another merge

This commit is contained in:
Thai Pangsakulyanont
2012-01-08 13:26:38 +07:00
62 changed files with 3239 additions and 176 deletions
+2 -2
View File
@@ -2,7 +2,7 @@
#SCRIPTER:Midiman;
#GAINSECONDS:120;
#SONG:*:Hard;
#SONG:StepMania 5\Springtime:Hard;
#GAINSECONDS:25;
#SONG:*:Hard;
#SONG:StepMania 5\MechaTribe Assault:Hard;
+3
View File
@@ -9,6 +9,9 @@ change to JSON, but it is unsure if this will be done.
Implement .ssc at your own risk.
_______________________________________________________________________________
[v0.81] - freem
* add #JACKET, #CDIMAGE, and #DISCIMAGE tags. (similar to #BANNER, etc.)
[v0.80] - Wolfman2000
* All timing tags are allowed regardless of timing.
+6 -1
View File
@@ -5,9 +5,14 @@ from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
________________________________________________________________________________
================================================================================
StepMania 5.0 alpha 1 | 201112xx
StepMania 5.0 alpha 1 | 201201xx
--------------------------------------------------------------------------------
2012/01/05
----------
* [PercentageDisplay] Remove unused ApplyScoreDisplayOptions metric;
added PercentFormat and RemainderFormat metrics. [AJ]
2011/12/27
----------
* [MusicWheel] Add IsRouletting Lua binding. [AJ]
+4 -1
View File
@@ -127,9 +127,12 @@ John_Reactor
DHalens
* Spanish translation
桜為å°é³© (@sakuraponila)
桜為å°é³©/Sakurana-Kobato (@sakuraponila)
* Scoring fixes
@Niler_jp
* Japanese translation
==the beta testers==
[SSC Beta Testing Team]
KeithD
+62
View File
@@ -0,0 +1,62 @@
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
SM5用修正版スコアスクリプト 22:38 2011/12/28
SM5用のスコア計算式がデフォルトで結構おかしいので修正したバージョンです。
以下のスコア計算式が修正されています。
・EXTREME (桜為小鳩)
・HYBRID A.C
・SuperNOVA (桜為小鳩)
・SuperNOVA2 A.C
そのほかの計算式はsm-ssc Wikiの最新版を使用しています。
http://code.google.com/p/sm-ssc/source/browse/Themes/_fallback/Scripts/04+Scoring.lua?r=b96bab85631bc5193ebb642de5b75af925f2a283
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ReadMe by A.C
SM5p3で付属している04 Scoring.luaのHYBRIDとDDR SN2計算式がおかしいので修正版です。
ローカル変数を使えることを知ったので思い切って書き換えてみました。
コメントも結構入れたので見やすくなったと思います。
さらに、今まで機能していないに等しかったGet/SetCurMaxScoreも
機能するようになりました!ドヤァ・・・
StepMania 5\Themes\_fallback\Scripts\04 Scoring.lua に
上書きすると正しいスコア計算式になります。
テーマ側が個別に04 Scoring.luaを持っている場合は、そちらを上書きしてください。
8/28 2人プレイ時にローカル変数が大問題だったので修正しました。
修正した部分の著作権は完全放棄なので
各自勝手に必要部分だけ切り出して修正していただいて構いません。
1:54 2011/08/28
waiei
http://twitter.com/waiei
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ReadMe by 桜為小鳩
---------------------------------------
SM5スコア修正キット(仮対応版)
---------------------------------------
●使用方法
内容物を使用しているテーマのScriptsフォルダの中に突っ込めばOKです。
OPTIONのADVANCEDで…後はわかりますね。
●デフォルトとの違いというか、最近のscoringに対する違い。
HYBRIDとEXTREMEは基本的に似ているのである程度丸写し。
そのEXTREMEが5点単位安定。
SuperNOVAはCHALLENGE仕様のスコア計算です。
●転載・改造・複製
著作権フリーなのです。
むしろフリーでしょ?
●Special Thanks
A.C氏 (TwitterID:waiei)
2011/10/30 桜為小鳩 (TwitterID:sakuraponila)
+39
View File
@@ -0,0 +1,39 @@
Stepmania 5系本体用 日本語化セット2(2011/12/18)
作者:ナイラー
-----------
Stepmania5系本体では従来の日本語テーマ、および日本語ランゲージファイルが使用できなくなっています。
個人的に日本語が見えているほうが安心できるので、とりあえずファイルを製作してみました。
-----------
以下のファイルが同梱されています。
・fallbackja.ini(_fallbackテーマ用日本語ランゲージファイル) Ver 1.04α
・themeja.ini(デフォルトテーマ用日本語ランゲージファイル) Ver 1.02α
-----------
今回の更新点
fallbackja.iniに対して
・一部整形し忘れた文の整形。
・エディット内での背景設定の部分の訳。
-----------
それぞれのファイルは、次の場所に配置してください。
・fallbackja.iniは、「Theme」フォルダの「_fallback」フォルダ内の「Language」フォルダに、
 「ja.ini」にリネームして配置。
・themeja.iniは、「Theme」フォルダの「Default」フォルダ内の「Language」フォルダに
 「ja.ini」にリネームして配置。
  ☆(重要)デフォルトテーマ以外では日本語化しきれなくなる部分があります。
      そのことの報告は控えていただければ。
これでオプションから日本語が設定できるようになります。
操作の手順は、標準テーマなら
「起動→Option→More Option→Appearance Options→Languageで日本語を選択」です。
----------
誤訳、および訳さないほうがいい部分もありますが、そこは勘弁してください。
また、フォント画像が追加で必要になる箇所があるかもしれませんが、今回はそれも勘弁してください。
----------
このセットは自由に改変、再配布することができます。パッケージなどに同梱しても構いません。
改変後のファイルの改変・再配布条件は自由に設定してかまいません。
----------
For foreign "rhythmers"
This archive can be fixed and redistributed by you all.Including to Song Packages or Themes is
also OK.
Moreover,you can decide how these files are treated.
----------
何かありましたらTwitterの@Niler_jpまで。
@@ -57,7 +57,7 @@ local contrib = {
"Kaox", -- pump/default noteskin
"NitroX72", -- pump/frame noteskin
"Petriform", -- default theme music
"桜為小鳩/@sakuraponila", -- custom scoring fixes
"桜為小鳩/Sakurana-Kobato (@sakuraponila)", -- custom scoring fixes
"Samuel Kim (1a2a3a2a1a)", -- various beat mode fixes
"sy567", -- beginner helper fix
"v1toko", -- x-mode from StepNXA
@@ -66,6 +66,7 @@ local contrib = {
local translators = {
"John Reactor (Polish)",
"DHalens (Spanish)",
"@Niler_jp (Japanese)",
}
local thanks = {
@@ -0,0 +1,12 @@
local File, Width = ...
assert( File );
assert( Width );
local FullFile = THEME:GetPathB('','_frame files 3x1/'..File )
local Frame = LoadActor( FullFile )
return Def.ActorFrame {
Frame .. { InitCommand=cmd(setstate,0;pause;horizalign,right;x,-Width/2) };
Frame .. { InitCommand=cmd(setstate,1;pause;zoomtowidth,Width) };
Frame .. { InitCommand=cmd(setstate,2;pause;horizalign,left;x,Width/2) };
};
@@ -0,0 +1,18 @@
local File, Width, Height = ...
assert( File );
assert( Width );
assert( Height );
local FullFile = THEME:GetPathB('','_frame files 3x3/'..File )
local Frame = LoadActor( FullFile )
return Def.ActorFrame {
Frame .. { InitCommand=cmd(setstate,0;pause;horizalign,right;vertalign,bottom;x,-Width/2;y,-Height/2) };
Frame .. { InitCommand=cmd(setstate,1;pause;zoomtowidth,Width;vertalign,bottom;zoomtowidth,Width;y,-Height/2) };
Frame .. { InitCommand=cmd(setstate,2;pause;horizalign,left;vertalign,bottom;x,Width/2;y,-Height/2) };
Frame .. { InitCommand=cmd(setstate,3;pause;horizalign,right;x,-Width/2;zoomtoheight,Height) };
Frame .. { InitCommand=cmd(setstate,4;pause;zoomtowidth,Width;zoomtoheight,Height) };
Frame .. { InitCommand=cmd(setstate,5;pause;horizalign,left;x,Width/2;zoomtoheight,Height) };
Frame .. { InitCommand=cmd(setstate,6;pause;horizalign,right;vertalign,top;x,-Width/2;y,Height/2) };
Frame .. { InitCommand=cmd(setstate,7;pause;zoomtowidth,Width;vertalign,top;zoomtowidth,Width;y,Height/2) };
Frame .. { InitCommand=cmd(setstate,8;pause;horizalign,left;vertalign,top;x,Width/2;y,Height/2) };
};
Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

