This will help you to visualise how forced notes and tapping sections work
If you open up a .chart file in notepad, you’ll see something like this;
21888 = N 1 0
21888 = E *
22080 = N 4 0
22272 = N 0 0
22464 = N 1 0
22656 = N 3 0
22656 = E T
What does this mean?
- The five digit numbers in italics – represent the “time” within the chart.
- “N” – represents a “note”.
- “E” – represents an “event”.
- The numbers (I have colored) – represent the frets placed, in feedback.
The notes are numbered 0, 1, 2, 3, 4 for green, red, yellow, blue, orange respectively. So for instance, if you add a red note in feedback, it’ll translate to “N 1 0” in the .chart file. When you add the chart using GHTCP, the game will show this as a red note.
Using events to add forced notes or tapping notes
When you add an event, you’ll see an “E” followed by the event name. The event name is whatever you enter into feedback at the time – in the example I have added two events, one named “*” and another named “T”. It has become standard practice to add a * where you want a forced note, and a T where you want a tapping note.
Once you have added events, it is simple to open the chart in notepad and use “find and replace” to convert all instances of “E *” to “N 5 0”, and all instances of “E T” to “N 6 0”. These values force the note, or add a tapping note. An even easier way is to convert the events is to use GH Tools; just drag your file into the program and click “force notes” – it converts them instantly!
Forced notes, add a “N 5 0” value, at the same “time” as another note – this forces the game to invert it’s normal strum/HOPO property. Likewise, tapping notes add an “N 6 0” value at the same time as another note. With tapping notes, the resultant note or chord can be hit by just fretting with no strumming required.