0% found this document useful (0 votes)
377 views25 pages

English Manual

This document provides instructions for installing, configuring, and using a step game. It explains how to install required software and songs, configure profiles and controls, convert file types, and troubleshoot common issues. It also describes game modes, interfaces, and how to create custom quests, music trains, and share user-created step files.

Uploaded by

alex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
377 views25 pages

English Manual

This document provides instructions for installing, configuring, and using a step game. It explains how to install required software and songs, configure profiles and controls, convert file types, and troubleshoot common issues. It also describes game modes, interfaces, and how to create custom quests, music trains, and share user-created step files.

Uploaded by

alex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

User Manual

version 0.94 or above


General Information
REQUERIMENTS:
-Windows 7 SP1, Windows 8, Windows 10
-1 GB Memory VideoCard or Above
-2 GB RAM or Above
-CPU 2.4 Ghz or Above

SOFTWARE REQUERIMENTS:
-DirectX Jun 2010 Redist installed.
-Visual C++ 2015 Redist installed.
-Stable Audio/Video drivers installed.

HOW TO INSTALL:
-UnZIP/UnRAR Base Game
-Execute the Game from Program Folder
-Add Group Songs to /Songs/ Folder

TROUBLESHOOTING:
-Extract base game in another partition or path.
-Delete preference.ini from Save Folder.
-Re-install/Re-Download the Game.
Converting SimFiles
There is no need to convert Simfiles, but if you want
to play simfiles that were created by StepF2 (SSC with
special notes), we recommend you convert them to play
in StepPrime.

First at all, you need to copy the whole GroupFolder


that you wanto to convert into /Songs/
Open the Converter (Converter.exe), and select the
Group Folder and clic on Convert.

Original SimFiles will be backed up with a .bak


extension
Game Configuration
CONFIGURATION
Press F1 to open the Service Menu
Use F1 to navigate on Service Menu and F2 to select
the option
Press SHIFT + F1 to open the Configuration Menu

PROFILE
To create a new profile to save your stats, Go into
Configuration Menu > Profiles > Create New
To select your profile, use the DownLeft and DownRight
Key in the Title Screen

LANGUAGE
Change the Language from the Service Menu in the
LANGUAGE section

CALIBRATION/SYNC:
Use the Calibration/Sync from Configuration Menu
If you think you choose the wrong offset, delete the
Preferences.ini from Save Folder
Frequently Asked Questions
HOW CAN I INSTALL SONGS?
R: You should put the song (including the audio,simfile,image)
into a Group Folder
(Left: List of Group Folder, Right: Inside Song Folder)

WHAT IS A GROUP FOLDER?


R: Group folder can contains many songs; you should put the
Group Folder into /Songs/ Folder. it will show in the game as a
“Channel”. To set a banner channel, sound and a description, you
should add a picture (512x512), a sound file (mp3), and a text
file; they should be in the group folder. This channel informa-
tion should be located in a “info” folder.
Text File with a description from your channel.
Sound File as a reference.
Banner Picture to show in the Game.
Frequently Asked Questions
WHAT KEYS SHOULD I PRESS TO PLAY AND NAVIGATE?
Q, Z, S, E, C = Player 1
1, 7, 5, 9, 3 = Player 2 (Numeric Pad)

WHAT IS A BASIC MODE AND FULL MODE?


R: Basic Mode will show only a basic interface and low level
songs, for beginner users. Full Mode show all the songs, chan-
nels, level channels, command window, categories. If you want to
join into Full Mode, you should use this combination:

(Left: BasicMode, Right: FullMode)


Frequently Asked Questions
HOW CAN I OPEN THE COMMAND WINDOW IN FULL MODE?
Command Window is only available under Full Mode, and you should
use this combination

HOW CAN I ENTER WORLDMAX, QUESTWORLD, INFINITY MISSIONS?


