~The How-To Guide~
(These subsections are split by divider lines. You can also hit Ctrl-F to Find a subsection even faster!)
* Setting Up StepMania Did you just install SM? Here's how to get everything all set up.
* Difficulty Information How to set your difficulty level, and how to recognize other signs of difficulty.
* How to Play A guide on how to time your steps and how to recognize arrow colors and types.
* Picking a Speed Mod For those having trouble, info on how they work, and advice on how to pick one.
* Other Logistics Information regarding the combo counter and the grade system.
* USB Card Guide How to set up a USB card for use with an ITG machine.
* How to Create Your Own Simfile From Scratch Info on how to create your own simfile!!
Setting Up StepMania
Head into the Option menu, where you'll find all sorts of ways to tweak stuff. Here's what you'll wanna do:
1) Turn on Event Mode.
Go into the Coin Options, and turn on Event Mode. (This will allow you to play forever until you choose to quit by hitting [Esc] to go back to the main menu.)
2) Turn off the menu timers.
Go into the Machine Options, and turn off the Menu Timers. (You're at home - there's no need for them. :p)
3) If you've installed a new Theme, switch over to it.
Assuming your Theme is properly installed (see the Theme subsection for details), you can go into the Appearance Options menu to switch over to it. (You can also set which Noteskin is your default in this menu, which you'll need to change to Metal or Cel if you downloaded and installed the Noteskin Pack I offer below.)
4) If you don't like the arrow keys, take a moment to configure your controls.
More or less obviously, this is done in the Config Key/Joy area. The 3 columns on the left side are Player 1's controls, the columns on the right are Player 2's controls (column 3 for each side is the default controls, which you cannot change directly, though those keys can be re-assigned elsewhere). Navigate to a button you'd like to change the setting for (or highlight an empty space to add a new one), hit [Enter] to tell it you want to change that one, then hit the key you'd like to use. Do this for all keys you'd like to change.
5) If you want your name displayed onscreen for high score screenshots, take a moment to create a profile.
Do this in the Profile Options. Create one (your name can be up to 12 characters long, and you can use any letters, numbers, spaces, or symbols you want), then make sure you switch to it to tell SM which profile Player 1 will be using. Your name will then be displayed in the lower-left corner while playing.
6) If things aren't sized right, take a moment to set your graphic options.
The Graphic Options menu is there for a reason - all imaginable options are in there, from screen aspect ratios for those who have widescreen monitors to resolution and quality options. So if things don't look right, go in there and change anything necessary.
Difficulty Information
How to Read Difficulty Levels
Difficulty is determined two different ways: by generalized named level, and by numerical rating.
1. Names
There are five generalized levels of difficulty you can choose from.
From easiest to hardest, they are Novice, Easy, Medium, Hard, and Expert.
(The default StepMania theme calls them Beginner, Light, Standard, Heavy, and Challenge.)
2. Numbers
In addition to recognizing a song's stepcharts by a named difficulty level, each is also given a numerical rating on a scale of 1 to 10. If you're playing on Easy or above, taking a moment to check the song's numerical rating for whatever difficulty you're on is critically important, as songs' numerical ratings vary, even within the same difficulty level.
That being said, named difficulty levels generally fall within a particular numerical range (though some particularly hard songs tend to go a bit over, as noted), as follows:
Novice: Most songs on Novice are rated 1 or 2 (though particularly hard songs will sometimes yield a 3).
Easy: Most songs on Easy range from 2 to 4 (difficult songs may be a 5 or even a 6).
Medium: The majority of Medium songs range from 4 to 6 (with a few 7s, 8s or rarely 9s here and there).
Hard: Songs on Hard are mostly 7s and 8s (though there are a notable number of 9s, and rarely 10s or even 11s).
Expert: Expert difficulty is generally comprised of songs rated 9 to 11 (with some 12s, 13s, and rarely 14+s).
Changing Your Difficulty Setting
There are 2 places you can change your difficulty setting.
1) On the Song Select screen, you can change your difficulty by holding in the [=] Red Button and pressing the Blue < Left (easier) or > Right (harder) Button. (For those of you who have played "Dance Dance Revolution," changing your difficulty DDR-style still works on an ITG machine: double-tap the Up arrow on the stage for an easier difficulty, or double-tap Down to make things harder.)
2) You also get a chance to change your difficulty on the Mod Menu; it's on the very last line.
Safety Nets by Difficulty
Novice players get to play all 3 songs in their credit, regardless of whether they pass any of them or not.
Easy players are guaranteed their second song even if they fail their first (but fail the second or third, and it's game over).
Medium and above have no safety net - fail any song and the game is over.
How to Play
Arrow Types
|
Tap arrows are your basic, ordinary arrows, seen on every difficulty. They come up and cross the targets, you hit them. Nothing incredibly special, other than, if two of them come up at the same time, you jump and hit both.
