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*GimConv.exe versions: | *GimConv.exe versions: | ||
**'''1.20c''' ( | **'''1.20c''' (GIM files made around 2005 included in pre-retail PS3 firmwares such 0.82.006) | ||
**'''1.20e''' (GIM files made around 2006 and still present in PS3 4.82 firmware) | |||
**'''1.20e''' ( | |||
**'''1.20h''' released with '''p3tcompiler v2.00''' as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox] (this is the version included in rcomage using a modifyed GimConv.cfg) | **'''1.20h''' released with '''p3tcompiler v2.00''' as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox] (this is the version included in rcomage using a modifyed GimConv.cfg) | ||
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Below is shown GimConv.cfg released by sony as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox] (official version) | Below is shown GimConv.cfg released by sony as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox] (official version) | ||
<div style="height:520px; overflow:auto"> | |||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//================================================================ | //================================================================ | ||
// gimconv configuration | // gimconv configuration | ||
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} | } | ||
</syntaxhighlight>}} | </syntaxhighlight>}} | ||
</div> | |||
The config file released with [[Rcomage]] have some default settings modifyed that are problematic for PS3 compatibility. For more info about the modifications made in the config file released with [[rcomage]] see the differences in the {{talk}} page | The config file released with [[Rcomage]] have some default settings modifyed that are problematic for PS3 compatibility. For more info about the modifications made in the config file released with [[rcomage]] see the differences in the {{talk}} page | ||
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The help screen of GimConv.exe displays a few options with an small explain about them, the example below belongs to the official GimConv.cfg with the options sony considered useful, this options are mostly useless for us, in short: interact doesnt allows to do special things, the merge modes are hardcore because are intended to create GIM files by some kind of artisan method where you create the GIM by using "pieces" from other files, the promt modes doesnt helps much, gimview.exe doesnt exists, the image resize methods should not be used (instead you should prepare your images with the correct size before converting them with GimConv.exe), the pixel formats normal/faster should not be used that way individually, and the options to swap rgba color channels are not needed for PS3 | The help screen of GimConv.exe displays a few options with an small explain about them, the example below belongs to the official GimConv.cfg with the options sony considered useful, this options are mostly useless for us, in short: interact doesnt allows to do special things, the merge modes are hardcore because are intended to create GIM files by some kind of artisan method where you create the GIM by using "pieces" from other files, the promt modes doesnt helps much, gimview.exe doesnt exists, the image resize methods should not be used (instead you should prepare your images with the correct size before converting them with GimConv.exe), the pixel formats normal/faster should not be used that way individually, and the options to swap rgba color channels are not needed for PS3 | ||
{{Keyboard|content= | {{Keyboard|content='''C:\PS3_Custom_Theme_v200\GimConv>GimConv.exe''' | ||
C:\PS3_Custom_Theme_v200\GimConv>GimConv.exe | |||
gimconv ver 1.20h --- generic picture converter | gimconv ver 1.20h --- generic picture converter | ||
Copyright (C) 2006 Sony Computer Entertainment Inc. | Copyright (C) 2006 Sony Computer Entertainment Inc. | ||
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-F output in faster pixel storage format | -F output in faster pixel storage format | ||
-R re-convert ( don't swap RGBA <-> ABGR ) | -R re-convert ( don't swap RGBA <-> ABGR ) | ||
}} | |||
==Options== | ==Options== | ||
{{Boxtip1|content=To specify an option is needed to use '''a single dash''' with the name of the option.}} | {{Boxtip1|content=To specify an option is needed to use '''a single dash''' with the name of the option.}} | ||
GimConv.exe allows to make a GIM-to-PNG conversion by specifying the file extension with the option '''-o''': | GimConv.exe allows to make a GIM-to-PNG conversion by specifying the file extension with the option '''-o''': | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.gim -o out.png'''}} | ||
