Ryu Ga Gotoku: Kenzan!
Jump to navigation
Jump to search
| 龍が如く 見参! | |
| Also known as: | Yakuza Kenzan |
| Developer(s): | Ryu Ga Gotoku Studio |
| Publisher: | SEGA |
| Platform(s): | PlayStation 3 |
| Release: | JP: March 6th, 2008 |
| Engine: | Old Old Engine |
| Internal name: | iori |
龍が如く: 見参! (Ryu Ga Gotoku: Kenzan!) is the first Yakuza game on the Sony PlayStation 3. It contains a new file system, while still using Criware file formats.
| Folder | Contents Inside |
|---|---|
| armspar/ | Asset models such as weapons. |
| auth/ | The game's cutscenes. |
| btl_cam/ | Battle intro camera test. |
| chara_arc/ | Additional stage models. |
| chara_auth/ | Cutscene models. |
| chara_common/ | Model, skeleton, and texture data. |
| chara.par | Character Models |
| csepar/ | Contains a majority of UI textures. |
| effect/ | |
| enemy_dispose/ | Battle data. |
| font/ | All fonts within the game. |
| fontpar/ | Par file containing all files in the game. |
| gamedata/ | PS3 XMB icons, backgrounds and data |
| inst_img.pib | |
| item/ | Item data |
| kame/ | Turtle racing minigame data |
| light_anim/ | |
| map/ | Map textures |
| minigame/ | Folders including files that contain
minigame data. |
| module/ | PS3 modules used |
| motion/ | Animation data, mainly used to store
battle animations |
| movie/ | Pre-rendered video files used for
cutscenes the PS3 might have trouble rendering as well as the opening movie. |
| pausepar/ | Contains some more UI textures,
including the map. |
| physics/ | Havok Engine Physics data |
| picture/ | Containing multiple images, such as
the SEGA credits, leftover screens from the demo, revelation drawing textures, among others. |
| pre_btl_cam/ | Camera data for the battle intros. |
| savedata/ | Textures and
info used for the save screen. |
| scarecrowpar/ | |
| scenario/ | A large majority of the text found in the
game, most notably including |
| shader/ | PAR files containing shader data. |
| sound/ | Every sound and music trackin the
game, excluding cutscene audio, which is split into bgm and voice CVM files for each of their respective auth files. |
| sprite/ | Button prompt textures. |
| staffroll/ | Credits data |
| staffrollpar/ | PAR file containing credits textures |
| stage/ | Models and textures for all battle areas
and maps in the game |
| wdr_par/ | Text used within textboxes |
| yact/ | Contains all heat actions and revelation
animations. |