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Data:Taiko no Tatsujin 3

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This page contains info on data for the game Taiko no Tatsujin 3.

The Chart Format

Taiko no Tatsujin 3 introduces a new chart format, which would also be used for the next four games, as well as the series' first four console releases. All values are in little endian.

Header

Taiko 3's chart format always starts with 25 10 01 00. This doesn't appear to mean anything, and is purely there for heading purposes.

Measure Metadata

This section is comprised several parameters of varying byte lengths, and apply to a single 4 beat-long measure.

  • Branch quota parameters (4 bytes each)
    • Advanced branch quota - Sets a value in points that the player must obtain in order to enter the Advanced branch in that measure.
    • Master branch quota - Sets a value in points that the player must obtain in order to enter the Master branch in that measure.
If a measure has no branch transitions, the values of both parameters are set to FF FF FF FF.
Additionally, if the Advanced Branch quota value is set to FE FF FF FF, it marks the end of the chart data.
  • Tempo parameters
    • Offset (2 bytes) - Sets the point when a measure should start scrolling, which is roughly four beats before the measure bar reaches the receptor. A rough equivalent in seconds can be achieved by dividing this value by 98.438121698262350588157933334948.
    • Bar Display (1 byte) - Sets whether or not the measure bar, which is placed at the very start of a measure, is displayed. If it's set to 01, it is displayed. If it's set to 00, it is not.
    • Tempo (1 byte) - Sets the speed in which a measure scrolls. A rough equivalent in BPM can be achieved by dividing 14400 by this value.
  • Four unknown parameters (4 bytes each)
    • These four parameters seem to always be set to FF FF FF 00, FF FF FF FF, FF FF FF 00, and FF FF FF FF, respectively. The first two parameters could be reserved to the first player, and the latter two to the second, but their true purpose is unknown.
  • Balloon parameters (2 bytes each)
    • Quantity - Determines how many notes must be hit in order to clear the balloon note in this measure.
    • Length - Determines how long the balloon note stays active after it reaches the receptor. A rough equivalent in seconds is obtained by dividing this value by 60, then multiplying it by 1.00305374698.
Both of these parameters appear twice; the first instance applies to the first player, while the second applies to the second player.

Notes Section

The notes section is divided in six parts, each being 0x30 bytes long. They are as follows:

  • 1P Normal Branch
  • 1P Advanced Branch
  • 1P Master Branch
  • 2P Normal Branch
  • 2P Advanced Branch
  • 2P Master Branch

Each byte in this 0x30 length is reserved for a type of note, and, considering each measure consists of four beats, it means Taiko 3's chart format supports the following kinds of notes: 4th, 8th, 12th, 16th, 24th, 48th. Each of these note values are as follows:

  • 0x00 - Empty
  • 0x01 - Small Don (ドン)
    Alternate values: 0x02, 0x03
  • 0x05 - Small Don (ド)
    Alternate values: 0x06, 0x07
  • 0x09 - Small Don (コ)
    Alternate values: 0x0A, 0x0B
  • 0x0D - Small Ka (カッ)
    Alternate values: 0x0E, 0x0F
  • 0x11 - Small Ka (カ)
    Alternate values: 0x12, 0x13
  • 0x15 - Big Don
  • 0x16 - Drumroll Area
  • 0x17 - Big Drumroll Area
  • 0x18 - Big Ka
  • 0x19 - Big Don (Co-op)
  • 0x1A - Big Ka (Co-op)
  • 0x1B - Balloon Note

After the notes section ends, another measure metadata section immediately follows.

(Documentation: tikal., WindyFairy)