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Yakuza (PlayStation 2)

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Title Screen

Yakuza

Also known as: Ryu ga Gotoku (JP)
Developer: New Entertainment[1]
Publisher: Sega[1]
Platform: PlayStation 2
Released in JP: December 8, 2005[2]
Released in US: September 5, 2006[1]
Released in EU: September 15, 2006[1]
Released in AU: September 14, 2006[1]


DevTextIcon.png This game has hidden development-related text.
ModelsIcon.png This game has unused models.
RegionIcon.png This game has regional differences.


Yakuza is the first game in the long-running series and the only mainline entry, until 2020's Yakuza: Like a Dragon, to have an English dub.

Hmmm...
To do:

Tools:

  • CVM Tool to help with converting CVMs to ISO for easier extracting. It's commandline.
    • cvm_tool.exe -p qi2o@9a! split OGRE2.CVM  OGRE2.iso OGRE2.hdr
      (replace name of CVM with the one you want to convert to an ISO and then extract its contents with something like 7-Zip or WinRAR.
    • This also works on Yakuza 2 as well.

Add:

  • References to test movies - Test_movie_monkey, test_movie_256, test_movie_pocky
  • Unused audio
  • Regional Differences

Unused Models

playerX.dat

playerX.dat

There is an early model of Kiryu leftover in OGRE.CVM/Player/playerX.dat. It is quite different from the final model, the haircut and suit being completely different.

Debugging Leftovers

There are a few leftovers within the game. The first of these is in main.bin, which appears to be a debug menu of sorts:

PLAYER RESET
PLAYER RESET_CAMERA_TRG
PLAYER COLBALL
ENEMY ERASE
CAMERA CHANGE
LIGHT EDITOR BOOT
YACT PLAY
YACT LIST
CAMERA DATA OUTPUT
ITEM EDITOR
SITEM EDITOR
SCENARIOSTATE EDITOR
TEX VIEWER
PLAYER POS OUTPUT
PLAYER HP MAX
PLAYER HP 1
PAD RUMBLE ON/OFF

Another is a configuration file used for development versions, which is stuffed away in one of the cvm files. This does not appear to be active or recognized in the final game.

[SystemSection]

StartMission = -1			// 開始ミッション番号 (Starting Mission Number)
PerformanceMeter = ON			// パフォーマンスメータの表示 (Display a performance meter)
DisableClipping = OFF			// クリッピング (Clipping)
CinemaScope = OFF			// シネスコ (Cinemascope)
ShaderDebugDisp = ON			// シェーダーデバック表示 (Display Shader Debug)
PushBufferInfo = OFF			// プッシュバッファ情報表示 (Display Push Buffer Info)

DrawFrame = ON				// イベント経過フレーム表示 (Display Elapsed Frames for Events)
GrobalFrame = OFF			// グローバルフレーム表示 (Display Global Frames)
FileAnalize = OFF			// ファイルアクセスデバッグ表示 (Display File Analyze Debug)
TextureAlphaRestore = OFF		// テクスチャαを強制的に2倍にする。旧ステージ用。
                                           (Forces a texture's alpha channel to be doubled. For old stages.)

CollisionDisp = OFF			// コリジョン表示 (Display Collisions)
MissionInfo = ON			// ミッション情報表示 (Display Mission Info)
SoundCountView = OFF			// サウンド発音数表示 (Display Number of Sounds Emitted)
ClothColiDisp = OFF			// 布用コリジョン表示 (Displays Collisions for Cloths)

PatternChangeForce = OFF		// 強制的にキャラのパターンチェンジをします 
                                           (Forcibly changes the character's patterns)

DebugFontPalette = ON		// フォントのパレットをデバック用黒ぶち付きにする
                                   (Attach black dots to the font's palette for debugging)

LoadAdjustScrEffect = OFF	// 調整用のスクリーンエフェクトパラメータをロードする 
                                   (Load screen effect parameters for adjustment)

EventOutput = OFF			// イベントの出力 (Event Output)
MotionMatrixOutput = OFF		// マトリクス保存ファイル(.omr)の出力 (Matrix save file (.omr) output)
DBHddOutput = OFF			// デバステでHDDにログ保存 (Save logs onto a HDD in a debug station)

DisableCollision = OFF			// コリジョンを使用不能に (To disable collision)
DisableStage = OFF			// ステージを使用不能に (To disable stages)
DisableStgObj = OFF			// ステージオブジェを使用不能に (To disable stage objects)
DisableEffect = OFF			// エフェクトを使用不能に (To disable effects)
DisablePreloadStage = OFF	// ステージの先読みを使わない (Don't use stage look-ahead)

DebugWindowColR = 0			// デバッグウィンドウの背景色 (Debug Window Background Color)
DebugWindowColG = 0			//
DebugWindowColB = 0			//
DebugWindowColA = 128			//

