If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Taiko no Tatsujin: Tatacon de Dodon Ga Don

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Taiko no Tatsujin: Tatacon de Dodon Ga Don

Developer: Namco
Publisher: Namco
Platform: PlayStation 2
Released in JP: October 24, 2002


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.


NotesIcon.png This game has a notes page

Despite being the first game of the series to be released on home systems, Taiko no Tatsujin: Tatacon de Dodon Ga Don is actually based on Taiko no Tatsujin 3, then the current arcade installment during this game's release. Along with a few racing-based minigames, it introduced the Oni difficulty, which would only appear in the arcades with the release of Taiko no Tatsujin 7, three years later.

Sub-Page

Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Chart Data

Taiko no Tatsujin: Tatacon de Dodon Ga Don stores 103 chart files in its data, associated with the game's 30 songs. Among these 103, there are several instances of unused data, be it entirely unused files or just unused branch data.

From Previous Games

The following files have unused branches which also appear in previous games, or that match their appearance in previous games.

  • Chart 023 - TTK_N.BIN (Hamtaro tottoko uta - Normal/Futsuu)
  • Chart 025 - DONDO_N.BIN (Don-chan ondo - Normal/Futsuu)
    • Chart 004, DONDO_E.BIN, which is the song's Easy/Kantan chart, contains the same unused branch data.
  • Chart 037 - EKAKI_N.BIN (Don-chan ekaki uta - Normal/Futsuu)
    • While this chart is new, it has an unused Advanced branch area which matches the contents of EKAKI_M in Taiko no Tatsujin 3.
  • Chart 045 - MAPPY_N.BIN (Mappy ondo - Normal/Futsuu)
    • This chart is more or less the same as MAPPY_M in Taiko no Tatsujin 3, and shares its unused Advanced branch areas.
  • Chart 055 - NAMCO_H.BIN (Tanoshii taiko dojo - Hard/Muzukashii)
  • Chart 065 - LUPIN_H.BIN (Lupin sansei no theme '78 - Hard/Muzukashii)
  • Chart 069 - GACHA_H.BIN (Gatchaman no uta - Hard/Muzukashii)
  • Chart 071 - LVX_H.BIN (Lovely X - Hard/Muzukashii)
    • Chart 101, LVX_B.BIN, which is the song's Battle chart, has the same unused branch data as LVX_H‍ '​s 1P side.
  • Chart 072 - SKA_H.BIN (Go go kitchen - Hard/Muzukashii)
  • Chart 100 - NATSU_B.BIN (Natsumatsuri - Battle)
    • This chart is based on Natsumatsuri‍ '​s Donderful! chart in Taiko no Tatsujin 3, and shares its unseen branch areas.

New Unseen Branches

Chart 010 - MAPPY_E.BIN

Mappy ondo‍ '​s Easy/Kantan chart. This chart has Advanced branch areas, which are different between the 1P and 2P sides, and consist of earlier drafts of the Hard/Muzukashii chart:

1P Differences

  • Measures 1 to 8 are identical to what is seen in the final chart.
  • From measures 9 to 16, the pattern in the unused chart alternates between what is seen in the Normal branch and the Advanced branch of the final chart.
  • Measures 17 to 24 are identical to what is seen in the final chart's Normal branch.
  • At measure 25, the Small Don (コ) notes at beats 0.75, 1.75, 2.75 and 3.75 are Small Ka (カ) in the unused chart.
Unused TaikoCS1-mappy25UA.png
Used TaikoCS1-mappy25HA.png
  • Measures 26 to 28 are identical to what is seen in the final chart.
  • From measures 29 to 32, the same pattern from measures 9 to 16 is repeated in the unused chart.
  • Measures 33 to 36 are identical to what is seen in the final chart's Master branch.
  • Measures 37 to 40 are identical to what is seen in the final chart's Normal branch.
  • Measures 41 to 44 are close to what is seen in the final chart's Advanced branch, though the Small Don (ド) at beat 1.75 of measures 42 and 44 is a Small Ka (カ) instead.
Unused TaikoCS1-mappy42UA.png
Used TaikoCS1-mappy42HA.png
  • Measure 45 onwards is identical to what is seen in the final chart's Normal branch.

2P Differences

  • While this side is mostly identical to the 1P side, measures 9 to 24 are completely different, being charted to the vocals rather than to the song's rhythms.

