Penguino

@penguino118.bsky.social

https://youtube.com/@penguino118 #jojo #ジョジョ #modding

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.

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!

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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.

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◆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

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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.

Screenshot of PCSX2 running GioGio's Bizarre Adventure with the console output on the right. The game shows Giorno and Fugo, with Fugo displaying modded textures that give him his palette from the Anime adaptation. The console shows every file request from the game that the modloader has intercepted, with five lines referencing the new texture loading method. 
Transcription:
[Modloader] No override found for "rc070_tbl.bin"
[Modloader] No override found for "sc070_tbl.bin"
[Modloader] No override found for "d07a_80.pzz"
[Modloader] No override found for "d07a_81.pzz"
[Modloader] No override found for "pl00.pzz"
[Modloader] No override found for "pl00.hit"
[Modloader] No override found for "pl04.pzz"
[Modloader] No override found for "pl04.hit"
[Modloader] Loading "pl05.pzz" from "new_files"
[Modloader] No override found for "pl05.hit"
[Modloader] No override found for "pl0e.pzz"
[Modloader] No override found for "pl0e.hit"
[Modloader] No override found for "d07a_00.pzz"
[Modloader] No override found for "d07a_04.pzz"
[Modloader] No override found for "d07a_04.pzz"
[Modloader] No override found for "d07a_05.pzz"
[Modloader] No override found for "d07a_05.pzz"
[Modloader] No override found for "d07a_0e.pzz"
[Modloader] No override found for "d07a0.adx"
[Modloader] Loaded image 20 from "global_textures"
[Modloader] Loaded image 20 from "global_textures"
[Modloader] Loaded image 20 from "global_textures"
[Modloader] Loaded image 20 from "global_textures"
[Modloader] Loaded image 20 from "global_textures"
Setting vsync mode: Mailbox

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.

Screenshot from GioGio's Bizarre Adventure, the player (Bruno Buccellati) is being held above the ground by The Grateful Dead, controlled by Prosciutto who is idling on the right.

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.

Screenshot of Windows 10's "notepad" with a text file open named "ACROUT.TXT". The text reads:

Debug Message Output for PS2
A = 14d1300 B = 14d21b0, eb0 @flPS2ConvClayData
A = 14d22c0 B = 14d33b0, 10f0 @flPS2ConvClayData
A = 14d34c0 B = 14d4570, 10b0 @flPS2ConvClayData
A = 14d4680 B = 14d6490, 1e10 @flPS2ConvClayData
A = 14d65c0 B = 14d8450, 1e90 @flPS2ConvClayData
A = 14d8580 B = 14da390, 1e10 @flPS2ConvClayData
A = 14da4c0 B = 14dbc10, 1750 @flPS2ConvClayData
A = 14dbd40 B = 14dd970, 1c30 @flPS2ConvClayData
A = 14dda80 B = 14dfad0, 2050 @flPS2ConvClayData
A = 14dfc00 B = 14e1350, 1750 @flPS2ConvClayData
A = 14e1480 B = 14e3130, 1cb0 @flPS2ConvClayData
A = 14e3240 B = 14e5dd0, 2b90 @flPS2ConvClayData
A = 14e5f00 B = 14e6390, 490 @flPS2ConvClayData

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...

At the top of the image is the URL for the tour guide from the GioGio's Bizarre Adventure's original website, the URL is "http://www.capcom.co.jp/giogio/tour/index.html". Below the URL is a capture of the site displaying The Napoli plaza seen in Chapter 1-2 of the game, and on the right is one of the location images highlighted on the website. Below are various screenshots of several locations in the game, from left to right the chapters 1-2, 7-1, 10-2, 3-1, 5-1 and 10-3 are presented. The screenshot for chapter 1-2 matches the render for the napoli plaza seen in the tour guide at the top.

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.

Based on a wildly popular Japanese comic book series created by Hirohiko Araki, JoJo's Bizarre Adventure is an action game that features 18 unique characters. Most characters have spirits called Stands, that act like guardian angels and that can be used to perform special moves during this offbeat and fast-paced plot. The text balloons, sound script paint effects and degrees of brightness of this game were all constructed with special attention. Artistoon was used to manipulate all the details but the team experienced great difficulty in optimizing the game elements. Because it is an action game, everything had to be rendered including the characters, the stage and the effects in 1/60th of a second. The optimization process was very tough. A brand-new technology called Artistoon, an independent confidential algorithm that was developed by Capcom, allows the illustration-like images of JoJo's Bizarre Adventure to move vividly. The character, background and shader directors all discussed their difficulties with the graphics for this game. Model rendering with Artistoon is three times longer than with traditional methods, therefore the team was required to keep the number of polygons low. The team tried to create model motions, a method of illustrating the silhouettes and movements of the original characters using a limited number of polygons even when they move quickly. They also paid extra care to the areas around the shoulders and abdomens, which were extremely important. The number of polygons that could be used was 17000-18000 but because the silhouettes of the original comic book characters had to be retained it took a long time to adjust them. Textures played an important role. Since the objective was to create a comic-like rather than real atmosphere, only the images with a sharp touch rather than those with blurred lights and shadows were used. This meant that every line had to be painstakingly drawn in order to keep the images from looking empty.[Screenshots of various stages in the game]
Spectacular backgrounds in distinctive tones with modeling done in Softimage 3D and textures in Photoshop

For the background, more effort was spent on the visual image than on the modeling. The number of polygons used on one background was around 8,000 to 10,000, depending on the size and configuration of a particular stage. It was difficult to arrive at a style that would not ruin the original comics or the distinctive quality of each character. Because it was an original comic book, special attention was given to the expression of the hand- drawn quality of the lines and colors.

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).

Two instances of GioGio's Bizarre Adventure running on PCSX2, both capturing the same moment, but on the left is the game with the previous version of the English translation patch, and on the right is the normal game. The patched screenshot on the left is missing a water splash effect over the character.

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

Screenshot of GioGio's Bizarre Adventure running on PCSX2. Above the text that tells the user about the game's operations on the memory card, there's text saying the loading hook requires 128MB of RAM.Another screenshot of GioGio's Bizarre Adventure running on PCSX2. This time, 128MB RAM is enabled, but the loader file wasn't found, so the message on-screen says it's missing.

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.

A Google Sheets spreadsheet displaying data of some textures found in "GioGio's Bizarre Adventure" for the PlayStation 2. There are five columns left to right, organizing its rows by "Loading ID", "Source File", "PZZ File Index", "Used?" (Whether the texture is used by the game at all or not), and "Image Preview".