Welcome to Gaia! ::

Dance Dance Revolution Guild

Back to Guilds

Your one stop Dance Dance Revolution Gaia Guild. 

Tags: Gaming, Discussion, Dance Dance Revolution, Music 

Reply Dance Dance Revolution Guild
Post DDR Questions Here! Goto Page: [] [<] 1 2 3 ... 4 5 6 ... 39 40 41 42 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Have we helped you in any way?
OMG I'm Saved!!
17%
 17%  [ 22 ]
yep yep
21%
 21%  [ 28 ]
ehh.... kindaaa...
20%
 20%  [ 26 ]
umm... what?
31%
 31%  [ 41 ]
OMG So Totally Lost!!!
9%
 9%  [ 12 ]
Total Votes : 129


KanchiX

Dangerous Duelist

6,700 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Partygoer 500
PostPosted: Wed Oct 06, 2004 8:31 pm


Hanucoysasini
suicidal_monkey
djTAKA
Hanucoysasini
What is the fastest DDR song? Cause I found a 300 bpm song... so I wanted to know

fastest song ever was so far MAX.(period) it reached over 300-600BPM.

yep, 600 BPM. that is messed up.
nuh-uh, Its legens of max, 666 bpm... CHAOTIC!
...666?... I can barly make it though 300 bpm... 666!? Fudge... how is that even humanly possible?

its possible because afronova on heavy. but tht only makes 666 bpm good on light mode xDi can only get 4/5ths thru it... sweatdrop
PostPosted: Thu Oct 07, 2004 5:56 am


KanchiX
Hanucoysasini
suicidal_monkey
djTAKA
Hanucoysasini
What is the fastest DDR song? Cause I found a 300 bpm song... so I wanted to know

fastest song ever was so far MAX.(period) it reached over 300-600BPM.

yep, 600 BPM. that is messed up.
nuh-uh, Its legens of max, 666 bpm... CHAOTIC!
...666?... I can barly make it though 300 bpm... 666!? Fudge... how is that even humanly possible?

its possible because afronova on heavy. but tht only makes 666 bpm good on light mode xDi can only get 4/5ths thru it... sweatdrop
but the fact that the steps are so complicated makes it that much harder

blak puls fyre


Original Z

PostPosted: Thu Oct 07, 2004 8:36 am


suicidal_monkey
djTAKA
Hanucoysasini
What is the fastest DDR song? Cause I found a 300 bpm song... so I wanted to know

fastest song ever was so far MAX.(period) it reached over 300-600BPM.

yep, 600 BPM. that is messed up.
nuh-uh, Its legens of max, 666 bpm... CHAOTIC!


The majority of LOM is at 333. It goes really fast when you're holding those freezes, but since you don't have to hit any notes it's more or less pointless. MAX. is the fastest song where you actually have to hit notes at the speed.
PostPosted: Thu Oct 07, 2004 2:23 pm


Original Z
suicidal_monkey
djTAKA
Hanucoysasini
What is the fastest DDR song? Cause I found a 300 bpm song... so I wanted to know

fastest song ever was so far MAX.(period) it reached over 300-600BPM.

yep, 600 BPM. that is messed up.
nuh-uh, Its legens of max, 666 bpm... CHAOTIC!


The majority of LOM is at 333. It goes really fast when you're holding those freezes, but since you don't have to hit any notes it's more or less pointless. MAX. is the fastest song where you actually have to hit notes at the speed.
okay, I agree with you there

suicidal_monkey


KanchiX

Dangerous Duelist

6,700 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Partygoer 500
PostPosted: Thu Oct 07, 2004 4:42 pm


blak puls fyre
KanchiX
Hanucoysasini
suicidal_monkey
djTAKA
Hanucoysasini
What is the fastest DDR song? Cause I found a 300 bpm song... so I wanted to know

fastest song ever was so far MAX.(period) it reached over 300-600BPM.

yep, 600 BPM. that is messed up.
nuh-uh, Its legens of max, 666 bpm... CHAOTIC!
...666?... I can barly make it though 300 bpm... 666!? Fudge... how is that even humanly possible?

its possible because afronova on heavy. but tht only makes 666 bpm good on light mode xDi can only get 4/5ths thru it... sweatdrop
but the fact that the steps are so complicated makes it that much harder

yes... and that is why we can't live without either! blaugh
PostPosted: Tue Nov 02, 2004 8:06 am


hey i have a question....... how many people do you need to start a ddr team?

