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A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter
A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter
See also [[Game Modding]]


=Image=
=Image=
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*http://partners.adobe.com/public/developer/en/tiff/TIFF6.pdf
*http://partners.adobe.com/public/developer/en/tiff/TIFF6.pdf


*[http://www.psdevwiki.com/vita/index.php?title=Template:IFD_format IFD format]
*[http://www.vitadevwiki.com/index.php?title=Template:IFD_format IFD format]


*[http://www.psdevwiki.com/vita/index.php?title=Template:IFD_tag IFD tag]
*[http://www.vitadevwiki.com/index.php?title=Template:IFD_tag IFD tag]


==BMP==
==BMP==
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==DDS==
==DDS==
'''D'''irect '''D'''raw '''S'''urface are used on PS3 (e.g. the XMB monthly wallpapers inside [[Lines.qrc]] and the [[XMB Manuals]] specific for PS3 game/apps)
Direct Draw Surface (DDS)
 
It seems at the release of PS3 firmware 1.00 the DDS support in XMB was not complete (or maybe not supported dds at all, this is hard to know), it was implemented gradually and only for a few specific display modes, the monthly background wallpapers inside lines.qrc was implemented in firmware 1.90/2.00 and PS3 manuals support around 4.00, this display modes are a bit special because uses full screen<!--and probably uses the background display buffer-->. But DDS was never implemented in PS3 RCO's... the PS3 RCO's doesnt even knows what is a DDS ([[RCOXML Images|because there is not an ID for DDS]]), so is not officially posible to store a DDS image inside a PS3 RCO, at the end of life of PS3 the RCO format was obsolete for several reasons and this was one of them. GIM format seems to superceed the features of DDS though
 
For PSVita the RCO format was highly modified, and at this point probably DDS support was added to RCO (this is speculative though). Later the RCO format from PSVita was inherited by PS4 and with it the DDS support, actually it looks like the whole interface of PS4 supports DDS (not only from inside RCO, but also for the ICON0.DDS of games/apps)


*http://en.wikipedia.org/wiki/DirectDraw_Surface
*http://en.wikipedia.org/wiki/DirectDraw_Surface
*http://en.wikipedia.org/wiki/S3_Texture_Compression
*http://msdn.microsoft.com/en-us/library/bb943991.aspx
*http://msdn.microsoft.com/en-us/library/bb943991.aspx
Header:
{| class="wikitable" style="text-align: center;"
|-
| style="background-color:#444453; color:#FFFFFF;" |'''Offset'''
| style="background-color:#444453; color:#FFFFFF;" |'''Size'''
| style="background-color:#444453; color:#FFFFFF;" |'''Example'''
| style="background-color:#444453; color:#FFFFFF;" |'''Value (conversion)'''
| style="background-color:#444453; color:#FFFFFF;" |'''Notes'''
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">DDS header</span>
|-
| 0x00 || 0x04 || 44 44 53 20 || "DDS " || Magic
|-
| 0x04 || 0x04 || 7C 00 00 00 || 124  || Size of header stucture
|-
| 0x08 || 0x04 || 07 10 08 00 || compressed no mipmap || Flags:
*0x01: DDSD_CAPS (Required in every .dds file)
*0x02: DDSD_HEIGHT (Required in every .dds file)
*0x04: DDSD_WIDTH (Required in every .dds file)
*0x08: DDSD_PITCH (Required when pitch is provided for an uncompressed texture)
*0x0010: DDSD_PIXELFORMAT (Required in every .dds file)
*0x000002: DDSD_MIPMAPCOUNT (Required in a mipmapped texture)
*0x000008: DDSD_LINEARSIZE (Required when pitch is provided for a compressed texture)
*0x000080: DDSD_DEPTH (Required in a depth texture)
|-
| 0x0C || 0x04  || 38 04 00 00 || 1080 || Surface height (in pixels).
|-
| 0x10 || 0x04  || 80 07 00 00 || 1920 || Surface width (in pixels).
|-
| 0x14 || 0x04  || 00 D2 0F 00 || 1012.5KB || Size:
*the pitch or number of bytes per scan line in an uncompressed texture
*the total number of bytes in the top level texture for a compressed texture
|-
| ... || ...  || ... || ... || ...
|-
|}


