Phantom Blood PS2 Modding Info

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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 Editing

Phantom Blood uses a specialized data storage method developed by CRI Middleware and ostensibly powered by ADX technology, which is known only as FILELINK.BIN.[a] 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.

PBBlog ZLib.png

The only currently-known method of replacing files within FILELINK.BIN is by doing so manually. For this, ZLib GUI is required. Open ZLib GUI and click "Load file..." to select the desired file to compress. In most cases, the default compression level (-1, approximately equivalent to level 6) will suffice for the space allocated to the file, but it may be necessary to set it to a higher level: to do so, select the desired level from the "Compression level" dropdown at the left of the window. Click "Pack!" to compress the file, and then click "Save file..." at the bottom-right corner of the window to export the compressed file. Next, open the unmodified file in ZLib GUI. If necessary, set the compression level back to -1, then click "Pack!" once more. The first few bytes of the compressed file will appear in the "hex-viewer" box near the bottom of the window; select and copy these, then search for them in FILELINK.BIN via your hex editor. Upon finding a match, open your compressed modified file, copy the entirety of its data, and paste it into FILELINK over the compressed original. Depending on the file, two to three results may appear, representing duplicates; in these cases, repeat the process for each result. All that remains afterward is to save the file.

Overlay Editing

In order to edit textures, you will need a program called Rainbow, which can open TIM2 files, as well as a specialized image conversion script. In addition, you will need Python 3.7 installed for the script to function.

Phantom Blood uses overlays to construct its 2D rendering layer, which it uses for everything that is not a 3D model. These overlays are usually stored within files labeled with the extension PGM,[b] though some are included in BTR files used for battle overlays. Start by locating the PGM or BTR file you want to edit: TIM2 bitmap graphics are roughly visible in a hex editor at the appropriate width, usually 128 or 256 bytes. Once you find the appropriate graphics file, open a console window and type py p2tx.py -i [input file] -o [output file]; drag and drop your file onto the console window to provide the input file, and make sure your output filename has the extension "tm2". After running the command, a new TM2 file should be created, which can then be opened and exported to PNG in Rainbow. If the system does not recognize the "py" command, replace it with the "python" command.

PBBlog 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. After making a backup of the original graphics file, return to the console window and use the same command as before, except with the input and output files swapped. Doing this should result in an updated PGM or BTR file, which can then be reinserted into FILELINK.BIN following the above process.

Currently, there is no convenient method of editing the accompanying DAT file,[c] which controls the positions, UVs (rendered areas), and effects for overlays.

SOUND.AFS Editing

You will need MF Audio 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" parameter 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's 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.

PBBlog Sound.png

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 WAV file in MFAudio, change the output File 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

Scrolling further within SOUND.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 FILELINK.BIN section, for information on how to install these mods.