Holds are pretty common on [Easy] and up; with these, you hit the arrow when the hold's "head" crosses the targets, and you must keep holding that arrow for the entire length of its tail. If you don't, you'll drop your hold, and it will count against you. Rolls start becoming commonplace in my simfiles on [Medium], although a fair number of my sims have them on [Easy] and very rarely on [Novice] (most people only use them on [Hard] and [Expert], but I believe in early introduction). You must repeatedly tap whichever arrow(s) the roll is on for the entire length of the tail(s). If you don't, you'll drop it, and it'll count against you. Mines are traditionally only seen on [Hard] and [Expert] on songs that have any, and are mercifully rare on easier settings. These are the only thing you want to avoid; if your foot is on that panel when a mine crosses the targets, it explodes, which has two effects: it reduces your life gauge, and penalizes your score! Be particularly wary on [Expert] of songs that have minefields, lest your game come to a premature conclusion. |
Arrow Colors
|
Red arrows (1/4 notes) fall directly on the main beat of the song; this is the largest denomination of notes. These are common in all songs, and you'll find them on all five difficulty levels.
Blue arrows (1/8 notes) fall exactly mid-way between red arrows, falling on the "downbeat" of the song. These start appearing around the time you get to playing 4s on [Easy]. Yellow arrows (1/16 notes) fall exactly mid-way between a red and a blue arrow, making them good for slow drumrolls. You won't start seeing these until you start playing some difficult 7s (probably on [Hard]). Gallops are also traditionally 16th notes. Purple arrows (1/12 and 1/24 notes) only appear in songs (or song sections) that have a 3/4 time signature, which is a little difficult to explain without hearing such a song (in my pack, "Mr. Raindrop" comes to mind). Songs with such time signatures generally start introducing limited numbers of 12th-note purple arrows around [Medium] difficulty, which is generally a 6 or 7 in such songs (such is the case for both "Mr. Raindrop" and "Nanairo Nadeshiko"). Slower songs use 24th note streams for fast drumrolls. Orange arrows (1/32 notes) are what seasoned players call "trill" notes (which is worse than "drumming"), twice as fast as yellow 16ths. These typically only appear during slowdown sections (in which case, they are played as though they are 16ths), but can appear at regular-BPM speeds in short trills on occasion, generally in [Expert] songs rated 11 or higher. Cyan arrows (1/64 notes) are the epitomy of accuracy, and are seldom ever seen outside of 12+ difficulty slowdowns. A very few ska-genre songs use gallop patterns that utilize 64ths instead of 16ths at normal BPM, but typically, they are seen only in ridiculously hard slowdowns on extremely difficult [Expert]-level songs, played as though they are 32nd notes. |
How to Time Your Steps
|
I cannot possibly stress this enough. You want Fantastic judgments, you do this. There's no better way to explain it.
|
Watch as the arrows come up the screen, and listen to the music (not listening to the music is the #1 reason why newbies fail to get even halfway-decent judgments).
You want to tap the arrow on beat with the song, which happens the millisecond the arrow completely overlaps the gray targets like you see in the screenshot to the left. Not a moment before, not a moment after. |
How to Tell if You're Timing Your Steps Properly
Timing Judgments
Every single time you hit an arrow (or jump, or perform a handplant), each step is individually judged based on when you actually stepped versus when you were supposed to step. The best timing judgment you can possibly get in ITG is a Fantastic; less accurate from there it's Excellent, Great, Decent, Way Off, and Miss.
(For [SM/Default] users, the DDR-equivalent judgments are Marvelous, Perfect, Great, Good, Boo, and Miss.)
Early/Late Indicator
In ITG, every non-Fantastic judgment comes with an indicator dash that tells you whether you were off by being early or by being late. A dash before indicates you were early; a dash you see after the judgment means you were late. (For example, if you see "-Excellent" you stepped slightly early, or if you see "Great-" then you stepped quite a bit late.)
Life Gauge
Your life gauge starts at the halfway mark at the beginning of any song; scoring better than a Decent grants you some health, scoring worse than a Decent will hurt you. If there's anything left on the gauge at the end of the song, you pass (it doesn't have to be full).
An Extra Note
So you know: You don't have to return your feet to the center metal plate after every single step; you won't get penalized for idly standing on them while waiting for more arrows to come up the screen.
Picking a Speed Mod
Your Speed mod determines how fast the arrows will travel toward the targets at the top of the screen, and is based, in part, off the BPM (beats per minute) of the song itself. It's hard enough to pick regular numbers (like 1.5x or 3x), but at the arcade (and in my ITG themes) there are also C-mods and M-mods for more knowledgeable players to pick from too!