Below is a download containing a conversion of both charts to the .tja format; it is recommended to use it in TJAPlayer3. The balloon note parameters are taken from the final Hard/Muzukashii chart, rather than Easy/Kantan.

Download.png Download Early Mappy ondo charts
File: taikoCS1-MAPPYearly.zip (8,83 KB) (info)

Chart 057 - TANKO_H.BIN

Tankoubushi‍ '​s Hard/Muzukashii chart, which is also used for the Extreme/Oni difficulty. While it has no branch transitions, there is a populated Advanced Branch area. It is very short, only lasting 9 measures, and the notes don't seem to follow the song at all.

Taiko4-tankoA.png

Chart 064 - MAPPY_H.BIN

Mappy ondo‍ '​s Hard/Muzukashii chart.
While this chart has branches, with the first split happening at measure 9, the Advanced and Master branch areas of the measures before it are populated, though their contents are the same to what is seen.

Unused Files

Chart 076 - EKAKI_M.BIN

What is meant to be an Extreme/Oni chart for Don-chan ekaki uta, though it goes unused as the song's Normal/Futsuu chart is called for that difficulty instead. It appears to be an earlier iteration of said Normal/Futsuu chart, though the extent of the differences is rather minimal:

  • All measure offsets are a unit earlier.
  • The balloon note at measure 20 is set to 10 hits instead of 9.
  • The balloon note at measure 46 is set to 10 hits instead of 7.
  • The chart is 64 measures long, rather than 65; an empty measure at the end is missing from the early variation.

Taiko 3 Leftovers

The following charts, meant for the Extreme/Oni difficulty of their respective songs, go unused, as their Hard/Muzukashii charts are called for that difficulty instead. Their data is identical to the songs' Donderful! charts seen in Taiko no Tatsujin 3:

  • Chart 077 - DORA_M.BIN (Doraemon ondo)
  • Chart 079 - LOVEM_M.BIN (LOVE machine)
  • Chart 080 - OPNG_M.BIN (Nijiiro yumeiro taikoiro)
  • Chart 083 - NATSU_M.BIN (Natsumatsuri)
  • Chart 084 - MARI_M.BIN (Marionette)

Unused Graphics

Many graphical leftovers from Taiko no Tatsujin 3 can be found in IMAGE00.dat, the game's main sprite sheet.

Donderful! Course Leftovers

Remnants of the Donderful! Course, replaced with the Oni Course in all console releases. Some of these don't have proper color palettes due to them being overwritten or erased.

Course Selection Screen
TaikoCS1-donderfulNC1.png TaikoCS1-donderfulNC2.png

Song Selection Screen
TaikoCS1-donderfulICON.png TaikoCS1-donderfulMEDAL.png

Gameplay
TaikoCS1-donderfulGAMEPLAY1.png TaikoCS1-donderfulGAMEPLAY2.png TaikoCS1-donderfulGAMEPLAY3.png

Results Screen
TaikoCS1-donderfulNC3.png

(Source: tikal.)

Song Graphic Leftovers

Graphical remnants of songs that were in Taiko no Tatsujin 3 but not this game.

