Yakuza 6: Blue Jacket Demo: Difference between revisions

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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.


Placeholder
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===
{| class="wikitable"
|+
|-
!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===
{| class="wikitable"
|+
|-
!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)
|-
|}


[[Category:Games]]
[[Category:Games]]
[[Category:Demos]]
[[Category:Demos]]
[[Category:Dragon Engine]]
[[Category:Dragon Engine]]

Latest revision as of 00:27, 6 April 2025

Y6 BJ Demo splash screen.png
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)