962 lines
39 KiB
Plaintext
962 lines
39 KiB
Plaintext
____ __
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/\ _`\ /\ \__ /'\_/`\ __
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\ \,\L\_\ \ ,_\ __ _____ /\ \ __ ___ /\_\ __
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\/_\__ \\ \ \/ /'__`\/\ '__`\ \ \__\ \ /'__`\ /' _ `\/\ \ /'__`\
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/\ \L\ \ \ \_/\ __/\ \ \L\ \ \ \_/\ \/\ \L\.\_/\ \/\ \ \ \/\ \L\.\_
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\ `\____\ \__\ \____\\ \ ,__/\ \_\\ \_\ \__/.\_\ \_\ \_\ \_\ \__/.\_\
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\/_____/\/__/\/____/ \ \ \/ \/_/ \/_/\/__/\/_/\/_/\/_/\/_/\/__/\/_/
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\ \_\
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\/_/
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__ __
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/'__`\ /'__`\
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/\_\L\ \ /\ \/\ \
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\/_/_\_<_ \ \ \ \ \
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/\ \L\ \__\ \ \_\ \
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\ \____/\_\\ \____/
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\/___/\/_/ \/___/
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(c)2001-2002, StepMania team
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http://www.stepmania.com
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************************************************************
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Table of Contents
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************************************************************
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1. About StepMania
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2. Minimum Requirements
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3. DirectX
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4. Installation
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5. Controls
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6. How StepMania Loads Songs
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7. Connecting Dance Pads
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8. Compatibility Issues
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9. FAQ / Troubleshooting
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10. StepMania Packages - .smzip
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11. Questions, Bugs, Suggestions, and Help
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12. The StepMania Editor
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13. The .SM File Format
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14. Backgrounds
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15. BGAnimations format
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16. The .CRS File Format
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17. Extra Stages
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18. Creating an Announcer
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19. Creating a Note Skin
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20. Creating a Theme
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21. How StepMania Loads Textures
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22. Building StepMania from CVS Source
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23. Thanks
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See the file "NEWS" for version history.
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************************************************************
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1. About StepMania
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************************************************************
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StepMania is capable of playing many game types. Currently, it supports games
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similar to Dance Dance Revolution, Pump It Up, EZ 2 Dancer, and Para Para
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Paradise. In the future, it will support games similar to BeatMania, Guitar
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Freaks, DrumMania, and more.
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The games played by StepMania are rhythm games. Notes scroll up from the
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bottom of the screen, and the player must hit the corresponding button on the
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controller in time to the music. All games can be played using the keyboard,
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but the real fun comes when using specially designed controllers, like a dance
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pad or hand sensors.
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************************************************************
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2. Minimum Requirements
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************************************************************
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* Windows 98, Windows ME, Windows 2000, or Windows XP
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* Pentium II, Pentium III, Celeron, Athlon, or compatible processor, 266MHz
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minimum (400 MHz recommended)
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* 64 MB of RAM
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* Video card that supports High Color (16-bit color) and has 16MB video RAM
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* DirectX 8.1 compatible video card with drivers
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* DirectX 8.1 compatible sound card with drivers
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* DivX 5 video codec for movie visualizations (www.divx.com)
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************************************************************
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3. DirectX
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************************************************************
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DirectX 8.1 is required before installing StepMania. If DirectX 8.1 is not
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installed on your computer, the StepMania installer will display a warning
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and abort the installation.
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************************************************************
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4. Installation
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************************************************************
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To install StepMania, download the file stepmania300xxxx.exe to a known
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location on your hard drive, then double-click the file icon to begin the
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installation.The installer automatically remove an older version of the
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program if one is present. The default installation directory is
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'C:\Program Files\StepMania'.
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************************************************************
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5. Controls
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************************************************************
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Use the "Config Key/Joy" option from the Title Menu to configure your keyboard,
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dance pad, or other game controller. This menu allows you to map up to 2
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keyboard/joystick buttons to each function in the game. The third column is
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the default key mapping, and cannot be changed. However, you can override a
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default keyboard key by simply assigning it to another function. The mappings
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for player 1 are on the left half of the screen, and the mapping for player 2
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are on right half.
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The following is a list of special keys:
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Any time:
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* F4 = toggle fullscreen
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* F5 = toggle detail
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* Hold Tab = increase game speed 4x (useful for moving through menus quickly)
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* Hold Tilde (~) = decrease game speed to 1/4x
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In menus:
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* Arrow keys navigate menus
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* Enter = Start
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* Escape = Back
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In gameplay:
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* F8 = toggle AutoPlay
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* F9 = decrease offset
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* F10 = increase offset
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* F11 = decrease BPM of current segment
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* F12 = increase BPM of current segment
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* Hold Escape = abort playing
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************************************************************
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6. How StepMania Loads Songs
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************************************************************
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All files for a specific song (data file, music file, banner, background)
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must reside in a single folder. This folder must have the following path:
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Songs/<group folder>/<song folder>/
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For example, the song B4U may consist of the following files:
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.dwi
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.mp3
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u-banner.png
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.png
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u-movie.avi
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StepMania supports the SM, DWI, BMS, and KSF song file formats. If the song
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file format is BMS or KSF, simply put all the KSF or BMS files into the song
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folder.
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If a song file does not specify a valid banner file, StepMania first looks
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for a graphic in the song folder that contains the word "banner". If that
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search fails, StepMania will guess which image is most appropriate.
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If a song file does not specify a valid background file, StepMania first looks
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for a graphic in the song folder that contains the words "bg" or "background".
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If that search fails, StepMania will guess which image is most appropriate.
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If a song file does not specify a valid CDTitle file, StepMania will look
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for a graphic in the song folder that contains the words "cdtitle". If that
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search fails, StepMania will guess which image is most appropriate.
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If a song file does not specify a valid movie background file, StepMania will
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look for a movie in the song folder that contains the letters "movie". If
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that search fails, StepMania will use the first movie in the song folder.
