Using Beat Banger Modding Tool v1.22 - bunfan/beat-banger-modding-tool GitHub Wiki

Download: https://github.com/bunfan/beat-banger-modding-tool/releases

Materials Needed

Before you use the modding tool you're going to need a few things

  • An OGG file of the song you want to use
  • 3 X 2 sprite sheets of the animations you'll be using in your mod

Optional materials

  • An OGG file with a sound for when you get a Game Over screen
  • A 256x256 image to act as the pattern for the background
  • Additional Sound FX

Note : Static background support is planned for a later version of the modding tool.

Tool Overview

tool_main

Charter

  • Load Song : OGG file of the song you wish to use.
  • Load Pattern : 256x256 image to act as the pattern for the background ( Optional )
  • Load OGG : OGG file of the sound that plays when you get a Game Over ( Optional )
  • Post Song Delay : Amount of time to wait before ending the level after the chart ends.
  • Beats Per Minute : The BPM of your OGG file.
  • Animation Speed : This is the value that determines how fast a single animation loop will be. Use this to fine tune your animation when you preview it.
  • Starting Note Type : The type of note that your song starts on.
  • Music Volume : Music volume for the level.
  • SFX Volume : Sound FX volume for the level.
  • Flash Screen : A toggle that will determine if the screen flashes during a transition.
  • Generate Chart : Will create a Chart.cfg with all of your Transition Objects and MIDI data; Will also copy all files loaded in the charter section to the mod files.
  • Build and Test : Opens an in-game preview of your mod to test.

Transition Generator

  • Sprite Sheet : The sprite sheet for the animation to play at the specified beat.
  • FX Sheet : The sprite sheet for the FX layer, that will play a single time on a transition.
  • Hit Sound : The OGG sound that plays when you hit a note during the level.
  • Transition Sound : The OGG sound that will play a single time on a transition.
  • Loop / Don't loop Without Input : A toggle that will determine if your animation will loop even if no notes are pressed.
  • Add Transition : Will create a Transition Object with all of your transition data; Will also copy all files loaded in the transition section to the mod files.

Preview

  • Play / Pause : Plays / Pauses the loaded sprite sheet with music (Requires Song OGG to be loaded)
  • Stop / Reset : Stops the animation and music; Will set current beat back to 0
  • Go To Beat : Will seek the song to the specified beat; Will also set the current beat to that number.

Timeline

  • Timeline : A timeline that displays the current beat your song is on, this is where the charting takes place.
  • Current Page : The page of the timeline you are currently on. Each page has 16 beats

Warning: Functions may be added or removed in later versions of this tool

Now that you know what all the buttons do. Let's get started >:3

Process

Here are the steps for using the modding tool

Step 1 : Name your mod and choose it’s destination.

When you open the tool, you'll be prompted to give it a name and choose a file directory. This is where all future mods will go. In order for the build and test feature to work, the chosen destination should be the "Mods" folder in your Beat Banger directory. Once you type in the name of the mod and hit Create, It will create a folder in the directory specified above the create button that will contain all of the folders necessary to place your loaded files.

For Example:
splash_screen

Will create:
folder_created

Containing:
interior

Step 2 : Load chart files.

  • Click on Load Song and select your file from the popup.
  • Click on Load Pattern and select your file from the popup. (Optional)
  • Click on Load OGG and select your file from the popup. (Optional)
  • Input your Post Song Delay
  • Input your song’s BPM
  • Input the Animation Speed for your loops. (Lower BPM = Lower Speed.)
  • Input the Starting Note Type
  • Edit your Volumes if needed.
  • Toggle Flash Screen

It should look something like this...
loaded_files

Step 3 : Setup your initial animation object.

After you've loaded the song and optional files, you can get your sprite sheet into the transition section; This will allow you to preview your animation along with the music you've loaded.

  • Click on Sprite Sheet and select your starting animation from the popup

You should now be able to preview the animation, by hitting Play / Pause in the preview section.
preview

Adding the initial Transition Object

  • Make sure you set the set the current beat to 0 by clicking Stop / Reset
  • Click the Add Transition button
  • The starting transition should now appear in the black bar under the Loop without input section.

It should look like this :
transition_object

Step 4 : Chart on the Timeline

  • Hit Play / Pause under the Preview section and use your keyboard to chart directly on the timeline. The song must be playing to do this.
  • The Z key charts half notes, the X key charts quarter notes, and the C key charts eight notes.
  • You only need to hit a key when changing the note type on your timeline.
  • Make sure your Beats Per Minute is input correctly to ensure the Timeline is on beat.

A Timeline page should look like this :
timeline

Step 5 : Add additional transitions

  • Play through the song until you reach the part you want to add the transition at, then pause.
  • Load the desired Animation / Fx Sheet / Hit Sound / Transition Sound into the transition generator
  • Select whether or not the animation can Loop without input (Don't loop without input is recommended if the transition isn't the first or last animation)
  • Click Add Transition
  • To delete a Transition, simply right click on the one you wish to delete.

The transition should be logged like so:
transition_object_2

Tip : If you add a transition on a beat that already has one, It will be overwritten.

Warning : The game will end the level on the last transition you create. So make sure your final transition includes your FX and is on the last beat of the song.

Step 5 : Generate Chart

  • Click the generate chart button; All of your files should be in the correct place.

generated

  • The chart file should look something like this

image

Step 6 : Build and Test

The last step is simple. Hit Build and Test or open up your mod in game to make sure everything functions properly. Your mod will be automatically injected into your Mods folder as long as it was the directory you chose.

test_run

AND YOU'RE DONE!!!

image

⚠️ **GitHub.com Fallback** ⚠️