+13 -9
View File
@@ -64,7 +64,11 @@ Routine=Routine
Freestyle=Freestyle
Crazy=Crazy
Nightmare=Nightmare
HalfDouble=Half-Double
# Pump Half-Double
HalfDoubleEasy=Half-Double
HalfDoubleMedium=Half-Double
HalfDoubleHard=Half-Double
HalfDoubleExpert=Half-Double
[CourseDifficulty]
Beginner=Novice
@@ -265,17 +269,17 @@ Empty=- EMPTY -
ArtistText=Artist
BpmText=BPM
ChallengeMeterText=Challenge Rank
DoubleEasyMeterText=Easy Rank (Double)
DoubleMediumMeterText=Medium Rank (Double)
DoubleHardMeterText=Hard Rank (Double)
DoubleChallengeMeterText=Challenge Rank (Double)
EasyMeterText=Easy Rank
ChallengeMeterText=Challenge Meter
DoubleEasyMeterText=Easy Meter (Double)
DoubleMediumMeterText=Medium Meter (Double)
DoubleHardMeterText=Hard Meter (Double)
DoubleChallengeMeterText=Challenge Meter (Double)
EasyMeterText=Easy Meter
GenreText=Genre
GroupText=Group
HardMeterText=Hard Rank
HardMeterText=Hard Meter
LengthText=Length
MediumMeterText=Medium Rank
MediumMeterText=Medium Meter
PopularityText=Player's Best!
PreferredText=Preferred
TitleText=Title
File diff suppressed because it is too large Load Diff
@@ -1,9 +1,7 @@
// these steps are only used by the How To Play screen.
// you can use any difficuly here, as long as there is
// only one set of steps in the file. the steps start
// as soon as the screen comes up. also, the music used
// is Sounds/ScreenHowToPlay Music, so no need to specify
// a song file here.
// these steps are only used by the How To Play screen. you can use any
// difficulty here, as long as there is only one set of steps (per stepstype?)
// in the file. the steps start as soon as the screen comes up. the music used
// is Sounds/ScreenHowToPlay Music, so no need to specify a song file here.
#TITLE:ScreenHowToPlay steps;
#ARTIST:foo;
#BPMS:0.000=100.000;
+1 -1
View File
@@ -74,7 +74,7 @@ IniFile =
-- if this section doesn't exist, create it
tbl[sec] = tbl[sec] and tbl[sec] or { }
current = tbl[sec]
Warn( "Switching section to " .. sec )
--Warn( "Switching section to " .. sec )
else
local k, v = IniFile.StrToKeyVal( str )
if k and v then current[k] = v end
+4 -1
View File
@@ -93,7 +93,10 @@ GameColor = {
GameColor.Difficulty["Crazy"] = GameColor.Difficulty["Hard"]
GameColor.Difficulty["Freestyle"] = GameColor.Difficulty["Easy"]
GameColor.Difficulty["Nightmare"] = GameColor.Difficulty["Challenge"]
GameColor.Difficulty["HalfDouble"] = GameColor.Difficulty["Medium"]
GameColor.Difficulty["HalfDoubleEasy"] = GameColor.Difficulty["Easy"]
GameColor.Difficulty["HalfDoubleMedium"] = GameColor.Difficulty["Medium"]
GameColor.Difficulty["HalfDoubleHard"] = GameColor.Difficulty["Hard"]
GameColor.Difficulty["HalfDoubleExpert"] = GameColor.Difficulty["Expert"]
--[[ Fallbacks ]]
function BoostColor( cColor, fBoost )
+31
View File
@@ -334,6 +334,37 @@ function WideScale(AR4_3, AR16_9)
return scale( SCREEN_WIDTH, 640, 854, AR4_3, AR16_9 )
end
-- it turns out some people actually used this (mostly) worthless code:
AspectRatios = {
ThreeFour = 0.75, -- (576x760 at 1024x768)
OneOne = 1.0, -- 480x480 (uses Y)
FiveFour = 1.25, -- 600x480 (1280x1024 is a real use)
FourThree = 1.33333, --* 640x480
SixteenTen = 1.6, --* 720x480
SixteenNine = 1.77778, --* 853x480
EightThree = 2.66666, -- 1280x480
};
local function round(num, idp)
if idp and idp > 0 then
local mult = 10 ^ idp;
return math.floor(num * mult + 0.5) / mult;
end;
return math.floor(num + 0.5);
end
function IsUsingWideScreen()
local curAspect = round(GetScreenAspectRatio(),5);
for k,v in pairs(AspectRatios) do
if AspectRatios[k] == curAspect then
if k == "SixteenNine" or k == "SixteenTen" then
return true;
else return false;
end;
end;
end;
end;
-- (c) 2005-2011 Glenn Maynard, Chris Danford, SSC
-- All rights reserved.
--
+5 -6
View File
@@ -16,10 +16,7 @@ function GetTotalItems(radars)
-- [en] prevent divide by 0
-- [ja] 0除算対策(しなくても動作するけど満点になっちゃうんで)
if total <= 0 then
total = 1
end;
return total
return math.max(1,total);
end;
-- Determine whether marvelous timing is to be considered.
@@ -76,8 +73,10 @@ r['DDR Extreme'] = function(params, pss)
local sTotal = (totalItems + 1) * totalItems / 2;
local meter = steps:GetMeter();
if (steps:IsAnEdit()) then
meter = 5; end;
meter = math.min(10,meter);
meter = 5;
else
meter = math.min(10,meter);
end;
-- [en] score for one step
-- [ja] 1ステップあたりのスコア
local baseScore = meter * 1000000
+168 -35
View File
@@ -27,7 +27,7 @@ ScreenHeight=480
AutoSetStyle=false
# Default modifiers and noteskin.
DefaultModifiers="1x"
DefaultModifiers="1x;default"
DefaultNoteSkinName="default"
# Difficulties to show. Useful for custom games where you want to hide these.
@@ -433,7 +433,29 @@ ProtimingW5Command=
ProtimingMissCommand=
[Course]
# What.. are these anyways?
# The course colors change depending on what course sort order is being used.
# SortPreferredColor is used with preferred course sort.
# [Song sort] number of songs in course
# 1-3 songs: SortLevel5Color
# 4-6 songs: SortLevel4Color
# 7+ songs : SortLevel2Color
# [Meter sort]
# if all songs are fixed, return SortLevel1Color.
# meter 1-4: SortLevel5Color
# meter 5-6: SortLevel4Color
# meter 7-9: SortLevel3Color
# meter 10+: SortLevel2Color
# [Meter sum sort] is about the same, except the values are
# 1-19, 20-29, 30-39, and 40+.
# [Rank sort]
# Ranking 1: SortLevel5Color
# Ranking 2: SortLevel3Color
# Ranking 3: SortLevel1Color
# Others : SortLevel4Color
SortPreferredColor=color("1,1,1,1") -- Preferred is both for when courses are in preferred sort, or are autogen
SortLevel1Color=color("1,0,0,1")
SortLevel2Color=color("1,1,0,1")
@@ -445,8 +467,80 @@ SortLevel5Color=color("0,1,0,1")
# Custom system that lets you rename certain classes of difficulties to
# something else. Mostly for custom games and game emulation, PIU for example.
Names=
Names="PumpHard,PumpFreestyle,PumpNightmare"
#~ Names="PumpHard,PumpFreestyle,PumpNightmare,PumpHalfDoubleEasy,PumpHalfDoubleMedium,PumpHalfDoubleHard,PumpHalfDoubleExpert"
# Dance Couple Beginner
DanceCoupleBeginnerStepsType="StepsType_Dance_Couple"
DanceCoupleBeginnerDifficulty="Difficulty_Beginner"
DanceCoupleBeginnerCourseType=nil
DanceCoupleBeginnerString="Beginner"
# Dance Couple Easy
DanceCoupleEasyStepsType="StepsType_Dance_Couple"
DanceCoupleEasyDifficulty="Difficulty_Easy"
DanceCoupleEasyCourseType=nil
DanceCoupleEasyString="Easy"
# Dance Couple Medium
DanceCoupleMediumStepsType="StepsType_Dance_Couple"
DanceCoupleMediumDifficulty="Difficulty_Medium"
DanceCoupleMediumCourseType=nil
DanceCoupleMediumString="Medium"
# Dance Couple Hard
DanceCoupleHardStepsType="StepsType_Dance_Couple"
DanceCoupleHardDifficulty="Difficulty_Hard"
DanceCoupleHardCourseType=nil
DanceCoupleHardString="Hard"
# Dance Couple Expert
DanceCoupleExpertStepsType="StepsType_Dance_Couple"
DanceCoupleExpertDifficulty="Difficulty_Expert"
DanceCoupleExpertCourseType=nil
DanceCoupleExpertString="Expert"
# Pump Single Hard (Crazy)
PumpHardStepsType="StepsType_Pump_Single"
PumpHardDifficulty="Difficulty_Hard"
PumpHardCourseType=nil
PumpHardString="Crazy"
# Pump Double Medium (Freestyle)
PumpFreestyleStepsType="StepsType_Pump_Double"
PumpFreestyleDifficulty="Difficulty_Medium"
PumpFreestyleCourseType=nil
PumpFreestyleString="Freestyle"
# Pump Double Hard (Nightmare)
PumpNightmareStepsType="StepsType_Pump_Double"
PumpNightmareDifficulty="Difficulty_Hard"
PumpNightmareCourseType=nil
PumpNightmareString="Nightmare"
# Pump Half-Double Easy
PumpHalfDoubleEasyStepsType="StepsType_Pump_Halfdouble"
PumpHalfDoubleEasyDifficulty="Difficulty_Easy"
PumpHalfDoubleEasyCourseType=nil
PumpHalfDoubleEasyString="HalfDoubleEasy"
# Pump Half-Double Medium
PumpHalfDoubleMediumStepsType="StepsType_Pump_Halfdouble"
PumpHalfDoubleMediumDifficulty="Difficulty_Medium"
PumpHalfDoubleMediumCourseType=nil
PumpHalfDoubleMediumString="HalfDoubleMedium"
# Pump Half-Double Hard
PumpHalfDoubleHardStepsType="StepsType_Pump_Halfdouble"
PumpHalfDoubleHardDifficulty="Difficulty_Hard"
PumpHalfDoubleHardCourseType=nil
PumpHalfDoubleHardString="HalfDoubleHard"
# Pump Half-Double Expert
PumpHalfDoubleExpertStepsType="StepsType_Pump_Halfdouble"
PumpHalfDoubleExpertDifficulty="Difficulty_Expert"
PumpHalfDoubleExpertCourseType=nil
PumpHalfDoubleExpertString="HalfDoubleExpert"
#
# Difficulty_Beginner-StepsType_Pump_Single=Easy
# Difficulty_Easy-StepsType_Pump_Single=Normal
# Difficulty_Medium-StepsType_Pump_Single=Hard
# Difficulty_Hard-StepsType_Pump_Single=Crazy
# Difficulty_Medium-StepsType_Pump_Halfdouble=Half-Double
# Difficulty_Medium-StepsType_Pump_Double=Freestyle
# Difficulty_Hard-StepsType_Pump_Double=Nightmare
# Difficulty_Edit-StepsType_Pump_Single=Edit
# Difficulty_Edit-StepsType_Pump_Halfdouble=Edit
# Difficulty_Edit-StepsType_Pump_Double=Edit
# Course=Progressive
[DifficultyList]
# A list that shows difficulties in a song.
CapitalizeDifficultyNames=false
@@ -463,7 +557,7 @@ BannerOnCommand=
BannerFadeFromCachedCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0
# When it loads into clarity
BannerFadeOffCommand=diffusealpha,1;stoptweening;linear,0.25;diffusealpha,0
# ?
# ResetFade is played in BeforeChange. It happens after the FadeFromCached/FadeOff command.
BannerResetFadeCommand=diffusealpha,1
BannerRouletteCommand=
@@ -504,8 +598,8 @@ UseNameBlacklist=false
AllowExtra2=true
# Don't let the player change difficulties on an ES/OMES
LockExtraStageSelection=true
# [sm-ssc] Normally, in event mode, the premium value is ignored. Set this
# metric to true to re-gain that behavior.
# Normally, in event mode, the premium value is ignored. Set this metric to
# true to re-gain that behavior.
DisablePremiumInEventMode=false
# Let edit steps be allowed for earning extra stages.
EditAllowedForExtra=false
@@ -525,7 +619,7 @@ RadarValueMapP2OnCommand=diffuse,PlayerColor(PLAYER_2)
EmptyName="SSC!"
[Inventory]
# ?
# Defines the probability of using items (1/ItemUseRateSeconds).
ItemUseRateSeconds=0.0
[LifeMeterBar]
@@ -611,7 +705,10 @@ Format=FormatPercentScore
PercentUseRemainder=false
ApplyScoreDisplayOptions=true
DancePointsDigits=5
RemainderFormat=
#
PercentFormat="%2d"
PercentP1X=0
PercentP1Y=0
PercentP1OnCommand=zoom,0.7;shadowlength,0;diffuse,PlayerColor(PLAYER_1)
@@ -1150,6 +1247,7 @@ DeltaSecondsHeldCommand=
DeltaSecondsGainLifeCommand=
[ScoreDisplayPercentage Percent]
PercentFormat="%2d"
PercentP1X=0
PercentP1Y=0
PercentP1OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1)
@@ -1165,6 +1263,8 @@ Format=FormatPercentScore
PercentDecimalPlaces=2
PercentTotalSize=5
RemainderFormat=
PercentP3X=0
PercentP3Y=0
PercentP3OnCommand=shadowlength,0;diffuse,PlayerColor(PLAYER_1)
@@ -1213,6 +1313,7 @@ LevelP2OffCommand=
AttackDurationSeconds=3.0
[ScreenEvaluation Percent]
PercentFormat="%2d"
PercentP1X=0
PercentP1Y=0
PercentP1OnCommand=horizalign,right;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0
