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TakoTako/README.md

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# TakoTako
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This is a mod for Taiko no Tatsujin: The Drum Master\
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Currently has the features:
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- Auto sign-in into xbox
- Skip splash screen
- Skip DLC check screen
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- Allows custom official tracks or TJAs to be loaded into the game
- Override songs names to a certain language than the default one
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- Allows use of the Hori Taiko Drum
---
## Supported Versions
<details>
<summary>Supported Versions</summary>
<p>
- <b>Mono</b>: 1.1.0.0 - 1.2.2.0
</p>
<p>
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- <b>Il2CPP</b>: 1.3.0.0 - 1.7.00
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</p>
</details>
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----
## Installation
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1. Install the game via the xbox app to a directory of your choice
2. Download [BepInEx](https://builds.bepinex.dev/projects/bepinex_be). If you're using a newer version of Taiko 1.3.0.0 or higher (you probably are) download the IL2CPP version `BepInEx_UnityIL2CPP_x64_XXXXX.zip`.If you're using a downgraded version of Taiko (1.2.2.0 on lower) download the "Mono" build, called something like `BepInEx_UnityMono_x64_XXXXX.zip`.
3. Go to where you installed your game, for example `C:\XboxGames\T Tablet\Content`
4. Paste all of the files from the .zip from step 5 into this folder
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(It will look something like this)\
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![](/readme-image-0.png)
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5. We now need to give special permissions to the `BepInEx` folder. To do this, right click it, click on `Properties`, go to the `Security` tab, Click on the `Advanced` button, Click Change at the top, Under `Enter the object name to select` field type in your username and click `Check Names`. If the text doesn't become underscored that means you have entered the incorrect username. Then press `Ok` on that window to dismiss it. Going back to the `Advanced Security Settings Window` tick `Replace owner on subcontainers and objects` then finally press Apply.
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![](/readme-image-1.png)
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6. Run Taiko no Tatusjin The Drum Master once, then close it. This will generate some files
7. Look in your game's folder again, new files will have been generated under `.\BepInEx\plugins`
8. [Download my patch](https://github.com/Fluto/TaikoMods/releases). Once again download the IL2CPP version if you're on a newer version of Taiko, otherwise grab the Mono version.
9. Extract the `com.fluto.takotako` folder from the download in step 10 and paste it into the `.\BepInEx\plugins` folder\
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![](/readme-image-2.png)
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10. And you're done!
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## Configuration
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After installing the mod, and running the game it will generate files in `.\BepInEx\config`. Open `com.fluto.takotako.cfg` to configure this mod
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Here you can enable each individual feature or redirect where custom songs will be loaded from
## Custom Songs
With this feature you can inject custom songs into the game!
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To begin place custom songs in `SongDirectory` specified in your configuration file, by default this is `%userprofile%/Documents/TakoTako/customSongs`
Each song must have it's own directory with a unique name.
These songs can be nested within folders.
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The folder must have this structure:
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```
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Offical Songs
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-- [MUSIC_ID]
---- data.json (this contains the metadata for the track)
---- song_[MUSIC_ID].bin (this is a raw .acb music file, this is a CRIWARE format)
---- [MUSIC_ID]_e.bin (all of these items below are unencrypted Fumens, which formats how the song is played)
---- [MUSIC_ID]_e_1.bin
---- [MUSIC_ID]_e_2.bin
---- [MUSIC_ID]_h.bin
---- [MUSIC_ID]_h_1.bin
---- [MUSIC_ID]_h_2.bin
---- [MUSIC_ID]_m.bin
---- [MUSIC_ID]_m_1.bin
---- [MUSIC_ID]_m_2.bin
---- [MUSIC_ID]_n.bin
---- [MUSIC_ID]_n_1.bin
---- [MUSIC_ID]_n_2.bin
---- [MUSIC_ID]_x.bin
---- [MUSIC_ID]_x_1.bin
---- [MUSIC_ID]_x_2.bin
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TJA
-- [MUSIC_ID]
---- [MUSIC_ID].tja
---- [MUSIC_ID].ogg or .wav
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Genre override
e.g. this will override the songs to pop
-- 01 Pop
---- [MUSIC_ID]
------ [MUSIC_ID].tja
------ song_[MUSIC_ID].ogg or .wav
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```
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```
data.json Format
{
// Music Info
int uniqueId; (This has to be a unique int, the mod will handle clashes, but it's best to generate a random int)
string id; (This is the MUSIC_ID, this also has to be unique, because it's the same as the folder structure this file is in)
int order; (default sorting order)
int genreNo; (Genre enum [Pops 0, Anime 1, Vocalo 2, Variety 3, Children 4, Classic 5, Game 6, Namco 7])
bool branchEasy; (does this difficulty have a branch?, this will need to align with the fumen files)
bool branchNormal; (does this difficulty have a branch?, this will need to align with the fumen files)
bool branchHard; (does this difficulty have a branch?, this will need to align with the fumen files)
bool branchMania; (does this difficulty have a branch?, this will need to align with the fumen files)
bool branchUra; (does this difficulty have a branch?, this will need to align with the fumen files)
int starEasy; (star difficulty)
int starNormal; (star difficulty)
int starHard; (star difficulty)
int starMania; (star difficulty)
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int starUra; (star difficulty, set to 0 for unused)
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int shinutiEasy;
int shinutiNormal;
int shinutiHard;
int shinutiMania;
int shinutiUra;
int shinutiEasyDuet;
int shinutiNormalDuet;
int shinutiHardDuet;
int shinutiManiaDuet;
int shinutiUraDuet;
int scoreEasy;
int scoreNormal;
int scoreHard;
int scoreMania;
int scoreUra;
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bool areFilesGZipped; (are the music and fumen files gzipped? this saves file space and is done automatically when converting TJAs)
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// Song Info
int previewPos;
int fumenOffsetPos;
// Text Info
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TextEntry songName; (Song Title - e.g. A Cruel Angel's Thesis)
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TextEntry songSubtitle; (Origin of the song - e.g. From \" Neon Genesis EVANGELION \")
TextEntry songDetail; (Extra details for the track, sometimes used to say it's Japanese name - e.g. 残酷な天使のテーゼ)
}
TextEntry {
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string text;
int font; (0 == Japanese, 1 == English, 2 == Traditional Chinese, 3 == Simplified Chinese, 4 == Korean)
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// Langauge overrides
string jpText; (langauge override for 日本語 text)
int jpFont; (langauge override for 日本語 text)
string enText; (langauge override for English text)
int enFont; (langauge override for English text)
string frText; (langauge override for Français text)
int frFont; (langauge override for Français text)
string itText; (langauge override for Italiano text)
int itFont; (langauge override for Italiano text)
string deText; (langauge override for Deutsch text)
int deFont; (langauge override for Deutsch text)
string esText; (langauge override for Español text)
int esFont; (langauge override for Español text)
string tcText; (langauge override for 繁體中文 text)
int tcFont; (langauge override for 繁體中文 text)
string scText; (langauge override for 简体中文 text)
int scFont; (langauge override for 简体中文 text)
string krText; (langauge override for 영어 text)
int krFont; (langauge override for 영어 text)
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}
```
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### TJA Format
This project features encoding detection and should be able to handle both SHIFT-JIS and UTF-8 encoded TJAs. For extracting SHIFT-JIS (Japanese) format zip files, under windows you can use a program like bandizip which supports changing the codepage to Japanese. Under linux you can use something to this effect: `export
LANG=ja_JP` followed by `7z x path/to/zip`. This will correct the mojibake (garbled file names) and ensure that the song file matches the `WAVE:` field in the provided TJA.
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---
## Contributers
(to add!)
---
## Credits
- [SonicAudioTools](https://github.com/blueskythlikesclouds/SonicAudioTools)
- [VGAudio](https://github.com/Thealexbarney/VGAudio)
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- Pulsar#5356 for the TJA2BIN.exe