Common Prefixes & Suffixes: Difference between revisions
| (19 intermediate revisions by 2 users not shown) | |||
| Line 24: | Line 24: | ||
|- | |- | ||
| pxd || Internal name for all versions of the game engine from PS3 onward | | pxd || Internal name for all versions of the game engine from PS3 onward | ||
|- | |||
| ri || Resort Island; the internal name for Dondoko Island in Infinite Wealth | |||
|- | |- | ||
| tex_auto_lod_cv || LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) | | tex_auto_lod_cv || LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) | ||
| Line 63: | Line 65: | ||
|- | |- | ||
| _hand / _arm / _darts || Hand used for the darts minigame | | _hand / _arm / _darts || Hand used for the darts minigame | ||
|- | |||
| hless || Homeless | |||
|- | |- | ||
| _juban || Garment worn under a kimono | | _juban || Garment worn under a kimono | ||
|- | |- | ||
| _kega || Injured, usually gravely | | _kega || Injured, usually gravely | ||
|- | |||
| _LL || Introduced in Infinite Wealth. Used for overweight NPCs, different to _fat? | |||
|- | |- | ||
| _mus || Muscular body type for men, usually reserved for enemies | | _mus || Muscular body type for men, usually reserved for enemies | ||
| Line 83: | Line 89: | ||
|- | |- | ||
| _t_ || Tops/torso | | _t_ || Tops/torso | ||
|- | |||
| tu || An outfit used for promotional locations such as Club SEGA/GiGO or Karaokekan | |||
|- | |- | ||
| _x_ || Typically an outfit combined as one model | | _x_ || Typically an outfit combined as one model | ||
| Line 95: | Line 103: | ||
Now printing! | Now printing! | ||
==== Dragon Engine ==== | ==== Dragon Engine (TEMPORARY) ==== | ||
Armatures can be forward ported but not backwards. | |||
In other words, "c_cg" for instance from Judgment, used for Okubo's hair, can be ported forward to Lost Judgment with mostly correct physics, but the Lost Judgment version cannot go back to Judgment. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!Armature id | |||
!Y6 | |||
!YK2 | |||
!JE | |||
!YLAD | |||
!LJ | |||
!KiryuG | |||
!IW | |||
!MajimaG | |||
|- | |||
|a | |||
|Generic male | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|- | |||
|b | |||
|N/A | |||
|N/A | |||
|Level of detail model | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |||
|c | |||
|N/A | |||
|N/A | |||
|N/A | |||
|Kamuroppo | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
|d | |||
|N/A | |||
|N/A | |||
|N/A | |||
|Sandwich board enemy | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |e | ||
|N/A | |||
|N/A | |||
|N/A | |||
|N/A | |||
|N/A | |||
|N/A | |||
|"Clown" (unused) | |||
| - | |||
|- | |- | ||
| | |f | ||
|N/A | |||
|N/A | |||
|Okubo's hair | |||
| - | |||
| - | |||
|Shishido's jacket | |||
|Magnified hand model | |||
| - | |||
|- | |- | ||
| | |g | ||
|N/A | |||
|N/A | |||
|Okubo's hair | |||
| - | |||
|Suit with interior pocket | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |h | ||
|N/A | |||
|N/A | |||
|Kimono/hakama | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |i | ||
|N/A | |||
|N/A | |||
|N/A | |||
|N/A | |||
|Suit (unused) | |||
| - | |||
|Rollerblading waitress | |||
| - | |||
|- | |- | ||
| | |j | ||
|N/A | |||
|N/A | |||
|Shintani's glasses | |||
| - | |||
| - | |||
| - | |||
|Ichiban's throat | |||
| - | |||
|- | |- | ||
| | |k | ||
|Baby | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |l | ||
|- | |N/A | ||
| | |N/A | ||
|Yagami & Sugiura's jackets | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |m | ||
|Male with suit physics | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |n | ||
|Male with suit physics (no vent) | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |o | ||
|- | |Fat male | ||
| | | - | ||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |p | ||
|Yuta's jacket lapels | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |q | ||
|N/A | |||
|Ryuji's coat | |||
| - | |||
| - | |||
| - | |||
| - | |||
|Adachi's throat | |||
| - | |||
|- | |- | ||
| | |r | ||
|N/A | |||
|N/A | |||
|Kimono/hakama | |||
| - | |||
| - | |||
| - | |||
|Tomizawa's throat | |||
| - | |||
|- | |- | ||
| | |s | ||
|N/A | |||
