Documentation clean up and optimized AutoGen
This commit is contained in:
+276
-185
@@ -36,7 +36,7 @@ Table of Contents
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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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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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@@ -92,10 +92,10 @@ and abort the installation.
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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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To install StepMania, download the file stepmania300.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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installation. The installer may prompt you to remove an older version of
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the program if one is present. The default installation directory is
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'C:\Program Files\StepMania'.
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@@ -133,6 +133,15 @@ In gameplay:
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* F12 = increase BPM of current segment
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* Hold Escape = abort playing
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In editor:
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* Escape = menu
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* Up/Down = prev/next line
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* Left/Right = change snap
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* 1 through 0 = add/remove note
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* Enter - Set selection begin marker
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* Space - Set selection end marker
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* P - Play back current selection (if no selection, play whole song)
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* R - Record over current selection (if no selection, record whole song)
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************************************************************
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6. How StepMania Loads Songs
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@@ -167,9 +176,8 @@ 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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If there is exactly one movie in the song folder, StepMania will insert a
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background change to that movie at the moment the music starts.
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************************************************************
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@@ -220,6 +228,9 @@ PSXPAD 0.8.2002.0606b, found at
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http://www.psxpad.com/download/downcnt.php?name=psxp_a020606b
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StepMania now natively supports USB Pump It Up pads.
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************************************************************
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8. Compatibility Issues
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************************************************************
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@@ -284,9 +295,9 @@ GeForce chip or an ATI Radeon chip.
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3. Tweak the Display Resolution and Texture Resolution setting in the
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GameOptions screen.
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* Chris, will you tell me when the next version will be released?
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* Will you tell me when the next version will be released?
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I'd rather not going to say. Sorry. It's gotten me in trouble before.
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Nope, Sorry. It's gotten me in trouble before.
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* Why won't you tell me? I promise I won't tell anyone else.
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@@ -302,19 +313,21 @@ The StepMania package format was created to make the distribution of songs and
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other add-ons very easy. StepMania package files have the extension '.smzip'
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and can be installed by double-clicking the .smzip file.
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A StepMania package is 'installed' by extracting all files in the package to the
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StepMania program directory. This allows songs, courses, themes, and
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A StepMania package is 'installed' by extracting all files in the package to
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the StepMania program directory. This allows songs, courses, themes, and
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visualizations to all be installed by the Package Manager.
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The file format of an .smzip file is actually the PK-Zip standard. This means
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you can rename any .smzip file to have the extension '.zip', and then open the
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file in any compression application (e.g. WinZip, WinRAR).
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The StepMania Package Manager (smpackage.exe) can also export song packages
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for you. Simply launch the Package Manager
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(Start Menu->Programs->StepMania->Package Manager), click the items you would
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like to make a package for, then click the Export button. A .smzip package
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will be placed on your desktop, and you can share it with friends.
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The StepMania Package Exporter (smpackage.exe) can create packages of your
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song, announcers, themes, or other add-ons. Simply launch the Package Exporter
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(Start Menu->Programs->StepMania->Package Exporter), click the items you would
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like to make into a package, then click the one of the Export buttons.
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"Export as One" will take all of the selected items and make one package that
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contains them all. "Export Individual" will create one separate package for
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each selected item in the list.
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************************************************************
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@@ -322,8 +335,8 @@ will be placed on your desktop, and you can share it with friends.
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************************************************************
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If you have a question about or problem with StepMania, please first ask your
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question a StepMania message board. A link is available from the StepMania
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web site - http://www.stepmania.com.
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question a StepMania message board. For a list of StepMania message boards,
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see the web site - http://www.stepmania.com.
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If you have found a bug, please file a bug report into the SourceForge bug
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tracking system (http://sourceforge.net/tracker/?group_id=37892&atid=421366).
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@@ -350,21 +363,21 @@ to the StepMania developers list ([email protected]) or to Chris
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The StepMania editor allows you to edit, record, synchronize, and play back
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note patterns. When you choose 'Save', your song will be saved in both the .SM
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format and the DWI format for use in Dance With Intensity. If you save
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a song that was originally in the BMS or KSF format, the old files will be
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appended with ".old", and a new .SM file will be written with your new song
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data.
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format and the DWI format for use in Dance With Intensity. If you save a song
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that was originally in the BMS or KSF format, the old files will be appended
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with ".old", and a new .SM file will be written with your new song data.
