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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
Nice, in rcomage-dev-v1.1.2 the gim settings are passed correctly to gimconv when compiling ps3 rco's Madwin
My old windows xp x32 complained about 2 missing dll's the first time i tryed to use rcomage-dev-v1.1.2 (previous versions doesn't), i googled them in one of these dll pages and placed inside rcomage folder and it solved the problem, here are the ones that proved working for me https://www.sendspace.com/file/bkw2m6

This concludes my oddisey with gimconv flags, for some reason in all the tests i made i never imagined this could be a bug (i feel a bit blind for not realizing something was not working and could be a bug, so i could report it here as a posible bug instead of my long messages with questions and brainstormings) but im also happy a bug was fixed

I used 3 batch files to automatize the tests with the gimconv flags, the .zip contains the 3 .bat files and explore_plugin_full.rco from PS3 official firmware 4.70 (in case someone wants to take a peek at the newest ps3 rco's ;)
https://www.sendspace.com/file/tohpxo
What the .bat's does is explained inside the next spoiler for not overloadiing the thread, i guess someone could find the .bat's usefull as an example of use or to modify them to automatize other experiments
Spoiler:
To run all the process first copy the 3 .bat and the .rco at the side of rcomagegui.exe, then run the .bat's in order by double clicking with the mouse in them (wait for each of them to finish before clicking the next one)

gimconv flags test1 (dump_to_png).bat
Makes a directory, and dumps the rco contents all together in a common folder, the images are passed to gimconv to make the gim--»png conversion

Code:
echo off
md ".\PS3 470 explore_plugin_full"
Rcomage\rcomage.exe dump ".\PS3 470 explore_plugin_full.rco" ".\PS3 470 explore_plugin_full\explore_plugin_full.xml" --resdir ".\PS3 470 explore_plugin_full" --gimconv-cmd ".\GimConv\GimConv.exe" --conv-gim png
pause


gimconv flags test2 (compile_from_png).bat
It does 2 rco compilations passing different gim settings to gimconv
first compilation gim flags: --format_style psp --format_endian big
second compilation gim flags: --format_style ps3 --format_endian little --image_format dxt5

Code:
echo off
Rcomage\rcomage.exe compile ".\PS3 470 explore_plugin_full\explore_plugin_full.xml" ".\PS3 470 explore_plugin_full (psp_big_default).rco" --gimconv-cmd ".\gimconv\gimconv.exe" --gimconv-flags "--format_style psp --format_endian big"
Rcomage\rcomage.exe compile ".\PS3 470 explore_plugin_full\explore_plugin_full.xml" ".\PS3 470 explore_plugin_full (ps3_little_dxt5).rco" --gimconv-cmd ".\gimconv\gimconv.exe" --gimconv-flags "--format_style ps3 --format_endian little --image_format dxt5"
pause


gimconv flags test3 (dump_raw).bat
It makes 2 directories and does 2 rco extractions in raw format (no gimconv flags used so is posible to see how the gims was build in previous step)

Code:
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echo off
md ".\PS3 470 explore_plugin_full (psp_big_default)"
Rcomage\rcomage.exe dump ".\PS3 470 explore_plugin_full (psp_big_default).rco" ".\PS3 470 explore_plugin_full (psp_big_default)\explore_plugin_full.xml" --resdir ".\PS3 470 explore_plugin_full (psp_big_default)"
md ".\PS3 470 explore_plugin_full (ps3_little_dxt5)"
Rcomage\rcomage.exe dump ".\PS3 470 explore_plugin_full (ps3_little_dxt5).rco" ".\PS3 470 explore_plugin_full (ps3_little_dxt5)\explore_plugin_full.xml" --resdir ".\PS3 470 explore_plugin_full (ps3_little_dxt5)"
pause


Now is posible to see if the gim flags was applyed correctlly in step 2 (at compiling time)... by looking in a hexeditor at the gim headers of any of the gim files created in step 3

A GIM from the first frankenstein:
.GIM can be readed from left to right (so format_endian big has been applyed correctly)
Label PSP present (so format_style psp has been applyed correctly)
The pixel data starting at 0x80 (because this is the pixel data, right?) follows the image_format default (because was not specifyed, so is correct too)