'''DDS normal maps'''
'''DDS normal maps'''
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*Photoshop DDS plugin https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Tutorial: http://www.youtube.com/watch?v=B_SpdM5cLuQ (in spanish)
*Photoshop DDS plugin https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop Tutorial: http://www.youtube.com/watch?v=B_SpdM5cLuQ (in spanish)
*3DS Max DDS Plugin https://developer.nvidia.com/content/3ds-max-dds-plugin-1008271100
*3DS Max DDS Plugin https://developer.nvidia.com/content/3ds-max-dds-plugin-1008271100
*NVIDIA WTV (windows texture viewer) http://www.nvidia.com/object/windows_texture_viewer.html
*NVIDIA DDS Thumbnail Viewer for windows explorer https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_viewer.exe
*NVIDIA DDS Thumbnail Viewer for windows explorer https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_viewer.exe
*NVIDIA DDS Legacy Texture Tools https://developer.nvidia.com/legacy-texture-tools and https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_Utilities_8.31.1127.1645.exe (includes a command line texture converter)
*NVIDIA DDS Legacy Texture Tools https://developer.nvidia.com/legacy-texture-tools and https://developer.nvidia.com/sites/default/files/akamai/tools/files/DDS_Utilities_8.31.1127.1645.exe (includes a command line texture converter)
*Crazybump is a quick and easy tool for creating normal maps from a texture. http://www.crazybump.com/ Tutorial: http://iamsparky.wordpress.com/crazybump/
*Crazybump is a quick and easy tool for creating normal maps from a texture. http://www.crazybump.com/ Tutorial: http://iamsparky.wordpress.com/crazybump/
*DDS Converter 2 by Yannick Bluehair Leon http://www.nexusmods.com/oblivion/mods/8698
*nvdxt.exe (extracted from nvidia legacy tools installation) https://www.sendspace.com/file/8ru1va
*DXTViewer http://www.ozone3d.net/dxt_viewer.php
==DXT==
*http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained
*http://files.wayforward.com/shane/rgbv/ (RGBV Texture Compression in DuckTales: Remastered)
The DXT compressed textures always have the same size. This is because they have a fixed compression ratio.
Used on PS2 classic as manual, they are texture files (DXT1, no mipmap?) with a minimalistic header of 0x08 byte (width*height)
For viewing them on computer, you can rebuild/create/paste (from an .dds dxt1 no mipmap existing file) an header following .dds header specs:
*On your dxt files, remove the first 0x08 bytes (which has the width and height hexadecimal information), insert on top of it the .dds header. Edit the .dds header, see the .dds section, to get the proper width, height, and texture size)
Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)
There is a QuickBMS scripts for converting DTX<>DDS
pastebin GKdqL7xG and pastebin 3H0MDmTG
e.g. (quick note, should be move to emulation/PS2 page once figure out)
001.dxt -->  256KB -->instruction screen: 544*960? (Surface height (in pixels).*Surface width (in pixels).)
002.dxt -->  256KB -->information screen: *544*960?
003.dxt --> 1441KB -->game manual: 1536*1920?
...
008.dxt --> 1441KB -->end of the game manual
009.dxt -->  256KB -->Notice screen: 544*960?
==GIM==
'''G'''raphic '''I'''mage '''M'''ap ?. See [[Graphic Image Map (GIM)]]
The tool used to manage GIM image conversions is '''GimConv.exe'''. See [[GimConv]]
Used inside [[Resource Container (RCO)]] files (see [[RCOXML Images]]), [[PlayStation 3 Theme (P3T)]] files, etc...
*'''Gim Viewer v0.8''' by HSreina: http://hsreina.shadosoft-tm.com/display/cat/103
**Created for PSP it has partiall support for PS3 gim's, allows to view the most common .gim images used in ps3 (the standard format used by most gim's inside .rco's)... is not able to display gims inside rco's that doesnt uses the standard gim format (dxt5 based are displayed full filled with white)
Version 0.8 / by Hsreina - Hontoshadow
What is Gim Viewer
===============================
Giw Viewer was designed for view (*.gim; *.mig) files from "Fantasy golf Pangya portable"
How to use
==========
just Drag & Drop a (*.gim; *.mig file) on the main window of Gim viewer or use the Files/open menu to found a  picture;
you can use spacebar or backspace for display the previous or next file in the current folder.
for anybugs please mail to "[email protected]"
Copyright (c) 2005 - 2012 Shadosoft tm. All rights reserved. http://pangya.shadosoft-tm.com/
==GMO==
'''G'''raphic '''M'''odel '''O'''bject
Used inside [[Resource_Container_(RCO)]] files (see [[RCOXML Models]])