|Date's trenchcoat | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|- | |- | ||
| | |t | ||
|N/A | |||
|Majima's towel | |||
| - | |||
| - | |||
| - | |||
| - | |||
|Yamai's coat over shoulders | |||
| - | |||
|- | |- | ||
| s || | |u | ||
|N/A | |||
|N/A | |||
|Kuroiwa's trenchcoat | |||
| - | |||
| - | |||
| - | |||
|Saeko's throat | |||
| - | |||
|- | |- | ||
| | |v | ||
|N/A | |||
|N/A | |||
|Saori's hair | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|- | |- | ||
| | |w | ||
|Generic woman | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|- | |- | ||
| | |x | ||
|Haruka's ponytail | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|<nowiki>-</nowiki> | |||
|High resolution Majima mesh | |||
|- | |- | ||
| | |y | ||
| | |N/A | ||
| | |N/A | ||
|- | |Dice & Cube skirt physics | ||
| | | - | ||
|- | | - | ||
| | | - | ||
| - | |||
| - | |||
|- | |- | ||
|z | |||
|N/A | |||
|Cabaret hostesses attach points | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
| - | |||
|} | |} | ||
| Line 192: | Line 418: | ||
|- | |- | ||
| prp || Generic, all purpose props | | prp || Generic, all purpose props | ||
|- | |||
| res || Dondoko Island props (specific to Infinite Wealth) | |||
|- | |- | ||
| spe || Objects specific to an area in game (i.e not generic enough to be placed anywhere) | | spe || Objects specific to an area in game (i.e not generic enough to be placed anywhere) | ||
|- | |||
| spte || Speedtree generated plants | |||
|- | |- | ||
| stg || In world assets | | stg || In world assets | ||
| Line 247: | Line 477: | ||
| dds || Textures | | dds || Textures | ||
|- | |- | ||
| dds_hires || As above. | | dds_hires || As above. Appears in Lost Judgment onwards | ||
|- | |- | ||
| dds_prg_use || Blood splatters for faces | | dds_prg_use || Blood splatters for faces | ||
| Line 261: | Line 491: | ||
| tops || Shirts, jackets, etc, also usually full models for characters who are one chunk | | tops || Shirts, jackets, etc, also usually full models for characters who are one chunk | ||
|- | |- | ||
| ubik || | | ubik || Appears in Lost Judgment onwards, is used for cloth & hair physics | ||
|} | |} | ||
| Line 338: | Line 568: | ||
* _n - Normal map. Blue channel often reversed. | * _n - Normal map. Blue channel often reversed. | ||
* _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes. | * _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes. | ||
* _o - Ambient occlusion. | |||
* _tr - Subsurface scattering map. Only really used for leaves on plants. | * _tr - Subsurface scattering map. Only really used for leaves on plants. | ||
* _i - Glow / emissive map. Rarely used. | * _i - Glow / emissive map. Rarely used. | ||
| Line 352: | Line 583: | ||
* _rm - Specularity (of sorts) for repeating textures | * _rm - Specularity (of sorts) for repeating textures | ||
== Motions / .gmt == | == Motions / .gmt / Auth & Heat Actions == | ||
=== Movement === | === Movement === | ||
| Line 478: | Line 709: | ||
|- | |- | ||
| cut || Eri's boxcutter | | cut || Eri's boxcutter | ||
|} | |||
=== Authoring / Heat Action Specific === | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Abbreviation/code !! Explanation | |||
|- | |||
| A || Auth (intro/cutscene) | |||
|- | |||
| B || Battle start or mid-battle sequence | |||
|- | |||
| BC || Name caption | |||
|- | |||
| C || Chase (JE/LJ), Cam (Y6), Continue? (Y7/8) | |||
|- | |||
| D || Poundmate delivery | |||
|- | |||
| EC || Enemy Cam (battle start) | |||
|- | |||
| F || Flashback | |||
|- | |||
| H || Heat Action | |||
|- | |||
| I || Interaction | |||
|- | |||
| M || Minigame | |||
|- | |||
| MN || Music video cutscenes in karaoke | |||
|- | |||
| P || Main menu or battle action | |||
|- | |||
| S || Sequence | |||
|- | |||
| T || Talk, also Coliseum in Gaiden | |||
|- | |||
| X || Interactive/Menu | |||
|- | |||
|} | |} | ||
[[Category:Help]] | [[Category:Help]] | ||
Latest revision as of 19:52, 30 September 2025
This is a list of common prefixes & suffixes used by Ryu Ga Gotoku Studios, for a variety of file formats and functions. These are used so files can be identified quickly in a huge folder.
Please note the true/intended meaning of abbreviations may not be clear; these are approximations.
General
| Abbreviation | Explanation |
|---|---|
| arm | Weapon |
| auth | 'Authoring Mode' -- models or assets used in game cutscenes, or heat actions |
| adv | 'Adventure' -- models or assets used in the game world |
| ci | Cabaret Island, internal name for the cabaret club minigame in Yakuza 0, and is carried over to K2/JE |
| hact | Heat Action |
| kara | Karaoke |
| mng | Minigame |
| pxd | Internal name for all versions of the game engine from PS3 onward |
| ri | Resort Island; the internal name for Dondoko Island in Infinite Wealth |
| tex_auto_lod_cv | LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) |
Models / .gmd
General Prefixes & Suffixes
| Prefix/suffix | Explanation |
|---|---|
| _[xx] | Numbers with nothing else surrounding them can often be the age of the character, used in flashbacks. (example: c_cw_f_mamiya_18) |
| _agura | Sat crosslegged |
| _aura | Heat action aura |
| _auth | Used specifically for a cutscene or heat action |
| _b_ | Bottoms (skirts, pants, etc) |
| _bd[xx] | Bloodied, injured, gunshot wounds |
| _bound / _shibari / _rope | Tied up |
| _chd | Child model, specific to Dragon Engine |
| _ci[xx]_ | Cabaret club outfit/hairstyle |
| _dead | Dead (not sleeping) |
| _f_ | Head |
| _fat | Fat body type for men, usually reserved for enemies |
| _h_ | Headwear/hair |
| _hand / _arm / _darts | Hand used for the darts minigame |
| hless | Homeless |
| _juban | Garment worn under a kimono |
| _kega | Injured, usually gravely |
| _LL | Introduced in Infinite Wealth. Used for overweight NPCs, different to _fat? |
| _mus | Muscular body type for men, usually reserved for enemies |
| _naked | Shirtless for male characters, typically fully nude for women |
| _nocloth | No cloth physics, specific to OOE |
| _out | Coats, usually worn by hostesses specifically |
| _pocket | Adjusted models for hands in pockets |
| _sit | Suit tails/skirts adjusted for sitting down |
| _sode | Rolled up sleeves |
| _t_ | Tops/torso |
| tu | An outfit used for promotional locations such as Club SEGA/GiGO or Karaokekan |
| _x_ | Typically an outfit combined as one model |
| a[xx]_ | Used in a specific cutscene. The number will line up with the entry in that game's "auth" folder. |
| c[xx]_ | Used for a specific chapter |
Armatures
Prior to Dragon Engine
Now printing!
Dragon Engine (TEMPORARY)
Armatures can be forward ported but not backwards.
In other words, "c_cg" for instance from Judgment, used for Okubo's hair, can be ported forward to Lost Judgment with mostly correct physics, but the Lost Judgment version cannot go back to Judgment.
| Armature id | Y6 | YK2 | JE | YLAD | LJ | KiryuG | IW | MajimaG |
|---|---|---|---|---|---|---|---|---|
| a | Generic male | - | - | - | - | - | - | - |
| b | N/A | N/A | Level of detail model | - | - | - | - | - |
| c | N/A | N/A | N/A | Kamuroppo | - | - | - | - |
| d | N/A | N/A | N/A | Sandwich board enemy | - | - | - | - |
| e | N/A | N/A | N/A | N/A | N/A | N/A | "Clown" (unused) | - |
| f | N/A | N/A | Okubo's hair | - | - | Shishido's jacket | Magnified hand model | - |
| g | N/A | N/A | Okubo's hair | - | Suit with interior pocket | - | - | - |
| h | N/A | N/A | Kimono/hakama | - | - | - | - | - |
| i | N/A | N/A | N/A | N/A | Suit (unused) | - | Rollerblading waitress | - |
| j | N/A | N/A | Shintani's glasses | - | - | - | Ichiban's throat | - |
| k | Baby | - | - | - | - | - | - | - |
| l | N/A | N/A | Yagami & Sugiura's jackets | - | - | - | - | - |
| m | Male with suit physics | - | - | - | - | - | - | - |
| n | Male with suit physics (no vent) | - | - | - | - | - | - | - |
| o | Fat male | - | - | - | - | - | - | - |
| p | Yuta's jacket lapels | - | - | - | - | - | - | - |
| q | N/A | Ryuji's coat | - | - | - | - | Adachi's throat | - |
| r | N/A | N/A | Kimono/hakama | - | - | - | Tomizawa's throat | - |
| s | N/A | Date's trenchcoat | - | - | - | - | - | - |
| t | N/A | Majima's towel | - | - | - | - | Yamai's coat over shoulders | - |
| u | N/A | N/A | Kuroiwa's trenchcoat | - | - | - | Saeko's throat | - |
| v | N/A | N/A | Saori's hair | - | - | - | - | - |
| w | Generic woman | - | - | - | - | - | - | - |
| x | Haruka's ponytail | - | - | - | - | - | - | High resolution Majima mesh |
| y | N/A | N/A | Dice & Cube skirt physics | - | - | - | - | - |
| z | N/A | Cabaret hostesses attach points | - | - | - | - | - | - |
Asset / Reactor Prefixes
Dragon Engine
Most will have a letter between its prefix & the item name - this is the codename of the game it is taken from. So for example, army400_stk_umbrella_cl_a (Nanba's default umbrella weapon in Y:LAD, or 'yazawa').