@@ -1221,6 +1322,7 @@ PercentP2X=0
PercentP2Y=0
PercentP2OnCommand=horizalign,right;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0
PercentP2OffCommand=
RemainderFormat=".%02d%%"
PercentRemainderP1X=0
PercentRemainderP1Y=0
PercentRemainderP1OnCommand=horizalign,left;vertalign,bottom;glowshift;effectperiod,2;shadowlength,0
@@ -1328,8 +1430,6 @@ PillTransformFunction=function(self,offsetFromCenter,itemIndex,numItems) \
end
TextureCoordScaleX=10
NumPills=20
UseThreePartMethod=false
ThreePartWidth=128
AlwaysBounceNormalBar=false
VelocityMultiplier=4
VelocityMin=-.06
@@ -1747,7 +1847,7 @@ NextScreen=Branch.AfterSelectProfile()
PrevScreen=Branch.TitleMenu()
StartScreen=Branch.AfterSelectProfile()
#
TimerSeconds=40
TimerSeconds=30
#
CodeNames=SelectProfileKeys()
CodeUp="+MenuUp"
@@ -1766,7 +1866,7 @@ Class="ScreenSelectMaster"
Fallback="ScreenSelectMaster"
NextScreen=Branch.AfterSelectStyle()
PrevScreen=Branch.TitleMenu()
TimerSeconds=40
TimerSeconds=30
#
DefaultChoice="Single"
ChoiceNames=GameCompatibleModes()
@@ -1801,10 +1901,10 @@ Class="ScreenSelectMaster"
Fallback="ScreenSelectMaster"
NextScreen=Branch.GetGameInformationScreen
PrevScreen=Branch.TitleMenu()
TimerSeconds=40
TimerSeconds=30
#
DefaultChoice="Normal"
ChoiceNames="Normal,Rave,Extended,Oni,Endless"
ChoiceNames="Normal,Rave,Nonstop,Oni,Endless"
#
PerChoiceScrollElement=false
PerChoiceIconElement=false
@@ -1817,22 +1917,55 @@ ChoiceEasy="applydefaultoptions;name,Easy;text,Easy;playmode,regular;difficulty,
ChoiceNormal="applydefaultoptions;name,Normal;text,Normal;playmode,regular;difficulty,easy;screen,ScreenSelectMusic;setenv,sMode,Normal"
ChoiceHard="applydefaultoptions;name,Hard;text,Hard;playmode,regular;difficulty,hard;screen,ScreenSelectMusic;setenv,sMode,Normal"
ChoiceRave="applydefaultoptions;name,Rave;text,Rave;playmode,rave;screen,ScreenSelectMusic;setenv,sMode,Rave"
ChoiceExtended="applydefaultoptions;name,Extended;text,Extended;playmode,nonstop;screen,ScreenSelectCourse;setenv,sMode,Extended"
ChoiceNonstop="applydefaultoptions;name,Nonstop;text,Extended;playmode,nonstop;screen,ScreenSelectCourse;setenv,sMode,Nonstop"
ChoiceOni="applydefaultoptions;name,Oni;text,Oni;playmode,oni;screen,ScreenSelectCourse;setenv,sMode,Oni"
ChoiceEndless="applydefaultoptions;name,Endless;text,Endless;playmode,endless;screen,ScreenSelectCourse;setenv,sMode,Endless"
[ScreenSelectCharacter]
Class="ScreenSelectMaster"
Fallback="ScreenSelectMaster"
NextScreen=Branch.GetGameInformationScreen
PrevScreen=Branch.TitleMenu()
#
PerChoiceScrollElement=false
PerChoiceIconElement=false
#
ShowScroller=true
WrapScroller=true
ShowIcon=false
Class="ScreenSelectCharacter"
Fallback="ScreenWithMenuElements"
WaitForChildrenBeforeTweeningOut=true
TitleP1OnCommand=x,140;y,80;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6
TitleP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
TitleP2OnCommand=x,500;y,80;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6
TitleP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6
CardP1OnCommand=x,140;y,180;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6
CardP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
CardP2OnCommand=x,500;y,180;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6
CardP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6
CardArrowsP1OnCommand=x,140;y,180;diffusealpha,0;linear,0.3;diffusealpha,1
CardArrowsP1OffCommand=linear,0.3;diffusealpha,0
CardArrowsP2OnCommand=x,500;y,180;diffusealpha,0;linear,0.3;diffusealpha,1
CardArrowsP2OffCommand=linear,0.3;diffusealpha,0
ExplanationOnCommand=x,SCREEN_CENTER_X;y,140;diffusealpha,0;linear,0.3;diffusealpha,1
ExplanationOffCommand=linear,0.3;diffusealpha,0
AttackFrameP1OnCommand=x,140;y,380;addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6
AttackFrameP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
AttackFrameP2OnCommand=x,500;y,380;addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6
AttackFrameP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6
AttackIconWidth=40
AttackIconHeight=40
AttackIconsP1StartX=SCREEN_CENTER_X-192
AttackIconsP1StartY=SCREEN_CENTER_Y+116
AttackIconsP2StartX=SCREEN_CENTER_X+168
AttackIconsP2StartY=SCREEN_CENTER_Y+116
AttackIconsSpacingX=42
AttackIconsSpacingY=32
AttackIconsP1OnCommand=addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6
AttackIconsP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
AttackIconsP2OnCommand=addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6
AttackIconsP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6
IconWidth=40
IconHeight=40
IconsP1OnCommand=addx,-SCREEN_WIDTH*0.6;bounceend,0.5;addx,SCREEN_WIDTH*0.6
IconsP1OffCommand=sleep,0.2;bouncebegin,0.5;addx,-SCREEN_WIDTH*0.6
IconsP2OnCommand=addx,SCREEN_WIDTH*0.6;bounceend,0.5;addx,-SCREEN_WIDTH*0.6
IconsP2OffCommand=sleep,0.2;bouncebegin,0.5;addx,SCREEN_WIDTH*0.6
SleepAfterTweenOffSeconds=0.8
TimerSeconds=40
ShowStyleIcon=true
PrevScreen=ScreenTitleBranch()
NextScreen=SongSelectionScreen()
[ScreenGameInformation]
Class="ScreenSelectMaster"
@@ -1844,8 +1977,6 @@ TimerSeconds=15
DefaultChoice="Delay"
ChoiceNames="Delay"
#
TimerSeconds=15
#
ChoiceDelay="screen,ScreenSelectMusic"
#
ShowScroller=false
@@ -1898,7 +2029,7 @@ NextGroupButton="MenuDown"
#
TwoPartSelection=IsGame("pump")
TwoPartConfirmsOnly=IsGame("pump")
TwoPartTimerSeconds=-1
TwoPartTimerSeconds=30
#
SampleMusicDelay=0.25
SampleMusicDelayInit=0
@@ -2016,6 +2147,7 @@ PrevScreen=Branch.BackOutOfStageInformation()
PrepareScreen="ScreenGameplay"
#
ForceTimer=true
TimerStealth=true
TimerMetricsGroup="MenuTimerNoSound"
WaitForChildrenBeforeTweeningOut=true
TimerSeconds=1
@@ -2168,14 +2300,14 @@ Effect,13="mod,bumpy;name,Bumpy"
Effect,14="mod,beat;name,Beat"
Effect,15="mod,45% xmode;name,XMode"
EffectsReceptor="5;selectmultiple"
EffectsReceptor="6;selectmultiple"
EffectsReceptorDefault="mod,no confusion,no invert,no flip,no mini,no xmode"
EffectsReceptor,1="mod,confusion;name,Confusion"
EffectsReceptor,2="mod,invert;name,Invert"
EffectsReceptor,3="mod,Flip;name,Flip"
EffectsReceptor,4="mod,mini;name,Mini"
# EffectsReceptor,5="mod,-100% mini;name,Big"
EffectsReceptor,5="mod,45% xmode;name,XMode"
EffectsReceptor,5="mod,-35% mini;name,Big"
EffectsReceptor,6="mod,45% xmode;name,XMode"
EffectsArrow="8;selectmultiple"
EffectsArrowDefault="mod,no drunk,no dizzy,no twirl,no roll,no beat,no tipsy,no tornado,no bumpy"
@@ -2207,7 +2339,7 @@ Appearance,1="mod,hidden;name,Hidden"
Appearance,2="mod,sudden;name,Sudden"
Appearance,3="mod,stealth;name,Stealth"
Appearance,4="mod,blink;name,Blink"
# Random Vanish causes crashes [going into sm-ssc v1.0 beta 4] -aj
# Random Vanish causes crashes with certain noteskins (maybe all?) -aj
#Appearance,5="mod,randomvanish;name,R.Vanish"
# Appearance="6"
@@ -2612,7 +2744,7 @@ Fallback="ScreenOptionsServiceChild"
NextScreen="ScreenOptionsService"
HelpText=Screen.String("HelpTextMapControllers")
#
ScreenOnCommand=%function(self) MESSAGEMAN:Broadcast("KeyConfigRequestStall"); end;
ScreenOnCommand=%function(self) MESSAGEMAN:Broadcast("KeyConfigRequestStall"); self:lockinput(5); end;
#
DevicesX=SCREEN_CENTER_X
DevicesY=SCREEN_TOP+24
@@ -4199,6 +4331,7 @@ PrevScreen="ScreenLogo"
NextScreen="ScreenDemonstration"
StartScreen=Branch.TitleMenu()
TimerSeconds=25
TimerStealth=true
SecondsToShow=25
ForceTimer=true
ResetGameState=false
@@ -4251,7 +4384,7 @@ Fallback="ScreenAttract"
Class="ScreenAttract"
NextScreen="ScreenInit"
PrevScreen="ScreenInit"
TimerSeconds=10800
TimerSeconds=3600
ShowCreditDisplay=false
[ScreenTitleJoin]
@@ -57,7 +57,7 @@ local contrib = {
"Kaox", -- pump/default noteskin
"NitroX72", -- pump/frame noteskin
"Petriform", -- default theme music
"桜為小鳩 (@sakuraponila)", -- custom scoring fixes
"桜為小鳩/Sakurana-Kobato (@sakuraponila)", -- custom scoring fixes
"Samuel Kim (1a2a3a2a1a)", -- various beat mode fixes
"sy567", -- beginner helper fix
"v1toko", -- x-mode from StepNXA
@@ -66,6 +66,7 @@ local contrib = {
local translators = {
"John Reactor (Polish)",
"DHalens (Spanish)",
"@Niler_jp (Japanese)",
}
local thanks = {
@@ -1,3 +1,5 @@
local maxSegments = 150
local function CreateSegments(Player)
local t = Def.ActorFrame { };
local bars = Def.ActorFrame{ };
@@ -36,6 +38,12 @@ local function CreateSegments(Player)
local scrolls = timingData:GetScrolls();
local speeds = timingData:GetSpeeds();
-- we don't want too many segments to be shown.
local sumSegments = #bpms + #stops + #delays + #warps + #fakes + #scrolls + #speeds
if sumSegments > maxSegments then
return Def.ActorFrame{}
end
local function CreateLine(beat, secs, firstShadow, firstDiffuse, secondShadow, firstEffect, secondEffect)
local beatTime = timingData:GetElapsedTimeFromBeat(beat);
if beatTime < 0 then beatTime = 0; end;
@@ -84,7 +92,7 @@ local function CreateSegments(Player)
};
end;
for i=1,#bpms do
for i=2,#bpms do
local data = split("=",bpms[i]);
bpmFrame[#bpmFrame+1] = CreateLine(data[1], 0,
"#00808077", "#00808077", "#00808077", "#FF634777", "#FF000077");
@@ -198,10 +206,10 @@ t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
t[#t+1] = StandardDecorationFromFileOptional("SongTitle","SongTitle");
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,SCREEN_RIGHT;y,SCREEN_BOTTOM;draworder,5);
LoadActor("_whatsup") .. {
--[[ LoadActor("_whatsup") .. {
InitCommand=cmd(horizalign,left;vertalign,top);
ToastyMessageCommand=cmd(smooth,3;x,-256;y,-200;sleep,2;smooth,3;x,256;y,200)
};
}; ]]
};
if( not GAMESTATE:IsCourseMode() ) then
t[#t+1] = Def.Actor{
@@ -0,0 +1,48 @@
local t = Def.ActorFrame {};
local bOpen = false;
local function GetTime(self)
-- Painfully ugly, sorry.
local c = self:GetChildren();
local tTime = { Hour = nil, Minute = nil, Second = nil, Append = nil};
if Hour() then tTime.Hour = Hour() else tTime.Hour = 0 end;
if Minute() then tTime.Minute = Minute() else tTime.Minute = 0 end;
if Second() then tTime.Second = Second() else tTime.Second = 0 end;
if( Hour() < 12 ) then
tTime.Append = "AM"
else
tTime.Append = "PM"
end;
if( Hour() == 0 ) then
tTime.Hour = 12;
end;
c.Time:settextf("%02i:%02i:%02i %s",tTime.Hour,tTime.Minute,tTime.Second,tTime.Append);
end;
t[#t+1] = Def.ActorFrame {
Def.ActorFrame {
LoadActor(THEME:GetPathB("","_frame 3x3"),"rounded black",96,12) .. {
Name="Background";
};
LoadFont("Common Normal") .. {
Text="Test";
Name="Time";
InitCommand=cmd(zoom,0.675);
};
--
BeginCommand=function(self)
self:SetUpdateFunction( GetTime );
self:SetUpdateRate( 1/30 );
end;
};
ToggleConsoleDisplayMessageCommand=function(self)
bOpen = not bOpen;
if bOpen then self:playcommand("Show") else self:playcommand("Hide") end
end;
InitCommand=cmd(x,SCREEN_RIGHT-50;y,10;zoomy,0);
ShowCommand=cmd(finishtweening;zoomx,1;zoomy,0;bounceend,0.125;zoomy,1);
HideCommand=cmd(finishtweening;zoom,1;bouncebegin,0.125;zoomy,0);
};
return t;
Binary file not shown.

