Editing VSMX
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*http://playstationhax.it/forums/topic/1060-jsxviewer/ (discussion, tool) http://tizzyt-archive.blogspot.co.uk/2015/05/release-jsxviewer-05b-source.html (source) | *http://playstationhax.it/forums/topic/1060-jsxviewer/ (discussion, tool) http://tizzyt-archive.blogspot.co.uk/2015/05/release-jsxviewer-05b-source.html (source) | ||
[[Rcomage]] has partial support to compile/decompile VSMX files for PS3 (is needed to change the VSMX version at header offset 0x04... from | [[Rcomage]] has partial support to compile/decompile VSMX files for PS3 (is needed to change the VSMX version at header offset 0x04... from 02 to 01 because it was originally intended for PSP only). Also the official VSMX format 2.0 (intended for PS3) has some additional opcodes that didnt existed in PSP. '''it's very buggy and usually doesn't work right''' | ||
*VSMX files are used on: | *VSMX files are used on: | ||
**PSP - Inside | **PSP - Inside ''[[Resource_Container_(RCO)|.rco]]'' file-format (used on video/music UMDs, and two lftv firmware rco's in flash0/vsh/resource/...) | ||
**PS3 - Inside | **PS3 - Inside ''[[Rich_Appearance_Format_(RAF)|.raf]]'' file-format (used on [[coldboot.raf]], and the background scene for [[Themes (.p3t)|PS3 dynamic themes]]<!-- and some PS3 Games?-->) | ||
**PSVita & PS4 (unknown yet, but probable) | **PSVita & PS4 (unknown yet, but probable) | ||
= VSMX Structure = | = VSMX Structure = | ||
== Header == | == Header == | ||
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This is an example of the decodification and decompilation made with the VSMX script contained inside [[coldboot.raf]]. The decompilation has been made by hand because the vsmx decompiler by ZiNgA BuRgA doesnt supports vectors and crashes, the purpose is to serve as an explain of how the opcodes works, the features that was added to VSMX v2 format for PS3, and as an overall explain of how to decompile other VSMX files | This is an example of the decodification and decompilation made with the VSMX script contained inside [[coldboot.raf]]. The decompilation has been made by hand because the vsmx decompiler by ZiNgA BuRgA doesnt supports vectors and crashes, the purpose is to serve as an explain of how the opcodes works, the features that was added to VSMX v2 format for PS3, and as an overall explain of how to decompile other VSMX files | ||
The file can be saved as .js and compiled directlly (there is no need to remove the comments), for a better | The file can be saved as .js and compiled directlly (there is no need to remove the comments), for a better view of the decompiled code without the comments in [[PlayStation JavaScript]] format see [[coldboot.raf]] page | ||
*Form left to right: | *Form left to right: | ||
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**'''DECOMPILED PSJS CODE''' - The source code in [[PlayStation JavaScript]] format ready to compile, it will generate a coldboot.jsx exactly like the one extracted from coldboot.raf by the [[CXML Containers|CXML decompiler tool]] | **'''DECOMPILED PSJS CODE''' - The source code in [[PlayStation JavaScript]] format ready to compile, it will generate a coldboot.jsx exactly like the one extracted from coldboot.raf by the [[CXML Containers|CXML decompiler tool]] | ||
{{Boxcode| | {{Boxcode|content=<syntaxhighlight lang="javascript"> | ||
//--------------------------------------------------------------------------------------------------------------------- | //--------------------------------------------------------------------------------------------------------------------- | ||
// VSMX v2 Decompilation Sample (coldboot.raf PS3). Decompiled step by step from VSMX opcodes to PSJS code by sandungas | // VSMX v2 Decompilation Sample (coldboot.raf PS3). Decompiled step by step from VSMX opcodes to PSJS code by sandungas |