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************************************************************
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7. Connecting Dance Pads
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************************************************************
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There are several devices that allow you to connect PlayStation dance pads to
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your PC.
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* Not recommended: generic PlayStation->USB converter
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Using a generic PlayStation->USB converter is not recommended to play any
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dancing game on the PC. The vast majority of these converters are not capable
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of registering simultaneous presses of Left+Right or Up+Down. This
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restriction will cause the player to miss many notes where two buttons must
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be hit simultaneously.
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* Highly Recommended: specific brands of PlayStation->USB adaptor
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||||
There is just one brand of PlayStation->USB adaptor that functions perfectly
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with StepMania. These adaptors are available for purchase through some
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importers (www.liksang.com). The adaptor is made by "Boom", and it small and
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black with a detachable USB cable. These adaptors cost about $15 and allow
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you to attach one dance pad per adaptor. The primary advantage of these
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adaptors is that they do not require special drivers and require no
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configuring.
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* Semi-Recommended: PlayStation->Parallel adaptor
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PlayStation->Parallel converters do not have the simultaneous button problem
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that USB converters do. The disadvantage of these adaptors is that home-made
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|
drivers are required to use these devices. These drivers are often finicky
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|
and incompatible with some sound cards. PlayStation->Parallel adaptors can
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be purchased from the StepMania web site or any importer.
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For Windows 98 and Windows Me users, the recommended driver is "DirectPad Pro
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5.0 for Win9x". For Windows 2000 and Windows XP, the recommended drivers is
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|
NTPad XP 1.x or PSXPAD.
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|||
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||||
Win98/WinME
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||||
|
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"DirectPad Pro 5.0 for Win9x", found at
|
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|
http://www.aldostools.com/dpad.html
|
|||
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Win2K/WinXP
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|||
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NTPad XP 1.x, found at
|
|||
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|
http://www.aldostools.com/dpad.html
|
|||
|
|
PSXPAD 0.8.2002.0606b, found at
|
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|
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http://www.psxpad.com/download/downcnt.php?name=psxp_a020606b
|
|||
|
||||
|
||||
************************************************************
|
||||
8. Compatibility Issues
|
||||
************************************************************
|
||||
|
|
|
|||
Some video card/driver combinations have visual errors when running StepMania.
|
||||
If you experience any visual errors, please visit your video card
|
||||
|
|
manufacturer's web site and download the latest Direct3D 8.1 drivers. Below
|
|||
|
|
is a list of known issues that are thought to be video card driver bugs:
|
|||
|
||||
|
|
* S3 Savage family cards (e.g. Diamond Stealth)
|
|||
|
|
Symptom: The right edge of some graphics appears "cut off".
|
|||
Explanation: Drivers do not properly handle textures >= 512x512, resulting in
|
||||
|
|
cropped textures. Turn the texture detail option to 256 to force textures to
|
|||
|
|
a smaller size.
|
|||
|
||||
|
|
* SiS cards
|
|||
|
|
Symptom: Garbled fonts.
|
|||
Explanation: Drivers have errors in handling texture coordinates. Only known
|
||||
|
|
solution is to upgrade drivers.
|
|||
|
||||
|
|
* Any card older than two years
|
|||
|
|
Symptom: Various graphical glitches.
|
|||
Explanation: These problems are most often caused by buggy video card drivers
|
||||
|
|
bugs. Please upgrade to the latest drivers, which will hopefully fix the
|
|||
|
|
errors.
|
|||
|
||||
|
|
|
|||
|
|
************************************************************
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|||
9. FAQ / Troubleshooting
|
||||
************************************************************
|
||||
|
|
|
|||
|
|
* The error "Cannot find Dinput8.dll" appears when launching the game.
|
|||
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|
|||
|
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You need to download DirectX 8.1. http://www.microsoft.com/directx
|
|||
|
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|
|||
* StepMania reports "Direct3DCreate failed".
|
||||
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|
|||
|
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You need to download DirectX 8.1. http://www.microsoft.com/directx
|
|||
|
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|
|||
|
|
* StepMania reports "Direct3DCreateDevice failed".
|
|||
|
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|||
|
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This error means that your video card or drivers do not support Direct3D 8.
|
|||
|
|
Download the latest drivers for your video card. If your video card is older
|
|||
|
|
than 2 or 3 years, Direct3D 8 drivers may not be available. Sorry.
|
|||
|
|
|
|||
* Music rates of over 100% do not work on my computer. Why?
|
||||
|
|
|
|||
Some very old sound cards do not support sound playback rates that are greater
|
||||
|
|
than the original sample rate. This problem is likely to be corrected by newer
|
|||
|
|
sound card drivers.
|
|||
|
||||
|
|
* I’m looking to purchase a video card. What works well with StepMania?
|
|||
|
||||
Just about any video card manufactured in the last year will run StepMania
|
||||
|
|
flawlessly at 60 frames per second. I recommend any card with an nVidia
|
|||
|
|
GeForce chip or an ATI Radeon chip.
|
|||
|
||||
|
|
* How can I improve performance with my existing video card
|
|||
|
|
|
|||
|
|
1. Install the latest drivers for your video card.
|
|||
|
|
2. Press F5 in the game to toggle between high detail and low detail modes.
|
|||
3. Tweak the Display Resolution and Texture Resolution setting in the
|
||||
|
|
GameOptions screen.
|
|||
|
||||
|
|
* Chris, will you tell me when the next version will be released?
|
|||
|
|
|
|||
|
|
I'd rather not going to say. Sorry. It's gotten me in trouble before.
|
|||
|
|
|
|||
|
|
* Why won't you tell me? I promise I won't tell anyone else.
|
|||
|
|
|
|||
The reasons I won't tell is because: a) I don't know yet, and b) I don't want
|
||||
to make anyone angry if it takes longer than expected (it usually does).
|
||||
|
||||
|
||||
************************************************************
|
||||
10. StepMania Packages - .smzip
|
||||
************************************************************
|
||||
|
|
|
|||
The StepMania package format was created to make the distribution of songs and
|
||||
|
|
other add-ons very easy. StepMania package files have the extension '.smzip'
|
|||
|
|
and can be installed by double-clicking the .smzip file.
