MysterySword
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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?
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31/10/2009 03:36 PM |
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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.
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31/10/2009 05:58 PM |
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MysterySword
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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.
(This post was last modified: 31/10/2009 06:14 PM by MysterySword.)
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31/10/2009 06:13 PM |
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Can you give me a sample image? Tested a random 480x272 and seemed to work.
Thanks.
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31/10/2009 08:03 PM |
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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!
(This post was last modified: 31/10/2009 08:45 PM by ZiNgA BuRgA.)
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31/10/2009 08:44 PM |
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MysterySword
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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?
(This post was last modified: 31/10/2009 09:00 PM by MysterySword.)
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31/10/2009 08:52 PM |
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
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.
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31/10/2009 09:18 PM |
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pinkee
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
hmm here is my system_plugin_fg, will do an animation with 2 Images per Button, file still crash....
(This post was last modified: 01/11/2009 02:36 PM by pinkee.)
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01/11/2009 02:34 PM |
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