Audio Edits

Anime OST - Hudgyn Sasdarl

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

SOUND.AFS Files
Filename
Frequency
Description
SYS.DAT - ENE_SNW.DAT
11025
Sound effects.
people.dat - osa.dat
11025
Character voice lines.
BGM01.adx
48000
Battle music #1. Used for some battles with humans.
BGM02.adx
48000
Battle music #2. Used for some battles with zombies.
BATTLE.adx
48000
Battle music #3. Used for the majority of the game's battles.
jojo22.adx
48000
Battle music #4. Used in both versions of Chapter 23.
end_roll.adx
48000
Credits music.
chrsel.adx
48000
Character select screen music.
kakusei.adx
48000
Overdrive attack music.
gameover.adx
48000
Unused.
mainmenu.adx
48000
Main menu music.
TITLE.adx
24000
Title screen announcement.
XX_YY_ZZ.adx
48000
Cutscene background music. XX is the chapter number, YY is the event number, and ZZ is the cutscene section.
XX_YY_ZZvo.adx
24000
Cutscene voices and sound effects. XX is the chapter number, YY is the event number, and ZZ is the cutscene section.
01_06_01avo.adx
24000
Voices and sound effects for the alternate "nani o suru da" cutscene unlocked after beating the game.
cXX_YY_B_ZZ.adx
24000
Mid-fight voice lines. XX is the chapter number, YY is the event number, and ZZ is the voice line number.
k_XX_Y.adx
24000
Overdrive move voice lines. XX is the character or stage and Y is the voice line number.
jojoXX.adx
48000
Profile background music.
FILELINK.BIN Folders
Folder
Extension(s)
Description
0
PGM
Contains the loading screen graphic.
1
RLE
Unknown purpose.
2
CHR
Contains character parameters and filenames.
3
STG
Contains stage parameters and filenames.
4
EVT
Contains the game's list of cutscenes, profiles included.
5
SCN
Group cutscenes by mode.
6
PGM/DAT
Contains graphics for memory card-related pop-ups.
7
PGM/DAT
Contains graphics for the main menu.
8
PGM/DAT
Contains graphics for the results screen.
9
DAT
Extension mislabeled. Contains effect parameters.
10
ENT
Contains battle conditions.
11
BTR
Contains additional battle parameters, as well as DAT and PGM sections.
12
NFC
Contains the model for the title screen background.
13
SDB
Contains the model for Chapter 22's fire effect.
14
PGM/DAT
Contains graphics for the game's heads-up display.
15
PGM/DAT
Contains graphics for the ripple effect used for the Heat Gauge.
16
PGM/DAT
Contains graphics for the game's startup logos and warnings.
17
PGM/DAT
Contains graphics for the character select screens and battle introductions.
18
ELN
Contains the game's character models.
19
VAP
Contains Danny's model and skeleton models used for dying undead.
20
VAP
Unknown purpose.
21
SDB
Contains character animation data.
22
CCL
Contains parameters for character models.
23
DAT/etc.
Extensions mislabeled. Contain hitbox data for projectile attacks.
24
PGM/DAT
Contains graphics for Overdrive attack portraits.
25
SDB
Unknown purpose.
26
SDB
Contains the game's stage models.
27
OBJ
Contains models for stage background objects.
28
EVS
Contains cutscene conditions.
29
PGM/DAT/ENT/BTR
Contains data for Story Mode cutscenes and battles.
32
PGM/DAT/ENT/BTR