|
|||
|
||||
A StepMania package is 'installed' by extracting all files in the package to the
|
||||
|
|
StepMania program directory. This allows songs, courses, themes, and
|
|||
|
|
visualizations to all be installed by the Package Manager.
|
|||
|
||||
The file format of an .smzip file is actually the PK-Zip standard. This means
|
||||
|
|
you can rename any .smzip file to have the extension '.zip', and then open the
|
|||
file in any compression application (e.g. WinZip, WinRAR).
|
||||
|
||||
The StepMania Package Manager (smpackage.exe) can also export song packages
|
||||
for you. Simply launch the Package Manager
|
||||
(Start Menu->Programs->StepMania->Package Manager), click the items you would
|
||||
|
|
like to make a package for, then click the Export button. A .smzip package
|
|||
|
|
will be placed on your desktop, and you can share it with friends.
|
|||
|
||||
|
||||
************************************************************
|
||||
11. Questions, Bugs, Suggestions, and Help
|
||||
************************************************************
|
||||
|
|
|
|||
If you have a question about or problem with StepMania, please first ask your
|
||||
|
|
question a StepMania message board. A link is available from the StepMania
|
|||
web site - http://www.stepmania.com.
|
||||
|
||||
If you have found a bug, please file a bug report into the SourceForge bug
|
||||
|
|
tracking system (http://sourceforge.net/tracker/?group_id=37892&atid=421366).
|
|||
|
|
This will allow the developers to track and fix bugs much more efficiently.
|
|||
|
||||
* In a bug report, please specify your video card brand and model, and your OS
|
||||
version (Win98, WinXP, etc).
|
||||
* PLEASE, PLEASE enter your e-mail address on the bug reports. In many cases,
|
||||
|
|
we need more information from the bug reporter.
|
|||
|
||||
Please use SourceForge's feature request system to enter new feature requests
|
||||
|
|
(http://sourceforge.net/tracker/?atid=421369&group_id=37892&func=browse). Also,
|
|||
|
|
please discuss feature ideas on the StepMania message board or the StepMania
|
|||
|
|
developers list ([email protected]).
|
|||
|
||||
If you would like to help with development of StepMania, please send an email
|
||||
|
|
to the StepMania developers list ([email protected]) or to Chris
|
|||
|
|
([email protected]).
|
|||
|
||||
|
||||
************************************************************
|
||||
|
|
12. The StepMania editor
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
The StepMania editor allows you to edit, record, synchronize, and play back
|
||||
note patterns. When you choose 'Save', your song will be saved in both the .SM
|
||||
|
|
format and the DWI format for use in Dance With Intensity. If you save
|
|||
|
|
a song that was originally in the BMS or KSF format, the old files will be
|
|||
|
|
appended with ".old", and a new .SM file will be written with your new song
|
|||
|
|
data.
|
|||
|
|
|
|||
|
|
Following are a few basic commands that you will find useful in learning to use
|
|||
|
|
the editor:
|
|||
|
|
|
|||
|
|
Esc - show/dimiss menu
|
|||
|
|
Up/Down - change beat
|
|||
|
|
Left/Right - change beat snap value
|
|||
|
|
Enter - Set selection begin marker
|
|||
|
|
Space - Set selection end marker
|
|||
|
|
P - Play back current selection (if no selection, play whole song)
|
|||
|
|
R - Record over current selection (if no selection, record whole song)
|
|||
|
||||
|
||||
************************************************************
|
||||
|
|
13. The .SM file format
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
The .SM song file format was created to be one file format that supports all
|
||||
|
|
game types that StepMania can play (dance, pump, beat, guitar, etc). The .SM
|
|||
|
|
file syntax is identical to DWI except for some different tags and meanings.
|
|||
|
|
These are a list of all supported tags.
|
|||
|
||||
All images can be in png, gif, jpg, or bmp format. All sounds can be in ogg,
|
||||
|
|
mp3, or wav format.
|
|||
|
||||
|
|
|
|||
|
|
#TITLE:...; - The "main title" of the song.
|
|||
#SUBTITLE:...; - This text will appear underneath the main title of the song
|
||||
on the Select Music screen. e.g. "~Dirty Mix~" or "(remix)".
|
||||
#ARTIST:...; - The artist of the song.
|
||||
#TITLETRANSLIT:...; - Transliteration of song's main title for sorting
|
||||
|
|
#SUBTITLETRANSLIT:...; - Transliteration of song's sub title for sorting
|
|||
|
|
#ARTISTTRANSLIT:...; - Transliteration of the artist of the song
|
|||
#CREDIT:...; - Give yourself some credit here for creating a wonderful song.
|
||||
|
|
#BPM:...; - BPM of the music
|
|||
#BANNER:...; - The file name of the banner image. e.g. "b4u-banner.png".
|
||||
This image must reside in the song folder.
|
||||
#BACKGROUND:...; - The file name of the background image. e.g. "b4u-bg.png".
|
||||
This image must reside in the song folder.
|
||||
#CDTITLE:...; - The file name of the spinning CD logo. e.g. "b4u-cdtitle.png".
|
||||
This image must reside in the song folder.
|
||||
|
|
#MOVIEBACKGROUND:...; - The file name of the a background movie. e.g.
|
|||
|
|
"b4u-movie.avi". This movie must reside in the song folder.
|
|||
#MUSIC:...; - The file name of the music file. e.g. "b4u.mp3". This image
|
||||
must reside in the song folder.
|
||||
#MUSICBYTES:...; - The size in bytes of the music file that this song was last
|
||||
synchronized with. A "Song may be out of synch" warning will be displayed if
|
||||
|
|
the value of this tag does not match the actual size of the music file.
|
|||
#OFFSET:...; - The time in seconds at which beat 0 occurs in the music. This
|
||||
is specified as a floating point value. e.g. "2.34".
|
||||
#SAMPLESTART:...; - The time in seconds to start the music sample that plays
|
||||
on the Select Music screen. This is specified as a floating point value.
