User:HudgynS/GioGio's Bizarre Adventure/Giorno Giovanna

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This modding guide for the PlayStation 2 game Phantom Blood is primarily written with the assumption that the end user will be running Windows, as several of the programs involved do not work or have not been tested on other operating systems.

How to Play the Game

JoJo's Bizarre Adventure: Phantom Blood (ジョジョの奇妙な冒険 ファントムブラッド, JoJo no Kimyō na Bōken Fantomu Buraddo) tells the story of Jonathan Joestar, the virtuous son of an English nobleman, and Dio Brando, his adoptive brother with limitless ambition and malice. When the latter dons an ancient stone mask that transforms him into a bloodthirsty vampire, Jonathan is forced to master the art of the Ripple to destroy him before he conquers the world.

Controls
Command
Action
Description
PS Square.png
Light Attack
弱攻撃
Light attacks typically consist of a three-to-five-hit combo.
PS Triangle.png
Heavy Attack
強攻撃
Serves as a combo finisher. Automatically imbued with Ripple energy if it is available.
PS Circle.png
Evasive Action
回避
A dodge roll that can be used to escape tricky scenarios.
PS Cross.png
Ripple Breathing
波紋の呼吸
Charges your character's Ripple energy. If used during a combo, the character poses to temporarily increase their power, defense, health recovery, or speed.
PS RS.png
Camera Control
カメラ操作
Moves the camera around your player character. Useful for keeping track of enemy movements.
PS R1.png
Charge Attack
チャージ攻撃
An attack that can be charged by holding down the button. At the highest level, level 3, the game pauses while the attack is performed.
PS L1.png
Guard
ガード
Allows the player to block enemy attacks without taking damage. There is no limit on its usage, but it can only block attacks from the front.
PS R2.png
Activate Overdrive
覚醒発動 (lit. "Activate Awakening")
Can be used when the Heat Gauge is full. Rotating the right stick charges its full power, though the difficulty of the task depends on enemy health.
PS L2.png
Center Camera
ターゲット (lit. "Target")
Repositions the camera behind your character in the direction they are facing. Useful when an enemy is approaching from behind the camera.
PS Start.png
Pause
ポーズ
Also used to start the game from the title screen and skip cutscenes.
(Controls can be remapped in the options menu.)

If all of this comes as a revelation to you, strap in.

Getting Started

To begin modding Phantom Blood, you will need a backup of the game disc, ideally stored as an ISO file or in a similar format. No matter which aspects of the game you want to mod, you will also need a hex editor such as HxD (free) or 010 Editor (paid). In addition, obtaining a PS2 emulator such as PCSX2 can be helpful for testing mods quickly.

Host Filesystem

Under normal circumstances, an ISO editor would be necessary to access the files within the game backup. However, by extracting the files and editing the game's executable files to redirect file locations and bypass disc sanity checks, it is possible to run the game on the host filesystem. Doing so allows files to be easily altered or replaced, even while the game is running, and also improves the game's load times.

An IPS patch compatible with any retail executable can be found here and applied with any IPS ROM patcher. Note that after extracting files and patching the executable, you will need to enable Host Filesystem, which can be found in PCSX2's emulation settings menu. Finally, just for convenience, it is advised that you append the ".ELF" file extension to the modified executable, to allow for easier selection or detection from the emulator.

FILELINK.BIN Extraction

Phantom Blood uses a specialized data storage method powered by CRI Middleware and ostensibly based upon ADX technology, which is known only as FILELINK.BIN. All of the game's data and graphics files are stored within FILELINK.BIN, albeit compressed via the zlib algorithm. To unpack FILELINK.BIN, the use of QuickBMS with a specialized script is required. Upon running the program, you should be prompted for a BMS script file; if it does not, you may have to grant the program administrator privileges. When prompted, select the filelink BMS script, the input file (FILELINK.BIN), and an output folder, in that order. The program should then be able to extract the files within FILELINK to the output folder. Due to a lack of folder names, the resulting folders will be numbered 0-34, skipping empty folders 30-32.

Texture Editing

In order to edit textures, you will need a program called Rainbow, which can open TIM2 files, as well as a specialized PZZ file decompression script. You will also need to download pzz-pasta and unzip it, then move pzzcompjojo.exe, pzz_comp_jojo.py and pzzcomp_jojo_batch.py into the "pzz-editing" folder.

