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Penguino

@penguino118.bsky.social

https://youtube.com/@penguino118 Running outta money running into debt #jojo #ジョジョ #modding

111 Followers  |  138 Following  |  84 Posts  |  Joined: 06.02.2024  |  2.3635

Latest posts by penguino118.bsky.social on Bluesky

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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.

29.06.2025 19:25 — 👍 2    🔁 0    💬 0    📌 0

I forgive them.

17.05.2025 22:32 — 👍 1    🔁 0    💬 0    📌 0
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The pages it's referencing:

11.05.2025 07:25 — 👍 0    🔁 0    💬 0    📌 0
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In Phantom Blood PS2, the policeman's level 3 charge attack is a reference to Mista from Part 5.

11.05.2025 07:25 — 👍 2    🔁 0    💬 1    📌 0
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03.05.2025 21:24 — 👍 4    🔁 2    💬 1    📌 0
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Chapter 1 of my manga, Cosmic Traveler, is OUT NOW‼️
First few pages and where to read it for free in the replies

18.04.2025 23:32 — 👍 26    🔁 16    💬 2    📌 0
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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

01.04.2025 18:00 — 👍 9    🔁 3    💬 0    📌 0
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Completely Normal GioGio PS2 Gameplay

01.04.2025 10:00 — 👍 12    🔁 6    💬 0    📌 0
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Toast (Remake)

05.02.2025 16:38 — 👍 33    🔁 7    💬 1    📌 1
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New feature that I'll be including with the GioGio PS2 modloader: A brand new custom menu I created that lets you watch any cutscene in the game at any time.
#jojo #ジョジョ #modding

12.01.2025 19:26 — 👍 6    🔁 0    💬 0    📌 0
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

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

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.

28.12.2024 19:36 — 👍 2    🔁 0    💬 0    📌 0
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.

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.

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.

21.12.2024 03:45 — 👍 4    🔁 1    💬 0    📌 0
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

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

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.

20.12.2024 18:53 — 👍 1    🔁 0    💬 0    📌 0

Stay strong brother

04.12.2024 11:55 — 👍 1    🔁 0    💬 0    📌 0
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We've now got jojomodding.com available in 4 different languages! 🌏

★ Join us at discord.gg/jojomodding if you're interested in adding your own language as well 🤑

Special thanks to @esgalce.bsky.social, @penguino118.bsky.social, @msnasus.bsky.social & Bajsbloja for their efforts thus far 🙇

03.12.2024 13:03 — 👍 4    🔁 2    💬 1    📌 0
On the left: PCSX2 running GioGio's Bizarre Adventure with modified textures, Scene is an open book on a table viewed from above. On the right: PCSX2's console displaying all file requests by the game, alongside other actions it logs. Transcription:
Setting vsync mode: Mailbox
Mailbox not supported for vsync-mailbox, using FIFO.
[AFSLoader] No override found for "ld000.pzz"
[AFSLoader] No override found for "d00a.pzz"
[AFSLoader] No override found for "dcomn.pzz"
[AFSLoader] No override found for "d00a_89.pzz"
[AFSLoader] No override found for "eff00.pzz"
[AFSLoader] No override found for "st170t.pzz"
[AFSLoader] No override found for "st170.pzz"
[AFSLoader] No override found for "lw170.pzz"
[AFSLoader] Loading "d00a_80.pzz" from afs_override
[AFSLoader] No override found for "d00a_81.pzz"
[AFSLoader] No override found for "d00a_82.pzz"
[AFSLoader] No override found for "d00a_83.pzz"
[AFSLoader] No override found for "d00a_84.pzz"
[AFSLoader] No override found for "d00a_85.pzz"
[AFSLoader] No override found for "d00a_86.pzz"
[AFSLoader] No override found for "d00a_87.pzz"
[AFSLoader] No override found for "d00a_88.pzz"
[AFSLoader] Loading "pl00.pzz" from afs_override
[AFSLoader] No override found for "pl00.hit"
[AFSLoader] No override found for "d00a_00.pzz"
[AFSLoader] Loading "demo8.adx" from afs_override