Kushaba Akami


KanchiX

Dangerous Duelist

6,700 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Partygoer 500
PostPosted: Tue Nov 02, 2004 11:54 am


gamers4ever
hey i have a question....... how many people do you need to start a ddr team?

you can have as many as you want... lol im not so sure... but i dun believe there is an actual set number for members of a DDR team. but it probly nuthing over 8... sweatdrop
PostPosted: Tue Nov 02, 2004 1:16 pm


Anyone know a site or a person who has added a song to stepmania and can walk me through it, I don't mean like just adding the premade files, I mean pretty much from scratch, I want to make a new version, one that has some of the stuff I normally listen to, not that I dislike it all, I'd just once like to see some static X in ddr.

Adept Legacy

4,300 Points
  • Consumer 100
  • Window Shopper 100
  • Hygienic 200

blak puls fyre

PostPosted: Tue Nov 02, 2004 1:30 pm


Illyrio
Anyone know a site or a person who has added a song to stepmania and can walk me through it, I don't mean like just adding the premade files, I mean pretty much from scratch, I want to make a new version, one that has some of the stuff I normally listen to, not that I dislike it all, I'd just once like to see some static X in ddr.
I don't have Stepmania, but it probably tells how on stepmania.com
PostPosted: Tue Nov 02, 2004 4:14 pm


Illyrio
Anyone know a site or a person who has added a song to stepmania and can walk me through it, I don't mean like just adding the premade files, I mean pretty much from scratch, I want to make a new version, one that has some of the stuff I normally listen to, not that I dislike it all, I'd just once like to see some static X in ddr.

hmm... well i dont kno how to advise you on making your own stepcharts and maping them to a song... but versions i can do... such as like ddrmax 2 and such... well easy... juss make a folder where all the other versions are located (songs) and name it what u would call your version like i did DDRCPU Morgan Remix soo then ya juss copy and paste all the songs ya want into that folder and its a new version... u can even make a pic for it i diddd... xD blaugh good luck man!

KanchiX

Dangerous Duelist

6,700 Points
  • Wall Street 200
  • Money Never Sleeps 200
  • Partygoer 500

Sando Tagashibura

PostPosted: Sat Nov 06, 2004 10:23 am


The easiest way to make stepfiles is to put them into the DWI (Dance With Intensity) Format. Using the Stepmania code to make a simfile is much, Much, MUCH harder. So for beginners, DWI gives you a good start off. Here's how it goes (Be prepared for very long post)
:II. Setting up the simulator
----------------------------------
First you will need a simulator. I highly recommend Dance With Intensity for developing .dwi files due to the new, more complicated development format used in Stepmania v.3.0. The program can be found at: http://dwi.claws-and-paws.com/ When you download the compressed file, right-click on it and choose "Add to ACE" (You need the WinACE program). Using WinACE, all of the files will automatically be placed into their respective folders for you, and, then, you're ready to get started!

III. Adding personal files
------------------------------- You can categorize your files from the other song files on the simulator by creating your own folder.
1) Open the DWI folder
2) Open the "Songs" folder
3) Right-click inside the window, but not on an exisitng folder
4) Select "New," then "Folder"
5) Name your folder

IV. Choosing a song
-------------------------
You will need a song to play along with your step chart. The simulators will only run .WAV or .MP3 music files. When choosing a song:
1) Make sure no one else has used the song for a .dwi file
2) You can use any song you wish, but songs that people can dance to make the best .dwi files.
3) Try to choose a song that is of reasonable length. A single song that is 5 minutes or over should be clearly marked "Long Version." Two minutes is a good target time; you can either find a two-minute song or edit an existing one to fit the limit.
Save this song to your computer.

V. Preparing a code
------------------------
Once you have a song, you will have to add it to its own song folder.
1) Open your personal files folder (as made in section III)
2) Create a new folder for the song
3) Name the folder after the song
4) Place the song file in the new folder
The folder arrangement should go as follows from where you saved the simulator: DWI folder -> "Songs folder" -> Personal folder -> Song folder Now, you will finally get to start coding your .dwi file:
1) Open a new notepad document
2) Click on File in the toolbar
3) Scroll down and select "Save As"
4) Name the file after the song and append the suffix ".dwi" to the end of it. For example, "dynamiterave.dwi"
5) DO NOT CLICK ON SAVE YET
6) Go to the "Save As" scrollbar, which should currently say "text document," and scroll down to the only other option, "All formats." The .dwi file will not work if you save it as a text document.
All right! Now that we have a fresh, new, blank document, we're ready to get to business!

