歌曲信息(songlist)格式
等一下你們先讓我看一下apk
- 本頁保持孤立!
在開始閱讀之前
總論
歌曲信息都包含在一個叫做songlist的文件里.位置為\assets\songs
這個文件是關於更改歌曲信息的,如果想更改譜面本身,請移步譜面格式
如果想更改關於解歌條件的部分,請移步解鎖條件(unlocks)格式
如果想更改曲包相關內容請移步曲包信息(packlist)格式
閱讀總論
songlist是按照類似Java語言編寫的,有大量花括號與中括號,中間的回車與制表符除了整理版面之外沒有任何意義.總之不該你改的東西你不要改就行了.
代碼解析
框架
歌曲信息在文件里總體排列成這樣
{"songs": [{歌曲信息1},{歌曲信息2},……,{歌曲信息n}]} |
可見歌曲信息之間的互不干擾性,而且它告訴我們加入自製譜(不是替換官譜)是可能的
細節解析
以一個最複雜的為例(笑)
{ "id": "axiumcrisis", "title_localized": { "en": "Axium Crisis" }, "artist": "ak+q", "bpm": "170", "bpm_base": 170, "set": "yugamu", "purchase": "yugamu", "audioPreview": 51291, "audioPreviewEnd": 78820, "side": 1, "world_unlock": true, "bg": "axiumcrisis", "date": 1509667207, "difficulties": [ { "ratingClass": 0, "chartDesigner": "The Monolith", "jacketDesigner": "シエラ", "rating": 5, "plusFingers": 0, "story": { "en": "It had been a while, and so she'd grown confident.\n\nIn the time since she began she'd explored much of this glass and mirror world, and she'd gathered countless shards. Like an unending scarf they formed around her neck and trailed long behind her. Now, she stood atop a fallen tower and looked out ahead with a smile. The terrible memories of other places twisted behind her menacingly.\n\nShe was gazing at a place that had always caught her eye, but she'd refrained from ever going toward it. It was some sort of distant labyrinth turning into the sky with insane geometry. Of course, it was more glass. Of course, she could feel its filth pulsing all the way out here.|Although she still had no idea how to go about it, she intended to be rid of the terrible fragments that followed her eventually. To that end she was gathering them. She at least took comfort in having the bad all in one place. That would make clearing it away one day all the more easier. This labyrinth was particularly bad, and she felt confident in gathering its fragments too.\n\nThe maze was surrounding by a glittering and ever-shifting sea of good memories. As she made her way toward the maze, the sea parted, only a few shards coming to join the trail behind her. However, while walking the path and scattering the good shards she suddenly hesitated. Now flanked by hope, with despair before her, she chewed on her lip...and her heart wavered.", "ja": "幾らかの時が経ち、彼女の自信は確かなものとなっていた。\n\nこれまで、このガラスと鏡の世界を彷徨いながら、数えきれない程の破片を集めてきた。\nまるで無限に続くスカーフのように、集まった破片が彼女の首を取り巻き、後ろへ長く続いていた。\n今、彼女は崩れた塔の上に立ち、笑顔で前方を見ている。何処かのあの恐ろしい記憶たちは、\n彼女を脅すように背後でねじれを生んでいた。\n\nいつも目が引き付けられる場所を、彼女は見つめていた。これまで、そこへ向かうのを控えていたのだ。\nそこは狂気的な幾何学模様を描き、空へと変わりゆく遥か遠い迷宮のようなものだった。当然、それは沢山のガラスだった。\n当然、その穢れの脈動は、ここからでも感じ取ることができた。|どうしたらいいのか未だ解らなかったが、彼女はいずれ、\n後に続く恐ろしい破片達を排除するつもりでいた。そのために、破片を集めてきたのだ。\n少なくとも、悪を一か所に集めることで彼女は安心できた。\nこうしておけば、然るべき時に楽に終わらせることができるだろう。\nこの迷宮は特に酷いものだったが、同時に彼女にはその破片を集めるだけの自信があった。\n\n迷路は、キラキラと輝き変化し続ける、良き思い出の欠片の海に囲まれていた。\n彼女が迷路へ向かって進むと、海は分かれ、僅か一部の破片だけが彼女の後ろに加わった。\nそのまま良き思い出の欠片を散らし歩いていたが、突然彼女は躊躇した。\n希望に囲まれ、目の前の絶望に彼女は唇を噛んだ…心が揺り動かされた。" } }, { "ratingClass": 1, "chartDesigner": "The Monolith", "jacketDesigner": "シエラ", "rating": 8, "plusFingers": 0, "story": { "en": "Once upon a time, surely, things had to have been better.\n\nThe girl remembered nothing. and since awaking in the world of glass she'd only ever known other memories. Because of this, she'd drawn many conclusions and had few second thoughts. She'd been assured of the idea that nothing in the glass and nothing in this world held any worth. Filth and awfulness, tears and pain, a small smile, and death.