A couple of days ago we updated the Phantom Blood PS2 English Patch to version 1.15! This changes the save ID to SLUS-25686 and fixes an issue present in the original game with the background music of two cutscenes. You can find it over at RomHack Plaza.
Penguino
@penguino118.bsky.social
https://youtube.com/@penguino118 #jojo #ジョジョ #modding
We're holding a fundraiser for over 800 dev discs, which include early builds for Baldur's Gate, Baldur's Gate Dark Alliance, Icewind Dale, Clayfighter 64, Run Like Hell, Star Trek New Worlds, Descent, and more! DM us or email hp@hiddenpalace.org if you'd like to help!
Uploaded a small video showcasing it: www.youtube.com/watch?v=BVM4...
[GioGio PS2] Partially Restored Debug Display
YouTube video by penguino
youtube.com
Thanks to the Street Fighter III: 3rd Strike PS2 port decompilation, I was able to display some debugging information in GioGio from a struct that both games share.
New video on the YouTube channel: How 3D Cutscenes work in GioGio PS2 youtu.be/cK6E8pVb78A
How 3D Cutscenes Work in GioGio PS2
YouTube video by penguino
youtu.be
Thanks to the Street Fighter III: 3rd Strike PS2 port decompilation, I was able to display some debugging information in GioGio from a struct that both games share.
While modding for someone else, I found what seems to be remnants of an unused menu alongside the Super Story chapter selection files. As far as I can tell there's no behaviour or drawing code leftover, just these meshes.
In Phantom Blood PS2, the policeman's level 3 charge attack is a reference to Mista from Part 5.
Chapter 1 of my manga, Cosmic Traveler, is OUT NOW‼️ First few pages and where to read it for free in the replies
◆特報!!!!!◆ 第7部『ジョジョの奇妙な冒険 スティール・ボール・ラン』がTVアニメ化決定! 2025年11月放送開始予定!メインスタッフやキャラクタービジュアルを公開! 7月10日(木)には「ジャパンプレミア」イベントにてキャスト発表&第1話先行上映も決定☆☆ #jojo_anime
I added a new method for loading textures to the modloader: You only need to save a texture once to a folder and the game will load it from there instead of any other files that have their own versions of that image. For example: cutscene actor textures colliding with regular character textures.
Fun fact: When you're trying to recover from stun attacks in GioGio, the only thing the game checks is whether you pressed *anything* new (with the exception of L2, R2, and START) since the last frame. You can break free from grabs just by mashing SELECT, or by only alternating between R3 and L3.
I got the debug error logger in GioGio working! Normally it only writes that first line and stops, it later tries to append to the file but it fails. Changing the access mode to read/write allows it to keep going. Most of the error checks it logs are related to texture loading, except for this one.
We've now got jojomodding.com available in 4 different languages! 🌏 ★ Join us at discord.gg/jojomodding if you're interested in adding your own language as well 🤑 Special thanks to @esgalce.bsky.social, @penguino118.bsky.social, @msnasus.bsky.social & Bajsbloja for their efforts thus far 🙇
Finally got custom file loading in GioGio up and running again. It also shows all file requests on the console now.
One of the stage renders presented matches an image found in the tour section of the game's original website. The majority of the other locations seen in the tour were never saved by the Wayback Machine's crawler. Maybe these other renders could have possibly been part of the tour section too...
This magazine named "Japanese Game Graphics" by Works Corporation has an interesting section discussing GioGio's Bizarre Adventure (They were gonna just use "JoJo" in the US) and Artistoon. It confirms they used SoftImage3D for modelling and Photoshop for texturing.
I've been experimenting a dynamic day night cycle with @jesus-pk.bsky.social have a preview.🦔☀️🌄
A new version of the English translation patch by Hudgyn Sasdarl for GioGio has been released. I found the reason why this water splash effect was broken, so it was fixed. One rare bug that would break stand summoning was fixed, and two name romanizations were changed (Esidisi and Tizzano).
I've been reworking my custom file loading hook for GIOGIO, it now shows error messages on-screen if something is wrong. I had to fit these under 16 characters, so unfortunately they're somewhat non-descriptive, but oh well
Earlier today I organized all image textures in GioGio PS2 by their "Loading ID", which is used to not load the same texture twice when it's present in multiple files. When the game loads a texture, it checks if its ID is already used in memory, and if it is, it skips loading it.
It's been a really rough month, hasn't it? Hopefully I'll have something worth sharing soon...
Blender: Sorry, it didn't work. Also Blender: Hey it worked (: