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.
Home
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