All this can be confusing, but as always, I'm here to help clear things up. For those who want to know beforehand, or are having trouble figuring things out, here's all the info you'll need. ^.^
How to Pick a Speed ModNote Your Difficulty Level and the Song's BPM
First of all, you want to note which difficulty you're playing on (newbies will inevitably read slower speeds than experts), and how fast the song's BPM is. I'd say around 160-170 BPM (the usual speed for most songs) will determine your "usual Speed mod," though faster songs 180 BPM+ may require you to step it down a tad. (You can check a song's BPM under the song's banner on the Song Select screen, and ITG themes will also display it on the Speed line of the Mod Menu.) Of course, everyone reads at different speeds, and how quickly you become able to read faster speeds varies; once you know what suits you, you can (and should) pick whatever you're comfortable with. However, for those who are unsure, here are my suggestions for general guidelines: Novice If you're playing [Novice] on an ITG theme or arcade cabinet, you have zero choice as to your speed mod: you will get C120 to simplify the speed of the arrow stream (see the section on the right for what that means). If you wanna change your mod, you must move up in difficulty to at least [Easy]. If you're playing SM using the default theme, then you can choose, and should pick 1x (or 1.5x if 1x is too slow; I'd say 1.25x, but the default theme doesn't offer it). Easy Usual Speed Mod: You should probably stick with the default of 1.5x; this is generally pretty readable for newbies. You can move up to 1.75x or 2x if that's too slow, or down to 1.25x if it's too fast. Fast Songs: If the song's BPM is fast, say 180 or up, you will probably want to go with 1.25x or even 1x. Medium Usual Speed Mod: By now, you'll probably be capable of or even comfortable with reading 1.75x or 2x for most of the songs you'll play. Fast Songs: Go back down to 1.5x (or 1.75x if you normally read at 2x). Hard Usual Speed Mod: You should have a good idea what you're comfortable with by now, but if you still want a suggestion, I'd say around 2.5x should be a comfortable reading speed. Fast Songs: You may be able to still read 2.5x up to about 180 BPM, but if it's much higher than that, consider decreasing by 0.25x or 0.5x under whatever you usually use. Expert Usual Speed Mod: By the time you start passing 9s on a regular basis, you should be reading nearly everything at either 2.75x or a full 3x (though there's nothing wrong with faster if you're capable, and many people who pass 11s or more can and do read at 3.25x, 3.5x, or even higher). Fast Songs: As with my [Hard] suggestions, decrease your speed mod by 0.25x or 0.5x under whatever you usually use. Special Case: Mini Some skilled ITG players make the arrows smaller (on the Size line of the Mod Menu) so they can see more of the arrow stream onscreen at a time. If you decide to use Mini, you should increase your speed mod over whatever you normally use, to compensate for the smaller arrow size; at 60% Mini (the traditional size for the Mini mod), I recommend the following change ranges (depending how fast you normally read): Easy: 0.75x to 1.25x over your normal speed. Medium: 1.25x to 1.75x over your normal speed. Hard: 1.75x to 2.5x over your normal speed. Expert: 2.5x to 3.25x over your normal speed. Special Case: 300+ BPM Songs If you're playing "Energizer" or "Pandemonium" (ITG2), or anything from the "Max" series (DDR; like "Max 300" or "Maxx Unlimited"), the BPM will be ridiculously high, 300 BPM or more. This requires players of all levels to decrease their speed mod. Easy: Go with 1x. Medium: The same; 1x. Hard: Try out 1.25x; if you can't read that, 1x. Expert: You should be able to do 1.5x; if not, 1.25x. |
How Speed Mods WorkOrdinary (x) Mods
Dependent upon the speed of the song in BPM, the arrows travel up the screen at a particular pace, normal speed, of course, being 1x; the faster the song is, the faster the arrows go in the first place. (So you know, the reason ITG's default is 1.5x is because even most newbies complain that 1x is just plain way too slow, though you can, of course, set it back to that if you disagree.) These traditional speed mods simply alter how spread-out the arrows are (and therefore how fast they will travel up the screen). In this way, those who cannot "read" slower arrow streams (because they are too cramped) will find reading a faster speed mod to be easier. Players will naturally gain the ability to read faster speeds as they move up in difficulty (and as they discover more complicated steps, will want to move up in speed, so they can read the harder steps more easily). Introduction to C- and M-Mods In the Groove heralded the addition of C- and M-mods for skilled or knowledgeable players who want or need additional ways to alter the speed of arrows. These are included in the ITG themes I offer, in case you want to try them out. They're not at all necessary, of course; you can still do perfectly well without them. But if you're interested in learning what they do so you can use them when you feel the need, read on. C-Mods C- ("Constant") mods force the entire arrow stream to travel at that BPM regardless of the original arrow speed of the song. This eliminates all speed changes and/or tempo stops in a song (and therefore disqualifies a high score on ITG themes). ITG themes force [Novice] players to play at C120 (which, if you're wondering, is very slow) so they don't have to deal with slowdowns, speedups, or tempo stops which may otherwise be present in the song. You should use a C-mod when you know a song has BPM changes or stops that you are not yet entirely familiar with; this way, you can better-determine how the speed changes or stops should be played when you play the song again with a normal speed mod. M-Mods M- ("Make") mods are for knowledgeable players who like to calculate what their "reading speed" is so they can associate a raw number with the speed they're comfortable with reading at. Keep in mind that M-mods are only available in StepMania 5 and OpenITG - even if your graphical theme has them listed, they won't work in any other environment (so 3.95 users are out of luck on this one). The formula for calculating your reading speed is: (Song BPM) x (Speed mod you'd normally use for it). (Example: I am capable of reading 160 BPM songs at 3.4x. 160 x 3.4 = 544, so my reading speed is around 550.) If you know what your reading speed is, then you can use M-mods to guarantee the arrows scroll at (or somewhere quite near) the speed you're comfortable with reading at. (Thus, in my case, the best M-mod to use would be M550.) M-mods do not eliminate speed changes or tempo stops; those song elements will still proceed as per normal (thus, as I recall, M-mods do not disqualify for high scores). So in the end, M-mods are for those who know their level of comfortability, but are indecisive on regular mods; so if you can't decide between, for example, 2.5x and 2.75x, then perhaps it would be better to eliminate the indecision and go with an M-mod. Conclusion & How to Get to the C-/M-Mods That is why, in the ITG themes I offer for download, all manner of speed mods are included; this way, everyone of all player levels and capabilities have access to all the mods they could ever possibly need (or want); everything from 0.5x and C-/M120 for the not-so-inclined to 10x and C-/M1000 for the insane among us. :p To get to the lists of C- and M-mods, simply keep scrolling right, through the list of x-mods, past the entry for 10x; the C-mod list is found after it, starting with C120. The M-mod list is found past the entry for C1000, then the list loops back to the start (0.5x) after scrolling past M1000. |
Other Logistics
The Combo Counter!! ^.^
How Combos Work
Any step given a judgement of Fantastic, Excellent, or Great (accurate judgements) will add to your combo and keep it alive. Getting a Decent or worse (being significantly inaccurate) will kill your combo. (Contrary to what you might think, hitting a mine on higher difficulties will not kill your combo.)