| Name | Explanation |
|---|---|
| a_xx | Cutscene models, xx being the chapter it appears in |
| arm | Weapons |
| bik | Bicycles |
| bs | Debug weapon |
| car | Vehicles being driven on a road |
| dcl | Decals |
| dor | Doors |
| gls | Panes of glass / windows |
| hct | Heat action specific assets |
| itm | In game items, such as Staminan or Tauriner |
| kan | Electronic signboards |
| min | Minigame specific assets |
| nrn | Noren -- traditional Japanese curtains for doorways & windows |
| prp | Generic, all purpose props |
| res | Dondoko Island props (specific to Infinite Wealth) |
| spe | Objects specific to an area in game (i.e not generic enough to be placed anywhere) |
| spte | Speedtree generated plants |
| stg | In world assets |
| swg | Swaying objects like lanterns |
| tes | Test / debug objects |
chara.par folders
Prior to Dragon Engine
| Name | Explanation |
|---|---|
| accessory | Typically physics-enabled 'accessories' such as Majima's ponytail in Yakuza 0 |
| adv | Game world models |
| auth | Cutscene (authoring) models |
| btms | Pants, trousers, skirts, etc, typically specifically for pedestrians & unimportant NPCs |
| face | Heads, typically specifically for pedestrians & unimportant NPCs |
| hair | Hair |
| tops | Shirts, jackets, etc, typically specifically for pedestrians & unimportant NPCs |
| z_btm | Only appears in Dead Souls. Models used for zombies' pants. |
| z_face | Only appears in Dead Souls. Models used for zombies' heads. |
| z_upr | Only appears in Dead Souls. Models used for zombies' torsos. |
Dragon Engine
| Name | Explanation |
|---|---|
| adv | Only appears in Yakuza 6, same as Old Engine's usage; models used in the game world |
| auth | Only appears in Yakuza 6, same as Old Engine's usage; models used in cutscenes |
| bone | Bone reference .gmds |
| btms | Pants, trousers, skirts, etc |
| dds | Textures |
| dds_hires | As above. Appears in Lost Judgment onwards |
| dds_prg_use | Blood splatters for faces |
| face | Heads |
| face_blend | Seems to be used for facial animations? |
| face_target | Facial expressions for characters |
| hair | Hair |
| tops | Shirts, jackets, etc, also usually full models for characters who are one chunk |
| ubik | Appears in Lost Judgment onwards, is used for cloth & hair physics |
Textures
Stages & Assets
Dragon Engine
| Suffix | Explanation |
|---|---|
| at | Props used in cutscenes and/or are intended to be seen upclose, like a phone screen or a photograph |
| bl | Dirt/grime overlay layer |
| cc | Concrete |
| cl | Cloth |
| cm | "Common" materials, usually colours or debug/fallback textures |
| db | UI assets that are also counted as in game world assets (shogi pieces in Y:LAD, coffee chart in JE) |
| gd | Dirt, sand, plantlife |
| gm | Vehicles |
| gs | Glass |
| lo | Lightmap/shadow stuff |
| mt | Metal |
| ne | Neon signs/scrolling LED signs |
| oj | General use assets & objects |
| ot | Greebles (detailing added for visual interest) |
| pl | Plastic |
| pp | Paper/cardboard |
| pt | Botany |
| rd | Road surfaces, asphalt, pavement etc |
| rp | Screens; usually smartphones, seems to also apply to computers & televisions too |
| sb | Billboards & commercial posters |
| sn | Stone and masonry |
| sy | Skybox; far away objects that can be seen in the distance |
| tc | Minigame specific assets |
| tl | Tiles and bricks |
| tu | Typically textures that are related to crossovers and/or promotions |
| vg | Food |
| wd | Wood |
Stage
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metallic, blue is a mask for colour palettes.
