Multimedia Formats and Tools: Difference between revisions

From PS3 Developer wiki
Jump to navigation Jump to search
(Fixed typo in word modified)
 
(40 intermediate revisions by 6 users not shown)
Line 2: Line 2:


A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter
A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter
See also [[Game Modding]]


=Image=
=Image=
Line 11: Line 9:
*http://partners.adobe.com/public/developer/en/tiff/TIFF6.pdf
*http://partners.adobe.com/public/developer/en/tiff/TIFF6.pdf


*[http://www.vitadevwiki.com/index.php?title=Template:IFD_format IFD format]
*[http://www.psdevwiki.com/vita/index.php?title=Template:IFD_format IFD format]


*[http://www.vitadevwiki.com/index.php?title=Template:IFD_tag IFD tag]
*[http://www.psdevwiki.com/vita/index.php?title=Template:IFD_tag IFD tag]


==BMP==
==BMP==
Line 19: Line 17:


==DDS==
==DDS==
Direct Draw Surface (DDS) are used for example on [[XMB_Manuals|XMB Manuals]]
'''D'''irect '''D'''raw '''S'''urface are used on PS3 (e.g. the XMB monthly wallpapers inside [[Lines.qrc]] and the [[XMB Manuals]] specific for PS3 game/apps)
 
It seems at the release of PS3 firmware 1.00 the DDS support in XMB was not complete (or maybe not supported dds at all, this is hard to know), it was implemented gradually and only for a few specific display modes, the monthly background wallpapers inside lines.qrc was implemented in firmware 1.90/2.00 and PS3 manuals support around 4.00, this display modes are a bit special because uses full screen<!--and probably uses the background display buffer-->. But DDS was never implemented in PS3 RCO's... the PS3 RCO's doesnt even knows what is a DDS ([[RCOXML Images|because there is not an ID for DDS]]), so is not officially posible to store a DDS image inside a PS3 RCO, at the end of life of PS3 the RCO format was obsolete for several reasons and this was one of them. GIM format seems to superceed the features of DDS though
 
For PSVita the RCO format was highly modified, and at this point probably DDS support was added to RCO (this is speculative though). Later the RCO format from PSVita was inherited by PS4 and with it the DDS support, actually it looks like the whole interface of PS4 supports DDS (not only from inside RCO, but also for the ICON0.DDS of games/apps)


*http://en.wikipedia.org/wiki/DirectDraw_Surface
*http://en.wikipedia.org/wiki/DirectDraw_Surface
Line 35: Line 37:
| style="background-color:#444453; color:#FFFFFF;" |'''Notes'''
| style="background-color:#444453; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">DDS header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">DDS header</span>
|-
|-
| 0x00 || 0x04 || 44 44 53 20 || "DDS " || Magic
| 0x00 || 0x04 || 44 44 53 20 || "DDS " || Magic
Line 110: Line 112:


Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)
Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)
There is a QuickBMS scripts for converting DTX<>DDS
pastebin GKdqL7xG and pastebin 3H0MDmTG


e.g. (quick note, should be move to emulation/PS2 page once figure out)
e.g. (quick note, should be move to emulation/PS2 page once figure out)
Line 120: Line 125:


==GIM==
==GIM==
Graphics Image ?
'''G'''raphic '''I'''mage '''M'''ap ?. See [[Graphic Image Map (GIM)]]
 
The tool used to manage GIM image conversions is '''GimConv.exe'''. See [[GimConv]]


Used inside [[Resource Container (RCO)]] files, [[PlayStation 3 Theme (P3T)]] files, etc...
Used inside [[Resource Container (RCO)]] files (see [[RCOXML Images]]), [[PlayStation 3 Theme (P3T)]] files, etc...


===GimConv.exe===
Made by sony, '''gimconv v1.20h''' was released with '''p3tcompiler v2.00''' as part of the [http://uk.playstation.com/ps3/support/settings/detail/linked235336/item85346/Download-PlayStation-3-Custom-Theme-Guidelines/ PS3 Custom Theme Toolbox]


The version used as an standard unofficially is the one included in [[rcomage]] that uses a configuration file (named GimConv.cfg) initially edited by Zinga Burga to improve compatibility with rcomage, and later to add compatibility with ps3 rco's (there are some specific settings for ps3 that was added at some point, but now can be considered incorrect for ps3, or not generic enought)
*'''Gim Viewer v0.8''' by HSreina: http://hsreina.shadosoft-tm.com/display/cat/103
**Created for PSP it has partiall support for PS3 gim's, allows to view the most common .gim images used in ps3 (the standard format used by most gim's inside .rco's)... is not able to display gims inside rco's that doesnt uses the standard gim format (dxt5 based are displayed full filled with white)


The command line help of GimConv.exe gives a very limited explain of a few options (the ones at top are not real options, are more like groups of presets)
  Version 0.8 / by Hsreina - Hontoshadow
C:\rcomage-v1.1.1\GimConv>GimConv.exe
  gimconv ver 1.20h --- generic picture converter
Copyright (C) 2006 Sony Computer Entertainment Inc.
  All Rights Reserved.
   