\n\nBut once upon a time, things had to have been better. Simple rules are often true: shadows are begotten from light. Shadow lurked at her back, and now she was surrounded by light.\n\nWhen she'd stepped into these waves of joy and purity, she hadn't given it a second thought. She'd become so absorbed in evil that she had forgotten simple good. To be honest it was more than her heart simply wavering, now. She was overwhelmed. For every glint of hope that caught her eye on the way to the jagged maze, she paused and questioned everything. There was an answer she did not want to acknowledge, immersed in this scene of light and chaos. She didn't want to think about it. She wouldn’t allow herself to think about it.|And, before she really could, she stood before the entrance to the impossible labyrinth.\n\nOn impulse, she reached out to the better glass and memories of flowering fields came to follow around her in a ring. She didn't know why, nor if they would help.", "ja": "かつて、確かに、今よりも良い時があった筈だ。\n\n少女は何も覚えていなかった。ガラスの世界で目覚めて以来、知っているのは他の記憶だけだった。\nそのせいで彼女はほとんど迷いなく物事を断定した。\nガラスの中は無であるということ、この世界に価値など無いということ。\n汚さと恐怖。涙と痛み。少しの笑みと、死。\n\nしかし、かつて今よりも良い時があった筈なのだ。\n単純な法則というのは、大抵真実である。影は、光によって生じるのだ。\n彼女の背後には影が潜み、彼女の周囲は光で溢れていた。|喜びと純潔の波に足を踏み入れたとき、彼女に迷いは無かった。\n悪にすっかり取り込まれ、純粋な善というものを忘れてしまっていた。\n実のところ、彼女の心はもう揺り動かされるといった状態ではなかった。\n圧倒されてしまっていた。曲がりくねる迷路へと向かう途中で煌めく希望を目にする度、彼女は立ち止まり全てに疑問を呈した。\nそこには彼女の認めたくない答えがあった。この光と混沌の世界の奥底に。\n考えたくなかった。考えることを許さなかった。\n\nそして、本当に頭から取り払うことのできる前に、彼女はあの目を疑うような迷宮の前に辿り着いた。\n衝動的にガラスを見つけて手を伸ばすと、花咲く地の記憶が彼女の周囲に環を描いた。\nその理由も、それが何かの役に立つのかも、彼女には分からなかった。\n" } }, { "ratingClass": 2, "chartDesigner": "The Monolith", "jacketDesigner": "シエラ", "rating": 10, "plusFingers": 0, "story": { "en": "She didn't know it, but she had a name. If she knew it, perhaps she wouldn't have entered the twisted black maze. It may have been a meaningful name that may have made her doubts much stronger. But she didn't know, she ground her teeth, and she reaffirmed her beliefs. The light from before would not shake her, the light of the flower ring would not shake her. She entered the dark structure and started tearing it apart.\n\nEach wall pulled away was made of misery, each facet held horrors, and the corners were comprised of fear. This was a castle of iniquity. Simply put, it was grotesque. It was powerfully grotesque.\n\nAnd that girl, her grin returned. This was it. Climbing through it, running through it, this was the kind of disgusting monolith that had compelled her into action in the first place. She hadn't been wrong. The glass should only be shattered. The mirrors should only be destroyed.|And as she gleefully pulled away great swathes of the maze, hallways tumbling into the air, her smile became warped. She winced; something was wrong with her head. At the heart of the maze, there was *something* worse than any memory before. She could feel it, close now, calling to her. Her enthusiasm had drained, and her progress had slowed, and she saw a wicked shard of glass turning in space, containing the memory of the end of a world.\n\nWith a hand on her face, she looked into the mirrored world. She remembered the sea of pleasant realities below her and the flowers now circling around her. She'd taken down part of the maze's roof and the walls had subsequently fallen away. Dark glass rained slowly around her, and in the distance the better memories shone brightly.