User:Penguino

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Revision as of 15:13, 23 August 2024 by HudgynS (talk | contribs) (Text replacement - "<small>\(" to "{{S|")
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{{Character Infobox |title = Penguino |image = PS2 Coco Jumbo Render.png |colors = BT |namesake = Pinguino (Spanish for penguin)
No (Old Discord username) )

My Stand! It's been formatted! My Stand's energy... is on the Memory Card.
For Stands, you need at least 42KB of free space.
—Fugo

I'm a fan of JoJo and I like to mod games sometimes. I've helped on the fan translation patches for GioGio's Bizarre Adventure and Phantom Blood PS2.

Currently about to start re-reading Stardust Crusaders.

Favorite Pieces of JoJo media


GioGio's Bizarre Adventure

All game assets in GioGio's Bizarre Adventure are stored in three separate AFS archives, afs00.afs, afs01, and afs_data.afs. afs00 stores all dialogue for cutscenes and SuperStory/AnotherStory interactions, and all music tracks. afs01 contains general sound effects for cutscenes or stages, and it stores all player voice lines used in gameplay for attacks. Finally, afs_data.afs contains all visual assets such as textures, models, animations, etc.

AFS00

All the audio contained in AFS00.AFS are stored as ADX (file format) audio files.

Year Part 1-6 Continuity
sXX_Y.adx
  • Stage themes, XX is the stage number and Y the sub-chapter. Tracks with b suffix are used for Secret Factors.
demoX.adx
  • Cutscene themes, X is the track number.
d0XX_Y.adx
  • Secret Factor cutscene audio tracks, XX is the stage number and Y the cutscene number.
dXXY0.adx
  • 3D Cutscene audio tracks, XX is the stage number and Y the cutscene letter.
dXX_YY.adx
  • Gameplay dialogue, XX is the player ID and YY the line number.
kXXY_ZZ.adx
  • 2D Cutscene dialogue, XX is the stage number, Y is the cutscene number, and ZZ the line number.
sdXX_YY.adx
  • Story Drama dialogue, XX is the drama number, and YY the line number.
dcXX.adx
  • Character introduction cutscene tracks, XX is the player ID.
open.adx
  • Title screen theme.
over.adx
  • Demo over track, used in taikenban demo.
select.adx
  • Main menu theme.
s_select.adx
  • Duplicate of Results screen theme, unused.
s_start.adx
  • Super Story Chapter opening theme.
OP_NAxx.adx
  • Prologue cutscene audio tracks, only 00 is used
result.adx
  • Results screen theme.
staff.adx
  • Just a single beep... Unused, purpose unknown.
coming.adx
  • Narrator announcing game's release date, unused.


AFS01

All the audio contained in AFS01.AFS is stored as BD/HD files, packaged inside .SND file containers. My notes on the SND file format header:

  • 0x00 - "MOMO" Identifier
  • 0x04 - File count
  • 0x08 - HD start offset
  • 0x0C - HD total size
  • 0x10 - BD start offset
  • 0x14 - BD total size
  • 0x18 - ?? start offset
  • 0x1C - ?? total size
  • 0x20 - ???? start offset
  • 0x24 - ???? total size


Year Part 1-6 Continuity
kXXY_se.snd
  • 2D Cutscene sound effects, XX is the stage number and Y the cutscene number.
st0XX_Y.snd
  • Stage sound effects, XX is the stage number and Y the sub-chapter number.
snd_plXX.snd
  • Player sound effects and voice lines, XX is the player ID.
title_c.snd
  • Title screen stand calls.
snd_com.snd
  • General use sound effects (Gameplay, menu, timer...).
snd_op.snd
  • ?
snd_men.snd
  • ? (Duplicate of snd_op.snd)
jo_moji.snd
  • General use 2D cutscene SFX.
pitch.snd
  • Beeps used for testing, unused.

AFS_DATA

AFS_DATA contains nearly all assets that aren't audio. Most assets (textures, models and animations) are compressed and stored inside .PZZ packages.

Year Part 1-6 Continuity
plXX.hit
  • Player collision data, XX is the character ID.
plXX.pzz
  • Player model, textures and animations. XX is the character ID.
plXXp.pzz
  • Assets for character specific models (Example: Buccellati'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 icon data.
rcXXY_tbl.bin
  • Stage camera control data.
cXX_tbl.bin
  • Chapter opening camera animations. XX is the chapter number.
scXXY_tbl.bin
  • Stage opening camera animation. XX is the stage number, Y is the sub-chapter number.
sdplXX.txt
  • Player dialogue textboxes, XX is the player ID (Note: The file named sdplxx.txt is an unused template file).
sdXXY.txt
  • Cutscene dialogue textboxes, XX is the stage number and Y the chapter number.
pcmn_tbl.pzz
  • General use character animations.
scmn_tbl.pzz
  • General use stand animations.
gal_mot_tbl.pzz
  • Gallery's Model Viewer animations.
npc_XXX.pzz
  • NPC model, texture and animations, XXX is the NPC ID.
npc000_tbl.pzz
  • NPC animations meant for Chapter 1-2.
stXXY.pzz
  • Stage model data, XX is the stage number, Y is the sub-chapter number
stXXYt.pzz
  • Stage texture data, XX is the stage number, Y is the sub-chapter number
seXXY.pzz
  • Stage objects (Pillars, rubble...), XX is the stage number, Y is the sub-chapter number
lwXXY.pzz
  • Stage collision data, XX is the stage number, Y is the sub-chapter number
eff00.pzz
  • General use visual effects (Explosions, splashes, etc)
me00p.pzz
  • Assets for the Main menu and Options.
me01p.pzz
  • Assets for the Main menu and Options.
me02p.pzz
  • Assets for the Super Story mode menu.
me02p.pzz
  • Assets for the Another Story mode menu.
re00.pzz
  • Assets for the Results screen.
ga00p.pzz
  • Models and textures for the Gallery menu.
gaXX_YY.pzz
  • Assets for the different extras in the Gallery. XX is the menu, and YY the asset number.
    01 - Poster Viewer
    02 - Concept Art
    08 - Araki Sketches
cock.pzz
  • Textures for special symbols (Controller buttons, gomibake, etc)
cockpit.pzz
  • GUI textures
wipe.pzz
  • Model used for wipe transitions.

Text

All dialogue is stored as plaintext in the above mentioned txt files inside afs_data.afs. There are five different parameters separated by commas, preceding the actual text.
As for the string itself, there are different codes for formatting.
\pX - Sets the pallete for the rest of the text, 0 is black, 1 is white, 2 is red, 3 is blue and 4 is yellow.
\pp - Ends a pallete change.
\bs - Enlarges text by 2x
\be - Stops enlarging text.
\ds - Adds emphasis marks to the text.
\de - Stops adding marks.

Dialogue - 3D Cutscene

Dialogue - 2D Cutscene

Dialogue - Gameplay

0,230,3,0,0,In the end, will you be able\nto escape \p2annihilation\pp?

Other

Audio

ADX

SND

Textures

TXB

Font

ICO

Models

Cutscenes