Song Song Selection Gameplay Ranking Screen
アイアイ
[Aiai]
TaikoCS1-Saiai3a.png TaikoCS1-Saiai1.png TaikoCS1-Saiai6a.png
愛のうた ~ピクミンのテーマ
[Ai no uta ~ Pikmin no theme]
TaikoCS1-Saiuta4a.pngTaikoCS1-Saiuta3a.png TaikoCS1-Saiuta1.png
TaikoCS1-Saiuta2.png
TaikoCS1-Saiuta6a.png
アンパンマンのマーチ
[Anpanman no march]
TaikoCS1-Sanp3a.png TaikoCS1-Sanp1.png TaikoCS1-Sanp6a.png
明日があるさ
[Ashita ga arusa]
TaikoCS1-Sasht3a.png TaikoCS1-Sasht1.png TaikoCS1-Sasht6a.png
大ちゃん数え唄
[Daichan kazoe uta]
TaikoCS1-Sina3a.png TaikoCS1-Sina1.png TaikoCS1-Sina6a.png
学園天国
[Gakuen tengoku]
TaikoCS1-Sgke3a.png TaikoCS1-Sgke1.png TaikoCS1-Sgke6a.png
ガッツだぜ!!
[Guts daze!!]
TaikoCS1-Sguts3a.png TaikoCS1-Sguts1.png TaikoCS1-Sguts6a.png
いい湯だな
[Ii yu dana]
TaikoCS1-Siiyu3a.png TaikoCS1-Siiyu1.png TaikoCS1-Siiyu6a.png
LOVE涙色
[LOVE namidairo]
TaikoCS1-Snmd3a.png TaikoCS1-Snmd1.png TaikoCS1-Snmd6a.png
ムーンライト伝説
[Moonlight densetsu]
TaikoCS1-Ssmoon4a.pngTaikoCS1-Ssmoon3a.png TaikoCS1-Ssmoon1.png TaikoCS1-Ssmoon6a.png
波乗りジョニー
[Naminori Johnny]
TaikoCS1-Sjohny3a.png TaikoCS1-Sjohny1.png TaikoCS1-Sjohny6a.png
ラジオ体操第一
[Radio taisou daiichi]
TaikoCS1-Sradio3a.png TaikoCS1-Sradio1.png TaikoCS1-Sradio6a.png
そうだ!We're ALIVE
[Souda! We're ALIVE]
TaikoCS1-Ssouda3.png TaikoCS1-Ssouda1.png TaikoCS1-Ssouda6a.png
太鼓の達人・愛のテーマ
[Taiko no Tatsujin - Ai no theme]
TaikoCS1-Saino3a.png TaikoCS1-Saino1.png TaikoCS1-Saino6a.png
翔べ!ガンダム
[Tobe! Gundam]
TaikoCS1-Sgnda3a.png TaikoCS1-Sgnda1.png TaikoCS1-Sgnda6a.png
UNITE! TaikoCS1-Sunite3a.png TaikoCS1-Sunite1.png TaikoCS1-Sunite6a.png
WE ARE THE CHAMP
~THE NAME OF THE GAME~
TaikoCS1-Schamp5a.png TaikoCS1-Schamp4a.pngTaikoCS1-Schamp3a.png TaikoCS1-Schamp1.png
TaikoCS1-Schamp2.png
TaikoCS1-Schamp6a.png
TaikoCS1-Schamp7a.png
残酷な天使のテーゼ
[Zankoku na tenshi no these]
TaikoCS1-Seva4a.pngTaikoCS1-Seva3a.png TaikoCS1-Seva1.png TaikoCS1-Seva6a.png
(Source: tikal.)

Other

TaikoCS1-coincountAC3.png
Leftover credit counter graphics, previously used in Taiko no Tatsujin 3.

TaikoCS1-timernumbers.png
Leftover graphics for a timer, along with an "Infinite Stage" counter, also previously used in Taiko no Tatsujin 3.

(Source: tikal.)

Debug Functions

Entering the code below boots the game to a debug menu and toggles a "debug pause". The former contains "warps" to many of the game's screens, while the latter contains several content viewers. The controls are independent of controller.

Boot To Debug Menu
201203E8 24020107
201203EC A62201A8
(Source: Punk7890 (code), tikal. (initial discovery, cataloging))

Debug Menu

TaikoCS1-debugMAIN.pngTaikoCS1-debugMAINp1.png
TaikoCS1-debugMAINp2.pngTaikoCS1-debugMAINp3.png
TaikoCS1-debugMAINp4.pngTaikoCS1-debugMAINp5.png
TaikoCS1-debugMAINp6.pngTaikoCS1-debugMAINp7.png

Press Up and Down to navigate through the options, and Left and Right to switch through them. Pressing Circle or X selects a screen. Note that any of the warps will display sprites without transparency, and there is no actual input in them independent of settings used.

INFO

A configurations menu for the warps in the main debug menu. Pressing Circle, Square, Triangle, or X will leave the screen. There are seven pages of options available.

Page Description
GAME Changes general values for most of the screens such as song, mode, and players available.
RESULT Changes the score values in case one wants to access the song result screen.
TOTAL 1 Changes the songs displayed in case one wants to access the total results screen.
TOTAL 2 Changes the scoring and titles displayed in case one wants to access the total results screen.
RANKING Changes the names, scoring, and titles displayed in case one wants to access the name ranking screen.
BATTLE RESULT Changes the score values in case one wants to access the battle result screen.
RACE Changes the values for the two "racing minigames". The presence of a "Test" Mode is notable, but it is unknown what it does.