After

Width:  |  Height:  |  Size: 8.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

+29 -6
View File
@@ -1,24 +1,47 @@
local player = Var "Player"
local blinkTime = 1.2
local barWidth = 256;
local barHeight = 32;
local t = Def.ActorFrame{
Def.Quad{
InitCommand=cmd(diffuse,color("#666666");zoomto,barWidth,barHeight);
};
Def.Quad{
InitCommand=cmd(diffuse,color("#000000");zoomto,barWidth,barHeight;fadetop,1);
};
LoadActor("_lives")..{
-- xxx: assumes course is 4lives (or more)
InitCommand=cmd(pause;setstate,3);
InitCommand=cmd(pause;horizalign,left;x,-(barWidth/2));
BeginCommand=function(self,param)
local screen = SCREENMAN:GetTopScreen();
local glifemeter = screen:GetLifeMeter(player);
self:setstate(glifemeter:GetTotalLives()-1);
if glifemeter:GetTotalLives() <= 4 then
self:zoomx(barWidth/(4*64));
else
self:zoomx(barWidth/((glifemeter:GetTotalLives())*64));
end
self:cropright((640-(((glifemeter:GetTotalLives())*64)))/640);
end;
LifeChangedMessageCommand=function(self,param)
if param.Player == player then
if param.LivesLeft == 0 then
self:visible(false)
elseif param.LivesLeft <= 4 then
self:setstate( math.max(param.LivesLeft-1,0) )
self:visible(true)
else
self:setstate(3)
self:setstate( math.max(param.LivesLeft-1,0) )
self:visible(true)
end
end
end;
StartCommand=function(self,param)
if param.Player == player then
self:setstate( math.max(param.LivesLeft-1,0) );
end
end;
FinishCommand=cmd(playcommand,"Start");
};
};
return t;
Binary file not shown.

Before

Width:  |  Height:  |  Size: 864 B

@@ -1,6 +1,13 @@
local c;
local player = Var "Player";
local bShowProtiming = GetUserPrefB("UserPrefProtiming" .. ToEnumShortString(player) );
local function ShowProtiming()
if GAMESTATE:IsDemonstration() then
return false
else
return GetUserPrefB("UserPrefProtiming" .. ToEnumShortString(player));
end
end;
local bShowProtiming = ShowProtiming();
local function MakeAverage( t )
local sum = 0;
@@ -16,7 +16,7 @@ t[#t+1] = Def.ActorFrame {
-- todo: generate a better font for these.
LoadFont("_helveticaneuelt std extblk cn 42px")..{
InitCommand=cmd(y,-12;zoom,1.1;diffuse,color("#000000");uppercase,true;settext,gc:GetName(););
InitCommand=cmd(y,-12;zoom,1.1;diffuse,color("#000000");uppercase,true;settext,gc:GetText(););
};
LoadFont("_helveticaneuelt std extblk cn 42px")..{
InitCommand=cmd(y,27.5;zoom,0.45;maxwidth,320*1.6;uppercase,true;settext,THEME:GetString(Var "LoadingScreen", gc:GetName().."Explanation"));

Before

Width:  |  Height:  |  Size: 5.9 KiB

After

Width:  |  Height:  |  Size: 5.9 KiB

@@ -4,7 +4,7 @@ local colors = {
Normal = color("#feee00"),
Hard = color("#feee00"),
Rave = color("#c44dff"),
Extended = color("#00ffff"),
Nonstop = color("#00ffff"),
Oni = color("#d70b8c"),
Endless = color("748392"),
};
@@ -14,7 +14,7 @@ t[#t+1] = Def.ActorFrame {
-- GainFocusCommand=cmd(visible,true);
-- LoseFocusCommand=cmd(visible,false);
LoadActor("_HighlightFrame") .. {
InitCommand=cmd(diffuse,colors[gc:GetName()];diffusealpha,0);
InitCommand=cmd(diffuse,ModeIconColors[gc:GetName()];diffusealpha,0);
GainFocusCommand=cmd(stoptweening;linear,0.125;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;linear,0.125;diffusealpha,0);
OffFocusedCommand=cmd(finishtweening;glow,Color("White");decelerate,1.5;glow,Color("Invisible"));
@@ -29,27 +29,27 @@ t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,2;y,2;diffuse,Color("Black");diffusealpha,0;zoom,0.75);
GainFocusCommand=cmd(stoptweening;stopeffect;smooth,0.125;diffusealpha,0;zoom,1;decelerate,0.25;diffusealpha,0.5;pulse;effecttiming,0.75,0.125,0.125,0.75;effectmagnitude,0.95,1,1;);
LoseFocusCommand=cmd(stoptweening;stopeffect;smooth,0.25;diffusealpha,0;zoom,0.75;);
OffFocusedCommand=cmd(finishtweening;stopeffect;glow,colors[gc:GetName()];decelerate,1.75;rotationy,360*1;);
OffFocusedCommand=cmd(finishtweening;stopeffect;glow,ModeIconColors[gc:GetName()];decelerate,1.75;rotationy,360*1;);
};
-- Main Emblem
LoadActor( gc:GetName() ) .. {
InitCommand=cmd(diffusealpha,0;zoom,0.75);
GainFocusCommand=cmd(stoptweening;stopeffect;smooth,0.125;diffusealpha,1;zoom,1;glow,Color("White");decelerate,0.25;glow,Color("Invisible");pulse;effecttiming,0.75,0.125,0.125,0.75;effectmagnitude,0.95,1,1;);
LoseFocusCommand=cmd(stoptweening;stopeffect;smooth,0.25;diffusealpha,0;zoom,0.75;glow,Color("Invisible"));
OffFocusedCommand=cmd(finishtweening;stopeffect;glow,colors[gc:GetName()];decelerate,1.75;rotationy,360*1;glow,Color("Invisible"));
OffFocusedCommand=cmd(finishtweening;stopeffect;glow,ModeIconColors[gc:GetName()];decelerate,1.75;rotationy,360*1;glow,Color("Invisible"));
};
};
-- Text Frame
t[#t+1] = Def.ActorFrame {
InitCommand=cmd(x,-192/2;y,-10);
Def.Quad {
InitCommand=cmd(horizalign,left;y,20;zoomto,320,2;diffuse,colors[gc:GetName()];diffusealpha,0;fadeleft,0.35;faderight,0.35);
InitCommand=cmd(horizalign,left;y,20;zoomto,320,2;diffuse,ModeIconColors[gc:GetName()];diffusealpha,0;fadeleft,0.35;faderight,0.35);
GainFocusCommand=cmd(stoptweening;linear,0.2;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;linear,0.2;diffusealpha,0);
};
LoadFont("_helveticaneuelt std extblk cn 42px") .. {
Text=gc:GetName();
InitCommand=cmd(horizalign,left;diffuse,colors[gc:GetName()];shadowcolor,ColorDarkTone(colors[gc:GetName()]);shadowlength,2;diffusealpha,0;skewx,-0.125);
Text=gc:GetText();
InitCommand=cmd(horizalign,left;diffuse,ModeIconColors[gc:GetName()];shadowcolor,ColorDarkTone(ModeIconColors[gc:GetName()]);shadowlength,2;diffusealpha,0;skewx,-0.125);
GainFocusCommand=cmd(stoptweening;x,-16;decelerate,0.25;diffusealpha,1;x,0);
LoseFocusCommand=cmd(stoptweening;x,0;accelerate,0.25;diffusealpha,0;x,16;diffusealpha,0);
};
Binary file not shown.