Before playing WorldMax Mode and Quest World Fiesta Ex, you should
download all the media (WORLDMAX MEDIA.rar), and for Infinity
Missions (INFINITY MEDIA.rar) You can find it here:
https://stepprimeofficial.blogspot.com/p/songs.html

Extract the Folder “WM” and “INFMEDIA” in Songs Folder.


Open the game and wait until the Title Screen

Select your profile, and press “UpRight” or “UpLeft” two times.


The game will show the Title of the Gamemode, press center to
join.
Interface Information

Steps (Balls) have:

TYPES:
Single Level: Orange
Single Perfomance Level: Purple
Half Double: Cyan
Double: Green
Double Perfomance: Blue
Coop: Yellow

LABELS:
NEW: Marked as a new chart
UCS: Unofficial Chart, aka User Custom Step
QUEST: Mission Chart (Without Goal) from Pump It up Game Series
ANOTHER: Another Chart, different from normal step
PRO: Chart from PRO Series
INFINITY: Chart from INFINITY Game.
HIDDEN: Chart Hidden from Pump it up Game Series
JUMP: Chart from JUMP version
TRAIN: Chart used in MUSICTRAIN
UCQ: Unofficial ‘Mission’ Chart (Without Goal), aka User Custom
Quest
In Full Mode, you can select a channel and categories, using
UpLeft or UpRight

SYSTEM CHANNELS:

ALL TUNES: It will show all songs from every group folder except
FullSongs, Remix or Shortcut
RANDOM: Picks a Random Song based on every group.
ORIGINAL TUNES: Shows Original Music.
K-POP: Shows K-POP Music.
WORLD MUSIC: Shows World Music.
J-MUSIC: Shows J-Music.
XROSS: Shows Various Licensed Music.
FULL SONGS: Shows Full Songs (Cost 4 Hearts)
REMIX: Shows Remix Songs (Cost 3 Hearts)
SHORTCUT: Shows Shortcut Songs (Cost 1 Heart)
UCS: Shows only UCS Labels.
MISSION ZONE: Shows only Quest/UCQ labels.
RANDOM TRAIN: Picks 4 Random Songs from every group.
MUSIC TRAIN: Preloaded List with songs that are going to be loaded
consecutively
TYPE/ZONE FILTERING
StepPrime included a new feature based in a new custom sorting;
press three times UpLeft or UpRight to change the sort.

UpLeft (Type): Filter to only Single/Double or All


UpRight(Zone): Filter to only Channels/Category/Level

FAVORITE CHANNEL
In this channel, your favorite’s songs are saved. To set a song
as a favorite, you need to keep holding the Center button when
choosing the song. After that, you will see a label (Red or
Blue). To delete a song from favorites, you need to repeat the
sequence.
UCS.EXT System
You can now create new steps and share only your step with your
friends. This only works if you are using our SongPack (JUMP,
MOBILE,RIO,PRO,PRO2,INFINITY,1STPERFECT,EXTRA-PREX3,EXCEED-
ZERO,NX-NXA,FIESTA,FIESTAEX,FIESTA2,PRIME,PRIME2,XX,STEPPRIME),
once you create the step from the editor, the game will create
a file in the SongTitle folder with an extension file (*.SSC.EXT)
that you can send to your friends. Your friends should also use
our SongPack.

For example:
If you created a Single 15 Cleaner from Fiesta EX based in our
SongPack, the step file (d15.ssc.ext) is located in “Songs/09.
FIESTA EX/1101 – Cleaner/”

https://youtu.be/eDMihsiyMM0
Create MusicTrain
Creating MusicTrain list is easier than you think; remember to
follow these steps to make it work properly:

REQUIREMENTS:
-Preview Banner file: Resolution (464x264), PNG/JPEG Format
-Preview Audio File: MP3/WAV/OGG Format, 12 sec length or less
-Preview Video File: MPG/MP4 Format (Optional) Max
Resolution(640x360)
-Our SongPack (Recommended) or the Song Pack that you are
sharing with the current musictrain.

