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Gitaroo Man/Development Text

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This is a sub-page of Gitaroo Man.

Hmmm...
To do:
  • Albumdef comments

Sub-Pages

DevTextIcon.png
Object Types

Song Chart Editor Text

Every song chart file contains a chunk of garbage data—random contents of RAM from when the file was created. In particular, there is text from what appears to be a song chart editing program:

Alignment
Caption
delete
Exit (&E)
ExitE1
ExitE1Click
Height
Label41
Left
MeterAttackDamageFactor
MeterGuardFactor (HIT精度*Value)
OnClick
OpenDialog1
Option(&O)
OptionO1
SaveDialog1
SectionAddClick
SectionArrowUp
SectionDelete
SectionDeleteClick
Setting (&S)
SettingS1
SettingS1Click
ShortCut
TabOrder
taRightJustify
TButton
TLabel
TMenuItem
TOpenDialog
TSaveDialog
Width
↑

(HIT精度*Value) is Japanese for "(Hit Accuracy * Value)."

(Source: Original TCRF research)

Resource Pack Editor Text

Resource packs are files that contains models and/or images. Like song charts, they also have garbage data that contains text. Some of the text appears to come from a program that edits or creates resource pack files.

Below, the text fragments have been pieced together to form reconstructed text:

  • Bold text comes from text fragments found in the garbage data.
  • Normal text is the best guess for missing parts of the text.
Reconstructed Text

Alignment
Caption
Columns
Copyright
DragMode
Font.Color
Font.Charset
Font.Height
Font.Name
Font.Style
Height
MultiSelect
No.
PopupMenu
ReadOnly
RowSelect
SHIFTJIS_CHARSET
TListVi
TabOrder
taRightJustify
View1
ViewStyle
ViewStyle
Width
alClient
clWindowText
dmAutomatic
plugin_t
vsRepo

Reconstructed Text Translation Note
に保存できませんでした Could not be saved in...
ゴシック Gothic Possibly related to font
サイズ Size
更新日時 Date Modified
ション(一時 - Too cut-off to translate
タはプロジェ - Too cut-off to translate

Development Folders and Filenames

In the garbage data in resource packs, there are also fragments of folder names and filenames that may have been used during development.

Unless noted, the folders don't exist in the final game. The files appear to exist in the final game as images and animations, but not as-is—they've all been renamed or packed inside other files.

For the reconstructed text below:

  • Bold text comes from the text fragments on the right.
  • Normal text is the best guess for missing text.
    • Guesses are based on context, other text fragments, filenames in the final game, and animations from Gitaroo Man Lives![1]
  • "..." stands for unknown missing text.

Stage Assets

The PROJECTS\STSOZAI folder contains lots of assets—not just for stages, but also for characters and possibly other things:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\

C:\PROJECTS\

\PROJECTS\ST

JECTS\STSOZA

CTS\STSOZAI\

SOZAI (そざい) is Japanese for "raw materials" or "foundation materials."


Assets for the tutorial stage:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\STAGE00\

S\STSOZAI\ST

OZAI\STAGE00

I\STAGE00\2D

C:\PROJECTS\STSOZAI\STAGE00\bg... I\STAGE00\bg
C:\PROJECTS\STSOZAI\STAGE00\2D\

I\STAGE00\2D

AGE00\2D\39.

C:\PROJECTS\STSOZAI\STAGE00\2D\28-2.imx 0\2D\28-2.im
C:\PROJECTS\STSOZAI\STAGE00\2D\39.imx AGE00\2D\39.

A STAGE00 folder does exist in the final game, but 2D does not, nor does the folder whose name begins with "bg".

  • bg may be related to stage background scenery.
  • 2D is probably for Puma's captions and other two-dimensional graphics.
    • 28-2.imx and 39.imx exist in the final game as Puma's captions, but they're inside a resource pack instead of loose files like this.


Assets for Stage 1:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\STAGE01\

\STSOZAI\STA

OZAI\STAGE01

C:\PROJECTS\STSOZAI\STAGE01\BG_KOMO... GE01\BG_KOMO

A STAGE01 folder exists in the final game, but it doesn't have anything that begins with "BG_KOMO".

  • BG_KOMO may be short for something like "background common."
(Source: Original TCRF research)

Character Assets

The PROJECTS\STSOZAI\CHAR folder contains assets for various characters.

