User:Penguino
For Stands, you need at least 42KB of free space.
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.
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 |
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demoX.adx |
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d0XX_Y.adx |
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dXXY0.adx |
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dXX_YY.adx |
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kXXY_ZZ.adx |
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sdXX_YY.adx |
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dcXX.adx |
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open.adx |
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over.adx |
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select.adx |
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s_select.adx |
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s_start.adx |
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OP_NAxx.adx |
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result.adx |
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staff.adx |
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coming.adx |
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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 |
|
st0XX_Y.snd |
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snd_plXX.snd |
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title_c.snd |
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snd_com.snd |
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snd_op.snd |
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snd_men.snd |
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jo_moji.snd |
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pitch.snd |
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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 |
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plXX.pzz |
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plXXp.pzz |
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pXX_ef_tbl.bin |
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icon.bin |
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rcXXY_tbl.bin |
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cXX_tbl.bin |
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scXXY_tbl.bin |
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sdplXX.txt |
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sdXXY.txt |
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pcmn_tbl.pzz |
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scmn_tbl.pzz |
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gal_mot_tbl.pzz |
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npc_XXX.pzz |
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npc000_tbl.pzz |
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stXXY.pzz |
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stXXYt.pzz |
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seXXY.pzz |
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lwXXY.pzz |
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eff00.pzz |
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me00p.pzz |
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me01p.pzz |
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me02p.pzz |
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me02p.pzz |
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re00.pzz |
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ga00p.pzz |
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gaXX_YY.pzz |
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cock.pzz |
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cockpit.pzz |
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wipe.pzz |
|
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?