STEPS:
1- Create a folder in MUSICTRAIN folder (The folder name will be
shown in the game)
2- Put your files (Banner,Audio, Video) in this folder
3- Create an INI file called MUSICTRAIN with a suffix in the
MUSICTRAIN folder (IE: musictrain_First.ini). If you dont know
how to create an INI File, open notepad and save the textfile
with ini extension.

MUSICTRAIN_* INI STRUCTURE (open your Musictrain_First.ini):

-Your folder name should be between “[“and “]”, this is the


section that will be read in game (CASE SENSITIVE)
-The key “SONGS” will store every song folder that you want to
show in the Train
-The key “STEPS” will store every step from the songs that you
stored in SONGS key
To add more songs and steps, you should use a comma to split
Create MusicTrain
SONGS must have GroupFolder and the SongFolder to work properly.
IE, if you want to add Desaparecer from XX, then you should
write: 13.XX/16D0 – Desaparecer.
If you are using a custom folder or custom song, then you should
write the path from it.

STEPS must have the step type, meter, and the label from the
step (optional)
For example, if you want to use the Double 23 from Desaparecer,
you should write, D23. If you want to use an UCS, then you
should add D20 UCS

Songs and Steps Lists are sort manually, if the first song value
in SONGS is Latino Virus, then the First value in STEPS must be
a valid step from Latino Virus Song only. Same with the rest of
the songs and steps.

This is the result of the first music train, if everything is


good, you will be able to play it.
Create Quest Channels
Quest channels needs Stepmaking knowledge, and LUA coding if you
want advanced functions.

REQUIREMENTS:
-SSC File (Song and Steps)
-Media Files (Audio, Preview Video, Banner)
First at all, you should create a GroupFolder in Songs, and
create a textfile called quest on it, after that you should crea-
te your songs under this groupfolder:

The game will detect this GroupFolder as Quest because quest.txt

Your steps should have the LabelType based on the Quest: S1, S2,
S3 and S4. They are sorted automatically in game.
Under Quest Channel, you should be able to modify the LifeBar
and what mods are going to be applied before the song started.
Create Quest Channels
QUEST MODS should be separated by comma; this is the available
list of mods:
NoteSkins:aadmb,aadmr,aadmy,flower,old,easy,slime,canon,poker
music,nx,sheep,horse,dog,girl,fire,ice,wind,nxa,nx2,lightning
drum,missile,rebirth,basic,fiesta,fiesta2,prime2,infinity,xx

MODS AVAILABLE (YOU CAN ALSO USE #ATTACKS INSTEAD)


Appear, Vanish, Flash, Nonstep, Boost, Brake, Wave, Expand,
Boomerang, Drunk, Dizzy, Confusion, Mini, Tiny, Flip, Invert,
Tornado, Tipsy, Bumpy, Beat, XMode, Twirl, Roll, Rise, Hidden,
HiddenOffset, Sudden, SuddenOffset, Stealth, Blink, RandomVanish,
Reverse, Split, Alternate, Cross, Centered, Dark, Blind,
Cover, RandomSpeed, Mirror, Backwards, SuperShuffle, Wide, Big,
NXMode, UnderAttack, LeftAttack, RightAttack, Drop, Snake,
ZigZag, ExtraJudgement, HardJudgement, VeryHardJudgement,
UltraHardJudgement, JudgeReverse, HideJudge, breakoff, 100% Rise,
-100% Rise

QUEST INITIAL BAR must be set from 1000 to 1 (Based on QuestBar-


Max). Default is 500
QUEST BAR MAX it’s the maxlifebar, default value is 1000, high
value means harder fill.
QUEST DESCRIPTION, Set a custom description for your quest, IE:
“Survive until the end”.
In case you want a Multilanguage description, add @ for split-
ting:
Example: “Survive until the end@Supera hasta el final de la can-
cion”
QUEST GOAL:
EveryStep from QuestSet
EXTRA INFORMATION, an extra
Channels information,
must IE:If“Floor
have a goal. 1” using
you don’t crea-
the Artist field .
te one, you will always get a “Quest Failed” message at Evaluation
Screen. There are two ways for goal creation: INI and LUA. You can
use them simultaneous or just one.
INI SYSTEM:
You should create an INI file in your SongFolder called: QuestConfig.
ini
(You can also open notepad and save the text file as QuestConfig.ini)

