1104 lines
46 KiB
Plaintext
1104 lines
46 KiB
Plaintext
____ __
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/\ _`\ /\ \__ /'\_/`\ __
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\ \,\L\_\ \ ,_\ __ _____ /\ \ __ ___ /\_\ __
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\/_\__ \\ \ \/ /'__`\/\ '__`\ \ \__\ \ /'__`\ /' _ `\/\ \ /'__`\
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/\ \L\ \ \ \_/\ __/\ \ \L\ \ \ \_/\ \/\ \L\.\_/\ \/\ \ \ \/\ \L\.\_
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\ `\____\ \__\ \____\\ \ ,__/\ \_\\ \_\ \__/.\_\ \_\ \_\ \_\ \__/.\_\
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\/_____/\/__/\/____/ \ \ \/ \/_/ \/_/\/__/\/_/\/_/\/_/\/_/\/__/\/_/
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\ \_\
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\/_/
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__ __
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/'__`\ /'__`\
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/\_\L\ \ /\ \/\ \
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\/_/_\_<_ \ \ \ \ \
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/\ \L\ \__\ \ \_\ \
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\ \____/\_\\ \____/
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\/___/\/_/ \/___/
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(c)2001-2003, StepMania team
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http://www.stepmania.com
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************************************************************
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Table of Contents
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************************************************************
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1. About StepMania
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2. Minimum Requirements
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3. DirectX
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4. Installation
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5. Controls
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6. How StepMania Loads Songs
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7. Connecting Dance Pads
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8. Compatibility Issues
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9. FAQ / Troubleshooting
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10. StepMania Packages - .smzip
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11. Questions, Bugs, Suggestions, and Help
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12. The StepMania Editor
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13. The .SM File Format
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14. Backgrounds
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15. BGAnimations Format
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16. The .CRS File Format
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17. Extra Stages
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18. Creating an Announcer
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19. Creating a Note Skin
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20. Creating a Theme
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21. How StepMania Loads Textures
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22. Building StepMania from CVS Source
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23. Thanks
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See the file "NEWS" for version history.
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************************************************************
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1. About StepMania
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************************************************************
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StepMania is capable of playing many game types. Currently, it supports games
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similar to Dance Dance Revolution, Pump It Up, EZ 2 Dancer, and Para Para
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Paradise. In the future, it will support games similar to BeatMania, Guitar
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Freaks, DrumMania, and more.
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The games played by StepMania are rhythm games. Notes scroll up from the
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bottom of the screen, and the player must hit the corresponding button on the
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controller in time to the music. All games can be played using the keyboard,
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but the real fun comes when using specially designed controllers, like a dance
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pad or hand sensors.
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************************************************************
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2. Minimum Requirements
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************************************************************
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* Windows 98, Windows ME, Windows 2000, or Windows XP
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* Pentium II, Pentium III, Celeron, Athlon, or compatible processor, 266MHz
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minimum (400 MHz recommended)
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* 64 MB of RAM
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* Video card that supports High Color (16-bit color) and has 16MB video RAM
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* DirectX 8.1 compatible video card with drivers
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* DirectX 8.1 compatible sound card with drivers
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* DivX 5 video codec for movie visualizations (www.divx.com)
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************************************************************
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3. DirectX
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************************************************************
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DirectX 8.1 is required before installing StepMania. If DirectX 8.1 is not
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installed on your computer, the StepMania installer will display a warning
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and abort the installation.
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************************************************************
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4. Installation
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************************************************************
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To install StepMania, download the file 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 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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************************************************************
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5. Controls
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************************************************************
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Use the "Config Key/Joy" option from the Title Menu to configure your keyboard,
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dance pad, or other game controller. This menu allows you to map up to 2
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keyboard/joystick buttons to each function in the game. The third column is
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the default key mapping, and cannot be changed. However, you can override a
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default keyboard key by simply assigning it to another function. The mappings
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for player 1 are on the left half of the screen, and the mapping for player 2
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are on right half.
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The following is a list of special keys:
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Any time:
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* F1 = insert coin for player 1
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* F2 = insert coin for player 2
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* F4 = toggle fullscreen
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* F5 = toggle detail
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* Hold Tab = increase game speed 4x (useful for moving through menus quickly)
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* Hold Tilde (~) = decrease game speed to 1/4x
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In menus:
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* Arrow keys navigate menus
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* Enter = Start
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* Escape = Back
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In any attract screen:
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* Left or Right = next attract screen
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* F3 = toggle CoinMode
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In title menu:
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* Escape = return to attract sequence
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In gameplay:
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* F8 = toggle AutoPlay
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* F9 = decrease offset
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* F10 = increase offset
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* F11 = decrease BPM of current segment
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* F12 = increase BPM of current segment
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* Hold Escape = abort playing
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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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************************************************************
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6. How StepMania Loads Songs
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************************************************************
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All files for a specific song (data file, music file, banner, background)
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must reside in a single folder. This folder must have the following path:
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Songs/<group folder>/<song folder>/
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For example, the song B4U may consist of the following files:
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.dwi
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.mp3
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u-banner.png
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u.png
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Songs/Dance Dance Revolution 4th Mix/B4U/b4u-movie.avi
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StepMania supports the SM, DWI, BMS, and KSF song file formats. If the song
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file format is BMS or KSF, simply put all the KSF or BMS files into the song
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folder.
