Editing Qt Resource Container (QRC)
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== Description == | == Description == | ||
QRC files ('''Q'''t '''R'''esources '''C'''ontainer) are located inside a QGL folder ('''Q'''t '''G'''raphics '''L'''ibrary) in path: '''dev_flash/vsh/resource/qgl''' | QRC files ('''Q'''t '''R'''esources '''C'''ontainer) are part of the firmware, located inside a QGL folder ('''Q'''t '''G'''raphics '''L'''ibrary) in path: '''dev_flash/vsh/resource/qgl''' using names: '''canyon.qrc, earth.qrc, icons.qrc, icontex.qrc, lines.qrc, raf.qrc, rhm.qrc''', and '''store.qrc''' | ||
*All them uses zlib compression and the same container, but the zlib compression method and the structure of the container has 2 variations: | |||
**'''All .qrc files except icontex.qrc''' (magic QRCC) - zlib compression is applyed over the whole .qrc file (except his first 8 bytes that are info for the decompression), after decompression the file generated is a QRCF and the internal container structure can be readed (QRCC always contains a QRCF that is the real container) | |||
**'''icontex.qrc''' - (magic QRCF) zlib compression is applyed per-file over each contained file (the container structure can be readed directlly and every one of the files inside the container structure is compressed individually) | |||
* | In the practise and from the point of view of the system, the QRCC has no interest and is needed to decompress the whole QRCC to be able to read the internal structure of the container and to acess individual files, when a QRCC is decompressed it generates an QRCF file (the real container) but this QRCF has a different internal structure than the QRCF used by icontex.qrc (are variations of the same container with some small differences... althougth both uses the same identifyer QRCF) | ||
** | |||
** | *For this reason is not posible to identify them by reading his magic (both are QRCF) but his structure is different, so is needed to use unnofficial names to identify them and to be able to explain his variations here in wiki, the proposed names used in this page are: | ||
** | **'''QRCF_1''' (the most common and older... used by all .qrc's except icontext.qrc) | ||
** | **'''QRCF_2''' (the less common and newer... used only by icontex.qrc) | ||
*Notes | |||
**Actually, the correct way to identity the QRCF container is by reading the texts in the "strings table" that are related with the building process and defines his internal structure, but his names are too long to use when talking about them | |||
**The container used by '''.QRC''' files (the 2 variations of QRCF) is the same used by [[Themes_(.p3t) | .P3T]] themes (P3TF) and [[Rich_Appearance_Format_(RAF) | .RAF]] animations (RAFO). All them are variations of the same generic container for a total of 4 known/found | |||
**The contents of QRC files are compatible/generated with/by: [http://en.wikipedia.org/wiki/Qt_%28framework%29 Qt framework] and [http://en.wikipedia.org/wiki/OpenGL OpenGL] | |||
==QRC structure== | |||
See: [[CXML Containers]] page | |||
== | == Tools == | ||
=== | ===ZLIB archivers=== | ||
QRC files are compressed in ZLIB, and has 8 bytes added at the start of the file. To be able to use a generic zlib archiver is needed to remove this 8 bytes (and is needed to add them in the last step when rebuilding the QRC file) | |||
=== | ====SimplyZip==== | ||
Windows archiver able to extract and create zlib files. http://www.paehl.de/cms/simplyzip | |||
*Usage: | |||
* | **Open the program and click in the tab at top: [External progs] ---> [ZLIB (pack/unpack)] | ||
**A window opens where you can select the file | |||
**Choose [Decompress] or [Compress], then click in [Start] | |||
=== | ==== QGL converter ==== | ||
This tool can decompress a QRCC to QRCF and compress a QRCF to QRCC (it crops/generates the first 8 bytes and manages the zlib decompression/compression) | |||
https://raw.github.com/wargio/ps3tools/master/QGL.c (just run make to compile it) | |||
== QRC | === QRC Extractors === | ||
After the ZLIB decompression (needed for all .qrc files except icontex.qrc) the contents can be extracted individually using different tools | |||
* | *Notes | ||
**Some of the images are inverted vertically (only .dds?) | |||
* | |||
* | |||
==== P3Textractor ==== | |||
Is posible to use a theme extractor to extract the contents from .qrc files, but first is needed to replace the characters '''/''' by '''_''' of the text strings inside the '''Name table''' with a hexeditor (e.g: the string '''override/black/ICONS.mnu''' needs to be replaced by '''override_black_ICONS.mnu''') | |||