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Following are a few basic commands that you will find useful in learning to use
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the editor:
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Esc - show/dimiss menu
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Up/Down - change beat
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Left/Right - change beat snap value
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Enter - Set selection begin marker
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Space - Set selection end marker
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P - Play back current selection (if no selection, play whole song)
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R - Record over current selection (if no selection, record whole song)
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* Escape = menu
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* Up/Down = prev/next line
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* Left/Right = change snap
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* 1 through 0 = add/remove note
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* Enter - Set selection begin marker
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* Space - Set selection end marker
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* P - Play back current selection (if no selection, play whole song)
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* R - Record over current selection (if no selection, record whole song)
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************************************************************
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@@ -372,15 +385,15 @@ R - Record over current selection (if no selection, record whole song)
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************************************************************
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The .SM song file format was created to be one file format that supports all
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game types that StepMania can play (dance, pump, beat, guitar, etc). The .SM
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file syntax is identical to DWI except for some different tags and meanings.
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These are a list of all supported tags.
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game types that StepMania can play (dance, pump, beat, guitar, etc). The
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syntax of a .SM is similar to .DWI and .KSF except that some tags are different.
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All images can be in png, gif, jpg, or bmp format. All sounds can be in ogg,
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mp3, or wav format.
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(Note that StepMania can load images can be in png, gif, jpg, or bmp format,
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and can load sounds in ogg, mp3, or wav format.)
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#TITLE:...; - The "main title" of the song.
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#TITLE:...; - The "main title" of the song. (Support for UTF-8 foreign
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characters coming soon)
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#SUBTITLE:...; - This text will appear underneath the main title of the song
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on the Select Music screen. e.g. "~Dirty Mix~" or "(remix)".
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#ARTIST:...; - The artist of the song.
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@@ -388,56 +401,70 @@ mp3, or wav format.
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#SUBTITLETRANSLIT:...; - Transliteration of song's sub title for sorting
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#ARTISTTRANSLIT:...; - Transliteration of the artist of the song
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#CREDIT:...; - Give yourself some credit here for creating a wonderful song.
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#BPM:...; - BPM of the music
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#BANNER:...; - The file name of the banner image. e.g. "b4u-banner.png".
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This image must reside in the song folder.
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#BACKGROUND:...; - The file name of the background image. e.g. "b4u-bg.png".
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This image must reside in the song folder.
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#CDTITLE:...; - The file name of the spinning CD logo. e.g. "b4u-cdtitle.png".
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This image must reside in the song folder.
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#MOVIEBACKGROUND:...; - The file name of the a background movie. e.g.
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"b4u-movie.avi". This movie must reside in the song folder.
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#CDTITLE:...; - The file name of the spinning CD logo. e.g.
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"b4u-cdtitle.png". This image must reside in the song folder.
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#MUSIC:...; - The file name of the music file. e.g. "b4u.mp3". This image
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must reside in the song folder.
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#MUSICBYTES:...; - The size in bytes of the music file that this song was last
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synchronized with. A "Song may be out of synch" warning will be displayed if
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the value of this tag does not match the actual size of the music file.
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#OFFSET:...; - The time in seconds at which beat 0 occurs in the music. This
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is specified as a floating point value. e.g. "2.34".
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#OFFSET:...; - The time in seconds at which beat 0 occurs in the music.
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This is specified as a floating point value. e.g. "2.34".
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#SAMPLESTART:...; - The time in seconds to start the music sample that plays
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on the Select Music screen. This is specified as a floating point value.
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e.g. "32.34".
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#SAMPLELENGTH:...; - The time in seconds let the sample music play after
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starting. This is specified as a floating point value. e.g. "32.34". Note
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that in the last 1 second of playing the music will fade out.
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starting. This is specified as a floating point value. e.g. "16.00".
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Note that in the last 1 second of playing the music will fade out.
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#SELECTABLE:...; - If "NO", the song can not be selected manually and can
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only be played as part of a course. If "ROULETTE", the song can can also be
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selected via roulette. The default value is "YES".
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only be played as part of a course. If "ROULETTE", the song can can also
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be selected via roulette. The default value is "YES".
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#BPMS:...; - A value of the format "beat=bpm". Indicates that at 'beat', the
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speed of the arrows will change to "bpm". Both of these values are specified
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as floating point values. You must specifiy a BPM value for beat 0. Multiple
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BPMs can be given by separating them with commas. e.g. "0=160,120=80".
