From 24d65ada6e5dcdc2086d9d872ebb8c203579054e Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Thu, 27 Mar 2003 06:40:27 +0000 Subject: [PATCH] minor doc updates --- stepmania/README-FIRST.html | 47 ++++++++++++++++++++----------------- 1 file changed, 26 insertions(+), 21 deletions(-) diff --git a/stepmania/README-FIRST.html b/stepmania/README-FIRST.html index 08f2729691..4fd682f5a8 100644 --- a/stepmania/README-FIRST.html +++ b/stepmania/README-FIRST.html @@ -404,12 +404,12 @@ 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 syntax of a .SM is similar to .DWI and .KSF except that some tags are different.

-(Note that StepMania can load images can be in png, gif, jpg, or bmp format, and -can load sounds in ogg, mp3, or wav format.)
+Note that StepMania can load images in PNG, GIF, PJG, and BMP formats, and +can load sounds in OGG, MP3, and WAV formats.

+Any text field in an SM file can contain UTF-8 characters.

-#TITLE:...; - The "main title" of the song. Supports for UTF-8 foreign -characters.
+#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.
@@ -684,8 +684,8 @@ CRS files define the courses used in the Nonstop, Oni, and Endless modes.  files must reside in the "Courses" folder in the StepMania program folder.  These rules determine which of the three modes a course will appear in:

-Nonstop: Will appear if #LIVES=-1 and #REPEAT=OFF.
-Oni (Challenge): Will appear if #LIVES > 0 and #REPEAT=OFF.
+Nonstop: Will appear if there is no #LIVES tag and #REPEAT is OFF.
+Oni (Challenge): Will appear if there is a #LIVES tag and #REPEAT is OFF.
Endless: Will appear if #REPEAT is ON.

#COURSE:...; - name of the course
@@ -798,14 +798,21 @@ in the folder "NoteSkins\<Game Name>\<Note Skin Name>". No to a particular game (dance, pump, etc). In the note skin folder, you must implement the folling files for each note:

-<NoteName> receptor (2x1).png
-<NoteName> tap parts (2xN).png
-<NoteName> tap explosion bright (NxN).png
-<NoteName> tap explosion dim (NxN).png
-<NoteName> note color part (NxN).png
-<NoteName> note gray part (NxN).png
-<NoteName> hold parts (4x2).png
-<NoteName> hold explosion (NxN).png
+<NoteName> receptor (3x1).png
+<NoteName> tap note (NxN).png
+<NoteName> tap explosion bright.png
+<NoteName> tap explosion bright.png
+<NoteName> hold explosion.png
+<NoteName> down hold topcap active.png.png
+<NoteName> down hold topcap inactive.png.png
+<NoteName> down hold head active.png.png
+<NoteName> down hold head inactive.png.png
+<NoteName> down hold body active.png.png
+<NoteName> down hold body inactive.png.png
+<NoteName> down hold tail active.png.png
+<NoteName> down hold tail inactive.png.png
+<NoteName> down hold bottomcap active.png.png
+<NoteName> down hold bottomcap inactive.png.png
<NoteName> tap.colors

"<NoteName>" must be the name of the note (e.g. "left", "upright", "snare").  @@ -814,8 +821,7 @@ each game.

Most of the note skin elements can use any number of frames. For example, the element "tap exposion bright" could have 4 frames (2x2), 2 frames (1x2), or just -a single frame. The exception to this rule is "tap parts" which must be 2 frames -wide, and hold parts which must be 4x2.
+a single frame. The exception to this rule is "receptor", which must have 3 frames.

For more information on about textures with multiple frames, see the section "How StepMania Loads Textures" in this document.
@@ -835,7 +841,7 @@ Themes\<ThemeName>\Fonts\
Themes\<ThemeName>\Graphics\
Themes\<ThemeName>\Numbers\
Themes\<ThemeName>\Sounds\
-Themes\<ThemeName>\metrics.ini\
+Themes\<ThemeName>\metrics.ini

The 5 possible folders in a theme hold "theme elements". A theme element is simply a little piece of the theme that can be changed. Each of the 5 folders @@ -845,8 +851,7 @@ BGAnimations: This folder contains BGAnimation elements for the different screens. Since all backgrounds for all the menus in the game are generated using BGAnimations, any screen in the game can have an animating background. Also, BGAnimations can contain movie layers. For more information about BGAnimations, -see the section "BGAnimations Format" in
-this document.
+see the section "BGAnimations Format" in this document.

Fonts: This folder contains graphics and font width data used by the font system. Font graphics and width files are generated using the program "Bitmap @@ -1004,7 +1009,7 @@ image.

However, paletted PNGs have a couple limitations:
- they support you to only "on/off" alpha.
-- they support a maxiumum of 256 colors. This can make smooth gradients +- they support a maximum of 256 colors. This can make smooth gradients look ugly.

Alternatively, inserting "dither" into filenames will instruct StepMania @@ -1168,4 +1173,4 @@ Kyle "KeeL" Ward for his awesome menu music (www.ampcast.com/keel)
- \ No newline at end of file +