The structure of the INI FILE it’s split-


ted in 4 sections (based on the 4 steps),
S1, S2, S3, S4

Keys available (Always UpperCase):


The Keys are available for everysection,
it means the requeriments to pass the
step quest, you should only add the key
if you want it as requeriment.

FLAG : BREAKOFF and AUTOPLAY values, it means that allow the


goal with breakoff, autoplay or BOTH
PERFECT : How many perfects it requires to pass.
GREAT : How many greats it requires to pass.
GOOD : How many goods it requires to pass.
BAD : How many bads it requires to pass.
MISS : How many misses it requires to pass.
HEART : How many hearts you need to tap to pass.
POTION : How many potions you need to tap to pass.
MINE : How many mines you need to tap to pass.
ITEMS : How many total items you need to tap to pass.
VELOCITY : How many velocity items you need to tap to pass.
HIDDEN : How many hidden taps/items you need to tap to pass.
MISSCOMBO : How much MissCombo you need to do to pass.
MAXCOMBO : How much MaxCombo you need to do to pass.
LIFEBAR : What percentage the lifebar should be at the end of
stage to pass.
SCORE : How many total score you need to have to pass.
GRADE : What Grade you need to do. (SSS,S,S,A,B,C,D,F)
Most keys allows ‘more (>) or less (<)’ statement.
If you want, for STEP1, get Blue S or less, More than 4 potions, 10
Velocity Items and get less than 65% lifebar. And for STEP2, get
more or equal to 100 Hearts, Grade B, and 0 Greats but the breakoff
is enabled on this. The final result on INI File is:

[S1]
GRADE=S,A,B,C,D,F
POTION=>5
VELOCITY=10
LIFEBAR=<64

[S2]
HEART=>100
GRADE=B
GREAT=0
FLAG=BREAKOFF

[S3]
[S4]

In case you just want a “Survive until the end” requirement, just
leave the Section with no keys (Like S3 and S4 above).

LUA SYSTEM:
This is for advanced users, and in case you want to count ie: noteskins
or count GREAT+PERFECT. First at all, you should create a LUA File
called Goal. In addition, you must have a Foreground Change in your
SSC Song Header redirecting the Goal Lua.

#FGCHANGES:-100.000=Goal.lua=1.000=0=0=1=====,;

The Lua file must contain an ActorFrame and a handle event from Game-
playFinish.

local t = Def.ActorFrame {
GameplayFinishMessageCommand=function(self,params)
local pnStageStats = STATSMAN:GetCurStageStats():GetPlayerStageStats(params.Player);
pnStageStats:SetSuccess(true);
end;
};
return t
Functions available from pnStageStats:

pnStageStats:GetFailedAux();
pnStageStats:GetTapNoteScores(“TapNoteScore_Heart”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Potion”);
pnStageStats:GetTapNoteScores(“TapNoteScore_HitMine”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Velocity”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Item”);
pnStageStats:GetTapNoteScores(“TapNoteScore_W1”) <- Perfect
pnStageStats:GetTapNoteScores(“TapNoteScore_W2”) <- Perfect
pnStageStats:GetTapNoteScores(“TapNoteScore_CheckpointHit”); <-Hold

pnStageStats:GetTapNoteScores(‘TapNoteScore_W3’); <- Great


pnStageStats:GetTapNoteScores(‘TapNoteScore_W4’); <- Good
pnStageStats:GetTapNoteScores(‘TapNoteScore_W5’); <- Bad
pnStageStats:GetTapNoteScores(‘TapNoteScore_Miss’) <- Miss Tap
pnStageStats:GetTapNoteScores(“TapNoteScore_CheckpointMiss”); <-Miss
Hold