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speed of the arrows will change to "bpm". Both of these values are
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specified as floating point values. You must specifiy a BPM value for beat
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0. Multiple BPMs can be given by separating them with commas. e.g.
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"0=160,120=80".
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#STOPS:...; - A value of the format "beat=sec". Indicates that at 'beat',
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the motion of the arrows should stop for "sec" seconds. Both of these values
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are specified as floating point values. Multiple stops can be given by
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separating them with commas. e.g. "60=2.23,80=1.12".
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#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at 'beat',
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the background should begin playing 'bg name'. 'beat' is a fractional value
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value and 'anim name' is a string. Different animation change are separated
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by commas. e.g. "60=falling,80=flower".
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the motion of the arrows should stop for "sec" seconds. Both of these
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values are specified as floating point values. Multiple stops can be given
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by separating them with commas. e.g. "60=2.23,80=1.12".
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#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at
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'beat', the background should begin playing a new background named 'bg name'.
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'beat' is a fractional value value and 'anim name' is a string. Different
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animation change are separated by commas. e.g. "60=falling,80=flower".
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When StepMania looks for a backgound, it searches in this order:
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- Looks for a movie with file name "bg name" in the song folder
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- Looks for a BGAnimation folder with the name "bg name" in the song
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folder.
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- Looks for a movie with file name "bg name" in the RandomMovies folder.
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- Looks for a BGAnimation with file name "bg name" in the BGAnimations
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folder.
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- Looks for a Visualization with the file name "bg name" in the
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Visualizations folder.
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For example, suppose you have a song B4U and special B4U-specific
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BGAnimations called "robot" and "electric". First, move the robot and
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electric BGAnimation folders into the B4U song folder
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(e.g. Songs\4th Mix\B4U\robot and Songs\4th Mix\B4U\electric). Then,
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using the editor, insert a new background change at each point in the song
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where you to switch to a new BGAnimation. When prompted for the name of
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the background change, you could type either "robot" or "electric".
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Each pattern of notes has have the same basic format:
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Each pattern of notes has the same basic format:
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#NOTES:<NotesType>:<Description>:<DifficultyClass>:<DifficultyMeter>:<RadarValues>:<NoteData>;
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NotesType: Must be one of the currently supported types in StepMania:
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"dance-single", "dance-double", "dance-couple", "dance-solo", "pump-single",
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"pump-double".
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"pump-double", "pump-couple", "ez2-single", "ez2-double", "ez2-real",
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"para-single"
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Description: This will be displayed on the gameplay screen. This can be any
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text, but is most commonly "Basic", "Another", "Trick", "Standard", "SSR",
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"Maniac", "Heavy", or "Challenge".
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text, but is most commonly:
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"Basic", "Another", "Trick", "Standard", "SSR", "Maniac", "Heavy", "Challenge",
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"SManaic"
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DifficultyClass: This value must be "easy", "medium", or "hard". These values
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correspond the levels of difficulty on the Select Difficulty screen.
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@@ -475,6 +502,12 @@ dance-couple = 8 notes/row
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dance-solo = 6 notes/row
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pump-single = 5 notes/row
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pump-double = 10 notes/row
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pump-couple = 10 notes/row
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ez2-single = 5 notes/row
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ez2-double = 10 notes/row
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ez2-real = 7 notes/row
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para-single = 5 notes/row
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Note rows are grouped into measures. The number of note rows you specify in a
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measure will determine the time value of each note. For example, if there are
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@@ -505,26 +538,27 @@ Example:
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14. Backgrounds
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************************************************************
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StepMania supports three different modes of backgrounds:
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StepMania supports three different modes of backgrounds. The default
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background mode can be set in the Graphic Options menu.
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BGAnimations - The background will cycle randomly through different sprite
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animations. Each of these animation must reside in the "BGAnimations"
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folder in the StepMania program directory. See the section called
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"BGAnimations" in the readme for more information on the BGAnimations format.
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BGAnimations will perform better than the other background modes on slower
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computers.
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BGAnimations - Sprite animations similar to DDR 1st-5th Mix. There must be
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BGAnimation folders present in the BGAnimations directory, or else no
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background will be played. See the section called "BGAnimations Format"
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in this document for more information on the BGAnimations format.