Your combo, as long as you can hold it, will keep increasing song-to-song; it will end at the conclusion of your set. However, if you're using a USB card (or if you're an SM player using a profile), it will keep going game-to-game, and it will keep counting until you get a non-combo step. Many skilled players are often seen with combos in the 1,500 - 2,500 range before losing their combo to a particularly difficult song (which may make you ask "is 10,000 possible?", to which the answer is yes, the counter will count that high, and yes, it's been done many times by various players, myself included).
Combo Glow
Skilled players able to consistently get good judgements on ITG may be rewarded by having the combo counter glow. This is an important thing to note if it happens, so here's how you know what's going on. (If you are using a StepMania 5 alpha build, or any DDR-based theme, your combo won't glow no matter how well you do.)
|
A Green Combo, as seen in the ITG2: Velocity theme.
A Gold Combo, as seen in the ITG2: Velocity theme. A Blue Combo, as seen in the ITG2: Velocity theme. |
Green Combo
If the combo counter is glowing green, the player has received only Great, Excellent, and Fantastic judgments for the steps played so far (no judgments Decent or worse). Finishing a song with a combo glowing this color is a Full Combo. Full Combos usually receive a grade somewhere between an S- and a single Star (though it can be less). Getting a Decent during a Green Combo kills the combo entirely, so this is the lowest level of combo glow. (Some older themes do not award a combo glow for this combo level; both the themes I offer here do.) Gold Combo If the combo counter is glowing gold, the player has received only Excellent and Fantastic judgements for the steps played so far (no judgments Great or worse). Finishing a song with a Gold Combo is called a "Full Excellent Combo," or "FEC" for short, and generally results in a grade of a Double or Triple Star. Getting a Great during a Gold Combo downgrades it to a Green Combo (or makes the counter stop glowing on some older ITG themes that do not award green combo glow). Blue Combo If the combo counter is glowing blue, the player has received only Fantastic judgments (and thus a perfect score) for the steps played so far. Finishing a song with a Blue Combo is called a "Full Fantastic Combo," or "FFC" for short, and receives a perfect score of 100% (a Quadruple Star grade). Getting an Excellent during a Blue Combo downgrades it to a Gold Combo. Dropping Holds/Rolls No matter what color your combo glow is, if you drop even one hold or roll, it will cause your combo glow to cease (though it won't reset the counter itself). |
The Grade Scale
Quadruple Star: 100%
Triple Star: 99%
Double Star: 98%
Star: 96%
S+: 94%
S: 92%
S-: 89%
A+: 86%
A: 83%
A-: 80%
B+: 76%
B: 72%
B-: 68%
C+: 64%
C: 60%
C-: 55%
D: Less than 55% but still passed the song
F: Failed
USB Card Guide
1) Select a Card
If you're only planning on saving your high scores and nickname, I'd get a 256 MB card. If you want to take tons of screenshots of your scores on the Results screen, you might want to go with a 512 MB card. If you're going to be playing custom songs, depending on how many, I'd go with anywhere from a 512 MB to a gig or two.
And in any event, remember that ITG isn't the only thing your USB card is good for; these things can store anything.
2) Uninstall U3 (If It's Present)
So, long story short, check out your card before moving to the next step, and if it has U3 on it, uninstall it (just deleting the program folders won't work; you must uninstall it by running its uninstall program).
Essentially, you're already good to go at this point; you could go to the arcade and stick the card in the machine right now, and it'll save your scores just fine. But if you want to take care of everything before your USB card's initial arcade visit, read on.
3) Create Your Game Folders
1) Create the "In The Groove 2" Folder
Right in your main USB card directory, make a new folder and call it "In The Groove 2". The machine can do this for you.
2) Create the Subfolders
Go into your ITG 2 folder. Within that folder, create other folders called "Edits", "Songs", "Screenshots", and "LastGood" (a backup of your last good stats in case your card acts up). The machine will do this for you, as well.
4) Create Your Editable File
[Editable]
DisplayName=
LastUsedHighScoreName=
WeightPounds=
Your Display Name is your long nickname, which will display in the lower corner of the screen. It can be up to 12 characters long. You can use letters, numbers, spaces, symbols, whatever you want. The machine can't do this for you - you must do it yourself on a computer.
