Yakuza Kiwami 2: Difference between revisions
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|auth||Cutscene data | |auth||Cutscene data | ||
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|battle_lexus2||Contains data for battle movesets and HACT conditions | |[[Yakuza Kiwami 2/battle|battle_lexus2]]||Contains data for battle movesets and HACT conditions | ||
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|boot||Common textures and miscellaneous boot data | |boot||Common textures and miscellaneous boot data | ||
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|font||Font | |font||Font | ||
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|hact_lexus2||Heat action cutscenes | |[[Yakuza Kiwami 2/hact|hact_lexus2]]||Heat action cutscenes | ||
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|minigame||Data relating to minigames | |minigame||Data relating to minigames | ||
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|shader||.cso/fxo/pso/vso files packed in .par archives; shaders used by the game engine | |shader||.cso/fxo/pso/vso files packed in .par archives; shaders used by the game engine | ||
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|[[ | |[[Yakuza Kiwami 2/stage|stage_lexus2]]||.PAR archives for locations; models, textures & file list data | ||
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|stream | |stream | ||
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|asset||Props; weapons, items used in cutscenes, destructible objects in the game world etc | |asset||Props; weapons, items used in cutscenes, destructible objects in the game world etc | ||
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|chara||Character models, including animals | |[[Yakuza Kiwami 2/chara|chara]]||Character models, including animals | ||
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|cubemap_lexus2||Cubemap textures | |cubemap_lexus2||Cubemap textures | ||
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|db||Database files for the game (English and Japanese) | |[[Yakuza Kiwami 2/db|db]]||Database files for the game (English and Japanese) | ||
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|drama_scanner | |drama_scanner | ||
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|effect||In game effects, such as auras from heat moves, or common particle effects for debuffs | |effect||In game effects, such as auras from heat moves, or common particle effects for debuffs | ||
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|entity_lexus2||Entity jsons and entity tables for each stage | |[[Yakuza Kiwami 2/entity|entity_lexus2]]||Entity jsons and entity tables for each stage | ||
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|light_anim_lexus2||Light animation files | |light_anim_lexus2||Light animation files | ||
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|sound||.acb containers; used for music, sound, voices | |sound||.acb containers; used for music, sound, voices | ||
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|talk_lexus2||Dialogue scenes | |[[Yakuza Kiwami 2/talk|talk_lexus2]]||Dialogue scenes | ||
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|ui||UI textures and layouts | |[[Yakuza Kiwami 2/ui|ui]]||UI textures and layouts | ||
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|} | |} | ||
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[[Category:Games]] | [[Category:Games]] | ||
[[Category:Dragon Engine]] | [[Category:Dragon Engine]] | ||
[[Category:Dragon Engine 1.0]] | |||
Latest revision as of 20:25, 1 May 2026
| Yakuza Kiwami 2 | |
| Also known as: | 龍が如く 極2 (Ryū ga Gotoku: Kiwami 2) |
| Developer(s): | Ryu Ga Gotoku Studio |
| Publisher: | SEGA |
| Platform(s): | PlayStation 4, Xbox One, Windows |
| Release: | PlayStation 4 JP: December 7th, 2017 WW: August 28th, 2018 Windows WW: May 9th, 2019 Xbox One WW: July 30th, 2020 |
| Engine: | Dragon Engine |
| Internal name: | lexus2 |
Yakuza Kiwami 2 is the followup to Yakuza Kiwami. It is the remake of the second title released under the Yakuza name, Yakuza 2. Notable changes include the usage of the Dragon Engine, which had only been used in Yakuza 6 at this point, the replacement of some unique characters with face scanned versions. This includes Tsutomu Bessho, Ryo Takashima, Jiro Kawara, and Wataru Kurahashi. Furthermore, Shinseicho, a small district within Osaka that was present in Yakuza 2 was omitted for Kiwami 2. It's believed that there was a time crunch and a focus on other projects, as Sotenbori itself suffered removal of some areas, as leftovers indicate.
Yakuza Kiwami 2 was developed at the same time as Project Judge. The remnants of Project Judge are present on the Windows port, however, they are not on the Japanese PS4 release.
Folder and Package Structure
Taken from the latest Steam release.
Folders
| Folder name | Description |
|---|---|
| 3dlut | Look up tables, used for color filters |
| artisan | Debug file; serves no purpose |
| auth | Cutscene data |
| battle_lexus2 | Contains data for battle movesets and HACT conditions |
| boot | Common textures and miscellaneous boot data |
| camera | Camera shake animations |
| entity_table | |
| flood | Crowd animations combined into a single GMT (likely used for LOD situations) |
| font | Font |
| hact_lexus2 | Heat action cutscenes |
| minigame | Data relating to minigames |
| movie | USM videos |
| puid | Unique identifier tables used by the game's database |
| shader | .cso/fxo/pso/vso files packed in .par archives; shaders used by the game engine |
| stage_lexus2 | .PAR archives for locations; models, textures & file list data |
| stream | .awb containers; used for music, sound, voices |
PAR Archives
| Archive name | Description |
|---|---|
| asset | Props; weapons, items used in cutscenes, destructible objects in the game world etc |
| chara | Character models, including animals |
| cubemap_lexus2 | Cubemap textures |
| db | Database files for the game (English and Japanese) |
| drama_scanner | Face animations for Cabaret Club one-to-one events |
| effect | In game effects, such as auras from heat moves, or common particle effects for debuffs |
| entity_lexus2 | Entity jsons and entity tables for each stage |
| light_anim_lexus2 | Light animation files |
| lua | Lua scripts |
| map | Minimap models |
| motion | Animation files |
| particle | Particle effects |
| sound | .acb containers; used for music, sound, voices |
| talk_lexus2 | Dialogue scenes |
| ui | UI textures and layouts |