==GTF==
==GTF==
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| style="background-color:#475446; color:#FFFFFF;" |'''Notes'''
| style="background-color:#475446; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">GTF header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">GTF header</span>
|-
|-
| 0x00 || 0x04 || 02 02 00 FF ||  || Version
| 0x00 || 0x04 || 02 02 00 FF ||  || Version
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| 0x08 || 0x04 || 00 00 00 01 ||  || Number of textures embedded
| 0x08 || 0x04 || 00 00 00 01 ||  || Number of textures embedded
|-
|-
| 0x0C || 0x04 || 00 00 00 00 ||  || Not used?
| 0x0C || 0x04 || 00 00 00 00 ||  || Not used?
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">GTF specification</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">GTF specification</span>
|-
|-
| 0x10 || 0x04 || 00 00 00 80 ||  || Size Header
| 0x10 || 0x04 || 00 00 00 80 ||  || Size Header
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| 0x1C || 0x04 ||  ||  || Remaps:
| 0x1C || 0x04 ||  ||  || Remaps:
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">DDS specification</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">DDS specification</span>
|-
|-
| 0x20 || 0x02  || 00 40 || 64 in decimal || Size image width
| 0x20 || 0x02  || 00 40 || 64 in decimal || Size image width
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|-
|-
|}
|}
==GXT==
Gxt is a container for storing one or multiple graphic textures for the PSVita and PSP. See [http://www.psdevwiki.com/vita/index.php?title=GXT GXT]


==JPG==
==JPG==
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==PNG==
==PNG==
PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.
PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.
*How to create [http://garethrees.org/2007/11/14/pngcrush/ smallest possible transparent PNG]
==PVR==
PowerVR Texture Compression files: PVRTC and PVRTC2 are a family of lossy, fixed-rate texture compression formats.
*[http://www.psdevwiki.com/vita/index.php?title=PVR PVR]


==TGA==
==TGA==
*[http://www.psdevwiki.com/vita/index.php?title=TGA TGA] (used on [[Qt_Resource_Container_(QRC)|Qt Resource Container (lines.qrc)]])
http://en.wikipedia.org/wiki/Truevision_TGA


=Audio=
=Audio=
==AC3==
Used for [[Coldboot.raf|coldboot]] sounds


==AT3==
==AT3==
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Mono and stereo channels are supported
Mono and stereo channels are supported
==AT9==
*See [http://www.psdevwiki.com/ps4/Snd0.at9 Snd0.at9]


==VAG==
==VAG==
Used for sound effects such navigational sounds on XMB inside a [[PlayStation_3_Theme_(P3T)#Navigation_Sounds_.28.VAG.29|theme]] , on \dev_flash\pspemu\flash0\logo\remaster_op.bin and some .rco (e.g trophy unlocking)


