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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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| style="background-color:#444453; color:#FFFFFF;" |'''Notes'''
| style="background-color:#444453; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">DDS header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">DDS header</span>
|-
|-
| 0x00 || 0x04 || 44 44 53 20 || "DDS " || Magic
| 0x00 || 0x04 || 44 44 53 20 || "DDS " || Magic
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Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)
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)
e.g. (quick note, should be move to emulation/PS2 page once figure out)
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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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| 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==


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]
Gxt is a container for storing one or multiple graphic textures for the PSVita and PSP. See [http://www.vitadevwiki.com/index.php?title=GXT GXT]


==JPG==
==JPG==
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PowerVR Texture Compression files: PVRTC and PVRTC2 are a family of lossy, fixed-rate texture compression formats.
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]
*[http://www.vitadevwiki.com/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://www.vitadevwiki.com/index.php?title=TGA TGA] (used on [[Qt_Resource_Container_(QRC)|Qt Resource Container (lines.qrc)]])


=Audio=
=Audio=
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| 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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| 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 (AIFF/WAV) starts</span>
|-
|-
|}
|}
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==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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**'''-o''': the output filename
**'''-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|content=<syntaxhighlight lang="c">
{{Boxcode|title=input_fshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
// input_fshader.cg
void main
void main
(
(
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</syntaxhighlight>}}
</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>}}
{{keyboard|content=C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_fp_rsx -o OUTPUT.FPO input_fshader.cg}}
{{Boxcode|title=input_vshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
 
{{Boxcode|content=<syntaxhighlight lang="c">
// input_vshader.cg
void main
void main
(
(
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}
}
</syntaxhighlight>}}
</syntaxhighlight>}}
{{clear}}
 
{{keyboard|content=C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_vp_rsx -o OUTPUT.VPO input_vshader.cg}}


*Notes/speculation
*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]
**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==
==MNU==
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