Editing Talk:GimConv

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=GimConv.cfg modifications made for rcomage=
=gimconv.cfg custom changes made for rcomage=
[[Rcomage]] uses a GimConv.cfg (configuration file) edited by Zinga Burga to improve compatibility with rcoedit/rcomage and the GIM formats used in PSP
[[Rcomage]] uses a GimConv configuration file edited by Zinga Burga initially to improve interoperativity with rcoedit/rcomage for PSP, and later to add compatibility with PS3


See: a comparison [https://www.psdevwiki.com/ps3/File:0jIOifM.jpg GimConv.cfg official vs rcomage], and this [http://www.psx-place.com/threads/adding-rco-image-files.2867/#post-22246 talk]
*changed:
 
{{Boxcode|content=<syntaxhighlight lang="c">
==Help screen==
The help screen is just informative, is posted here just to complete the list of changes accuratelly, and because is related with some of the other changes  made to the file
 
*'''Removed at help screen:'''
{{Boxcode|code=<syntaxhighlight lang="c">
//================================================================
//================================================================
//  gimconv configuration
//  gimconv configuration
//================================================================
//================================================================


usage {
// configuration modified by ZiNgA BuRgA for use with Rcomage
puts "        -F              output in faster pixel storage format"
// modifying this script may cause Rcomage not to function properly
puts "        -R              re-convert ( don't swap RGBA <-> ABGR )"
// when performing GIM conversions (though I expect you know this
puts "        -viewer        start gimview.exe when process ends"
// already if you're looking at this file)
 
}
</syntaxhighlight>}}
 
*'''Added at help screen:'''
{{Boxcode|code=<syntaxhighlight lang="c">
//================================================================
// gimconv configuration
//================================================================


usage {
usage {
 
puts "usage:"
puts "        gimconv <input files> [options]"
puts ""
puts "options:"
puts "        -o <filename>  specify output file name"
puts "        -s <w,h>        resize image data"
puts "        -P              resize image data to a power of two"
puts "        -N              output in normal (not faster) pixel storage format"
puts "        -X              swap RGBA <-> ABGR"
puts "        -ps3            output ps3 style GIM"
puts "        -bpp<n>        color output bit depth; n is: 4, 8, 16, 16p, 16a or 32"
puts "        -bpp<n>        color output bit depth; n is: 4, 8, 16, 16p, 16a or 32"
puts "                        4, 8 are indexed; 16, 16a, 16p, 32 are RGBA format"
puts "                        4, 8 are indexed; 16, 16a, 16p, 32 are RGBA format"
puts "        -ps3            output ps3 style GIM"
puts ""
puts "        -X              swap RGBA <-> ABGR"
puts "        -S              output text format"
puts "        -interact      input additional options"
puts "        -pictures      merge files as pictures"
puts "        -frames        merge files as frames"
puts "        -levels        merge files as levels"
puts "        -prompt        prompt always"
puts "        -warning        prompt on warning"
puts "        -error          prompt on error"


}
</syntaxhighlight>}}
===Help screen Talk===
*The removed '''-F''' (to use pixel_order = faster) is because all PSP GIM format uses it, so it was modifyed as one of the default settings (more info below)
*The removed '''-R''' and the added '''-X''' are related with the order of how RGBA channels are stored in the GIM, it seems -X was useful for PSP (and -R was not useful for PSP). This options are a bit pointless anyway, you should not swap RGBA channels this way by using this options directly
*The removed '''-viewer''' is because was intended to start an official gimviewer.exe that has never been published or leaked (the program doesnt exists, so the option -viewer is pointless)
*The added '''-bpp<n>''' are the RGBA based GIM formats used on PSP, this list includes some custom formats that was not used officially by sony (but works on PSP)
*The added '''-ps3''' loads a custom option that was intended for PS3 GIM files, but is wrong (more info about this problem below)
==Default settings==
The default settings used in the GimConv.cfg used by rcomage are problematic for PS3... up to an exent because as mentioned in frontpage at the time you write a command line for GimConv.exe you can write a long line with lot of settings (that are going to override any default setting you consider is problematic or critical for what you want to achieve)
The real problem is when you write a short command line for GimConv.exe (without overriding any default settings), by doing this you are using all the default settings... and this breaks GIM files for PS3
*'''Changed default settings:'''
{{Boxcode|code=<syntaxhighlight lang="c">
//----------------------------------------------------------------
//----------------------------------------------------------------
//  default settings
//  default settings
Line 60: Line 45:
</syntaxhighlight>}}
</syntaxhighlight>}}


*'''Removed default settings:'''
*added:
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
//----------------------------------------------------------------
//  default settings
//----------------------------------------------------------------
//  PS3 OSD default settings
format_endian = big // -B
pixel_order = normal // -N
pixel_channel = default // -R
image_format = rgba8888 // --image_format rgba8888
</syntaxhighlight>}}
 
===Default settings Talk===
*'''pixel_order'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) it was set to '''normal''' (this matches with the GIM formats used in PS3). For rcomage was changed to '''faster''' because all the GIM formats in PSP uses it
**There is not a way to choose a default value for '''pixel_order''' that fits with the requirements of all known GIM formats, because one way or the other we are breaking some GIM files (either PSP or PS3), the solution is to override this setting in every "option" you want to use (more info below)
**In short... this change causes an small harm to PS3 GIM formats, but considering there is not really a single solution to fix this problem... is ok like this
 
*'''limit_image_width''' and '''limit_image_height'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) both was set to '''4096''' pixels. For rcomage was changed to '''512''' because the size of the PSP screen is way smaller than PS3 (actually PSP screen is way smaller than 512 but it seems the values of this size restrictions are adjusted to an strict rule of proportions of width x height)
**This problem affects all images bigger than 512 pixels converted by GimConv.exe GIM2PNG, GIM2GIM, PNG2GIM (and any other supported input image format to GIM). If the image is bigger than 512 it will be scaled down and the output image will have 512 pixels in one of its proportions (either width or height)
**This settings allows to use the value '''off''' (to disable the image size restrictions ?) but when using it returns a '''WARNING : too large image size <width>x<height>''' (even with tiny images), it looks like it has a problem when geting the size so is not a good idea to disable this size restriction, instead is better to use the value '''4096''' that works fine and is what sony was using originally for PS3
**As explained before... this problem can be bypassed by overriding this setting, either from command line or editing the file GimConv.cfg to create a custom option with the size values specific for PS3
**Some GIM examples from PS3 with images bigger than 512 pixels in '''explore_plugin_full.rco''':
***'''tex_playing.gim''' (30x900 pixels) https://www.psdevwiki.com/ps3/File:2rjGdbe
***'''tex_playing_shadow.gim''' (30x900 pixels)
***'''tex_opt_obi.gim''' (660x6 pixels)
**Some GIM examples from PS3 with images bigger than 512 pixels in '''custom_render_plugin.rco''':
***'''tex_ps3logo.gim''' (1200x128 pixels)
***'''tex_scelogo.gim''' (1024x64 pixels)
**Some GIM examples from PS3 with images bigger than 512 pixels in '''sysconf_plugin.rco''':
***'''tex_arrow_anim.gim''' (120x2280 pixels)
***'''tex_arrow_anim_shadow.gim''' (120x2280 pixels)
***'''tex_sce_logo''' (1024x64 pixels)
**Some GIM examples from PS3 with images bigger than 512 pixels in '''ycon_manual_plugin.rco''':
***'''tex_guide.gim''' (520x200 pixels)
 
*'''output_sequence'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) it was set to '''on'''. For rcomage was changed to '''off'''. I dont really know why, in my tests this setting doesnt changes anything (setting it to either on/off results in the same output files), actually i have it enabled just incase eventually i find is doing something extra (and because originally was enabled by sony), but by now nothing, nada
 
*'''format_endian'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) this was added by sony as a "override default settings <abbr title="this is one of the cases where sony doesnt wants to modify his old code and instead they adds some kind of patch that overrides the old code">patch</abbr>" applyed over GimConv.cfg (a section named '''PS3 OSD default settings''') with the value '''format_endian = big'''. For rcomage it was removed (so by default it loads '''format_endian = little''' instead, that appears some lines before in GimConv.cfg)
**This is ovbiouslly a problem for PS3, but again there is not a single way to preconfigure this setting to fill the requirements of all GIM formats. PSP needs "little", and PS3 "big", this needs to be overrided inside the "options" specific for each GIM format... or with a long command line specifying this overrides
 
*'''pixel_order'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) this was added by sony as a "override default settings <abbr title="this is one of the cases where sony doesnt wants to modify his old code and instead they adds some kind of patch that overrides the old code">patch</abbr>" applyed over GimConv.cfg (a section named '''PS3 OSD default settings''') with the value '''pixel_order = normal'''. For rcomage it was removed (so by default it loads '''pixel_order = faster''' instead, that appears some lines before in GimConv.cfg)
**PSP needs to use "faster", and PS3 needs "normal", so again, this needs to be overrided inside the "options" specific for each GIM format... or with a long command line specifying this overrides
 