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If a song file does not specify a valid banner file, StepMania first looks
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for a graphic in the song folder that contains the word "banner". If that
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search fails, StepMania will guess which image is most appropriate.
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If a song file does not specify a valid background file, StepMania first looks
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for a graphic in the song folder that contains the words "bg" or "background".
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If that search fails, StepMania will guess which image is most appropriate.
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If a song file does not specify a valid CDTitle file, StepMania will look
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for a graphic in the song folder that contains the words "cdtitle". If that
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search fails, StepMania will guess which image is most appropriate.
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If 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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7. Connecting Dance Pads
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************************************************************
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There are several devices that allow you to connect PlayStation dance pads to
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your PC.
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* Not recommended: generic PlayStation->USB converter
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Using a generic PlayStation->USB converter is not recommended to play any
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dancing game on the PC. The vast majority of these converters are not capable
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of registering simultaneous presses of Left+Right or Up+Down. This
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restriction will cause the player to miss many notes where two buttons must
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be hit simultaneously.
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* Highly Recommended: specific brands of PlayStation->USB adaptor
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||
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There is just one brand of PlayStation->USB adaptor that functions perfectly
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||
with StepMania. These adaptors are available for purchase through some
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||
importers (www.liksang.com). The adaptor is made by "Boom", and it small and
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black with a detachable USB cable. These adaptors cost about $15 and allow
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you to attach one dance pad per adaptor. The primary advantage of these
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adaptors is that they do not require special drivers and require no
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configuring.
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* Semi-Recommended: PlayStation->Parallel adaptor
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||
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||
PlayStation->Parallel converters do not have the simultaneous button problem
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that USB converters do. The disadvantage of these adaptors is that home-made
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drivers are required to use these devices. These drivers are often finicky
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||
and incompatible with some sound cards. PlayStation->Parallel adaptors can
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be purchased from the StepMania web site or any importer.
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For Windows 98 and Windows Me users, the recommended driver is "DirectPad Pro
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5.0 for Win9x". For Windows 2000 and Windows XP, the recommended drivers is
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NTPad XP 1.x or PSXPAD.
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||
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Win98/WinME
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"DirectPad Pro 5.0 for Win9x", found at
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http://www.aldostools.com/dpad.html
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||
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||
Win2K/WinXP
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||
NTPad XP 1.x, found at
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http://www.aldostools.com/dpad.html
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||
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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||
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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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||
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||
Some video card/driver combinations have visual errors when running StepMania.
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If you experience any visual errors, please visit your video card
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||
manufacturer's web site and download the latest Direct3D 8.1 drivers. Below
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||
is a list of known issues that are thought to be video card driver bugs:
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||
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||
* S3 Savage family cards (e.g. Diamond Stealth)
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||
Symptom: The right edge of some graphics appears "cut off".
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||
Explanation: Drivers do not properly handle textures >= 512x512, resulting in
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cropped textures. Turn the texture detail option to 256 to force textures to
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a smaller size.
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||
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* SiS cards
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||
Symptom: Garbled fonts.
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||
Explanation: Drivers have errors in handling texture coordinates. Only known
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||
solution is to upgrade drivers.
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||
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||
* Any card older than two years
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||
Symptom: Various graphical glitches.
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||
Explanation: These problems are most often caused by buggy video card drivers
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||
bugs. Please upgrade to the latest drivers, which will hopefully fix the
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errors.
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||
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||
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************************************************************
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9. FAQ / Troubleshooting
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||
************************************************************
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||
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||
* The error "Cannot find Dinput8.dll" appears when launching the game.
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||
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||
You need to download DirectX 8.1. http://www.microsoft.com/directx
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||
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||
* StepMania reports "Direct3DCreate failed".
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||
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||
You need to download DirectX 8.1. http://www.microsoft.com/directx
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||
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||
* StepMania reports "Direct3DCreateDevice failed".
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||
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||
This error means that your video card or drivers do not support Direct3D 8.
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||
Download the latest drivers for your video card. If your video card is older
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||
than 2 or 3 years, Direct3D 8 drivers may not be available. Sorry.
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||
|
||
* Music rates of over 100% do not work on my computer. Why?
|
||
|
||
Some very old sound cards do not support sound playback rates that are greater
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||
than the original sample rate. This problem is likely to be corrected by newer
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||
sound card drivers.