|
||||
|
|
e.g. "32.34".
|
|||
#SAMPLELENGTH:...; - The time in seconds let the sample music play after
|
||||
starting. This is specified as a floating point value. e.g. "32.34". Note
|
||||
|
|
that in the last 1 second of playing the music will fade out.
|
|||
#SELECTABLE:...; - If "NO", the song can not be selected manually and can
|
||||
only be played as part of a course. If "ROULETTE", the song can can also be
|
||||
|
|
selected via roulette. The default value is "YES".
|
|||
#BPMS:...; - A value of the format "beat=bpm". Indicates that at 'beat', the
|
||||
speed of the arrows will change to "bpm". Both of these values are specified
|
||||
|
|
as floating point values. You must specifiy a BPM value for beat 0. Multiple
|
|||
|
|
BPMs can be given by separating them with commas. e.g. "0=160,120=80".
|
|||
#STOPS:...; - A value of the format "beat=sec". Indicates that at 'beat',
|
||||
the motion of the arrows should stop for "sec" seconds. Both of these values
|
||||
|
|
are specified as floating point values. Multiple stops can be given by
|
|||
|
|
separating them with commas. e.g. "60=2.23,80=1.12".
|
|||
|
|
#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at 'beat',
|
|||
|
|
the background should begin playing 'bg name'. 'beat' is a fractional value
|
|||
|
|
value and 'anim name' is a string. Different animation change are separated
|
|||
|
|
by commas. e.g. "60=falling,80=flower".
|
|||
|
||||
|
|
|
|||
Each pattern of notes has have the same basic format:
|
||||
|
||||
#NOTES:<NotesType>:<Description>:<DifficultyClass>:<DifficultyMeter>:<RadarValues>:<NoteData>;
|
||||
|
||||
NotesType: Must be one of the currently supported types in StepMania:
|
||||
|
|
"dance-single", "dance-double", "dance-couple", "dance-solo", "pump-single",
|
|||
|
|
"pump-double".
|
|||
|
||||
Description: This will be displayed on the gameplay screen. This can be any
|
||||
|
|
text, but is most commonly "Basic", "Another", "Trick", "Standard", "SSR",
|
|||
|
|
"Maniac", "Heavy", or "Challenge".
|
|||
|
||||
DifficultyClass: This value must be "easy", "medium", or "hard". These values
|
||||
|
|
correspond the levels of difficulty on the Select Difficulty screen.
|
|||
|
||||
DifficultyMeter: The difficulty of these notes as a bar rating. The value must
|
||||
|
|
be an integer between 1 and 10.
|
|||
|
||||
RadarValues: The values that will be displayed on the Groove Radar as floats
|
||||
|
|
between 0.00 and 1.00. The 5 values must be separated by commas, and are
|
|||
|
|
specified in the order: "stream,voltage,air,freeze,chaos". For MAX300, these
|
|||
|
|
values are "0.95,0.98,0.22,0.12,0.13". These values will automatically be
|
|||
|
|
written when you save the song in the StepMania editor, but you may edit the
|
|||
|
|
.SM file afterward to tweak them.
|
|||
|
||||
NoteData: This value requires a longer explanation.
|
||||
|
||||
Each note is represented by a character:
|
||||
|
|
|
|||
0 = no note here
|
||||
1 = a regular "tap note"
|
||||
|
|
2 = beginning of a "hold note"
|
|||
|
|
3 = end of a "hold note"
|
|||
a-z,A-z = tap notes reserved for game types that have sounds associated with notes
|
||||
|
||||
Notes that are hit at the same time are grouped into rows. For example, if the
|
||||
|
|
NotesType is "dance-single", the row "1001" would specify that both the Left
|
|||
|
|
and Right and Down panels should be hit at the same time.
|
|||
|
||||
The number of notes per row (also called the number of 'columns') depends on
|
||||
|
|
the "NotesType.
|
|||
|
|
|
|||
|
|
dance-single = 4 notes/row (Left,Down,Up,Right)
|
|||
dance-double = 8 notes/row
|
||||
|
|
dance-couple = 8 notes/row
|
|||
|
|
dance-solo = 6 notes/row
|
|||
|
|
pump-single = 5 notes/row
|
|||
|
|
pump-double = 10 notes/row
|
|||
|
|
|
|||
Note rows are grouped into measures. The number of note rows you specify in a
|
||||
|
|
measure will determine the time value of each note. For example, if there are
|
|||
|
|
4 note rows in a measure, each note will be treated as a quarter note. If there
|
|||
|
|
are 8 notes rows in a measure, each note will be treated as a eighth note. If
|
|||
|
|
there are 12 notes rows in a measure, each note will be treated as a triplet
|
|||
|
|
(1/12th) note. Measures are separated by a comma.
|
|||
|
||||
|
|
Example:
|
|||
|
|
|
|||
|
|
// measure 1
|
|||
|
|
2010
|
|||
0000
|
||||
0100
|
||||
0000
|
||||
: // measure 2
|
||||
|
|
0001
|
|||
|
|
0100
|
|||
0001
|
||||
|
|
0000
|
|||
3010
|
||||
0000
|
||||
|
|
0000
|
|||
|
|
0000
|
|||
;
|
||||
|
|
|
|||
|
|
************************************************************
|
|||
14. Backgrounds
|
||||
************************************************************
|
||||
|
|
|
|||
StepMania supports three different modes of backgrounds:
|
||||
|
|
|
|||
|
|
BGAnimations - The background will cycle randomly through different sprite
|
|||
|
|
animations. Each of these animation must reside in the "BGAnimations"
|
|||
|
|
folder in the StepMania program directory. See the section called
|
|||
|
|
"BGAnimations" in the readme for more information on the BGAnimations format.
|
|||
|
|
BGAnimations will perform better than the other background modes on slower
|
|||
|
|
computers.
|
|||
|
|
|
|||
|
|
Random Movies - The background will cycle randomly over any avi or mpg files
|
|||
|
|
in the "RandomMovies" folder in the StepMania program directory.