If you make a PNG-to-GIM conversion (or any of the supported input formats to GIM) without specifying any other option then are going to be loaded all the default settings of GimConv.cfg (from top to bottom) and this is not good because you dont have much control of the resulting GIM, most probably is going to generate a GIM file not compatible with PS3, at this point maybe you thought in creating a modifyed GimConv.cfg with all the default settings required by PS3 but this is not good enought either because there are (at least) 2 different GIM formats used in PS3 and you are going to break the compatbility with PSP, anyway here is the command as an usage example | If you make a PNG-to-GIM conversion (or any of the supported input formats to GIM) without specifying any other option then are going to be loaded all the default settings of GimConv.cfg (from top to bottom) and this is not good because you dont have much control of the resulting GIM, most probably is going to generate a GIM file not compatible with PS3, at this point maybe you thought in creating a modifyed GimConv.cfg with all the default settings required by PS3 but this is not good enought either because there are (at least) 2 different GIM formats used in PS3 and you are going to break the compatbility with PSP, anyway here is the command as an usage example | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.png -o out.gim'''}} | ||
The interesting options are located at middle of GimConv.exe and contains several settings, this is an example of an option that is overriding the most critical settings (is a bit pointless thought, because the settings are given the value "default") | The interesting options are located at middle of GimConv.exe and contains several settings, this is an example of an option that is overriding the most critical settings (is a bit pointless thought, because the settings are given the value "default") | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.png -o out.gim -DXT'''}} | ||
The option '''-DXT''' used in this example contains 3 settings that are going to be loaded after the default settings (this is an example of the official GimConv.cfg, the one used inside rcomage is different): | The option '''-DXT''' used in this example contains 3 settings that are going to be loaded after the default settings (this is an example of the official GimConv.cfg, the one used inside rcomage is different): | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
option -DXT { | option -DXT { | ||
pixel_order = default | pixel_order = default | ||
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Another example where can be seen better how the options contains settings that overrides the default settings: | Another example where can be seen better how the options contains settings that overrides the default settings: | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.gim -o out.gis -S'''}} | ||
*The option '''-S''' contains this settings: | *The option '''-S''' contains this settings: | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
option -S { | option -S { | ||
output_object = off | output_object = off | ||
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{{Boxtip1|content=To specify a setting is needed to use '''a double dash''' with the name of the setting.}} | {{Boxtip1|content=To specify a setting is needed to use '''a double dash''' with the name of the setting.}} | ||
This is the most accurate way to have full controll of the GIM settings, if you are picky you can write a long line of settings to override all the critical default settings (just incase the GimConv.cfg was modifyed by someone, by doing this you are overriding his/her changes made to the default settings). If you are writing an script or any tool that sends actions to gimconv.exe you should use this method | This is the most accurate way to have full controll of the GIM settings, if you are picky you can write a long line of settings to override all the critical default settings (just incase the GimConv.cfg was modifyed by someone, by doing this you are overriding his/her changes made to the default settings). If you are writing an script or any tool that sends actions to gimconv.exe you should use this method | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.png -o out.gim --pixel_order normal --format_style psp --format_endian big'''}} | ||
The 3 settings in the example are overriding the default settings at top of GimConv.cfg (this is an example of the official GimConv.cfg, the one used inside rcomage is different): | The 3 settings in the example are overriding the default settings at top of GimConv.cfg (this is an example of the official GimConv.cfg, the one used inside rcomage is different): | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//---------------------------------------------------------------- | //---------------------------------------------------------------- | ||
// default settings | // default settings | ||