Start by extracting the .PZZ file you want from AFS_DATA.AFS into the same folder as PZZ-extraction.bat, then run the .BAT file. When prompted, type the filename of the .PZZ file you just extracted into the command prompt. This will create two folders with the extracted files. Depending on the .PZZ file, the textures will be extracted to either the "unpack" folder or the "decompressed" folder, though in most cases they should be extracted to the latter. The extracted texture files will have the extension .TXB. Once you find them, copy the .TXB files into the "texture-editing" folder, then run TXB-extract.bat. Now, at last, you can open the unpacked TIM2 files in Rainbow and click Export, allowing you to modify the images.

GioGioBlog Texture.png

Edit each image however you want, then re-import the images into rainbow via their respective .XML files and save the output .TM2 file. Replace the .TM2 files in the texture-editing directory and run TXB-repack.bat. Once the script finishes, replace the original .TXB file from the .PZZ with the newly-created file. Finally, run PZZ-repack.bat to repack the .PZZ file, which can be re-imported into the game files.

SOUND.AFS Editing

You will need MF Audio and Audacity to edit voice clip and sound effect files; Audacity, its FFmpeg extension, and ADX Encoder are required to edit music, cutscene audio, and character dialogue.

All of the audio files used in Phantom Blood are stored in DATA/SOUND/SOUND.AFS. While AFS, fortunately, is a standard format for PlayStation 2 games, and can easily be edited with AFSExplorer, the variant used in the game contains entirely zeroed-out file entries within its header, causing the program to misattribute the sizes of each file. A modified version of the file available here provides metadata for these entries, allowing the file to be correctly interpreted by both the game and AFSExplorer.

After applying the provided fix and downloading AFSExplorer, launch the application, open the "File" dropdown, and either open the extracted SOUND.AFS file or use the "Import AFS file from CD image..." option to access the disc image directly. Right-clicking a file will provide options to "Export" the original file, "Import" a modified file, or open the file in an external hex, texture, or sound editor that you can specify in the "Configuration..." option under File.

Not Enough Space Error

If your modified file is bigger than the original, you'll likely get an error message saying there's not enough room for it. This is because each file in the AFS archive has a very specific amount of space assigned to it. If AFS Explorer asks you to auto-arrange the files, select "No". Auto-arranging files is known to break the file and make it unable to be read by the game. A new window will appear asking if you want to set a new reserved space. While this allows the program to automatically determine the correct size to allocate for the file, user action is still required afterward. After selecting either option, close the last error window that pops up, then press Ctrl and R simultaneously. Doing so will bring up a menu where you can modify the reserved space for every file. If you allowed AFSExplorer to set a reserved space, the size allocated to the file in question here should match your modified file's size; if not, select the file and then press or hold the "+" button until the size in bytes can fit your modded file. Now click "Regenerate AFS" and save the edited AFS. Note that doing this will not result in the modified file being added to the newly-created AFS, so you will have to open the AFS and import the file yourself afterward.

Assuming you are not using the host filesystem, you must now put the new AFS file into the ISO. Simply using AFS Explorer's insert option won't work here, since inserting a file of a different size requires rebuilding (and consequently breaking) the ISO. Instead, use a program that can open and save ISOs directly, such as isomod. Upon downloading and opening isomod, you will see three fields. Browse to and select your ISO for the first field, then type the name of the AFS you're replacing in the field below it. For the third field, browse to and open the regenerated AFS file. After all three fields have been filled, press "Import!", and the program will insert the regenerated AFS file into the ISO.

Sound Effect and Voice Clip Editing

Upon opening SOUND.AFS, you will see several .DAT files. Right-click the file you want to edit and select "Export", then save it wherever you want. Finding sounds within the file itself must be done manually, as no program designed to support these files in particular exists. To begin, open MFAudio and click "Open", then select your extracted file. In the parameters below the file path and format, set "Channels" to 1 and "Frequency" to 24000 (except in the case of sound effects, which use 22050). Next, open the file in a hex editor and search for every instance of sixteen consecutive bytes of zeroes, which designate the beginning of an audio clip. Input each of these positions into the "Offset" field in MFAudio and click "Play" to test each of these audio clips one-by-one until you find the one you wish to edit. When you find the clip you want to edit, select WAV for the output file format, set the output "Frequency" and "Channels" parameters to match the input, and click "Save As" to select a location and name for the output. Finally, click "Process!" to extract the sound file.