This patching of the text strings can be automated by selecting the whole '''Name table''' in hexeditor and the function "replace string" (replacing the text string '''/''' by '''_''' automatically only in the selected area) | |||
P3Textractor manual: http://www.psdevwiki.com/ps3/Themes_(.p3t)#P3Textractor | |||
*Notes | |||
**P3Textractor renames .dds file extensions to .gim in the extraction process... so is needed to change back the file extensions manually to .dds for further edits in other programs | |||
**This same trick with P3Textractor can be used with .raf files | |||
=== Raw extractors === | |||
=== | ==== Generic Tiny little extractor ==== | ||
Theses generic tiny little tools extract '''blindly''' (they just don t want to stop) & embedded (and so, output bigger files when it s not) files and are means to be tiny and independent. Extremely Heavily based on an [http://www.ps3devwiki.com/wiki/Talk:Content_Information_Files MPO splitter] by Christian Steinruecken. Formats supported DDS/MNU/JPG/MPO/PNG (and virtually any other by modifying the source code) | |||
http://rghost.net/49340892 (include Code-Compile-Credit. Drag and drop your file into them) & | |||
mirror links: http://mir.cr/0R78ED3U | |||
=== QRC Compilers === | === QRC Compilers === | ||
There are no .qrc | There are no compilers for .qrc files, the commonly used method consist in patching settings values in text strings (or to inject the modded files) with a hexeditor over the original .qrc file | ||
This limits the mods to patches than never exceeeds the size of the original data... in the case of patching an area with an smaller patch is recommended to fill the original "trash" data with zeroes | |||
==== Patching strings in hexeditor ==== | |||
Mostly used with the settings inside .mnu files | |||
First extract the files with some of the extractor tool, open the .mnu files in notepad++ to be able to read the settings in a easy way | |||
Select the string you want to modify and "copy" his name | |||
== | Open the .qrc file in hexeditor (after ZLIB decompression if needed) and use the search funtion to locate the string you copyed previously | ||
*QRC | |||
** | *Notes | ||
*XMB | **Most of the settings inside .mnu files are repeated several times inside the .qrc file because are used in several .mnu files... be sure to patch the correct .mnu file by comparing the rest of the data at his side | ||
* | |||
** | ==== Injecting files in hexeditor ==== | ||
** | Similar than patching a text string, but with a bigger chunk of data | ||
** | |||
** | == Files inside QRC containers == | ||
* | *File formats inside QRC containers: (See [[Multimedia Formats and Tools]] page for a general description of DDS, GTF, BMP, TGA, and JPEG image formats) | ||
**ELF (Executable and Linkable Format) See Specifications here: [http://www.sco.com/developers/gabi/latest/ch4.eheader.html ELF Header] and [http://www.openwatcom.com/ftp/devel/docs/elf-64-gen.pdf ELF-64 Object File Format] | |||
**BIN (Binary) | |||
**MNU ? | |||
**FPO (Fragment program objects) | |||
**VPO (Vertex program objects) | |||
**PATH (Camera path) | |||
**DUMP ? | |||
**TXT ? | |||
**INI ? | |||
**DDS (Direct Draw Surface) | |||
**GTF (Graphics Texture Format) | |||
**BMP (Bitmap) | |||
**TGA (Targa) | |||
**JPEG (Joint Photographic Experts Group) | |||
*ps3 standalone visualizer app released by "Q games" (responsibles of XMB design): http://blog.us.playstation.com/2013/08/08/new-ps3-visualizer-app-from-q-games-out-tuesday/ and http://www.ps3hax.net/2013/08/q-games-releases-new-visualizer-music-app-for-ps3-high/ | |||
*QRC related modules in '''dev_flashvsh/modules/''': | |||
**qglbase.sprx <--- generic | |||
**qgl_gaia_app.sprx <--- earth animation inside music player | |||
**qgl_canyon_app.sprx <--- abstract animation inside music player | |||
**Indirectly related: raf.sprx <--- generic animations | |||
===lines.qrc=== | |||
{{lines.qrc}} | |||
===icons.qrc & icontex.qrc=== | |||
{{icons.qrc}} | |||
{{icontex.qrc}} | |||
===rhm.qrc & raf.qrc=== | |||
{{rhm.qrc}} | |||
{{raf.qrc}} | |||
===canyon.qrc & earth.qrc=== | |||
Music player visualizers | |||
*note1: the other music player visualizer available is a modification of the [[XMB]] wave/sparks animation, and is stored inside [[lines.qrc]] using specific .MNU settings in path: '''override/music_1/''') | |||
{{canyon.qrc}} | |||
{{earth.qrc}} | |||
===store.qrc=== | |||
{{store.qrc}} | |||
{{File Formats}}<noinclude>[[Category:Main]]</noinclude> | {{File Formats}}<noinclude>[[Category:Main]]</noinclude> |