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Full Version: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
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It seems to me GimConv in general doesn't want to convert GIMs with bigger filesizes, or does it just take quite a bit longer?
MysterySword Wrote:It seems to me GimConv in general doesn't want to convert GIMs with bigger filesizes, or does it just take quite a bit longer?
Could be slow, but shouldn't be much slower.
How big is it, and what format?
I think there's a 512x512 dimension limit.
ZiNgA BuRgA Wrote:
MysterySword Wrote:It seems to me GimConv in general doesn't want to convert GIMs with bigger filesizes, or does it just take quite a bit longer?
Could be slow, but shouldn't be much slower.
How big is it, and what format?
I think there's a 512x512 dimension limit.
hmm... I think the original format was PNG. It's got to be stuck on the top icons on my UbuntuXMB theme, like tex_system, tex_game, etc (480px width, and about 15px height). Filesize for those icons is 46KB (in GIM). Back before RCOmage, I noticed GimConv didn't want to convert larger filesize files (especially battery icons), so it's probably a GimConv thing. I kept RCOmage 1.0.1 on for over an hour, and it froze up and didn't move. The process GimConv slowly gained in RAM usage, and by the time I got out of it, GimConv was using 60MB of RAM.
Can you give me a sample image?  Tested a random 480x272 and seemed to work.

Thanks.
Here's the tex_game.gim from my UbuntuXMB (one of the ones that GimConv won't convert).
Oh GIM » PNG conversion.  Interesting.  Appears that it doesn't like RCO Editor's conversion for 32-bit GIMs :/
Unfortunately, can't think of a good work around, apart from an internal GIM converter.  Guess I could perhaps implement some sort of patching routine in the meantime...

To pass it through GimConv, you can open that GIM file in a hex editor, and add 0x40 to the 32bit int value at 0x24.  Of course, sucks to do that for multiple images (and unsure if that's the correct way to fix things since I left a comment in my code about the difference...).
You could extract all with RCO Editor, just keep the BMPs and dump the RCO without GIM conversion.  Then do a find & replace on the XML to replace the '.gim' files with the '.bmp' conversions if you wish to use converted images with Rcomage.

Hope that helps.

Thanks for the image By the way!
Hmm... so would either method keep semi-transparency if a GIM that wouldn't normally convert had it? 32-bit BMPs are capable of semi-transparency, right?
MysterySword Wrote:Hmm... so would either method keep semi-transparency if a GIM that wouldn't normally convert had it? 32-bit BMPs are capable of semi-transparency, right?
Yeah they are, though I'm not sure if GimConv keeps the transparency specified in 32-bit BMPs.  If not, you'll have to manually convert to PNG unfortunately.
Or use RCO Editor to generate the GIMs and never use conversion with Rcomage.
hmm here is my system_plugin_fg, will do an animation with 2 Images per Button, file still crash....
Cool, thanks.  Fixed that in the code.  For now, I've fixed your XML too (use WinMerge to compare differences).
(actually, the CLI displays a warning but the GUI doesn't pick it up :/)
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