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KSF

Project OutFox contains a parser for the KSF chart format, which is used for Kick It Up and ‘Pump it Up’-style charts. This has been supported as early as StepMania 3.9, so everything listed here is what OutFox supports. At this point, most everyone has moved away from the KSF format in favor of SM or SSC. Like SM and SSC, sections follow this format: #SECTION:DATA;, which means #, : and ; shouldn’t be used in the data segment.

File Naming

Most KSF files have the difficulty and chart type as its' file name. The following tables show what names translate to which difficulty, default rating and chart type

Difficulty

File Name Chart Rating StepMania 5.1 and older Project OutFox alpha 4.9.9
another 25 Edit D6
wild / wd / hardcore 20 Challenge D5
crazy+ / cz+ 20 Challenge D5
crazy / cz / crazydouble 14 Hard D4
nightmare / nm 14 Hard D4
hard / hd / double 8 Medium D3
freestyle / fs 8 Medium D3
easy / ez / normal 4 Easy D2
Beginner / practice 4 Beginner D1

If not specified, it gets set to Hard/D4 and is given a rating of 10.

Chart Type

File Name Resulting Steps Type
halfdouble / half-double / h_double / hdb halfdouble
double / db double
freestyle / fs double
nm double
_1 single
_2 couple

Sections

TITLE

This gives both the song name and artist. There are three acceptable formats for this section:

  • song name This just gives a song name only.
  • artist name - song name This gives both a song name and artist name, separated by a -
  • artist name - song name - difficulty This gives both a song name, artist name and difficulty, separated by a -. In this case, the difficulty is ignored, since it’s read from the file name instead.

Example:

#TITLE:L.F.O;

With artist & title:

#TITLE:aran - L.F.O;

TICKCOUNT

Sets the starting tick count for the file. This specifies how many lines of notes is needed to pass one beat.

For example: a tick count of 4 means 4 lines of notes are needed for a whole beat, allowing for 16ths.

Example:

#TICKCOUNT:4;

BPM

This defines the starting BPM.

Example:

#BPM:135.01;

BPM2 / BPM3

Kick It Up uses these to define the BPMs to change to. You can have up to two BPM changes.

Example:

#BPM2:164;
#BPM3:174;

BUNKI / BUNKI2

Kick It Up uses these to handle the positioning of BPM changes. You can have up to two BPM changes.

This is specified in centiseconds in SM.

Example:

#BUNKI:2000;
#BUNKI2:6500;

DIFFICULTY

Sets the rating of the chart. Otherwise, values from the Difficulty secion above are used.

Example:

#DIFFICULTY:7;

STARTTIME

Sets the beat 0 offset of the chart. SM interprets this in centiseconds.

Example:

#STARTTIME:829;

STARTTIME2 / STARTTIME3

Kick It Up uses these to help ensure more accurate BPM changes. STARTTIME3 is ignored in SM.

Example:

#STARTTIME2:9;
#STARTTIME3:0;

PLAYER

From Aldo_MX’s fork of “Stepmania Plus REDUX”

If “double” is found, the file is marked as a doubles chart.

Example:

#PLAYER:DOUBLE;

or

#PLAYER:SINGLE;

MUSICINTRO / INTRO

From Aldo_MX’s fork of “Stepmania Plus REDUX”

Sets the start point of the music sample. It’s parsed in HH:MM:SS format

Example:

#MUSICINTRO:1:20;

TITLEFILE

From Aldo_MX’s fork of “Stepmania Plus REDUX”

Sets the background location of the song.

Example:

#TITLEFILE:CoolTitle.png;

DISCFILE

From Aldo_MX’s fork of “Stepmania Plus REDUX”

Sets the banner location of the song.

Example:

#DISCFILE:FunnyDisc.png;

SONGFILE

From Aldo_MX’s fork of “Stepmania Plus REDUX”

Sets the file name of the song’s audio.

If not specified, the game looks for an audio file named “song” in the same folder as the KSF.

Example:

#SONGFILE:SweetTunes.mp3;

#STEP:

This is the notedata of the file.


Notedata specs

Each row of notes is 13 characters long, with all 2s marking the end of the chart.

If any holds are unfinished at that point, they automatically capped off at the end of the chart.

For half-doubles, the first two columns are always 0.

Note types

Character Note Type Quirks
0 empty N/A
1 Tap Note N/A
4 Hold Note The hold finishes upon the first non-4 character in the column.
M / m Mines N/A
F / f Fake Note N/A
L / l Lift Note N/A

Example:

#STEP:
1000010000000
0010000400000
0000000400000
0000000400000
2222222222222

Segment types

Direct Move 0.5 had segment definitions to allow for more extendable charting.

|Tn|

Sets the tick count at the current beat.

Example: |T512| sets the tick count to 512.


|Bn|

Sets the BPM at the current beat.

Example: |B128.5| sets the BPM to 128.5.


|En|

Sets a delay segment at the given beat for n beats

Example: |E12| Makes a 12 beat delay segment.


|Dn|

Sets a delay segment at the given beat for n miliseconds

Example: |D1000| Makes a 1000 milisecond (1 second) delay segment.


|Mn| / |Cn|

Sets the combo multiplier at the given beat

Example: |M2| sets the combo multiplier to 2.


|Xn|

Sets the scroll segment at the current beat.

Example: |X3| sets the scroll to 3x.