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*GimConv.exe versions:
*GimConv.exe versions:
**'''1.20c''' (it can be seen in the [[Graphic_Image_Map_(GIM)#0xFF_.28Fileinfo.29 |fileinfo block]] of GIM images with timestamp from november 2005, since firmware 0.82.006)
**'''1.20c''' (GIM files made around 2005 included in pre-retail PS3 firmwares such 0.82.006)
**'''1.20d''' (it can be seen in the [[Graphic_Image_Map_(GIM)#0xFF_.28Fileinfo.29 |fileinfo block]] of GIM images with timestamp from march 2006, since firmware 0.85.007)
**'''1.20e''' (GIM files made around 2006 and still present in PS3 4.82 firmware)
**'''1.20e''' (it can be seen in the [[Graphic_Image_Map_(GIM)#0xFF_.28Fileinfo.29 |fileinfo block]] of GIM images with timestamp from april 2006, since firmware 0.85.007 and still present in PS3 4.82 firmware)
**'''1.20h''' 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] (this is the version included in rcomage using a modifyed GimConv.cfg)
**'''1.20h''' 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] (this is the version included in rcomage using a modifyed GimConv.cfg)


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**GIM images can be previewed in PC by using '''Gim Viewer''' (unnofficial app made by hsreina, it has limited support for the "rgba based" GIM formats). See [[Multimedia_Formats_and_Tools#GIM | Multimedia Formats and Tools]]
**GIM images can be previewed in PC by using '''Gim Viewer''' (unnofficial app made by hsreina, it has limited support for the "rgba based" GIM formats). See [[Multimedia_Formats_and_Tools#GIM | Multimedia Formats and Tools]]
**The option '''-viewer''' (start gimview.exe when process ends) in the official config file (that was removed for rcomage) is intended to launch an official '''gimview.exe''' that doesnt exists in the public release
**The option '''-viewer''' (start gimview.exe when process ends) in the official config file (that was removed for rcomage) is intended to launch an official '''gimview.exe''' that doesnt exists in the public release
**[http://us.playstation.com/support/manuals/psp/pspguides/ PSP Custom Theme Toolbox] admits GIM files as inputs, but doesnt includes an standalone GIM converter
**[http://us.playstation.com/support/manuals/psp/pspguides/ PSP Custom Theme Toolbox] admits GIM files as inputs, but doesnt includes a GIM converter
**Some of the settings (such '''merge_mode''') seems to be related with animated images but the support of animated GIM images on PlayStation consoles is unknown, see: [http://endlessparadigm.com/forum/showthread.php?tid=5054 talk]
**Some of the settings (such '''merge_mode''') are related with animated images but the support of animated GIM images on PlayStation consoles is unknown, see: http://endlessparadigm.com/forum/showthread.php?tid=5054
**Supports AVI video as input, converts the video frames to static images and build a multiframe GIM with them
**It supports AVI video as input, probably to convert the video frames to static images and build a GIM animation with them, unknown usage
**Supports an internal script format to automatize image conversions, there is one script definition located at bottom of Gimconv.cfg named "Filter". The usage of this scripting features is unknown
**Gimconv.exe supports an internal script format to automatize image conversions, it can be seen how appears as an option available at bottom of Gimconv.cfg and allows to create GIM-to-GIS conversions. The usage of this scripting features is mostly unknown
**It uses an intermediate format named '''GIS''' that seems to be related with the scripting features
**There is a [http://tizzyt-archive.blogspot.com.es/2013/10/gis2png.html GIS2PNG converter] made by TizzyT
**There is a [http://tizzyt-archive.blogspot.com.es/2013/10/gis2png.html GIS2PNG converter] made by TizzyT


=GimConv.cfg Overview=
=GimConv.cfg Overview=
Before explaining how GimConv.exe works is needed an introduction about GimConv.cfg (the config file). All features of GimConv.exe are driven by the settings that appears on GimConv.cfg
Before explaining how GimConv.exe works is needed an introduction about GimConv.cfg (the config file). All features of GimConv.exe are driven by the settings that appears on GimConv.cfg
The contents of GimConv.cfg are loaded "from top to bottom" first are loaded the default settings, and then the settings inside the option (incase you enable some option/s, otherway the options are ignored). When enabled, the settings inside the options (at bottom ofGimConv.cfg) are going to "override" the default settings (at top of GimConv.cfg), this overriding also happens with any setting or option you use in command line, as example, if you change the same setting 3 times in a single command line the only setting that counts is the last one
  usage {
  usage {
         This is the help screen (only informative)
         This is the help screen (only informative)
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Below is shown GimConv.cfg 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] (official version)
Below is shown GimConv.cfg 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] (official version)