Your Last Used High Score Name is the initials you want your card to use for auto-filling your high score initials. This can be up to 4 characters long. You can only use letters and numbers here (unless you're interested in using a question mark or an exclamation point). If you don't stick anything in here, the machine will save whatever initials you put in on the machine (and if you didn't stick anything in your DisplayName field either, it will save your initials as your display name as well).
Your weight in pounds is only used for calculating the calories you burned after each set; the weight itself is never displayed. If you wish, you can set this at 0 or just leave it blank without affecting gameplay.
5) Put Custom Songs on the Card
More On Custom Songs
I can, of course, guarantee that the songs you find here will work fine (they all meet the criteria listed below). However, you can't just put any song you've been playing on StepMania on your card; unless someone told you directly that it's custom song ready, it might not be. (If you got it from GrooveStats.com, those have to be custom-song ready, and most authors who chart for arcade play like myself will usually point out on their BemaniStyle entires that a song is "R21-" or "ITG-Ready.")
There are 3 main issues people run into regarding songs that might not be custom song ready. Go into the song's folder, and take a look at the music file. These are the things you'll need to be concerned about:
1. Its file format. It must be an .ogg file (the ITG 2 machine will not read .mp3 files). If this is your only real problem, you can use a program such as Audacity Portable to convert the .mp3 into an .ogg file.
* Arcade machines that have OpenITG can have simfiles with .mp3 files hacked onto the machine, and they'll read, but from a card, it always has to be an .ogg file.
2. Its length. Songs cannot be 2 minutes (120 seconds) or over. However, this can be circumvented by applying the Ogg Length Patch. If the song is long enough that it would need patched, but you're unsure if it already is, apply the patch anyway - it won't hurt it. (I offer the Ogg Length Patch in the StepMania Stuff section for download.)
*Arcade machines that have OpenITG have an option in the Operator Menu where employees can set how long they'll allow custom songs to be, and anything over that can't be played regardless of the song's patch status.
3. Its file size. Even a length-patched song will not work on the machine if it's 5 MB or bigger. (With this restriction, without doing anything drastic to a music file, most patched files up to 4 minutes will work.)
* Arcade machines that have OpenITG have an option in the Operator Menu where employees can set the maximum filesize for the music file and stepchart (.sm) file individually; any songs that go over whatever is set cannot be played.
How to Create Your Own Simfile From Scratch
I am assuming that since you want to start from scratch, that you have an .mp3 that you want to use, and have absolutely nothing else. Every step will be explained in detail, and all possibilities will be included in case you have a video or a picture for the background and/or want to make a banner.
Just so you know: we won't be opening StepMania for a while yet; I'll let you know once you get that far into the process.
In the order I usually take care of things in:
1. Create the empty folder, and put your song in it.
1a. Create the song's folder. Create a new folder in any of your StepMania -> Songs category folders (I like to use a Works in Progress folder; StepMania CVS -> Songs -> Works in Progress -> New Folder), and name the folder with the name of the song.
1b. Convert your music file to an .ogg if necessary. If you're only planning on playing your simfile on StepMania, there is no absolute need to convert it if it's an .mp3, as StepMania and OpenITG cabinets read .mp3s just fine. However, there are several disadvantages to having your music file as an .mp3:
1) The indexing system for .mp3s is more inconvenient; this means that if you are editing a stepchart in the editor and choose to play from the current beat, it will take much longer to load (which means if you're like me, you'll lose your train of thought more easily).
2) If you plan on having anyone put the simfile on a USB card for use as a custom song, or are planning on adding it permanently to a non-OpenITG cabinet, the machine WILL NOT read .mp3s, and the file won't even display in most cases (and if it does, you won't be able to play it).
For this reason, I recommend using a program such as Audacity Portable to quickly and easily convert your .mp3 into an .ogg file; just drag the .mp3 into Audacity, let it load, then hit File -> Export as Ogg Vorbis. (If you want to make the song louder, by the way, you can permanently boost its volume by hitting Ctrl + A [to highlight the whole song] and hitting Effect -> Amplify; it'll ask you how many decibels of volume you'd like to add to the volume.)
1c. Put the song in the folder. After converting the song to an .ogg, stick it in the shiny new folder.
1d. Determine the BPM of your song beforehand if at all possible. You can always guess around once you open up the editor, but if you can possibly avoid that frustration (and trust me, it is a frustration), it pays off to figure it out before you ever start. My favorite tool for determining BPM is an online BPM tapping tool; open that, start playing your music file in something, and tap to the beat; the longer you do it, the more accurate the determination will be. (.ogg files will play in VLC in case you have nothing else that will do it).
2. Come up with the background elements.
|
Example: My background picture for "Cheer! ~Makkana Kimochi~."
|
2a. Put background picture(s) in the song's folder. Though a simfile will play fine without one, if you ever intend to release your simfile to the public and have half a brain in your head, you'll realize how useful it is to have a background (bg), because if your song doesn't have one, it will use the default fallback picture, and those who play on StepMania a lot already see the default fallback way too much, and appreciate seeing something other than that. It usually isn't difficult to do a Google Image search for an appropriate image. You can add the song or artist name to the bg if you like, but you don't have to. Along with a banner, a background adds to the song's feel and personality. You'll need to tell StepMania which picture you want to use as the song's default bg (in case you have more than one); more on how to do that in Step 5: Write the Basic Stepfile Info.