|
|||
|
|
|
|||
|
|
Visualizations - A random avi or mpg file will be chosen from the
|
|||
|
|
"Visualizations" folder in the StepMania program directory. This movie file
|
|||
|
|
will be played and blended over top of the song's background graphic.
|
|||
|
|
|
|||
|
|
Many video AVIs will require the DivX codec for playback. If you haven't yet
|
|||
|
|
downloaded DivX, you can get it from www.divx.com. Playing movies as the
|
|||
|
|
background is very processor intensive, and may cause the frame rate to
|
|||
|
|
decrease on slower computers.
|
|||
|
|
|
|||
|
|
Sample animations, visualizations, and random movies can be found at
|
|||
|
|
www.stepmania.com.
|
|||
|
|
|
|||
|
|
|
|||
|
|
************************************************************
|
|||
|
|
15. BGAnimations Format
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
|
|
The BGAnimations folder in the StepMania program directory may contain several
|
|||
|
|
BGAnimation folders.
|
|||
|
|
|
|||
\BGAnimations\<anim folder>\<layer files>
|
||||
|
|
|
|||
<anim folder> is the name of the animation.
|
||||
|
||||
<layer files> are one or more graphics files that will be used as layers in the
|
||||
|
|
animation. Each sprite represents exactly one layer. Multiple layers can be
|
|||
|
|
specified by having multiple <layer files>.
|
|||
|
||||
For example, a BGAnimation named "flower" may include the files:
|
||||
|
||||
BGAnimations\flower\1 TileScrollUp.png
|
||||
|
|
BGAnimations\flower\2 StartOnRandomFrame ParticlesFloatDown 1x2.png
|
|||
|
|
BGAnimations\flower\3 TileScrollLeft CycleColor 2x2.png
|
|||
|
||||
The first number in the name of a <layer file> will specifies its drawing
|
||||
|
|
order. A layers with a small number will be drawn before a layer with a larger
|
|||
|
|
number.
|
|||
|
||||
Different "effects" are specified for each layer by adding tokens to the file
|
||||
|
|
name. Here are an explanation of the currently supported tokens:
|
|||
|
||||
UseSongBg - Use the song's background file instead of this graphics file.
|
||||
|
|
Since this graphics file is merely a placeholder, you might want to make this
|
|||
|
|
graphic a 1x1 graphic to save disk space.
|
|||
|
||||
Add - use additive blending instead of normal blending.
|
||||
|
||||
CycleColor - cycle the color of the layer over the colors of the rainbow
|
||||
|
||||
CycleAlpha - cycle the alpha channel of the layer over type
|
||||
|
|
|
|||
|
|
StartOnRandomFrame - Start the animation on a random frame. This is mainly
|
|||
|
|
useful for Tile or Particle effects.
|
|||
|
|
|
|||
|
|
DontAnimate - Stay on the first frame of this animation. This is only useful
|
|||
|
|
for layers with multiple frames.
|
|||
|
||||
|
|
(stretch effects) - These scretch the graphic across the extire screen.
|
|||
ScretchScrollLeft,
|
||||
|
|
StretchScrollRight,
|
|||
|
|
StretchScrollUp,
|
|||
|
|
StretchScrollDown,
|
|||
- Scroll the layer in a direction
|
||||
|
|
|
|||
StretchWater,
|
||||
|
|
StretchBubble,
|
|||
|
|
StretchTwist,
|
|||
|
|
StretchSpin,
|
|||
- Deform the background sprite with an effect. Only stretch spin is currently implemented.
|
||||
|
|
|
|||
|
|
(particle effects) - Use the graphic to make individual particles on the screen.
|
|||
ParticlesSpiralOut,
|
||||
|
|
ParticlesSpiralIn,
|
|||
- Spiral particles away from/toward the center of the screen.
|
||||
ParticlesFloatUp,
|
||||
|
|
ParticlesFloatDown,
|
|||
|
|
ParticlesFloatLeft,
|
|||
|
|
ParticlesFloatRight,
|
|||
- Scroll the particles across the screen.
|
||||
ParticlesBounce,
|
||||
- Particles start traveling in random directions and bounce when they hit the edge of the screen.
|
||||
|
|
|
|||
|
|
(tile effects) - Tile the graphics across the screen, forming a grid of graphics.
|
|||
TileStill,
|
||||
|
|
TileScrollLeft,
|
|||
|
|
TileScrollRight,
|
|||
|
|
TileScrollUp,
|
|||
|
|
TileScrollDown,
|
|||
- Scroll the tiles
|
||||
|
|
|
|||
TileFlipX,
|
||||
|
|
TileFlipY,
|
|||
- Flip the tiles along the X or Y axis.
|
||||
|
|
|
|||
TilePulse,
|
||||
- Tiles zoom in and out.
|
||||
|
||||
|
|
|
|||
************************************************************
|
||||
15. The .CRS File Format
|
||||
************************************************************
|
||||
|
|
|
|||
CRS files define the courses used in the "Oni" Nonstop Challenge mode. All CRS
|
||||
|
|
files must reside in the "Courses" folder in the StepMania program folder.
|
|||
|
||||
|
|
#COURSE:...; - name of the course
|
|||
|
|
#LIVES:<0..10>; - An integer between 0 and 10. This line is optional.
|
|||
|
|
#REPEAT:<YES|NO>; - start over after last stage?
|
|||
#SONG:<group folder>\<song folder>:<description>[:modifiers]; -
|
||||
group folder - The name of the folder that contains the song folder.
|
||||
|
|
song folder - the name of the folder that contains files for the song
|
|||
|
|
description - BASIC, TRICK, SSR, MANIAC, HEAVY, etc.