VI. File head (#functions)
--------------------------------
Starting at the top of the document, you will need to create the "head" of the file, or the general information used for the .dwi file. If I were creating a file for Drop Out, the head would look like this:
#FILE biggrin ROPOUT.MP3;
#TITLE biggrin rop Out;
#ARTIST:NW260;
#BPM:260;
#GAP:0;

#FILE:
--------
The file name of the MP3 or WAV file goes here. To find the file name of the track, right-click on the audio track icon in your folder and select "Properties." The name you must use will be listed next to "MS-DOS name:." Type this name in EXACTLY how it is listed next to MS-DOS name; the file names are case sensitive and be sure to include any symbols or numbers as well. After typing the file name a semi-colon ( must follow the name. The semi-colon acts as a termination value when developing .dwi files and seperates all of parts of the file from each other.

#TITLE:
----------
Type the title of the song here. The title of the song on the simulator's song selection screen will be whatever is typed in this field. Don't forget the semi-colon afterwards.

#ARTIST:
-----------
Type the artist, or band, who performs the song your .dwi file will be based on. This is the song artist; your name does not go here. The semi-colon comes after the artist's name.

#BPM:
--------
The BPM, or Beats Per Minute, of the song. You need to list this accurately so the simulator knows how fast or slow to scroll the arrows of your step chart. The BPM can be easily be calculated using a program such as WINBPM, which can be downloaded for free, or even by counting the number of beats emulated by the song in six seconds and multiplying that number by 10. Don't forget the semi-colon at the end.

#GAP:
--------
The gap function of the .dwi file controls the sync of the arrows for each song. For beginners, I recommend setting this function to 0 and cue the step chart by manually coding it into the body of the file. And, yes, this needs a semi-colon to end the function. With that, the head is completed.

VII. File body
-----------------
The body of the file is where the step chart is developed. The file body follows this format: #"PLAYER TYPE":"DIFFICULTY SETTING":"FOOT RATING":"STEP CHART";
My latest DWI looks like this:
#SINGLE:MANIAC:7:00000000........;

PLAYER TYPE
----------------
The type of step chart being made for the song. The most basic player types used in simulation are: SINGLE - The single player or verses mode step chart. DOUBLE - One player uses both sides to play. SOLO - One player uses the special 6-panel setup. Type the type in just as listed above: SINGLE, DOUBLE, or SOLO and place a colon ( afterwards.

DIFFICULTY SETTING
--------------------------
You may have three step charts per player type, usually varying in difficulty. Usable difficulties include, from easiest to hardest: BASIC/LIGHT
ANOTHER/TRICK/STANDARD
MANIAC/SSR/HEAVY
Some simulators allow for custom difficulty titles. Check your simulator's web page or text document information to see if it supports the custom feature.

FOOT RATING
-----------------
The foot rating, indicating difficulty, of the song. A numerical value ranging from 1-10 may be entered to indicate the rating.

STEP CHART
---------------
These values are the actual data for your step chart. The step chart setup is explained in the next section.

VIII. Basic step chart coding
----------------------------------- Each measure (in counts of 4) has eight numerical values in the step chart code. Each single numerical value indicates an 1/8 step, or a half-beat. Use your numerical key pad on your keyboard to code the values:
8= ^ (Up)
4= < (Left)
6= > (Right)
2= \/ (Down)
7= <^ (Up + Left)
9= ^ > (Up + Right)
1= < \/ (Down + Left)
3= \/ > (Down + Right)
A= ^\/ (Up + Down)
B= < > (Left + Right)
0= rest; no arrow

Thus, the measure 02080406, would code into:
--------------------------01
\/
^
<
>
----------------------------
Placing numerical values on the first, third, fifth, or seventh value in a measure places a step on a half-beat:
The values 42648426 would code into:
-------------------------------01
<
\/
>
<
^
<
\/
>
---------------------------------
That is the complete basics and fundamentals of .dwi file step chart developing.

IX. Advanced #functions
-------------------------------
#GAP: Instead of placing a bunch of 0s at the beginning of the step chart to sync the arrows to the beginning of a song, the #GAP function can be used. The number placed in front of the function represents the time in milliseconds that passes before your arrows will begin to scroll. NOTE: Stepmania v.3.0 uses a different #OFFSET: function, thus ruining the sync of songs made with a #GAP: function. If you transfer a .dwi file with a #GAP: function to the Stepmania, it will not be synced properly.
#CHANGEBPM: You can change the BPM in the middle of a song with this command. Two values are required in order to utilize this function: "BEAT AT WHICH CHANGE OCCURS"="NEW BPM";
BEAT AT...... :
----------------
The beat during the song at which the BPM change will take place.