Before

Width:  |  Height:  |  Size: 1016 B

After

Width:  |  Height:  |  Size: 3.5 KiB

@@ -11,9 +11,9 @@ return Def.ActorFrame {
};
LoadActor("_frame") .. {
InitCommand=cmd(zoomy,0.75;diffuse,JudgmentLineToColor(jl));
InitCommand=cmd(diffuse,JudgmentLineToColor(jl));
};
LoadFont("Common Normal") .. {
InitCommand=cmd(zoom,0.75;settext,string.upper(JudgmentLineToLocalizedString(jl));diffuse,JudgmentLineToColor(jl);strokecolor,JudgmentLineToStrokeColor(jl);shadowlength,0;maxwidth,180);
InitCommand=cmd(zoom,0.675;settext,string.upper(JudgmentLineToLocalizedString(jl));diffuse,JudgmentLineToColor(jl);shadowlength,1;maxwidth,180);
};
};
+1 -1
View File
@@ -52,7 +52,7 @@ HardExplanation=For experts.
OldNormalExplanation=Not too easy, not too hard.
NormalExplanation=Play all your favorite songs!
RaveExplanation=Battle against friend or foe.
ExtendedExplanation=Several Songs in a row
NonstopExplanation=Several Songs in a row
OniExplanation=A true test of skill.
EndlessExplanation=It don't stop, it keep rollin'.
+240
View File
@@ -0,0 +1,240 @@
;Stepmania 5.0系本体default用日本語化ファイル Ver 1.02α
[Screen]
HelpText=&BACK; 戻る &START; 決定 &SELECT; オプション &MENULEFT;&MENURIGHT;&MENUUP;&MENUDOWN; 選択
[ScreenWithMenuElements]
HelpText=&BACK; 戻る &START; 決定 &MENULEFT;&MENURIGHT; 選択
StageCounter=%s Stage
EventStageCounter=Stage %03i
[ScreenTitleMenu]
HelpText=&BACK; 戻る &START; 決定 &MENUUP;&MENUDOWN; 選択
Network OK=オンライン
Offline=オフライン
Connected to %s=%s に接続しました
CurrentGametype=現在シミュレート中のゲーム: %s
LifeDifficulty=ゲージの厳しさ: %s
TimingDifficulty=判定の厳しさ: %s
%i Songs (%i Groups), %i Courses=プレイアブル%i 曲 (%i グループ), %i コース
[ScreenTitleJoin]
HelpText=&START; プレイ
HelpTextJoin=&START; プレイ
HelpTextWait=Insert Credit(s)
EventMode=イベントモード
JointPremiumMain=ジョイントプレミアム!!
JointPremiumSecondary=1クレジットで2人遊べます
DoublesPremiumMain=ダブルプレミアム!
DoublesPremiumSecondary=1クレジットでダブルプレーができます
[ScreenDemonstration]
Demonstration=Demonstration
[ScreenQuickSetupOverview]
Explanation=よく使う設定項目をまとめています。「MORE OPTION」で細かいオプションを変更できます。
[ScreenProfileLoad]
HelpText=プロファイルデータを読み込んでいます。
[ScreenSelectProfile]
%d Song Played=%d曲プレイ済み
%d Songs Played=%d曲プレイ済み
PressStart=&START; 参加
HelpText=&MENUUP;&MENUDOWN; プロファイルを切り替える &START; 決定 / 参加 &BACK; キャンセル
[ScreenSelectMaster]
HelpText=&BACK; 戻る &START; 決定 / 参加 &MENULEFT;&MENURIGHT; 選択
[ScreenSelectPlayMode]
HelpText=&BACK; 戻る &START; 決定 / 参加 &MENULEFT;&MENURIGHT; 選択
EasyExplanation=初心者向けのモードです。まずはプレイしてみよう。
HardExplanation=上級者向けのモードです。音感冴えわたるあなたに。
OldNormalExplanation=中級者向けのモードです。十分に慣れてきたならこちら。
NormalExplanation=1曲ずつ選択してプレイするモードです。
RaveExplanation=対戦モードです。相手の邪魔にめげずノリ続けてください。
ExtendedExplanation=何曲かを連続してプレイするモードです。
OniExplanation=シーケンス処理力を問う、オプションが使用できないコースです。
EndlessExplanation=ゲージが尽きるまで、ひたすらプレイするモードです。
[ScreenSelectPlayStyle]
HelpText=&BACK; 戻る &START; 決定 &MENULEFT;&MENURIGHT; 選択
[ScreenGameInformation]
HelpText=&BACK; 戻る &START; スキップ
[ScreenSelectMusic]
NEW!=NEW!
Press Start For Options=&START;でプレイオプション選択画面へ
Entering Options=プレイオプション選択
HelpText=&BACK; 戻る &START; 選択 / 参加 &SELECT; パスコード &MENULEFT;&MENURIGHT; 選択::&UP;&DOWN;&UP;&DOWN; ソート画面呼び出し
AlternateHelpText=&SELECT;+&MENULEFT;&MENURIGHT; シーケンス難度変更 &SELECT;+&START; クイックソート
[ScreenSelectCourse]
HelpText=&BACK; 戻る &START; 決定 / 参加 &SELECT; パスコード &MENULEFT;&MENURIGHT; 選択::&UP;&DOWN;&UP;&DOWN; ソート画面呼び出し
[ScreenOptions]
HelpText=&BACK; 戻る &START; 決定 &SELECT;&MENULEFT;&MENURIGHT;&MENUUP;&MENUDOWN; 選択
[ScreenStageInformation]
HelpText=
[ScreenGameplay]
HelpText=
[ScreenEvaluation]
HelpText=&BACK; 戻る &START; Move On &MENULEFT;+&MENURIGHT; or &SELECT; スクリーンショット
LifeDifficulty=ゲージの厳しさ: %s
TimingDifficulty=判定の厳しさ: %s
MachineRecord=筐体中#%i位!
PersonalRecord=セルフレコード#%i位!
[OptionTitles]
UserPrefAutoSetStyle=プレイスタイルの\n全選択可能化
UserPrefNotePosition=シーケンスの位置
UserPrefComboOnRolls=ロールの判定
UserPrefComboUnderField=コンボを低めの\nレイヤーに表示する
UserPrefGameplayShowScore=スコア表示
UserPrefGameplayShowStepsDisplay=シーケンス表示
UserPrefShowLotsaOptions=プレイオプション\nの個数
UserPrefLongFail=プレイ失敗の演出
UserPrefFlashyCombo=50コンボの演出
UserPrefThemes=テーマ
UserPrefGameplayFooter=ゲーム中の\nオプション表示欄
UserPrefFancyUIBG=背景の特殊\nオブジェクト
UserPrefTimingDisplay=曲位置メーターの\n区切り
[OptionExplanations]
UserPrefAutoSetStyle=プレイヤー人数に関わらずすべての\nプレイスタイルが選択できるようになります。(要再起動)
UserPrefNotePosition=プレイ中の判定ゾーンの位置を決めます。
UserPrefComboOnRolls=ロールでコンボが増加するかどうかを決めます。
UserPrefComboUnderField=コンボをシーケンスの下に表示するかどうかを決めます。
UserPrefGameplayShowScore=プレイ中スコアを表示するかどうかを決めます。
UserPrefGameplayShowStepsDisplay=曲選択中にシーケンス情報を表示するかどうかを決めます。
UserPrefShowLotsaOptions=選択可能なプレイオプションを&oq;Few&cq;で最低限に、\n&oq;Many&cq;で最大限に表示します。
UserPrefLongFail=プレイに失敗したときの演出の長さを決めます。
UserPrefFlashyCombo=50コンボで発生する演出を表示するかどうかを決めます。
UserPrefGameplayFooter=ONにすると、プレイ中に上か下かに画像が表示されます。\nオプションなどは見やすくなりますが、その分シーケンスが隠されます。
UserPrefFancyUIBG=特殊な背景エフェクトの使用可否の設定です。\n古いパソコンでは"Off"に設定してください。
UserPrefLanguage=使用言語を設定します。現在は「日本語」です。
UserPrefAnnouncer=プレイ中のアナウンサーを選択します。専用ファイルの追加が必要です。
UserPrefTheme=使用するテーマを設定します。必ずStepmania 5用のテーマを選択してください。
UserPrefPercentageScoring=スコアをパーセント表示します。
UserPrefMode=背景の設定です。Off以外では専用ファイルを用意する必要があります。
UserPrefBrightness=背景の明度を設定します。
UserPrefDancingCharacters=ダンサーの表示設定です。\n専用ファイルがない場合、無視してかまいません。
UserPrefBeginnerHelper=Onにしてかつ専用ファイルが存在すると、\n難易度Beginnerでダンサーがお手本を見せてくれます。
UserPrefRandomBackGrounds=ランダム背景使用時、常に同時に読み込む画像数を設定します。
UserPrefCenter1Player=Onにすると、1人プレイ時に\n判定ゾーンとシーケンスが中央寄りになります。
UserPrefOniScoreDisplay=ONIモードでのスコア表示形式を設定します。
UserPrefMenuTimer=Onにすると選択に時間制限が付きます。
UserPrefTimingDisplay=Onにすると、曲の現在位置を示すメーターが区切られます。
;以下プレイオプション
Accel=譜面の判定ゾーンへの接近のしかたを設定します。
Appearance=シーケンスの出現のしかたを設定します。\n「Hidden」は途中から消え、「Sudden」は途中から現れます。\n「Stealth」は常に消え、「Blink」は常に点滅します。
AutoAdjust=曲の再生ズレ補正の設定です。「はまり」を起こしやすい曲では使わないでください。
AutoPlay=OnにするとCPUが代わりにプレイします。スコアは加算も集計もされません。
Assist=リズムキープ用の補助音の設定をします。
BackGround=背景を設定します。「Random Background」はランダム背景用ファイルが必要です。
BarDrain=ライフゲージの減り方を設定します。
BatLives=ライフバッテリーの数を設定します。
Characters=CGキャラクターを選択します。
DefaultFailType=ゲームオーバーの設定をします。
Handicap=オブジェを削除する規則を設定します。OFF以外ではハイスコアを出しても記録されません。
Hide=判定ゾーンの表示を設定します。
Holds=通常オブジェをホールドに変更する規則を設定します。
Insert=譜面にオブジェを追加する規則を設定します。
LifeType=ライフ形式を選択します。「Bar」は回復しますが、「Battery」は回復しません。
Mines=譜面に地雷を追加する規則を設定します。
MusicRateHelp=曲そのものを変速してプレイします。
NoteSkins=オブジェのスキンを変更します。必ずプレイモードに対応したスキンを使用してください。
Persp=譜面の流れ方の立体感を設定します。通常は「Overhead」です。
ProTiming=判定の表示を変更します。
Rate=曲自体の速度の設定をします。「Haste」では微小な加減速を行い続けます。
Remove=シーケンスからオブジェを削除する規則を設定します。
SaveScores=スコア保存の設定をします。
SaveToProfileHelp=プレイ結果を保存するプロファイル及びメモリーカードを設定します。
ScoreDisplay=スコアの表示形式を設定します。
Scroll=シーケンスのスクロール方向を設定します。
Speed=譜面の流れる速度を調整します。\n「x」は速度をその数値倍、「C」は速度をそのBPMに対応した速度で固定、\n「m」は最大速度をそのBPMに対応した速度に抑制します。
Steps=譜面難易度を選択します。
Turn=譜面を変形する規則を設定します。\n「Mirror」は180度、「Left」は90度左、「Right」は90度右、\n「Shuffle」「Soft Shuffle」「Cement Mixer」はそれぞれ規則の違うランダムです。
[StepsListDisplayRow StepsType]
Dance_Single=4
Dance_Double=8
Dance_Couple=8
Dance_Solo=6
Dance_Routine=8
Dance_Threepanel=3
Pump_Single=5
Pump_Double=10
Pump_Halfdouble=6
Pump_Couple=5
Pump_Routine=10
Kb7_Single=7
Ez2_Single=ES
Ez2_Double=ED
Ez2_Real=ER
Para_Single=PS
Ds3ddx_Single=XS
Bm_Single5=5
Bm_Double5=10
Bm_Single7=7
Bm_Double7=14
Maniax_Single=MS
Maniax_Double=MD
Techno_Single4=4
Techno_Single5=5
Techno_Single8=8
Techno_Double4=D4
Techno_Double5=D5
Pnm_Five=5
Pnm_Nine=9
Guitar_Five=5
Karaoke=V
Lights_Cabinet=!
[ScreenHowToInstallSongs]
BodyHeader=Stepmaniaに曲を探してインストールする方法
Finding Songs=曲の探しかた
Installing Songs=曲のインストールのしかた
Importing Songs=すでにあるStepmaniaから曲をインポートする
Reload Songs=曲のリロード
Exit=タイトルメニューへ
Explanation-WhereToFind=検索サイトで「Stepmania Simfile」などでシーケンス付きの曲を探すことができます。
Explanation-HowToInstall=本体「Songs」フォルダ内にグループフォルダを作り、そこに見つけた曲をフォルダのまま入れてください。.smzip形式であれば自動でインストールしてくれます。
Explanation-AdditionalFolders=AdditionalFolders機能を使って、他のStepmaniaにインストールされている曲をインポートできます。
Explanation-Exit=タイトルメニューへ戻ります。
[OptionNames]
Custom=Special
[ScreenTestInput]
HelpText= &BACK; or &START; 押しっぱなしで戻る
[PaneDisplay]
Taps=オブジェ
Jumps=2つ押し
Holds=フリーズ
