USRDIR/ (Ryu Ga Gotoku: Kenzan!): Difference between revisions

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|-
|-
|armspar/
|armspar/
|
|Asset models such as weapons.
|-
|-
|auth/
|auth/
|
|The game's cutscenes.
|-
|-
|btl_cam/
|btl_cam/
|
|Battle intro camera test.
|-
|-
|chara_arc/
|chara_arc/
|
|Additional stage models.
|-
|-
|chara_auth/
|chara_auth/
|
|Cutscene models.
|-
|-
|chara_common/
|chara_common/
|
|Model, skeleton, and texture data.
|-
|-
|chara.par
|chara.par
|
|Character Models
|-
|-
|csepar/
|csepar/
|
|Contains a majority of UI textures.
|-
|-
|effect/
|effect/
Line 38: Line 38:
|-
|-
|enemy_dispose/
|enemy_dispose/
|
|Battle data.
|-
|-
|font/
|font/
|
|All fonts within the game.
|-
|-
|fontpar/
|fontpar/
|
|Par file containing all files in the game.
|-
|-
|gamedata/
|gamedata/
|
|PS3 XMB icons, backgrounds and data
|-
|-
|inst_img.pib
|inst_img.pib
Line 53: Line 53:
|-
|-
|item/
|item/
|
|Item data
|-
|-
|kame/
|kame/
|
|Turtle racing minigame data
|-
|-
|light_anim/
|light_anim/
Line 62: Line 62:
|-
|-
|map/
|map/
|
|Map textures
|-
|-
|minigame/
|minigame/
|
|Folders including files that contain
minigame data.
|-
|-
|module/
|module/
|
|PS3 modules used
|-
|-
|motion/
|motion/
|
|Animation data, mainly used to store
battle animations
|-
|-
|[[Movie/ (Ryu Ga Gotoku: Kenzan!)|movie/]]
|[[Movie/ (Ryu Ga Gotoku: Kenzan!)|movie/]]
|
|Pre-rendered video files used for
cutscenes the PS3 might have trouble
 
rendering as well as the opening movie.
|-
|-
|pausepar/
|pausepar/
|
|Contains some more UI textures,
including the map.
|-
|-
|physics/
|physics/
|
|Havok Engine Physics data
|-
|-
|picture/
|picture/
|
|Containing multiple images, such as
the SEGA credits, leftover screens
 
from the demo, revelation drawing textures, among
 
others.
|-
|-
|pre_btl_cam/
|pre_btl_cam/
|
|Camera data for the battle intros.
|-
|-
|savedata/
|savedata/
|
|Textures and
info used for the save screen.
|-
|-
|scarecrowpar/
|scarecrowpar/
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|-
|-
|scenario/
|scenario/
|
|A large majority of the text found in the
game, most notably including
|-
|-
|shader/
|shader/
|
|PAR files containing shader data.
|-
|-
|[[Sound/ (Ryu Ga Gotoku: Kenzan!)|sound/]]
|[[Sound/ (Ryu Ga Gotoku: Kenzan!)|sound/]]
|
|Every sound and music trackin the
game, excluding cutscene audio,
 
which is split into bgm and voice
 
CVM files for each of their respective auth files.
|-
|-
|sprite/
|sprite/
|
|Button prompt textures.
|-
|-
|staffroll/
|staffroll/
|
|Credits data
|-
|-
|staffrollpar/
|staffrollpar/
|
|PAR file containing credits textures
|-
|-
|stage/
|stage/
|
|Models and textures for all battle areas
and maps in the game
|-
|-
|wdr_par/
|wdr_par/
|
|Text used within textboxes
|-
|-
|yact/
|yact/
|
|Contains all heat actions and revelation
animations.
|}
|}

Latest revision as of 17:58, 26 August 2023

This is the folder that contains all data relating to Ryu Ga Gotoku: Kenzan!


The table below shows what each folder has inside them (all these folders are located in the USRDIR/ folder "bin"):

Folder Contents Inside
armspar/ Asset models such as weapons.
auth/ The game's cutscenes.
btl_cam/ Battle intro camera test.
chara_arc/ Additional stage models.
chara_auth/ Cutscene models.
chara_common/ Model, skeleton, and texture data.
chara.par Character Models
csepar/ Contains a majority of UI textures.
effect/
enemy_dispose/ Battle data.
font/ All fonts within the game.
fontpar/ Par file containing all files in the game.
gamedata/ PS3 XMB icons, backgrounds and data
inst_img.pib
item/ Item data
kame/ Turtle racing minigame data
light_anim/
map/ Map textures
minigame/ Folders including files that contain

minigame data.

module/ PS3 modules used
motion/ Animation data, mainly used to store

battle animations

movie/ Pre-rendered video files used for

cutscenes the PS3 might have trouble

rendering as well as the opening movie.

pausepar/ Contains some more UI textures,

including the map.

physics/ Havok Engine Physics data
picture/ Containing multiple images, such as

the SEGA credits, leftover screens

from the demo, revelation drawing textures, among

others.

pre_btl_cam/ Camera data for the battle intros.
savedata/ Textures and

info used for the save screen.

scarecrowpar/
scenario/ A large majority of the text found in the

game, most notably including

shader/ PAR files containing shader data.
sound/ Every sound and music trackin the

game, excluding cutscene audio,

which is split into bgm and voice

CVM files for each of their respective auth files.

sprite/ Button prompt textures.
staffroll/ Credits data
staffrollpar/ PAR file containing credits textures
stage/ Models and textures for all battle areas

and maps in the game

wdr_par/ Text used within textboxes
yact/ Contains all heat actions and revelation

animations.