﻿# Music Room Interface Info Template

# Create a copy of this file to add support for a new game.
# Make sure the extension of this file is "bgm", the extractor won't find it otherwise!

# Edit rules
# ==========
# - All strings have to be enquoted. Use \" for quotes inside the strings.
# - Numbers can also be specified in hexadecimal format, prefixed with 0x.
# - If a multi-language string (without "_jp") would be the same in both languages, you can only specify <keyname> without a language suffix (like "<keyname>_en").
#   The string will then be used for both languages.
# ==========
# That's all.

# General game info
# ==========

[game]

# "name" and "circle" get the original Japanese titles.

name = ""
name_en = ""
circle = ""
circle_en = ""
year = 0000

# Contains the game's official number inside the series (e.g. Fairy Wars would be "12.8") <string>
gamenum = ""

# ----------
# Artist tag <string>
# Use these fields only if the soundtrack was completely composed by one person,
# or you are not sure who composed what. Otherwise, delete it, and use the [composer] section below!
# ----------

artist = ""
artist_en = ""

# ----------
# BGM Packing Method <number>
# 0 = No BGM extraction support, only for tagging.
# 1 = BGM Directory containing multiple wave files (th06, Kioh Gyoku)
# 2 = raw PCM data in a single file (usually thbgm.dat). Also supports Vorbis-compressed versions of this file.
# 3 = wave files in a single archive with header (only th075)
# 4 = Vorbis files and SFL loop info in a single archive with header (other Tasofro games)
# 5 = Vorbis files and SLI loop info in a single PBG6 encrypted archive (Banshiryuu)
# ----------
packmethod = 

# Required information for each packing method:

# -----
#   1
# -----
# Name of the BGM directory <string>
bgmdir = ""

# Size of the RIFF header. Usually 44 = 0x2C bytes. <number>
headersize = 0x2C
# -----

# -----
#   2
# -----
# Name of the BGM data file <string>
bgmfile = ""

# Values at 0x8 and 0x9 of the data file. Differentiates the various games with this packing method, which mostly share a file name. [number]
zwavid_08 = 
zwavid_09 = 
# -----

# -----
#  3/4
# -----
# Name of the BGM data file <string>
bgmfile = ""

# Encryption format used by this game <number>
# 1 = Simple progressive XOR-encrypted header with lots of junk data, unencrypted WAV or static XOR-encrypted OGG files (th075, MegaMari)
# 2 = Mersenne Twister pseudorandom encrypted header with an optional progressive XOR layer, static XOR-encrypted files (th105, th123, PatchCon)
encryption = 

# Encryption type 1 further needs the complete size of a single header entry <number>
entrysize = 

# Size of the RIFF header. Usually 44 = 0x2C bytes. (Only required for WAV files.) <number>
headersize = 0x2C
# -----------------

# -----
#  5
# -----
# Name of the BGM data file <string>
bgmfile = ""
# -----

# Position info <number>.
# Required for pack methods 1 and 2, the others read those values directly from the game data.
# Can be specified as either:
# -----------------------
# position = "<start>, <rel_loop>, <rel_len>" [string] (bgmtable array format of those thbgmXX.c files)
# -----------------------
# or
# start = <start> 
# -----------------------
# rel_loop = <loop point relative to track start>
# rel_end = <end relative to track start (track length)>
# -----------------------
# abs_loop = <direct loop point in the BGM file>
# abs_end = <direct end point in the BGM file>
# -----------------------

# Track count. <number>
tracks = 

# Silence scan flag <true or false>
# Add this line to disable silence scanning for this game. Otherwise, delete it.
silencescan = false

# Composer section <string>
# If more than one person composed this soundtrack, and you know who composed what,
# you'll need this section. Otherwise, delete it, and use the artist tag above!
# The number of each composer is used below in the track information.
# Continue the numbering for all composers in the game.
[composer]
cmp1 = ""
cmp1_en = ""
cmp2 = ""
cmp2_en = ""

[update]
# Touhou Wiki music room page for this game, called on automatic updating. <string>
wikipage = ""
# Last wiki revision ID processed by the updater. This revision will be ignored the next time an update takes place,
# which will keep the information in the file until the wiki page gets changed.
# This should be 0 the first time the program reads this file, which will always force an update.
wikirev = 0

# Make sure at least one track name (preferably the Japanese one) is correct, otherwise wiki updating won't work.

[01]
name_jp = ""
name_en = ""

# Composer ID (starting with 1). Only required if you specified a [composer] section.
composer = 1

# Required with pack methods 1 and 2. See position info above. The valuespit programs in the source archive may help providing this values.
position = "" 

# Required with pack methods 1 (filename in the BGM directory) and 3/4/5 (filename inside the archive)
filename = ""

# Track frequency. Defaults to 44100, only add if the frequency of this track differs. <float>
frequency = 44100.0

# Do this for every song in the soundtrack. That's it.