float |
VERSION |
This must be the first tag in the file!!! Usually 0.81. No idea what differences there are. |
#VERSION:0.81; |
String |
TITLE |
The title of the song in its original language. Should be UTF-8 encoded. |
#TITLE:Gargoyle; |
String |
SUBTITLE |
The subtitle of the song. For example, if the full name of the song is "Spectrum (DJ Noriken Remix)", the subtitle would be "(DJ Noriken Remix)". Themes will decide what to do with this subtitle, but usually it's in small letters under the title or simply combined with the title with a space. |
#SUBTITLE:(DJ Noriken Remix) |
String |
ARTIST |
The artist of the song, duh. |
#ARTIST:Sanxion7; |
String |
TITLETRANSLIT |
The transliterated name of the song, meaning the name in pure English characters. For example, if the song's name is 冥, the tag would say "Mei", as that is the romanized name. |
#TITLETRANSLIT:Mei; |
String |
SUBTITLETRANSLIT |
Same as title. |
|
String |
ARTISTTRANSLIT |
Same as title. |
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String |
GENRE |
The genre of the song. Used for genre sorts in StepMania, but has special meanings in StepF2. In StepF2, you can use FULLSONG, J-MUSIC, K-POP, etc change where the song is sorted in the group (PIU sorts songs by genre within groups). |
#GENRE:J-MUSIC; |
String |
ORIGIN |
This tag is never used for anything, it is essentially a free tag to put anything you want. The original intent was to specify what game the song came from, but virtually no themes use it. In SM-RIO this is used for what year the song came from, allowing you to sort by year. |
#ORIGIN:DDRMAX; |
String |
CREDIT |
The stepmaker credit, but since charts can have their own credits this tag is redundant and essentially depreciated. |
#CREDIT:KONAMI; |
String (file path) |
BANNER |
The relative path to the banner. |
#BANNER:15E5_B.png; |
String (file path) |
BACKGROUND |
The relative path to the background. |
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String (file path) |
PREVIEWVID |
The relative path to the preview video. Preview videos are used in pump themes and displayed while hovering over a song. |
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String (file path) |
CDTITLE |
The relative path to the "CD Title", which is a spinning graphic that some themes display on top of the banner/jacket while hovering over the song. Most themes no longer use this. |
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String (file path) |
MUSIC |
The relative path to the song's music. Duh. |
|
float |
OFFSET |
The song start offset. Overridden if the chart has its own offset. |
#OFFSET:0.060000; |
float |
SAMPLESTART |
The time in seconds to start playing the song's sample while previewing it in the music select. |
#SAMPLESTART:136.029999; |
float |
SAMPLELENGTH |
The length in seconds to play the sample. |
#SAMPLELENGTH:10.000000; |
Enum |
SELECTABLE |
If this song is available in the music select while the unlock system is enabled. If the unlock system is disabled, this song is always selectable.In StepMania, the only valid values are "YES" and "NO", and any other value will default to "YES". In SM-RIO, you may use "YES", "NO", and "EASY". "EASY" means this song is only available if GAMESTATE:SetBasicMode() was called before entering the music select and the unlock system is enabled. |
#SELECTABLE:YES; |
Enum |
SONGTYPE (SF2 & RIO only) |
Enum with SHORTCUT,ARCADE,REMIX,FULLSONG, or MUSICTRAIN. * SHORTCUT: Returns 1 in song:GetPIUStageCost(). Song will still cost 1 stage because of SM engine limitations. * ARCADE: Regular length. Overrides song so it will cost one stage and IsLong() and IsMarathon() returns false. song:GetPIUStageCost() returns 2. * REMIX: Will override length so IsLong() and IsMarathon() returns false. Song will still cost 1 stage because of SM engine limitations. song:GetPIUStageCost() returns 3. * FULLSONG: Return true for song:IsLong(), in other words overrides stage cost and length so it's two stages. song:GetPIUStageCost() returns 4. * MUSICTRAIN: Return true for song:IsMarathon(), in other words overrides stage cost and length so it's three stages. song:GetPIUStageCost() returns 6. |
#SONGTYPE:FULLSONG; |
Enum |
SONGCATEGORY (StepF2/StepPXX only) |
Controls if this song should be added to additional genre folders in the StepF2 music wheel. By default this is set to USE_GENRE, which tells the game to check the genre tag for the matching category. Consult the StepF2 manual for more information. |
#SONGTYPE:FULLSONG; |
int? |
VOLUME (StepF2 only?) |
Controls the volume of the song. Can go from 0 to ???, supports values above 100. Might be StepF2 only. |
#VOLUME:100; |
float |
DISPLAYBPM |
The BPM to show during the song select. |
#DISPLAYBPM:150.000000; |
[[float,float],*] |
BPMS |
A list of BPMs this song uses. However, individual charts can have their own BPMs. The first value is when the BPM changes, and the second value is what to change it to. |
#BPMS:0.000=150.000; |
[[float,int,int],*] |
TIMESIGNATURES |
A list of time signatures, the first value being when the signature changes, the second and third being the signature (For example, 4=4 is 4/4 time). Note that this is not implemented in StepMania, the value does nothing at all and will not change the measure lines displayed in-game. However, ArrowVortex uses it so it may help you create charts. |
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[[float,int],*] |
TICKCOUNTS |
List of 'ticks' to apply during a hold note, which seems to be based on the BPM. I have no idea how it works. |
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[[float,int],*] |
COMBOS |
I have no idea what this value does. |
|
[[float,float,float,bool],*] |
SPEEDS |
When to apply, scroll speed multiplier, tween time, second or beat timing (either 0 or 1). |
#SPEEDS:0.000000=1.000000=0.000000=0,156.000000=0.500000=1.000000=0,192.000000=0.750000=1.000000=0; |
[[float,float],*] |
SCROLLS |
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LABELS |
This is only used in the SM5 editor, but it's shown next to the note track. |
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... |
BGCHANGES |
lol |
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