"Warps"

Warp Description
OPENING Displays a black screen. Judging by the name, it was likely meant to display the game's opening movie.
TITLE Warps the player to the game's title screen.
ACCEPT Warps the player to the player join screen.
COURSE SELECT Warps the player to the difficulty select screen.
MUSIC SELECT Warps the player to the music select screen.
RESULT Warps the player to the song results screen.
TOTAL Warps the player to the total results screen.
NAME Warps the player to the name entry screen.
RANKING Warps the player to the ranking screen.
BATTLE RESULT Warps the player to the battle results screen.
100M RACE Warps the player to the 100M Race Minigame gameplay screen. However, it only displays a black screen aside from the introductory text.
BOSDON Warps the player to the Boston Marathon Minigame gameplay screen. Much like 100M RACE, it only displays a black screen aside from the introductory text.
MENU Warps the player to the main menu.
RULE Warps the player to the 100M Race rules screen.
HIDE Warps the player to the "Song Unlocked!" screen.
GAME OVER Warps the player to the Game Over screen.

Debug Pause

TaikoCS1-debugPAUSE.pngTaikoCS1-debugPAUSEp1.png
TaikoCS1-debugPAUSEp2.pngTaikoCS1-debugPAUSEp3.png
TaikoCS1-debugPAUSEp4.pngTaikoCS1-debugPAUSEp5.png

Press Start to display the debug pause menu and select options, Up and Down to navigate through the options, and Left and Right to switch through them. Holding L1, L2, R1 or R2 hides the debug pause.

Option Description
CONTINUE Closes the debug pause menu.
DISPLAY Display options, such as screen resolution and effects.
CAMERA Camera options.
LIGHT Light options.
IMAGE An image/screen viewer.
SOUND Doesn't work, instead disabling the debug pause. Presumably a sound test menu.
MOVIE A movie displayer. Doesn't work.
MEMORY Doesn't work. Presumably a memory viewer.
TASK Doesn't work.
FILE Doesn't work.

Debug Logging

Within the game is a stubbed printf function which would have logged various background information to a debug unit. This logs information such as files loaded and memory information. It would also report errors if any occurred. To re-enable these, apply the below codes.

Re-enable printf
201DAAB8 0806F900

If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.

F_CDLoad: fnamecmn/taiko.ico 0x60d6f0
F_CDLoad: fnameisshiki/cmn.ti 0x61cf00
F_CDLoad: fnameisshiki/boot.seq 0x655f60
F_CDLoad: fnameisshiki/loading.ti 0x659700
F_CDLoad: fnameisshiki/arcade.ti 0x676f40
F_CDLoad: fnameisshiki/mcard.ti 0xf3af80
mSetGlobal()------------------------------------
file: ¥MPEG¥TAIKO_OP.PSS;1
F_CDLoad: fnamematsui/m_title.seq 0xf3afd0
title_start
F_CDLoad: fnamematsui/entry/title.ti 0xf3ba40
TIcon_1P start
TIcon_2P start
req note : 2/0
req note : 1/3
TIcon_1P end
TIcon_2P end
title_end
int_title_end
F_CDLoad: fnamematsui/m_menu.seq 0xf3afd0
menu_start
F_CDLoad: fnamematsui/menu/menu.ti 0xf3bf40
TIcon_1P start
TIcon_2P start
Don start
Prim start
req note : 3/9
req note : 3/0
req note : 1/3
req note : 3/1
Don end
TIcon_1P end
TIcon_2P end
Prim end
menu_end
int_menu_end
F_CDLoad: fnamematsui/m_accept.seq 0xf3afd0
accept_start
F_CDLoad: fnamematsui/entry/accept.ti 0xf3ba40
TIcon_1P start
TIcon_2P start
Side_1P start
Side_2P start
Prim start
req note : 3/0
(Source: Punk7890)

Development-Related Text

Build Date

A build date is present at offset 0x3F75A8 of file SLPS_202.21.

Aug  8 2002 13:34:25
(Source: tikal.)

Debug Menu Leftovers?

Text for another debug menu is present at offset 0x3F763C of file SLPS_202.21. Line breaks were added for readability.

START MENU

SYS MODE
OPENING
SUB MODE
ISSHIKI
PS2 EXEC
--------
COUNTRY
LANGUAGE
JAPANESE
ENGLISH
FILE MODE
PC READ
CD READ
ROM READ
DEBUG
(Source: tikal.)