{{Boxcode|height=520px|title=GimConv.cfg (original)|code=<syntaxhighlight lang="c">
The contents of GimConv.cfg are loaded "from top to bottom" first are loaded the default settings, and then the settings inside the option (incase you choose an option). The settings inside the options (at bottom ofGimConv.cfg) are actually "overriding" one or more default settings (at top of GimConv.cfg), this overriding also applyes to any setting or option you use in command line, as example, if you change the same setting 3 times in a single command line the only setting that counts is the last one
<div style="height:520px; overflow:auto">
{{Boxcode|content=<syntaxhighlight lang="c">
//================================================================
//================================================================
//  gimconv configuration
//  gimconv configuration
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}
}
</syntaxhighlight>}}
</syntaxhighlight>}}
</div>


The config file released with [[Rcomage]] have some default settings modifyed that are problematic for PS3 compatibility. For more info about the modifications made in the config file released with [[rcomage]] see the differences in the {{talk}} page
The config file supplyed by [[Rcomage]] contains some changes in the default settings that was common for PSP (included a size limit that breaks compatibility with PS3 and other problematic default settings), some custom options for the formats that are used in PSP, and a option was added for PS3 (labeled '''-ps3''') that seems to be wrong. For more info about the modifications made in the config file supplyed with [[rcomage]] see the differences in the {{talk}} page


=GimConv.exe usage=
=GimConv.exe usage=


==Help screen==
==Help screen==
The help screen of GimConv.exe displays a few options with an small explain about them, the example below belongs to the official GimConv.cfg with the options sony considered useful, this options are mostly useless for us, in short: interact doesnt allows to do special things, the merge modes are hardcore because are intended to create GIM files by some kind of artisan method where you create the GIM by using "pieces" from other files, the promt modes doesnt helps much, gimview.exe doesnt exists, the image resize methods should not be used (instead you should prepare your images with the correct size before converting them with GimConv.exe), the pixel formats normal/faster should not be used that way individually, and the options to swap rgba color channels are not needed for PS3
The help screen of GimConv.exe displays a few options with an small explain for them, the example below belongs to the official GimConv.cfg with the options sony considered useful, this options are mostly useless for us, in short: interact doesnt allows to do special things, the merge modes are hardcore because are intended to create GIM files by some kind of artisan method where you create the GIM by using "pieces" from other files, the promt modes doesnt helps much, gimview.exe doesnt exists, the image resize methods should not be used (instead you should prepare your images with the correct size before processing them with GimConv.exe), the pixel formats normal/faster should not be used that way individually, and the rgba color channels swapping are not needed for PS3


{{Keyboard|content=<syntaxhighlight lang="bash">
{{Keyboard|content='''C:\PS3_Custom_Theme_v200\GimConv>GimConv.exe'''
C:\PS3_Custom_Theme_v200\GimConv>GimConv.exe
gimconv ver 1.20h --- generic picture converter
gimconv ver 1.20h --- generic picture converter
  Copyright (C) 2006 Sony Computer Entertainment Inc.
  Copyright (C) 2006 Sony Computer Entertainment Inc.
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         -F              output in faster pixel storage format
         -F              output in faster pixel storage format
         -R              re-convert ( don't swap RGBA <-> ABGR )
         -R              re-convert ( don't swap RGBA <-> ABGR )
</syntaxhighlight>}}
}}


==Options==
==Options==
{{Boxtip1|content=To specify an option is needed to use '''a single dash''' with the name of the option.}}
To specify an option is needed to use '''a single dash''' with the name of the option.  
GimConv.exe allows to make a GIM-to-PNG conversion by specifying the file extension with the option '''-o''':
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.gim -o out.png</syntaxhighlight>}}


If you make a PNG-to-GIM conversion (or any of the supported input formats to GIM) without specifying any other option then are going to be loaded all the default settings of GimConv.cfg (from top to bottom) and this is not good because you dont have much control of the resulting GIM, most probably is going to generate a GIM file not compatible with PS3, at this point maybe you thought in creating a modifyed GimConv.cfg with all the default settings required by PS3 but this is not good enought either because there are (at least) 2 different GIM formats used in PS3 and you are going to break the compatbility with PSP, anyway here is the command as an usage example
GimConv.exe allows to make a GIM-to-PNG conversions just by specifying the file extension with the option '''-o''':
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.png -o out.gim</syntaxhighlight>}}
{{Keyboard|content='''gimconv.exe in.gim -o out.png'''}}