   
  usage:
  What is Gim Viewer
        gimconv <input files> [options]
===============================
Giw Viewer was designed for view (*.gim; *.mig) files from "Fantasy golf Pangya portable"
   
   
  options:
  How to use
        -o <filename>  specify output file name
==========
        -s <w,h>        resize image data
just Drag & Drop a (*.gim; *.mig file) on the main window of Gim viewer or use the Files/open menu to found a  picture;
        -P              resize image data to a power of two
you can use spacebar or backspace for display the previous or next file in the current folder.
        -N              output in normal (not faster) pixel storage format
        -X              swap RGBA <-> ABGR
        -ps3            output ps3 style GIM
        -bpp<n>        color output bit depth; n is: 4, 8, 16, 16p, 16a or 32
                        4, 8 are indexed; 16, 16a, 16p, 32 are RGBA format
   
   
        -S              output text format
for anybugs please mail to "bugreport@shadosoft-tm.com"
        -interact      input additional options
  Copyright (c) 2005 - 2012 Shadosoft tm. All rights reserved. http://pangya.shadosoft-tm.com/
        -pictures      merge files as pictures
        -frames        merge files as frames
        -levels        merge files as levels
        -prompt        prompt always
        -warning        prompt on warning
        -error          prompt on error
 
Some of the options that appears in the help of the command line what are really doing is to load the real options from GimConv.cfg, where all the options are listed and is posible to specify his default values, or to create groups of options, is also the only place where is posible to see all the different settings availables of the tool
 
These options was added by Zinga Burga to improve compatibility with rcomage, and later to add compatibility with ps3 rco's
 
*changed under '''default settings''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
pixel_order = faster // default normal faster
limit_image_width = 512 // off $count
limit_image_height = 512 // off $count
output_sequence = off // off on
</syntaxhighlight>}}
 
*added under '''process option''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
option -ps3 {
format_style = ps3
format_endian = big
}
option -bpp4 {
image_format = index4
}
option -bpp8 {
image_format = index8
}
option -bpp16 {
image_format = rgba5551
}
option -bpp16a {
image_format = rgba4444
}
option -bpp16p {
image_format = rgba5650
}
option -bpp32 {
image_format = rgba8888
</syntaxhighlight>}}
 
*removed under '''default settings''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
//  PS3 OSD default settings
format_endian = big // -B
pixel_order = normal // -N
pixel_channel = default // -R
image_format = rgba8888 // --image_format rgba8888
</syntaxhighlight>}}
 
*removed under '''mode option''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
option -viewer {
object_viewer = "GimView.exe"
}
</syntaxhighlight>}}
 
*removed under '''process option''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
option -F {
pixel_order = faster
</syntaxhighlight>}}
 
*removed under '''PS3 OSD specific options''' section:
{{Boxcode|content=<syntaxhighlight lang="c">
option -B {
format_endian = big
}
option -R {
pixel_channel = default
}
option -DXT {
pixel_order = default
pixel_channel = default
image_format = default
}
</syntaxhighlight>}}
 
And this is the original configuration file, not modifyed
{{Boxcode|content=<syntaxhighlight lang="c">
//================================================================
// gimconv configuration
//================================================================
 
usage {
puts "usage:"
puts "        gimconv <input files> [options]"
puts ""
puts "options:"
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"
puts "        -viewer        start gimview.exe when process ends"
puts "        -o <filename>  specify output file name"
puts "        -s <w,h>        resize image data"
puts "        -S              output text format"
puts "        -P              resize image data to a power of two"
puts "        -N              output in normal pixel storage format"
puts "        -F              output in faster pixel storage format"
puts "        -R              re-convert ( don't swap RGBA <-> ABGR )"
}
 
//----------------------------------------------------------------
//  default settings
//----------------------------------------------------------------
 
default {
load "lib/*"
 
//  main control
 
interact_mode = off // off on ctrl
merge_mode = off // off picture frame level plane
// image palette sequence
prompt_mode = off // off on warning error
output_object = on // off on
output_script = off // off on
output_directory = auto // current input auto
output_filename = ""
object_extension = .gim
script_extension = .gis
userdata_extension = .dat
glob_extension = .dds .tm2 .tga .bmp .avi
object_viewer = ""
 
//  process control
 
filter_script = "Filter"
image_size = default // default pow2 $w,$h
pixel_order = default // default normal faster
pixel_alpha = default // default $alpha
pixel_channel = default // default rgba rgab ragb ... etc
image_format = default // default rgba8888 rgba4444 rgba5551 rgba5650
// index4 index8 index16 index32
// dxt1 dxt3 dxt5 dxt1ext dxt3ext dxt5ext
palette_format = default // default rgba8888 rgba4444 rgba5551 rgba5650
update_userdata = default // default off on
update_fileinfo = off // default off on
 
check_limit = on // off on
limit_image_width = 4096 // off $count
limit_image_height = 4096 // off $count
limit_level_count = 8 // off $count
limit_frame_count = off // off $count
 
//  output control
 
format_style = psp // std psp ps3
format_endian = little // little big
 
output_image = on // off on
output_palette = on // off on
output_sequence = on // off on
 
