BM98 Kikuchan Version 3.30 Revision #4.2

BM98k330r42 is redistributed on this unofficial webpage.  Redistribution conditions are based on README_K.TXT.  And Susie plug-in is also redistributed — based on ifjpeg.txt.  CHM Help is also redistributed, but this archive is not recent version.  When this redistributed CHM is compared with Internet Archived version, you’d notice BM98_K6.bmp not subtracting colors.  The difference is only that one point.

Table of Contents

Download BM98k: bm98k330r42.zip

1.26 MiB (1324857 Bytes), 1999-12-18

Author:
@yaneuraoh (Twitter)
Modified by:
@kikuchan98 (Twitter)
Skin:
marukido cabin (Internet Archive)
bm98k330r42\
bm98wav\ (640 x 480 x 8BPP)
close.bmp
logo.bmp
logo.wav (22050 Hz x 8-bit x Monaural)
r_clear.bmp
r_failed.bmp
select.bmp
stage.bmp
stage_ex.bmp
title.bmp
256\ (640 x 480 x 4BPP)
r_clear.bmp
r_failed.bmp
select.bmp
stage.bmp
title.bmp
BM98_K.cnt (Index text for Help Content File, Shift_JIS)
BM98_K.hlp (Rich Text Format, escaped Shift_JIS)
bm98body.exe (Executable)
bm98play.bmp
bm98play_g.bmp
bm98slct.bmp
default.skn (text/plain, Shift_JIS)
README_K.TXT (text/plain, Windows-31J)
yaneSDK.dll
+
ifjpeg.spi (if necessary)
bm98_k.chm (if necessary)
bm98.cfg (after BM98 has been run, this text file is made)
clear.dat (after BMS has been cleared, this text file is made)
bm98img\ (“TOP DIRECTORY”, JPEG sample)
bm98img.bms
image files
jukebox1\
yamajet_is_sugoi\
foon_5n.bms
resource files
+
foon_5n-battle.bms (BattlePlay chart)
foon_10n-couple.bms (CouplePlay chart)
HAIJI [ FUNNY DANCE ] PARTY TIME IN MY DREAM\ (FREE ZONE, animated #xxx06)
PartyTime.bms
resource files
44_top_fos_s\ (DoublePlay chart, Spread Canvas)
_FOS5BGA_short.BMS
resource files
umi_99ri\ (#EXTCHR)
umi_99ri_3.bms
resource files
nest_test\ (nested #RANDOMs)
nest100.bms
resource files
jukebox2\
nixx_GLDNSLVR\ (“SOUND ONLY”, 2016)
GLDNSLVR3.bms
audio files
namamix\ (#MIDIFILE, read-only, 1998)
namamix.bms
audio files

BM98k330r42 doesn’t have Window Mode.  Furthermore, BM98k330r42 is very slow on my 64-bit Windows 8.1/10.  I could solve these problems by a “DirectX Windower 1.88” (D3DWindower.lzh).

  1. Run D3DWindower.exe.
  2. Entry bm98body.exe from “+” icon.
  3. Double-click the listed “bm98body.”

In my case, when “DRAWING METHOD” was changed to “DIRECT BLT”, a better result was obtained.  Furthermore, another way:

  1. Open bm98.cfg by notepad, wordpad, etc.
  2. Change “#HAL 1” (Hardware Acceleration) into “#HAL 0” (Software Emulation).
  3. Save bm98.cfg and run bm98body.exe.

In my case, full-screen BM98k330r42 works normally on my 64-bit Windows 8.1/10.

Download Susie plug-in: ifjpeg034.zip

52.0 KiB (53271 Bytes), 2015-09-07

BM98 can use JPEG image format by ifjpeg.spi
#TITLE BM98 image extensions
#GENRE LAYER is not effective
#BPM 100
#STAGEFILE title.jpg
#BMP11 image.bmp
#BMP22 image.dib
#BMP33 image.rle
#BMP44 image.jpeg
#BMP55 image.jpg
#BMP66 image.jpe
#BMP77 image.jfif
#BMP88 image.jfi
#BMP99 image.jif
#BMPFF title.jpg
#00007:FF
#00104:11223344
#00204:55667788
#00304:99

Download Compiled HTML Help: chm-for-bm98_k330r42.zip

88.2 KiB (90324 Bytes), 2000-05-27

HTML 4.0, charset=x-sjis (very old alias of Windows-31J), lang=ja (Japanese language)

(ExtChr table, Copyright notice and History are Windows-31J encoding, others are Shift_JIS encoding)

BM98_K.cnt and BM98_K.hlp are help-files for obsolete version 3.30 Revision #1.  These WinHlp32 files can no longer be opened on Windows 10.  See CHM version.

If you use Windows Vista–8.1, and you’d like to read obsolete BM98_K.hlp, see KB917607.

If you need CHM help-file for “BM98 Kikuchan Version 3.31 DRINK EDITON,” download bm98_beta1.zip.

If you need latest BM98, download “BM98 Kikuchan Version 3.32β Drink Edition.”  But, this archive doesn’t have a help-file.

Details

Minimum Requirements
Windows 95/98 + DirectX 5/6 + Soundcard
Supported chart format
BMS (*.bms) (BME, BML and PMS are not supported)
Supported file formats
Supported modes
Grading
by pixel (BPM-dependent grading)
Limitations
Supported commands
Supported channels
Capable of being randomized
Not capable of being randomized
#GENRE, #TITLE, #ARTIST, #PLAYLEVEL, #STAGEFILE
Other features

BM98view

We can call BM98k330r42 from BMS Editor applications.  If your operating system is Windows XP or later, 8.3 filenames must be effective.  (“fsutil behavior query disable8dot3” == 0 || 2)

BMSC (ExApps.cfg)
BM98k
C:\your-path\bm98view.bat
[filename]
[filename]
[filename]
BMSE (bmse_viewer.ini)
BM98k
your-path\bm98view.bat
<filename>
<filename>
<filename>
iBMSC (Arguments are not enclosed within quotation marks)
your-bm98k330r42-path\bm98body.exe
<filename>
<filename>
<filename>

BM98.cfg

text/plain (encoding: Shift_JIS)

From BMS FAQ

#DRAWING
0: Normal (default)
1: Light
2: Limited
#Grank (GAME RANK (damage))
0: Hard
1: Normal (default)
2: Easy
3: Very Easy
4: Out of Human =P (when we get a POOR, set Groove Gauge 0%)
#Autoplay
#AutoScratch
#HiddenPlay
0: off (default)
1: 1P
2: 2P
3: 1P + 2P
#RandomPlay1 (1P-side)
#RandomPlay2 (2P-side)
0: off (default)
1: Mirror
2: Random
3: More Random
#Poor (Ignore POOR, for improvisation)
0: off (default)
1: on
#GreatCombo (COMBO continuation condition)
0: off (default)
1: GREAT only
2: GREAT & GOOD
#GameSpeed (BPM is changed: QWERTY 3 + [1|2])
0: Very Fast (200%)
1: Fast (150%)
2: Normal (default)
3: Slow (75%)
4: Very Slow (50%)
#HighSpeed (Scroll-Speed is changed: QWERTY 4 + [1|2])
0: Normal (default)
1239101112
x1.2x1.5x2–8x10x12x16
13: x0.5 + Sudden // BM98.cfg only
#MouseRes (MOUSE SCRATCH sensitivity)
0: off
1: Dull
2: Normal (default)
3: Sensitive
#MIDIOpt (MIDI I/O)
0: off
1: Output only
2: Input only
3: Input & Output (default)
#SaveScore (score.txt, ANSI Windows codepages)
0: off (default)
1: output to Top directory (same level as bm98body.exe)
2: output to Each BMS directory
#BGAnime (toggle: QWERTY 5)
3: default
BGANEONFLASH
0nonenonenone
1truenonenone
2nonetruenone
3truetruenone
4nonenonetrue
5truenonetrue
6nonetruetrue
7truetruetrue
#WaveVolX (Relative Volume is changed: QWERTY [1|2])
0–[100]–999
#ScrColor (Screen Color)
0: 8-bit (256 colors, default)
1: 16-bit (65536 colors)
#SoundQuality
0: 22050 Hz, 8-bit, Stereo (default)
1: 44100 Hz, 16-bit, Stereo
#VisualEffect
0: off
1: on (default)
#DrawingMethod
0: Wait VSYNC ?
1: Direct BLT ?
6: Wait VSYNC (default?)
7: Direct BLT
#HAL (DirectDraw) // BM98.cfg only
0: Software Emulation
1: Hardware Acceleration (default)
#Version (???) // BM98.cfg only
0: (default)
#ScrLeft (Turntables’ position)
0: □●□● Normal (Default)
1: ●□□● 1P Left side
2: □●●□ 2P Left side
3: ●□●□ 1P & 2P Left side
#ExpertStage
17 (4: default, 7: Unlimited/Infinite)
#EventMode // BM98.cfg only
0: off (default)
1: on (Push any key to start scroll, ESC to result screen is prohibited)
#LogoCancel (enable skip opening logo) // BM98.cfg only
0: off (default)
1: on
#KA (Registered Assigned Keys’ number ??)
35 (default)
#KAS (Assigned Key’s spec ??)
#KAS index address1 address2
#DataPath (max-100-#DataPaths) // BM98.cfg only
#DataPath <CurrentDir> (default)
#DataPath C:\php\BMS Game's C&A Package\
#DataPath D:/bms/GENRE SHUFFLE3/
#DataPath E:\bms\ThreeSTarS\
#DataPath ../PABAT! 2016 Seasons\
#debug (Hidden DEBUG MODE) // BM98.cfg only?
0: off
1: on (details unknown)
#SkinFile1 (Skin config file layer 1)
textFileName.skn (default: default.skn)
#SkinFile2 (Skin config file layer 2)
textFileName.skn (default: default.skn)