When you're finished editing, export your audio as a mono 16-bit .WAV file. Make sure that your edited file remains the same length or shorter than the file you are replacing. Once the audio file is exported, open the exported file in MFAudio, change the output format to "Raw Sound Data - Compressed ADPCM", set the output parameters to be the same as the previous input parameters, and select an output location and name before clicking "Process!". MFAudio should convert your new .WAV file into a .RAW file in the same audio format as the original sound. Next, return to the hex editor, open your .RAW file, and locate the position you found the audio clip at within the .DAT file. Copy and paste the entire data of your .RAW file over the original data, and fill the remainder with bytes of zeroes. Finally, save the .DAT file and reimport it into SOUND.AFS.

Streamed Audio Editing

Within AFS00.AFS, you will see hundreds of .ADX files. Once you find the file you want to edit, export the file. With the FFmpeg extension installed (refer to the installation instructions on Audacity's website), Audacity is capable of opening and exporting .ADX files natively, but does not support looping in any capacity. Thus, if your only goal is to edit non-looping audio (dialogue and cutscene audio), Audacity alone will suffice for converting to and from the format. There are a few things to keep in mind, however: due to a bug in the current version of Audacity, you will need to export your tracks with the "(external program)" format, with the command set to ffmpeg -i - "%f.adx". In addition, be careful to specify the correct sample rate in the export options menu.

In order to add loop points to your custom .ADX file (important if you are editing music), you will need ADX Encoder. Upon opening the program, you will be presented with the following GUI:

GioGioBlog Sound1.png
  1. Import: Clicking the button displaying a folder and an arrow, pressing Insert, or selecting "Item->Add" in the window dropdown will allow you to select a .WAV file to be converted. The selected .WAV file will appear in the list, along with its sample rate, number of audio channels, and number of samples.
  2. Remove: Clicking the button displaying a red X over a file icon, pressing Delete, or selecting "Item->Delete" in the window dropdown will remove the highlighted .WAV file from the list.
  3. Loop: Double-clicking a file in the list, clicking the button displaying a pair of arrows, pressing L, or selecting "Loop->Loop Settings..." in the window dropdown will allow you to set the loop information for the created .ADX. You can choose to disable looping, have the file loop from the start of the audio to the end, or set loop points by sample number. The sample numbers of a given position or selection can be viewed in Audacity by clicking the arrow to the right of either value in the "Selection" panel at the bottom of the window, and then selecting "samples" in the resulting dropdown menu.
  4. Output Folder: Clicking the button displaying an empty folder or pressing O will prompt you for a folder to place the new .ADX files in. If this is not set, the files will be deposited in the computer's root directory.
  5. Export: Clicking the "Encode" button or pressing E will convert each .WAV file in the list into an .ADX file with corresponding audio and loop information.


Note that if imported into the game as-is, the .ADX files output by this program will not loop, due to using a different loop specification than the game expects. To remedy this, the use of a hex editor is required. Opening an exported .ADX file in a hex editor should result in a similar view to the left side of the following image:

GioGioBlog Sound2.png
(Images taken with 010 Editor.)

In order to make the .ADX file meet the game's standards, three actions are required in the hex editor:

  • Change the values at position 0x12 from "04 00" to "03 00".
  • Delete 12 (0x0C) bytes of zeroes from position 0x14 onward (the selection should end just before a value of "00 00 00 01").
  • Subtract 12 (0x0C) from the value at position 0x02, which indicates the start of the audio data.

After doing this and saving the .ADX file, the game will be able to read it correctly, loop data included.

Mod Downloads

See the above sections, particularly the AFS section, for information on how to install these mods.

Full Translations

penguino + Sasdarl Translation
To install these mods, you will need the program xdelta. Open the program, select the Patch, Source File, and Output File, and click the Patch button.

Resources

Streamed Audio
Filename
Description
sXX_Y.adx
Stage music. XX is the chapter number and Y is the sub-chapter number. Tracks with the "b" suffix are used for Secret Factors.
demoX.adx
Cutscene music. X is the track number.
d0XX_Y.adx
Mid-fight cutscene audio tracks. XX is the stage number and Y is the cutscene number.
dXXY0.adx
3D cutscene audio tracks. XX is the stage number and Y is the cutscene letter.
dXX_YY.adx
Gameplay dialogue. XX is the character ID and YY is the line number.
kXXY_ZZ.adx
Manga cutscene dialogue. XX is the stage number, Y is the cutscene number, and ZZ is the line number.
sdXX_YY.adx
Story Drama dialogue. XX is the drama number (starting from 4), and YY is the line number.
dcXX.adx
Title screen demo audio tracks. XX is the cutscene number.
open.adx
Title screen music.
over.adx
Demo end track. Used in taikenban demo.
select.adx
Main menu music.
s_select.adx
Duplicate of results screen theme, unused.
s_start.adx
Super Story map screen music.
OP_NAxx.adx
Prologue cutscene audio tracks. Only 00 is used.
result.adx
Results screen music.
staff.adx
A singular beep. Unused.
coming.adx
Narrator announcing the game's release date. Unused.
Compressed Audio
Filename
Description
XXY_se.snd
Manga cutscene sound effects. XX is the stage number and Y is the cutscene number.
st0XX_Y.snd
Stage sound effects. XX is the chapter number and Y is the sub-chapter number.
snd_plXX.snd
Character sound effects and voice lines. XX is the character ID.
title_c.snd
Title screen stand calls. Used for when the player presses Start.
snd_com.snd
General-use sound effects (Gameplay, menu, timer, etc.).
snd_op.snd
Unused sound bank. Possibly intended for the prologue, which instead uses streamed audio.
snd_men.snd
Unused sound bank. Meant for the menu, which instead uses snd_com.snd.
jo_moji.snd
General-use manga cutscene sound effects.
pitch.snd
A series of beeps played at different pitches. Unused.
Game Assets
Filename
Description
plXX.hit
Character collision data. XX is the character ID.
plXX.pzz
Character model, texture, and animation data. XX is the character ID.
plXXp.pzz
Assets for character-specific models (eg. Bucciarati's zippers). XX is the character ID.
pXX_ef_tbl.bin
Animation data for character-specific models. XX is the character ID.
icon.bin
Memory card save file template data.
shadow.txb
Texture used for the cel shading effect.
rcXXY_tbl.bin
Stage camera control data.
cXX_tbl.bin
Super Story map screen camera animations. XX is the chapter number.
scXXY_tbl.bin
Stage opening camera animation. XX is the chapter number, and Y is the sub-chapter number.
soXXY_mot.bin
Stage model animations. XX is the chapter number, and Y is the sub-chapter number.
sdplYY.txt
Another Story dialogue subtitles. YY is the player ID.
(sdplxx.txt is an unused template file.)
sdXXY.txt
Super Story dialogue subtitles. XX is the chapter number and Y is the sub-chapter number.
dXXY.pzz
3D cutscene scripting, subtitles and camera data. XX is the chapter number and Y is the cutscene number.
dXXY_ZZ.pzz
3D cutscene actor models, textures and animations. ZZ is the character ID. (NPC IDs begin with "n".)
kXXY.pzz
2D cutscene visual assets and dialogue. XX is the chapter number and Y is the cutscene number.
ksXX.pzz
Story Drama visual assets and dialogue. XX is the cutscene number.
dop.pzz
Assets for the prologue cutscene.
pcmn_tbl.pzz
General-use player animations.
scmn_tbl.pzz
General-use stand animations.
gal_mot_tbl.pzz
Gallery Model Viewer animations.
nec20rg04.pzz
Font file used for most text.
npc_XXX.pzz
NPC model, texture, and animation data. XXX is the NPC ID.
npc000_tbl.pzz
NPC general-use animations used in Chapter 1-2.
stXXY.pzz
Stage model data. XX is the chapter number, and Y is the sub-chapter number.
stXXYt.pzz
Stage texture data. XX is the chapter number, and Y is the sub-chapter number.
seXXY.pzz
Stage objects (pillars, rubble, etc.). XX is the chapter number, and Y is the sub-chapter number.
lwXXY.pzz
Stage collision data. XX is the chapter number, and Y is the sub-chapter number
eff00.pzz
General use visual effects (Explosions, splashes, etc.).
me00p.pzz
Assets for the main menu and options menu.
me01p.pzz
Assets for the Super Story menu.
me02p.pzz
Assets for the Another Story menu.
re00.pzz
Assets for the results screen.
ga00p.pzz
Models and textures for Gallery Mode's menu.
gaXX_YY.pzz
Assets for menus in Gallery Mode. XX is the menu, and YY is the asset number.
Menu 01 - Poster Viewer
Menu 02 - Concept Art
Menu 08 - Araki Sketches
cock.pzz
Textures for special symbols (controller buttons, reversed "trash can" text, etc.).
cockpit.pzz
GUI textures.
wipe.pzz
Model used for screen wipe transitions.
demo.pzz
Textures for the company logos and title screen.
taiken.pzz
Texture for the end screen in the taikenban demo.
staff.pzz
Texture for the font used in the staff roll credits.
ball.pzz
Unused primitive models for testing.
dcomn.pzz
General use speech bubbles and onomatopeia.
dcomn_c.pzz
3D cutscene speech bubbles, onomatopeia and character profile frames.
dcomn_k.pzz
2D cutscene speech bubbles and onomatopeia.
Character IDs
ID
Character Name
00
Giorno Giovanna
01
Bruno Bucciarati
02
Guido Mista
03
Narancia Ghirga
04
Leone Abbacchio
05
Pannacotta Fugo
06
Trish Una
07
Jean Pierre Polnareff
08
Leaky Eye Luca
0A
Polpo
0B
Mario Zucchero
0D
Formaggio
0E
Illuso
0F
Pesci
10
Prosciutto
12
Ghiaccio (White Album)
13
Vinegar Doppio
14
Diavolo
15
Squalo
16
Tiziano
18
Risotto Nero
19
Cioccolata
1A
Secco
1B
Gold Experience
1C
Gold Experience Requiem
1D
Sticky Fingers
1E
Sex Pistols
1F
Aerosmith
20
Moody Blues
21
Purple Haze
22
Spice Girl
23
Silver Chariot
24
Chariot Requiem
27
Black Sabbath
2A
Little Feet
2B
Man in the Mirror
2C
Grateful Dead
2F
King Crimson
31
Clash
32
Notorious B.I.G (Small)
33
Notorious B.I.G (Large)
34
Green Day
35
Ghiaccio
36
Beach Boy
37
Man in the Mirror (Beta Model)
38
Shadow Diavolo
3A
Shadow Prosciutto
3B
Diavolo (Bucciarati's Soul)
3D
Requiem's Sticky Fingers
3E
Small Formaggio
3F
Huge Formaggio
40
Small Little Feet
41
Huge Little Feet
42
Highway Ghiaccio
44
Moody Blues (Replay)
45
Moody Blues (Stand Shoot)
43
Giorno with Gold Experience Requiem
46
Vinegar Doppio (Soccer Uniform)
(Note: Player IDs 3C, 3E, 3F, 40, 41, 43, 44 and 45 do not have player files, but instead function as movesets for other player files.)
NPC IDs
Filename
NPC Name
Chapter
npc_000
Beanie Hat Civilian
Chapter 1-2
npc_001
Neapolitan Civilian 1
Chapter 1-2
npc_002
Neapolitan Civilian 2
Chapter 1-2
npc_003
Neapolitan Civilian 3
Chapter 1-2
npc_004
Larger Neapolitan Civilian 3 Duplicate
Unused
npc_005
Woman
Unused
npc_006
School Girl
Unused
npc_007
Old Man
Chapter 5-1
npc_008
Old Woman
Chapter 5-1
npc_009
Soccer Player 1
Chapter 9-1
npc_00a
Soccer Player 2
Chapter 9-1
npc_00d
Pericolo
Model Viewer
npc_00e
Janitor
Chapter 2-1
npc_011
Sewer Hobo
Chapter 11-3
npc_012
Old Dog Owner
Chapter 11-3
npc_013
Little Girl
Chapter 11-3
npc_014
Mafioso
Chapter 11-3
npc_102
Fly
Chapter 1-2
npc_103
Crow
Unused
npc_104
Cat
Unused
npc_105
Giant Rat
Unused
npc_106
Spider
Unused
npc_107
Coco Jumbo (Polnareff's Soul)
Chapter 11
npc_108
Beetle
Unused
npc_10a
Dog
Unused
npc_203
Bucciarati's Tooth
Chapter 1
npc_204
Polpo's Lighter
Chapter 2-1
npc_207
Coco Jumbo
Chapter 5
npc_209
Bucciarati's Laptop
Unused
npc_211
Hand Brooch
Chapter 8-1
Stage List
Filename
Stage Name
Chapter
st020
Cablecar Interior
Chapter 1-1
st021
Naples Plaza
Chapter 1-2
st030
Naples Secondary School
Chapter 2-1
st060
Naples Street
Chapter 3-1
st061
Formaggio's Bottle
Unused
st070
Pompeii Ruins
Chapter 4-1
st071
Pompeii Ruins ~Dog Mosaic~
Chapter 4-2
st072
Pompeii Ruins
Chapter 4-3
st080
Super Express Dining Car
Chapter 5-1
st081
Outside the Train, Near Rome
Chapter 5-2
st0a0
Highway to Venice
Chapter 6-1
st0a1
Santa Lucia Station
Chapter 6-2
st0b0
Church Basement
Chapter 7
st0d0
Airplane Interior
Chapter 8
st0e0
Fishing Village Near Rome
Chapter 10-1
st0e2
Building Rooftop Near Rome
Chapter 10-2
st0e3
Colosseum Front
Chapter 10-3
st0f0
Colosseum Interior
Chapter 11-1
st0f1
Near the Colosseum Entrance
Chapter 11-2
st0f2
Bridge Over Tiber
Chapter 11-3
st100
Sardinia Emerald Coast
Chapter 9-1 (Cutscene)
st110
Colosseum First Floor
Chapter 11 (Cutscene)
st120
Diavolo's Endless Death
Chapter 11-3 (Cutscene)
st130
Santa Lucia Station and Boss's Room
Chapter 6-2 (Cutscene)
st150
Super Express
Chapter 5-1 (Cutscene)
st160
San Giorgio Maggiore Coast
Chapter 7-2 (Cutscene)
st170
Roman Street and Giorno's Room
Chapter 11-3 (Cutscene)
Loading Screens
Filename
Description
Origin
ld000
Demo
Volume 59 cover
ld001
2-1 Cutscene 3
Volume 55 cover, zoomed out
ld002
Unused
Volume 58 cover, zoomed out
ld003
10-3 Cutscene 1
Volume 60 cover, zoomed out
ld004
Unused
Volume 63 cover, zoomed out
ld005
Unused
Volume 53 cover, zoomed out
ld006
Unused
Chapter 579 cover, zoomed out
ld007
Unused
Chapter 589 cover, zoomed out
ld008
Unused
1997 Araki illustration, zoomed out
ld009
10-2 Cutscene 2
Volume 54 cover, zoomed out
ld010
Unused
Volume 56 cover, zoomed out
ld011
4-2 Cutscene 2
Chapter 475 cover, zoomed out
ld012
Unused
Volume 57 cover, zoomed out
ld013
Unused
Volume 50 cover, zoomed out
ld014
Unused
Chapter 537 cover, zoomed out
ld015
Unused
2000 Araki illustration, zoomed out
ld016
11-3 Cutscene 6
Volume 59 cover, zoomed in
ld017
11-2 Cutscene 2
Volume 58 cover
ld018
1-2 Cutscene 2
Volume 55 cover
ld019
1-2 Cutscene 1
Volume 60 cover
ld020
11-2 Cutscene 4
Volume 63 cover
ld021
5-2 Cutscene 2
Volume 53 cover
ld022
7-2 Cutscene 3
ld023
11-3 Cutscene 7
ld024
2-1 Cutscene 2
1997 Araki illustration
ld025
1-1 Cutscene 1
Volume 54 cover
ld026
7-1 Cutscene 2
Volume 56 cover
ld027
3-1 Cutscene 2
ld028
10-1 Cutscene 2
Volume 57 cover
ld029
6-2 Cutscene 2
Volume 50 cover
ld030
4-1 Cutscene 2
ld031
8-1 Cutscene 2
2000 Araki illustration
ld032
1-1 Battle
Bucciarati's glare at Giorno during his interrogation
(Chapter 443)
ld033
1-2 Battle
Bucciarati turning to face Giorno before hiding
(Chapter 446)
ld034
2-1 Battle
Black Sabbath staring at Giorno
(Chapter 452)
ld035
3-1 Battle
Formaggio standing on Narancia's car
(Chapter 471)
ld036
4-1 Battle
Illuso revealing himself to Abbacchio
(Chapter 481)
ld037
4-2 Battle
Abbacchio forcibly merged with Moody Blues
(Chapter 483)
ld038
4-3 Battle
Purple Haze sitting during its initial reveal
(Chapter 480)
ld039
5-1 Cutscene 2
Prosciutto and Pesci approaching Bucciarati
(Chapter 486)
ld040
5-1 Battle
Prosciutto shooting Mista
(Chapter 491)
ld041
5-2 Battle
Pesci explaining his ability to Mista
(Chapter 490)
ld042
6-1 Battle
Ghiaccio skating toward Mista and Giorno's car
(Chapter 510)
ld043
6-2 Battle
Ghiaccio skating toward Mista to finish him
(Chapter 514)
ld044
7-1 Battle
Diavolo standing behind a pillar
(Chapter 519)
ld045
7-2 Cutscene 1
King Crimson based on Volume 56 cover
Diavolo reused from prior loading screen
(Volume 56, Chapter 519)
ld046
7-2 Battle
Bucciarati after being impaled by King Crimson
(Chapter 520)
ld047
8-1 Battle
Spice Girl's first full appearance to Trish
(Chapter 537)
ld048
8-2 Battle
Notorious B.I.G after consuming the plane engines
(Chapter 539)
ld049
9-1 Cutscene 2
Moody Blues when rewinding its timer
(Chapter 460)
ld050
10-1 Battle
Secco based on himself recording video
Green Day based on its only full appearance
(Chapter 553, Chapter 552)
ld051
10-2 Battle
Cioccolata's posture in Diavolo's exposition
(Chapter 553)
ld052
10-3 Battle
Secco chasing Bucciarati underground
(Chapter 565)
ld053
11-1 Cutscene 2
Diavolo in Doppio's body prior to revealing himself
(Chapter 570)
ld054
11-1 Battle
Diavolo hearing Chariot Requiem's footsteps
(Chapter 571)
ld055
11-2 Battle
Chariot Requiem descending the Colosseum stairs
(Chapter 571)
ld056
11-3 Cutscene 2
King Crimson emerging to cut off Giorno's hand
(Chapter 581)
ld057
11-3 Cutscene 4
The Arrow on the ground after Bucciarati's attack
(Chapter 575)
ld058
11-3 Battle
Diavolo triumphant after destroying Gold Experience
(Chapter 585)
ld059
11-3 Cutscene 5
Gold Experience Requiem explaining its ability
(Chapter 587)
Executable Text Offsets
Offset
Description
24D490
Memory card save/load text
24DDA0
Main menu descriptions
250040
Super Story chapter titles
25E540
Another Story battle names
24DF80
Options menu text
2487C0
Stage objective text
25CFE2
Title screen demo character profiles
247E20
Tutorial text
25DC90
Defeated character info
2481B9
Gallery menu titles
2549D0
Gallery menu descriptions
25E310
Special Drawings text
25E330
Special Drawings names
2482E8
Stage Viewer text
254680
Story Drama text
25CF68
Model Viewer text
254CE0
Model Viewer character names
2555B0
Model Viewer animation names
2547A0
Unused Narration menu text
2482C8
Sound Test text
255E80
Sound Test character names
256140
Sound Test sound names
25CAA0
Concept Art Viewer text
25CAC0
Concept Art names
248050
Chapter 11-2 Requiem warnings
248E70
Post-defeat stage hints
24E660
Secret Factor names
24EE80
Results screen unlock messages
24FF38
Results screen text
24E2E0
Results screen chapter titles
25E701
Staff Roll text

Community

Though there is no formal community for Phantom Blood, any forthcoming developments in the modding scene (unlikely as they may be) will likely be posted to penguino's YouTube channel and Twitter feed.

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