(Ryu Ga Gotoku: Kenzan!)/bin: Difference between revisions
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ZeldaMidFES (talk | contribs) Added descriptions to most of the folder |
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| Line 11: | Line 11: | ||
|- | |- | ||
|armspar/ | |armspar/ | ||
| | |Asset models such as weapons. | ||
|- | |- | ||
|auth/ | |auth/ | ||
| Line 20: | Line 20: | ||
|- | |- | ||
|chara_arc/ | |chara_arc/ | ||
| | |Additional stage models. | ||
|- | |- | ||
|chara_auth/ | |chara_auth/ | ||
| Line 56: | Line 56: | ||
|- | |- | ||
|kame/ | |kame/ | ||
| | |Turtle racing minigame data | ||
|- | |- | ||
|light_anim/ | |light_anim/ | ||
| Line 78: | Line 78: | ||
|Pre-rendered video files used for | |Pre-rendered video files used for | ||
cutscenes the PS3 might have trouble | cutscenes the PS3 might have trouble | ||
rendering as well as the opening | |||
movie. | rendering as well as the opening movie. | ||
|- | |- | ||
|pausepar/ | |pausepar/ | ||
| Line 91: | Line 91: | ||
|Containing multiple images, such as | |Containing multiple images, such as | ||
the SEGA credits, leftover screens | the SEGA credits, leftover screens | ||
from the demo, revelation drawing | |||
textures, | from the demo, revelation drawing textures, among | ||
others. | |||
|- | |- | ||
|pre_btl_cam/ | |pre_btl_cam/ | ||
| Line 114: | Line 116: | ||
|Every sound and music trackin the | |Every sound and music trackin the | ||
game, excluding cutscene audio, | game, excluding cutscene audio, | ||
which is split into bgm and voice | which is split into bgm and voice | ||
CVM files for each of their respective | |||
auth files. | CVM files for each of their respective auth files. | ||
|- | |- | ||
|sprite/ | |sprite/ | ||
| Line 132: | Line 135: | ||
|- | |- | ||
|wdr_par/ | |wdr_par/ | ||
| | |Text used within textboxes | ||
|- | |- | ||
|yact/ | |yact/ | ||
Revision as of 17:54, 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/ | |
| 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. |