Editing Multimedia Formats and Tools

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:


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=
Line 9: Line 11:
*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==
Line 17: Line 19:


==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 modifyed, 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'''
Line 91: Line 49:
*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==
Line 167: Line 66:
| 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
Line 175: Line 74:
| 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
Line 194: Line 93:
| 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
Line 203: Line 102:
|-
|-
|}
|}
==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==
Line 228: Line 123:
==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==
Line 250: Line 135:


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
Line 263: Line 142:
{| 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
Line 279: Line 158:
| 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
Line 291: Line 170:
| 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>
|-
|-
|}
|}
Line 309: Line 188:
| 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
Line 321: Line 199:


*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=
Line 342: Line 212:
*Irfanview supported format
*Irfanview supported format


=3D/OpenGL=
=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=
Line 471: Line 277:




{{Development}}<noinclude>[[Category:Main]]</noinclude>
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
Please note that all contributions to PS3 Developer wiki are considered to be released under the GNU Free Documentation License 1.2 (see PS3 Developer wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following hCaptcha:

Cancel Editing help (opens in new window)