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Mods for Taiko no Tatsujin: The Drum Master
As the title says, BepInEX5 no longer works because the TDM build has been changed from Mono to IL2CPP.
However, BepInEX6 works with IL2CPP, but the plugin needs to be updated for BepInEX6.
Im using the latest version in mono
While playing rokuchounen to ichiya monogatari almost in the end the song slows a little bit but the BPM does not and it gets desynchronizated till the end of the song
Rokuchounen to Ichiya Monogatari.zip
.
While testing ESE using the develop
branch (TakoTako + tja2fumen 0.5.2), I noticed that nine different songs fail with a vague error message Failed to create Fumens for ...
:
These songs convert fine using just tja2fumen
directly, though.
I'll try to debug exactly what happens and report back. :)
I can play the other(e,n,h,m) fumen, but not the ura(x) fumen.
Log:[Error :com.fluto.taikomods] Cannot interpret [song_id]_x.bin
Every time the game is launched, the save file is not present, therefore resetting the game's save data every restart.
(This does not apply to TakoTako's save file)
Unsure if related: The game fails to load occasionally, always with a [Error : Unity] InvalidOperationException: Collection was modified; enumeration operation may not execute.
error. This is after a new Xbox save is created. It's very inconsistent with how many restarts it takes for the game to load successfully and lack of Xbox save file
Additional loaded plugins: TaikoModStuff
Potentially relevant error:
--- BEGIN IL2CPP STACK TRACE ---
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x00000] in <00000000000000000000000000000000>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at WordDataManager.GetStrings (System.String key, System.String[] text) [0x00000] in <00000000000000000000000000000000>:0
at SongSelectManager.GetLocalizedText (System.String key, System.String defaultText) [0x00000] in <00000000000000000000000000000000>:0
--- END IL2CPP STACK TRACE ---
at UnhollowerBaseLib.Il2CppException.RaiseExceptionIfNecessary (System.IntPtr returnedException) [0x00014] in <e00b54b0593445e4abdce314024df595>:0
at SongSelectManager.GetLocalizedText (System.String key, System.String defaultText) [0x0005b] in <ac67da9d1f8d46f9ae52b1006741f5d2>:0
at TakoTako.MusicPatch+<>c__DisplayClass26_0.<LoadSongList_Prefix>b__0 (System.String x) [0x00000] in <a6d78daef06a49fab4fe0cf690dcb163>:0
at TakoTako.MusicPatch.LoadSongList_Prefix (SongSelectManager __instance) [0x001ed] in <a6d78daef06a49fab4fe0cf690dcb163>:0
at (wrapper dynamic-method) SongSelectManager.DMD<SongSelectManager::LoadSongList>(SongSelectManager)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.(il2cpp -> managed) LoadSongList(intptr,UnhollowerBaseLib.Runtime.Il2CppMethodInfo*)
[Error : Unity] InvalidOperationException: Collection was modified; enumeration operation may not execute.```
I created a music folder in the custom songs folder and installed .tja and .ogg, but the converted folder is not generated in the same directory.
The conversion.json is generated.
The log generated by BepInEx is as follows
[Message: BepInEx] BepInEx 5.4.19.0 - Taiko no Tatsujin (2022/02/08 5:39:47)
[Info : BepInEx] Running under Unity v2020.3.19.6877495
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.19.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 2 plugins to load
[Info : BepInEx] Loading [com.fluto.takotako 2.1.0]
[Info :com.fluto.takotako] Plugin com.fluto.takotako is loaded!
[Info : BepInEx] Loading [TaikoModStuff 1.2.1]
[Info :TaikoModStuff] Plugin TaikoModStuff is loaded!
[Message: BepInEx] Chainloader startup complete
[Info :com.fluto.takotako] Injecting custom songs
[Info :com.fluto.takotako] Converting Courage(太鼓用)
[Error :com.fluto.takotako] Could not convert .\Courage(... [GENERATED]
[Info :com.fluto.takotako] No tracks found
[Info :com.fluto.takotako] Injecting custom song preview data
[Info :com.fluto.takotako] Injecting custom songs
[Info :com.fluto.takotako] Injecting custom song preview data
[Info :com.fluto.takotako] Patching sign in to force the user to be prompted to sign in
I'm not sure if this is due to the inclusion of Japanese? Or is it a misconfiguration of permissions?
In vivaria/tja2fumen#37, I tried converting every song in ESE (~2200 songs).