Tips

From BMS FAQ

Problem about ANSI Windows codepages
All documents an archive of BM98k has and all texts BM98k generates have a problem about encoding.  When the environment isn’t Windows Japanese version, even BM98_K.hlp would get garbled.  One of the way to settle this problem is to change the “System Locale” to “Japanese (Japan).”
Font change by default.skn
#genre_font Impact
#title_font Verdana Bold
#artist_font Consolas
#stage_font Times New Roman
False score detection
  1. Copy score.txt and rename that to score2.txt.
  2. Alter the scores of score2.txt dishonestly.
  3. Move this file to a BM98k330r42 folder (same level as bm98body.exe).
  4. Start BM98k.  Exit BM98k.
  5. Open generated scoreChk.txt in BM98k330r42 folder.
True scoreFalse score
enƒ–{“–‚̃XƒRƒAƒƒEƒ\ƒXƒRƒA
ja<本当のスコア><ウソスコア>
CN亙杮摉偺僗僐傾亜亙僂僜僗僐傾亜
When bm98k330r42\bm98wav\test[1-4].wav exist, opening demo sounds
test1.wav: BM98
test2.wav: Kikuchan Version
test3.wav: is
test4.wav: K3.30
Random select
SinglePlay to BattlePlay
  1. Choose SinglePlay chart (#PLAYER 1), while keep pressing turntable (default: Shift key).
  2. Decide SinglePlay chart by turntable + 1P2 (default: Shift + S).
  3. Keep pressing [turntable + 1P2].
CouplePlay to DoublePlay
  1. Choose CouplePlay chart (#PLAYER 2), while keep pressing turntable (default: Shift key).
  2. Decide CouplePlay chart by turntable + 1P4 (default: Shift + D).
  3. Keep pressing [turntable + 1P4].
Clearable Esc
  1. Make a Groove gauge reach to red zone.
  2. Press [Shift + Esc].  (“Ignore POOR” is recommended)
Ignore Compilation Error
  1. Encounter “Compile Error!”
  2. Input turntable, turntable, turntable
Defined Soundset (bm98k330r42\bm98wav\xxx.wav)
See default.skn
SituationWAV filename
Titletitle.wav
Optiontitle.wav
Keyconfigtitle.wav
Song listselect.wav (loop)
Start uplogo.wav
Cursorscratch.wav
Lifebar 0%close.wav
Stage Escclose.wav
Decide (Title)start.wav
Decide (Song)start2.wav
Stage clearedyah.wav
Stage failedbooing.wav
loading BMSstage.wav
pre-titletest1.wav, test2.wav, test3.wav, test4.wav
Resultjudge.wav
(Local Area) Network play
  1. Add “#clubplay 1” to server-side (parent) bm98.cfg.
  2. Add “#clubplay 2” to client-side (child) bm98.cfg.
  3. Add “#hostname server-side-IP-address-or-hostname” to client-side bm98.cfg.
  4. Start server-side BM98k.
  5. Start client-side BM98k after parent BM98k is started.
  6. Choose GameMode.  Then select song.  Network play will start.