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BGAnimations will perform better than the other background modes on slower
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computers.
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Random Movies - The background will cycle randomly over any avi or mpg files
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in the "RandomMovies" folder in the StepMania program directory.
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in the "RandomMovies" folder in the StepMania program directory.
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Visualizations - A random avi or mpg file will be chosen from the
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"Visualizations" folder in the StepMania program directory. This movie file
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will be played and blended over top of the song's background graphic.
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"Visualizations" folder in the StepMania program directory. This movie
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file will be played and blended over top of the song's background graphic.
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Many video AVIs will require the DivX codec for playback. If you haven't yet
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downloaded DivX, you can get it from www.divx.com. Playing movies as the
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background is very processor intensive, and may cause the frame rate to
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decrease on slower computers.
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background is very processor intensive, and may cause choppiness on slower
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computers.
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Sample animations, visualizations, and random movies can be found at
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www.stepmania.com.
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@@ -543,7 +577,8 @@ BGAnimation folders.
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<layer files> are one or more graphics files that will be used as layers in the
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animation. Each sprite represents exactly one layer. Multiple layers can be
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specified by having multiple <layer files>.
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specified by having multiple <layer files>. Layer files can be PNG, AVI, or
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MPEG files.
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For example, a BGAnimation named "flower" may include the files:
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||||
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@@ -551,9 +586,9 @@ For example, a BGAnimation named "flower" may include the files:
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BGAnimations\flower\2 StartOnRandomFrame ParticlesFloatDown 1x2.png
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BGAnimations\flower\3 TileScrollLeft CycleColor 2x2.png
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The first number in the name of a <layer file> will specifies its drawing
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order. A layers with a small number will be drawn before a layer with a larger
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number.
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The layers of a BGAnimation are drawn from bottom in the order in which the
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layer graphics files appear alphanumerically. A layer file name will often
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begin with a number to control the order in which they are drawn.
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Different "effects" are specified for each layer by adding tokens to the file
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||||
name. Here are an explanation of the currently supported tokens:
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@@ -632,8 +667,8 @@ files must reside in the "Courses" folder in the StepMania program folder.
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modifiers - One or more of:
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0.5x, 0.75x, 1.5x, 2.0x, 3.0x, 4.0x, 5.0x, 8.0x
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boost, wave, drunk, dizzy, space, mini
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hidden, sudden, stealth
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mirror, left, right, shuffle
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hidden, sudden, stealth, blink
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mirror, left, right, shuffle, supershuffle
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little
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reverse
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note, flat, plain
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@@ -650,10 +685,12 @@ files must reside in the "Courses" folder in the StepMania program folder.
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************************************************************
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||||
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||||
You can manually specify extra stages for each song group by creating .CRS
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files called "extra1.crs" and "extra2.crs". These courses must contain
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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
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is invalid, the program will choose an appropriate song, notes, and modifiers.
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files called "extra1.crs" and "extra2.crs" and placing them in the song group
|
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folder (e.g. Songs\MAX2\extra1.crs). When it comes time to play an extra stage
|
||||
the first song in the .crs file will be used. Don't forget to specify
|
||||
modifiers - see the "CRS File Format" section of this document for more
|
||||
information. If a CRS file is not found or is invalid, the program will
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||||
choose an appropriate song, notes, and modifiers.
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||||
|
||||
Don't forget: extra stage CRS files belong in the song group folder
|
||||
(e.g. "Songs/DDRMAX/"), not in "Courses".
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@@ -665,10 +702,10 @@ Don't forget: extra stage CRS files belong in the song group folder
|
||||
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||||
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.
|
||||
contains several more folders - one for each announcer "trigger". Add as many
|
||||
.WAV, .MP3, or .OGG sounds as you want to the 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.
|
||||
@@ -676,106 +713,177 @@ that you name the sound files according to what is being said (e.g.
|
||||
folder, or the trigger folder is missing, then no sound will be played for
|
||||
that trigger.
|
||||
|
||||
For a complete list of announcer trigger names, see the example announcer packs
|
||||
that are available at www.stepmania.com.
|
||||
|
||||
|
||||
************************************************************
|
||||
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
|
||||
reside in the folder "NoteSkins\<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> 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> 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".
|
||||
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.
|
||||
|
||||
For more information on about textures with multiple frames, see the section
|
||||
"How StepMania Loads Textures" in this document.