Mines=地雷
Hands=3つ以上
Rolls=ロール
Lifts=リフト
Fakes=フェイク
S=S
V=V
A=A
F=F
C=C
+1 -4
View File
@@ -2,8 +2,5 @@
themeInfo = {
ProductCode = "SSC-501",
Name = "StepMania 5 Default",
Version = 0.92,
Date = "20111015",
Internal = "rel 00000000-0000",
Revision = 3501,
Date = "20120108",
}
+1 -1
View File
@@ -1,7 +1,7 @@
ModeIconColors = {
Normal = color("#FFEE00"), -- yellow
Rave = color("#4400CC"), -- purple
Extended = color("#00CCFF"), -- cyan
Nonstop = color("#00CCFF"), -- cyan
Oni = color("#CC00FF"), -- redder purple
Endless = color("#444488"), -- steel
}
+2 -32
View File
@@ -8,7 +8,7 @@ local Prefs =
{
AutoSetStyle =
{
Default = false,
Default = true,
Choices = { OptionNameString('Off'), OptionNameString('On') },
Values = { false, true }
},
@@ -62,7 +62,7 @@ local Prefs =
},
FancyUIBG =
{
Default = true,
Default = false,
Choices = { OptionNameString('Off'), OptionNameString('On') },
Values = { false, true }
},
@@ -191,34 +191,4 @@ function OptionRowProTiming()
return t
end
function GetDefaultOptionLines()
local LineSets = { -- none of these include characters yet.
"1,8,14,2,3A,3B,4,5,6,R,7,9,10,11,12,13,16,SF,17", -- All
"1,8,14,2,7,13,16,SF,17", -- DDR Essentials ( no turns, fx )
};
local function IsExtra()
if GAMESTATE:IsExtraStage() or GAMESTATE:IsExtraStage2() then
return true
else
return false
end
end
local function CheckCharacters(mods)
if CHARMAN:GetCharacterCount() > 0 then
return mods .. ",18" --TODO: Better line name.
end
return mods
end
modLines = LineSets[2]
if not IsExtra() then
modLines = GetUserPrefB("UserPrefShowLotsaOptions")
and LineSets[1] or LineSets[2]
end
return CheckCharacters(modLines)
end
--[[ end option rows ]]
Binary file not shown.
@@ -0,0 +1 @@
_common row
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1 @@
_Music menu
@@ -0,0 +1 @@
ScreenEdit switch player
@@ -0,0 +1 @@
ScreenEdit value increase
Binary file not shown.
+12 -12
View File
@@ -826,10 +826,10 @@ IconChoiceRaveY=SCREEN_BOTTOM-88-64
IconChoiceRaveOnCommand=zoom,0;bounceend,0.35;zoom,0.8
IconChoiceRaveOffCommand=linear,0.1175;zoomx,0
#
IconChoiceExtendedX=SCREEN_CENTER_X-160
IconChoiceExtendedY=SCREEN_BOTTOM-88
IconChoiceExtendedOnCommand=zoom,0;bounceend,0.35;zoom,0.8
IconChoiceExtendedOffCommand=linear,0.1175;zoomx,0
IconChoiceNonstopX=SCREEN_CENTER_X-160
IconChoiceNonstopY=SCREEN_BOTTOM-88
IconChoiceNonstopOnCommand=zoom,0;bounceend,0.35;zoom,0.8
IconChoiceNonstopOffCommand=linear,0.1175;zoomx,0
#
IconChoiceOniX=SCREEN_CENTER_X
IconChoiceOniY=SCREEN_BOTTOM-88
@@ -1308,7 +1308,7 @@ LineFancyUIBG="lua,ThemePrefRow('FancyUIBG')"
[ScreenReloadSongs]
[ScreenPlayerOptions]
LineNames=GetDefaultOptionLines()
LineNames="1,8,14,2,3A,3B,4,5,6,R,7,9,10,11,12,13,16,SF,17"
LineSF="lua,OptionRowScreenFilter()"
Line17="lua,OptionRowProTiming()"
Line18="list,Characters"
@@ -1347,7 +1347,7 @@ SongMeterDisplayY=SCREEN_TOP+50
SongMeterDisplayOnCommand=draworder,50;zoom,0;y,SCREEN_TOP-24;sleep,1.5;decelerate,0.5;zoom,1;y,SCREEN_TOP+50
SongMeterDisplayOffCommand=
#
ShowSongTitle=true
ShowSongTitle=not GAMESTATE:IsDemonstration();
SongTitleX=SCREEN_CENTER_X
SongTitleY=SCREEN_TOP+50
SongTitleOnCommand=draworder,55;shadowlength,1;basezoom,0.5;zoomy,0;sleep,1.5+0.5;smooth,0.5;zoom,1;y,SCREEN_TOP+50
@@ -1453,36 +1453,36 @@ ScoreP2OffCommand=
#
StepsDescriptionP1X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
# StepsDescriptionP1X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
StepsDescriptionP1Y=SCREEN_CENTER_Y-24
StepsDescriptionP1Y=SCREEN_CENTER_Y+34
StepsDescriptionP1OnCommand=draworder,101;zoom,0.5;diffusealpha,0;addy,-10;smooth,0.3;diffusealpha,1;addy,10;sleep,3;smooth,0.5;addy,-10;diffusealpha,0
StepsDescriptionP1OffCommand=
StepsDescriptionP2X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
# StepsDescriptionP2X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
StepsDescriptionP2Y=SCREEN_CENTER_Y-24
StepsDescriptionP2Y=SCREEN_CENTER_Y+34
StepsDescriptionP2OnCommand=draworder,101;zoom,0.5;diffusealpha,0;addy,-10;smooth,0.3;diffusealpha,1;addy,10;sleep,3;smooth,0.5;addy,-10;diffusealpha,0
StepsDescriptionP2OffCommand=
#
PlayerOptionsP1X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
# PlayerOptionsP1X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
PlayerOptionsP1Y=SCREEN_CENTER_Y+24
PlayerOptionsP1Y=SCREEN_CENTER_Y+82
PlayerOptionsP1OnCommand=draworder,101;vertalign,top;wrapwidthpixels,256*2;zoom,0.5;diffusealpha,0;addy,10;smooth,0.3;diffusealpha,1;addy,-10;sleep,3;smooth,0.5;addy,10;diffusealpha,0
PlayerOptionsP1OffCommand=
PlayerOptionsP2X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
# PlayerOptionsP2X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
PlayerOptionsP2Y=SCREEN_CENTER_Y+24
PlayerOptionsP2Y=SCREEN_CENTER_Y+82
PlayerOptionsP2OnCommand=draworder,101;vertalign,top;wrapwidthpixels,256*2;zoom,0.5;diffusealpha,0;addy,10;smooth,0.3;diffusealpha,1;addy,-10;sleep,3;smooth,0.5;addy,10;diffusealpha,0
PlayerOptionsP2OffCommand=
#
StepsDisplayP1X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
# StepsDisplayP1X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP1OnePlayerOneSideX")
StepsDisplayP1Y=SCREEN_CENTER_Y
StepsDisplayP1Y=SCREEN_CENTER_Y+58
StepsDisplayP1OnCommand=draworder,101;zoomy,0;linear,0.3;zoomy,1;sleep,3;queuecommand,( ThemePrefs.Get("GameplayShowStepsDisplay") == true and "Show" or "Hide" );
StepsDisplayP1ShowCommand=smooth,0.5;y,SCREEN_BOTTOM-20;
StepsDisplayP1HideCommand=linear,0.5;zoomy,0
StepsDisplayP1OffCommand=
StepsDisplayP2X=Center1Player() and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
# StepsDisplayP2X=(PREFSMAN:GetPreference("Center1Player") and GAMESTATE:GetNumPlayersEnabled() == 1) and SCREEN_CENTER_X or THEME:GetMetric(Var "LoadingScreen","PlayerP2OnePlayerOneSideX")
StepsDisplayP2Y=SCREEN_CENTER_Y
StepsDisplayP2Y=SCREEN_CENTER_Y+58
StepsDisplayP2OnCommand=draworder,101;zoomy,0;linear,0.3;zoomy,1;sleep,3;queuecommand,( ThemePrefs.Get("GameplayShowStepsDisplay") == true and "Show" or "Hide" );
StepsDisplayP2ShowCommand=smooth,0.5;y,SCREEN_BOTTOM-20;
StepsDisplayP2HideCommand=linear,0.5;zoomy,0
+17 -9
View File
@@ -1735,7 +1735,7 @@
EE4FD2E414A8F066002B5758 /* jmemnobs.c in Sources */ = {isa = PBXBuildFile; fileRef = EE4FD29C14A8F066002B5758 /* jmemnobs.c */; };
EE4FD2E614A8F066002B5758 /* jquant1.c in Sources */ = {isa = PBXBuildFile; fileRef = EE4FD29E14A8F066002B5758 /* jquant1.c */; };
EE4FD2E714A8F066002B5758 /* jquant2.c in Sources */ = {isa = PBXBuildFile; fileRef = EE4FD29F14A8F066002B5758 /* jquant2.c */; };
EE4FD30814A8F281002B5758 /* libjpeg.a in Frameworks */ = {isa = PBXBuildFile; fileRef = EE4FD26014A8EFE1002B5758 /* libjpeg.a */; };
EE4FD30814A8F281002B5758 /* libjpeg-sm5.a in Frameworks */ = {isa = PBXBuildFile; fileRef = EE4FD26014A8EFE1002B5758 /* libjpeg-sm5.a */; };
EE879B60132DEE720078FDDC /* RageDisplay_Legacy_Helpers.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EE879B5C132DEE720078FDDC /* RageDisplay_Legacy_Helpers.cpp */; };
EE879B61132DEE720078FDDC /* RageDisplay_Legacy_Helpers.h in Headers */ = {isa = PBXBuildFile; fileRef = EE879B5D132DEE720078FDDC /* RageDisplay_Legacy_Helpers.h */; };
EE879B62132DEE720078FDDC /* RageDisplay_Legacy.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EE879B5E132DEE720078FDDC /* RageDisplay_Legacy.cpp */; };
@@ -1746,6 +1746,7 @@
EE906F8312BF3AF800146C96 /* JsonUtil.h in Headers */ = {isa = PBXBuildFile; fileRef = EE906F8112BF3AF800146C96 /* JsonUtil.h */; };
EE906F8A12BF3C7C00146C96 /* FileDownload.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EE906F8812BF3C7C00146C96 /* FileDownload.cpp */; };
EE906F8B12BF3C7C00146C96 /* FileDownload.h in Headers */ = {isa = PBXBuildFile; fileRef = EE906F8912BF3C7C00146C96 /* FileDownload.h */; };
EE9D33F514B81BE80098EB9C /* jutils.c in Sources */ = {isa = PBXBuildFile; fileRef = EE9D33F414B81BE80098EB9C /* jutils.c */; };