2b. If you have one you want to use, put a background video in the song's folder. As you know, some songs have music videos; if you have a video you want to use (regardless of whether it has sound or not, though videos with sound are bigger), you can stick it in the folder as well. You can easily download any videos you find on YouTube using the YouTube Downloader, and you can also convert it to an .avi (the filetype that causes the least lag). |
3. Create a banner.
|
Example: My banner for "Bumpy-Jumpy!".
|
3. Craft a banner and place it in the song's folder. Even more than a background image, a banner is greatly appreciated by players; it displays more places than any of the song's other images, and some themes don't display the song's title on the results screen, meaning the banner is the only way to tell which song the screenshot is of. If your background image isn't too busy and you want to use it for a banner, you can always resize it.
The official standard size for quality banners nowadays is 418x164 (DDR size used to be 256x80). Banners should ALWAYS contain at least the name of the song, and should definitely contain the artist's name as well (I highly recommend it). A nice-looking banner is very important, as it could be a player's first impression of a song, even before they hear the music itself; not having a banner at all can be as much a turn-off for some players as having an ugly banner. There're lots of ways to resize images and add text to them; as for free programs, GIMP is an excellent choice for both resizing an image without losing quality and for adding text. If you have money (or torrent it), you can add flashy text to banners using PhotoShop as well. Personally, I use Microsoft Word's WordArt feature and copy the text over, but that's been my style for years, and is not the nicest-looking way to do things in most cases, though you can do so as well if you like it. |
4. Insert your CDTitle.
|
Example: My CDTitle.
|
4. Copy your CDTitle into the song's folder. The CDTitle is the little icon that spins around in one of the upper corners of the song's banner on the music wheel. If you intend to become a regular stepartist, it's wise to make and use a CDTitle to put in all of your songs' folders to help identify the simfile as something you made. It must be a .png, and it should be pretty small (mine is 65x41). Again, a simfile will play fine without a CDTitle; you don't have to have one.
|
5. Write the basic stepfile info.
|
Example: For your reference, this is the basic stepfile info for Crow Song ~Duet~; here you see all the basic tags StepMania needs to start a song, and not all of them need filled out immediately; see the explanations on the right. After you have dabbled in the editor some, you'll note that the actual stepchart information appears below the taglist.
#Title:Crow Song;
#Subtitle:~Duet~; #Artist:Girls Dead Monster; #TitleTranslit:; #SubtitleTranslit:; #ArtistTranslit:; #Genre:J-Rock; #Credit:Ace Of Hearts; #Banner:Crow Song (Duet) - bn.png; #Background:Crow Song (Duet) - bg.png; #LyricsPath:; #CDTitle:Ace Of Hearts.png; #Music:Crow Song (Duet).ogg; #Offset:0.726; #SampleStart:43.300; #SampleLength:12.000; #Selectable:Yes; #BPMs:0.000=174.000,446.000=87.000,462.000=174.000; #Stops:; #BGChanges:; #KeySounds:; |
5. Create the .sm stepfile for your song. There needs to be a stepfile with basic info in it for StepMania to read before you can go sticking arrows into it. Create an ordinary text (.txt) file in the song's folder, and rename it to have a .sm extension. This is very important; StepMania can't and won't read .txt files. You then need to feed it some basic information about your song.
5b. Fill out the basic tagform. All stepfiles open with the taglist, an example of which you can see on the left. Here's the explanation for each, including what you do (and don't) need to fill out right this second. All tags must start with the pound (#) sign; the contents go between the colon and the semicolon (which basically says "this is the end of the tag"). There's nothing to type above the #Title tag; just open the file up and start with #Title at the top. Title: The main title of your song, which you should tell it. Subtitle: If your song has a subtitle (such as a mix name), this is where you stick it. Artist: The artist's name. Transliteration Tags: StepMania can automatically transliterate titles and artists, and does so automatically; you should not need to place anything here yourself at this time, as, if SM auto-translits something for you, it will automatically change the main and translit entries for you. Genre: The music wheel offers the ability to sort by genre; if you give it a genre to reference, it will be listed under that genre if the player sorts that way. Banner: You need to tell StepMania the name of the image file you're using as the banner. If you don't have one, leave it blank. Background: You need to tell StepMania the name of the image file you want it to use as the default background image. If you don't have one, leave it blank. LyricsPath: StepMania is compatible with and will display lyric (.lrc) files. If you have created one, tell it the name of the file. CDTitle: Tell it the name of your CDTitle, if you have one; if not, leave it blank. Music: Tell it the name of the music file. Offset: You will likely be doing trial-and-error to discover your song's offset in the editor; set this at 0.000 to start. SampleStart: The point in the song where the sample starts playing on the music wheel when you highlight the song, in seconds. You can figure this out ahead of time and tell it, or just set it to a random point and figure it out in the editor later. SampleLength: How long the sample will keep playing until fading out and starting over, in seconds. The standard is 12 seconds, but can be set as long or as short as you want. Selectable: Tells StepMania whether or not it is allowed to display the song as playable on the music wheel. Just tell it Yes to avoid hassle. BPMs: Tells StepMania the BPM of the song. The format is [position in song in beats]=[BPM at that beat]. The only one you need to tell it immediately is the song's starting BPM (at beat zero, 0.000=starting BPM); StepMania will fill out any slowdowns/speedups for you as you add them in the editor. If you determined it using a tapping tool, tell it what the BPM is. If you don't know and actually want to guess at it in the editor, the default is 60 BPM, though most songs are at least 120. Stops: Tempo stops in the song. The format is [position in song in beats]=[amount of time stopped in seconds]. You don't need to put anything here now, as StepMania will automatically fill this out for you when/if you decide to add any stops in the editor. BGChanges: If the background changes, you'll see details here. You don't need to fill this out, as StepMania will do it for you as you add background changes using the editor. KeySounds: StepMania 3.95 is apparently compatible with keysounds; if you play Pop'n Music or Osu, then you know exactly what this means. However, arrow games don't usually use them (I've never seen a simfile with any, anyway, and I've played TONS of files), so leave this blank. |