//  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
}
 
//--------------------------------------------------------
//  format specific
//--------------------------------------------------------
 
input *.avi {
pixel_alpha = 255
}
 
input *.bmp {
pixel_alpha = 255
}
 
input *.dds {
}
 
input *.tga {
}
 
input *.tm2 {
}
 
input *.gim {
}
 
input *.gis {
}
 
//--------------------------------------------------------
//  mode option
//--------------------------------------------------------
 
option -interact {
interact_mode = on
}
 
option -pictures {
merge_mode = picture
}
 
option -frames {
merge_mode = frame
}
 
option -levels {
merge_mode = level
}
 
option -planes {
merge_mode = plane
}
 
option -images {
merge_mode = image
}
 
option -palettes {
merge_mode = palette
}
 
option -sequences {
merge_mode = sequence
}
 
option -prompt {
prompt_mode = on
}
 
option -warning {
prompt_mode = warning
}
 
option -error {
prompt_mode = error
}
 
option -viewer {
object_viewer = "GimView.exe"
}
 
//--------------------------------------------------------
//  process option
//--------------------------------------------------------
 
option -o %filename {
output_filename = %filename
}
 
option -s %size {
image_size = %size
}
 
option -g %ext {
glob_extension = %ext
}
 
option -P {
image_size = pow2
}
 
option -N {
pixel_order = normal
}
 
option -F {
pixel_order = faster
}
 
//--------------------------------------------------------
//  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
}
 
//--------------------------------------------------------
//  output option
//--------------------------------------------------------
 
option -S {
output_object = off
output_script = on
}
 
//--------------------------------------------------------
//  filter script
//--------------------------------------------------------
 
script Filter %target {
RescaleImage  %target $image_size
SetPixelFormat %target $image_format $palette_format
SetPixelAlpha  %target $pixel_alpha
SwapPixelChannel %target $pixel_channel
ConfigureImage %target order $pixel_order
UpdateUserData %target $update_userdata
UpdateFileInfo %target $update_fileinfo
ExtendEdge    %target $extend_edge
CheckPSP      %target $check_limit
}
</syntaxhighlight>}}
 
The option '''-ps3''' seems to be wrong, the images inside [[explore_plugin]]_full.rco from firmware 4.70 has been made by using this 3 options
 
{{Boxcode|content=<syntaxhighlight lang="c">
option -ps3 {
format_style = psp
format_endian = big
pixel_order = normal
}
</syntaxhighlight>}}
 
You can edit the GimConv.cfg file and use GimConv.exe to load the group of options by the option '''-ps3''' in command line this way (or let rcomagegui.exe decide, but im not sure what it does)
{{Keyboard|content='''gimconv.exe tex_psn.png -o tex_psn.gim --ps3'''}}
 
Another way is by specifying the options strictly from command line (using the names that appears inside the GimConv.cfg file)
 
This is the most accurate way to specify options for GIM conversion, it doesnt uses groups but the result is the same, in this example is a command for gimconv.exe directly
{{Keyboard|content='''gimconv.exe tex_psn.png -o tex_psn.gim --format_style psp --format_endian big --pixel_order normal'''}}
 
But there is other way, by "redirecting" GIM settings from rcomage.exe ---to---> gimconv.exe at compiling time (see the "compile" help in [[rcomage]] page). There are 2 options in rcomage specific for this task, named: '''--gimconv-cmd''' and '''--gimconv-flags'''
{{Keyboard|content=rcomage.exe ...}}
<!-- rcomage.exe compile explore_plugin_full.xml explore_plugin_full.rco --pack-hdr zlib --zlib-method default --zlib-level 9 ...INCOMPLETE_IS_MISSING_GIM_SETTINGS-->
<!-- and i cant make this 2 options work, is driving me nuts, grrr -->
 
*Other stuffing
**speculation about animated images support http://endlessparadigm.com/forum/showthread.php?tid=5054
**note the option '''-viewer (start gimview.exe when process ends)''' points to an official gim viewer that doesnt exists in the public release
 
*To identify the settings that was used to build a GIM file:
**Use rcomage to make an extraction of the contents '''without''' conversion of images (this way the GIM are extracted raw)
**Use rcomage to make another extraction of the contents '''with''' conversion of images (this way the images are converted to PNG when extracted)
**Use gimconv to convert the PNG ---to---> GIM by the old method of test-error by trying some of the options availables that appears in gimonv.cfg
**Use a hexeditor to compare the original GIM extracted in step 1 with the rebuilt GIM from your test, there is no need to make accurate comparisons, just an overview of how the data is ordered
**When the data seems similar, make a hash comparison of both, original and rebuild should be exactly the same data (is posible to create a GIM exactly like the original)
 
*In PS3 it seems to be at least 2 types of GIM images, both included inside rco's, and in some cases both types in the same rco
**explore_plugin_full.rco (and other explore_plugin_***.rco ?): ('''--format_style psp --format_endian big --pixel_order normal''')
**xmb_plugin_normal.rco (and other xmb_***.rco ?): (uses some variant of dxt5)
**more ?


==GMO==
==GMO==
Graphics... ?
'''G'''raphic '''M'''odel '''O'''bject


Used inside [[Resource_Container_(RCO)]] files
Used inside [[Resource_Container_(RCO)]] files (see [[RCOXML Models]])


==GTF==
==GTF==
Line 537: Line 167:
| style="background-color:#475446; color:#FFFFFF;" |'''Notes'''
| style="background-color:#475446; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">GTF header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">GTF header</span>
|-
|-
| 0x00 || 0x04 || 02 02 00 FF ||  || Version
| 0x00 || 0x04 || 02 02 00 FF ||  || Version
Line 545: Line 175:
| 0x08 || 0x04 || 00 00 00 01 ||  || Number of textures embedded
| 0x08 || 0x04 || 00 00 00 01 ||  || Number of textures embedded
|-
|-
| 0x0C || 0x04 || 00 00 00 00 ||  || Not used?
| 0x0C || 0x04 || 00 00 00 00 ||  || Not used?
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">GTF specification</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">GTF specification</span>
|-
|-
| 0x10 || 0x04 || 00 00 00 80 ||  || Size Header
| 0x10 || 0x04 || 00 00 00 80 ||  || Size Header
Line 564: Line 194:
| 0x1C || 0x04 ||  ||  || Remaps:
| 0x1C || 0x04 ||  ||  || Remaps:
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">DDS specification</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">DDS specification</span>
|-
|-
| 0x20 || 0x02  || 00 40 || 64 in decimal || Size image width
| 0x20 || 0x02  || 00 40 || 64 in decimal || Size image width
Line 573: Line 203:
|-
|-
|}
|}
==GXT==
Gxt is a container for storing one or multiple graphic textures for the PSVita and PSP. See [http://www.psdevwiki.com/vita/index.php?title=GXT GXT]


==JPG==
==JPG==
Line 594: Line 228:
==PNG==
==PNG==
PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.
PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.
*How to create [http://garethrees.org/2007/11/14/pngcrush/ smallest possible transparent PNG]
==PVR==
PowerVR Texture Compression files: PVRTC and PVRTC2 are a family of lossy, fixed-rate texture compression formats.
*[http://www.psdevwiki.com/vita/index.php?title=PVR PVR]


==TGA==
==TGA==
http://en.wikipedia.org/wiki/Truevision_TGA
*[http://www.psdevwiki.com/vita/index.php?title=TGA TGA] (used on [[Qt_Resource_Container_(QRC)|Qt Resource Container (lines.qrc)]])


=Audio=
=Audio=
Line 612: Line 253:
==AT9==
==AT9==


*[http://www.psdevwiki.com/ps4/Snd0.at9 Snd0.at9]
*See [http://www.psdevwiki.com/ps4/Snd0.at9 Snd0.at9]


==VAG==
==VAG==
Used for sound effects such navigational sounds on XMB inside a [[PlayStation_3_Theme_(P3T)#Navigation_Sounds_.28.VAG.29|theme]] , on \dev_flash\pspemu\flash0\logo\remaster_op.bin and some .rco (e.g trophy unlocking)


*Format
*Format
Line 620: Line 263:
{| class="wikitable" style="text-align: center;"
{| class="wikitable" style="text-align: center;"
|-
|-
| style="background-color:#564147; color:#FFFFFF;" |'''Offset'''
| style="background-color:#564147; color:#FFFFFF;" |'''Offset (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Size'''
| style="background-color:#564147; color:#FFFFFF;" |'''Size (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Example'''
| style="background-color:#564147; color:#FFFFFF;" |'''Example (h)'''
| style="background-color:#564147; color:#FFFFFF;" |'''Value (conversion)'''  
| style="background-color:#564147; color:#FFFFFF;" |'''Value (conversion)'''  
| style="background-color:#564147; color:#FFFFFF;" |'''Notes'''
| style="background-color:#564147; color:#FFFFFF;" |'''Notes'''
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">VAG header</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">VAG header</span>
|-
|-
| 0x00 || 0x04 || 56 41 47 70 || "VAGp" || Magic
| 0x00 || 0x04 || 56 41 47 70 || "VAGp" || Magic
Line 636: Line 279:
| 0x0C || 0x04 || 00 00 04 50 || 1104 bytes || Waveform data size (bytes)
| 0x0C || 0x04 || 00 00 04 50 || 1104 bytes || Waveform data size (bytes)
|-
|-
| 0x10 || 0x04 || 00 00 BB 80 || 44 000 Hz || Sampling Frequency (Hz)
| 0x10 || 0x04 || 00 00 BB 80 || 48 000 Hz || Sampling Frequency (Hz) (hex to decimal)
|-
|-
| 0x14 || 0x0A || 00 00 ... 00 00 || - || Reserved area
| 0x14 || 0x0A || 00 00 ... 00 00 || - || Reserved area
Line 648: Line 291:
| 0x20 || 0x10 || 53 45 30 34 5F 42 61 63 6B  || SE04_BACK || Name
| 0x20 || 0x10 || 53 45 30 34 5F 42 61 63 6B  || SE04_BACK || Name
|-
|-
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black;">Waveform data starts</span>
|colspan="5" style="text-align:center; background-color:lightblue;" | <span style="color:black!important;">Waveform data (AIFF/WAV) starts</span>
|-
|-
|}
|}
Line 666: Line 309:
| Decoding coefficient
| Decoding coefficient
|| Loop information:
|| Loop information:
*1: last block of the file
*00: default?
*3: ending block of the loop
*01: last block of the file
*6: starting block of the loop
*03: ending block of the loop
*7: playback ending position
*06: starting block of the loop
*07: playback ending position
<small>Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly.</small>
<small>Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly.</small>
|| Sound data
|| Sound data
Line 677: Line 321:


