Yakuza 6: Blue Jacket Demo: Difference between revisions
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Kamikazzie (talk | contribs) (→Folders: added hyperlinks to save me time once i actually add their contents (if i do for some of them anyway)) |
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The game has no correlation to the final Yakuza 6 in its content. It simply showcases the new engine and has an unrelated timeline to the final game. | The game has no correlation to the final Yakuza 6 in its content. It simply showcases the new engine and has an unrelated timeline to the final game. | ||
==Folder and Package Structure== | |||
Taken from the Japanese release. | |||
===Folders=== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
!Folder name!!Description | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/3dlut|3dlut]]||Look up tables, used for color filters | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/auth|auth]]||Cutscene and dialogue data | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/boot|boot]]||Common textures and boot data | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/camera|camera]]||Camera shake animations | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/cubemap|cubemap]]||Cubemap textures for light referencing | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/db|db]] | |||
|Database files | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/effect|effect]] | |||
|In game effects, such as screen effects, or other miscellaneous effects like auras | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/flood|flood]]||Crowd animations combined into a single GMT (likely used for LOD situations) | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/font|font]]||Font | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/hact|hact]]||Heat action cutscenes | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/light anim|light_anim]]||Light animation files | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/map|map]] | |||
|Minimap models | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/movie|movie]] | |||
|USM videos | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/ps4|ps4]] | |||
|Share overlay image | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/puid|puid]]||Unique identifier tables used by the game's database | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/shader|shader]]||.cso/fxo/pso/vso files packed in .par archives; shaders used by the game engine | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/sound|stream]] | |||
|.awb containers; used for music, sound, voices | |||
|} | |||
===PAR Archives=== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
!Archive name!!Description | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/asset|asset]]||Props; weapons, items used in cutscenes, destructible objects in the game world etc | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/chara|chara]]||Character models, including animals | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/entity|entity]]||Entity jsons and entity tables for each stage | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/lua|lua]]||Lua scripts | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/motion|motion]]||Animation files | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/particle|particle]]||Particle effects | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/sound|sound]]||.acb containers; used for music, sound, voices | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/stage|stage]]||Archive containing stages (Only contains st_kamuro in this demo) | |||
|- | |||
|[[Yakuza 6: Blue Jacket Demo/ui|ui]]||UI textures and layouts (All languages) | |||
|- | |||
|} | |||
[[Category:Games]] | [[Category:Games]] | ||
[[Category:Demos]] | [[Category:Demos]] | ||
[[Category:Dragon Engine]] | [[Category:Dragon Engine]] | ||
Latest revision as of 18:31, 1 October 2025
| 龍が如く 6 先行体験版 | |
| Also known as: | Yakuza 6: Blue Jacket Demo |
| Developer(s): | Ryu Ga Gotoku Studio |
| Publisher: | SEGA |
| Platform(s): | PlayStation 4 |
| Release: | JP: January 28, 2016 |
| Engine: | Dragon Engine (early version) |
| Internal name: | OgreF |
A demo of the Yakuza 6's Dragon Engine. It is the earliest publicly known revision of the Dragon Engine. Although not far in appearance from the final game, the game functions more similarly to Yakuza 0. It is noted that some format versions are the same as 0. Along with this, many leftovers and test assets remain from 0.
This demo was released as a bonus for those who ordered RGG Kiwami in Japan and Asia. The two available languages for it are Chinese and Japanese.
The game has no correlation to the final Yakuza 6 in its content. It simply showcases the new engine and has an unrelated timeline to the final game.
Folder and Package Structure
Taken from the Japanese release.
Folders
| Folder name | Description |
|---|---|
| 3dlut | Look up tables, used for color filters |
| auth | Cutscene and dialogue data |
| boot | Common textures and boot data |
| camera | Camera shake animations |
| cubemap | Cubemap textures for light referencing |
| db | Database files |
| effect | In game effects, such as screen effects, or other miscellaneous effects like auras |
| flood | Crowd animations combined into a single GMT (likely used for LOD situations) |
| font | Font |
| hact | Heat action cutscenes |
| light_anim | Light animation files |
| map | Minimap models |
| movie | USM videos |
| ps4 | Share overlay image |
| 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 |
| 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 |
| entity | Entity jsons and entity tables for each stage |
| lua | Lua scripts |
| motion | Animation files |
| particle | Particle effects |
| sound | .acb containers; used for music, sound, voices |
| stage | Archive containing stages (Only contains st_kamuro in this demo) |
| ui | UI textures and layouts (All languages) |