.29101562" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.25" OuterXMax="0.30664062" /> <GlyphDefinition Symbol="I" InnerYMin="0.015625" InnerYMax="0.036132812" InnerXMin="0.32226562" InnerXMax="0.33007812" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.30664062" OuterXMax="0.34570312" /> <GlyphDefinition Symbol="l" InnerYMin="0.0126953125" InnerYMax="0.036132812" InnerXMin="0.36132812" InnerXMax="0.36914062" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.34570312" OuterXMax="0.38476562" /> <GlyphDefinition Symbol="n" InnerYMin="0.022460938" InnerYMax="0.036132812" InnerXMin="0.40039062" InnerXMax="0.42382812" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.38476562" OuterXMax="0.43945312" /> <GlyphDefinition Symbol="o" InnerYMin="0.022460938" InnerYMax="0.037109375" InnerXMin="0.45507812" InnerXMax="0.48242188" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.43945312" OuterXMax="0.49804688" /> <GlyphDefinition Symbol="t" InnerYMin="0.018554688" InnerYMax="0.036132812" InnerXMin="0.5136719" InnerXMax="0.5292969" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.49804688" OuterXMax="0.5449219" /> <GlyphDefinition Symbol="i" InnerYMin="0.0146484375" InnerYMax="0.036132812" InnerXMin="0.5605469" InnerXMax="0.5703125" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.5449219" OuterXMax="0.5859375" /> <GlyphDefinition Symbol="あ" InnerYMin="0.0146484375" InnerYMax="0.0390625" InnerXMin="0.6015625" InnerXMax="0.6484375" OuterYMin="0" OuterYMax="0.05078125" OuterXMin="0.5859375" OuterXMax="0.6640625" /> <GlyphDefinition Symbol="い" InnerYMin="0.016601562" InnerYMax="0.037109375" InnerXMin="0.6796875" InnerXMax="0.7246094" 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InnerYMin="0.5234375" InnerYMax="0.54589844" InnerXMin="0.015625" InnerXMax="0.046875" OuterYMin="0.5078125" OuterYMax="0.55859375" OuterXMin="0" OuterXMax="0.0625" /> </GlyphDefinitions>- Last week
- Rocksmith 2014 Championship Week 630
Messed it up towards the end...- Rocksmith 2014 Championship Week 630
I'm surprised that I managed to achieve this score 😆- Rocksmith 2014 Championship Week 630
@ Djpavs Thanks for the upgrade to v2, now this looks very good and is easier to play. @ robolechuga I played rhythm for the first time, so I don't know if the chart has changed much since the previous version you tested, but I think it's more difficult than Lead, with more small arpeggios and quick jumps between chords. I'd even give it a 7, and definitely a 6.5.- Rocksmith 2014 Championship Week 630
- Rocksmith 2014 Championship Week 630
Thought I played it much better, however, just little improvement in score.- Rocksmith 2014 Championship Week 630
That was a last rhythm try. I'm not Don Quixote 🥹- Rocksmith 2014 Championship Week 630
Yeah. That one (and the other copies): I tried to play them different ways with no positive changes. So my RR result is worse of my LtS:- Rocksmith 2014 Championship Week 630
@ drand Great Score - I am working on it, got close, but not there yet. Probably lack of Tequila.- Rocksmith 2014 Championship Week 630
I'm lagging like a mf pray for me- Rocksmith 2014 Championship Week 630
Thanks for the new week! I agree with @ cacahuate51 Fly as Me feels harder than Leave Me Alone Beautiful song, hadn't heard this Your move @ robolechuga ! - Rocksmith 2014 Championship Week 630
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