EEA7C84310A805A300082E7B /* ScreenPackagesSSC.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EEA7C84110A805A300082E7B /* ScreenPackagesSSC.cpp */; };
EEA7C84410A805A300082E7B /* ScreenPackagesSSC.h in Headers */ = {isa = PBXBuildFile; fileRef = EEA7C84210A805A300082E7B /* ScreenPackagesSSC.h */; };
EEC7863F0E58208B00F559BC /* StepsDisplay.cpp in Sources */ = {isa = PBXBuildFile; fileRef = EEC7863D0E58208B00F559BC /* StepsDisplay.cpp */; };
@@ -3168,7 +3169,7 @@
B75CE3B4137963350076A82D /* SongPosition.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = SongPosition.cpp; path = ../src/SongPosition.cpp; sourceTree = SOURCE_ROOT; };
B773AE6B140AAB1800C68DDD /* SpecialDirs.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = SpecialDirs.cpp; path = archutils/Darwin/SpecialDirs.cpp; sourceTree = "<group>"; };
B773AE6C140AAB1800C68DDD /* SpecialDirs.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = SpecialDirs.h; path = archutils/Darwin/SpecialDirs.h; sourceTree = "<group>"; };
EE4FD26014A8EFE1002B5758 /* libjpeg.a */ = {isa = PBXFileReference; explicitFileType = archive.ar; includeInIndex = 0; path = libjpeg.a; sourceTree = BUILT_PRODUCTS_DIR; };
EE4FD26014A8EFE1002B5758 /* libjpeg-sm5.a */ = {isa = PBXFileReference; explicitFileType = archive.ar; includeInIndex = 0; path = "libjpeg-sm5.a"; sourceTree = BUILT_PRODUCTS_DIR; };
EE4FD26814A8F066002B5758 /* ansi2knr.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = ansi2knr.c; path = ../extern/libjpeg/ansi2knr.c; sourceTree = SOURCE_ROOT; };
EE4FD26914A8F066002B5758 /* cdjpeg.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = cdjpeg.c; path = ../extern/libjpeg/cdjpeg.c; sourceTree = SOURCE_ROOT; };
EE4FD26A14A8F066002B5758 /* cjpeg.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = cjpeg.c; path = ../extern/libjpeg/cjpeg.c; sourceTree = SOURCE_ROOT; };
@@ -3233,6 +3234,7 @@
EE906F8112BF3AF800146C96 /* JsonUtil.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = JsonUtil.h; path = ../src/JsonUtil.h; sourceTree = SOURCE_ROOT; };
EE906F8812BF3C7C00146C96 /* FileDownload.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = FileDownload.cpp; path = ../src/FileDownload.cpp; sourceTree = SOURCE_ROOT; };
EE906F8912BF3C7C00146C96 /* FileDownload.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = FileDownload.h; path = ../src/FileDownload.h; sourceTree = SOURCE_ROOT; };
EE9D33F414B81BE80098EB9C /* jutils.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; name = jutils.c; path = ../extern/libjpeg/jutils.c; sourceTree = SOURCE_ROOT; };
EEA7C84110A805A300082E7B /* ScreenPackagesSSC.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = ScreenPackagesSSC.cpp; path = ../src/ScreenPackagesSSC.cpp; sourceTree = SOURCE_ROOT; };
EEA7C84210A805A300082E7B /* ScreenPackagesSSC.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = ScreenPackagesSSC.h; path = ../src/ScreenPackagesSSC.h; sourceTree = SOURCE_ROOT; };
EEC7863D0E58208B00F559BC /* StepsDisplay.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = StepsDisplay.cpp; path = ../src/StepsDisplay.cpp; sourceTree = "<group>"; };
@@ -3294,7 +3296,7 @@
2B17AB9F13981271001AE57D /* libpng-1.5.1-sm5.a in Frameworks */,
2B17ABCF139815E0001AE57D /* libglew-sm5.a in Frameworks */,
2B17ABFC139817D5001AE57D /* libpcre-sm5.a in Frameworks */,
EE4FD30814A8F281002B5758 /* libjpeg.a in Frameworks */,
EE4FD30814A8F281002B5758 /* libjpeg-sm5.a in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -3420,7 +3422,7 @@
2B17ABE013981756001AE57D /* libpcre-sm5.a */,
2BD6E10C13D78B36008443DB /* libzlib-sm5.a */,
2B85696213DFAE2F005037D2 /* StepMania.app */,
EE4FD26014A8EFE1002B5758 /* libjpeg.a */,
EE4FD26014A8EFE1002B5758 /* libjpeg-sm5.a */,
);
name = Products;
sourceTree = "<group>";
@@ -5321,6 +5323,7 @@
EE4FD29114A8F066002B5758 /* jfdctflt.c */,
EE4FD29214A8F066002B5758 /* jfdctfst.c */,
EE4FD29314A8F066002B5758 /* jfdctint.c */,
EE9D33F414B81BE80098EB9C /* jutils.c */,
EE4FD29414A8F066002B5758 /* jidctflt.c */,
EE4FD29514A8F066002B5758 /* jidctfst.c */,
EE4FD29614A8F066002B5758 /* jidctint.c */,
@@ -6193,7 +6196,7 @@
);
name = jpeg;
productName = jpeg;
productReference = EE4FD26014A8EFE1002B5758 /* libjpeg.a */;
productReference = EE4FD26014A8EFE1002B5758 /* libjpeg-sm5.a */;
productType = "com.apple.product-type.library.static";
};
/* End PBXNativeTarget section */
@@ -7640,6 +7643,7 @@
EE4FD2E414A8F066002B5758 /* jmemnobs.c in Sources */,
EE4FD2E614A8F066002B5758 /* jquant1.c in Sources */,
EE4FD2E714A8F066002B5758 /* jquant2.c in Sources */,
EE9D33F514B81BE80098EB9C /* jutils.c in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -8488,6 +8492,7 @@
GCC_WARN_UNUSED_LABEL = YES;
GCC_WARN_UNUSED_VALUE = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
LIBRARY_SEARCH_PATHS = "$(PROJECT_DIR)/Libraries";
LINKER_DISPLAYS_MANGLED_NAMES = YES;
MACOSX_DEPLOYMENT_TARGET = 10.5;
MACOSX_DEPLOYMENT_TARGET_i386 = 10.5;
@@ -9069,6 +9074,7 @@
GCC_WARN_UNUSED_LABEL = YES;
GCC_WARN_UNUSED_VALUE = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
LIBRARY_SEARCH_PATHS = "$(PROJECT_DIR)/Libraries";
LINKER_DISPLAYS_MANGLED_NAMES = YES;
MACOSX_DEPLOYMENT_TARGET = 10.5;
MACOSX_DEPLOYMENT_TARGET_i386 = 10.5;
@@ -9417,6 +9423,7 @@
GCC_WARN_UNUSED_LABEL = YES;
GCC_WARN_UNUSED_VALUE = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
LIBRARY_SEARCH_PATHS = "$(PROJECT_DIR)/Libraries";
LINKER_DISPLAYS_MANGLED_NAMES = YES;
MACOSX_DEPLOYMENT_TARGET = 10.5;
MACOSX_DEPLOYMENT_TARGET_i386 = 10.5;
@@ -9548,6 +9555,7 @@
GCC_WARN_UNUSED_LABEL = YES;
GCC_WARN_UNUSED_VALUE = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
LIBRARY_SEARCH_PATHS = "$(PROJECT_DIR)/Libraries";
LINKER_DISPLAYS_MANGLED_NAMES = YES;
MACOSX_DEPLOYMENT_TARGET = 10.5;
MACOSX_DEPLOYMENT_TARGET_i386 = 10.5;
@@ -9675,7 +9683,7 @@
INSTALL_PATH = /usr/local/lib;
OTHER_LDFLAGS = "";
PREBINDING = NO;
PRODUCT_NAME = jpeg;
PRODUCT_NAME = "jpeg-sm5";
};
name = Native;
};
@@ -9714,7 +9722,7 @@
INSTALL_PATH = /usr/local/lib;
OTHER_LDFLAGS = "";
PREBINDING = NO;
PRODUCT_NAME = jpeg;
PRODUCT_NAME = "jpeg-sm5";
};
name = PerformanceDebug;
};
@@ -9752,7 +9760,7 @@
GCC_WARN_UNUSED_VARIABLE = NO;
INSTALL_PATH = /usr/local/lib;
OTHER_LDFLAGS = "";
PRODUCT_NAME = jpeg;
PRODUCT_NAME = "jpeg-sm5";
};
name = Universal;
};
@@ -9794,7 +9802,7 @@
INSTALL_PATH = /usr/local/lib;
OTHER_LDFLAGS = "";
PREBINDING = NO;
PRODUCT_NAME = jpeg;
PRODUCT_NAME = "jpeg-sm5";
};
name = Debug;
};
Binary file not shown.
+2 -2
View File
@@ -390,8 +390,8 @@ static const Style g_Style_Dance_ThreePanel =
},
{ // m_iInputColumn[NUM_GameController][NUM_GameButton]
// 4 3 5
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, 1, 0, 2, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, 1, 0, 2, Style::END_MAPPING }
{ 0, 2, Style::NO_MAPPING, 1, 0, 2, Style::END_MAPPING },
{ 0, 2, Style::NO_MAPPING, 1, 0, 2, Style::END_MAPPING }
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
0,1,2
+1
View File
@@ -2205,6 +2205,7 @@ public:
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
if( lua_isnil(L,2) ) { p->m_pCurSteps[pn].Set( NULL ); }
else { Steps *pS = Luna<Steps>::check(L,2); p->m_pCurSteps[pn].Set( pS ); }
GAMESTATE->SetCurrentStyle( GAMEMAN->GetFirstCompatibleStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined(), p->m_pCurSteps[pn]->m_StepsType ));
// Why Broadcast again? This is double-broadcasting. -Chris
MESSAGEMAN->Broadcast( (MessageID)(Message_CurrentStepsP1Changed+pn) );
+15
View File
@@ -325,6 +325,21 @@ bool SSCLoader::LoadFromSimfile( const RString &sPath, Song &out, bool bFromCach
out.m_sBackgroundFile = sParams[1];
}
else if( sValueName=="JACKET" )
{
out.m_sJacketFile = sParams[1];
}
else if( sValueName=="CDIMAGE" )
{
out.m_sCDFile = sParams[1];
}