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\CHAR\

\STSOZAI\CHA

SOZAI\CHAR\U

(Source: Original TCRF research)

Normal U-1

Tutorial animations for normal U-1:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\ N/A

I\CHAR\U1_N\

\CHAR\U1_N\s

R\U1_N\st00\

C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\u1n_b00_.xg Standing with the racket/Gitaroo up 1n_b00_.xg,2
C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\u1n_chb00_.xg Strumming the racket (Gitaroo-playing animation)

\U1_N\st00\u

t00\u1n_chb0

1n_chb00_.xg

C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\u1n_gb01_.xg Ducking (guard animation)

\U1_N\st00\u

t00\u1n_gb01

C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\u1n_ha02_.xg Flinching (damage animation)

\U1_N\st00\u

t00\u1n_ha02

C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\u1n_jr01_.xg Jumping to the right (unused guard animation)

\U1_N\st00\u

t00\u1n_jr01

C:\PROJECTS\STSOZAI\CHAR\U1_N\st00\UN_st00_x1_.xg Starting to stretch his neck

st00\UN_st00

t00_x1_.xg,2

In the final game, animations aren't separate files like this; instead, they're contained inside the model file.


A Stage 4 animation for normal U-1. The folder that contains it is unknown:

Possible Reconstruction Animation (in the final game) Text Fragments
...u1n_st4_x3_.xg Turning to check behind himself while seated t4_x3_.x


(Source: Original TCRF research)

Gitaroo Man

Various folders for Gitaroo Man's assets:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\CHAR\U1_GTM\

I\CHAR\U1_GT

AR\U1_GTM\St

C:\PROJECTS\STSOZAI\CHAR\U1_GTM\basic\

R\U1_GTM\bas

1_GTM\basic\

C:\PROJECTS\STSOZAI\CHAR\U1_GTM\Story\st08\

AR\U1_GTM\St

\Story\st08\

C:\PROJECTS\STSOZAI\CHAR\U1_GTM\Story\st09\

AR\U1_GTM\St

M\Story\st09


Some animations in Story\st08\:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\U1_GTM\Story\st08\b08_.xg Standing with the Gitaroo aimed down-left t08\b08_.xg,
C:\PROJECTS\STSOZAI\CHAR\U1_GTM\Story\st08\bw05_.xg A transition between aiming the Gitaroo up and up-left ry\st08\bw05
C:\PROJECTS\STSOZAI\CHAR\U1_GTM\Story\st08\ha03_.xg Flinching (damage animation) y\st08\ha03_


Another one of Gitaroo Man's animations:

Possible Reconstruction Animation (in the final game) Text Fragments
...\ver7\esit00_.xg A kneeling crouch, used in Stage 2 when being carried off by Little-O er7\esit00_.
(Source: Original TCRF research)

Puma

A tutorial animation for normal Puma:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\PUMA_N\ N/A

OZAI\CHAR\PU

I\CHAR\PUMA_

R\PUMA_N\sta

C:\PROJECTS\STSOZAI\CHAR\PUMA_N\stage00\pumaN_st00_x1_.xg Walking

R\PUMA_N\sta

age00\pumaN_

t00_x1_.xg,2


Assets folders for Puma AC-30:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\CHAR\PUMA_GTM\ AR\PUMA_GTM\
C:\PROJECTS\STSOZAI\CHAR\PUMA_GTM\basic\ UMA_GTM\basi
(Source: Original TCRF research)

Mojo King Bee

Some multiplayer animations for Mojo King Bee:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\BEEBEE\Basic\ N/A

OZAI\CHAR\BE

\CHAR\BEEBEE

EBEE\Basic\m

C:\PROJECTS\STSOZAI\CHAR\BEEBEE\Basic\mb_b0..._.xg Standing normally or while aiming in one of eight directions

EBEE\Basic\m

\Basic\mb_b0

C:\PROJECTS\STSOZAI\CHAR\BEEBEE\Basic\mb_bc06_.xg A transition between standing normally and aiming up-left b_bc06_.xg,2
(Source: Original TCRF research)

Bandmen

An assets folder for all three bandmen:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\

OZAI\CHAR\BA

I\CHAR\BANDM

R\BANDMAN\BA


One of Mr. Yasuda's animations:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_YAS\ N/A DMAN\BAND_YA
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_YAS\st00yas_x1_.xg Walking st00yas_x1_.


One of Yung's animations:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_YUN\ N/A YUN\st00yun_
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_YUN\st00yun_x2_.xg Standing

YUN\st00yun_

un_x2_.xg


One of Noren's animations and a couple unknown files:

Possible Reconstruction Animation (in the final game) Text Fragments
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_NOR\ N/A NOR\st00nol_
C:\PROJECTS\STSOZAI\CHAR\BANDMAN\BAND_NOR\st00nol_x6_.xg Stretching neck, then nodding

NOR\st00nol_

st00nol_x6_.

