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# TekaTeka | ||
Custom Song Loader for Taiko no Tatsujin: Rhythm Festival (WIP) | ||
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Custom Song Loader and unofficial successor of (TakoTako)[https://github.com/Fluto/TakoTako] for Taiko no Tatsujin: Rhythm Festival | ||
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# Requirements | ||
Visual Studio 2022 or newer\ | ||
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[BepInEx be 697](https://builds.bepinex.dev/projects/bepinex_be) or [BepInEx 6.0.0-pre.2](https://github.com/BepInEx/BepInEx/releases/tag/v6.0.0-pre.2)\ | ||
Taiko no Tatsujin: Rhythm Festival | ||
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# How to use | ||
This project it's in very early stages, so don't expect anything functional | ||
TODO | ||
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# Build | ||
Install [BepInEx be 697](https://builds.bepinex.dev/projects/bepinex_be) or [BepInEx 6.0.0-pre.2](https://github.com/BepInEx/BepInEx/releases/tag/v6.0.0-pre.2) into your Rhythm Festival directory and launch the game.\ | ||
This will generate all the dummy dlls in the interop folder that will be used as references.\ | ||
Make sure you install the Unity.IL2CPP-win-x64 version.\ | ||
Newer versions of BepInEx could have breaking API changes until the first stable v6 release, so those are not recommended at this time. | ||
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Attempt to build the project, or copy the .csproj.user file from the Resources file to the same directory as the .csproj file.\ | ||
Edit the .csproj.user file and place your Rhythm Festival file location in the "GameDir" variable. | ||
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[Install BepInEx](https://docs.bepinex.dev/articles/user_guide/installation/index.html)\ | ||
Download the latest version of [`RF.TekaTeka.dll`]() from the [releases page](https://github.com/Renzo904/TekaTeka/releases) and paste it on `(GameFolder)\BepInEx\plugins`\ | ||
Place all your mods on the folder named `TekaSongs` created the the first time you execute the mod | ||
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# Contributing | ||
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[CONTRIBUTING.md](docs/CONTRIBUTING.md) | ||
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# Mod Creation | ||
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[MODS.md](docs/MODS.md) |
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# Requirements | ||
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- Visual Studio 2022 | ||
- BepInEx Installed | ||
- Taiko no Tatsujin: Rhythm Festival | ||
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# Build | ||
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Install [BepInEx be 697](https://builds.bepinex.dev/projects/bepinex_be) or [BepInEx 6.0.0-pre.2](https://github.com/BepInEx/BepInEx/releases/tag/v6.0.0-pre.2) into your Rhythm Festival directory and launch the game.\ | ||
This will generate all the dummy dlls in the interop folder that will be used as references.\ | ||
Make sure you install the Unity.IL2CPP-win-x64 version.\ | ||
Newer versions of BepInEx could have breaking API changes until the first stable v6 release, so those are not recommended at this time. | ||
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Attempt to build the project, or copy the .csproj.user file from the Resources file to the same directory as the .csproj file.\ | ||
Edit the .csproj.user file and place your Rhythm Festival file location in the "GameDir" variable. | ||
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# Format | ||
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We use [Microsoft Style Guide](https://learn.microsoft.com/en-us/dotnet/fundamentals/code-analysis/code-style-rule-options) with slightly modifications, for convenience, thee is a [pre-commit](https://pre-commit.com/) config which uses clang-format before each commit |
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# Creating Mods | ||
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Please, keep in mind that every specification here is not definitive and is subject to change.\ | ||
Each mod or Song Pack it's saved on the folder `TekaSongs`, each one in a separate folder. | ||
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## Folder structure | ||
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All the files and folders inside the mod will have the same structure as the `StreamingAssets` folder of the original games, that is: | ||
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``` | ||
TekaSongs/ | ||
└── my-awesome-mod/ | ||
├── fumen/ | ||
│ └── chart files | ||
├── fumencsv/ | ||
│ └── practice files | ||
├── ReadAssets/ | ||
│ └── song database | ||
└── sound/ | ||
└── sound files | ||
``` | ||
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## Music files | ||
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Every file can be either Encrypted or Decrypted, and that TekaTeka will assume the later by using the file extension | ||
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| Folder/File type | Description | Example | Encrypted Extension | Decrypted Extension | | ||
| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------- | ------------------- | ------------------- | | ||
| `fumen/{Chart file}` | File containing the chart of the song, one for each difficulty | `fumen/clscam_e.bin` `fumen/clscam_h.bin` `fumen/clscam_m.bin` | `*.bin` | `*.fumen` | | ||
| `fumencsv/{Practice Division}` | CSV File containing the divisions used for practice mode | `fumencsv/clscam.bin` | `*.bin` | `*.csv` | | ||
| `sound/SONG_{Full song file}` | This file contains the song file on the Criware proprietary format [ACB](https://game.criware.jp/manual/native/adx2_en/latest/criatom_basics_acb.html) | `sound/SONG_clscam.bin` | `*.bin` | `*.acb` | | ||
| `sound/PSONG_{Preview song file}` | File on the same proprietary format, but used for preview on the select song scree | `sound/PSONG_clscam.bin` | `*.bin` | `*.acb` | | ||
| `ReadAssets/musicinfo.bin` | Json file containing all the information about the songs like titles, file names, difficulties, etc. | `ReadAssets/musicinfo.bin` | `musicinfo.bin` | `musicinfo.json` | | ||
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TekaTeka will have this priority when searching songs | ||
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``` | ||
1- Original file from the StreamingAssets folder | ||
2- Decrypted Modded file | ||
3- Encrypted Modded file | ||
``` |