Step 5: Working with SongInfo.dat and MusicInfo.dat - despairoharmony/TaikoVDLCBuilder GitHub Wiki
What do you need:
- Hex editor (suggestion: HxD)
here)
Draft (fromThere is 2 files that define the data of the sound to be played, they are located at:
DLCFOLDER_data\system\
I'll give the adress to modify in each file, their sizes and what they mean
SongInfo.dat
0x2C -> Shin-uti scoring in easy (kantan) mode (Size: 4 bytes in LE)
0x30 -> Shin-uti scoring in normal (fuutsu) mode (Size: 4 bytes in LE)
0x34 -> Shin-uti scoring in hard (muzukashi) mode (Size: 4 bytes in LE)
0x38 -> Shin-uti scoring in extreme (oni) mode (Size: 4 bytes in LE)
0x3C -> ID number for sound [3] (Size: 2 bytes in LE) - Last taiko dlc use id 13F (3F 10 in LE), just follow the sequence - Limit is 1F3
0x40 -> Song Category (Size: 1 Byte)
00 - JPOP
01 - Vocaloid
02 - Variety
03 - Namco Original
04 - Game Music
05 - Classic
06 - Anime
0x44 -> Branch Easy (00 for false, 01 for true; Size: 1 byte)
0x45 -> Branch Normal (00 for false, 01 for true; Size: 1 byte)
0x46 -> Branch Hard (00 for false, 01 for true; Size: 1 byte)
0x47 -> Branch Oni (00 for false, 01 for true; Size: 1 byte)
0x48 -> Number of Stars for Easy (01 to 0A; Size: 1 byte)
0x49 -> Number of Stars for Normal (01 to 0A; Size: 1 byte)
0x4A -> Number of Stars for Hard (01 to 0A; Size: 1 byte)
0x4B -> Number of Stars for Oni (01 to 0A; Size: 1 byte)
From adress 0x50 and beyond replace the following patterns with the [SONGID]
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SL_[SONGID]
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DSONG_[SONGID]
-
[SONGID] for 3 times after DSONG
MusicInfo.dat
0x14 - Time that sound will play at select screen (in miliseconds; size: 4 bytes in LE)
0x20 - DSONG_[SONGID]
Remember: If the song has Ura, use as a base a song that contains Ura, and follow those steps at SongInfo.dat
SongInfo.dat (for Ura Songs only)
0x2C -> Shin-uti scoring in easy (kantan) mode (Size: 4 bytes in LE)
0x30 -> Shin-uti scoring in normal (fuutsu) mode (Size: 4 bytes in LE)
0x34 -> Shin-uti scoring in hard (muzukashi) mode (Size: 4 bytes in LE)
0x38 -> Shin-uti scoring in extreme (oni) mode (Size: 4 bytes in LE)
0x3C -> ID number for sound [3] (Size: 2 bytes in LE) - Last taiko dlc use id 13F (3F 10 in LE), just follow the sequence - Limit is 1F3
0x40 -> Song Category (Size: 1 Byte)
00 - JPOP
01 - Vocaloid
02 - Variety
03 - Namco Original
04 - Game Music
05 - Classic
06 - Anime
0x44 -> Branch Easy (00 for false, 01 for true; Size: 1 byte)
0x45 -> Branch Normal (00 for false, 01 for true; Size: 1 byte)
0x46 -> Branch Hard (00 for false, 01 for true; Size: 1 byte)
0x47 -> Branch Oni (00 for false, 01 for true; Size: 1 byte)
0x48 -> Number of Stars for Easy (01 to 0A; Size: 1 byte)
0x49 -> Number of Stars for Normal (01 to 0A; Size: 1 byte)
0x4A -> Number of Stars for Hard (01 to 0A; Size: 1 byte)
0x4B -> Number of Stars for Oni (01 to 0A; Size: 1 byte)
0x78 -> Shin-uti scoring in ultra extreme (ura) mode (Size: 4 bytes in LE)
0x7C -> ID number for Ura sound (Size: 2 bytes in LE) - Don't use the same ID of 0x3C
0X7E -> Mirror 0x3C vaule (Size: 2 bytes in LE)
0x80 -> Ura Song Category (Size: 1 Byte) - Reffer to 0x40
0x87 -> Branch Ura (00 for false, 01 for true; Size: 1 byte)
0x8B -> Number of Stars for Ura (01 to 0A; Size: 1 byte)
From adress 0x90 and beyond replace the following patterns with the [SONGID]
-
SL_[SONGID]
-
DSONG_[SONGID]
-
[SONGID] for 3 times after DSONG
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SL_EX_[SONGID]
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DSONG_[SONGID]
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[SONGID]; ex_[SONGID]; [SONGID]