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{{Boxtip1|content=Reminder: options are passed with '''a single dash''' and settings with a '''double dash'''}} | {{Boxtip1|content=Reminder: options are passed with '''a single dash''' and settings with a '''double dash'''}} | ||
This is the official way, the predefined options of the official GimConv.cfg are intended to be used together with other options, this way you can have an option containing a group of settings (that are common for a console) and several other options for the different GIM formats supported in that console, using GimConv.exe this way is a bit more confusing though and makes harder to pass commands to it, but is very handy to make tests | This is the official way, the predefined options of the official GimConv.cfg are intended to be used together with other options, this way you can have an option containing a group of settings (that are common for a console) and several other options for the different GIM formats supported in that console, using GimConv.exe this way is a bit more confusing though and makes harder to pass commands to it, but is very handy to make tests | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.png -o out.gim -DXT --pixel_channel brag'''}} | ||
The command in the example is loading the option '''-DXT''' like in the example above, but additionally is overriding one of the settings inside '''-DXT''' with the '''--pixel_channel brag''' to reorder the color channels (from left to right, BLUE, RED, ALPHA, GREEN), the resulting GIM is going to be like the one made in the example above, the only difference is the location of the pixel colors | The command in the example is loading the option '''-DXT''' like in the example above, but additionally is overriding one of the settings inside '''-DXT''' with the '''--pixel_channel brag''' to reorder the color channels (from left to right, BLUE, RED, ALPHA, GREEN), the resulting GIM is going to be like the one made in the example above, the only difference is the location of the pixel colors | ||
It allows to cummulate many options and settings <abbr title="the rule to remember is... the last setting overrides the previous ones with the same name">in any order</abbr> (be careful this could create some problems) to do something like this: | It allows to cummulate many options and settings <abbr title="the rule to remember is... the last setting overrides the previous ones with the same name">in any order</abbr> (be careful this could create some problems) to do something like this: | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe in.png -o out.gis -DXT --pixel_channel brag -S'''}} | ||
==From rcomage== | ==From rcomage== | ||
{{Boxwarning1|content='''Dont use this method for PS3'''. GIM files from PS3 firmware uses (at least) 2 different GIM formats, rcomage applyes the same settings for all the GIM files so some are broken}} | {{Boxwarning1|content='''Dont use this method for PS3'''. GIM files from PS3 firmware uses (at least) 2 different GIM formats, rcomage applyes the same settings for all the GIM files so some are broken}} | ||
This ones are rcomage commands that includes gimconv commands in between quotes, are optional and are intended to change the default GIM settings used by rcomage when doing the PNG-to-GIM conversions. Rcomage.exe sends the GIM settings to gimconv.exe when is compiling the RCO (see the "compile" help in [[rcomage]] page) | This ones are rcomage commands that includes gimconv commands in between quotes, are optional and are intended to change the default GIM settings used by rcomage when doing the PNG-to-GIM conversions. Rcomage.exe sends the GIM settings to gimconv.exe when is compiling the RCO (see the "compile" help in [[rcomage]] page) | ||
{{Keyboard|content= | |||
There are 2 options in rcomage specific for this task, named: '''--gimconv-cmd''' and '''--gimconv-flags''' | |||
{{Keyboard|content='''rcomage.exe compile in.xml out.rco --gimconv-cmd ".\gimconv\gimconv.exe" --gimconv-flags "--pixel_order normal --format_style psp --format_endian big"'''}} | |||
Inside RCO files from PS3 official firmwares there are (at least) 2 types of GIM formats, and usually both are used inside the same RCO, as example... an RCO with a total of 14 GIM files where 12 of them was made using some GIM settings, and the other 2 with different GIM settings, for this reason is needed to identify the GIM settings and rebuild every GIM file individually | |||
Is not posible to compile a PS3 RCO with rcomage by using PNG images as source (either way, using the commands in the example above or not using them, the problem is the same) because the GIM settings sent by rcomage are applyed to all the PNG images, so all the GIM files in the RCO will have the same GIM settings, '''this doesnt works for PS3 GIM files !''' | Is not posible to compile a PS3 RCO with rcomage by using PNG images as source (either way, using the commands in the example above or not using them, the problem is the same) because the GIM settings sent by rcomage are applyed to all the PNG images, so all the GIM files in the RCO will have the same GIM settings, '''this doesnt works for PS3 GIM files !''' | ||
*As mentioned [http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=350611#pid350611 here] the correct way to compile a PS3 RCO with custom GIM files is: | |||
**Use rcomage/rcomagegui to extract the RCO contents '''without''' conversion of images (this way the GIM files are extracted as GIM) to folder_1... we want the originals, for identification and rebuilding purposes | |||
**Use rcomage/rcomagegui to make another extraction of the RCO contents '''with''' conversion of images (this way the GIM files are extracted and converted to PNG) to folder_2... this ones are only to have a preview of the images | |||
***Or use gimconv to make GIM-to-PNG conversions of the images you want to customize | |||
**Use gimconv to identify the GIM settings of the images you want to customize by doing GIM-to-GIM conversions with the originals (the resulting files of this tests are pointless, this is just for identification purposes) | |||
**Copy the PNG to other path, customize it, convert it to GIM with the settings you found in the previous step, and rename it to the same name it had originally and the file extension .gim | |||
**Copy the custom GIM to the extraction folder from step 1 together with all the other GIM files, overwriting the original GIM (like if nothing happened, in some way is like cheating rcomage) | |||
**Use rcomage/rcomagegui to compile the RCO with the GIM files | |||
=GimConv.cfg options for PS3= | =GimConv.cfg options for PS3= | ||
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*'''1st most common''' GIM format used in official PS3 firmwares | *'''1st most common''' GIM format used in official PS3 firmwares | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
option -ps3rgba8888 { | option -ps3rgba8888 { | ||
format_endian = big | format_endian = big | ||
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*'''2nd most common''' GIM format used in official PS3 firmwares | *'''2nd most common''' GIM format used in official PS3 firmwares | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
option -ps3dxt5 { | option -ps3dxt5 { | ||
format_endian = big | format_endian = big | ||
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Both identification methods can be made manually or by using external code, and are not exclusive. For code performance reading the GIM structure is faster, but for accuracy the bruteforce method is 100% accurate, so a code could start reading "what we know" from the GIM structure and then start with the bruteforce to get the confirmation | Both identification methods can be made manually or by using external code, and are not exclusive. For code performance reading the GIM structure is faster, but for accuracy the bruteforce method is 100% accurate, so a code could start reading "what we know" from the GIM structure and then start with the bruteforce to get the confirmation | ||
== | ==By reading GIM structure== | ||
GIM format is not completly documented, allows for lot of features that generates different GIM structures, at this point is not posible to identify all this GIM formats, for more info see: [[Graphic Image Map (GIM)]] | GIM format is not completly documented, allows for lot of features that generates different GIM structures, at this point is not posible to identify all this GIM formats, for more info see: [[Graphic Image Map (GIM)]] | ||
*The most important settings needed to collect from the original GIM file are: | *The most important settings needed to collect from the original GIM file are: | ||
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**'''format_style''' (offset 8 in the GIM) | **'''format_style''' (offset 8 in the GIM) | ||
**'''image_format''' (offset 4 at block 4 in the GIM) | **'''image_format''' (offset 4 at block 4 in the GIM) | ||
**'''pixel_order''' (offset | **'''pixel_order''' (offset 8 at block 4 in the GIM) | ||
*Some notes: | *Some notes: | ||
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For this reasons, identifying GIM settings by reading GIM structure is not 100% accurate (there are too much unknown features and room for errors), the way to identify GIM settings more accuratelly is the next method explained... by bruteforce | For this reasons, identifying GIM settings by reading GIM structure is not 100% accurate (there are too much unknown features and room for errors), the way to identify GIM settings more accuratelly is the next method explained... by bruteforce | ||
== | ==By bruteforce== | ||
{{Boxinfo1|content='''GIM-to-GIM''' is the only conversion method that is '''[https://en.wikipedia.org/wiki/Lossless_compression lossless]''' for all image formats supported by GimConv.exe}} | {{Boxinfo1|content='''GIM-to-GIM''' is the only conversion method that is '''[https://en.wikipedia.org/wiki/Lossless_compression lossless]''' for all image formats supported by GimConv.exe}} | ||
