Editing Talk:GimConv
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[[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.cfg (configuration file) edited by Zinga Burga to improve compatibility with rcoedit/rcomage and the GIM formats used in PSP | ||
See: a comparison [https:// | See: a comparison [https://i.imgur.com/0jIOifM.jpg GimConv.cfg official vs rcomage], and this [http://www.psx-place.com/threads/adding-rco-image-files.2867/#post-22246 talk] | ||
==Help screen== | ==Help screen== | ||
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*'''Removed at help screen:''' | *'''Removed at help screen:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//================================================================ | //================================================================ | ||
// gimconv configuration | // gimconv configuration | ||
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*'''Added at help screen:''' | *'''Added at help screen:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//================================================================ | //================================================================ | ||
// gimconv configuration | // gimconv configuration | ||
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*'''Changed default settings:''' | *'''Changed default settings:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//---------------------------------------------------------------- | //---------------------------------------------------------------- | ||
// default settings | // default settings | ||
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*'''Removed default settings:''' | *'''Removed default settings:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//---------------------------------------------------------------- | //---------------------------------------------------------------- | ||
// default settings | // default settings | ||
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===Default settings Talk=== | ===Default settings Talk=== | ||
*'''pixel_order''' | *'''pixel_order''' | ||
**Originally (in the GimConv.cfg released by sony, intended for PS3) it was set to '''normal''' (this matches with the GIM | **Originally (in the GimConv.cfg released by sony, intended for PS3) it was set to '''normal''' (this matches with the GIM format most used in PS3, and doesnt matches with the second most used GIM format in PS3 that needs to be '''default'''). For rcomage was changed to '''faster''' because all the GIM formats in PSP uses it | ||
** | **As you can see 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 some for PS3), the solution to bypass this problem 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 | **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 | ||
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**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 | **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''': | **Some GIM examples from PS3 with images bigger than 512 pixels in '''explore_plugin_full.rco''': | ||
***'''tex_playing.gim''' (30x900 pixels) | ***'''tex_playing.gim''' (30x900 pixels) http://imgur.com/2rjGdbe | ||
***'''tex_playing_shadow.gim''' (30x900 pixels) | ***'''tex_playing_shadow.gim''' (30x900 pixels) | ||
***'''tex_opt_obi.gim''' (660x6 pixels) | ***'''tex_opt_obi.gim''' (660x6 pixels) | ||
**Some GIM examples from PS3 with images bigger than 512 pixels in '''custom_render_plugin.rco''': | **Some GIM examples from PS3 with images bigger than 512 pixels in '''custom_render_plugin.rco ''': | ||
***'''tex_ps3logo.gim''' (1200x128 pixels) | ***'''tex_ps3logo.gim''' (1200x128 pixels) | ||
***'''tex_scelogo.gim''' (1024x64 pixels) | ***'''tex_scelogo.gim''' (1024x64 pixels) | ||
*'''output_sequence''' | *'''output_sequence''' | ||
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*'''pixel_order''' | *'''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) | **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 | **PSP needs to use "faster" always, and PS3 needs "normal" and "default" (because in PS3 there are 2 different GIM formats), 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''' | *'''pixel_channel''' | ||
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==Options== | ==Options== | ||
*'''Added options:''' | *'''Added options:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//-------------------------------------------------------- | //-------------------------------------------------------- | ||
// process option | // process option | ||
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*'''Removed options:''' | *'''Removed options:''' | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="c"> | ||
//-------------------------------------------------------- | //-------------------------------------------------------- | ||
// mode option | // mode option | ||
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*'''The other removed options''' | *'''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 | **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 | ||
=Examples= | =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, - | 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, -ps3bpp32 and -dxt5 are the GIM formats used in PS3, the others are just experiments | ||
==BMP== | ==BMP== | ||
The image used for the tests has a size of | The image used for the tests has a size of 4x8 pixels because: 1) 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. 2) It seems GIS format stores the pixels in "chunks" of 32, so the image used for the tests is 4*8=32 pixels in total | ||
The image is a [https://en.wikipedia.org/wiki/BMP_file_format BMP] with 32 bits color depth, and named ''' | The image is a [https://en.wikipedia.org/wiki/BMP_file_format BMP] with 32 bits color depth, and named '''4x8_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 | ||
<div> | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+4x8_CA5Exy_32bits.bmp | ||
| | | | ||
{| class="wikitable" style="font-size:x-small;" | {| class="wikitable" style="font-size:x-small;" | ||
Line 255: | Line 201: | ||
|- | |- | ||
| {{cellcolors|#ca5e21}} 0xCA5E2100 || {{cellcolors|#ca5e22}} 0xCA5E2200 || {{cellcolors|#ca5e23}} 0xCA5E2300 || {{cellcolors|#ca5e24}} 0xCA5E2400 | | {{cellcolors|#ca5e21}} 0xCA5E2100 || {{cellcolors|#ca5e22}} 0xCA5E2200 || {{cellcolors|#ca5e23}} 0xCA5E2300 || {{cellcolors|#ca5e24}} 0xCA5E2400 | ||
|- | |||
| {{cellcolors|#ca5e31}} 0xCA5E3100 || {{cellcolors|#ca5e32}} 0xCA5E3200 || {{cellcolors|#ca5e33}} 0xCA5E3300 || {{cellcolors|#ca5e34}} 0xCA5E3400 | |||
|- | |||
| {{cellcolors|#ca5e41}} 0xCA5E4100 || {{cellcolors|#ca5e42}} 0xCA5E4200 || {{cellcolors|#ca5e43}} 0xCA5E4300 || {{cellcolors|#ca5e44}} 0xCA5E4400 | |||
|- | |||
| {{cellcolors|#ca5e51}} 0xCA5E5100 || {{cellcolors|#ca5e52}} 0xCA5E5200 || {{cellcolors|#ca5e53}} 0xCA5E5300 || {{cellcolors|#ca5e54}} 0xCA5E5400 | |||
|- | |||
| {{cellcolors|#ca5e61}} 0xCA5E6100 || {{cellcolors|#ca5e62}} 0xCA5E6200 || {{cellcolors|#ca5e63}} 0xCA5E6300 || {{cellcolors|#ca5e64}} 0xCA5E6400 | |||
|- | |||
| {{cellcolors|#ca5e71}} 0xCA5E7100 || {{cellcolors|#ca5e72}} 0xCA5E7200 || {{cellcolors|#ca5e73}} 0xCA5E7300 || {{cellcolors|#ca5e74}} 0xCA5E7400 | |||
|- | |||
| {{cellcolors|#ca5e81}} 0xCA5E8100 || {{cellcolors|#ca5e82}} 0xCA5E8200 || {{cellcolors|#ca5e83}} 0xCA5E8300 || {{cellcolors|#ca5e84}} 0xCA5E8400 | |||
|} | |} | ||
| | | | ||
[[File: | [[File:4x8 CA5Exy 32bits.bmp|84px]] | ||
|} | |} | ||
<span style="font-size:x-small"> | |||
{{widedot}}'''x''' = rows<br> | |||
{{widedot}}'''y''' = columns | |||
</span> | |||
</div> | |||
<br style="clear: both;" /> | |||
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | ||
00000000 42 4D | 00000000 42 4D B8 00 00 00 00 00 00 00 36 00 00 00 28 00 BM¸.......6...(. | ||
00000010 00 00 04 00 00 00 | 00000010 00 00 04 00 00 00 08 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 ................ | 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:# | 00000030 00 00 00 00 00 00 <span style="background:#C0FFEE;">81 5E CA 00 82 5E CA 00 83 5E</span> .......^Ê.‚^Ê.ƒ^ | ||
00000040 <span style="background:#C0FFEE;">CA 00 84 5E CA 00 71 5E CA 00 72 5E CA 00 73 5E</span> Ê.„^Ê.q^Ê.r^Ê.s^ | |||
00000050 <span style="background:#C0FFEE;">CA 00 74 5E CA 00 61 5E CA 00 62 5E CA 00 63 5E</span> Ê.t^Ê.a^Ê.b^Ê.c^ | |||
00000060 <span style="background:#C0FFEE;">CA 00 64 5E CA 00 51 5E CA 00 52 5E CA 00 53 5E</span> Ê.d^Ê.Q^Ê.R^Ê.S^ | |||
00000070 <span style="background:#C0FFEE;">CA 00 54 5E CA 00 41 5E CA 00 42 5E CA 00 43 5E</span> Ê.T^Ê.A^Ê.B^Ê.C^ | |||
00000080 <span style="background:#C0FFEE;">CA 00 44 5E CA 00 31 5E CA 00 32 5E CA 00 33 5E</span> Ê.D^Ê.1^Ê.2^Ê.3^ | |||
00000090 <span style="background:#C0FFEE;">CA 00 34 5E CA 00 21 5E CA 00 22 5E CA 00 23 5E</span> Ê.4^Ê.!^Ê."^Ê.#^ | |||
000000A0 <span style="background:#C0FFEE;">CA 00 24 5E CA 00 11 5E CA 00 12 5E CA 00 13 5E</span> Ê.$^Ê..^Ê..^Ê..^ | |||
000000B0 <span style="background:#C0FFEE;">CA 00 14 5E CA 00</span> 00 00 Ê..^Ê... | |||
==GIM PS3 DXT5== | ==GIM PS3 DXT5== | ||
*Second most common GIM format used in PS3 | *Second most common GIM format used in PS3 | ||
{{Keyboard|content= | {{Keyboard|content='''GimConv.exe 4x8_CA5Exy_32bits.bmp -o 4x8_CA5Exy_32bits_ps3dxt5.gim -ps3dxt5'''}} | ||
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | 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.... | 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 | 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 | 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 | 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 0A 00 00 00 04 00 | 00000040 00 30 00 00 00 0A 00 00 00 04 00 08 00 08 00 04 .0.............. | ||
00000050 00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | 00000050 00 04 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | ||
00000060 00 00 00 | 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 ...@............ | 00000070 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 ...@............ | ||
00000080 <span style="background:# | 00000080 <span style="background:#C0FFEE;">FF 00 49 92 24 49 92 24 E8 CA E2 CA 55 FF AA 00</span> ÿ.I’$I’$èÊâÊUÿª. | ||
00000090 <span style="background:#C0FFEE;">FF 00 49 92 24 49 92 24 F0 CA EA CA 55 FF AA 00</span> ÿ.I’$I’$ðÊêÊUÿª. | |||
. | |||
==GIM PS3 | ==GIM PS3 RGBA32== | ||
*First most common GIM format used in PS3 | *First most common GIM format used in PS3 | ||
{{Keyboard|content= | {{Keyboard|content='''GimConv.exe 4x8_CA5Exy_32bits.bmp -o 4x8_CA5Exy_32bits_ps3bpp32.gim -ps3bpp32'''}} | ||
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | 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.... | 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 | 00000010 00 02 00 00 00 00 00 F0 00 00 00 10 00 00 00 10 .......ð........ | ||
00000020 00 03 00 00 00 00 00 | 00000020 00 03 00 00 00 00 00 E0 00 00 00 10 00 00 00 10 .......à........ | ||
00000030 00 04 00 00 00 00 00 | 00000030 00 04 00 00 00 00 00 D0 00 00 00 D0 00 00 00 10 .......Ð...Ð.... | ||
00000040 00 30 00 00 00 03 00 00 00 04 00 | 00000040 00 30 00 00 00 03 00 00 00 04 00 08 00 20 00 10 .0........... .. | ||
00000050 00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | 00000050 00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | ||
00000060 00 00 00 | 00000060 00 00 00 C0 00 00 00 00 00 01 00 01 00 03 00 01 ...À............ | ||
00000070 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 ...@............ | 00000070 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 ...@............ | ||
00000080 <span style="background:# | 00000080 <span style="background:#C0FFEE;">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:# | 00000090 <span style="background:#C0FFEE;">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:#C0FFEE;">CA 5E 31 00 CA 5E 32 00 CA 5E 33 00 CA 5E 34 00</span> Ê^1.Ê^2.Ê^3.Ê^4. | |||
000000B0 <span style="background:#C0FFEE;">CA 5E 41 00 CA 5E 42 00 CA 5E 43 00 CA 5E 44 00</span> Ê^A.Ê^B.Ê^C.Ê^D. | |||
000000C0 <span style="background:#C0FFEE;">CA 5E 51 00 CA 5E 52 00 CA 5E 53 00 CA 5E 54 00</span> Ê^Q.Ê^R.Ê^S.Ê^T. | |||
000000D0 <span style="background:#C0FFEE;">CA 5E 61 00 CA 5E 62 00 CA 5E 63 00 CA 5E 64 00</span> Ê^a.Ê^b.Ê^c.Ê^d. | |||
000000E0 <span style="background:#C0FFEE;">CA 5E 71 00 CA 5E 72 00 CA 5E 73 00 CA 5E 74 00</span> Ê^q.Ê^r.Ê^s.Ê^t. | |||
000000F0 <span style="background:#C0FFEE;">CA 5E 81 00 CA 5E 82 00 CA 5E 83 00 CA 5E 84 00</span> Ê^..Ê^‚.Ê^ƒ.Ê^„. | |||
==GIM PS3 RGBA32 with footer== | |||
*First most common GIM format used in PS3 '''with footer !''' | |||
{{Keyboard|content='''GimConv.exe 4x8_CA5Exy_32bits.bmp -o 4x8_CA5Exy_32bits_ps3bpp32_footer.gim -ps3bpp32 --update_fileinfo on'''}} | |||
==GIM PS3 | |||
*First most common GIM format used in PS3 '''with | |||
{{Keyboard|content= | |||
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F | 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.... | 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:# | 00000010 00 02 00 00 <span style="background:#FF6666;">00 00 01 4C</span> 00 00 00 10 00 00 00 10 .......L........ | ||
00000020 00 03 00 00 00 00 00 | 00000020 00 03 00 00 00 00 00 E0 00 00 00 10 00 00 00 10 .......à........ | ||
00000030 00 04 00 00 00 00 00 | 00000030 00 04 00 00 00 00 00 D0 00 00 00 D0 00 00 00 10 .......Ð...Ð.... | ||
00000040 00 30 00 00 00 03 00 00 00 04 00 | 00000040 00 30 00 00 00 03 00 00 00 04 00 08 00 20 00 10 .0........... .. | ||
00000050 00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | 00000050 00 01 00 02 00 00 00 00 00 00 00 30 00 00 00 40 ...........0...@ | ||
00000060 00 00 00 | 00000060 00 00 00 C0 00 00 00 00 00 01 00 01 00 03 00 01 ...À............ | ||
00000070 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 ...@............ | 00000070 00 00 00 40 00 00 00 00 00 00 00 00 00 00 00 00 ...@............ | ||
00000080 <span style="background:# | 00000080 <span style="background:#C0FFEE;">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:# | 00000090 <span style="background:#C0FFEE;">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:# | 000000A0 <span style="background:#C0FFEE;">CA 5E 31 00 CA 5E 32 00 CA 5E 33 00 CA 5E 34 00</span> Ê^1.Ê^2.Ê^3.Ê^4. | ||
000000B0 <span style="background:#C0FFEE;">CA 5E 41 00 CA 5E 42 00 CA 5E 43 00 CA 5E 44 00</span> Ê^A.Ê^B.Ê^C.Ê^D. | |||
000000C0 <span style="background:#C0FFEE;">CA 5E 51 00 CA 5E 52 00 CA 5E 53 00 CA 5E 54 00</span> Ê^Q.Ê^R.Ê^S.Ê^T. | |||
000000D0 <span style="background:#C0FFEE;">CA 5E 61 00 CA 5E 62 00 CA 5E 63 00 CA 5E 64 00</span> Ê^a.Ê^b.Ê^c.Ê^d. | |||
000000E0 <span style="background:#C0FFEE;">CA 5E 71 00 CA 5E 72 00 CA 5E 73 00 CA 5E 74 00</span> Ê^q.Ê^r.Ê^s.Ê^t. | |||
000000F0 <span style="background:#C0FFEE;">CA 5E 81 00 CA 5E 82 00 CA 5E 83 00 CA 5E 84 00</span> Ê^..Ê^‚.Ê^ƒ.Ê^„. | |||