I found that many songs (~50 or so) would fail on the first pass, but then some of those songs would succeed when booting TDMX a second, third, or fourth time.
I'm not sure if the song itself matters, or if there's some sort of non-deterministic behavior stemming from the fact that TakoTako uses parallel processing for TJA conversion:
I followed all the steps from the readme but this is what I get
[Message: Preloader] BepInEx 6.0.0-be.659 - Taiko no Tatsujin [Message: Preloader] Built from commit 0106719399d28d7001e3374c65deb2f7793b79d5 [Info : BepInEx] System platform: Windows 10 64-bit [Info : BepInEx] Process bitness: 64-bit (x64) [Info : BepInEx] Running under Unity 2020.3.38f1 [Info : BepInEx] Runtime version: 6.0.7 [Info : BepInEx] Runtime information: .NET 6.0.7 [Info : Preloader] 0 patcher plugins loaded [Info : Preloader] 0 assemblies discovered [Message:AssemblyPatcher] Executing 0 patch(es) [Message: BepInEx] Chainloader initialized [Info :Il2CppInterop] Registered mono type Il2CppInterop.Runtime.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain [Fatal : BepInEx] Unable to execute IL2CPP chainloader [Error : BepInEx] System.NullReferenceException: Object reference not set to an instance of an object. at Il2CppInterop.Runtime.Injection.ClassInjector.hkGenericMethodGetMethod(Il2CppGenericMethod* gmethod, Boolean copyMethodPtr) in /home/runner/work/Il2CppInterop/Il2CppInterop/Il2CppInterop.Runtime/Injection/ClassInjector.cs:line 1013 at BepInEx.Unity.IL2CPP.IL2CPPChainloader.OnInvokeMethod(IntPtr method, IntPtr obj, IntPtr parameters, IntPtr exc) in /home/runner/work/BepInEx/BepInEx/Runtimes/Unity/BepInEx.Unity.IL2CPP/IL2CPPChainloader.cs:line 96 at Il2CppInterop.Runtime.IL2CPP.il2cpp_runtime_invoke(IntPtr method, IntPtr obj, Void** param, IntPtr& exc) at Il2CppSystem.Type.GetMethod(String name) at Il2CppInterop.Runtime.DelegateSupport.ConvertDelegate[TIl2Cpp](Delegate delegate) in /home/runner/work/Il2CppInterop/Il2CppInterop/Il2CppInterop.Runtime/DelegateSupport.cs:line 246 at UnityEngine.Application.LogCallback.op_Implicit(Action``3 ) at BepInEx.Unity.IL2CPP.Logging.IL2CPPUnityLogSource..ctor() in /home/runner/work/BepInEx/BepInEx/Runtimes/Unity/BepInEx.Unity.IL2CPP/Logging/IL2CPPUnityLogSource.cs:line 11 at BepInEx.Unity.IL2CPP.IL2CPPChainloader.OnInvokeMethod(IntPtr method, IntPtr obj, IntPtr parameters, IntPtr exc) in /home/runner/work/BepInEx/BepInEx/Runtimes/Unity/BepInEx.Unity.IL2CPP/IL2CPPChainloader.cs:line 88
From what I can tell, it isn't even recognizing the mod files.
So I'd be very grateful if someone can help me getting it to work or it's just the same that happened when TDM updated to 1.3 😥
right now install everything perfect like 1 week ago but in this update it does not save the crowns of the personalized songs
remove and install everything like 5 times but still the same when closing the game and entering nothing is saved
Firstly, thank you for your work on v3.0 and the latest patch :)
There is now a minor issue in v3.1.0 which causes the high score badge to appear on the results screen regardless of score. This happens for both clear and fail results.
This did not occur in one instance, but I can't seem to replicate it - it was on a full combo result but appeared again on the next full combo.
Like the previous issue, this does not affect the high score record in song select; only what is displayed on the results screen. The score and other results display correctly.
I also have the TaikoModStuff plugin loaded.
Hello I think have a problem with takotako because I can't convert tja song on the game. here is my log:
[Message: Preloader] BepInEx 6.0.0-be.668 - Taiko no Tatsujin
[Message: Preloader] Built from commit 46e297f210c27e9b4d26e7cd326625b53c83faa0
[Info : BepInEx] System platform: Windows 10 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : BepInEx] Running under Unity 2020.3.38f1
[Info : BepInEx] Runtime version: 6.0.7
[Info : BepInEx] Runtime information: .NET 6.0.7
[Info : Preloader] 0 patcher plugins loaded
[Info : Preloader] 0 assemblies discovered
[Message:AssemblyPatcher] Executing 0 patch(es)
[Message: BepInEx] Chainloader initialized
[Info :Il2CppInterop] Registered mono type Il2CppInterop.Runtime.DelegateSupport+Il2CppToMonoDelegateReference in il2cpp domain
[Info : BepInEx] 1 plugin to load
[Info : BepInEx] Loading [com.fluto.takotako 3.1.1]
[Info :com.fluto.takotako] Plugin com.fluto.takotako is loaded!
[Message: BepInEx] Chainloader startup complete
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Info :com.fluto.takotako] Injecting custom songs
[Info :com.fluto.takotako] Converting himitsuki tuber
[Info :com.fluto.takotako] Converting Bankai
[Error :com.fluto.takotako] Could not convert .\himitsuki ... [GENERATED]
[Error :com.fluto.takotako] Could not convert .\Bankai [GENERATED]
[Info :com.fluto.takotako] No tracks found
[Info :com.fluto.takotako] Injecting custom song preview data
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
[Message: Unity] GetEnvV2Request:Reflect
[Warning: Unity] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
So If you can see the problem, can you say me how to fix it please thank in advance.
While testing ESE using the develop
branch (TakoTako + tja2fumen 0.5.2), I noticed that two songs result in DivideByZero exceptions when converted using TJAConvert.exe
:
These songs convert fine using just tja2fumen
directly, though.
I'll try to debug exactly what happens and report back. :)
Is it possible to have a different folder name? I was trying with say folder name as "Song Name Blah Blah Blah" but the error log showed it tried to find the sound file in a folder that matched the id in the data.json
While I'm here, I do have a question more so than an issue, I know this saves the scores to its own file but does this bypass any calls to the leaderboards on the Xbox side? say DLC launches and I'm using a id that matches, would it attempt to post my score? or if for some reason I already used one in the base game, would it try submit the score? if so hopefully this can be patched out, wasn't sure if the game just always tries to submit a score at a certain point and if it was disabled here.
I don't think it's a bug, this is something more like a request.
As the title says, the high scores for TakoTako injected songs are shared between first and second player.
I tend to play with friends so I'd really like to have our high scores unmerged. (I'd have to manually change the second player's file for every friend since the game doesn't support using a profile for the second player, but that's not an issue at all)
Thanks a lot for your work!!
Some of my custom songs (all tja) are saving the high score between game restarts but most aren’t. Out of 5 songs I installed, only 1 saved crowns/score through restart.
As the title says, the cfg is not created
here's my log
[Message: Preloader] BepInEx 6.0.0-pre.1 - Taiko no Tatsujin
[Info : BepInEx] System platform: Windows 10 64-bit
[Info : BepInEx] Process bitness: 64-bit (x64)
[Info : Preloader] Running under Unity v2020.3.38
[Info : Preloader] 0 patcher plugins loaded
[Info : Preloader] 0 assemblies discovered
[Message:AssemblyPatcher] Executing 0 patch(es)
[Message: BepInEx] Chainloader initialized
[Info : BepInEx] 0 plugins to load
[Message: BepInEx] Chainloader startup complete
While testing ESE using the develop
branch (TakoTako + tja2fumen 0.5.2), I noticed that two songs result in timeouts when using TJAConvert.exe
:
These songs convert fine using just tja2fumen
directly, though.
I'll try to debug exactly what happens and report back. :)
tja2bin.exe
crashes on #SECTION
and #DELAY
, so TakoTako removes them:
TakoTako/TJAConvert/Program.cs
Lines 781 to 786 in 2ed67af
But, tja2fumen.exe
relies on these commands to correctly convert ESE TJA charts like Linda Linda (#DELAY
) and BATTLE NO 1. (#SECTION
). So, it would be helpful to keep these commands instead of removing them.
My game update to version 1.4 and i cant make tako tako work anymore. Please help
During gameplay; the score, percent scale, and combo adds up correctly.
However, when completing a song, the game thinks it's a fail.
The score that is saved to the particular song is presented correctly, and should still update the high score of each song as intended.
This issue occurs in both official and custom songs.
Additional loaded plugin: TaikoModStuff
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