*'''pixel_channel'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) this was added by sony as a "override default settings <abbr title="this is one of the cases where sony doesnt wants to modify his old code and instead they adds some kind of patch that overrides the old code">patch</abbr>" applyed over GimConv.cfg (a section named '''PS3 OSD default settings''') with the value '''pixel_channel = default'''. For rcomage it was removed (so by default it loads '''pixel_channel = default''' that appears some lines before in GimConv.cfg). In other words, sony overrided pixel_channel with the same value. This setting is pointless, is not doing anything
**So the removal made for rcomage is not causing any change
 
*'''image_format'''
**Originally (in the GimConv.cfg released by sony, intended for PS3) this was added by sony as a "override default settings <abbr title="this is one of the cases where sony doesnt wants to modify his old code and instead they adds some kind of patch that overrides the old code">patch</abbr>" applyed over GimConv.cfg (a section named '''PS3 OSD default settings''') with the value '''image_format = rgba8888'''. For rcomage it was removed (so by default it loads '''image_format = default''' instead, that appears some lines before in GimConv.cfg)
**This is a must to override, is one of the most critical settings, there are several values that are supported by PSP and PS3 (index4, index8, rgba5551, rgba4444, rgba5650, rgba8888, dxt5... and maybe more)
**So the removal made for rcomage is not causing any harm, is needed to override this setting anyway
 
==Options==
*'''Added options:'''
{{Boxcode|code=<syntaxhighlight lang="c">
//--------------------------------------------------------
//--------------------------------------------------------
//  process option
//  process option
Line 146: Line 73:
</syntaxhighlight>}}
</syntaxhighlight>}}


*'''Removed options:'''
*removed:
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
//----------------------------------------------------------------
//  default settings
//----------------------------------------------------------------
//  PS3 OSD default settings
format_endian = big // -B
pixel_order = normal // -N
pixel_channel = default // -R
image_format = rgba8888 // --image_format rgba8888
//--------------------------------------------------------
//--------------------------------------------------------
//  mode option
//  mode option
Line 175: Line 110:
</syntaxhighlight>}}
</syntaxhighlight>}}


===Options Talk===
==PS3 problems as a consequence of this custom configuration==
 
*'''-ps3'''
**Biggest problem when using this option is you are going to load all the default settings, and there are some default settings that results in a GIM file incompatible with PS3
**The second problem related with this is wrong in concept, because inside PS3 RCO files are used (at least) 2 different GIM formats (that needs to be build by using different GIM settings), to make this problem even worse in most of the RCO files from PS3 firmware are included GIM files build with different GIM formats... so aplying a single collection of settings for all the GIM files inside a single RCO doesnt works ! (you can be sure some are going to be broken... becaue there are 2 GIM formats you are going to have broken a group of them... or the other)
**Is not compatible with how rcomage automatizes the PNG-to-GIM conversions (for the same reason explained in the line above), with the actual code of rcomage is imposible to automatize the PNG-to-GIM conversions
**"format_style = ps3". For some reason sony implemented this "tag" at the time of coding GimConv.exe '''but is not used in PS3 GIM files !''', actually the GIM files for PS3 uses the tag "psp"
 
*'''-bpp4, -bpp8, -bpp16, -bpp16a, -bpp16p, -bpp32'''
**Are the GIM formats used in PSP, keep in mind this definitions are not including some critical settings that are hardcoded in GimView.cfg as defaults (such the endianess)
**All this options are optionals anyway, so is not causing any harm to PS3 compatibility, if you dont need them simply dont use them
 
*'''The other removed options'''
**Doesnt have much importance, could cause problems depending in what you have for default settings in the lines at top of GimView.cfg you should not use this options directly or individually
 
=GimConv.cfg notes (official version)=
This is the configuration file released by sony as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox]
Note there are some modifications made officially by sony at a later version because GimComv was initially made for PSP (those initial GimComv versions compatibles with "PSP only" probably didnt had this PS3 specific settings), but this public release of GimConv was released as part of a toolkit to build PS3 themes so it has some settings specific for PS3
 
This group at top on the config file are default settings (for PS3) that overrides other default settings of an older version of GimComv (for PSP). They are overwriting default values because the same option is specifyed before in the file, so the last one overrrides the previous one with the same name (and also was added a new option named '''extend_edge''' that should be PS3 specific)
{{Boxcode|code=<syntaxhighlight lang="c">
//----------------------------------------------------------------
//  default settings
//----------------------------------------------------------------
 