*Tools
*Tools
**MFAudio v1.1 (converts WAV to VAG): http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html or http://dl.qj.net/software/utilities/mfaudio-11.html or http://downloads.ziddu.com/downloadfile/3353225/MFAudiov11.zip.html
**MFAudio v1.1 at http://www.zophar.net/utilities/ps2util/mfaudio-1-1.html or http://dl.qj.net/software/utilities/mfaudio-11.html or http://downloads.ziddu.com/downloadfile/3353225/MFAudiov11.zip.html can convert/play .vag files.
**[[Rcomage]] can convert .vag files


=Video=
=Video=
==BIK==
Bik is a video and audio container designed specifically for consoles. It can contain multiple video and audio tracks and assign an ID each of them, this way the system choose which one will be loaded. This allows to store multiple audio languages in separated tracks, and multiple audio modes with separated channels for stereo, 5.1, etc...
Bik files do not have any protection, PS3 games do not verify any kind of security over them. They can be fully edited and replaced, usually people replace the video track by a downsampled version of the same video to reduce the game size, it is also possible to remove the audio tracks from "foreign" languages.
* "RAD Video Tools" http://www.radgametools.com/bnkdown.htm


==PAM==
==PAM==
Pam files can contain audio or have the audio separwted in a .AT3 track, used in [[Content Information Files]]
Pam files can contain audio or have the audio separated in a .AT3 track, used in [[Content Information Files]]


=Interactive=
=Interactive=
Line 693: Line 345:


==DAE==
==DAE==
DAE ('''D'''igital '''A'''sset '''E'''xchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications in .dae format, see: https://collada.org/
DAE ('''D'''igital '''A'''sset '''E'''xchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications in .dae format, see: https://collada.org/ and https://www.khronos.org/collada/


Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: [http://www.blender.org/ Blender], Google SketchUp, Maya, Rhino, 3D Max, SoftImage
Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: [http://www.blender.org/ Blender], Google SketchUp, Maya, Rhino, 3D Max, SoftImage


*Collada plugins for:
*Collada plugins:
**Blender http://colladablender.illusoft.com/ http://sourceforge.net/projects/colladablender/
**Blender - http://colladablender.illusoft.com/ http://sourceforge.net/projects/colladablender/
 
*Other collada info
**https://www.khronos.org/assets/uploads/developers/library/2007_siggraph_bof_collada/SCIE.pdf
**http://lukasz.dk/mirror/research-scea/gdc2006/gdc06-for-khronos.pdf
**https://www.khronos.org/collada/wiki/Building_third_party_libraries_for_the_COLLADA_DOM
**https://sourceforge.net/projects/collada-dom/
**http://www.psu.com/forums/showthread.php/363-COLLADA-the-new-PS3-graphics-format?s=c6e507c63cc32a901bcf06a7f36538bd
**https://games.slashdot.org/story/04/07/30/1837253/sony-endorsing-open-graphics-format-for-ps3
 
==FPO and VPO==
*FPO ('''F'''ragment '''P'''rogram '''O'''bjects)
*VPO ('''V'''ertex '''P'''rogram '''O'''bjects)
*Used inside:
**[[Qt Resource Container (QRC)|QRC containers]]
**[[PS2 Emulation|ps2_netemu.self]]
 
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]]
 
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]


==FPO==
*The compiler acepts 2 arguments:
**'''-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
 
{{keyboard|content=<syntaxhighlight lang="bash">C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_fp_rsx -o OUTPUT.FPO input_fshader.cg</syntaxhighlight>}}
{{Boxcode|title=input_fshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
void main
(
float4 color_in : COLOR,
out float4 color_out : COLOR
)
{
color_out = color_in;
}
</syntaxhighlight>}}
 
{{keyboard|content=<syntaxhighlight lang="bash">C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_vp_rsx -o OUTPUT.VPO input_vshader.cg</syntaxhighlight>}}
{{Boxcode|title=input_vshader.cg|float=left|width=auto|code=<syntaxhighlight lang="c">
void main
(
float4 position : POSITION,
float4 color : COLOR,
 
uniform float4x4 modelViewProj,
 
out float4 oPosition : POSITION,
out float4 oColor : COLOR
)
{
oPosition = position;
oColor = color;
}
</syntaxhighlight>}}
{{clear}}


==VPO==
*Notes/speculation
**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]
**[http://www.psx-place.com/threads/my-vertex-shader-document.20794/ Open Source code related with PS3 Cg shaders]