|
|||
modifiers - One or more of:
|
||||
|
|
0.5x, 0.75x, 1.5x, 2.0x, 3.0x, 4.0x, 5.0x, 8.0x
|
|||
|
|
boost, wave, drunk, dizzy, space, mini
|
|||
|
|
hidden, sudden, stealth
|
|||
|
|
mirror, left, right, shuffle
|
|||
|
|
little
|
|||
|
|
reverse
|
|||
|
|
note, flat, plain
|
|||
|
|
noholds
|
|||
|
|
nofreeze
|
|||
|
|
dark
|
|||
|
|
norecover, suddendeath, power-drop, death
|
|||
|
|
0.7xmusic, 0.8xmusic, 0.9xmusic, 1.0xmusic, 1.1xmusic,
|
|||
|
|
1.2xmusic, 1.3xmusic, 1.4xmusic, 1.5xmusic
|
|||
|
||||
|
|
|
|||
|
|
************************************************************
|
|||
16. Extra Stages
|
||||
************************************************************
|
||||
|
|
|
|||
You can manually specify extra stages for each song group by creating .CRS
|
||||
|
|
files called "extra1.crs" and "extra2.crs". These courses must contain
|
|||
exactly one song in the course. Don't forget to specify modifiers - see the
|
||||
|
|
CRS File Format section for more information. If a CRS file is not found or
|
|||
|
|
is invalid, the program will choose an appropriate song, notes, and modifiers.
|
|||
|
|
|
|||
|
|
Don't forget: extra stage CRS files belong in the song group folder
|
|||
|
|
(e.g. "Songs/DDRMAX/"), not in "Courses".
|
|||
|
||||
|
||||
|
|
************************************************************
|
|||
|
|
17. Creating an Announcer
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
|
|
Announcers folders must reside in the "Announcers" folder inside the
|
|||
|
|
StepMania program directory (e.g. "Announcers\DDRMAX\"). An announcer folder
|
|||
|
|
contains several more folders - one for each announcer "trigger". You can
|
|||
|
|
place as many .WAV, .MP3, or .OGG sounds as you want in a trigger folder.
|
|||
|
|
When StepMania wants to play a sound for that trigger, it will play a
|
|||
|
|
random sound file from your trigger folder.
|
|||
|
|
|
|||
|
|
Sound files in a trigger folder can have any name you want. It's recommended
|
|||
|
|
that you name the sound files according to what is being said (e.g.
|
|||
|
|
"everybodys waiting for you.mp3"). If there are 0 sound files in a trigger
|
|||
|
|
folder, or the trigger folder is missing, then no sound will be played for
|
|||
|
|
that trigger.
|
|||
|
|
|
|||
|
||||
************************************************************
|
||||
|
|
18. Creating a Note Skin
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
|
|
Note skins allow you to customize the way notes appear. Note skins must
|
|||
|
|
reside in the folder "Skins\(Game Name)\(Note Skin Name)". Note skins are
|
|||
|
|
specific to a particular game (dance, pump, etc). In the note skin folder,
|
|||
|
|
you must implement the folling files for each note:
|
|||
|
|
|
|||
|
|
<NoteName> Receptor (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Note color part (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Note gray part (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Hold Explosion (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Tap Explosion Bright (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Tap Explosion Dim (NxN).<png|gif|jpg|bmp>
|
|||
|
|
<NoteName> Hold.colors
|
|||
|
|
<NoteName> Tap.colors
|
|||
|
|
|
|||
|
|
"<NoteName>" must be the name of the note (e.g. "left", "upright", "snare").
|
|||
|
|
Look at the example note skins included with StepMania for a complete list
|
|||
|
|
for each game.
|
|||
|
|
|
|||
|
|
"NxN" is an optional string that specifies the dimensions of the graphic.
|
|||
|
|
For example, if there are 6 frames, 3 wide 2 high, in your color part
|
|||
|
|
animation, then you might use the file name "Up Note color part 3x2.png".
|
|||
|
|
|
|||
|
|
For more information on about graphics loading, see the section "How
|
|||
|
|
StepMania Loads Textures".
|
|||
|
|
|
|||
|
|
************************************************************
|
|||
|
|
19. Creating a Theme
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
|
|
Themes must reside in the Themes folder in the StepMania program directory.
|
|||
|
|
Inside each theme folder, there are up to three directories: "graphics",
|
|||
|
|
"sounds", and "fonts".
|
|||
|
|
|
|||
|
|
Graphics may be .sprites or any file format described in the section "How
|
|||
|
|
StepMania Loads Textures". Sounds can be in .mp3, .ogg, or .wav. Fonts
|
|||
|
|
must use the .font file format.
|
|||
|
|
|
|||
|
|
When StepMania looks to load a font element (graphic, sound, font), it
|
|||
|
|
first looks in the current theme folder for the element. If that element
|
|||
|
|
cannot be found, it will fall back to using the element in the theme named
|
|||
|
|
"default". "default" is sort of a base theme and should not be modified.
|
|||
|
|
|
|||
|
|
This system allows user-made themes to override as little or as many theme
|
|||
|
|
elements as they want. For example, you could create a theme that does
|
|||
|
|
nothing more than override the title menu logo. Such a theme would contain
|
|||
|
|
only one folder ("Graphics") and one file ("Graphics\title menu logo.png").
|
|||
|
|
|
|||
|
|
|
|||
|
|
> What's in a .font file?
|
|||
|
|
|
|||
|
|
Example:
|
|||
|
|
|
|||
|
|
[Font]
|
|||
|
|
Texture=Score Numbers 7x2.png
|
|||
|
|
Widths=5,8,10,17,15,18,15,6,9,9,8,14,5,9
|
|||
|
|
Characters=01234 :56789~.
|
|||
|
|
CapitalsOnly=0
|
|||
|
|
DrawExtraPercent=0.1
|
|||
|
|
|
|||
|
|
Texure: File name of texture file. Must be in same directory as .font file.
|
|||
|
|
Font graphics can be generated by the program Bitmap Font Buider
|
|||
|
|
(http://www.lmnopc.com/bitmapfontbuilder/).
|
|||
|
|
Width: The width in pixels of the character in each frame of the texture.
|
|||
|
|
Characters are specified in a left-to-right, top-to-bottom ordering.
|
|||
|
|
Characters: The characters corresponding to each frame in the texture.