NEW BPM
------------
Enter the numerical value which represents the new BPM of the song. You can link many BPM changes together, just make sure you use a semi-colon after every "NEW BPM" value. You can even freeze a song with a 0 BPM.

#FREEZE:
-------------
This function can freeze a step chart as well with two values: "BEAT AT WHICH FREEZE OCCURS"="DURATION OF FREEZE";

BEAT AT.....
--------------
The beat at which the freeze occurs listed as a numerical value.

DURATION....
-----------------
The duration, in milliseconds, of the freeze. These can be linked as well, just remeber the semi-colon!

SPECIAL STEPS
-------------------
1/16 Notes
--------------
You can half the time values of a measure using parantesis "()." (4848484 cool would produce left and right 1/16 notes like after the second chorus of the song Superstar.

Gallops
---------
Gallop steps are made using the 1/16 note coding: First step, rest, rest, first step, second step, rest, rest, second step, third step...ect. (400420026006) would make gallops from left to down to right.

Freeze Arrows
------------------
Freeze arrows are activated with an exclimation point (!): Step value #1, !, value to indicate arrow to hold, values of hold duration, step value #1. For example: Regular one or two arrow freezes: 2!2000000002 would code into:
-------------------------01
\ /
|
|
|
|
|
|
\ /
---------------------------
The eight values (four beats) inbetween the step value #1s indicate that the arrow should be held for one measure (four beats). Using the same step value again tells the freeze arrow when to stop. B!B00000000B would code into:
----------------------------01
< >
| |
| |
| |
| |
| |
| |
< >
-----------------------------
Both arrows ( are held for one measure and broken by once again using a "B" value.

MORE TRICKY STUFF WITH FREEZE ARROWS
-------------------------------------------------------
The value after the exclimation point indicates which arrow should be held, thus you can code an air step (values 1,3,7,9,A, or , but only require the player to hold one of the two arrows: B!4000000004 would code into: ------------------------------01
< >
|
|
|
|
|
|
<
____________________
The player would have to step on both left and right simultaneously, but only hold the left arrow.

A delayed double hold can be programmed as well. The delay is great for syncing steps to pitch changes (check out "I See Right Through to You" when I complete it). In the delay, one arrow is held and another hold occurs in the middle of the first hold. 4!4006!6000000B would code into:
---------------------------------01
<
|
|
| >
| |
| |
| |
< >
----------------------------------
Even though the holds begin at different beats, they still end on the same beat.

Inserting steps amidst a freeze: While a player is holding a one-arrow freeze, other arrows may be stepped on during the hold: 4!408020604 would code into:
----------------------------------01
<
|
| ^
|
| \/
|
| >
<
-----------------------------------

XI. Additional values
--------------------------
Doubles Charts
-------------------
When doing a doubles step chart, your file head will look like this: #DOUBLE:"DIFFICULTY SETTING":"FOOT RATING":"STEP CHART FOR PLAYER ONE SIDE":"STEP CHART FOR PLAYER TWO SIDE"; You will essentially have to develop two different step charts for each difficulty setting of the song; one for the player one side and another for steps on the player two side.

Solo Charts
---------------
The extra two arrows require letter characters to code:
C=Diagonal Left
D=Diagonal Right
E=Left + Diagonal Left
F=Diagonal Left + Down
G=Diagonal Left + Up
H=Diagonal Left + Right
I=Diagonal Right + Left
J=Diagonal Right +Down
K=Diagonal Right + Up
L=Diagonal Right + Right
M=Diagonal Left + Diagonal Right

Thanks to NestleKwik for this stuff!
PostPosted: Sat Nov 06, 2004 11:46 pm


Great info!

Kaihou
Captain


Sando Tagashibura

PostPosted: Sun Nov 07, 2004 6:08 pm


Thnx!! And you placed on the front page too!! I'm so Happy crying
I'll be sure to put in other stuff too, so ask away!
PostPosted: Sun Nov 07, 2004 6:25 pm


I put it on there because so many people have that question!