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 02 05 F0 00 00 00 10 00 00 00 10  .......ð........
00000020  00 03 00 00 00 02 05 E0 00 00 00 10 00 00 00 10  .......à........
00000030  00 04 00 00 00 02 05 D0 00 02 05 D0 00 00 00 10  .......Ð...Ð....
00000040  00 30 00 00 00 03 00 01 00 B2 00 B2 00 20 00 10  .0.......².². ..
00000050  00 08 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 02 05 C0 00 00 00 00 00 01 00 01 00 03 00 01  ...À............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00  ÿÿÿ.ÿÿÿ.ÿÿÿ.ÿÿÿ.
00000090  FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00  ÿÿÿ.ÿÿÿ.ÿÿÿ.ÿÿÿ.
000000A0  FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00  ÿÿÿ.ÿÿÿ.ÿÿÿ.ÿÿÿ.
000000B0  FF FF FF 00 FF FF FF 00 FF FF FF 00 FF FF FF 00  ÿÿÿ.ÿÿÿ.ÿÿÿ.ÿÿÿ.


The same GIM from the second frankenstein:
MIG. characters are reversed (so format_endian little has been applyed correctly)
Label PSP is not present (so format_style ps3 has been applyed correctly)
The pixel data starting at 0x80 (because this is the pixel data, right?) follows the image_format dxt5 (correct too)

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

00000000  4D 49 47 2E 30 30 2E 31 00 00 00 00 00 00 00 00  MIG.00.1........
00000010  02 00 00 00 00 7F 00 00 10 00 00 00 10 00 00 00  ................
00000020  03 00 00 00 F0 7E 00 00 10 00 00 00 10 00 00 00  ....ð~..........
00000030  04 00 00 00 E0 7E 00 00 E0 7E 00 00 10 00 00 00  ....à~..à~......
00000040  30 00 00 00 0A 00 00 00 B2 00 B2 00 08 00 04 00  0.......².².....
00000050  04 00 02 00 00 00 00 00 30 00 00 00 40 00 00 00  ........0...@...
00000060  D0 7E 00 00 00 00 00 00 01 00 01 00 03 00 01 00  Ð~..............
00000070  40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  @...............
00000080  00 00 00 00 FF FF FF FF 49 92 24 49 92 24 FF 00  ....ÿÿÿÿI’$I’$ÿ.
00000090  00 00 00 00 FF FF FF FF 49 92 24 49 92 24 FF 00  ....ÿÿÿÿI’$I’$ÿ.
000000A0  00 00 00 00 FF FF FF FF 49 92 24 49 92 24 FF 00  ....ÿÿÿÿI’$I’$ÿ.
000000B0  00 00 00 00 FF FF FF FF 49 92 24 49 92 24 FF 00  ....ÿÿÿÿI’$I’$ÿ.


Now i realize you are still interested in releasing new rcomage versions would you like to hear some suggestions for the new version ?
I have a good amount of things i would like to talk with you in relationship with info that was published in http://www.psdevwiki.com/ps3/Main_Page (is because some people like me uses this wiki as a shared work log), also because i know you have been always interested in documenting some stuff like rcoxml structure, etc.. so is also an invitation for anyone in this forum to use this wiki for publishing info, if you have some specific need like restructuring/renaming/erasing/etc pages or some idea to create more pages just ask and wee will prepare it for you
Is a PS3 wiki so everything related with PS3 has a place in there, sadly wee don't have a PSP wiki but PSP and PS3 shares lot of things and file formats in common, specially the wiki pages that appears in this template under "XMB" and under "Containers" sections, some of them are closelly related with rcomage: http://www.psdevwiki.com/ps3/Template:File_Formats

So yeah, i have lot of things more interesting to talk about with you incase you are interested (if not, or none of you don't want to involve is ok, no problem, and if you prefer to move the talk to other thread just tell me)
(This post was last modified: 12/03/2015 01:57 AM by sandungas.)
12/03/2015 12:15 AM
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RE: [PSP] Rcomage v1.1.1 - new RCO manipulation tool - sandungas - 12/03/2015 12:15 AM

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