00000100 <span style="background:#FFAAAA;">00 FF 00 00 00 00 00 5C 00 00 00 5C 00 00 00 10</span> .ÿ.....\...\.... | |||
00000110 <span style="background:#FF6666;">34 78 38 5F 43 41 35 45 78 79 5F 33 32 62 69 74</span> 4x8_CA5Exy_32bit | |||
00000120 <span style="background:#FF6666;">73 2E 62 6D 70 00 41 64 6D 69 6E 69 73 74 72 61</span> s.bmp.Administra | |||
00000130 <span style="background:#FF6666;">74 6F 72 00 53 61 74 20 41 70 72 20 31 34 20 32</span> tor.Sat Apr 14 2 | |||
00000140 <span style="background:#FF6666;">30 3A 30 38 3A 35 34 20 32 30 31 38 00 47 69 6D</span> 0:08:54 2018.Gim | |||
00000150 <span style="background:#FF6666;">43 6F 6E 76 20 31 2E 32 30 68 00 00</span> Conv 1.20h.. | |||
If you compare this file with the previous one (same format without footer) the only differences are the bytes marked in red | |||
*The value at the header is the file size - 0x10, it changes because the file was increased in size (to add the footer) | |||
*Footer is composed by: | |||
**'''4x8_CA5Exy_32bits.bmp''' (original file name) | |||
**'''Administrator''' (windows user account) | |||
**'''Sat Apr 14 20:08:54 2018''' (timestamp) | |||
**'''GimConv 1.20h''' (GimConv.exe version used to create the GIM file) | |||
{{Keyboard|content= | ==GIS== | ||
*This is the script format, it can be generated using any image format as input, but is mostly useful to identify GIM formats by making a '''GIM to GIS''' conversion | |||
{{Keyboard|content='''GimConv.exe 4x4_C0FFEE_32bits_ps3bpp32.gim -o 4x4_C0FFEE_32bits_ps3bpp32.gis -S'''}} | |||
.GIS 1.00 | .GIS 1.00 | ||
Line 425: | Line 324: | ||
Image "image-0" { | Image "image-0" { | ||
Format RGBA8888 | Format RGBA8888 | ||
Order | Order PSPIMAGE | ||
Width 4 | Width 4 | ||
Height | Height 4 | ||
PitchAlign 16 | PitchAlign 16 | ||
HeightAlign | HeightAlign 8 | ||
PlaneMask 0x00000000 | PlaneMask 0x00000000 | ||
LevelType MIPMAP | LevelType MIPMAP | ||
Line 435: | Line 334: | ||
FrameType SEQUENCE | FrameType SEQUENCE | ||
FrameCount 1 | FrameCount 1 | ||
Pixels "pixels-0" RGBA8888 PSPIMAGE 4 4 16 8 { | |||
0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 | |||
0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 | |||
Pixels "pixels-0" RGBA8888 | 0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 | ||
0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 0x00EEFFC0 | |||
0x00000000 0x00000000 0x00000000 0x00000000 | |||
0x00000000 0x00000000 0x00000000 0x00000000 | |||
0x00000000 0x00000000 0x00000000 0x00000000 | |||
0x00000000 0x00000000 0x00000000 0x00000000 | |||
} | } | ||
} | } | ||
} | } | ||
{{Boxwarning1|content='''The 4x4 size of the custom image used for the examples is illegal ?'''}} | |||
The sizes follows some rule (that i ignore) related with proportions, when trying to convert an image with illegal size gimconv.exe doesnt advises you about the problem (except in one of the conversions i dont remember)... so it allows you to create a GIM with illegal size | |||
In my image of 4x4 pixels, when converted to GIM, at absolute offset 0x50 it stores the value 0x0001... this value seems to be the '''HeightAlign''' that appears on the GIS | |||
But at the time of doing the GIM to GIS conversion this value is "fixed" automatically (see example above with HeightAlign 8), and also has been added 16 pixels at bottom with color 0x00000000 | |||
When doing a GIS to GIM with the example above it creates a GIM image that stores double the pixels than the original (it stores that 0x00000000 too) | |||
And when doing a GIM to PNG or GIM to BMP the resulting image has 4x4 pixels (the 0x00000000 pixels get lost) | |||
=GIM format= | |||
* | *http://www.pujia8.com/articles/34/ | ||
*https://tieba.baidu.com/p/1733245285 | |||