==MNU==
==MNU==
Line 765: Line 471:




{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
{{Development}}<noinclude>
[[Category:Main]]
</noinclude>

Latest revision as of 00:20, 11 June 2024

This page is intended to move here all info about multimedia file formats that is commonly used in other wiki pages and the related PC tools

A lot more fileformats not added yet to the page are listed in: http://www.psdevwiki.com/ps3/XMB_database#Promoter

Image[edit | edit source]

TIFF 6.0 Specification:

BMP[edit | edit source]

http://en.wikipedia.org/wiki/BMP_file_format

DDS[edit | edit source]

Direct Draw Surface are used on PS3 (e.g. the XMB monthly wallpapers inside Lines.qrc and the XMB Manuals specific for PS3 game/apps)

It seems at the release of PS3 firmware 1.00 the DDS support in XMB was not complete (or maybe not supported dds at all, this is hard to know), it was implemented gradually and only for a few specific display modes, the monthly background wallpapers inside lines.qrc was implemented in firmware 1.90/2.00 and PS3 manuals support around 4.00, this display modes are a bit special because uses full screen. But DDS was never implemented in PS3 RCO's... the PS3 RCO's doesnt even knows what is a DDS (because there is not an ID for DDS), so is not officially posible to store a DDS image inside a PS3 RCO, at the end of life of PS3 the RCO format was obsolete for several reasons and this was one of them. GIM format seems to superceed the features of DDS though

For PSVita the RCO format was highly modified, and at this point probably DDS support was added to RCO (this is speculative though). Later the RCO format from PSVita was inherited by PS4 and with it the DDS support, actually it looks like the whole interface of PS4 supports DDS (not only from inside RCO, but also for the ICON0.DDS of games/apps)

Header:

Offset Size Example Value (conversion) Notes
DDS header
0x00 0x04 44 44 53 20 "DDS " Magic
0x04 0x04 7C 00 00 00 124 Size of header stucture
0x08 0x04 07 10 08 00 compressed no mipmap Flags:
  • 0x01: DDSD_CAPS (Required in every .dds file)
  • 0x02: DDSD_HEIGHT (Required in every .dds file)
  • 0x04: DDSD_WIDTH (Required in every .dds file)
  • 0x08: DDSD_PITCH (Required when pitch is provided for an uncompressed texture)
  • 0x0010: DDSD_PIXELFORMAT (Required in every .dds file)
  • 0x000002: DDSD_MIPMAPCOUNT (Required in a mipmapped texture)
  • 0x000008: DDSD_LINEARSIZE (Required when pitch is provided for a compressed texture)
  • 0x000080: DDSD_DEPTH (Required in a depth texture)
0x0C 0x04 38 04 00 00 1080 Surface height (in pixels).
0x10 0x04 80 07 00 00 1920 Surface width (in pixels).
0x14 0x04 00 D2 0F 00 1012.5KB Size:
  • the pitch or number of bytes per scan line in an uncompressed texture
  • the total number of bytes in the top level texture for a compressed texture
... ... ... ... ...


DDS normal maps

Normal maps are a 3D effect, the word "normal" is a reference to the Y axis (of the 3D space defined by X,Y,Z axis), is also known as "elevation". Normal maps can make small areas of a surface to be displayed with a displacement up or down, they also reacts to the lights of the scene dinamycally

NVIDIA Normal Map filter plugin for photoshop

The NVIDIA Normal Map filter creates normal maps from grayscale height maps. The filter UI provides a powerful 3D preview and a variety of filtering options. For MIP-mapped normal maps, the NormalMap Filter should be used for preview only, and then the grayscale map exported via the DDS plugin with "Normal Map Settings..." enabled. This will create a normal map with maximal detail and fidelity for all texture levels, without undesirable filter aliasing.

An easy way to create normal maps in photoshop by using the Normal Map plugin:

In tab: Filter ---> Ndivia Tools
-height generation - 7x7 / minZ-0 scale-2.2
-3D view options - animate light
-height source - Average RGB (or "Alpha Channel" in case you created an alpha channel with this purpose)
-Alpha field - height

Normal Map Tutorial (using photoshop and crazybump) http://www.youtube.com/watch?v=tKqKJi6nh7A

DDS Cube Maps

DDS Tools

DXT[edit | edit source]

The DXT compressed textures always have the same size. This is because they have a fixed compression ratio.

Used on PS2 classic as manual, they are texture files (DXT1, no mipmap?) with a minimalistic header of 0x08 byte (width*height)

For viewing them on computer, you can rebuild/create/paste (from an .dds dxt1 no mipmap existing file) an header following .dds header specs:

  • On your dxt files, remove the first 0x08 bytes (which has the width and height hexadecimal information), insert on top of it the .dds header. Edit the .dds header, see the .dds section, to get the proper width, height, and texture size)

Sample: http://rghost.net/58928544 (.dxt files are original, .dxt.dds are edited for viewing)

There is a QuickBMS scripts for converting DTX<>DDS pastebin GKdqL7xG and pastebin 3H0MDmTG

e.g. (quick note, should be move to emulation/PS2 page once figure out)

001.dxt -->  256KB -->instruction screen: 544*960? (Surface height (in pixels).*Surface width (in pixels).)
002.dxt -->  256KB -->information screen: *544*960?
003.dxt --> 1441KB -->game manual: 1536*1920?
...
008.dxt --> 1441KB -->end of the game manual
009.dxt -->  256KB -->Notice screen: 544*960?

GIM[edit | edit source]

Graphic Image Map ?. See Graphic Image Map (GIM)

The tool used to manage GIM image conversions is GimConv.exe. See GimConv

Used inside Resource Container (RCO) files (see RCOXML Images), PlayStation 3 Theme (P3T) files, etc...


  • Gim Viewer v0.8 by HSreina: http://hsreina.shadosoft-tm.com/display/cat/103
    • Created for PSP it has partiall support for PS3 gim's, allows to view the most common .gim images used in ps3 (the standard format used by most gim's inside .rco's)... is not able to display gims inside rco's that doesnt uses the standard gim format (dxt5 based are displayed full filled with white)
Version 0.8 / by Hsreina - Hontoshadow

What is Gim Viewer
===============================
Giw Viewer was designed for view (*.gim; *.mig) files from "Fantasy golf Pangya portable"

How to use
==========
just Drag & Drop a (*.gim; *.mig file) on the main window of Gim viewer or use the Files/open menu to found a  picture;
you can use spacebar or backspace for display the previous or next file in the current folder. 

for anybugs please mail to "[email protected]"
Copyright (c) 2005 - 2012 Shadosoft tm. All rights reserved. http://pangya.shadosoft-tm.com/

GMO[edit | edit source]

Graphic Model Object

Used inside Resource_Container_(RCO) files (see RCOXML Models)

GTF[edit | edit source]

Graphics Texture Format (GTF) is a container for storing one or multiple textures ("pack GTF") data in a layout that can be used as is by RSX.

Header (for single texture):

Offset Size Example Value (conversion) Notes
GTF header
0x00 0x04 02 02 00 FF Version
0x04 0x04 Size of texture (not included header)
0x08 0x04 00 00 00 01 Number of textures embedded
0x0C 0x04 00 00 00 00 Not used?
GTF specification
0x10 0x04 00 00 00 80 Size Header
0x14 0x04
  • For V.02 02: Size file (without header & ending padding)
0x18
0x19
0x1A
0x1B
0x1C 0x04 Remaps:
DDS specification
0x20 0x02 00 40 64 in decimal Size image width
0x22 0x02 00 40 64 in decimal Size image height
0x24 0x02 00 00 0 in decimal Size image depth

GXT[edit | edit source]

Gxt is a container for storing one or multiple graphic textures for the PSVita and PSP. See GXT

JPG[edit | edit source]

http://en.wikipedia.org/wiki/JPEG

JPEG markers:

MPO[edit | edit source]

Is a 3D JPG embedded format by Fuji or Sony. Since fw 3.70 with specifics sixasis controls (on PlayMemories but also from XMB), PS3 as well as Nintendo 3DS or some Sony & Fuji camera can read MPO images as specific format.

On the Sony MPO format Multi Angle : the picture is 15 embedded Jpg Exif images with no padding (but can be modulate probably).

The MPO MA for 3DS is Fuji format?

MPO Splitter by Christian Steinruecken:

PNG[edit | edit source]

PS3 supports PNG images in 24 bits (for RGB channels), and 32 bits with transparency (24 bits for RGB channels + 8 bits for an alpha layer). "PNG Interlaced" and "APNG (Animated Portable Network Graphics)" formats are not supported by the PS3.

PVR[edit | edit source]

PowerVR Texture Compression files: PVRTC and PVRTC2 are a family of lossy, fixed-rate texture compression formats.

TGA[edit | edit source]

Audio[edit | edit source]

AC3[edit | edit source]

Used for coldboot sounds

AT3[edit | edit source]

Adaptive Transform Acoustic Coding (ATRAC) is a family of proprietary audio compression algorithms developed by Sony.

Can be created by saving the file as a .WAV container using the ATRAC3 Codec @ 66Kbps.

Mono and stereo channels are supported

AT9[edit | edit source]

VAG[edit | edit source]

Used for sound effects such navigational sounds on XMB inside a theme , on \dev_flash\pspemu\flash0\logo\remaster_op.bin and some .rco (e.g trophy unlocking)

  • Format
Offset (h) Size (h) Example (h) Value (conversion) Notes
VAG header
0x00 0x04 56 41 47 70 "VAGp" Magic
0x04 0x04 00 00 00 06 0.6? Version
0x08 0x04 00 00 00 00 - Reserved area
0x0C 0x04 00 00 04 50 1104 bytes Waveform data size (bytes)
0x10 0x04 00 00 BB 80 48 000 Hz Sampling Frequency (Hz) (hex to decimal)
0x14 0x0A 00 00 ... 00 00 - Reserved area
0x1E 0x01 00 1 ch Number of channels
  • 0-1 : 1 channel
  • 2 : 2 channels
0x1F 0x01 00 - Reserved area
0x20 0x10 53 45 30 34 5F 42 61 63 6B SE04_BACK Name
Waveform data (AIFF/WAV) starts


ADPCM data format (16 bytes block)
Decoding coefficient

(1 byte)

Loop information

(1 byte)

Sound Data

(14 bytes)

Decoding coefficient Loop information:
  • 00: default?
  • 01: last block of the file
  • 03: ending block of the loop
  • 06: starting block of the loop
  • 07: playback ending position

Because ADPCM uses sample blocks that are aligned one after the other, a wave compressed with ADPCM may have an unfinished, partial block at its end. The ADPCM decoder generates silence for the remainder of this partial block, which keeps the wave from looping seamlessly.