Contains data for Extra Battle Mode battles.
33
PGM/DAT/ENT/BTR
Contains data for Dio Mode battles.
34
PGM/DAT/ENT/BTR
Contains data for 77 Rings Knights Mode battles.
Character IDs
Internal Name
Character
JONA1_SUITA_SH
Jonathan Joestar (12)
JONA1_SUITB_SH
Jonathan Joestar (13)
JONA1_BOXING_SH
Jonathan (Boxing Ring)
DIO1_SUITB_SH
Dio Brando (13)
DIO1_BOXING_SH
Dio (Boxing Ring)
FURYOUA_A_SH
Brat A
FURYOUA_B_SH
Brat B
JONA2_SUITA_MH
Jonathan Joestar (20)
JONA2_SUITB_MH
Jonathan (Ogre Street)
JONA2_BATTLEA_MH
Jonathan (Mansion Battle)
JONA2_BATTLEB_MH
Jonathan (Spear)
JONA2_BATTLEC_MH
Jonathan (vs. Wang Chan)
JONA3_BATTLEA_MH
Jonathan (Ripple Training)
JONA3_BATTLEA_SWM_MH
Jonathan (Underwater)
JONA3_NAKED_MH
Jonathan (vs. Tarkus)
JONA3_BATTLEB_MH
Jonathan Joestar
JONA3_BATTLEC_MH
Jonathan (Luck & Pluck)
JONA4_TUXEDOA_MH
Jonathan (Honeymoon)
JONA4_TUXEDOB_MH
Jonathan (Wounded)
DIO2_SUITA_MH
Dio Brando (21)
DIO3_COATA_MH
Dio (Vampire)
DIO3_NAKED_MH
Dio (Mansion Battle)
DIO3_BATTLEA_MH
DIO
DIO3_STYX_MH
DIO (Styx's Body)
WANGCHAN_CLAW_SZ
Wang Chan
WANGCHAN_BODY_SZ
Wang Chan and DIO
ZEPPELI_B_SH
Will Anthonio Zeppeli
SPW_B2_MH
Robert E.O. Speedwagon
SPW_B3_MH
Speedwagon (Hammer)
SPW_C2_MH
Speedwagon (Zeppeli's Hat)
JACK_ZMBA_MH
Jack the Ripper
JACK_SCISSORS_MH
Jack the Ripper (Pincer)
TARUKUS_A4_LLZ
Tarkus (vs. Zeppeli)
TARUKUS_A3_LLZ
Tarkus (vs. Jonathan)
BRUFORD_A_MH
Bruford (Underwater)
BRUFORD_A2_MH
Bruford (vs. Jonathan)
IREZUMI_A_MH
Tattoo
KEMPO_A_SH
Kempo Fighter
ADAMS_ZMB
Mr. Adams
DIRE_A_ENM_MH
Dire (vs. Jonathan)
DIRE_A_MH
Dire
TONPETTY_SH
Tonpetty
STRAIZO_MH
Straizo
DOOBIE_A_LZ
Doobie
ZMBKKA_MH
Sword Zombie
ZMBKKB_MH
Claw Zombie
PAGE
Page
JONES
Jones
PLANT
Plant
BONHAM
Bonham
POLICEA_ZMB_MZ
Police Zombie A
POLICEB_ZMB_MZ
Police Zombie B
ZMBZAKOA_MZ
Fisherman Zombie A
ZMBZAKOB_MZ
Fisherman Zombie B
ZMBZAKOC_MZ
Fisherman Zombie C
ZMBLKNIGHTA_LZ
Armor Zombie A
ZMBLKNIGHTB_LZ
Armor Zombie B
ZMBLKNIGHTC_LZ
Armor Zombie C
ZMBMKNIGHTA_MZ
Knight Zombie A
ZMBMKNIGHTB_MZ
Knight Zombie B
ZMBMKNIGHTC_MZ
Knight Zombie C
ZMBNANKOTSU_MZ
Hungry Zombie
ZMBSHIP_A_MZ
Sailor Zombie A
ZMBSHIP_B_MZ
Sailor Zombie B
ZMBSHIP_C_MZ
Sailor Zombie C
NEKODORI
Owlcat
JINMENKEN
Dogman
WINZALEO
Winzaleo
IKEMAN
Eijkman
CAINEGHIS
Caineghis
DIO3_COATA_MH2
Dio (Live Subject Test)
GOROTSUKIB_KAMEN_MH2D
Mask Live Subject Test
STYX_MH_2D
Father Styx
POLICE_A_MH
Police A
POLICE_B_MH
Police B
TARUKUS_A_LLZ_2D
Tarkus
BRUFORD_A2_MH_MELT
Bruford
DIO1_SUITA_SH
Dio Brando (12)
AZTEC_A_MH_P
Aztec Chief
AZTEC_MOBS
Aztec
DANNY_A
Danny (Cutscene)
WANGCHAN_INJURED_SZ
Wang Chan (Red Suit, Cutscene)
WANGCHAN_CHINA_SZ
Wang Chan and Dio (Glass Intact, Cutscene)
ZEPPELI_A_SH
Zeppeli (Rainbow Hat, Cutscene)
SPW_A_MH
Speedwagon (Hat Attached, Cutscene)
SPW_A2_MH
Speedwagon (Razor Hat Attached, Cutscene)
SPW_B_MH
Speedwagon (No Hat, Cutscene)
JACK_ZMBA2_MH
Jack the Ripper (Wounded, Cutscene)
BRUFORD_B_MH
Bruford (Danse Macabre Hair, Cutscene)
BRUFORD_B2_MH
Bruford (Sword Attached, Cutscene)
ERINA2_DRESS2_SW
Erina Joestar (Cutscene)
POCOB_SSH
Poco (Hat, Cutscene)
POCO_SSH
Poco (Cutscene)
DIRE_B_MH
Dire (Frozen, Cutscene)
DOOBIE_B_LZ
Doobie (No Mask, Cutscene)
SNAKEA
Doobie Snake A (Cutscene)
SNAKEB
Doobie Snake B (Cutscene)
SNAKEC
Doobie Snake C (Cutscene)
FROGA
Frog (Cutscene)
JONA1_SUITC_SH_2D
Jonathan (Meeting Erina, Cutscene)
ERINA1_A_SW_2D
Erina Pendleton (Child, Cutscene)
JONA2_SUITC_MH_2D
Jonathan (Casual, Cutscene)
SPW_C_MH_2D
Speedwagon (Zeppeli's Hat, No Hammer, Cutscene)
ERINA2_NURSE_SW_2D
Erina Pendleton (Nurse, Cutscene)
ERINA2_A_SW_2D
Erina Pendleton (Cutscene)
ERINA2_DRESS_SW_2D
Erina Pendleton (Dress, Cutscene)
GOROTSUKIB_MH_2D
Mask Live Test Subject (No Mask, Cutscene)
GOROTSUKIB_ZMB_MH_2D
Mask Live Test Subject (Vampire, Cutscene)
ZMBNANKOTSU_MZ_2D
Hungry Zombie (Cutscene)
Stage IDs
ID
Stage Name
map00
Aztec Temple
map01
Near Joestar Mansion
map02
Boxing Ring
map03
Joestar Mansion (Lower Lobby)
map04
Joestar Mansion (Upper Lobby)
map05
Ogre Street
map06
Joestar Mansion (Hallway)
map07
Joestar Mansion (Roof)
map08
English Plains (Cloudy)
map09
Windknight's Lot Entrance (Tunnel)
map10
Windknight's Lot Entrance (Maze)
map11
Windknight's Lot Graveyard (Entrance)
map12
Windknight's Lot Graveyard (Pillars)
map13
Windknight's Lot Graveyard (Underwater)
map14
windknight's Lot Graveyard (Lakeside)
map15
Knights' Ruins (Cliffside)
map16
Knights' Ruins (Dragon's Chamber, Jonathan)
map17
Knights' Ruins (Dragon's Chamber)
map18
Windknight's Lot (Outskirts)
map19
Windknight's Lot (Town Gate)
map20
Dio's Castle (Side Chamber)
map21
Dio's Castle (Great Hall)
map22
Dio's Castle (Great Hall)
map23
Dio's Castle (Great Hall 2)
map24
Dio's Castle (Great Hall 2)
map25
Ship's Hold
map26
Ship's Hold
map01_event
Near Joestar Mansion (Front Gate)
map04_event
Joestar Mansion (Complete Lobby)
map08_event
English Plains (Clear Day)
map21_event
Dio's Castle (Great Hall, No Chandelier)
map05_dio
Port Town
map08_extra
English Plains (Cloudy Day)
map00_extra
Aztec Temple (No Crowd)
map01_extra
Near Joestar Mansion (No Erina)
Cutscene IDs
ID
Cutscene Name
00_01_01
People of the Sun (Prologue)
01_01_01
Dario's Will (Dario's Story)
01_01_02
Dario's Will (Dario's Grave)
01_02_01
Erina Bullied
01_04_01
A Gentleman's Courage
01_05_01
To Become a True Gentleman
01_06_01
Meeting Dio
01_06_01a
Meeting Dio ("Nani o suru da")
02_01_01
Boxing
02_03_01
The Boxing Booth Technique
02_04_01
Deliberately! On Purpose!
02_05_01
But I Didn't Do It!
03_01_01
Gentle Curiosity
03_02_01
Muddy Water and Pride
03_03_01
Regaining Erina's Honor
03_06_01
I'll Beat You Until You Cry!
03_07_01
The Stone Mask Activates
04_01_01
Dario's Letter (George's Illness)
04_01_02
Dario's Letter (Jonathan's Research)
04_01_03
Dario's Letter (Dio's Honor)
04_04_01
I'll Protect the Joestar Family!
04_05_01
Dio's Intent to Kill
05_01_01
A Study of the Stone Mask
05_02_01
To Ogre Street
05_03_01
Speedwagon's Entrance
05_05_01
He's a Real Gentleman, All Right
05_06_02
The Live Subject Test of the Mask (Method)
05_06_02
The Live Subject Test of the Mask (Result)
06_01_00
This Guy Was Born Evil! (Dio's Confession)
06_01_01
This Guy Was Born Evil! (Speedwagon's Rebuttal)
06_03_01
I Reject My Humanity!
06_04_01
The Death of Lord Joestar
06_05_01
A Vampire is Born
06_08_01
The Immortal DIO
07_01_01
Come On Up, Dio!
07_04_01
Statue of the Goddess of Love
07_05_01
Reuniting with Erina (Speedwagon's Visit)
07_05_02
Reuniting with Erina (Wang Chan's Theft)
08_01_01
Jack the Ripper
08_02_01
Zeppeli the Strange
08_03_01
This is Sendo!
08_04_01
Destined to Fight the Stone Mask
08_05_01
Wang Chan Attacks
08_08_01
I Have to Remove the Joint!
09_02_01
To Windknight's Lot
09_05_01
Songs of Courage
09_06_01
Do You See the Wine's Meaning?
10_04_01
Sendo Ripple Overdrive!
10_05_01
I Wanna Help You Guys Out!
11_01_01
I Can't Forgive His Human Self! (Poco's Technique)
11_01_02
I Can't Forgive His Human Self! (Dio's Entrance)
11_04_01
The Blood-Chilling Mask
12_03_01
Tarkus and Bruford
13_01_01
Danse Macabre Hair
13_05_01
Fight Me with All of Your Being!
14_03_01
Metal Silver Overdrive!
14_04_01
Having Reached a Bizarre Peace
15_01_01
Life Magnetism Overdrive!
15_04_01
The Training Grounds for Murder
16_01_01
Tarkus's Onslaught
16_02_01
Tomorrow is Now!
16_03_01
The Master's Prophecy
16_06_01
Hell Heaven Snake Kill!
17_01_01
Ultimate Deep Pass Overdrive!
17_04_01
Goodbye, Mr. Zeppeli...
18_01_01
This Man is Already a Zombie!
18_06_01
Thunder Split Attack!
18_07_01
Zeppeli's Letter
19_01_01
Doobie, the Monster
19_04_01
Through Their Blood!
19_05_01
I'm Back from Hell!
20_03_01
For the Sake of Revenge
20_04_01
Thunder Cross Split Attack!
20_05_01
A Ripple-Infused Rose
21_01_01
I, Straizo, Will Show You No Mercy!
21_04_01
Straizo's Beauty
21_05_01
I'll Purge Your Ambition!
21_08_01
Slash with Luck and Pluck!
22_03_01
The Fiery Fists
22_04_01
A Demon's End
23_01_01
Overture to the Dreadful Storm/Nightmare on Board (Departure)
23_01_02
Overture to the Dreadful Storm (Dio's Jar)
24_01_02
Nightmare on Board (Dio's Priest)
24_03_01
This Lowly Ripple...
24_04_01
The Final Ripple!
23_05_01
I Will Die with You
25_01_01
It's Begun... to Explode...
25_02_01
The Death of Jonathan
25_03_01
Into Oblivion
k_13_0
Turquoise Blue Overdrive (Overdrive)
k_18_0
Jonathan's Sunlight Yellow (Overdrive)
k_23_0
The Final Ripple! (Overdrive)
k_zep_0
Zeppeli's Sunlight Yellow (Overdrive)
k_spw_0
Cyclone Swing (Overdrive)
k_dir_0
Thunder Split Attack (Overdrive)
k_str_0
I, Straizo, Will Show You No Mercy! (Overdrive)
k_tmp_0
Tonpetty's Sunlight Yellow (Overdrive)
k_jos_0
Metal Silver Overdrive (Overdrive)

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.

Notes

  1. The format of FILELINK.BIN is also applied to the game's model files, which QuickBMS typically applies "nfc" or "sdb" extensions to. In internal filenames, however, they share the same "bin" extension as FILELINK.
  2. PGM is an extension assumed and applied by QuickBMS. The header of each file begins with the string "P2TX", and internal filenames for these files use the extension "tex".
  3. DAT is an extension assumed and applied by QuickBMS. Internal filenames for these files use the extension "lxe". Note that these files are unrelated to the DAT files in SOUND.AFS, which are given the "dat" extension within the game proper.
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