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''' with names: [[canyon.qrc]], [[earth.qrc]], [[icons.qrc]], [[icontex.qrc]], [[lines.qrc]], [[raf.qrc]], [[rhm.qrc]], and [[store.qrc]]. 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 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]]. 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]
 
The internal structure of QRC files can be clasifyed as one of the variants of a group of containers named: [[CXML Containers]]


*QRC related firmware modules in '''dev_flashvsh/modules/''':
*QRC related firmware modules in '''dev_flashvsh/modules/''':
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**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/
**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 containers ==
==QRC structure==
See: [[CXML Containers]] page
 
== Tools ==
 
===ZLIB archivers===
QRC files are compressed in [[Template:Zlib Header|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 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 ===


=== icons.qrc & icontex.qrc ===
==== Generic Tiny little extractor ====
*See: [[icons.qrc]] and [[icontex.qrc]] pages
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 ===
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
 
*Notes
**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 ==
*QRC files from firmware version 1.00 up and including 4.50 : http://mir.cr/TSR5E8PM (32078 KB RAR / unpacked size 243425713 bytes)
**MD5 hashes generated with quickSFV http://pastebin.com/raw.php?i=ATvKyMRC
**CRC32 hashes generated with quickSFV http://pastebin.com/raw.php?i=40h6iMCA
 
===lines.qrc===
{{lines.qrc}}
 
===icons.qrc & icontex.qrc===
{{icons.qrc}}
{{icons.qrc}}
{{icontex.qrc}}
{{icontex.qrc}}


=== lines.qrc ===
===rhm.qrc & raf.qrc===
*See: [[lines.qrc]] page
{{lines.qrc}}
 
=== rhm.qrc & raf.qrc ===
*See: [[rhm.qrc]] and [[raf.qrc]] pages
{{rhm.qrc}}
{{rhm.qrc}}
{{raf.qrc}}
{{raf.qrc}}


=== canyon.qrc & earth.qrc ===
===canyon.qrc & earth.qrc===
*See: [[canyon.qrc]] and [[earth.qrc]] pages
Music player visualizers (a.k.a. 'valley' and 'gaia')
*Music player visualizers (a.k.a. 'valley' and 'gaia'), 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/''')
*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}}  
{{canyon.qrc}}  
{{earth.qrc}}
{{earth.qrc}}


=== store.qrc ===
===store.qrc===
*See: [[store.qrc]] page
{{store.qrc}}
{{store.qrc}}


== QRC contents ==
==File formats inside QRC containers==
See [[Multimedia Formats and Tools]] page for a general description of DDS, GTF, BMP, TGA, FPO, VPO and JPEG image formats)
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]
*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]
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*TGA (Targa)
*TGA (Targa)
*JPEG (Joint Photographic Experts Group)
*JPEG (Joint Photographic Experts Group)
===FPO & VPO===
*FPO (Fragment Program Objects)
*FPO (Fragment Program Objects)
*VPO (Vertex Program Objects)
*VPO (Vertex Program Objects)


*QRC files from firmware version 1.00 up and including 4.50 : http://mir.cr/TSR5E8PM (32078 KB RAR / unpacked size 243425713 bytes)
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]]
**MD5 hashes generated with quickSFV http://pastebin.com/raw.php?i=ATvKyMRC
**CRC32 hashes generated with quickSFV http://pastebin.com/raw.php?i=40h6iMCA
 
== QRC related tools ==


=== ZLIB ===
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]
QRC files uses [[Template:Zlib Header|ZLIB]] compression level 9, there are 2 types of QRC files that can be recognized by reading the first 4 bytes either QRCC or QRCF, the next 4 bytes indicates the decompressed size. The first step to extract QRC contents is to remove this 8 bytes at the start of the file. After removed the resulting file is in zlib format


*'''QGL converter''' - This code 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 QGL.c]
*The compiler acepts 2 arguments:
*'''Zlib GUI v1.0''' - Nice GUI to work with the zlib dll. Download: [http://www.f2065.ru/soft/ZLib_GUI_en.htm official link], or [http://www.psx-place.com/resources/zlib-gui.716/ alternative link]
**'''-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


=== QRC Extractors ===
{{Boxcode|content=<syntaxhighlight lang="c">
After the ZLIB decompression (needed for all .qrc files except icontex.qrc) the contents can be extracted individually using different tools
// input_fshader.cg
void main
(
float4 color_in : COLOR,
out float4 color_out : COLOR
)
{
color_out = color_in;
}
</syntaxhighlight>}}


*<s>'''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''')</s>. Dont use this method, is too much innacurate and obsolete, is kept here only for historical purposes
{{keyboard|content=C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_fp_rsx -o OUTPUT.FPO input_fshader.cg}}
*'''CXML decompiler v4 alpha''' - Is a python script to extract the contents of CXML containers (CXML, QRCF, P3TF, RAFO, etc...), and also generates an .xml that represents the original CXML structure. To use it copy the script at bottom of [[CXML Containers]] page and save it to your PC as '''script.py'''. Then run it from the command line and follow the instructions, it requires [https://www.python.org/downloads/ python 2]


=== QRC Compilers ===
{{Boxcode|content=<syntaxhighlight lang="c">
There are no .qrc compilers, the usual method to modify qrc files is by patching the text strings of the .MNU settings or to inject the custom files with a hexeditor overriting the original .qrc file structure
// input_vshader.cg
void main
(
float4 position : POSITION,
float4 color : COLOR,


The patches should never exceeed the size of the original data, incase of patching an predefined area with an smaller patch is recommended to "blank" the original data with zeroes before writing the new data
uniform float4x4 modelViewProj,


The format allows also to "remap" the contained files by modifying the entries in the index to make them point to the offset/size of a different file
out float4 oPosition : POSITION,
out float4 oColor : COLOR
)
{
oPosition = position;
oColor = color;
}
</syntaxhighlight>}}


*'''Patching strings in hexeditor'''
{{keyboard|content=C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_vp_rsx -o OUTPUT.VPO input_vshader.cg}}
**Mostly used with the settings inside .mnu files
**First extract the files with the CXML decompiler script, look at the main .xml to identify the file names, open the .mnu file you want to modify in notepad++ to be able to read the settings in a easy way
**Select the string you want to modify and copy it
**Open the .qrc file in a hexeditor (after ZLIB decompression if needed) and use the search funtion to locate the string you copyed in the previous step
**Notes
***Most of the settings from .mnu files are repeated several times inside the .qrc file. Be sure to patch the correct .mnu file by comparing the data before or/and after


*'''Injecting files in hexeditor'''
*Notes/speculation
**Similar than patching a text string but with a bigger chunk of data
**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]


== External Links ==
==External Links==
*QRC modding by eustolio: http://www.scenespain.net/foro/tutoriales-ps3/tutorial-xmb-custom-cambia-el-color-e-iconos-base-del-xmb/ (2011 may 29)
*QRC modding by eustolio: http://www.scenespain.net/foro/tutoriales-ps3/tutorial-xmb-custom-cambia-el-color-e-iconos-base-del-xmb/ (2011 may 29)
**Corrections: None :)
**Corrections: None :)
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