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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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sandungas
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RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
Im looking at it and im stucked in the same problem i had to identify other ps3 .gim's :(
Is needed to say the identification is like a lottery because there are literally thousand of combinations of settings you can choose when building a .gim
I made 3 tests with different settings, and my results are close to the original, but not exactly, so i can't give you the corect settings (but i can explain you what im doing to try to identify it)
But my english is not so good and i can be boring, so please read the section "how to identify .gim settings" i wrote here --» http://www.psdevwiki.com/ps3/GimConv

As a resume... if you are using rcomagegui... you need to make 2 extractions of the rco contents
one extraction in "raw" (uncheck all the conversion boxes at bottom of rcomagegui)
another extraction with gim--»png conversion enabled (check the image conversion box in rcomagegui)

After this, open the original .gim in a hexeditor (one of the .gim's that was extracted raw, so they didnt suffered any conversion... this "raw" files contains the exact byte data that wee need to replicate)
This is how tex_psn.gim looks (from xmb_ingame.rco ps3 4.70)

Code:
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Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  2E 47 49 4D 31 2E 30 30 00 50 53 50 00 00 00 00  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 40 70 00 00 00 10 00 00 00 10  ......@p........
00000020  00 03 00 00 00 00 40 60 00 00 00 10 00 00 00 10  ......@`........
00000030  00 04 00 00 00 00 40 50 00 00 40 50 00 00 00 10  ......@P..@P....
00000040  00 30 00 00 00 0A 00 00 00 80 00 80 00 08 00 04  .0.......€.€....
00000050  00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 40 40 00 00 00 00 00 01 00 01 00 03 00 01  ..@@............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  00 00 00 00 00 00 00 00 76 03 56 03 FF FF FF FF  ........v.V.ÿÿÿÿ
00000090  00 00 00 00 00 00 00 00 76 03 56 03 FF FF FF FF  ........v.V.ÿÿÿÿ
000000A0  00 00 00 00 00 00 00 00 76 03 56 03 FF FF FF FF  ........v.V.ÿÿÿÿ
000000B0  00 00 00 00 00 00 00 00 76 03 56 03 FF FF FF FF  ........v.V.ÿÿÿÿ


Then you need to take same file that was converted to .png (in the second extraction)
And by using gimconv.exe you need to convert it to .gim by using different settings, this is my results:

When using:
--format_style psp --format_endian big --pixel_order normal --image_format dxt5 --pixel_channel rgba
What i have is:

Code:
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Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  2E 47 49 4D 31 2E 30 30 00 50 53 50 00 00 00 00  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 40 70 00 00 00 10 00 00 00 10  ......@p........
00000020  00 03 00 00 00 00 40 60 00 00 00 10 00 00 00 10  ......@`........
00000030  00 04 00 00 00 00 40 50 00 00 40 50 00 00 00 10  ......@P..@P....
00000040  00 30 00 00 00 0A 00 00 00 80 00 80 00 08 00 04  .0.......€.€....
00000050  00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 40 40 00 00 00 00 00 01 00 01 00 03 00 01  ..@@............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  FF 00 49 92 24 49 92 24 56 03 56 03 00 00 00 00  ÿ.I’$I’$V.V.....
00000090  FF 00 49 92 24 49 92 24 56 03 56 03 00 00 00 00  ÿ.I’$I’$V.V.....
000000A0  FF 00 49 92 24 49 92 24 56 03 56 03 00 00 00 00  ÿ.I’$I’$V.V.....
000000B0  FF 00 49 92 24 49 92 24 56 03 56 03 00 00 00 00  ÿ.I’$I’$V.V.....

Note the first 0x80 bytes are exactly like the original, so is pretty close like the original after rebuilding... but the problem is how the pixel data is ordered starting at offset 0x80... the original has lot of "zeroes" at left columns
Ok... to replicate this zeroes i made another rebuild and added another gim setting (the --pixel_alpha 255)
I also removed the --pixel_order normal because as far i saw it doesn't makes any difference when using format dxt5 (so his presence was pointless in my test before)

So by using this:
--format_style psp --format_endian big --image_format dxt5 --pixel_channel rgba --pixel_alpha 255
What i have is this:

Code:
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Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

00000000  2E 47 49 4D 31 2E 30 30 00 50 53 50 00 00 00 00  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 40 70 00 00 00 10 00 00 00 10  ......@p........
00000020  00 03 00 00 00 00 40 60 00 00 00 10 00 00 00 10  ......@`........
00000030  00 04 00 00 00 00 40 50 00 00 40 50 00 00 00 10  ......@P..@P....
00000040  00 30 00 00 00 0A 00 00 00 80 00 80 00 08 00 04  .0.......€.€....
00000050  00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 40 40 00 00 00 00 00 01 00 01 00 03 00 01  ..@@............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  FF 00 00 00 00 00 00 00 56 03 56 03 00 00 00 00  ÿ.......V.V.....
00000090  FF 00 00 00 00 00 00 00 56 03 56 03 00 00 00 00  ÿ.......V.V.....
000000A0  FF 00 00 00 00 00 00 00 56 03 56 03 00 00 00 00  ÿ.......V.V.....
000000B0  FF 00 00 00 00 00 00 00 56 03 56 03 00 00 00 00  ÿ.......V.V.....


Grrrrr, again, pretty close but is another fail, the header is exactly like the original, and note there are lot ot zeroes added at the left columns as i intended (in the "pixel data" starting at offset 0x80)... so it looks better than the previous test but the result is not exactly like the original file



So well... in resume... im pretty sure this 3 options are correct, but there is some setting more needed to replicate it correctly:
--format_style psp
--format_endian big
--image_format dxt5
--unknown...

(This post was last modified: 13/03/2015 11:21 PM by sandungas.)
13/03/2015 09:59 PM
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RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool - sandungas - 13/03/2015 09:59 PM

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