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Sakura Wars (PlayStation 4)

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The year is 1940, ten years have passed since the previous combat revues were annihilated in the Great Demon War and this event leads to the creation of the WLOF, the World Luxury Operatic Federation meant to hold the World Combat Games. Now, Seijuro Kamiyama must lead a new generation of the Imperial Combat Revue while dealing with the big boss of the WLOF, "President G" and the mysterious Yaksha, who is mistaken to be Sakura Amamiya's idol, Sakura Shinguji in disguise.

Sakura Wars for the PlayStation 4 is in fact, a built from the ground up entry in the beloved series, part of a media mix initiative by Sega to revive the franchise for a new generation of players (including a manga adaptation, a novel prequel and a sequel anime series), while honoring its past roots, even with paid DLC (with some being a throwback to the series' past roots) being released over the course of a year.

Regional Differences#

This needs some investigation.
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Specifically: Find the Chinese and Korean title cards. Replace the Japanese title screen with a proper .png capture.

Japan

International

While Japan and East Asia kept the Shin Sakura Taisen name, Sega decided to market the game in the West as the series' longtime English title, Sakura Wars.

Internal Name#

According to the three big .cpk files that house the game's data, its internal name is arukas, evidently "Sakura" spelled backwards. The files are arukas_0, arukas_1 and arukas_2.

Unused Models#

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Specifically: Check if there are more.

Skywhale#

SakuraWars2019_oj_syogeimaru_osy.png

Inside the "event_object" folder, a file called oj_syogeimaru_osy contains a model for the Skywhale Koujin that is never seen. The only textures here are all labelled as test_tex.

"Mysterious Room"#

SakuraWars2019_w19_mysterious_room_2.png

The WLOF room (internally called mysterious_room), which background is only briefly seen when "President G" speaks during the match against the London Combat Revue, is actually fully modelled, including couches, a table and windows that are never seen. Note that the armour and the flag are briefly seen.

Unused Graphics#

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Discuss ideas and findings on the talk page.
Specifically: Check if there are more.

Debug Assets#

The hedgehog folder contains two assets relating to some kind of debug feature used during development. These are a volume bar and the text font used for these functions.

Sonic Forces Leftovers#

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Specifically: Check if there's any more leftovers.

Being the fourth game to utilize Hedgehog Engine 2, there are some leftovers from Sonic Forces, the first game to use the engine.

Shader List Files#

Several ".shader-list" files are left over, though the ".pso" or ".vso" files for them are not present.

AREmission_d
AREmission_dE
AREmission_dnE
AREmission_dpE
AREmission_dpnEa
BuddySkinCDRF_dcfbd
BuddySkinCDRF_dncfbd
BuddySkinCDRF_dpcfbd
BuddySkinCDRF_dpncfbd
Chaos_dpnn
ChrCarPaint_d
ChrCarPaint_dn
ChrCarPaint_dpf
ChrCarPaint_dpnf
ChrDragoonWing_dpnnE
ChrEye
ChrEyeCDRF
ChrEyeE
ChrEyeSuper
ChrGlass_d
ChrGlass_dn
ChrGlass_dpf
ChrGlass_dpnf
ChrSkinCDRF_dcf
ChrSkinCDRF_dcfbd
ChrSkinCDRF_dncf
ChrSkinCDRF_dncfbd
ChrSkinCDRF_dpcf
ChrSkinCDRF_dpcfbd
ChrSkinCDRF_dpncf
ChrSkinCDRF_dpncfbd
Grass_dn
GrassModel_dn
GrassModel_dpn
Infinite
MBlend_dpndpn
MCommon_dp
MCommon_dpa
MCommon_dpn
MCommon_dpna
MEmission_dpE
MEmission_dpnaE
MEmission_dpnE
MEmission_dpnEa
Ring_dd
Ring_ddp
Ring_ddpn
Ring2_dd
Ruby01
Ruby02
SuperSonic_ddp
SuperSonic_ddpf
SuperSonic_ddpn
SuperSonic_ddpnf
WorldMap_dnbd
WorldMap_dnd