Kaihou
Captain


Sando Tagashibura

PostPosted: Sun Nov 07, 2004 6:35 pm


Next Expert's tip: Making a Lyric (LRC) file for Stepmania

First things first:
Forget about the timing. That's the last thing that needs to be done. More important tasks must be done first. This may sound obvious but you'd be surprised how many files I get that haven't gone through these steps.

1. Maybe the most important point, make sure you are using the latest files for the song you are making an LRC for from DDRUK. The mp3 must be the same as ddrUK's basically, else any timings applied will be off when I get the file.

2. The name of the LRC file must match the name of the other files in that songs directory. E.G. A LRC file for "HIGHS OFF U (Scorccio XY Mix).mp3" should be named "HIGHS OFF U (Scorccio XY Mix).lrc" (NOT "highs.LRC" etc.!!). Also notice the file extension (".lrc") in lower case just like all the other file names.

3. The first line of the LRC file should be [COLOUR]0xFFFFFF
Don't use any other colour tags, DWI can't handle them. The only lines I want in an LRC is the colour tag and the lyric lines. No REM lines or info lines please.

4. OK let's start off with a skeleton LRC file. You can use this as a base for your LRC:
[COLOUR]0xFFFFFF
[0:00.00]
[0:00.00]
[0:00.00]
[0:00.00]
[0:00.00]
[0:00.00]
[0:00.00]

Include more timing lines as and when you need them. Get the words for the song and split them sensibly into lines putting them into the LRC file. Web sites containing lyrics are not always correct. Listen to the music and check to see if you agree. If you are writing lyrics from scratch try to find an online source to see if you have made mistakes. Try not to use two lines for the lyrics, where possible split it onto two separate time lines. A mass of text on the screen all the time looks unsightly. The lines can't be too long either, otherwise the text will be longer than the screen. Make best judgment for now and any lines too long can be fixed at the testing stage.

5. As a general rule I like to see capital letters for the beginning word on each new time line. Check the punctuation, formatting and spelling of your lyrics.
Now we should be at a stage where we have an LRC file that just needs the timings put in. I am going to suggest a particular piece of software to do this, if you don't have it I can get it for you - just PM or e-mail me. Please don't use X-Lyric for ddrUK submissions, I have never seen a synced file made from this program.

The next steps requires the ddrUK mp3 to be loaded into Cool Edit Pro 2 (referred to from now on as CEP2). We need to make sure CEP2 has certain options set up first, once set they will not need changing.

Use Waveform View (press F12 to switch between multi track and waveform)
View menu / Display Time Format should be set to Decimal
In the setting menu (press F4) go to the General file tab and set Mouse Cursor Over Display to Arrow and Edit View Right-Clicks to Extend Selection. Go to the Display tab and make sure Save Peak Cache Files is un ticked.

6. Load the mp3 into CEP2. IMPORTANT: Ensure you are using CEP2 maximised and your screen res is at least 1024x768. Use the right and left arrows on the keyboard to move the cursor along the song. Keep playing the wave (use space bar for stop and start) until you hear the start of a lyric line in your LRC file. Move the cursor as close as possible without cutting off the first word. You do not need to zoom in to get it perfect, just ensure it's as close as possible in normal view. Now look at the time index or "begin" box" where the cursor rests. You must subtract 300 m/s from this value then enter this into your lrc file without the hundredth decimals. Here's two examples:

cursor moved to time index 0:23.416
Subtract 300 m/s = 0:23.116
Time entered into LRC = [0:23.10]

cursor moved to time index 1:14.149
Subtract 300 m/s = 1:13.849
Time entered into LRC = [1:13.80]

For blank lines where you are entering a time index to make the previous lines text disappear during the song, you do not subtract 300m/s. This is because DWI fades in the text when showing lines (hence starting the line slightly early) and does not fade the line out when removing text.

7. CEP2 should now have provided you with all the time lines required for your LRC. Now it must be tested (preferably using DWI). Turn on auto play and stealth so you can concentrate on the lyrics during the song. Make sure the timing looks right and no lines are too long to be displayed on the screen. Make any necessary adjustments. For lines too long either split it out on 2 separate time lines or use two lines of text. The pipe character ("|") splits lyrics to display two lines during the song on one time line in the LRC. Keep re-testing until there are no further changes.

Info by Lawrence from DDRUK, but I re-edited most of the stuff.
Reply
Dance Dance Revolution Guild

Goto Page: [] [<] 1 2 3 ... 4 5 6 ... 39 40 41 42 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum