159 lines
6.1 KiB
Plaintext
159 lines
6.1 KiB
Plaintext
StepMania 5 has an xml converter inside it intended to assist authors who want
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to convert the xml scripted background and foreground animations written for
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StepMania 3.95 or OpenITG to work with StepMania 5.
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The primary way to invoke the converter is to use the debug menu.
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While on the Select Music screen, navigate to the song with xml that needs to
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be converted. Hold F3, press F6 to change to the theme section, then press 0
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to convert the xml in the folder of the current song.
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The other way is to use a theme that provides some interface to the
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convert_xml_bgs lua function.
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Since the converter recursively searches for all xml files in the folder
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given, if you have foo/default.xml, it will be converted to foo/default.lua.
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If foo/bar/default.xml exists, foo/bar/default.lua will be created.
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When the converter finds an xml file, it parses it and attempts to create lua
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that results in the same actors. Some things are converted without problems,
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others are beyond the scope of the converter and are not handled.
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Do not run the converter on a song that you have already converted. When it
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finds the xml files, it will overwrite the lua files with new ones, which
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means any fixes applied after conversion will be wiped out.
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The converter does not delete the xml files after conversion because you
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probably need them to double check things.
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# Known working conversions
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## Naming
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Actors and conditions are assigned autogenerated unique names with the prefix
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"xtl_actor_" or "xtl_cond_". This is so that if some error message tells you
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the name of an actor, you can find it in the code. If an actor has a Name
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field, that will be used instead of the autogenerated unique name.
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## Type guessing
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Typically, the Type or Class field is used, unless the File field points to
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something that has to be a certain type.
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* ActorFrames with children are handled.
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* File field conditions:
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* Images and .sprite files are converted to Sprites.
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* .txt and .model files are converted to Models.
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* Folders are converted to use LoadActor, which has its own rules for
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guessing the actor type.
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* Sound files are converted to ActorSound.
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* If there is a Text field, the actor is assumed to be a BitmapText.
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## Field conversion
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Any field that ends with "Command" is recognized as a command and passes
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through command conversion.
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Anything else passes through unchanged, unless it's known to be a string
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field. String fields will be strings after conversion.
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This may cause syntax errors if a field is meant to be a string and it's not
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a string after conversion. This happens because in XML, all fields are
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stored in strings and the only way to know which ones are supposed to be
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strings after conversion is to keep a list of field names.
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String fields:
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* AltText
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* Bones
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* File
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* Font
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* Materials
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* Meshes
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* Text
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* Texture
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## Command conversion
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Commands that use the normal style are converted to use SM5's cmd syntax.
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These commands are passed through a parser that looks for certain things that
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require special handling:
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* x coords are changed to use (SCREEN_CENTER_X + (x - 320)), to put them in
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the same position relative to the center. This is only applied if the
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coord was a simple number, expressions are not changed.
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* y coords are changed similarly to x coords.
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* queuecommand, playcommand, and effectclock all have their arguments changed
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to strings.
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* EffectMagnitude, ZoomToWidth, and ZoomToHeight are renamed to the lowercase
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names SM5 uses.
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* blend and cullmode have their args converted to SM5's enum values.
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* hidden is converted to visible, and its arg is converted to a bool.
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* diffuse, effectcolor1, and effectcolor2 have their args converted to use
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the color function.
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Commands that use lua functions are converted with the lua mostly unchanged.
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A very short list of things in lua are recognized and replaced with their
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SM5 equivalents.
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* "hidden(0)" becomes "visible(true)"
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* "hidden(1)" becomes "visible(false)"
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* "effectdelay" becomes "effect_hold_at_full"
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* "IsPlayerEnabled(0)" becomes "IsPlayerEnabled(PLAYER_1)"
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* "IsPlayerEnabled(1)" becomes "IsPlayerEnabled(PLAYER_2)"
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The list is short and the strings must match exactly because symbolically
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parsing the lua into tokens to recognize other ways of doing the same thing
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is beyond the scope of the converter.
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## Condition conversion
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Because conditions are lua code to execute, they are passed through the same
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converter as lua commands.
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It is common practice for many actors to have identical conditions, so all
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conditions are collected in a list, so they can be evaluated once when the
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file is loaded, and then the actors can just use the result.
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So after conversion you might see something like this:
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```
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xtl_cond_a_result= GAMESTATE:IsPlayerEnabled(PLAYER_1)
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local function optional_actor(cond, actor)
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if cond then return actor end
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return Def.Actor{}
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end
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```
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The optional_actor function is a convenient way to insert a blank, unrendered
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actor instead of one that actually does something.
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You'll see it used like this:
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```
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optional_actor(xtl_cond_a_result,
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Def.Sprite{
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Name= "xtl_actor_g",
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InitCommand= cmd(x,0;y,0),
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Texture= "foo 3x1.png",
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}),
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```
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# Known unhandled things
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Some things like difficulty use strings as enum values in SM5. Lua code that
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uses GetDifficulty or other things that now return enum strings must be
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edited after conversion to use the enum strings.
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There are probably renamed functions that the converter does not handle.
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GAMESTATE:ApplyGameCommand applies mods instantly, ignoring the tween
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speeds. Lua code that changes mods should use the PlayerOptions API instead.
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This means fetching a PlayerOptions object and converting mod strings to
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function names and args, which isn't hard with an editor with regex find and
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replace.
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Actor sizes are not changed, so if an actor is meant to be the size of the
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screen, it will probably not cover the screen when Stepmania isn't a 4:3
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aspect ratio. Use SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_CENTER_X,
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SCREEN_CENTER_Y, _screen.w, _screen.h, _screen.cx, or _screen.cy for
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positioning and sizing. Actor:FullScreen exists to stretch an actor to cover
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the screen.
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