The interesting options are located at middle of GimConv.exe and contains several settings, this is an example of an option that is overriding the most critical settings (is a bit pointless thought, because the settings are given the value "default")
If you create a PNG-to-GIM (or any of the supported input formats to GIM) without specifying any other option are going to be loaded all the default settings of GimConv.cfg (from top to bottom) and this is not good, most probably is going to generate a GIM file not compatible with PS3, you can decide to use a modifyed GimConv.cfg with all the default settings required by PS3 but this is not good enought either because there are (at least) 2 different GIM formats used in PS3, and you are going to break the compatbility with PSP, anyway here is the command as an example
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.png -o out.gim -DXT</syntaxhighlight>}}
{{Keyboard|content='''gimconv.exe in.png -o out.gim'''}}
 
At the time GimConv.exe processes the command it loads the settings of GimConv.cfg file "from top to bottom" (so it starts loading the default settings) and then it loads the option we have choosen (and this option contains settings that overrides the defaults)
{{Keyboard|content='''gimconv.exe in.png -o out.gim -DXT'''}}
The option '''-DXT''' used in this example contains 3 settings that are going to be loaded after the default settings (this is an example of the official GimConv.cfg, the one used inside rcomage is different):
The option '''-DXT''' used in this example contains 3 settings that are going to be loaded after the default settings (this is an example of the official GimConv.cfg, the one used inside rcomage is different):
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
option -DXT {
option -DXT {
pixel_order = default
pixel_order = default
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Another example where can be seen better how the options contains settings that overrides the default settings:
Another example where can be seen better how the options contains settings that overrides the default settings:
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.gim -o out.gis -S</syntaxhighlight>}}
{{Keyboard|content='''gimconv.exe in.gim -o out.gis -S'''}}
*The option '''-S''' contains this settings:
*The option '''-S''' contains this settings:
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
option -S {
option -S {
output_object = off
output_object = off
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==Settings==
==Settings==
{{Boxtip1|content=To specify a setting is needed to use '''a double dash''' with the name of the setting.}}
To specify a setting is needed to use '''a double dash''' with the name of the setting.
This is the most accurate way to have full controll of the GIM settings, if you are picky you can write a long line of settings to override all the critical default settings (just incase the GimConv.cfg was modifyed by someone, by doing this you are overriding his/her changes made to the default settings). If you are writing an script or any tool that sends actions to gimconv.exe you should use this method
 
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.png -o out.gim --pixel_order normal --format_style psp --format_endian big</syntaxhighlight>}}
This is the most accurate way to have full controll of how the GIM is built, if you are picky you can write a long line of settings to be sure you are overriding all the defaults (just incase the GimConv.cfg was modifyed by someone, by doing this you are overriding his/her changes made to default settings). If you are writing an script or any tool that sends actions to gimconv.exe you should use this method
The 3 settings in the example are overriding the default settings at top of GimConv.cfg (this is an example of the official GimConv.cfg, the one used inside rcomage is different):
{{Keyboard|content='''gimconv.exe in.png -o out.gim --pixel_order normal --format_style psp --format_endian big'''}}
{{Boxcode|code=<syntaxhighlight lang="c">
The 3 settings used in the example are overriding the default settings at top of GimConv.cfg (this is an example of the official GimConv.cfg, the one used inside rcomage is different):
{{Boxcode|content=<syntaxhighlight lang="c">
//----------------------------------------------------------------
//----------------------------------------------------------------
//  default settings
//  default settings
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==Cumulative options and settings==
==Cumulative options and settings==
{{Boxtip1|content=Reminder: options are passed with '''a single dash''' and settings with a '''double dash'''}}
Reminder: options are passed with '''a single dash''' and settings with a '''double dash'''
 
