This page contains info on data for the game Taiko no Tatsujin: Atsumare! Matsuri da!! Yondaime.
The Compression#
Taiko no Tatsujin: Atsumare! Matsuri da!! Yondaime 's files are contained within DATA.000. The graphic, chart, and sound effect files are compressed under zlib, but the first of every 16 bytes is XOR'd according to the following pattern:
FF FE FF FE FB FA FB FA FF FE FF FE FB FA FB FA
FF FE FF FE FB FA FB FA FF FE FF FE FB FA FB FA
DF DE DF DE DB DA DB DA DF DE DF DE DB DA DB DA
DF DE DF DE DB DA DB DA DF DE DF DE DB DA DB DA
FF FE FF FE FB FA FB FA FF FE FF FE FB FA FB FA
FF FE FF FE FB FA FB FA FF FE FF FE FB FA FB FA
DF DE DF DE DB DA DB DA DF DE DF DE DB DA DB DA
DF DE DF DE DB DA DB DA DF DE DF DE DB DA DB DA
7F 7E 7F 7E 7B 7A 7B 7A 7F 7E 7F 7E 7B 7A 7B 7A
7F 7E 7F 7E 7B 7A 7B 7A 7F 7E 7F 7E 7B 7A 7B 7A
5F 5E 5F 5E 5B 5A 5B 5A 5F 5E 5F 5E 5B 5A 5B 5A
5F 5E 5F 5E 5B 5A 5B 5A 5F 5E 5F 5E 5B 5A 5B 5A
7F 7E 7F 7E 7B 7A 7B 7A 7F 7E 7F 7E 7B 7A 7B 7A
7F 7E 7F 7E 7B 7A 7B 7A 7F 7E 7F 7E 7B 7A 7B 7A
5F 5E 5F 5E 5B 5A 5B 5A 5F 5E 5F 5E 5B 5A 5B 5A
5F 5E 5F 5E 5B 5A 5B 5A 5F 5E 5F 5E 5B 5A 5B 5A
In addition, the first of 16 bytes of the music files are also XOR'd following this pattern, but they're not compressed.
IRXARC.BIN and LIST.BIN, in the root of the disc image, are also XOR'd, but on every byte rather than the first of 16. After deobfuscation, the former file also seems to be compressed under zlib.
(Source: tikal., punk7890)
The Chart Format#
Taiko no Tatsujin: Atsumare! Matsuri da!! Yondaime introduces a new chart format, replacing the one that had been used since Taiko no Tatsujin 3. All values are in little endian and are 4 bytes long. Its structure is rather different compared to what it replaced, including the presence of a "pool" from which the measure sections grab notes from. This format is also used in TAIKO: Drum Master, and would be the "base" for many of the formats used in later games. Documentation for the version seen in Taiko no Tatsujin: Go! Go! Godaime is also listed here, as it has relatively few changes.
Header#
Taiko no Tatsujin Yondaime 's chart format always starts with four parameters, notated as follows:
- Total Measure Count - Indicates the number of measures on the chart.
- Note Pool Offset - Indicates the offset to the note pool section.
- Total Note Count - Indicates the number of notes on the pool section.
- Branch Determinator - Indicates whether or not the chart should have branches.
Measure Section#
Metadata Area#
The metadata area consists of five parameters which apply to a single, 4 beat-long measure.
- Tempo parameters
- Offset - Sets the point when a measure should start scrolling, which is roughly four beats before the measure bar reaches the receptor. It is notated in miliseconds, and is set to an integer value.
- Tempo - Sets the speed in which a measure scrolls. It is set to an integer BPM value.
- Bar Display - 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.
- Go-Go Time - Exclusive to Taiko no Tatsujin: Go! Go! Godaime. Sets whether or not the measure has Go-Go Time enabled. If it's set to 01, it is enabled. If it's set to 00, it is not.
- Branch quota parameters
- 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.
Once a metadata area ends, a note grab area immediately follows.
Note Grab Area#
The note grab area consists of three parameters, for a length of 0xC. They, in order, are repeated for the following areas, for a total length of 0x48:
- 1P Normal Branch
- 1P Advanced Branch
- 1P Master Branch
- 2P Normal Branch
- 2P Advanced Branch
- 2P Master Branch
These three parameters are as follows:
- Grab Offset - Sets the note in the pool from where the game should grab notes from.
- Search Length - Sets the length of the grabbed area, in notes.
- Remaining Notes - Sets how many notes remain in a branch.
Once the note grab area ends, if the total measure count has not been reached, another metadata area follows. Otherwise, the note pool section follows.
Note Pool Section#
The note pool section determines the notes that are used in the chart. Each note consists of 4 parameters, for a total length of 0x10. They are as follows:
- Type - The type of the note. The available values are as follows:
- 0x01 - Small Don (ドン)
- 0x02 - Small Don (ド)
- 0x03 - Small Don (コ)
- 0x04 - Small Ka (カッ)
- 0x05 - Small Ka (カ)
- 0x06 - Drumroll
- 0x07 - Big Don
- 0x08 - Big Ka
- 0x09 - Big Drumroll
- 0x0A - Balloon
- 0x0B - Big Don (Co-op)
- 0x0C - Yam [exclusive to Taiko no Tatsujin: Go! Go! Godaime]
- Position - The position of the note in a measure, in 1/48 intervals.
- Hit Value - The number of hits necessary to clear a Balloon note. For all other note types, this value is set to FF FF FF FF.
- Length - The duration, in miliseconds, of a Drumroll, Big Drumroll, or a Balloon note. For all other note types, this value is set to FF FF FF FF.
(Source: tikal.)