|
|||
|
|
Characters are specified in a left-to-right, top-to-bottom ordering.
|
|||
|
|
CapitalsOnly: 0=false, 1=true. Use "1" if this font implements only
|
|||
|
|
capital letters.
|
|||
|
|
DrawExtraPercent: A number between 0.0 and 1.0 specifying the maximum
|
|||
|
|
amount in percentage of the frame width that a character can hang over
|
|||
|
|
its width. Many italic fonts hang a actually a little bit wider than
|
|||
|
|
base of the characer because of skewing. For these types of font, the
|
|||
|
|
DrawExtraPercent should be > 0. This value takes some playing around with.
|
|||
|
|
|
|||
|
|
************************************************************
|
|||
|
|
20. How StepMania Loads Textures
|
|||
|
|
************************************************************
|
|||
|
|
|
|||
|
|
> What are textures?
|
|||
|
|
|
|||
|
|
"Texture" is simply another name for graphics file. The name "texture"
|
|||
|
|
is more common when taking about 3D graphics. This document uses "texture"
|
|||
|
|
and "graphic" interchangably.
|
|||
|
|
|
|||
|
|
> What types of graphics can StepMania read:
|
|||
|
|
|
|||
|
|
StepMania can use any of the following graphics formats as textures:
|
|||
|
|
png, gif, jpg, bmp, avi, mpg, mpeg. StepMania looks for textures on disk
|
|||
|
|
only by looking at file name minus the extension. For example, when
|
|||
|
|
StepMania wants to load the graphic "title menu logo", it will first look
|
|||
|
|
for "title menu logo.png", then "title menu logo.gif", ... then "title
|
|||
|
|
menu logo.mpeg".
|
|||
|
|
|
|||
|
|
|
|||
|
|
> How to you specify multiple frames in an animation?
|
|||
|
|
|
|||
|
|
Simply add the string "(NxN)". Immediately before the "." that separates
|
|||
|
|
the main file name and the extension. For example, suppose there is a file
|
|||
|
|
called "title menu logo.png" that you would like to turn into an animation.
|
|||
|
|
Now, you create an graphic file with 9 frames of animation - 3 frames wide
|
|||
|
|
and 3 frames high. Name this file, "title menu logo 3x3.png", and stepmania
|
|||
|
|
will play the graphic as an animation with frames in the order left-to-right,
|
|||
|
|
top-to-bottom, with 0.20 seconds separating each frame.
|
|||
|
|
|
|||
|
|
> What are .sprite files?
|
|||
|
|
|
|||
|
|
.sprite files are a way to have even more precise control over how your
|
|||
|
|
graphics animate. Each sprite has multiple "states". For each state, you
|
|||
|
|
may specify: 1) What frame of the graphic to show, and 2) how long to show
|
|||
|
|
this state before moving to the next state.
|
|||
|
|
|
|||
|
|
Let's look at an example .sprite file:
|
|||
|
|
|
|||
|
|
[Sprite]
|
|||
|
|
Texture=dancer p1 8x4.png
|
|||
|
|
Frame0000=0
|
|||
|
|
Delay0000=0.05
|
|||
|
|
Frame0001=1
|
|||
|
|
Delay0001=0.05
|
|||
|
|
Frame0002=2
|
|||
|
|
|
|||
|
|
Texture is the name of the texure file to use. This must reside in the same
|
|||
|
|
directory as the .sprite file. If your texture has multiple frames, be sure
|
|||
|
|
to specify the dimensions in the file name using the convention described
|
|||
|
|
above.
|
|||
|
|
|
|||
|
|
FrameNNNN is the index of the frame number to use for the first state of the
|
|||
|
|
animation. Frame may range between 0 and (total number of frames - 1).
|
|||
|
|
Frame indicies move left-to-right, top-to-bottom over the frames in an image.
|
|||
|
|
|
|||
|
|
DelayNNNN is the time in seconds to show the state.
|
|||
|
|
|
|||
|
|
|
|||
|
|
> My graphics show ugly banding or look washed out. What can I do?
|
|||
|
|
|
|||
|
|
You can use texture hints to have more precise control over how your graphics
|
|||
|
|
are storred on the graphics card.
|
|||
|
|
|
|||
All are textures loaded by StepMania are 16-bits. The default the texture
|
||||
|
|
format is 4444 (4 bits for R,G,B, 4 bits for alpha), which can cause some
|
|||
|
|
banding artifacts or a washed-out look. You can change the texture format by
|
|||
|
|
adding "hints" to the file name. Hints:
|
|||
|
|
|
|||
|
|
"no alpha" - This will force a 5650 texture format (5 bits for R, 6 for G, 5
|
|||
|
|
for B, 0 for alpha). 5650 textures cannot have transparency, but have much
|
|||
|
|
better color fidelity.
|
|||
|
|
"1 alpha" - This will force a 5551 texture format. If your graphic has only
|
|||
|
|
"on or off" alpha (like a GIF file), use this hint for better color fidelity.
|
|||
|
|
"dither" - This will dither an image upon load. Dithering will reduce banding,
|
|||
|
|
but can cause transparency artifacts.
|
|||
|
|
|
|||
|
|
Hints can be placed anywhere in the file name, but are usually placed at the
|
|||
|
|
end of a file name in parenthesis. For example:
|
|||
|
|
|
|||
|
|
caution (dither, no alpha).png
|
|||
|
|
Arrows Left 1x4 (1 alpha).png
|
|||
|
|
|
|||
> Why do the graphics look so blurry?
|
||||
|
||||
Some 3D graphics cards (the Voodoo3 in particular) cannot handles textures >
|
||||
|
|
256x256. If a texture is larger than the card's maximum texture size, the
|
|||
|
|
image will scaled down internally. Since the card is using a low-resolution
|
|||
|
|
version internally, the output, when scalled back to the original image size,
|
|||
|
|
will be blurry.
|
|||
|
||||
Whenever possible:
|
||||
|
|
* Keep your images to dimensions smaller or equal to 256x256.