Sound data


Video[edit | edit source]

BIK[edit | edit source]

Bik is a video and audio container designed specifically for consoles. It can contain multiple video and audio tracks and assign an ID each of them, this way the system choose which one will be loaded. This allows to store multiple audio languages in separated tracks, and multiple audio modes with separated channels for stereo, 5.1, etc...

Bik files do not have any protection, PS3 games do not verify any kind of security over them. They can be fully edited and replaced, usually people replace the video track by a downsampled version of the same video to reduce the game size, it is also possible to remove the audio tracks from "foreign" languages.

PAM[edit | edit source]

Pam files can contain audio or have the audio separated in a .AT3 track, used in Content Information Files

Interactive[edit | edit source]

SWF[edit | edit source]

Shockwave Flash, used in Content Information Files and Widgets and some games (e.g.: Doki Doki unverse)

  • Irfanview supported format

3D/OpenGL[edit | edit source]

DAE[edit | edit source]

DAE (Digital Asset Exchange) is an XML file that contains COLLADA content. COLLADA is an open standard created by sony for interactive 3D applications. Is used to export and import files from 3-D authoring applications in .dae format, see: https://collada.org/ and https://www.khronos.org/collada/

Collada usually is implemented as a plugin, some 3-D authoring applications supporting collada are: Blender, Google SketchUp, Maya, Rhino, 3D Max, SoftImage

FPO and VPO[edit | edit source]

This files are Cg shaders created by the Cg compiler (sce-cgc.exe), and are compatible with the Cg disassembler (sce-cgcdisasm.exe) from SCEI PS3 SDK

See: Introduction to GCM and PS3 graphics (pages 4 and 5), and Cg in Two Pages

  • The compiler acepts 2 arguments:
    • -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
Type This
C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_fp_rsx -o OUTPUT.FPO input_fshader.cg
input_fshader.cg
Edit-copy purple.svg.png
void main
(
	float4 color_in : COLOR,
	out float4 color_out : COLOR
)
{
	color_out = color_in;
}
Type This
C:\usr\local\cell\host-win32\Cg\bin\sce-cgc.exe -p sce_vp_rsx -o OUTPUT.VPO input_vshader.cg
input_vshader.cg
Edit-copy purple.svg.png
void main
(
	float4 position : POSITION,
	float4 color : COLOR,

	uniform float4x4 modelViewProj,

	out float4 oPosition : POSITION,
	out float4 oColor : COLOR
)
{
	oPosition = position;
	oColor = color;
}

MNU[edit | edit source]

Playlists[edit | edit source]

M3U8[edit | edit source]

Tools & Tips[edit | edit source]

  • Audio:
Audacity: The tool can be used to record live audio, record computer playback, 
edit WAV, AIFF, FLAC, MP2, MP3 or  Ogg Vorbis sound files, cut, copy, 
splice or mix sound together and also change the speed or pitch of a  
recording, plus a number of other useful features.
http://audacity.sourceforge.net/
Wavosaur: is a cool free sound editor, audio editor, wav editor software for editing, 
processing and recording sounds, wav and mp3 files. Wavosaur has all the features 
to edit audio (cut, copy, paste, etc.) produce music loops, analyze, record, batch convert.
Wavosaur supports VST plugins, ASIO driver, multichannel wav files, real time effect processing.
http://www.wavosaur.com/
  • Image:
Irfanview: View, convert, batch processing ...
http://www.irfanview.com/ (there is a plugin for .DDS)
Imagemagick: Create, edit, compose, or convert bitmap images
http://www.imagemagick.org (typically utilized from the command line)
  • 2D animation
animata: an open source real-time animation software, designed to create animations, 
interactive background projections for concerts, theatre and dance performances.
http://animata.kibu.hu/ 
  • 3D Modeling:
   Maya - http://www.autodesk.com/Maya
   3ds Max - http://usa.autodesk.com/3ds-max/
   Blender - http://www.blender.org/
   Wings3D - http://www.wings3d.com/
   Modo - http://www.luxology.com/modo/
  • Texturing:
   Photoshop - http://www.photoshop.com/
   Paint.NET - http://www.getpaint.net/
   GIMP - http://www.gimp.org/
  • Tutorials and Online Digital Communities:
   http://www.polycount.com/forum
   http://forums.cgsociety.org/
   http://www.3dbuzz.com
   http://3d-coat.com/forum/
   http://www.cgfeedback.com/cgfeedback/
   https://forums.station.sony.com/playerstudio