EventSelectOn = OFF			// イベントセレクトをするか? (Do you want to select an event?)
ForceFrameDrop = OFF			// フレーム落ちさせます。(イベント布用) (Drop the frames. (For event cloths))
UseDebugWindow = OFF			// デバッグウィンドウを使用できるようにする (Make the debug window available)
CheckVisibleMatrix = OFF		// VisibleMatrixデバッグ(最大階層数表示(モデルマネージャーの階層数))
                                           (VisibleMatrix debug (maximum number of layers displayed 
                                           (number of layers of model manager)))

RandomEncountLv = -1		// ランダムエンカウントのレベル(0~9) (Random Encounter Level (0-9))
BGMVolumeTest = OFF			// BGMのボリュームを設定するテスト (Test to set the BGM volume)

DebugSEReqName = OFF			// SE_REQネームを出力する (Output the SE_REQ names)
FileTimeOutTime	= 30			// ファイルのタイムアウト秒 (File time out in seconds)
MissionLoop = OFF			// ミッションをループします (Loops the missions)
EventLoop = OFF				// イベントをループします (Loops the events)

MissionRangeDisp = OFF		// ミッション付けレンジを表示 (Shows ranges for missions)
DebugStageStartPos = OFF	// デバッグ用ステージ開始位置を使用する (Use the debug stage start position)
OMZDebug = OFF				// OMZのデバッグができる (You can OMZ debug)

WeatherLittleRain = OFF		// 小雨降り (Small rainfalls)
WeatherRain = OFF			// 雨降り (Rainfall)
WeatherLittleSnow = OFF		// 小雪降り (Small snowfalls)
WeatherSnow = OFF			// 雪降り (Snowfall)

RainSnowEffectRange = OFF	// 雨雪発生時に×ボタンでエフェクトレンジが出るかどうか
                                   (Whether the effect range comes out with the X button when rain or snow occurs)

EventFrameSkip = ON			// イベントでのフレームスキップ (Frame Skip in Events)

PaletteAnimationTest = OFF	// パレットアニメーションテスト (Palette Animation Test)

FadeCtrlCancel = OFF		// フェードコントロールの無効(フェードはかかっているがαは0)
                                   (Disable fade control (fade is applied but the alpha is 0))

MssnSelectL2R2Jump00 = 0
MssnSelectL2R2Jump01 = 1000
MssnSelectL2R2Jump02 = 2000
MssnSelectL2R2Jump03 = 3000
MssnSelectL2R2Jump04 = 4000
MssnSelectL2R2Jump05 = 8000
MssnSelectL2R2Jump06 = -1
MssnSelectL2R2Jump07 = -1
MssnSelectL2R2Jump08 = -1
MssnSelectL2R2Jump09 = -1
MssnSelectL2R2Jump10 = -1
MssnSelectL2R2Jump11 = -1
MssnSelectL2R2Jump12 = -1
MssnSelectL2R2Jump13 = -1
MssnSelectL2R2Jump14 = -1
MssnSelectL2R2Jump15 = -1

EffectTrackDebug = OFF		// 軌跡のデバッグを可能にする (Enables trajectory debugging)

IntroCharaDebug = OFF		// キャラ紹介を最初のフレームで止める (Stop Character Introduction on the first frame)

[EventSection]

StartEvent = 9
DrawFrame = OFF			// イベントのフレーム数を表示 (Display the Event Frame Number)

LightAmbientR = 64
LightAmbientG = 64
LightAmbientB = 64

Light0Enable = ON

Light0ColorA = 255
Light0ColorR = 128
Light0ColorG = 128
Light0ColorB = 128

Light0VectorX = 1.0
Light0VectorY = -1.0
Light0VectorZ = 1.0

Light1Enable = OFF

Light1ColorA = 0
Light1ColorR = 128
Light1ColorG = 0
Light1ColorB = 128

Light1VectorX = -1.0
Light1VectorY = 0.0
Light1VectorZ = -1.0

Light2Enable = OFF

Light2ColorA = 255
Light2ColorR = 128
Light2ColorG = 128
Light2ColorB = 128

Light2VectorX = 1.0
Light2VectorY = -1.0
Light2VectorZ = 1.0

LightTestMode = OFF

ClippingCustomObject = ON

DisableStartSkip = OFF

Development Oversights

Missions

The Price of a D-cup

Hmmm...
To do:
Media.

During the cutscene that plays after defeating the Tojo Clan members, two subtitles will be in Spanish, when playing in Italian.

Casino Royale

Yakuza CasinoRoyaleItalianText.png

Near the end of the mission, when playing in Italian, the word "quei" (meaning "those"), is misspelled as "quesi".

Regional Differences

  • Some character names were changed and/or shortened.
    Shintaro Kazama became Shintaro Fuma, Akira Nishikiyama was shortened to Akira Nishiki, Futoshi Shimano became Futo Shimano, Makoto Date was shortened to Mako Date and Sai no Hanaya/Florist of Sai became Kage.
    These name changes persisted up until the English release of Yakuza 4, where they were restored to their Japanese equivalents (except for Kage who became "Kage the Florist" before finally being properly named "The Florist of Sai" from Yakuza Kiwami onward.)
  • The European and Australian versions feature localized English subtitles and menu text. Despite this, pre-rendered main screen text remains in American English, with subtitles contradicting on-screen text occasionally.

References