...BAND_NOR01_.xg

...BAND_NOR01_.XG

Unknown, might actually be model files

D_NOR01_.XG,

AND_NOR01_.x

(Source: Original TCRF research)

Multiple Possible Characters

Animations that could belong to several possible characters:

Possible Reconstruction Animation (in the final game) Text Fragments
...\basic\ver7\bb07_.xg A transition between standing normally and aiming left. (Could belong to Gitaroo Man, Woofer-Mazing, or normal U-1 in Stage 6)

sic\ver7\bb0

c\ver7\bb07_

...\basic\ver1\d0..._.xg One of many possible animations. (Could belong to Puma AC-30, Kirah, the townspeople in Stage 2, or the prisoners in Stage 7) asic\ver1\d0
...d06_.xg A dancing animation for one of the townspeople in Stage 2. d06_.xg,2001
...jb01_.xg Dodging by jumping up or back. (Could belong to many possible characters) jb01_.xg,200
(Source: Original TCRF research)

Localization

These text fragments are only found in the South Korean and European versions.

A server share called Inis-kun and a folder for Gitaroo Man graphics:

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\

\\Inis-kun\G

is-kun\GMan

-kun\GMan Gr

\GMan Grfx\

iNiS Corporation is the main developer of Gitaroo Man, and adding "-kun" makes it sound like a boyish name.


Some subfolders inside GMan Grfx:

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\

rfx\ギタルマ

\ギタルマン

マンローカ

ーカライズ\X

ライズ\XGM\

ギタルマンローカライズ is Japanese for "Gitaroo Man localize." XGM is the extension for resource pack files.


And inside that, a subfolder for each language:

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\korean\

イズ\XGM\ko

\XGM\korean

rean\キャラ

\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\eu_english\

\XGM\eu_eng

lish\MC\SV\s

\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\french\

ライズ\XGM\f

\XGM\french

M\french\PRJ

\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\german\ man\MC\SV\sv

korean is for the South Korean version. eu_english, french, and german are for the European version.


Inside each of those language folders, a subfolder related to character profiles:

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\korean\キャラクタ紹介\char...

rean\キャラ

\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\eu_english\キャラクタ紹介\char...

\キャラクタ

クタ紹介\ch

\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\french\キャラクタ紹介\char... タ紹介\char

キャラクタ紹介 is Japanese for "character introduction" or "character profile," possibly referring to Collection. The part beginning with "char" could be a folder or a file.


Also inside each language folder are subfolders MC, SV, and LD, plus some image filenames:

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\eu_english\MC\SV\sv....imx lish\MC\SV\s
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\eu_english\MC\LD\ld....imx sh\MC\LD\ld1
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\german\MC\SV\sv....imx man\MC\SV\sv
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\german\MC\LD\ldba....imx n\MC\LD\ldba

The MC, SV, and LD folders also exist in the final game, where they contain graphics for saving and loading. But once again, the final image files are in a resource pack instead of loose files like this.


Unknown text fragments related to the European localization.

Possible Reconstruction Text Fragments
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\french\PRJ... M\french\PRJ
..._FR\fukidasi... _FR\fukidasi
...PROJECTS_eu\STSOZAI\ CTS_eu\STSOZ
...\STSOZAI\GR\SU... TSOZAI\GR\SU

fukidasi (ふきだし) is Japanese for "speech bubble."

(Source: Original TCRF research)

Other Assets

A folder or file beginning with "EF". It may be related to assets for glowing energy and light effects:

Possible Reconstruction Text Fragments
C:\PROJECTS\STSOZAI\EF... S\STSOZAI\EF


Probably for the crane that restrains Puma in Stage 7:

Possible Reconstruction Text Fragments
...7CHR\CRANE\C... 7CHR\CRANE\C


Unknown. Probably for a model (or category of models) in Stage 2:

Possible Reconstruction Text Fragments
...U_SHU\st02\0... U_SHU\st02\0


Unknown, but might be somehow related to the "shield" effect or animations when guarding:

Possible Reconstruction Text Fragments
...ge\Guard\st0... ge\Guard\st0
...ge\Guard\guard... ge\Guard\gua
(Source: Original TCRF research)

Final Game Folders

Of all the reconstructed folder paths, only these ones actually exist as folders in the final game (not counting the drive letters).

Folders that exist in all versions of the final game:

Possible Reconstruction Text Fragments
C:\PROJECTS\ C:\PROJECTS\
E:\PROJECTS\ 1,0,E:\PROJE


Folders that exist in the Japanese version:

Possible Reconstruction Text Fragments
C:\PROJECTS\STDATA\ ROJECTS\STDA
C:\Projects\STDATA\MC\

1,0,C:\Pro

\Projects\ST

s\STDATA\MC\

(Source: Original TCRF research)

Remarks

  1. The final game doesn't contain any animation names, but the PSP port Gitaroo Man Lives! does. Because of this, all animation files here are compared against animations from the PSP port.