Gitaroo Man/Development Text
This is a sub-page of Gitaroo Man.
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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)."
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 |
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."
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 |
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 |
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_. |
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 |
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 |
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 |
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 |
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\ギ |
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 \ギタルマンロ ルマンローカラ ーカライズ\X カライズ\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\ |
ライズ\XGM\ko ズ\XGM\korean rean\キャラク |
\\Inis-kun\GMan Grfx\ギタルマンローカライズ\XGM\eu_english\ |
ズ\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 ズ\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\キャラク |
\\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... |
\キャラクタ紹 ラクタ紹介\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... | クタ紹介\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."
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 |
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\ |
Remarks
- ↑ 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.