pnStageStats:GetTapNoteScores(“TapNoteScore_Heart”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Potion”);
pnStageStats:GetTapNoteScores(“TapNoteScore_HitMine”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Velocity”);
pnStageStats:GetTapNoteScores(“TapNoteScore_Item”);
pnStageStats:MaxCombo();
pnStageStats:MaxMissCombo();
pnStageStats:GetCurrentLife);
pnStageStats:GetScore();
pnStageStats:GetGrade();
pnStageStats:MaxComboSkin(“NOTESKIN”)
pnStageStats:MaxMissComboSkin(“NOTESKIN”)
pnStageStats:GetTapNoteSkin(“NOTESKIN”, ‘TapNoteScore_XXXX’)

‘TapNoteScore_XXXX’ replace XXXX for W1,W2,W3,etc

“NOTESKIN” should be replaced for a noteskin that you set in the char-
t,example : “nxa”. But if you are using, ie: Prime2 as a noteskin from
QUESTMODS, and you want to count them, use “default”.
GetGrade() return:
Grade_Tier1 : SSS
Grade_Tier2 : SS Gold
Grade_Tier3 : S Gold
Grade_Tier4 : A
Grade_Tier5 : B
Grade_Tier6 : C
Grade_Tier7 : D
Grade_Tier8 : F

For example,the requeriments from STEP1 is: Get PERFECT+GOOD+MISS =


100, Get Grade S or More, 10 Heart Items, and for STEP2, count Old Skin
more than 50 Bad and NXA Skin less or equal than 10 Miss .

local t = Def.ActorFrame {
GameplayFinishMessageCommand=function(self,params)
local pnStageStats = STATSMAN:GetCurStageStats():GetPlayerStageStats(params.Player);
local fail = pnStageStats:GetFailedAux();
local iPerfects = pnStageStats:GetTapNoteScores("TapNoteScore_W1") + pnStageStats:GetTapNoteScores("TapNo-
teScore_W2") + pnStageStats:GetTapNoteScores("TapNoteScore_CheckpointHit");
local iHearts = pnStageStats:GetTapNoteScores("TapNoteScore_ Heart ") ;
local iGood = pnStageStats:GetTapNoteScores("TapNoteScore_W4") ;
local iMiss= pnStageStats:GetTapNoteScores('TapNoteScore_Miss') + pnStageStats:GetTapNoteScores("TapNoteS-
core_CheckpointMiss");

local iOld = pnStageStats:GetTapNoteSkin("old", ‘TapNoteScore_W5’);


local iNXA = pnStageStats:GetTapNoteSkin("nxa", ‘TapNoteScore_Miss’) + pnStageStats:GetTapNoteSkin("nxa",
‘TapNoteScore_ CheckpointMiss’);

local Grade = pnStageStats:GetGrade();



if params.Label == "S1" then
local iTotal = iPerfects + iGood + iMiss;
if (iTotal == 100 and (Grade == "GradeTier_3" or Grade == "GradeTier_2” or Grade=="GradeTier_1”)
and iHearts == 10 and not fail) then
pnStageStats:SetSuccess(true);
end;
end;

if params.Label == "S2" then


if (iOld >= 50 and iNXA <= 10 and not fail) then
pnStageStats:SetSuccess(true);
end;
end;
end;
};

return t
If you did everything correct, you should be able to play and get the
quest system working
*.UCS Support
We are now giving support to *.UCS files converting it to our UCS
EXT format. In order to avoid problems you should follow these
steps. Remember that your ucs file will not be edited or deleted by
the game.

