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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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mello357
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Post: #271
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
I  made another discovery today you can add and extra category icon in ingame xmb without any function but for some reason it tends to scroll to it on its own ill post a vid tommorrow morningI tried same met5hod with xmb normal and got a semi brick lol
15/04/2011 10:32 PM
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mello357
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RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
(04/03/2011 06:31 PM)Vegetano1 Wrote:  well,. there is no knowledge whot is in the pt3,. if i am correct,. and there are some very nice animated theme's for the PS3 in the store,. possibility's mebbe??
but yeah,. prob very standard,. i guess,.. a pt3 isn't the same as a ptf,..

i got no idee how to look into a p3t file,. ;p

actually i was looking into a pt3 files xml and it seems to be its own construct of the ps3 xmb im gonna try and add some strings and such to it and see if anything special happens ill be back with results

edit: compiled and saved perfectly but none of the added strings loadd on xmb, back to square one again
(This post was last modified: 17/04/2011 07:01 AM by mello357.)
17/04/2011 06:35 AM
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ZiNgA BuRgA
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Post: #273
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
I thought there was a p3t decompiler around the place...
18/04/2011 01:19 AM
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mello357
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Post: #274
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
there is but he files in are just images and an xml and its structure is completely different from anything else on the ps3
18/04/2011 01:22 AM
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ZiNgA BuRgA
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Post: #275
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
It would be because it's somewhat read at a different level.  But it should at least allow you to peak into the format?
Or maybe I'm lost.
18/04/2011 01:40 AM
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mello357
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Post: #276
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
no it really doesn't show anything but icon id which are in the folder you use to compile and text some animations wich are all included in the folder being compiled/decompiled ill post a pic later to show you
18/04/2011 03:33 AM
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mello357
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Post: #277
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
as promised here are the pics and i don't see anything that'll lead to anything lol thought maybe the structure can be rebuilt and incorporated into a pt3 file easily but i still need to look into that its quite long and tedious! also what the hell is sRGB IEC61966-2.1 color mode? i got curious and ran the p3t thru hexworkshop just to see if i find anything and there is alot of that and alot of adobe.com and hewlett packard.... i know its irrelevant but just wondering


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(This post was last modified: 18/04/2011 04:09 AM by mello357.)
18/04/2011 03:55 AM
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ZiNgA BuRgA
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Post: #278
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
Well P3T files just contain images, similar to PTF files for PSP.  I'm not sure what structural info you're expecting.
Dynamic themes are in RAFs, right?
18/04/2011 04:24 AM
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mello357
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Post: #279
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
(18/04/2011 04:24 AM)ZiNgA BuRgA Wrote:  Well P3T files just contain images, similar to PTF files for PSP.  I'm not sure what structural info you're expecting.
Dynamic themes are in RAFs, right?

no their p3t also and the animated images are dds (nvidia), im just looking for maybe a string that point me to were the  main icons are located
18/04/2011 12:19 PM
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mugi
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Post: #280
RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool
the ps3 has a hardcoded values to overwrite defaults with a loaded p3t file, which is installed to the HDD.
it simply looks for the loaded (applied) *.p3t and in case of failing to find one, loads the defaults from where ever they are.
18/04/2011 12:33 PM
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