On the left: PCSX2 running GioGio's Bizarre Adventure with modified textures, Scene is an open book on a table viewed from above. On the right: PCSX2's console displaying all file requests by the game, alongside other actions it logs. Transcription: Setting vsync mode: Mailbox Mailbox not supported for vsync-mailbox, using FIFO. [AFSLoader] No override found for "ld000.pzz" [AFSLoader] No override found for "d00a.pzz" [AFSLoader] No override found for "dcomn.pzz" [AFSLoader] No override found for "d00a_89.pzz" [AFSLoader] No override found for "eff00.pzz" [AFSLoader] No override found for "st170t.pzz" [AFSLoader] No override found for "st170.pzz" [AFSLoader] No override found for "lw170.pzz" [AFSLoader] Loading "d00a_80.pzz" from afs_override [AFSLoader] No override found for "d00a_81.pzz" [AFSLoader] No override found for "d00a_82.pzz" [AFSLoader] No override found for "d00a_83.pzz" [AFSLoader] No override found for "d00a_84.pzz" [AFSLoader] No override found for "d00a_85.pzz" [AFSLoader] No override found for "d00a_86.pzz" [AFSLoader] No override found for "d00a_87.pzz" [AFSLoader] No override found for "d00a_88.pzz" [AFSLoader] Loading "pl00.pzz" from afs_override [AFSLoader] No override found for "pl00.hit" [AFSLoader] No override found for "d00a_00.pzz" [AFSLoader] Loading "demo8.adx" from afs_override

Finally got custom file loading in GioGio up and running again. It also shows all file requests on the console now.

29.11.2024 14:05 — 👍 4    🔁 0    💬 0    📌 0
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.

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.

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...

25.11.2024 21:12 — 👍 3    🔁 1    💬 0    📌 0
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.

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.

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...

25.11.2024 21:12 — 👍 3    🔁 1    💬 0    📌 0
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.

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.

[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.

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.

25.11.2024 21:12 — 👍 2    🔁 0    💬 1    📌 0
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I've been experimenting a dynamic day night cycle with @jesus-pk.bsky.social have a preview.🦔☀️🌄

20.11.2024 00:36 — 👍 58    🔁 29    💬 1    📌 2

Apparently post tags are useful here

18.11.2024 20:23 — 👍 0    🔁 0    💬 0    📌 0

Slight correction: The bug wouldn't break stand summoning, but player movement as a whole.

16.11.2024 22:19 — 👍 1    🔁 0    💬 0    📌 0

Unfortunately since romhacking.net is dead we can't update it there. So the only way to get it is from this MEGA link: mega.nz/file/RexUUL7...
As always this only contains the modified data, so you need to apply it over your own copy of the original game.

16.11.2024 22:18 — 👍 3    🔁 0    💬 2    📌 0
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.

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.

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).

16.11.2024 22:18 — 👍 3    🔁 0    💬 1    📌 0
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.

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.

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.

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

15.11.2024 18:41 — 👍 1    🔁 0    💬 0    📌 0

I haven't properly documented all differences anywhere, and I don't think threads or something are suitable for this, so I was thinking of making a personal site and just put it there. And maybe use it for other stuff I do too. Like how Silent has a site for his own projects like SilentPatch.

04.11.2024 01:51 — 👍 2    🔁 0    💬 0    📌 0
Two rows showing the data of two separate textures that share the same loading ID. Both of them are used in-game, and are the texture sheet for the head, face, hands, pink hair, and a second set of eyebrows for a different expression, of a character. The first texture shown, sourced from a cutscene actor file, has various unfilled parts wherever the mesh UV doesn't cover it. The second texture, sourced from the main player file, has those empty spaces filled with the character's light skin color, the teeth are colored darker, and the secondary eye expression has turned into closed eyes, also placed slightly to the right compared to the previous iteration.

Two rows showing the data of two separate textures that share the same loading ID. Both of them are used in-game, and are the texture sheet for the head, face, hands, pink hair, and a second set of eyebrows for a different expression, of a character. The first texture shown, sourced from a cutscene actor file, has various unfilled parts wherever the mesh UV doesn't cover it. The second texture, sourced from the main player file, has those empty spaces filled with the character's light skin color, the teeth are colored darker, and the secondary eye expression has turned into closed eyes, also placed slightly to the right compared to the previous iteration.

Because multiple files may need to use the same texture, various duplicates can exist of one image across several files. This results in a few instances where the texture artist later cleaned up or updated a texture in one file, but not in another...

04.11.2024 01:50 — 👍 3    🔁 0    💬 1    📌 0
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".

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".

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.

04.11.2024 01:43 — 👍 4    🔁 0    💬 1    📌 0
Screenshot of a model of a stage from GioGio's Bizarre Adventure (PS2) loaded into Blender 4.2. The meshes are untextured, and incorrectly positioned all over the place.

Screenshot of a model of a stage from GioGio's Bizarre Adventure (PS2) loaded into Blender 4.2. The meshes are untextured, and incorrectly positioned all over the place.

It's been a really rough month, hasn't it? Hopefully I'll have something worth sharing soon...

29.10.2024 03:05 — 👍 1    🔁 0    💬 0    📌 0

@penguino118 is following 20 prominent accounts