Recommended way :
1- Copy your *.ucs file to the song folder that you are looking for.
(Example: Toccata from NX-NXA)

2- Start the game. Once the first load finished, the game will
create a ssc.ext file based on your UCS. The game will now use
the extension ssc file (*.ssc.ext), if its not. Reload Songs from
StepMania Options

3- This is how the game show your step.

4- Open StepPrime Editor, and now you can edit the chart and their
properties. Remember to delete the *.UCS file to avoid overwritten
issues.

WARNING:
- ssc.ext will work properly with a main *.ssc file, because they are just extensions. Even so, you can
use only ssc.ext files and play, but you have been warned.
- You will use this feature under your own responsibility, remember that you can also open this file
with notepad, so go ahead and have fun!
- GhostHold Effect is not supported and will be taken as Hold in the game.
PIUIO Support
StepPrime has an experimental PIUIO driver that you can try. In
order to make it work you should follow these steps:

1- Uninstall IO2Key (In case you have it)


2- Download Zadig from: https://zadig.akeo.ie/
3- Select your correct input device and select “WINUSB Driver”
4- Click “Install Driver”
5- Once you start StepPrime, the game should connect automatically
to the dance

Known Issues: Lights from pad are currently not working properly.
Packing SimFiles
With this feature, you will pack every simfile and important text
files to a SPX File which cannot be edited once is created.
Remember that you still need to share the media files, because the
SPX File will NOT contain audio or image files. This option is
meant to share your work but final users can’t edit and optionally
create custom steps.

Every SPX will be located and created on /UserPackages/ Folder.


Remember that your SPX File will not work properly if media is not
installed.

If you want to share your work, you need to send the SPX file and
the Media Folder only (without simfiles) separately; example:

-SPX File: (UserPackages/My Pack.spx)


-Media Files Only, WITHOUT SIMFILES or TXT, INI Files or LUA:
- /GroupSongs/01 - First Song/Song.mp3
- /GroupSongs/01 - First Song/Banner.png
- /GroupSongs/01 - First Song/PreviewVideo.mpg
- ...

Before creating your SPX File, you should create a file called
PackInfo.ini on the Group Folder
For example : /Songs/MyGroupSongs/PackInfo.ini
[PACK]
NAME=My Group Folder (change it)
AUTHOR=StepPrime (change it)
URL=www.facebook.com/StepPrimeOfficial (change it)
DESCRIPTION=You will see this in list channels description (change it)
UNLOCKED=0 (Use 1 if you want users to access into the Editor to create only
UCS EXT)

PACK, NAME, AUTHOR, URL, DESCRIPTION, UNLOCKED should be always UpperCase.

> Open StepMania Configuration and go to UserPackage View/Creation


> Go the creation Section with arrow keys.
> Select the GroupFolder you are going to Pack
> You will see the information that you put on PackInfo.ini
> Press Center button to Confirm.
> File will be created on /UserPackages/

SPX File will only contains (LUA, SSC, SMA, DWI, KSF, EXT, SM, TXT, INI)
External SongMovies Folder
This feature will give you the option to select an Additional
SongMovies folder, so you can avoid moving/copying files.

1-Close the game


2-Open the file Preferences.ini from Save Folder (You can use
notepad)
3-Find the key SongMoviesPath
4-Add your path as value, example: C:/My Videos/BGAFromPIU
5-You can also add multiple paths; use a comma (“, “) to split
them.
6-Save the file

Remember that these folders are just ‘Additional Song Movies’


Paths, they are not replacing the SongMovies from StepPrime.
Custom Sort in GroupSong
You can now apply a custom sort of your group folder.

1- Create a text file in GroupFolder root path called: Sort.txt


2- Open the file and insert the SongFolder with the sort structure
you want.
3- Save the file and start the game.

Sort.txt File Example:

Final Result

Remember that if you use Sort.txt, category sort are overridden


under this channel, and categories sounds will be muted.

This custom sort will only work under your channel. AllTunes
and categories channels will have their own sort.

PS: Game will not allow folders duplicated, and if folder on


list is not available, it will not shown in game.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy