Mods for Taiko no Tatsujin: The Drum Master
.idea/.idea.TaikoMods.dir/.idea | ||
.gitignore | ||
DisableScreenChangeOnFocus.cs | ||
Folder.DotSettings | ||
MusicPatch.cs | ||
NuGet.Config | ||
Plugin.cs | ||
README.md | ||
SignInPatch.cs | ||
SkipSplashScreen.cs | ||
TaikoMods.csproj |
Taiko no Tatsujin: The Drum Master - Mods
Hey this modifies version 1.1.0.0 of Taiko no Tatsujin: The Drum Master Currently has the features:
- Fixes sign in screen
- Skips splash screen
- Disable fullscreen on application focus
- Allows custom tracks to be loaded into the game
Installation
- Download
BepInEx_x64_XXXXX.zip
, as of writing the latest version is 5.4.18. This is a mod to patch Unity Games - Find your game's installation directiory, yours might be under
C:\Program Files\ModifiableWindowsApps\Taiko no Tatsujin\
- Paste all of the files from the .zip from step 1 into this folder
(It will look something like this, my directory is different because I installed it to a different folder)
- Run Taiko no Tatusjin The Drum Master once, then close it
- Look in your game's folder again, new files will have been generated under
.\BepInEx\plugins
- Paste the .DLL from step 4 into this folder
- And you're done!
Configuration
After installing the mod, and running the game it will generate files in .\BepInEx\config
. Open com.fluto.taikomods.cfg
to configure this mod
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!
To begin place custom songs in SongDirectory
specified in your configuration file, by default this is %userprofile%/Documents/TaikoTheDrumMasterMods/customSongs
Each song must have it's own directory with a unique name. The folder must have this structure
CustomSongs
-- [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
This format will be updated in the future to remove redundantancy
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)
int starUra; (star difficulty, set to 0 for unused)
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;
// Song Info
int previewPos;
int fumenOffsetPos;
// Text Info
TextEntry songName (Song Title - e.g. A Cruel Angel's Thesis)
{
string text;
int font; (0 == Japanese, 1 == English, 2 == Traditional Chinese, 3 == Simplified Chinese, 4 == Korean)
}
TextEntry songSubtitle (Origin of the song - e.g. From \" Neon Genesis EVANGELION \")
{
string text;
int font; (0 == Japanese, 1 == English, 2 == Traditional Chinese, 3 == Simplified Chinese, 4 == Korean)
}
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)
{
string text;
int font; (0 == Japanese, 1 == English, 2 == Traditional Chinese, 3 == Simplified Chinese, 4 == Korean)
}
}