//  PS3 OSD default settings
 
format_endian = big // -B
pixel_order = normal // -N
pixel_channel = default // -R
image_format = rgba8888 // --image_format rgba8888
 
extend_edge = off
</syntaxhighlight>}}
 
This other group seems to be options for GIM formats used in PS3
{{Boxcode|code=<syntaxhighlight lang="c">
//--------------------------------------------------------
//  PS3 OSD specific options
//--------------------------------------------------------
 
option -B {
format_endian = big
}
 
option -X {
pixel_channel = abgr
}
 
option -R {
pixel_channel = default
}
 
option -DXT {
pixel_order = default
pixel_channel = default
image_format = default
}
 
option -E {
extend_edge = on
}
</syntaxhighlight>}}
 
=Examples=
This is a sequence of image conversions that works as examples for wiki and also as an exercise for practising, the Gimconv.exe options used to create them are discussed on frontpage, -ps3rgba8888 and -ps3dxt5 are the GIM formats used in PS3, the others are just experiments
 
==BMP==
The image used for the tests has a size of 4x2 pixels because in RGBA 32bits format the color of a single pixel is stored in 4 bytes and in a hexeditor view by default there are 16 bytes in every row so one row of the image corresponds to one row of the hexeditor
 
The image is a [https://en.wikipedia.org/wiki/BMP_file_format BMP] with 32 bits color depth, and named '''4x2_CA5Exy_32bits.bmp''', you can click in the image at right in the table below and download it, the small table at left below is a wiki representation of the hexadecimal values of all the pixels
 
{| class="wikitable"
|+4x2_CA5Exy_32bits.bmp
|
{| class="wikitable" style="font-size:x-small;"
|-
| {{cellcolors|#ca5e11}} 0xCA5E1100 || {{cellcolors|#ca5e12}} 0xCA5E1200 || {{cellcolors|#ca5e13}} 0xCA5E1300 || {{cellcolors|#ca5e14}} 0xCA5E1400
|-
| {{cellcolors|#ca5e21}} 0xCA5E2100 || {{cellcolors|#ca5e22}} 0xCA5E2200 || {{cellcolors|#ca5e23}} 0xCA5E2300 || {{cellcolors|#ca5e24}} 0xCA5E2400
|}
|
[[File:4x2 CA5Exy 32bits.bmp|84px]]
|}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  42 4D 58 00 00 00 00 00 00 00 36 00 00 00 28 00  BMX.......6...(.
00000010  00 00 04 00 00 00 02 00 00 00 01 00 20 00 00 00  ............ ...
00000020  00 00 00 00 00 00 12 0B 00 00 12 0B 00 00 00 00  ................
00000030  00 00 00 00 00 00 <span style="background:#CA5E24;">21 5E CA 00 22 5E CA 00 23 5E</span>  ......!^Ê."^Ê.#^
00000040  <span style="background:#CA5E24;">CA 00 24 5E CA 00 11 5E CA 00 12 5E CA 00 13 5E</span>  Ê.$^Ê..^Ê..^Ê..^
00000050  <span style="background:#CA5E24;">CA 00 14 5E CA 00</span> 00 00                          Ê..^Ê...
 
==GIM PS3 DXT5==
*Second most common GIM format used in PS3
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3dxt5.gim -ps3dxt5</syntaxhighlight>}}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  <span style="background:#666666; color:#ffffff;">2E 47 49 4D</span> <span style="background:#666666; color:#ffffff;">31 2E 30 30</span> <span style="background:#666666; color:#ffffff;">00 50 53 50</span> <span style="background:#666666; color:#ffffff;">00 00 00 00</span>  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 00 80 00 00 00 10 00 00 00 10  .......€........
00000020  00 03 00 00 00 00 00 70 00 00 00 10 00 00 00 10  .......p........
00000030  00 04 00 00 00 00 00 60 00 00 00 60 00 00 00 10  .......`...`....
00000040  00 30 00 00 00 0A 00 00 00 04 00 02 00 08 00 04  .0..............
00000050  00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 00 50 00 00 00 00 00 01 00 01 00 03 00 01  ...P............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  <span style="background:#CA5E24;">FF 00 49 92 24 49 92 24 E4 CA E2 CA 55 00 00 00</span>  ÿ.I’$I’$äÊâÊU...
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3dxt5.gis -ps3dxt5 -S</syntaxhighlight>}}
.GIS 1.00
Picture "picture-0" {
Image "image-0" {
Format DXT5
Order NORMAL
Width 4
Height 2
PitchAlign 4
HeightAlign 4
PlaneMask 0x00000000
LevelType MIPMAP
LevelCount 1
FrameType SEQUENCE
FrameCount 1
Pixels "pixels-0" DXT5 NORMAL 4 2 4 4 {
0x00000055 0xCAE2CAE4 0x49249249 0x00FF2492
}
}
}
 
