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Notes:Danganronpa: Trigger Happy Havoc (PlayStation Vita, PlayStation 4, Windows)

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This page contains notes for the game Danganronpa: Trigger Happy Havoc (PlayStation Vita, PlayStation 4, Windows).

Contents

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.