Using Beat Banger Modding Tool v1.22 - bunfan/beat-banger-modding-tool GitHub Wiki
Download: https://github.com/bunfan/beat-banger-modding-tool/releases
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.

-
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 aChart.cfgwith 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.
-
Sprite Sheet: The sprite sheet for the animation to play at the specified beat. -
FX Sheet: The sprite sheet for theFXlayer, that will play a single time on a transition. -
Hit Sound: TheOGGsound that plays when you hit a note during the level. -
Transition Sound: TheOGGsound 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 aTransition Objectwith all of your transition data; Will also copy all files loaded in the transition section to the mod files.
-
Play / Pause: Plays / Pauses the loaded sprite sheet with music (Requires SongOGGto be loaded) -
Stop / Reset: Stops the animation and music; Will setcurrent beatback to0 -
Go To Beat: Will seek the song to the specified beat; Will also set thecurrent beatto that number.
-
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 has16 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
Here are the steps for using the modding tool
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:

Will create:

Containing:

- Click on
Load Songand select your file from the popup. - Click on
Load Patternand select your file from the popup. (Optional) - Click on
Load OGGand select your file from the popup. (Optional) - Input your
Post Song Delay - Input your song’s
BPM - Input the
Animation Speedfor your loops. (Lower BPM = Lower Speed.) - Input the
Starting Note Type - Edit your
Volumesif needed. - Toggle
Flash Screen
It should look something like this...

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 Sheetand select your starting animation from the popup
You should now be able to preview the animation, by hitting Play / Pause in the preview section.

Adding the initial Transition Object
- Make sure you set the set the current beat to
0by clickingStop / Reset - Click the
Add Transitionbutton - The starting transition should now appear in the black bar under the
Loop without inputsection.
It should look like this :

- Hit
Play / Pauseunder thePreviewsection and use your keyboard to chart directly on the timeline. The song must be playing to do this. - The
Zkey charts half notes, theXkey charts quarter notes, and theCkey charts eight notes. - You only need to hit a key when changing the note type on your timeline.
- Make sure your
Beats Per Minuteis input correctly to ensure the Timeline is on beat.
A Timeline page should look like this :

- 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 Soundinto the transition generator - Select whether or not the animation can
Loop without input(Don't loop without inputis recommended if the transition isn't the first or last animation) - Click
Add Transition - To delete a Transition, simply
right clickon the one you wish to delete.
The transition should be logged like so:

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
FXand is on the last beat of the song.
- Click the generate chart button; All of your files should be in the correct place.

- The chart file should look something like this

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.