==GIM PS3 RGBA8888==
*First most common GIM format used in PS3
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3rgba8888.gim -ps3rgba8888</syntaxhighlight>}}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  <span style="background:#666666; color:#ffffff;">2E 47 49 4D</span> <span style="background:#666666; color:#ffffff;">31 2E 30 30</span> <span style="background:#666666; color:#ffffff;">00 50 53 50</span> <span style="background:#666666; color:#ffffff;">00 00 00 00</span>  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 00 90 00 00 00 10 00 00 00 10  ................
00000020  00 03 00 00 00 00 00 80 00 00 00 10 00 00 00 10  .......€........
00000030  00 04 00 00 00 00 00 70 00 00 00 70 00 00 00 10  .......p...p....
00000040  00 30 00 00 00 03 00 00 00 04 00 02 00 20 00 10  .0........... ..
00000050  00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 00 60 00 00 00 00 00 01 00 01 00 03 00 01  ...`............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  <span style="background:#CA5E24;">CA 5E 11 00 CA 5E 12 00 CA 5E 13 00 CA 5E 14 00</span>  Ê^..Ê^..Ê^..Ê^..
00000090  <span style="background:#CA5E24;">CA 5E 21 00 CA 5E 22 00 CA 5E 23 00 CA 5E 24 00</span>  Ê^!.Ê^".Ê^#.Ê^$.
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3rgba8888.gis -ps3rgba8888 -S</syntaxhighlight>}}
.GIS 1.00
Picture "picture-0" {
Image "image-0" {
Format RGBA8888
Order NORMAL
Width 4
Height 2
PitchAlign 16
HeightAlign 1
PlaneMask 0x00000000
LevelType MIPMAP
LevelCount 1
FrameType SEQUENCE
FrameCount 1
Pixels "pixels-0" RGBA8888 NORMAL 4 2 16 1 {
0x00115ECA 0x00125ECA 0x00135ECA 0x00145ECA
0x00215ECA 0x00225ECA 0x00235ECA 0x00245ECA
}
}
}
 
==GIM PS3 RGBA8888 with fileinfo==
*First most common GIM format used in PS3 '''with fileinfo !''' (colored in brown below)
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3rgba8888_footer.gim -ps3rgba8888 --update_fileinfo on</syntaxhighlight>}}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  <span style="background:#666666; color:#ffffff;">2E 47 49 4D</span> <span style="background:#666666; color:#ffffff;">31 2E 30 30</span> <span style="background:#666666; color:#ffffff;">00 50 53 50</span> <span style="background:#666666; color:#ffffff;">00 00 00 00</span>  .GIM1.00.PSP....
00000010  00 02 00 00 <span style="background:#ccaa88;">00 00 00 EC</span> 00 00 00 10 00 00 00 10  .......ì........
00000020  00 03 00 00 00 00 00 80 00 00 00 10 00 00 00 10  .......€........
00000030  00 04 00 00 00 00 00 70 00 00 00 70 00 00 00 10  .......p...p....
00000040  00 30 00 00 00 03 00 00 00 04 00 02 00 20 00 10  .0........... ..
00000050  00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40  ...........0...@
00000060  00 00 00 60 00 00 00 00 00 01 00 01 00 03 00 01  ...`............
00000070  00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00  ...@............
00000080  <span style="background:#CA5E24;">CA 5E 11 00 CA 5E 12 00 CA 5E 13 00 CA 5E 14 00</span>  Ê^..Ê^..Ê^..Ê^..
00000090  <span style="background:#CA5E24;">CA 5E 21 00 CA 5E 22 00 CA 5E 23 00 CA 5E 24 00</span>  Ê^!.Ê^".Ê^#.Ê^$.
000000A0  <span style="background:#ccaa88;">00 FF 00 00 00 00 00 5C 00 00 00 5C 00 00 00 10</span>  .ÿ.....\...\....
000000B0  <span style="background:#ccaa88;">34 78 32 5F 43 41 35 45 78 79 5F 33 32 62 69 74</span>  4x2_CA5Exy_32bit
000000C0  <span style="background:#ccaa88;">73 2E 62 6D 70 00 41 64 6D 69 6E 69 73 74 72 61</span>  s.bmp.Administra
000000D0  <span style="background:#ccaa88;">74 6F 72 00 53 75 6E 20 41 70 72 20 31 35 20 30</span>  tor.Sun Apr 15 0
000000E0  <span style="background:#ccaa88;">31 3A 32 35 3A 30 32 20 32 30 31 38 00 47 69 6D</span>  1:25:02 2018.Gim
000000F0  <span style="background:#ccaa88;">43 6F 6E 76 20 31 2E 32 30 68 00 00</span>              Conv 1.20h..
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe 4x2_CA5Exy_32bits.bmp -o 4x2_CA5Exy_32bits_ps3rgba8888_footer.gis -ps3rgba8888 --update_fileinfo on -S</syntaxhighlight>}}
.GIS 1.00
Picture "picture-0" {
Image "image-0" {
Format RGBA8888
Order NORMAL
Width 4
Height 2
PitchAlign 16
HeightAlign 1
PlaneMask 0x00000000
LevelType MIPMAP
LevelCount 1
FrameType SEQUENCE
FrameCount 1
Pixels "pixels-0" RGBA8888 NORMAL 4 2 16 1 {
0x00115ECA 0x00125ECA 0x00135ECA 0x00145ECA
0x00215ECA 0x00225ECA 0x00235ECA 0x00245ECA
}
}
}
FileInfo "file_info-0" {
ProjectName "4x2_CA5Exy_32bits.bmp"
UserName "Administrator"
SavedDate "Sun Apr 15 01:25:02 2018"
Originator "GimConv 1.20h"
}
 