*Format
*Format
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{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
|-
|-
| style="background-color:#564147; color:#FFFFFF;" |'''Offset (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Offset'''
| style="background-color:#564147; color:#FFFFFF;" |'''Size (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Size'''
| style="background-color:#564147; color:#FFFFFF;" |'''Example (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Example'''
| style="background-color:#564147; color:#FFFFFF;" |'''Value (conversion)'''  
| style="background-color:#564147; color:#FFFFFF;" |'''Value (conversion)'''  
| style="background-color:#564147; color:#FFFFFF;" |'''Notes'''
| style="background-color:#564147; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">VAG header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">VAG header</span>
|-
|-
| 0x00 || 0x04 || 56 41 47 70 || "VAGp" || Magic
| 0x00 || 0x04 || 56 41 47 70 || "VAGp" || Magic
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| 0x0C || 0x04 || 00 00 04 50 || 1104 bytes || Waveform data size (bytes)
| 0x0C || 0x04 || 00 00 04 50 || 1104 bytes || Waveform data size (bytes)
|-
|-
| 0x10 || 0x04 || 00 00 BB 80 || 48 000 Hz || Sampling Frequency (Hz) (hex to decimal)
| 0x10 || 0x04 || 00 00 BB 80 || 44 000 Hz || Sampling Frequency (Hz)
|-
|-
| 0x14 || 0x0A || 00 00 ... 00 00 || - || Reserved area
| 0x14 || 0x0A || 00 00 ... 00 00 || - || Reserved area
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| 0x20 || 0x10 || 53 45 30 34 5F 42 61 63 6B  || SE04_BACK || Name
| 0x20 || 0x10 || 53 45 30 34 5F 42 61 63 6B  || SE04_BACK || Name
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">Waveform data (AIFF/WAV) starts</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">Waveform data starts</span>
|-
|-
|}
|}
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| Decoding coefficient
| Decoding coefficient
|| Loop information:
|| Loop information:
*00: default?
*1: last block of the file
*01: last block of the file
*3: ending block of the loop
*03: ending block of the loop
*6: starting block of the loop
*06: starting block of the loop
*7: playback ending position
*07: playback ending position
<small>Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly.</small>
<small>Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly.</small>
|| Sound data
|| Sound data
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*Tools
*Tools
**MFAudio v1.1 at http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html or http://dl.qj.net/software/utilities/mfaudio-11.html or http://downloads.ziddu.com/downloadfile/3353225/MFAudiov11.zip.html can convert/play .vag files.
**MFAudio v1.1 (converts WAV to VAG): http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html or http://dl.qj.net/software/utilities/mfaudio-11.html or http://downloads.ziddu.com/downloadfile/3353225/MFAudiov11.zip.html
**[[Rcomage]] can convert .vag files


=Video=
=Video=
==BIK==
Bik is a video and audio container designed specifically for consoles. It can contain multiple video and audio tracks and assign an ID each of them, this way the system choose which one will be loaded. This allows to store multiple audio languages in separated tracks, and multiple audio modes with separated channels for stereo, 5.1, etc...
Bik files do not have any protection, PS3 games do not verify any kind of security over them. They can be fully edited and replaced, usually people replace the video track by a downsampled version of the same video to reduce the game size, it is also possible to remove the audio tracks from "foreign" languages.
* "RAD Video Tools" http://www.radgametools.com/bnkdown.htm


==PAM==
==PAM==
Pam files can contain audio or have the audio separated in a .AT3 track, used in [[Content Information Files]]
Pam files can contain audio or have the audio separwted in a .AT3 track, used in [[Content Information Files]]


=Interactive=
=Interactive=
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*Irfanview supported format
*Irfanview supported format


=3D/OpenGL=
=Playlist=
 
*M3U8
 
=3D=


==DAE==
==DAE==
DAE ('''D'''igital '''A'''sset '''E'''xchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications in .dae format, see: https://collada.org/ and https://www.khronos.org/collada/
DAE ('''D'''igital '''A'''sset '''E'''xchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications in .dae format, see: https://collada.org/


Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: [http://www.blender.org/ Blender], Google SketchUp, Maya, Rhino, 3D Max, SoftImage
Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: [http://www.blender.org/ Blender], Google SketchUp, Maya, Rhino, 3D Max, SoftImage


*Collada plugins:
*Collada plugins for:
**Blender - http://colladablender.illusoft.com/ http://sourceforge.net/projects/colladablender/
**Blender http://colladablender.illusoft.com/ http://sourceforge.net/projects/colladablender/
 
*Other collada info
**https://www.khronos.org/assets/uploads/developers/library/2007_siggraph_bof_collada/SCIE.pdf
**http://lukasz.dk/mirror/research-scea/gdc2006/gdc06-for-khronos.pdf
**https://www.khronos.org/collada/wiki/Building_third_party_libraries_for_the_COLLADA_DOM
**https://sourceforge.net/projects/collada-dom/
**http://www.psu.com/forums/showthread.php/363-COLLADA-the-new-PS3-graphics-format?s=c6e507c63cc32a901bcf06a7f36538bd
**https://games.slashdot.org/story/04/07/30/1837253/sony-endorsing-open-graphics-format-for-ps3
 
==FPO and VPO==
*FPO ('''F'''ragment '''P'''rogram '''O'''bjects)
*VPO ('''V'''ertex '''P'''rogram '''O'''bjects)
*Used inside:
**[[Qt Resource Container (QRC)|QRC containers]]
**[[PS2 Emulation|ps2_netemu.self]]
 
This files are [https://en.wikipedia.org/wiki/Cg_(programming_language) Cg shaders] created by the Cg compiler ('''sce-cgc.exe'''), and are compatible with the Cg disassembler ('''sce-cgcdisasm.exe''') from [[SCEI PS3 SDK]]
 
See: [http://games.soc.napier.ac.uk/resources/ps3/ps3_tutorial_004.pdf Introduction to GCM and PS3 graphics] (pages 4 and 5), and [https://arxiv.org/ftp/cs/papers/0302/0302013.pdf Cg in Two Pages]
 
*The compiler acepts 2 arguments:
**'''-p''': For the PS3 RSX is needed to use the profiles: '''sce_fp_rsx''' (to compile a fragment shader and create a FPO file), or '''sce_vp_rsx''' (to compile a vertex shader and create a VPO file)
**'''-o''': the output filename
 
{{keyboard|content=<syntaxhighlight lang="bash">C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_fp_rsx -o OUTPUT.FPO input_fshader.cg</syntaxhighlight>}}
{{Boxcode|title=input_fshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
void main
(
float4 color_in : COLOR,
out float4 color_out : COLOR
)
{
color_out = color_in;
}
</syntaxhighlight>}}
 
{{keyboard|content=<syntaxhighlight lang="bash">C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_vp_rsx -o OUTPUT.VPO input_vshader.cg</syntaxhighlight>}}
{{Boxcode|title=input_vshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
void main
(
float4 position : POSITION,
float4 color : COLOR,
 
uniform float4x4 modelViewProj,
 
out float4 oPosition : POSITION,
out float4 oColor : COLOR
)
{
oPosition = position;
oColor = color;
}
</syntaxhighlight>}}
{{clear}}
 
*Notes/speculation
**The PS3 RSX Cg profiles ('''sce_fp_rsx''' & '''sce_vp_rsx''') probably are custom, but based in the [https://developer.nvidia.com/cg-profiles standard profiles]
**[http://www.psx-place.com/threads/my-vertex-shader-document.20794/ Open Source code related with PS3 Cg shaders]
 
==MNU==
 
=Playlists=
 
==M3U8==


=Tools & Tips=
=Tools & Tips=
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{{Development}}<noinclude>
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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