The word [https://en.wikipedia.org/wiki/Brute-force_search bruteforce] sounds a bit ridiculous when used to identify image settings but defines pretty well how this identification method works. Consist in rebuilding the original GIM file several times by using different GimConv settings until we generate a GIM file identical to the original. In other words... if you find how to create a GIM file exactly like the original you can be 100% sure the GIM settings you are using are exactly the same used by sony to create that GIM | The word [https://en.wikipedia.org/wiki/Brute-force_search bruteforce] sounds a bit ridiculous when used to identify image settings but defines pretty well how this identification method works. Consist in rebuilding the original GIM file several times by using different GimConv settings until we generate a GIM file identical to the original. In other words... if you find how to create a GIM file exactly like the original you can be 100% sure the GIM settings you are using are exactly the same used by sony to create that GIM | ||
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'''1st most common''' | '''1st most common''' | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe original.gim -o try1.gim -ps3rgba8888'''}} | ||
'''2nd most common''' (this is a variant of the previous with <abbr title="the block contains info related with the GIM creation and a version usually 'GimConv 1.20e' in retail PS3 firmwares, when you run this command the original block data is preserved but the version is updated">a block added at the end of the file</abbr>) | '''2nd most common''' (this is a variant of the previous with <abbr title="the block contains info related with the GIM creation and a version usually 'GimConv 1.20e' in retail PS3 firmwares, when you run this command the original block data is preserved but the version is updated">a block added at the end of the file</abbr>) | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe original.gim -o try2.gim -ps3rgba8888 --update_fileinfo on'''}} | ||
'''3rd most common''' | '''3rd most common''' | ||
{{Keyboard|content= | {{Keyboard|content='''gimconv.exe original.gim -o try3.gim -dxt5'''}} | ||
After every GIM-to-GIM conversion is needed to compare the hashes, first "original.gim VS try1.gim", then "original.gim VS try2.gim", then "original.gim VS try3.gim" | After every GIM-to-GIM conversion is needed to compare the hashes, first "original.gim VS try1.gim", then "original.gim VS try2.gim", then "original.gim VS try3.gim" | ||
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As far i know all the GIM files from PS3 retail firmwares that was created using '''--update_fileinfo on''' was build with GimConv.exe v1.20'''e''', and the patch changes the GimConv.exe version from v1.20'''h''' (the public GimConv.exe) by v1.20'''e''' (the internal GimConv.exe not available for us), so it should work for most GIM files... if at some point someone finds other GIM files that was made with other GimConv.exe versions (c, d, f, g) and you want to use this bruteforce identification process you can make others GimConv.exe patched with different versions and rename them to GimConvC.exe, GimConvD.exe, GimConvE.exe, GimConvF.exe, GimConvG.exe etc... and keep all them in the same folder next to the original v1.20h | As far i know all the GIM files from PS3 retail firmwares that was created using '''--update_fileinfo on''' was build with GimConv.exe v1.20'''e''', and the patch changes the GimConv.exe version from v1.20'''h''' (the public GimConv.exe) by v1.20'''e''' (the internal GimConv.exe not available for us), so it should work for most GIM files... if at some point someone finds other GIM files that was made with other GimConv.exe versions (c, d, f, g) and you want to use this bruteforce identification process you can make others GimConv.exe patched with different versions and rename them to GimConvC.exe, GimConvD.exe, GimConvE.exe, GimConvF.exe, GimConvG.exe etc... and keep all them in the same folder next to the original v1.20h | ||
== | ==Exercises (wip:)== | ||
*In [[explore_plugin]]_full.rco from firmware 4.70 there are 245 images: | *In [[explore_plugin]]_full.rco from firmware 4.70 there are 245 images: | ||
**201 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal'' (exact match of gims after rebuilding gim--->png--->gim), such tex_psn.gim | **201 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal'' (exact match of gims after rebuilding gim--->png--->gim), such tex_psn.gim | ||
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--> | --> | ||
{{File Formats}} | {{File Formats}} | ||
<noinclude>[[Category:Main]]</noinclude> | <noinclude>[[Category:Main]]</noinclude> |