 
==GIM PS3 RGBA8888 with fileinfo and userdata==
This is a test where has been removed all the paddings, by using an image named '''[[:Image:4x2_CA5Exy_32bits.bmp|NOPADD.BMP]]''' and a file named '''NOPADD.DAT''' containing the bytes 0x555345524441544141524541 ('''USERDATAAREA''')
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe NOPADD.BMP -o NOPADD.gim -ps3rgba8888 --update_fileinfo on --update_userdata on</syntaxhighlight>}}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  2E 47 49 4D 31 2E 30 30 00 50 53 50 00 00 00 00  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 00 E0 00 00 00 10 00 00 00 10  .......à........
00000020  00 03 00 00 00 00 00 80 00 00 00 10 00 00 00 10  .......€........
00000030  00 04 00 00 00 00 00 70 00 00 00 70 00 00 00 10  .......p...p....
00000040  00 30 00 00 00 03 00 00 00 04 00 02 00 20 00 10  .0........... ..
00000050  00 01 00 02 00 00 00 00 00 00 00 3C 00 00 00 40  ...........<...@
00000060  00 00 00 60 00 00 00 00 00 01 00 01 00 03 00 01  ...`............
00000070  55 53 45 52 44 41 54 41 41 52 45 41 00 00 00 40  USERDATAAREA...@
00000080  CA 5E 11 00 CA 5E 12 00 CA 5E 13 00 CA 5E 14 00  Ê^..Ê^..Ê^..Ê^..
00000090  CA 5E 21 00 CA 5E 22 00 CA 5E 23 00 CA 5E 24 00  Ê^!.Ê^".Ê^#.Ê^$.
000000A0  00 FF 00 00 00 00 00 50 00 00 00 50 00 00 00 10  .ÿ.....P...P....
000000B0  4E 4F 50 41 44 44 2E 42 4D 50 00 41 64 6D 69 6E  NOPADD.BMP.Admin
000000C0  69 73 74 72 61 74 6F 72 00 4D 6F 6E 20 41 70 72  istrator.Mon Apr
000000D0  20 31 36 20 31 37 3A 34 38 3A 35 37 20 32 30 31  16 17:48:57 201
000000E0  38 00 47 69 6D 43 6F 6E 76 20 31 2E 32 30 68 00  8.GimConv 1.20h.
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe NOPADD.BMP -o NOPADD.gis -ps3rgba8888 --update_fileinfo on --update_userdata on -S</syntaxhighlight>}}
.GIS 1.00
Picture "picture-0" {
Image "image-0" {
Format RGBA8888
Order NORMAL
Width 4
Height 2
PitchAlign 16
HeightAlign 1
PlaneMask 0x00000000
LevelType MIPMAP
LevelCount 1
FrameType SEQUENCE
FrameCount 1
UserData "userdata-0" {
0x52455355 0x41544144 0x41455241
}
Pixels "pixels-0" RGBA8888 NORMAL 4 2 16 1 {
0x00115ECA 0x00125ECA 0x00135ECA 0x00145ECA
0x00215ECA 0x00225ECA 0x00235ECA 0x00245ECA
}
}
}
FileInfo "file_info-0" {
ProjectName "NOPADD.BMP"
UserName "Administrator"
SavedDate "Mon Apr 16 17:49:10 2018"
Originator "GimConv 1.20h"
}
 