\n\nShe looked into the end of the world between her fingers. She swallowed, and with newfound strength, removed the hand from her face. She reached out, and dragged the end of the world into her collection of memories. With this monolith toppled, she felt an honest and genuine surge of bliss. However terrible the memories she faced from now on would be, it couldn’t possibly matter. She was certain now that she was strong, and she would definitely destroy them all. And so, with a genuine smile and a tired laugh, she came down from the sky, and the tower along with her.", "ja": "彼女は知らなかったが、彼女には名前があった。もし知っていたら、\n彼女はこのねじれた黒い迷路に足を踏み入れなかったかも知れない。\nもしかするとその名前の持つ意味は大きく、\n彼女の疑念もより強いものになっていたかも知れない。\nしかし彼女は知らなかった。歯ぎしりをして、自らの信念を確かめた。\n彼女は目の前の光にも、花の環の光にも揺らぐことはない。\n暗い構造物へと足を踏み入れると、乱暴に破壊を始めた。\n\n引き離された壁は苦悩から成り、全ての面は恐怖を含み、全ての角は不安でできていた。\nここは、罪悪の城だった。率直に言って、不気味だった。\n強い気味の悪さを含んでいた。\n\nそして彼女はというと、笑みを取り戻していた。\n間違ってなかった。登って、走って、その気味の悪いモノリスのようなものが、\nかつての彼女を取り戻させたのだった。彼女は間違っていなかった。\nガラスは砕かれるためにあるのだ。鏡は壊されるためにあるのだ。|彼女が喜びとともに派手に迷路を破壊すると、\n廊下は宙へと崩れ落ち、彼女の笑みは歪んだ。彼女は顔をしかめた。\n頭の中で、何かが起こっていた。迷路の中心には、今までのどんな記憶よりも酷い\n「何か」があった。彼女は感じた。\nもっと近くで、彼女を呼ぶものを。\n彼女は熱意を失い、動きも鈍くなった。\nそして彼女は、宙を舞う邪悪なガラスの破片を見た。この世界の終わりの記憶を。\n\n顔に手を当てて、彼女は鏡の世界を覗き込んだ。\n彼女は下にある幸せな現実の海と、彼女の周りを回っている花を思い出した。\n彼女が迷路の屋根の一部を壊すと、それに続いて壁が崩れていった。\n暗いガラスがゆっくりと彼女の周りに降り、\n遠くに良い思い出が眩しく輝いているのが見えた。|彼女はその世界の終わりを、指の隙間から見た。\n彼女は唾を飲むと、新しい力をもって、その手を顔から離した。\n手を伸ばし、その世界の終わりを彼女の集めてきた記憶へと引き寄せた。\nそしてモノリスが倒れた時、彼女は正直な、本物の幸せの高まりを感じた。\nこれから立ち向かう記憶がどんなに酷いものであっても、どうでもよかった。\n彼女には強いという自信があった。そして、確実に全てを破壊するだろう。\nそして、純粋な笑みと疲れた笑い声とともに、彼女は空から降りてきた。\n塔も彼女に続き倒れようとしていた。\n" } } ] }
好了讓我們忘掉上面的東西,我怕你們看完後直接不看了#(滑稽)
真正歸納起來是這樣的
{ "id": "id", "title_localized": { "en": "title" }, "artist": "artist", "bpm": "BPM", "bpm_base": BPM_Base, "set": "setpack", "purchase": "purchasemethod", "audioPreview": Preview1, "audioPreviewEnd": Preview2, "side": side, "world_unlock": worldBoolean, "bg": "setBG", "date": 加入时的系统时间, "remote_dl": remoteDLBoolean, "difficulties": [ { "ratingClass": 0(ratingClass), "chartDesigner": "chartDesigner", "jacketDesigner": "illustrator", "rating": rating, "plusFingers": plusFingersBoolean, "story": { "en": "English Story [PST]", "ja": "日本語の物語 [PST]" } }, { "ratingClass": 1(ratingClass), "chartDesigner": "chartDesigner", "jacketDesigner": "illustrator", "rating": rating, "plusFingers": plusFingersBoolean, "story": { "en": "English Story [PRS]", "ja": "日本語の物語 [PRS]" } }, { "ratingClass": 2(ratingClass), "chartDesigner": "chartDesigner", "jacketDesigner": "illustrator", "rating": rating, "plusFingers": plusFingersBoolean, "story": { "en": "English Story [FTR]", "ja": "日本語の物語 [FTR]" } } ] }
希望大家能看出來哪些是變量(笑)
文件頭
{ "id": "id", "title_localized": { "en": "title" }, "artist": "artist", "bpm": "BPM", "bpm_base": BPM_Base, "set": "setpack", "purchase": "purchasemethod", "audioPreview": Preview1, "audioPreviewEnd": Preview2, "side": side, "world_unlock": worldBoolean, "bg": "setBG", "date": 加入时的系统时间, "remote_dl": remoteDLBoolean, "difficulties": […… ] }
id(ansistring):歌曲ID名,至關重要,像解鎖條件等引用歌曲的時候是引用id的,並且對應譜面文件夾也必須是id名,如果是遠程下載的曲子,在preview文件夾里放預覽音頻時,文件名也必須和id一樣,不能出現非ASCII字符
title_localized(ansistring):長這樣
"title_localized": { "en": "title", "ja": "タイトル" }, |
其中title是你要填的曲名,"en"是英文,"ja"是日文,"ko"是韓文(從來沒出現),簡中繁中什麼的再等等,默認語言(估計)為英文,可以填任何字符,當出現多個語言時用逗號隔開.
artist(ansistring):曲作者名,沒有語言區別,可以填任何字符.
bpm(ansistring):向玩家顯示本曲的BPM,可以填任何字符,這意味着我填"0-∞"是可以的了.
BPM_Base:這個要注意一下,它表示Hi-Speed最大時用於計算的BPM,與譜面BPM毫無關聯.遊玩時,譜面的Hi-Speed不會大於該數值*你的Hi-Speed設置倍數.真正的Hi-Speed依然由譜面內的Timing語句決定.
1.5之後,所有BPM≥180的曲子該數值都調成了180
當你的譜面有瞬間出現這樣的設計時,建議將該數值寫成三個譜面文件里出現的最高的BPM,不過當基準BPM≥180時請想想這樣做譜面獵奇的可能性.
以及這個數值就不要傻到填0或負數了,讀也許能讀,但……