Notes:Danganronpa: Trigger Happy Havoc (PlayStation Vita, PlayStation 4, Windows)
This page contains notes for the game Danganronpa: Trigger Happy Havoc (PlayStation Vita, PlayStation 4, Windows).
Contents
- 1 Extraction
- 2 File structure
- 3 dr1_data.wad
- 3.1 Dr1
- 3.1.1 data
- 3.1.1.1 all
- 3.1.1.2 bgm
- 3.1.1.3 bin
- 3.1.1.4 cg
- 3.1.1.5 flash
- 3.1.1.5.1 adv_message_window
- 3.1.1.5.2 button_design_icn
- 3.1.1.5.3 button_design_icn_t
- 3.1.1.5.4 climax_message_pl
- 3.1.1.5.5 fla_502
- 3.1.1.5.6 fla_503
- 3.1.1.5.7 fla_506 - fla_508
- 3.1.1.5.8 fla_509
- 3.1.1.5.9 fla_510
- 3.1.1.5.10 fla_600
- 3.1.1.5.11 fla_601 - fla_630
- 3.1.1.5.12 fla_732 - 928
- 3.1.1.5.13 hanin_select
- 3.1.1.5.14 kousi
- 3.1.1.5.15 mtb_bg, mtb_bullet, mtb_button, mtb_chara, mtb_cylinder_pl, mtb_damage_ef , mtb_marker_ef
- 3.1.1.5.16 reaction_ef
- 3.1.1.5.17 saiban_hit_ef, saiban_memory_ef, saiban_miss_ef, saibon_shot_ef, saiban_vibe_circle_ef, saiban_vibe_ef
- 3.1.1.5.18 sanagram_bg_ef, sanagram_text_ef
- 3.1.1.5.19 select_three
- 3.1.1.5.20 sgiron_cylinder
- 3.1.1.5.21 sgiron_name
- 3.1.1.5.22 sgiron_play_icn
- 3.1.1.5.23 skaiwa_plain
- 3.1.1.5.24 sv_button_design_icn
- 3.1.1.5.25 sv_choice_ticket
- 3.1.1.5.26 target
- 3.1.1.5.27 time
- 3.1.1.6 icon
- 3.1.1.7 model
- 3.1.1.8 modelbg
- 3.1.1.9 se
- 3.1.1.10 texture
- 3.1.2 jp
- 3.1.1 data
- 3.2 DrCommon
- 3.3 Font
- 3.1 Dr1
- 4 dr1_data_us.wad
Extraction
Download the latest version of DRAT. This tool can extract the PSP, PSVITA, and PC versions of Danganronpa: Trigger Happy Havoc.
File structure
dr1_data.wad
Dr1
data
all
Base assets, this is where you'll find 98% of the stuff.
bgm
Background music.
bin
Textures mostly relating to class trials. There are also script files that contain the internal project name.
bin_anagram.pak
Textures for Hangman's Gambit.
bin_giron.pak
Textures for Non-Stop Debate.
bin_hannin.pak
The health meter and concentration meter used in Non-Stop Debates.
bin_mtb.pak
Textures for Bullet Time Battle.
bin_tansaku.pak
Textures for the point-and-click sections where the player is looking around a room and investigating items of interest.
bin_trial.pak
Faces for Non-Stop Debates and duplicates of the meters.
cg
A picture of every room and death scene in the game, used for flashbacks. Also has present icons, character bustups, the most important UI elements (tex_) and the comic book sections at the end of every trial (climax_).
flash
Unsorted assets from all over the place.
adv_message_window
UI elements for message windows.
button_design_icn
Controller buttons in a variety of different colors.
button_design_icn_t
A lonely Y button that's only in pink.
climax_message_pl
Some kind of gradient, who knows where it's used.
fla_502
Cut-in sprites for winning a minigame.
fla_503
Cut-in sprites for being in the middle of a minigame.
fla_506 - fla_508
Duplicates of the same three UI elements.
fla_509
Sprites for Kyoko talking on the ladder.
fla_510
Sprites for Makoto talking on the ladder.
fla_600
A misplaced present icon.
fla_601 - fla_630
Various special effects and backgrounds.
fla_732 - 928
Every cutscene and panorama in the game.
hanin_select
More UI elements for Non-Stop Debate.
kousi
UI elements that are too indistinct to know the source.
mtb_bg, mtb_bullet, mtb_button, mtb_chara, mtb_cylinder_pl, mtb_damage_ef , mtb_marker_ef
Textures for the Bullet Time Battle background, bullet, buttons, etc. "ef" stands for effects.
reaction_ef
"Reaction effects", source unknown.
saiban_hit_ef, saiban_memory_ef, saiban_miss_ef, saibon_shot_ef, saiban_vibe_circle_ef, saiban_vibe_ef
Class Trial effects.
sanagram_bg_ef, sanagram_text_ef
Hangman's Gambit effects. "sanagram_text_ef" contains the backdrop for the floating letters.
select_three
Surprise, indistinct UI elements!
sgiron_cylinder
The cylinder that spins in the bottom left during non-stop debates.
sgiron_name
Katakana text.
sgiron_play_icn
The play, fast forward icons for Non-Stop Debate.
skaiwa_plain
UI elements that go under the speakers name in a Non-Stop Debate, as well as a duplicate of text found in sgiron_name.
sv_button_design_icn
Gray button icons used for a Class Trial.
sv_choice_ticket
Choice ticket used in School Mode.
target
Recticle used in Non-Stop Debates.
time
Timer used in Non-Stop Debates.
icon
The games executable icon in various sizes. Humorously changes to pixel art of Monokuma at 32px or lower.
model
Model files for all the characters standing, and a debug one. Interestingly, every stand model references a path in the form of C:/works/DISTRUST/01_MAP/05_Chara_temp/XX/sourceimages/stand_XX_YY.png for its textures, with XX being a character id and YY being a pose. This reveals that "C:/works/DISTRUST/" is the original compiling directory.
modelbg
Hundereds of textures for every object in the game.
se
Hundereds of sound effects in ACB format. DRAT should automatically extract these to wav in separate folders.
texture
Textures for the characters when they're standing.
jp
Assets specific to the Japanese language option.
voice
All of the Japanese voicelines. Nothing else needed to be translated since everything else is in Japanese by default.
DrCommon
data
all
cg
Just contains the Abstraction Games logo.
shader
Various shaders used in-game.
us
movie
Audio for the intro movie. Video is supplied by dr1_data_us.wad or dr1_data_jp.wad.
Font
Arial, and the font for the games debug menu that nobody has been able to open since release, just lying around in ttf format.
dr1_data_us.wad
Dr1
data
us
Assets specific to the English build, which override the assets in dr1_data.wad during gameplay.
bin
Mainly focused on translating the Hangman's Gambit minigame, for obvious reasons.
cg
Evidence cutins, rooms, and pretty much everything that has text on it has been translated to English. For some reason, all the concept art is US specific and both languages use this directory.
flash
Everything from all/flash that has text in it.
font
English-specific fonts stored in a .pak file.
movie
Every movie in the game is US specific and both languages use this directory.
save_icon
The save icons. In English. Truly shocking.
script
The bulk of the English translation is scripts and dialogue, what's notable is the sheer amount of files. There are around 1,800 direct .lin files and hundereds more if you count the .paks.
texture
Everything with text on it was translated to English. The dedication is admirable.
voice
The English voice files, which include Monokuma's unused English demo lines.
DrCommon
data
us
movie
Only the video for the US intro movie.