This is another test where has been added paddings, by using an image named '''[[:Image:4x2_CA5Exy_32bits.bmp|YESPADD.BMP]]''' and a file named '''YESPADD.DAT''' containing the bytes 0x55534552444154414152454158 ('''USERDATAAREAX''')
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe YESPADD.BMP -o YESPADD.gim -ps3rgba8888 --update_fileinfo on --update_userdata on</syntaxhighlight>}}
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00000000  2E 47 49 4D 31 2E 30 30 00 50 53 50 00 00 00 00  .GIM1.00.PSP....
00000010  00 02 00 00 00 00 00 F4 00 00 00 10 00 00 00 10  .......ô........
00000020  00 03 00 00 00 00 00 90 00 00 00 10 00 00 00 10  ................
00000030  00 04 00 00 00 00 00 80 00 00 00 80 00 00 00 10  .......€...€....
00000040  00 30 00 00 00 03 00 00 00 04 00 02 00 20 00 10  .0........... ..
00000050  00 01 00 02 00 00 00 00 00 00 00 40 00 00 00 50  [email protected]
00000060  00 00 00 70 00 00 00 00 00 01 00 01 00 03 00 01  ...p............
00000070  55 53 45 52 44 41 54 41 41 52 45 41 58 <span style="background:#aaaaaa;">00 00 00</span>  USERDATAAREAX...
00000080  00 00 00 50 <span style="background:#aaaaaa;">00 00 00 00 00 00 00 00 00 00 00 00</span>  ...P............
00000090  CA 5E 11 00 CA 5E 12 00 CA 5E 13 00 CA 5E 14 00  Ê^..Ê^..Ê^..Ê^..
000000A0  CA 5E 21 00 CA 5E 22 00 CA 5E 23 00 CA 5E 24 00  Ê^!.Ê^".Ê^#.Ê^$.
000000B0  00 FF 00 00 00 00 00 54 00 00 00 54 00 00 00 10  .ÿ.....T...T....
000000C0  59 45 53 50 41 44 44 2E 42 4D 50 00 41 64 6D 69  YESPADD.BMP.Admi
000000D0  6E 69 73 74 72 61 74 6F 72 00 4D 6F 6E 20 41 70  nistrator.Mon Ap
000000E0  72 20 31 36 20 31 37 3A 35 31 3A 31 34 20 32 30  r 16 17:51:14 20
000000F0  31 38 00 47 69 6D 43 6F 6E 76 20 31 2E 32 30 68  18.GimConv 1.20h
00000100  00 <span style="background:#aaaaaa;">00 00 00</span>                                      ....
 
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe YESPADD.BMP -o YESPADD.gis -ps3rgba8888 --update_fileinfo on --update_userdata on -S</syntaxhighlight>}}
.GIS 1.00
Picture "picture-0" {
Image "image-0" {
Format RGBA8888
Order NORMAL
Width 4
Height 2
PitchAlign 16
HeightAlign 1
PlaneMask 0x00000000
LevelType MIPMAP
LevelCount 1
FrameType SEQUENCE
FrameCount 1
UserData "userdata-0" {
0x52455355 0x41544144 0x41455241 0x00000058
}
Pixels "pixels-0" RGBA8888 NORMAL 4 2 16 1 {
0x00115ECA 0x00125ECA 0x00135ECA 0x00145ECA
0x00215ECA 0x00225ECA 0x00235ECA 0x00245ECA
}
}
}
FileInfo "file_info-0" {
ProjectName "YESPADD.BMP"
UserName "Administrator"
SavedDate "Mon Apr 16 17:51:29 2018"
Originator "GimConv 1.20h"
}
 
 
==GIM PS3 RGBA8888 multiple images merged==
It works ! better examples later
 
C:\Copy of GimConv 01>GimConv.exe NOPADD.BMP YESPADD.BMP -o multiimage.gim -ps3rgba8888 --update_fileinfo on --update_userdata on --merge_mode image
load "NOPADD.BMP"
load "YESPADD.BMP"
import "YESPADD.dat" ( 13 bytes )
save "./multiimage.gim"
 
