Talk:GimConv
GimConv.cfg modifications 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
See: a comparison GimConv.cfg official vs rcomage, and this talk
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:
Code Sample
- Added at help screen:
Code Sample
Help screen Talk
- The added -F (to use pixel_order = faster) is because PSP GIM format uses it
- The removed -X and the added -R 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)
- The removed -viewer is because is intended to trigger an official ginviewer.exe that has never been published or leaked (the program doesnt exists, so the option -viewer is pointless)
- The added -bpp<n> are the custom RGBA based GIM formats used on PSP, this list includes some formats that was not used oficially 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 provided by with 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:
Code Sample
- Removed default settings:
Code Sample
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 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
- 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
- limit_image_width and limit_image_height
Was changed to 512 pixels for rcomage (but originally was 4096 pixels) causes a problem when converting images bigger than 512 because are going to be resized down to 512
The problem happens when extracting images with GIM to PNG conversion (in both, rcomage and rcomagegui)... all images will be checked for his size and biggers than 512 will be resized down preserving the aspect ratio (so the resulting image is not deformed, but the size and image quality is reduced in the extraction process)
Also happens in the PNG to GIM conversion, when trying to compile a .rco by using as source PNG images bigger than 512 the resulting GIM will contain the image resized to 512
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
- Some PS3 examples of images bigger than 512 pixels:
- explore_plugin_full.rco:
- tex_playing.gim (30x900 pixels) http://imgur.com/2rjGdbe
- tex_playing_shadow.gim (30x900 pixels)
- tex_opt_obi.gim (660x6 pixels)
- custom_render_plugin.rco
- tex_ps3logo.gim (1200x128 pixels)
- tex_scelogo.gim (1024x64 pixels)
- explore_plugin_full.rco:
Options
- Added options:
Code Sample
- Removed options:
Code Sample