• v0.2.0 b765f5e894

    v0.2.0 Stable

    joe released this 2026-08-15 19:29:47 +01:00 | 71 commits to main since this release

    Added

    • Controller support, in the arcade layout: every face button is the drum — d-pad for the
      left hand, A/B/X/Y for the right — and the shoulders are the rim, L1/L2 left and R1/R2
      right. The pad drives the menus as well as the drumming.

    • A calibration screen (press C in song select). Tap along with a metronome and it
      takes the median of your errors rather than asking you to guess a number in milliseconds.
      It shows the spread and warns when the reading was too inconsistent to trust.

    • A config file at ~/.config/taiko/config.toml, written on first run with comments:
      key and gamepad bindings, latency offset, note colours, volumes, and video settings.
      --list-keys prints every accepted name.

    • --calibrate to go straight to calibration, and --list-keys.

    • Scores are saved. Best score and clear grade per chart and difficulty, kept in
      ~/.local/share/taiko/scores.json and shown in the difficulty picker and on the results
      screen. Records are keyed on the song's uniqueID.json id rather than its path, so
      reorganising a library does not lose your history.

    • The results screen says when a run set a new best, and what the previous bar was.

    Notes

    • Gamepad devices are listed at startup, and input.gamepad_index chooses between them.
      Many devices enumerate as gamepads without being one — a keyboard's HID control device and
      a headset both showed up during development — so the right index is rarely obvious and
      never guessable.
    • Calibration accepts at most one tap per beat, ignores input for the first moments after the
      screen opens, and rate-limits taps. A calibration that completes itself from spurious input
      and silently saves a nonsense offset is far worse than one that refuses to finish.
    • The save file is written to a temporary file and renamed over the target, so an
      interrupted save cannot destroy an existing history.
    • A corrupt save file is reported and skipped rather than refusing to start the game.
    • Nothing is ever written into a song library — verified, not merely intended.
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