C:\Copy of GimConv 01>GimConv.exe NOPADD.BMP YESPADD.BMP -o multiimage.gis -ps3rgba8888 --update_fileinfo on --update_userdata on --merge_mode image -S
load "NOPADD.BMP"
load "YESPADD.BMP"
import "YESPADD.dat" ( 13 bytes )
save "./multiimage.gis"
 
==GIM PS3 RGBA8888 multiple frames merged==
C:\Copy of GimConv 01>GimConv.exe NOPADD.BMP NOPADD.BMP NOPADD.BMP -o multiframe.gim -ps3rgba8888 --update_fileinfo on --update_userdata on --merge_mode frame
load "NOPADD.BMP"
load "NOPADD.BMP"
load "NOPADD.BMP"
import "NOPADD.dat" ( 12 bytes )
save "./multiframe.gim"
 
C:\Copy of GimConv 01>GimConv.exe NOPADD.BMP NOPADD.BMP NOPADD.BMP -o multiframe.gis -ps3rgba8888 --update_fileinfo on --update_userdata on --merge_mode frame -S
load "NOPADD.BMP"
load "NOPADD.BMP"
load "NOPADD.BMP"
import "NOPADD.dat" ( 12 bytes )
save "./multiframe.gis"
 
 
==TM2 (PS1, PS2, PSP)==
GimConv.exe can convert and create TM2 files, see https://wiki.vg-resource.com/wiki/TIM2 you can get some TM2 samples here: http://www.ps2-home.com/forum/viewtopic.php?f=81&t=1197
 
The conversion from TM2 to an standard format as PNG or BMP is as easy as this:
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe IGR_BG.TM2 -o IGR_BG.PNG</syntaxhighlight>}}
 
To create a TM2 mimicking the original settings from other TM2 (for replacing purposes) is not so easy because at the time of convrsion it seems are applyed some of the settings and options of GimConv.cfg
 
==AVI==
GimConv.exe can import AVI files that was created with compatible codecs (XVID works, IV41 doesnt), you can get a sample.avi here: http://techslides.com/sample-files-for-development
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe sample.avi -o sample.gim</syntaxhighlight>}}
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe sample.avi -o sample.gis -S</syntaxhighlight>}}
 
==DDS==
See: [[Multimedia Formats and Tools#DDS]]
GimConv.exe can import compatible DDS formats, there are a lot of DDS variants though (DXT based formats are supported, and cubemap 3D textures doesnt seems to be supported). Some of the more complex featurs of GimConv.exe are directly related with DDS... in other words only can be achievd by importing a DDS file that already contains the "features" that are going to be stored in the GIM... alternativelly it looks like is posible to achieve the same goal by building the GIM from other imput formats and using the '''merge_mode''' settings, this is hardcore though and needs some scripts or additionall code to manage GimConv.exe features in a automated way


Some samples here: https://github.com/Jam3/parse-dds/tree/master/test/fixtures
*'''image max sizes'''
The default settings for '''limit_image_width''' and '''limit_image_height''' that was changed to 512 pixels for rcomage (but originally was 4096 pixels) causes a problem when processing images with GimConv because are resized to this max when the image is bigger


{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe test-dxt5.dds -o test-dxt5.gim</syntaxhighlight>}}
The problem happens when making a standard extraction of images with conversion to PNG (in both, rcomage and rcomagegui)... all images will be checked for his size and biggers than 512 will be resized to 512
{{Keyboard|content=<syntaxhighlight lang="bash">GimConv.exe test-dxt5.dds -o test-dxt5.gis -S</syntaxhighlight>}}


*Notes:
Also happens when trying to compile a .rco by using as source PNG images bigger than 512... in the PNG--->GIM conversion process the images bigger than 512 will be resized to 512
**<strike>Max number of mipmaps = 8 (otherway returns the error '''WARNING : too many image level count %s''')</strike>. This restriction can be bypassed by changing the default setting: '''limit_level_count = 8''' on GimConv.cfg
**Cubemaps not supported


*Links
Some examples of images bigger than 512 pixels inside explore_plugin_full.rco are: '''tex_playing.gim''' (30x900 pixels) http://imgur.com/2rjGdbe, '''tex_playing_shadow.gim''' (30x900 pixels), '''tex_opt_obi.gim''' (660x6 pixels)
**https://msdn.microsoft.com/en-us/library/windows/desktop/bb153349(v=vs.85).aspx
**https://en.wikipedia.org/wiki/S3_Texture_Compression
**https://en.wikipedia.org/wiki/Cube_mapping
**http://wiki.polycount.com/wiki/Mip_Mapping
**https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
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