6. Open your song in the editor.
1) its .ogg music file
2) an .sm stepfile
also hopefully:
3) one or more background picture(s)
4) a banner
and possibly even:
5) a video
6) a CDTitle
6a. Open StepMania. Time to actually get started!
6b. Find your song in the editor menu. Hit "Edit" (or whatever your theme calls the song editing menu), and find your song in the category you stuck it in.
6c. Highlight a difficulty level to work on. It's your choice which difficulty level(s) you want to write, and which one you want to start with; choose one, then scroll down and hit "Create New." Your song will open up in the editor.
7. Determine your song's synchronization.
7b. Determining your BPM. I would hope you used a tapping tool (like the one I provided above) to determine your BPM ahead of time, because guessing at the exact BPM of a song is, in this stepartist's opinion, the most frustrating thing one can possibly try to do while writing a file - and that's how you have to guess: while trying to write the charts; you'll continually have to keep going back up to beat zero to make adjustments to the starting BPM until it is correct (which is why I say to USE THE BPM TAPPING TOOL - to avoid this frustration!!). Even with a tap tool, though, some songs have a weird BPM, so though in most cases BPMs are exact numbers (like 124.000), sometimes you'll get a weird one (like 138.26) that you will have to do (significantly less) guessing for - at least a tap tool will put you somewhere really close to the right number to cut down on guesswork time. To adjust the starting BPM, go up to beat zero, and hit F7 for slower, F8 for faster, or hit [Esc] to get the menu and hit "Change BPM at Current Beat" to type one in yourself.
8. Write the stepchart(s).
Normal stepchart writing goes like this:
1) Place some arrows where you think they go (I usually like to do one measures' worth at a time).
2) Go back up a few beats, go to the menu, and hit "Play Current Beat to End" to double-check that you placed them correctly (I usually like to use the Assist Tick unless I'm trying to follow an instrument that's hard to hear with it on).
3) If it checks out, move on and chart the next few beats; if not, make corrections and check again.
Lather, rinse, repeat, until you hit the end of the song. This is how I have charted since I started, and though there are technically several ways to do it, this is my preferred method.
8a. Basic Navigation & Arrow Placement:
Navigation & Snap
Up/Down: Move up/down the stepchart's timeline. [Pg Up]/[Pg Dn] to scroll entire measures, [Home]/[End] to go directly to the beginning/end of the chart.
Left/Right: Change your note denomination snap (to place more or less specific note denominations).
[Ctrl]+Up/Down: Expands/collapses the timeline so you can read your placed notes better.
Placing/Removing Arrows
Basic Placement/Removal: [1], [2], [3], [4] Keys: Press [1], [2], [3], or [4] to place an arrow (left, down, up, and right, respectively) at the current location. You can also remove an arrow by going to its location on the timeline and pressing the same number again.
Tap Arrows: Just press [1]/[2]/[3]/[4].
Holds: Press a number, then drag as far down as you want in the timeline; you can create a Hold of any length.
Mines: Hold [Shift] and hit [1]/[2]/[3]/[4] to place a Mine on that arrow.
Rolls: Hold [Shift], hit [1]/[2]/[3]/[4], and drag down; the Mine will turn into a Roll of your desired length.
You can also hit [Ctrl] + [R] to Record, which allows you to place arrows in this manner while the song is playing; I really don't recommend this unless you both A) know the song really well and B) have the note denomination snapped to the exact denomination you need.
8b. Shortcuts You'll Actually Use
There are tons, but here are the ones you'll actually use a lot. You'll find these on the F1 Help Screen:
F4: Assist Tick On/Off
[Shift]+[P]: Play Current Beat to End
F7/F8: Decrease/Increase BPM at Current Beat
F9/F10: Decrease/Increase Tempo Stop at Current Beat
F11/F12: Decrease/Increase Offset
[B]: Add/Edit a Background Change (You can add videos this way.)
[M]: Play Sample Music
[ and ]: Decrease/Increase Sample Start Point
{ and }: Decrease/Increase Length of Sample
[Insert]/[Delete]: Insert an empty beat and shift all arrows down/delete a beat.
[Ctrl] + [Insert]/[Delete]: Move only BPM changes/stops up/down one beat.
8c. The Edit Menu
Press [Esc] to get to the main Edit Menu, which has a bunch of helpful options you can set:
Edit Steps Information. Pick this, and you can tell it how many feet you want to rate the difficulty, and give that difficulty level a name if you want.
