Step 1: Getting a DLC Template and files needed - despairoharmony/TaikoVDLCBuilder GitHub Wiki

What do you need:

  • A Decrypted DLC dump from Taiko no Tatsujin V Version (to decrypt a DLC, see this)
  • If you are going to import songs from other Taiko games: You need to have the decrypted games files first.
  • If you are going to add a custom song from a TJA: You may need a TJA -> Fumen converter (download here, join the discord for more info | or use Okku)
  • Fumen endianess converter (needs python, available here)
  • vgmstream (available here)

In this tutorial, we are going to convert the song "Kaikai Kitan", avaible on Switch Drum'n'fun.

Creating the folders to work

After extracting the DLC Builder, you need to create some folders, first make a "Data" folder.

Step 1-1

Then inside this "Data" folder create a "Songs" folder

Step 1-2

Here in "Songs" folder we are going to paste our DLC Template that we got, just a reminder: if you song has Ura dificulty, get a DLC with Ura dificulty, the same goes with custaom dancers (like Miku)

Step 1-3

Now we rename it, usually I use the song name as the name of the folder, but it's up to you

Step 1-4

Grabbing the files needed

Now we are getting the files needed to make our DLC, but first we need to know what is the songID of the song we are converting, it usually contais 6 or less characters, in this case the songID we are looking for is "evekai". If you are making a song from TJA conversion, then it's up to you decide the songID.

Fumen

In most games we can find the fumen (chart) files inside the "fumen" folder, followed by a folder with the songID name

Step 1-5

We are going to see the fumen files

Step 1-6

Now we select only "solo" fumens, which are the ones without _1 and _2 on their names

Step 1-7

Copy them to some location, we are going to work more with these files on the next steps.

If you are getting your fumen files from Wii U games, or from the 3rd Generation Arcade (Namco 357), you may need to convert their endianess, because V Version only supports Little Endianess fumen. So we are going to use a python script to convert their endianess to the right one:

py taiko_endianess_script.py bl [input].bin [output].bin

Also if you are curious how dificulties is sorted, here are some definitions:

File Name Difficulty
[songid]_e.bin Easy / Kantan
[songid]_n.bin Normal / Futsuu
[songid]_h.bin Hard / Muzukashii
[songid]_m.bin Extreme / Oni
[songid]_x.bin or ex_[songid]_m.bin Extreme Ura / Ura Oni

If your song has Ura difficulty and has this name template: "[songid]_x.bin", you must rename with this template: "ex_[songid]_m.bin"

Audio file

In most games, audio sources are located under "sound" folder, and they inside a .nus3bank container (or .nub in Wii and 3rd Gen Arcade cases, and .naac in 3ds cases)

Step 1-8

We are going to copy the file from the song we want

Step 1-9

And paste it into vgmstream folder, then to extract the raw file by just running this command (or drag and drop into vgmstream executable):

vgmstream.exe SONG_[songid].nus3bank

In most encodings you are fine to go with the .wav file provided, but there are some exeptions that need some editing:

If you get the sound from PS4 or Nijiro, then it's a BNSF sound format and have a 20ms positive delay

If you get the sound from 3DS, then it's a AAC sound format and have a 30ms negative delay

Also if you are curoius about the songs encodings by each game, here it's a table:

Source Format Sample Rate Bitrate Delay
Wii U IDSP 44,1khz 403kbps
PS4 / Namco BNA1 BNSF 48khz 256kbps +20ms
Namco 357 AT3 44,1khz 256kbps
PS Vita AT9 48khz 192kbps
Switch (Drum'n'fun) OPUS 48khz 166kbps
iOS M4A 44,1khz 131kbps
Switch (Rhythmic Adventure) OPUS 48khz 99kbps
3DS AAC 32khz 96kbps -30ms