pongmaniaIIDX
How to create new skins


Since pongmaniaIIDX's skins aren't terribly customizable, they're pretty easy to make. I suggest copying an existing skin and using that as a base, and replace files as needed.
Here's a rundown of the required files and what they're used for:

blueball.bmp - a 32x32 bitmap containing the image for the blue ball. Paint all transparent areas black.
blueball-mask.bmp - a 32x32 bitmap containing the mask for the blue ball. Paint all opaque areas black and all transparent areas white.
difficulty.wav - a wave file of the sound effect played when switching difficulties on the song select screen.
fail.bmp - a 1280x1024 bitmap containing the backdrop of the results screen when the player has failed the song.
fail.wav - a wave file of the looping background music played during the results screen when the player has failed the song.
failcolor.dat - a text file containing the color of the text on the fail results screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
gameover.bmp - a 1280x1024 bitmap containing the screen displayed on a game over.
gameover.wav - a wave file of the sound played during the game over screen.
generic.mpg - an MPEG movie containing the generic video played when no movie is available for a song.
grade-a.bmp - an 80x104 bitmap containing the image for the A grade. Paint all transparent areas black.
grade-aa.bmp - a 164x104 bitmap containing the image for the AA grade. Paint all transparent areas black.
grade-aaa.bmp - a 244x104 bitmap containing the image for the AAA grade. Paint all transparent areas black.
grade-aaa-mask.bmp - a 244x104 bitmap containing the mask for the A grade. Paint all opaque areas black and all transparent areas white.
grade-aa-mask.bmp - a 164x104 bitmap containing the mask for the A grade. Paint all opaque areas black and all transparent areas white.
grade-a-mask.bmp - an 80x104 bitmap containing the mask for the A grade. Paint all opaque areas black and all transparent areas white.
grade-b.bmp - an 80x104 bitmap containing the image for the B grade. Paint all transparent areas black.
grade-b-mask.bmp - an 80x104 bitmap containing the mask for the B grade. Paint all opaque areas black and all transparent areas white.
grade-c.bmp - an 80x104 bitmap containing the image for the C grade. Paint all transparent areas black.
grade-c-mask.bmp - an 80x104 bitmap containing the mask for the C grade. Paint all opaque areas black and all transparent areas white.
grade-d.bmp - an 80x104 bitmap containing the image for the D grade. Paint all transparent areas black.
grade-d-mask.bmp - an 80x104 bitmap containing the mask for the D grade. Paint all opaque areas black and all transparent areas white.
grade-e.bmp - an 80x104 bitmap containing the image for the E grade. Paint all transparent areas black.
grade-e-mask.bmp - an 80x104 bitmap containing the mask for the E grade. Paint all opaque areas black and all transparent areas white.
grade-f.bmp - an 80x104 bitmap containing the image for the F grade. Paint all transparent areas black.
grade-f-mask.bmp - an 80x104 bitmap containing the mask for the F grade. Paint all opaque areas black and all transparent areas white.
information.dat - a Unicode text file containing the name of the typeface for the information font.
information.ttf - a font file containing the information font.
lanecoverp1.bmp - a 141x1024 bitmap containing player 1's lane cover.
lanecoverp2.bmp - a 141x1024 bitmap containing player 2's lane cover.
modeselect.wav - a wave file of the looping background music played during the mode select screen.
modeselect-p1.bmp - a 1280x1024 bitmap of the mode select screen when one-player mode is selected.
modeselect-p2.bmp - a 1280x1024 bitmap of the mode select screen when two-player mode is selected.
notesplash.bmp - a 106x103 bitmap of the explosion created when a ball deflects off a paddle. Paint all transparent areas black.
notesplash-mask.bmp - a 106x103 bitmap of the note splash mask. Paint all opaque areas black and all transparent areas white.
p1paddle.bmp - a 47x209 bitmap of player 1's paddle. Paint all transparent areas black.
p1paddle-mask.bmp - a 47x209 bitmap of the mask for player 1's paddle. Paint all opaque areas black and all transparent areas white.
p2paddle.bmp - a 47x209 bitmap of player 2's paddle. Paint all transparent areas black.
p2paddle-mask.bmp - a 47x209 bitmap of the mask for player 2's paddle. Paint all opaque areas black and all transparent areas white.
pass.bmp - a 1280x1024 bitmap containing the backdrop of the results screen when the player has passed the song.
pass.wav - a wave file of the looping background music played during the results screen when the player has passed the song.
pass-a.bmp - a 1280x1024 bitmap containing the backdrop of the results screen when the player has passed the song with an A grade.
pass-aa.bmp - a 1280x1024 bitmap containing the backdrop of the results screen when the player has passed the song with an AA grade.
pass-aaa.bmp - a 1280x1024 bitmap containing the backdrop of the results screen when the player has passed the song with an AAA grade.
pass-aaacolor.dat - a text file containing the color of the text on the AAA results screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
pass-aacolor.dat - a text file containing the color of the text on the AA results screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
pass-acolor.dat - a text file containing the color of the text on the A results screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
passcolor.dat - a text file containing the color of the text on the pass results screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
redball.bmp - a 32x32 bitmap containing the image for the red ball. Paint all transparent areas black.
redball-mask.bmp - a 32x32 bitmap containing the mask for the red ball. Paint all opaque areas black and all transparent areas white.
select.wav - a wave file of the sound effect played when changing selections on the mode select and song select screens.
songselect.bmp - a 1280x1024 bitmap containing the image displayed when the player has selected a song.
songselect.mpg - an MPEG movie containing the looping background to be played during the song selection screen.
songselect.wav - a wave file of the looping background music played during the song select screen.
songselectcolor.dat - a text file containing the color of the text on the song select screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
songtransitioncolor.dat - a text file containing the color of the text during the transition from the song select screen to the gameplay screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
text.dat - a Unicode text file containing the name of the typeface for the text font.
text.ttf - a font file containing the text font. It's highly recommended you use a Unicode font containing Japanese characters.
title.bmp - a 1280x1024 bitmap containing the title screen image.
title.mpg - an MPEG move containing the intro movie played before the title screen.
title.wav - a wave file of the background music played at the title screen.
titlecolor.dat - a text file containing the color of the text on the title screen. The first line contains the red value, the second contains the green value, and the third contains the blue value.
transition.bmp - a 1280x1024 bitmap containing the image displayed during transitions.
transition.wav - a wave file of the sound played during transitions.
whiteball.bmp - a 32x32 bitmap containing the image for the white ball. Paint all transparent areas black.
whiteball-mask.bmp - a 32x32 bitmap containing the mask for the white ball. Paint all opaque areas black and all transparent areas white.

To use your new skin, simply edit your the skin.dat file to reflect the path of the skin you want to use.

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pongmaniaIIDX uses the FMOD Ex, FFmpeg, SDL, and SDL_image libraries.
Special thanks to sherl0k for hosting BME files on his
bms terminal website, SaxxonPike for creating the BeMedia Suite allowing me to rip videos for CS exclusives, and Urao Yane and Jack A. Trades for their respective documentations of the BMS file format. And extra-special thanks to Konami for creating beatmaniaIIDX, and for not suing.

©2009
Jeffrey Paine - Last updated April 17, 2009