else if( sValueName=="DISCIMAGE" )
{
out.m_sDiscFile = sParams[1];
}
else if( sValueName=="LYRICSPATH" )
{
out.m_sLyricsFile = sParams[1];
+3
View File
@@ -222,6 +222,9 @@ static void WriteGlobalTags( RageFile &f, const Song &out )
f.PutLine( ssprintf( "#CREDIT:%s;", SmEscape(out.m_sCredit).c_str() ) );
f.PutLine( ssprintf( "#BANNER:%s;", SmEscape(out.m_sBannerFile).c_str() ) );
f.PutLine( ssprintf( "#BACKGROUND:%s;", SmEscape(out.m_sBackgroundFile).c_str() ) );
f.PutLine( ssprintf( "#JACKET:%s;", SmEscape(out.m_sJacketFile).c_str() ) );
f.PutLine( ssprintf( "#CDIMAGE:%s;", SmEscape(out.m_sCDFile).c_str() ) );
f.PutLine( ssprintf( "#DISCIMAGE:%s;", SmEscape(out.m_sDiscFile).c_str() ) );
f.PutLine( ssprintf( "#LYRICSPATH:%s;", SmEscape(out.m_sLyricsFile).c_str() ) );
f.PutLine( ssprintf( "#CDTITLE:%s;", SmEscape(out.m_sCDTitleFile).c_str() ) );
f.PutLine( ssprintf( "#MUSIC:%s;", SmEscape(out.m_sMusicFile).c_str() ) );
+7 -7
View File
@@ -23,7 +23,6 @@ PercentageDisplay::PercentageDisplay()
m_LastMax = -1;
m_iDancePointsDigits = 0;
m_bUseRemainder = false;
m_bApplyScoreDisplayOptions = false;
m_bAutoRefresh = false;
m_FormatPercentScore.SetFromExpression( "FormatPercentScore" );
}
@@ -31,7 +30,6 @@ PercentageDisplay::PercentageDisplay()
void PercentageDisplay::LoadFromNode( const XNode* pNode )
{
pNode->GetAttrValue( "DancePointsDigits", m_iDancePointsDigits );
pNode->GetAttrValue( "ApplyScoreDisplayOptions", m_bApplyScoreDisplayOptions );
pNode->GetAttrValue( "AutoRefresh", m_bAutoRefresh );
{
Lua *L = LUA->Get();
@@ -76,9 +74,11 @@ void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStage
m_iDancePointsDigits = THEME->GetMetricI( sMetricsGroup, "DancePointsDigits" );
m_bUseRemainder = THEME->GetMetricB( sMetricsGroup, "PercentUseRemainder" );
m_bApplyScoreDisplayOptions = THEME->GetMetricB( sMetricsGroup, "ApplyScoreDisplayOptions" );
m_FormatPercentScore = THEME->GetMetricR( sMetricsGroup, "Format" );
m_sPercentFormat = THEME->GetMetric( sMetricsGroup, "PercentFormat" );
m_sRemainderFormat = THEME->GetMetric( sMetricsGroup, "RemainderFormat" );
if( m_FormatPercentScore.IsNil() )
{
LOG->Trace( "Format is nil in [%s]. Defaulting to 'FormatPercentScore'.", sMetricsGroup.c_str() );
@@ -145,8 +145,8 @@ void PercentageDisplay::Refresh()
{
int iPercentWhole = int(fPercentDancePoints*100);
int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
sNumToDisplay = ssprintf( "%2d", iPercentWhole );
m_textPercentRemainder.SetText( ssprintf(".%01d%%", iPercentRemainder) );
sNumToDisplay = ssprintf( m_sPercentFormat, iPercentWhole );
m_textPercentRemainder.SetText( ssprintf(m_sRemainderFormat, iPercentRemainder) );
}
else
{
@@ -159,7 +159,7 @@ void PercentageDisplay::Refresh()
LOG->Warn( "Error running FormatPercentScore: %s", sError.c_str() );
LuaHelpers::Pop( L, sNumToDisplay );
LUA->Release(L);
// HACK: Use the last frame in the numbers texture as '-'
sNumToDisplay.Replace('-','x');
}
+2 -1
View File
@@ -28,7 +28,6 @@ public:
private:
int m_iDancePointsDigits;
bool m_bUseRemainder;
bool m_bApplyScoreDisplayOptions;
void Refresh();
const PlayerState *m_pPlayerState;
@@ -38,6 +37,8 @@ private:
int m_LastMax;
BitmapText m_textPercent;
BitmapText m_textPercentRemainder;
RString m_sPercentFormat;
RString m_sRemainderFormat;
LuaReference m_FormatPercentScore;
};
-4
View File
@@ -662,12 +662,10 @@ int ScoreKeeperNormal::GetPossibleDancePoints( const RadarValues& radars )
* W2 will be used instead. */
int NumTaps = int(radars[RadarCategory_TapsAndHolds]);
int NumLifts = int(radars[RadarCategory_Lifts]);
int NumHolds = int(radars[RadarCategory_Holds]);
int NumRolls = int(radars[RadarCategory_Rolls]);
return
NumTaps*TapNoteScoreToDancePoints(TNS_W1, false) +
NumLifts*TapNoteScoreToDancePoints(TNS_W1, false) +
NumHolds*HoldNoteScoreToDancePoints(HNS_Held, false) +
NumRolls*HoldNoteScoreToDancePoints(HNS_Held, false);
}
@@ -688,12 +686,10 @@ int ScoreKeeperNormal::GetPossibleGradePoints( const RadarValues& radars )
* W2 will be used instead. */
int NumTaps = int(radars[RadarCategory_TapsAndHolds]);
int NumLifts = int(radars[RadarCategory_Lifts]);
int NumHolds = int(radars[RadarCategory_Holds]);
int NumRolls = int(radars[RadarCategory_Rolls]);
return
NumTaps*TapNoteScoreToGradePoints(TNS_W1, false) +
NumLifts*TapNoteScoreToGradePoints(TNS_W1, false) +
NumHolds*HoldNoteScoreToGradePoints(HNS_Held, false) +
NumRolls*HoldNoteScoreToGradePoints(HNS_Held, false);
}
+1
View File
@@ -148,6 +148,7 @@ void ScreenHowToPlay::Init()
Steps *pSteps = SongUtil::GetStepsByDescription( &m_Song, pStyle->m_StepsType, "" );
ASSERT_M( pSteps != NULL, ssprintf("No playable steps of StepsType '%s' for ScreenHowToPlay", StringConversion::ToString(pStyle->m_StepsType).c_str()) );
pSteps->m_Timing.TidyUpData();
NoteData tempNoteData;
pSteps->GetNoteData( tempNoteData );
pStyle->GetTransformedNoteDataForStyle( PLAYER_1, tempNoteData, m_NoteData );
+3
View File
@@ -230,6 +230,9 @@ static bool IsAxis( const DeviceInput& DeviceI )
void ScreenMapControllers::Input( const InputEventPlus &input )
{
if( m_fLockInputSecs > 0 )
return;
if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
return; // ignore
if( IsTransitioning() )
+1 -1
View File
@@ -20,7 +20,7 @@ void FixupPath( RString &path, const RString &sSongPath );
RString GetSongAssetPath( RString sPath, const RString &sSongPath );
/** @brief The version of the .ssc file format. */
const static float STEPFILE_VERSION_NUMBER = 0.80f;
const static float STEPFILE_VERSION_NUMBER = 0.81f;
/** @brief How many edits for this song can each profile have? */
const int MAX_EDITS_PER_SONG_PER_PROFILE = 15;
+5 -5
View File
@@ -409,6 +409,11 @@ void ArchHooks::MountInitialFilesystems( const RString &sDirOfExecutable )
CFRelease( dataPath );
CFRelease( dataUrl );
}
}
void ArchHooks::MountUserFilesystems( const RString &sDirOfExecutable )
{
char dir[PATH_MAX];
// /Save -> ~/Library/Preferences/PRODUCT_ID
PathForFolderType( dir, kPreferencesFolderType );
@@ -435,11 +440,6 @@ void ArchHooks::MountInitialFilesystems( const RString &sDirOfExecutable )
FILEMAN->Mount( "dir", ssprintf("%s/" PRODUCT_ID, dir), "/Desktop" );
}
void ArchHooks::MountUserFilesystems( const RString &sDirOfExecutable )
{
// XXX: Fix me.
}
static inline int GetIntValue( CFTypeRef r )
{
int ret;
+9 -13
View File
@@ -269,18 +269,6 @@ void ArchHooks::MountInitialFilesystems( const RString &sDirOfExecutable )
* (Deprecated; use rootfs.) */
FILEMAN->Mount( "dir", "/proc", "/proc" );
#endif
/* Next: path to write general mutable user data.
* Lowercase the PRODUCT_ID; dotfiles and directories are almost always lowercase.
*/
const char *szHome = getenv( "HOME" );
RString sProductId = PRODUCT_ID;
sProductId.MakeLower();
RString sUserDataPath = ssprintf( "%s/.%s", szHome? szHome:".", "stepmania5" );
FILEMAN->Mount( "dir", sUserDataPath + "/Cache", "/Cache" );
FILEMAN->Mount( "dir", sUserDataPath + "/Logs", "/Logs" );
FILEMAN->Mount( "dir", sUserDataPath + "/Save", "/Save" );
FILEMAN->Mount( "dir", sUserDataPath + "/Screenshots", "/Screenshots" );
RString Root;
struct stat st;
@@ -298,7 +286,15 @@ void ArchHooks::MountInitialFilesystems( const RString &sDirOfExecutable )
void ArchHooks::MountUserFilesystems( const RString &sDirOfExecutable )
{
// XXX: Fix me.
/* Path to write general mutable user data when not Portable
* Lowercase the PRODUCT_ID; dotfiles and directories are almost always lowercase.
*/
const char *szHome = getenv( "HOME" );
RString sUserDataPath = ssprintf( "%s/.%s", szHome? szHome:".", "stepmania-5.0" ); //call an ambulance!
FILEMAN->Mount( "dir", sUserDataPath + "/Cache", "/Cache" );
FILEMAN->Mount( "dir", sUserDataPath + "/Logs", "/Logs" );
FILEMAN->Mount( "dir", sUserDataPath + "/Save", "/Save" );
FILEMAN->Mount( "dir", sUserDataPath + "/Screenshots", "/Screenshots" );
}
/*