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!