|
||||
|
||||
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".
|
||||
All themes must reside in the Themes folder below the StepMania program
|
||||
directory. Inside a theme folder, you will all or only a few of the items
|
||||
below:
|
||||
|
||||
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.
|
||||
Themes\<ThemeName>\BGAnimations\
|
||||
Themes\<ThemeName>\Fonts\
|
||||
Themes\<ThemeName>\Graphics\
|
||||
Themes\<ThemeName>\Numbers\
|
||||
Themes\<ThemeName>\Sounds\
|
||||
Themes\<ThemeName>\metrics.ini\
|
||||
|
||||
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.
|
||||
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
|
||||
contains different types of information as explained below:
|
||||
|
||||
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").
|
||||
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.
|
||||
|
||||
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 Font Builder", which is available for download at
|
||||
http://www.lmnopc.com/bitmapfontbuilder/. To export a font for use in
|
||||
StepMania:
|
||||
- In Bitmap Font Builder, choose Character Set->Full ASCII. StepMania
|
||||
can only load 16x16 character sheets.
|
||||
- In Bitmap Font Builder, click File->Save 32bit TGA. Save the file
|
||||
some place that is easy to access.
|
||||
- Open Photoshop and load the TGA file. Click the chanel "Alpha 1",
|
||||
then load this channel as a selection.
|
||||
- Click back to the Layers tab and create a new layer.
|
||||
- Choose Edit->Fill, and fill the selection with white.
|
||||
- Delete the layer named "Background". You should now see a mostly
|
||||
transparent background with faint hints of white text.
|
||||
- Click File->Save For Web. Choose the Format "PNG-24" and Save.
|
||||
- Rename the PNG file you just saved to "<YourFontName> 16x16.png".
|
||||
(the "16x16" means that the graphic contains 16 * 16 frames worth
|
||||
of characters.
|
||||
- Back in Bitmap Font Builder, click File->
|
||||
"Save Font Widths (INI Format)". Save this in the same directory
|
||||
where you saved the PNG. Rename the exported INI file to
|
||||
"<YourFontName> 16x16.ini" where the first part of the file name
|
||||
matches the PNG you exported.
|
||||
- Done! The PNG and the INI file are your new font. Move them into
|
||||
your theme's Fonts folder.
|
||||
|
||||
StepMania will also look for the following optional lines in a font INI
|
||||
file:
|
||||
CapitalsOnly=<0|1>: If 1, then StepMania will use the capital letter
|
||||
frames in place of the lower case letter frames. If not
|
||||
specified, StepMania will use 0 for this value.
|
||||
DrawExtraPixelsLeft=<0..32>: If letters of your font are being chopped
|
||||
off on the left size, try increasing this value. If not
|
||||
specified, StepMania will use 0 for this value.
|
||||
DrawExtraPixelsRight=<0..32>: If letters of your font are being chopped
|
||||
off on the right size, try increasing this value. If not
|
||||
specified, StepMania will use 0 for this value.
|
||||
AddToAllWidths=<0..32>: The value in this line will be added to the
|
||||
width of every character in the font. Increase this value to
|
||||
increase character spacing in your font. This feature is also
|
||||
useful if you wish to add a black border the characters of your
|
||||
font. If not specified, StepMania will use 0 for this value.
|
||||
ScaleAllWidthsBy=<0.0...2.0>: The width of every character in the font
|
||||
be multipled by this value. If not specified, StepMania will use
|
||||
1 for this value.
|
||||
LineSpacing=<0..64>: This controls the spacing in pixels between lines
|
||||
text. This value is only used in text items that have multiple
|
||||
lines. If not specified, StepMania will use the height of the
|
||||
frames in your texture (which is 32 pixels for 512x512 graphics).
|
||||
|
||||
Graphics: This folder contains graphics used in all of the screens. These
|
||||
graphics are the meat and potatoes of a theme. These graphics can be of
|
||||
any dimension. For example, your theme could have a "title menu logo
|
||||
dance.png" graphic that is 640x480 - which would take up the whole screen!
|
||||
|
||||
Numbers: This folder contains graphics used to render numbers. Every graphic
|
||||
in this folder must be 5 frames by 3 frames (5x3) and follow the standard
|
||||
layout (see the Numbers graphics in the theme named "default" for
|
||||
examples).
|
||||
|
||||
Sounds: This folder contains sounds. Sounds may be in OGG, MP3, or WAV
|
||||
format.
|
||||
|
||||
metrics.ini: A metric is simply a values that can alter the appearance
|
||||
of the game. metrics.ini is a large list of values that will allow you
|
||||
to alter things like the position of elements in the menus, and the order
|
||||
of menu screens. There is no documentation or explaination of these values
|
||||
other than the value name. Because the theme "default" implements all
|
||||
possible theme elements and metrics, the metrics file
|
||||
"Themes\default\metrics.ini" contains a complete list of all possible
|
||||
metrics. DO NOT EDIT the file "Themes\default\metrics.ini". Instead,
|
||||
create a blank file "metrics.ini" in your theme folder, and override only
|
||||
those values you want to customize for your theme using default's
|
||||
metrics.ini to see what values are possible.
|
||||
|
||||
|
||||
> What's in a .font file?
|
||||
When StepMania looks to load a theme element from one of these folders, it
|
||||
will first look in the folder of the currently selected theme. If the element
|
||||
is not found in this folder, StepMania then look for the theme element in the
|
||||
theme folder called "default". The theme "default" is a base theme and
|
||||
guaranteed that a theme is usable even if it is missing elements.
|
||||
|
||||
Example:
|
||||
This "fallback" system has other advantages too. User-created themes, can
|
||||
override as many or as few theme elements as the author pleases. For example,
|
||||
you could create a theme called "MySuperTheme" which does nothing more than
|
||||
override the title menu logo. Here's how you would create this theme:
|
||||
|
||||
- Create a new folder in "Themes" called "MySuperTheme"
|
||||
- Open the MyStepMania folder. Create a folder inside called "Graphics".
|
||||
- Copy the file "Themes\default\Graphics\title menu logo dance.png" into your
|
||||
Graphics folder "Themes\MySuperTheme\Graphics".
|
||||
- Edit your new title menu graphic to be whatever you want.
|
||||
- Start StepMania, go to Appearance Options, and change your theme to
|
||||
"MySuperTheme".
|
||||
|
||||
[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?
|
||||
* 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?
|
||||
* How to you specify that a texture has multiple frames (for 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
|
||||
@@ -785,7 +893,8 @@ 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?
|
||||
|
||||
* 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
|
||||
@@ -795,12 +904,13 @@ this state before moving to the next state.
|
||||
Let's look at an example .sprite file:
|
||||
|
||||
[Sprite]
|
||||
Texture=dancer p1 8x4.png
|
||||
Texture=dancer p1 1x3.png
|
||||
Frame0000=0
|
||||
Delay0000=0.05
|
||||
Frame0001=1
|
||||
Delay0001=0.05
|
||||
Frame0002=2
|
||||
Delay0002=0.05
|
||||
|
||||
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
|
||||
@@ -814,44 +924,23 @@ 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?
|
||||
* 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.
|
||||
StepMania will soon dither all textures by defaul, thus making the current
|
||||
texture hint system obsolte.
|
||||
|
||||
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.
|
||||
* Why do the graphics look so blurry?
|
||||
|
||||
Hints can be placed anywhere in the file name, but are usually placed at the
|
||||
end of a file name in parenthesis. For example:
|
||||
Some 3D graphics cards (the Voodoo3 in particular) do not support textures
|
||||
greater in size than 256x256. If a texture is larger than the card's maximum
|
||||
texture size, the image will scaled down internally resulting in output that
|
||||
looks blurry. Here are some hints for optimum image quality:
|
||||
|
||||
caution (dither, no alpha).png
|
||||
Arrows Left 1x4 (1 alpha).png
|
||||
- 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).
|
||||
|
||||
> 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
|
||||
@@ -947,6 +1036,7 @@ creates your home directory and is required for things to start working.
|
||||
|
||||
* Done! Enjoy staying on the bleeding edge of StepMania releases!
|
||||
|
||||
|
||||
************************************************************
|
||||
22. Thanks
|
||||
************************************************************
|
||||
@@ -956,6 +1046,7 @@ Thanks to:
|
||||
Dj Slash & Tony Thai for the caution graphic
|
||||
Kyle "KeeL" Ward for his awesome menu music (www.ampcast.com/keel)
|
||||
|
||||
|
||||
************************************************************
|
||||
End of document
|
||||
************************************************************
|
||||
|
||||
Reference in New Issue
Block a user