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||
|
||
* I’m looking to purchase a video card. What works well with StepMania?
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||
|
||
Just about any video card manufactured in the last year will run StepMania
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||
flawlessly at 60 frames per second. I recommend any card with an nVidia
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||
GeForce chip or an ATI Radeon chip.
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||
|
||
* How can I improve performance with my existing video card
|
||
|
||
1. Install the latest drivers for your video card.
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||
2. Press F5 in the game to toggle between high detail and low detail modes.
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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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||
|
||
* Will you tell me when the next version will be released?
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||
|
||
Nope, Sorry. It's gotten me in trouble before.
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||
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||
* Why won't you tell me? I promise I won't tell anyone else.
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||
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||
The reasons I won't tell is because: a) I don't know yet, and b) I don't want
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||
to make anyone angry if it takes longer than expected (it usually does).
|
||
|
||
|
||
************************************************************
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10. StepMania Packages - .smzip
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||
************************************************************
|
||
|
||
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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||
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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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||
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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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||
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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
|
||
contains them all. "Export Individual" will create one separate package for
|
||
each selected item in the list.
|
||
|
||
|
||
************************************************************
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11. Questions, Bugs, Suggestions, and Help
|
||
************************************************************
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||
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||
If you have a question about or problem with StepMania, please first ask your
|
||
question a StepMania message board. For a list of StepMania message boards,
|
||
see the web site - http://www.stepmania.com.
|
||
|
||
If you have found a bug, please file a bug report into the SourceForge bug
|
||
tracking system (http://sourceforge.net/tracker/?group_id=37892&atid=421366).
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||
This will allow the developers to track and fix bugs much more efficiently.
|
||
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||
* In a bug report, please specify your video card brand and model, and your OS
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||
version (Win98, WinXP, etc).
|
||
* PLEASE, PLEASE enter your e-mail address on the bug reports. In many cases,
|
||
we need more information from the bug reporter.
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||
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||
Please use SourceForge's feature request system to enter new feature requests
|
||
(http://sourceforge.net/tracker/?atid=421369&group_id=37892&func=browse). Also,
|
||
please discuss feature ideas on the StepMania message board or the StepMania
|
||
developers list (stepmania-devs@sourceforge.net).
|
||
|
||
If you would like to help with development of StepMania, please send an email
|
||
to the StepMania developers list (stepmania-devs@sourceforge.net) or to Chris
|
||
(chris@videogamers.com).
|
||
|
||
|
||
************************************************************
|
||
12. The StepMania editor
|
||
************************************************************
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||
|
||
The StepMania editor allows you to edit, record, synchronize, and play back
|
||
note patterns. When you choose 'Save', your song will be saved in both the .SM
|
||
format and the DWI format for use in Dance With Intensity. If you save a song
|
||
that was originally in the BMS or KSF format, the old files will be appended
|
||
with ".old", and a new .SM file will be written with your new song data.
|
||
|
||
Following are a few basic commands that you will find useful in learning to use
|
||
the editor:
|
||
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||
* Escape = menu
|
||
* Up/Down = prev/next line
|
||
* Left/Right = change snap
|
||
* 1 through 0 = add/remove note
|
||
* Enter - Set selection begin marker
|
||
* Space - Set selection end marker
|
||
* P - Play back current selection (if no selection, play whole song)
|
||
* R - Record over current selection (if no selection, record whole song)
|
||
|
||
|
||
************************************************************
|
||
13. The .SM file format
|
||
************************************************************
|
||
|
||
The .SM song file format was created to be one file format that supports all
|
||
game types that StepMania can play (dance, pump, beat, guitar, etc). The
|
||
syntax of a .SM is similar to .DWI and .KSF except that some tags are different.
|
||
|
||
(Note that StepMania can load images can be in png, gif, jpg, or bmp format,
|
||
and can load sounds in ogg, mp3, or wav format.)
|
||
|
||
|
||
#TITLE:...; - The "main title" of the song. (Support for UTF-8 foreign
|
||
characters coming soon)
|
||
#SUBTITLE:...; - This text will appear underneath the main title of the song
|
||
on the Select Music screen. e.g. "~Dirty Mix~" or "(remix)".
|
||
#ARTIST:...; - The artist of the song.
|
||
#TITLETRANSLIT:...; - Transliteration of song's main title for sorting
|
||
#SUBTITLETRANSLIT:...; - Transliteration of song's sub title for sorting
|
||
#ARTISTTRANSLIT:...; - Transliteration of the artist of the song
|
||
#CREDIT:...; - Give yourself some credit here for creating a wonderful song.
|
||
#BANNER:...; - The file name of the banner image. e.g. "b4u-banner.png".
|
||
This image must reside in the song folder.
|
||
#BACKGROUND:...; - The file name of the background image. e.g. "b4u-bg.png".