Play Whole Song. Rewinds back to the start of the chart and plays the whole thing from the top.
Play Current Beat to End. Starts playing from the current beat.
Save. Saves your stepchart. Like in an RPG, do this early and often.
Revert to Last Save. If you figure you've done something particularly unsavory to your chart since the last time you saved, you can pick this to go back to the last time you saved.
Revert from Disk. If you're someone who likes to dabble in the actual .sm file while you edit (I usually don't, though sometimes unforseen circumstances can call for it), you can pick this to basically force the editor to reload the .sm file.
Playback Modifiers. Takes you to the Mod Menu, so you can set the modifiers you want to use when you play the song in the editor.
Playback Options. There're a few reasonably useful options in here; most usefully, you'll find the Music Rate option (in case you need to slow down the actual playback speed - useful for double-checking really fast songs), Auto-Adjust (in case you want to try to automatically determine an offset), and the Assist Tick (though you can also turn the Assist Tick on and off by pressing F4).
Edit Song Info. You can edit the title, artist, and other similar info here. Please note that this option does not work in In The Groove-based themes; the menu elements won't display correctly (it works fine for the default theme). You shouldn't need it anyway, as you should have already told it all this stuff in the .sm file.
Edit BPM Change. Lets you change the BPM at the current beat. You can use this to add slowdowns/speedups.
Edit Stop. Lets you add/alter a tempo stop at the current beat.
Add/Edit Background Change. This allows you to add a background change cue at the current beat, which allows you to change the background to a different picture or a video. Please note that this option does not work in In The Groove-based themes and will crash the game; fear not, though: ITG theme users can still alter background changes - they just can't do it through the menu: hit [B] and you'll get to the background change menu just fine.
Play Preview Music. Plays the sample, so you can determine if you'd like to change its starting point or length. The bracket keys [ and ] change the starting point; hold [Shift] and hit them to change the length.
Preferences. Only one, actually: Whether or not to display the background/video during playback. Only enable this if you're trying to determine where to put a video, or if you only have a picture as the background.
Exit. Exit out of the song, back to the edit mode menu. You'll be asked if you want to save before quitting.
8d. The Area Menu
Hit [Enter] to go to the Area Menu, which more or less obviously has options that apply to a highlighted area of the stepchart. (To highlight an area, either hit the [Spacebar] once at the beginning and once at the end of an area - which will be highlighted in red - or hold [Shift] and scroll up or down as far as you want.)
Cut. Removes the arrows from the chart, but adds them to the clipboard.
Copy. Copies the arrows to the clipboard; doesn't remove them from the chart.
Paste at Current Beat. Pastes the current contents of the clipboard at the current position.
Paste at Begin Marker. If you've still got an area highlighted and don't want to be bothered to scroll to the top, use this option to stick them at the beginning of the area you have highlighted.
Clear Area. Hate your selection? Pick this and the arrows are gone, no questions asked.
Quantize -> You can quantize all notes in your selection to use a new denomination as their maximum.
Turn -> If you add or subtract arrows in the middle of a chart, you can highlight the rest of your chart and have its orientation flipped any way you like, or you can flip a copied pattern.
Transform -> Can transform your selection in various ways.
Alter -> Alters things.
Tempo -> Useful for telling a normal-speed section that you want it to become a slowdown, or transforming it in other similar ways.
Play Selection. You can highlight a section of a completed chart, and play only the selected area.
Record in Selection. Add notes live in your selection as it plays.
Insert Beat and Shift Down. Adds one beat of empty space at the current beat. [Insert] also does this.
Delete Beat and Shift Up. Deletes one beat at the current beat. [Delete] also does this.
Shift Pauses & BPM Changes Up. Useful if you already used Insert or Delete; this shifts ONLY BPM changes and pauses below your current position up one beat - it does NOT move any arrows.
Shift Pauses & BPM Changes Down. Same as above, except it moves them down a beat.
Convert Beats to Pause. Useful for creating tempo stops; changes the entirety of your highlighted area into one tempo stop.
Convert Pause to Beats. Don't like a stop you created? This'll change it back.
9. Finalization
9a. Move the song folder to its proper category if it was in a WIP folder. If you use a Works in Progress folder like I do, your file is done, which means it is no longer a work in progress; move it to its proper category folder.
9b. Delete the DWI and .old files. If you plan to release the simfile to the public, you can tidy up by going into the song's folder and deleting its backup saves:
1) The song's .dwi (Dance With Intensity) file.
2) The .dwi.old file.
3) The .sm.old file.
This leaves only the actual, current .sm file as the only stepfile in the folder.
9c. Write a lyric file. If you know or can obtain the lyrics to the song, and are willing to tolerate having to tell the file when to display lyrics, you can write a lyric file for your sim. (See one of my own .lrc files for an example on the format for a lyric file; it's not hard to write one, it's just very time-consuming.)
10. Release
10a. Zip your simfile. Right-click the song's folder, and tell it you wanna zip it up.
10b. Upload your simfile somewhere. Traditional sites include BemaniStyle (though you have to sign up for a free account) and MediaFire; fill out any necessary information your site of choice asks for.
10c. Post on your website, or another favorite site or blog, that you have released a simfile. People won't go get it if they don't know it's there - tell them about it!