|
|||
|
|
* Make your images have an even number for each dimension (e.g. 286x120 is
|
|||
will appear less blurry than 285x119). The reason behind this has to do with
|
||||
how 3D accelerators represent screen coordinates with floating point numbers,
|
||||
|
|
not integers.
|
|||
|
||||
|
|
************************************************************
|
|||
21. Building StepMania from CVS source
|
||||
************************************************************
|
||||
|
|
|
|||
|
|
CVS is the repository that manages the StepMania source code. Our CVS server is
|
|||
|
|
graciously provided by SourceForge. You can get the absolute-latest bleeding
|
|||
|
|
edge updates to StepMania by taking the source from CVS. Below are instructions
|
|||
|
|
on how to configure your computer to download source code from CVS and complile
|
|||
the source into a working executable. If you do not have a basic understanding
|
||||
|
|
of how to build a program using Visual C++, then you probably should not attempt
|
|||
|
|
to build StepMania.
|
|||
|
||||
|
|
* Step 1: Install and configure Visual C++
|
|||
|
|
|
|||
The StepMania source can currently be built with Microsoft Visual C++ 6.0 or
|
||||
|
|
Visual C++ .Net. Installing Visual C++ or Visual Studio with all the default
|
|||
|
|
options is sufficient.
|
|||
|
||||
|
|
* Step 2: Install the Direct X 8.1 SDK
|
|||
|
|
|
|||
The DirectX 8.1 SDK is a free (but large) download from Microsoft:
|
||||
|
|
http://msdn.microsoft.com/downloads/?url=/downloads/sample.asp?url=/MSDN-FILES/
|
|||
|
|
027/001/771/msdncompositedoc.xml&frame=true. Install it using all the default
|
|||
|
|
settings. The SDK installer will configure Visual C++ with the correct paths
|
|||
|
|
needed to find the DirectX 8.1 libraries and headers.
|
|||
|
||||
* Step 3: Create a SourceForge account
|
||||
|
|
|
|||
|
|
In order to commit changes to CVS, you'll have to have a SourceForge account.
|
|||
|
|
Create an account at www.sourceforge.net, then e-mail Chris
|
|||
|
|
([email protected]) with your username so he can add you to the project.
|
|||
|
|
|
|||
|
|
* Step 4: Install WinCVS
|
|||
|
||||
A CVS client is required to "checkout" the course from the CVS server. Download
|
||||
version 1.2 of WinCVS here - http://www.cvsgui.org
|
||||
|
|
(or http://sourceforge.net/project/showfiles.php?group_id=10072)
|
|||
|
|
|
|||
IMPORTANT: Now, open and close WinCVS once. This will cause WinCVS to create
|
||||
|
|
registry entries, which is required for the next step...
|
|||
|
||||
* Step 5: Use SourceForge Setup to install SSH and configure WinCVS
|
||||
|
||||
A small utility called SourceForge Setup will greatly simplify the steps needed
|
||||
to configure SSH and WinCVS. Download SourceForge Setup from
|
||||
|
|
http://sfsetup.sourceforge.net/. Use the following settings when prompted by SF
|
|||
|
|
Setup:
|
|||
|
|
|
|||
- Unpack SSH directory: c:\ssh
|
||||
|
|
- SSH install direcotory: c:\ssh
|
|||
|
|
- Your home directory: c:\ssh
|
|||
|
|
- Your SourceForge user name: -yourusername-
|
|||
|
|
- Name of the project: stepmania
|
|||
- The directory where you will be keeping checked out project sources:
|
||||
|
|
c:\stepmania
|
|||
|
||||
IMPORTANT: If you are using Windows 2000 or Windows XP SourceForge Setup will
|
||||
|
|
not correctly write changes to the c:\autoexec.bat file. Verify that the
|
|||
|
|
following lines are present after you run SF Setup:
|
|||
|
||||
rem SourceForge setup stuff
|
||||
|
|
SET PATH=%PATH%;c:\ssh
|
|||
|
|
SET HOME=c:\ssh
|
|||
|
||||
IMPORTANT: You must restart after running SF Setup so that the new environment
|
||||
|
|
variables take effect.
|
|||
|
||||
* Step 6: Enable SSH access to the cvs machine
|
||||
|
||||
Before you can use your account, you must run the following (substituting your
|
||||
username and projectname as appropriate) before attempting to use CVS from a new
|
||||
user account. Open a command prompt, and type:
|
||||
|
||||
ssh -l username cvs.stepmania.sourceforge.net
|
||||
|
||||
|
|
Enter your password, and you'll get a message about how you're not supposed to
|
|||
|
|
be there and the connection will drop. What they don't tell you is that this
|
|||
|
|
creates your home directory and is required for things to start working.
|
|||
|
|
|
|||
* Step 7: "Checkout" the source code
|
||||
|
|
|
|||
|
|
- Open up WinCVS again.
|
|||
|
|
- In the right pane, you should see the folder "stepmania".
|
|||
|
|
- Right click on that folder and choose "Checkout module...". For the module name
|
|||
|
|
enter "stepmania".
|
|||
|
|
- Click OK.
|
|||
|
|
- If a "chose your home directory" window appears, select "c:\stepmania".
|
|||
|
|
- A minimized console window should appear. Unminimize it, type in your
|
|||
|
|
SourceForge password, and press Enter.
|
|||
|
|
- The source code should begin downloading. This can take a long time depending
|
|||
|
|
on your connection speed.
|
|||
|
|
|
|||
|
|
* Done! Enjoy staying on the bleeding edge of StepMania releases!
|
|||
|
|
|
|||
************************************************************
|
||||
22. Thanks
|
||||
************************************************************
|
||||
|
|
|
|||
Thanks to:
|
||||
redcrusher for help on ez2 graphics
|
||||
Dj Slash & Tony Thai for the caution graphic
|
||||
Kyle "KeeL" Ward for his awesome menu music (www.ampcast.com/keel)
|
||||
|
||||
************************************************************
|
||||
|
|
End of document
|
|||
|
|
************************************************************
|