|
||
This image must reside in the song folder.
|
||
#CDTITLE:...; - The file name of the spinning CD logo. e.g.
|
||
"b4u-cdtitle.png". This image must reside in the song folder.
|
||
#MUSIC:...; - The file name of the music file. e.g. "b4u.mp3". This image
|
||
must reside in the song folder.
|
||
#OFFSET:...; - The time in seconds at which beat 0 occurs in the music.
|
||
This is specified as a floating point value. e.g. "2.34".
|
||
#SAMPLESTART:...; - The time in seconds to start the music sample that plays
|
||
on the Select Music screen. This is specified as a floating point value.
|
||
e.g. "32.34".
|
||
#SAMPLELENGTH:...; - The time in seconds let the sample music play after
|
||
starting. This is specified as a floating point value. e.g. "16.00".
|
||
Note that in the last 1 second of playing the music will fade out.
|
||
#SELECTABLE:...; - If "NO", the song can not be selected manually and can
|
||
only be played as part of a course. If "ROULETTE", the song can can also
|
||
be selected via roulette. The default value is "YES".
|
||
#BPMS:...; - A value of the format "beat=bpm". Indicates that at 'beat', the
|
||
speed of the arrows will change to "bpm". Both of these values are
|
||
specified as floating point values. You must specifiy a BPM value for beat
|
||
0. Multiple BPMs can be given by separating them with commas. e.g.
|
||
"0=160,120=80".
|
||
#STOPS:...; - A value of the format "beat=sec". Indicates that at 'beat',
|
||
the motion of the arrows should stop for "sec" seconds. Both of these
|
||
values are specified as floating point values. Multiple stops can be given
|
||
by separating them with commas. e.g. "60=2.23,80=1.12".
|
||
#BGCHANGE:...; - A value of the format "beat=bg name". Indicates that at
|
||
'beat', the background should begin playing a new background named 'bg name'.
|
||
'beat' is a fractional value value and 'bg name' is a string. Different
|
||
bg changes are separated by commas. e.g. "60=falling,80=flower".
|
||
When StepMania looks for a backgound, it searches in this order:
|
||
- Looks for a movie with file name = "bg name" in the song folder.
|
||
You must include the file extension in "bg name". e.g.
|
||
"60=falling.avi,80=flower.mpg".
|
||
- Looks for a BGAnimation folder with the name "bg name" in the song
|
||
folder.
|
||
- Looks for a movie with file name "bg name" in the RandomMovies folder.
|
||
You must include the file extension in "bg name". e.g.
|
||
"60=falling.avi,80=flower.mpg".
|
||
- Looks for a BGAnimation with file name "bg name" in the BGAnimations
|
||
folder.
|
||
- Looks for a Visualization with the file name "bg name" in the
|
||
Visualizations folder.
|
||
For example, suppose you have a song B4U and special B4U-specific
|
||
BGAnimations called "robot" and "electric". First, move the robot and
|
||
electric BGAnimation folders into the B4U song folder
|
||
(e.g. Songs\4th Mix\B4U\robot and Songs\4th Mix\B4U\electric). Then,
|
||
using the editor, insert a new background change at each point in the song
|
||
where you to switch to a new BGAnimation. When prompted for the name of
|
||
the background change, you could type either "robot" or "electric".
|
||
|
||
|
||
|
||
Each pattern of notes has the same basic format:
|
||
|
||
#NOTES:<NotesType>:<Description>:<DifficultyClass>:<DifficultyMeter>:<RadarValues>:<NoteData>;
|
||
|
||
NotesType: Must be one of the currently supported types in StepMania:
|
||
"dance-single", "dance-double", "dance-couple", "dance-solo", "pump-single",
|
||
"pump-double", "pump-couple", "ez2-single", "ez2-double", "ez2-real",
|
||
"para-single"
|
||
|
||
Description: This will be displayed on the gameplay screen. This can be any
|
||
text, but is most commonly:
|
||
"Basic", "Another", "Trick", "Standard", "SSR", "Maniac", "Heavy", "Challenge",
|
||
"SManaic"
|
||
|
||
DifficultyClass: This value must be "easy", "medium", or "hard". These values
|
||
correspond the levels of difficulty on the Select Difficulty screen.
|
||
|
||
DifficultyMeter: The difficulty of these notes as a bar rating. The value must
|
||
be an integer between 1 and 10.
|
||
|
||
RadarValues: The values that will be displayed on the Groove Radar as floats
|
||
between 0.00 and 1.00. The 5 values must be separated by commas, and are
|
||
specified in the order: "stream,voltage,air,freeze,chaos". For MAX300, these
|
||
values are "0.95,0.98,0.22,0.12,0.13". These values will automatically be
|
||
written when you save the song in the StepMania editor, but you may edit the
|
||
.SM file afterward to tweak them.
|
||
|
||
NoteData: This value requires a longer explanation.
|
||
|
||
Each note is represented by a character:
|
||
|
||
0 = no note here
|
||
1 = a regular "tap note"
|
||
2 = beginning of a "hold note"
|
||
3 = end of a "hold note"
|
||
a-z,A-z = tap notes reserved for game types that have sounds associated with notes
|
||
|
||
Notes that are hit at the same time are grouped into rows. For example, if the
|
||
NotesType is "dance-single", the row "1001" would specify that both the Left
|
||
and Right and Down panels should be hit at the same time.
|
||
|
||
The number of notes per row (also called the number of 'columns') depends on
|
||
the "NotesType.
|
||
|
||
dance-single = 4 notes/row (Left,Down,Up,Right)
|
||
dance-double = 8 notes/row
|
||
dance-couple = 8 notes/row
|
||
dance-solo = 6 notes/row
|
||
pump-single = 5 notes/row
|
||
pump-double = 10 notes/row
|
||
pump-couple = 10 notes/row
|
||
ez2-single = 5 notes/row
|
||
ez2-double = 10 notes/row
|
||
ez2-real = 7 notes/row
|
||
para-single = 5 notes/row
|
||
|
||
|
||
Note rows are grouped into measures. The number of note rows you specify in a
|
||
measure will determine the time value of each note. For example, if there are
|
||
4 note rows in a measure, each note will be treated as a quarter note. If there
|
||
are 8 notes rows in a measure, each note will be treated as a eighth note. If
|
||
there are 12 notes rows in a measure, each note will be treated as a triplet
|
||
(1/12th) note. Measures are separated by a comma.
|
||
|
||
Example:
|
||
|
||
// measure 1
|
||
2010
|
||
0000
|
||
0100
|
||
0000
|
||
: // measure 2
|
||
0001
|
||
0100
|
||
0001
|
||
0000
|
||
3010
|
||
0000
|
||
0000
|
||
0000
|
||
;
|
||
|
||
************************************************************
|
||
14. Backgrounds
|
||
************************************************************
|
||
|
||
StepMania supports three different modes of backgrounds. The default
|
||
background mode can be set in the Graphic Options menu.
|
||
|
||
BGAnimations - Sprite animations similar to DDR 1st-5th Mix. There must be
|
||
BGAnimation folders present in the BGAnimations directory, or else no
|
||
background will be played. See the section called "BGAnimations Format"
|
||
in this document for more information on the BGAnimations format.
|
||
BGAnimations will perform better than the other background modes on slower
|
||
computers.
|
||
|
||
Random Movies - The background will cycle randomly over any avi or mpg files
|
||
in the "RandomMovies" folder in the StepMania program directory.
|
||
|
||
Visualizations - A random avi or mpg file will be chosen from the
|
||
"Visualizations" folder in the StepMania program directory. This movie
|
||
file will be played and blended over top of the song's background graphic.
|
||
|
||
Many video AVIs will require the DivX codec for playback. If you haven't yet
|
||
downloaded DivX, you can get it from www.divx.com. Playing movies as the
|
||
background is very processor intensive, and may cause choppiness on slower
|
||
computers.
|
||
|
||
Sample animations, visualizations, and random movies can be found at
|
||
www.stepmania.com.
|
||
|
||
|
||
************************************************************
|
||
15. BGAnimations Format
|
||
************************************************************
|
||
|
||
The BGAnimations folder in the StepMania program directory may contain several
|
||
BGAnimation folders.
|
||
|
||
\BGAnimations\<anim folder>\<layer files>
|
||
|
||
<anim folder> is the name of the animation.
|
||
|
||
<layer files> are one or more graphics files that will be used as layers in the
|
||
animation. Each sprite represents exactly one layer. Multiple layers can be
|
||
specified by having multiple <layer files>. Layer files can be PNG, AVI, or
|
||
MPEG files.
|
||
|
||
For example, a BGAnimation named "flower" may include the files:
|
||
|
||
BGAnimations\flower\1 TileScrollUp.png
|
||
BGAnimations\flower\2 StartOnRandomFrame ParticlesFloatDown 1x2.png
|
||
BGAnimations\flower\3 TileScrollLeft CycleColor 2x2.png
|
||
|
||
The layers of a BGAnimation are drawn from bottom in the order in which the
|
||
layer graphics files appear alphanumerically. A layer file name will often
|
||
begin with a number to control the order in which they are drawn.
|
||
|
||
Different "effects" are specified for each layer by adding tokens to the file
|
||
name. Here are an explanation of the currently supported tokens:
|
||
|
||
UseSongBg - Use the song's background file instead of this graphics file.
|
||
Since this graphics file is merely a placeholder, you might want to make this
|
||
graphic a 1x1 graphic to save disk space.
|
||
|
||
Add - use additive blending instead of normal blending.
|
||
|
||
CycleColor - cycle the color of the layer over the colors of the rainbow
|
||
|
||
CycleAlpha - cycle the alpha channel of the layer over type
|
||
|
||
StartOnRandomFrame - Start the animation on a random frame. This is mainly
|
||
useful for Tile or Particle effects.
|
||
|
||
DontAnimate - Stay on the first frame of this animation. This is only useful
|
||
for layers with multiple frames.
|
||
|
||
(stretch effects) - These scretch the graphic across the extire screen.
|
||
ScretchScrollLeft,
|
||
StretchScrollRight,
|
||
StretchScrollUp,
|
||
StretchScrollDown,
|
||
- Scroll the layer in a direction
|
||
|
||
StretchWater,
|
||
StretchBubble,
|
||
StretchTwist,
|
||
StretchSpin,
|
||
- Deform the background sprite with an effect. Only stretch spin is currently implemented.
|
||
|
||
(particle effects) - Use the graphic to make individual particles on the screen.
|
||
ParticlesSpiralOut,
|
||
ParticlesSpiralIn,
|
||
- Spiral particles away from/toward the center of the screen.
|
||
ParticlesFloatUp,
|
||
ParticlesFloatDown,
|
||
ParticlesFloatLeft,
|
||
ParticlesFloatRight,
|
||
- Scroll the particles across the screen.
|
||
ParticlesBounce,
|
||
- Particles start traveling in random directions and bounce when they hit the edge of the screen.
|
||
|
||
(tile effects) - Tile the graphics across the screen, forming a grid of graphics.
|
||
TileStill,
|
||
TileScrollLeft,
|
||
TileScrollRight,
|
||
TileScrollUp,
|
||
TileScrollDown,
|
||
- Scroll the tiles
|
||
|
||
TileFlipX,
|
||
TileFlipY,
|
||
- Flip the tiles along the X or Y axis.
|
||
|
||
TilePulse,
|
||
- Tiles zoom in and out.
|
||
|
||
|
||
************************************************************
|
||
15. The .CRS File Format
|
||
************************************************************
|
||
|
||
CRS files define the courses used in the "Oni" Nonstop Challenge mode. All CRS
|
||
files must reside in the "Courses" folder in the StepMania program folder.
|
||
|
||
#COURSE:...; - name of the course
|
||
#LIVES:<0..10>; - An integer between 0 and 10. This line is optional.
|
||
#REPEAT:<YES|NO>; - start over after last stage?
|
||
#SONG:<group folder>\<song folder>:<description>[:modifiers]; -
|
||
group folder - The name of the folder that contains the song folder.
|
||
song folder - the name of the folder that contains files for the song
|
||
description - BASIC, TRICK, SSR, MANIAC, HEAVY, etc.
|
||
modifiers - One or more of:
|
||
0.5x, 0.75x, 1.5x, 2.0x, 3.0x, 4.0x, 5.0x, 8.0x
|
||
boost, wave, drunk, dizzy, space, mini
|
||
hidden, sudden, stealth, blink
|
||
mirror, left, right, shuffle, supershuffle
|
||
little
|
||
reverse
|
||
note, flat, plain
|
||
noholds
|
||
nofreeze
|
||
dark
|
||
norecover, suddendeath, power-drop, death
|
||
0.7xmusic, 0.8xmusic, 0.9xmusic, 1.0xmusic, 1.1xmusic,
|
||
1.2xmusic, 1.3xmusic, 1.4xmusic, 1.5xmusic
|
||
|
||
|
||
************************************************************
|
||
16. Extra Stages
|
||
************************************************************
|
||
|
||
You can manually specify extra stages for each song group by creating .CRS
|
||
files called "extra1.crs" and "extra2.crs" and placing them in the song group
|
||
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
|
||
choose an appropriate song, notes, and modifiers.
|
||
|
||
Don't forget: extra stage CRS files belong in the song group folder
|
||
(e.g. "Songs/DDRMAX/"), not in "Courses".
|
||
|
||
|
||
************************************************************
|
||
17. Creating an Announcer
|
||
************************************************************
|
||
|
||
Announcers folders must reside in the "Announcers" folder inside the
|
||
StepMania program directory (e.g. "Announcers\DDRMAX\"). An announcer folder
|
||
contains several more folders - one for each announcer "trigger". 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.
|
||
"everybodys waiting for you.mp3"). If there are 0 sound files in a trigger
|
||
folder, or the trigger folder is missing, then no sound will be played for
|
||
that trigger.
|
||
|
||
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 "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 (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.
|
||
|
||
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.
|
||
|
||
|
||
************************************************************
|
||
19. Creating a Theme
|
||
************************************************************
|
||
|
||
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:
|
||
|
||
Themes\<ThemeName>\BGAnimations\
|
||
Themes\<ThemeName>\Fonts\
|
||
Themes\<ThemeName>\Graphics\
|
||
Themes\<ThemeName>\Numbers\
|
||
Themes\<ThemeName>\Sounds\
|
||
Themes\<ThemeName>\metrics.ini\
|
||
|
||
The 5 possible folders in a theme hold "theme elements". A theme element is
|
||
simply a little piece of the theme that can be changed. Each of the 5 folders
|
||
contains different types of information as explained below:
|
||
|
||
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 of
|
||
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).
|
||
Top=<0..63>: This indicates the top of a typical capital letter, from
|
||
the top of the frame. If not specified, this will be derived from
|
||
LineSpacing.
|
||
Baseline=<0..63>: This indicates the baseline of the font, from the
|
||
top of the frame. If not specified, the baseline is derived from
|
||
LineSpacing.
|
||
|
||
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.
|
||
|
||
|
||
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.
|
||
|
||
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".
|
||
|
||
|
||
************************************************************
|
||
20. How StepMania Loads Textures
|
||
************************************************************
|
||
|
||
* What are textures?
|
||
|
||
"Texture" is simply another name for graphics file. The name "texture"
|
||
is more common when taking about 3D graphics. This document uses "texture"
|
||
and "graphic" interchangably.
|
||
|
||
|
||
* 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
|
||
called "title menu logo.png" that you would like to turn into an animation.
|
||
Now, you create an graphic file with 9 frames of animation - 3 frames wide
|
||
and 3 frames high. Name this file, "title menu logo 3x3.png", and stepmania
|
||
will play the graphic as an animation with frames in the order left-to-right,
|
||
top-to-bottom, with 0.20 seconds separating each frame.
|
||
|
||
|
||
* What are .sprite files?
|
||
|
||
.sprite files are a way to have even more precise control over how your
|
||
graphics animate. Each sprite has multiple "states". For each state, you
|
||
may specify: 1) What frame of the graphic to show, and 2) how long to show
|
||
this state before moving to the next state.
|
||
|
||
Let's look at an example .sprite file:
|
||
|
||
[Sprite]
|
||
Texture=dancer p1 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
|
||
to specify the dimensions in the file name using the convention described
|
||
above.
|
||
|
||
FrameNNNN is the index of the frame number to use for the first state of the
|
||
animation. Frame may range between 0 and (total number of frames - 1).
|
||
Frame indicies move left-to-right, top-to-bottom over the frames in an image.
|
||
|
||
DelayNNNN is the time in seconds to show the state.
|
||
|
||
|
||
* My graphics show ugly banding or look washed out. What can I do?
|
||
|
||
StepMania will soon dither all textures by defaul, thus making the current
|
||
texture hint system obsolte.
|
||
|
||
|
||
* Why do the graphics look so blurry?
|
||
|
||
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:
|
||
|
||
- 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).
|
||
|
||
|
||
************************************************************
|
||
21. Building StepMania from CVS source
|
||
************************************************************
|
||
|
||
CVS is the repository that manages the StepMania source code. Our CVS server is
|
||
graciously provided by SourceForge. You can get the absolute-latest bleeding
|
||
edge updates to StepMania by taking the source from CVS. Below are instructions
|
||
on how to configure your computer to download source code from CVS and complile
|
||
the source into a working executable. If you do not have a basic understanding
|
||
of how to build a program using Visual C++, then you probably should not attempt
|
||
to build StepMania.
|
||
|
||
* Step 1: Install and configure Visual C++
|
||
|
||
The StepMania source can currently be built with Microsoft Visual C++ 6.0 or
|
||
Visual C++ .Net. Installing Visual C++ or Visual Studio with all the default
|
||
options is sufficient.
|
||
|
||
* Step 2: Install the Direct X 8.1 SDK
|
||
|
||
The DirectX 8.1 SDK is a free (but large) download from Microsoft:
|
||
http://msdn.microsoft.com/downloads/?url=/downloads/sample.asp?url=/MSDN-FILES/
|
||
027/001/771/msdncompositedoc.xml&frame=true. Install it using all the default
|
||
settings. The SDK installer will configure Visual C++ with the correct paths
|
||
needed to find the DirectX 8.1 libraries and headers.
|
||
|
||
* Step 3: Create a SourceForge account
|
||
|
||
In order to commit changes to CVS, you'll have to have a SourceForge account.
|
||
Create an account at www.sourceforge.net, then e-mail Chris
|
||
(chris@videogamers.com) with your username so he can add you to the project.
|
||
|
||
* Step 4: Install WinCVS
|
||
|
||
A CVS client is required to "checkout" the course from the CVS server. Download
|
||
version 1.2 of WinCVS here - http://www.cvsgui.org
|
||
(or http://sourceforge.net/project/showfiles.php?group_id=10072)
|
||
|
||
IMPORTANT: Now, open and close WinCVS once. This will cause WinCVS to create
|
||
registry entries, which is required for the next step...
|
||
|
||
* Step 5: Use SourceForge Setup to install SSH and configure WinCVS
|
||
|
||
A small utility called SourceForge Setup will greatly simplify the steps needed
|
||
to configure SSH and WinCVS. Download SourceForge Setup from
|
||
http://sfsetup.sourceforge.net/. Use the following settings when prompted by SF
|
||
Setup:
|
||
|
||
- Unpack SSH directory: c:\ssh
|
||
- SSH install direcotory: c:\ssh
|
||
- Your home directory: c:\ssh
|
||
- Your SourceForge user name: -yourusername-
|
||
- Name of the project: stepmania
|
||
- The directory where you will be keeping checked out project sources:
|
||
c:\stepmania
|
||
|
||
IMPORTANT: If you are using Windows 2000 or Windows XP SourceForge Setup will
|
||
not correctly write changes to the c:\autoexec.bat file. Verify that the
|
||
following lines are present after you run SF Setup:
|
||
|
||
rem SourceForge setup stuff
|
||
SET PATH=%PATH%;c:\ssh
|
||
SET HOME=c:\ssh
|
||
|
||
IMPORTANT: You must restart after running SF Setup so that the new environment
|
||
variables take effect.
|
||
|
||
* Step 6: Enable SSH access to the cvs machine
|
||
|
||
Before you can use your account, you must run the following (substituting your
|
||
username and projectname as appropriate) before attempting to use CVS from a new
|
||
user account. Open a command prompt, and type:
|
||
|
||
ssh -l username cvs.stepmania.sourceforge.net
|
||
|
||
Enter your password, and you'll get a message about how you're not supposed to
|
||
be there and the connection will drop. What they don't tell you is that this
|
||
creates your home directory and is required for things to start working.
|
||
|
||
* Step 7: "Checkout" the source code
|
||
|
||
- Open up WinCVS again.
|
||
- In the right pane, you should see the folder "stepmania".
|
||
- Right click on that folder and choose "Checkout module...". For the module name
|
||
enter "stepmania".
|
||
- Click OK.
|
||
- If a "chose your home directory" window appears, select "c:\stepmania".
|
||
- A minimized console window should appear. Unminimize it, type in your
|
||
SourceForge password, and press Enter.
|
||
- The source code should begin downloading. This can take a long time depending
|
||
on your connection speed.
|
||
|
||
* Done! Enjoy staying on the bleeding edge of StepMania releases!
|
||
|
||
* Optional: Create the SSH keypair for painless access to CVS server via SSH.
|
||
|
||
Open a command prompt and enter this to create a new key pair:
|
||
|
||
ssh-keygen -C <comment> -f identity
|
||
|
||
<comment> is an identifier placed in the public key. I used my email address.
|
||
Just press enter when it asks you for a passphrase. You don't want a
|
||
passphrase. BTW, without the -C option the program will fail and you won't get
|
||
a new key pair. I couldn't use any other ssh-keygen utility except for this
|
||
one. Any other (SecureCRT, or the linux server) and ssh.exe wouldn't read it.
|
||
|
||
Next, on your user account page at SourceForge, you should find a box to enter
|
||
your SSH public key. Copy the entire contents of the identity.pub file
|
||
(located in your .ssh directory) into the text entry box on the page -- be
|
||
sure not to add any line breaks or it will not work. After a 6 hour wait, you
|
||
should be able to use CVS with SSH without using your password.
|
||
|
||
(Meanwhile) Create a new file called ssh.bat in your WinCVS directory with
|
||
notepad (or whatever editor) and dump these contents into it:
|
||
|
||
@echo off
|
||
rem echo %0 %1 %2 %3 %4 %5 %6 %7 %8 %9 > debug.txt
|
||
ssh.exe -C -l %3 -i c:\ssh\.ssh\identity %1 %4
|
||
|
||
Edit paths as appropriate. Use of the .bat file is mainly for the ability to
|
||
manipulate the command line that ssh gets. These options aren't in WinCVS yet.
|
||
On the Ports tab of WinCvs preferences, select 'Check for an alternate RSH
|
||
name' and put "ssh.bat" into the editbox.
|
||
|
||
WinCVS will create a new console window in your taskbar when running ssh.bat,
|
||
but you won't ever see any output as it's redirected.
|
||
|
||
************************************************************
|
||
22. Thanks
|
||
************************************************************
|
||
|
||
Thanks to:
|
||
redcrusher for help on ez2 graphics
|
||
Dj Slash & Tony Thai for the caution graphic
|
||
Kyle "KeeL" Ward for his awesome menu music (www.ampcast.com/keel)
|
||
|
||
|
||
************************************************************
|
||
End of document
|
||
************************************************************
|