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 (as of Lost Judgment)
Letter |
Explanation
|
a |
Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models
|
b |
Unused (as of Lost Judgment)
|
c |
Mascot outfit, used exclusively for Kamuroppo
|
d |
Sandwich board enemies in Yakuza: Like a Dragon
|
e |
Unused (as of Lost Judgment)
|
f |
Seems to be used exclusively for Okubo's long hair in JE, otherwise it's c_am again
|
g |
Suits (closed)
|
h |
Kimono / hakama
|
i |
Only in Lost Judgment, seems to be a copy of c_ca? Not assigned to any used model
|
j |
Used for Shintani in JE
|
k |
Baby
|
l |
Jacket physics (Yagami, Suguira)
|
m |
Male/generic character, has bones for suit jackets
|
n |
Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han)
|
o |
Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2
|
p |
Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really)
|
q |
Long coat (Ryuji)
|
r |
Kimono / hakama
|
s |
Long coat (Date / Masumi Arakawa)
|
t |
Used for Majima's towel in Kiwami 2
|
u |
Long coat (Kuriowa)
|
v |
Used for Saori (JE/LJ)'s hair
|
w |
Woman
|
x |
Used for Haruka (Y6)'s ponytail
|
y |
Schoolgirl skirt "physics" in JE drone minigame
|
z |
Used in Kiwami 2 for hostesses, has attach points for outfits & accessories
|
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
|