Modding Terms

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The Yakuza Modding Community has coined several terms to identify (and simplify) files used in the Yakuza Franchise.

Game Terms

A collection of terms to organize games based release and gameplay.

  • "PS2" Era Games:

Refers to the Playstation 2 games including:

  1. Yakuza
  2. Yakuza 2
  3. Ryu Ga Gotoku 1 + 2 HD Edition


  • PXD:

Internal name of the game engine used since Ryu Ga Gotoku: Kenzan!. It has evolved through the years and it is what powers every Ryu Ga Gotoku title to this day.
Since information about the engine is scarce, different terms are used to identify specific ranges of versions that share similarities from a modding standpoint.


  • "OOE" Old Old Engine:

Refers to older titles (including Remasters) such as:

  1. Ryu Ga Gotoku: Kenzan!
  2. Yakuza 3
  3. Yakuza 3 Remastered
  4. Yakuza 4
  5. Yakuza 4 Remastered
  6. Yakuza: Dead Souls


  • "OE" Old Engine:

Refers to the titles right before the release of the Dragon Engine.
As a side note: "Magical V" is not the official term for OE/OOE games. This includes:

  1. Yakuza 5
  2. Yakuza 5 Remastered
  3. Ryu Ga Gotoku: Ishin!
  4. Yakuza 0
  5. Yakuza Kiwami
  6. Fist of the North Star: Lost Paradise


  • "DE" Dragon Engine:

Refers to titles made in an overhauled PXD. The official name for it is Dragon Engine. Includes:

  1. Yakuza 6: The Song of Life
  2. Yakuza Kiwami 2
  3. Judgment


  • "DE 2.0" Dragon Engine Version 2:

Another term used for Dragon Engine after Judgment, noted for different file structural changes. Includes:

  1. Yakuza: Like a Dragon
  2. Lost Judgment


  • "UE" Unreal Engine:

Games partially developed with Unreal Engine. Includes:

  1. Like a Dragon: Ishin!


  • Misc Games:

Games developed for other devices or entirely different games in general. Not a modding term, just a general categorization. AKI Engine Games include:

  1. Kurohyou: Ryu Ga Gotoku Shinsho
  2. Kurohyou 2: Ryu Ga Gotoku Ashura-hen
  3. Def Jam

File Terms

  • Node:

Defines a data structure that files utilize in order to insert different data into the game. Example:

  1. The MEP file Format consists of nodes of visual effects including but not limited to particle effects, lights and limbflashes
  2. The BEP file format handles the main properties of visual effects and hit registrations into several different nodes.