- _so - Light map? (Needs more research)
- _i - Glow / emissive map. Rarely used.
Assets
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes.
- _o - Ambient occlusion.
- _tr - Subsurface scattering map. Only really used for leaves on plants.
- _i - Glow / emissive map. Rarely used.
Characters
Dragon Engine
- _di - Basic diffuse/albedo map. Can use alpha layer transparency.
- _tn - Normal map. Blue channel often reversed.
- _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
- _tr - Subsurface scattering map.
- _mt - Multi map, used for PBR shading. Red channel is metallic (anisotropic rotation for hair), green channel is ambient occlusion (specular for hair), blue channel is glossiness, alpha layer is a mask for the repeating textures on the secondary UV.
- _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model.
- _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model.
- _rm - Specularity (of sorts) for repeating textures
Motions / .gmt / Auth & Heat Actions
Movement
General
| Prefix/suffix | Explanation |
|---|---|
| act | Typically action animations, such as using a smartphone or saying hello |
| add | Animations added to an idle pose, such as nodding or hand gestures |
| en | End of a looped animation |
| lp | Looped |
| kamae | Posed animation, usually for idling |
| st | Start of a looped animation |
| std | Standing |
| sit | Sitting/crouching down |
| tlk | Animations used in cutscenes for talking |
Battle
| Prefix/suffix | Explanation |
|---|---|
| ath | Successful strike |
| atg | Strike that is parried or otherwise blocked |
| atm | Strike intended to initiate a grab or throw. Usually paired with 'sze'. |
| btlst | Used whenever a battle is initiated |
| dwn | Used whenever the target is prone on the floor |
| grd | Guarding |
| hok | Hook punch |
| nge | Grab/throw |
| ont_act | Taunt. Specific to Y7, is basically just an idle animation here |
| pvk | Taunt |
| [x]ren | Multiple strikes, where x is the quantity |
| rev | Reversal |
| skl | RPG skill, typically only used in Y7, but has carried over to LJ for generic animations |
| swy | Rolling out of the way of a move |
| sy0 | A synced move, such as a throw, from the attacker's perspective |
| sy1 | A synced move, such as a throw, from the target's perspective |
| sze | An attempted grab |
Weapon Types
| Abbreviation/code | Explanation |
|---|---|
| sud | Barefisted (from 'sude') |
| wpa | Lightweight 1-handed objects (Traffic cones, pipes and such) |
| wpb | Knives (Also broken bottles and Chinese Dao Broadswords in OE) |
| wpc | Light 2-handed objects (Beer Crates and such) |
| wpd | Baseball bats |
| wpe | Swords (Mainly Katanas but also Chinese Dao Broadswords in DE ) |
| wpf | Heavy 2-handed object (Bicycles, Motorcycles, signboards, etc) |
| wpg | Longswords / Hammers |
| wpi | Spears/Poles |
| wpj | Shotguns |
| wpk | Dual wielded pistols |
| wpl | Muskets |
| wpm | Knuckle dusters |
| wpp | Cannons |
| wpt | Tonfa |
| wpu | Dual Claws |
| wpv | Nunchucks |
| wpw | Wild Dance (Pistol and Katana wielded simultaneously, Ishin only) |
| wpx | Kali sticks |
| wpy | Pistols |
| wpz | Chainsaws |
| tue | Nanba's 'stave' (umbrellas etc) |
| btn | Adachi's police truncheon |
| bag | Saeko's handbag |
| cut | Eri's boxcutter |
Authoring / Heat Action Specific
| Abbreviation/code | Explanation |
|---|---|
| A | Auth (intro/cutscene) |
| B | Battle start or mid-battle sequence |
| BC | Name caption |
| C | Chase (JE/LJ), Cam (Y6), Continue? (Y7/8) |
| D | Poundmate delivery |
| EC | Enemy Cam (battle start) |
| F | Flashback |
| H | Heat Action |
| I | Interaction |
| M | Minigame |
| MN | Music video cutscenes in karaoke |
| P | Main menu or battle action |
| S | Sequence |
| T | Talk, also Coliseum in Gaiden |
| X | Interactive/Menu |