This is the official way, the predefined options of the official GimConv.cfg are intended to be used together with other options, this way you can have an option containing a group of settings (that are common for a console) and several other options for the different GIM formats supported in that console, using GimConv.exe this way is a bit more confusing though and makes harder to pass commands to it, but is very handy to make tests
This is the official way, the predefined options of the official GimConv.cfg are intended to be used together with other options, this way you can have an option containing a group of settings (that are common for a console) and several other options for the different GIM formats supported in that console, using GimConv.exe this way is a bit more confusing though and makes harder to pass commands to it, but is very handy to make tests
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.png -o out.gim -DXT --pixel_channel brag</syntaxhighlight>}}
{{Keyboard|content='''gimconv.exe in.png -o out.gim -DXT --pixel_channel brag'''}}
The command in the example is loading the option '''-DXT''' like in the example above, but additionally is overriding one of the settings inside '''-DXT''' with the '''--pixel_channel brag''' to reorder the color channels (from left to right, BLUE, RED, ALPHA, GREEN), the resulting GIM is going to be like the one made in the example above, the only difference is the location of the pixel colors
The command is loading the option '''-DXT''' like in the example above, but is overriding one of the settings inside '''-DXT''', with the '''--pixel_channel brag''' to reorder the color channels (from left to right, BLUE, RED, ALPHA, GREEN), the resulting GIM is going to be like the one made in the example above, the only difference is the location of the pixel colors


It allows to cummulate many options and settings <abbr title="the rule to remember is... the last setting overrides the previous ones with the same name">in any order</abbr> (be careful this could create some problems) to do something like this:
It allows to cummulate as many settings and options you want, in any order (be careful this could create some problems but it seems it works fine) to do something like this:
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe in.png -o out.gis -DXT --pixel_channel brag -S</syntaxhighlight>}}
{{Keyboard|content='''gimconv.exe in.png -o out.gis -DXT --pixel_channel brag -S'''}}


==From rcomage==
==From rcomage==
{{Boxwarning1|content='''Dont use this method for PS3'''. GIM files from PS3 firmware uses (at least) 2 different GIM formats, rcomage applyes the same settings for all the GIM files so some are broken}}
{{Boxwarning1|content='''Dont use this method for PS3'''. GIM files inside RCO files from PS3 firmware uses variated formats, this method applyes the same settings for all them and breaks some}}
This ones are rcomage commands that includes gimconv commands in between quotes, are optional and are intended to change the default GIM settings used by rcomage when doing the PNG-to-GIM conversions. Rcomage.exe sends the GIM settings to gimconv.exe when is compiling the RCO (see the "compile" help in [[rcomage]] page). There are 2 options in rcomage specific for this task, named: '''--gimconv-cmd''' and '''--gimconv-flags'''
This works by sending GIM settings from rcomage.exe to gimconv.exe and is made at the time rcomage.exe is compiling the RCO (see the "compile" help in [[rcomage]] page)
{{Keyboard|content=<syntaxhighlight lang="bash">rcomage.exe compile in.xml out.rco --gimconv-cmd ".\gimconv\gimconv.exe" --gimconv-flags "--pixel_order normal --format_style psp --format_endian big"</syntaxhighlight>}}
 
There are 2 options in rcomage specific for this task, named: '''--gimconv-cmd''' and '''--gimconv-flags'''
{{Keyboard|content='''rcomage.exe compile in.xml out.rco --gimconv-cmd ".\gimconv\gimconv.exe" --gimconv-flags "--pixel_order normal --format_style psp --format_endian big"'''}}
 
=How to identify GIM settings=
{{Boxtip1|content='''GIM-to-GIM''' is the only conversion method that is '''[https://en.wikipedia.org/wiki/Lossless_compression lossless]''' for all image formats supported by GimConv.exe}}
The goal is to identify the GimConv settings that was used when the original GIM file was created, there are basically two ways to identify GIM settings, by reading the GIM structure, or by bruteforce
 
Both identification methods can be made manually or by using external code, and are not exclusive (for better accuracy you can do both)
 
==By reading GIM structure==
Long story short... the GIM format is not completly documented, it allows for lot of features that generates different GIM structures, being realistic... at this point is not posible to retrieve all info needed for rebuild purposes from the original GIM, for more info see: [[Graphic Image Map (GIM)]]
*Anyway, the list of settings needd to collect from the original GIM file are:
**'''format_endian''' (offset 0x0 in the GIM)
**'''format_style'''  (offset 0x8 in the GIM)
**'''image_format''' (offset 0x4 of block 0x4 in the GIM)
**'''pixel_order''' (offset 0x8 of block 0x4 in the GIM)
 
*Some notes:
**GIM files using image formats with indexed colors have an additional block 0x5, and block 0x4 is displaced
**The list of settings mentioned above will work '''only''' if the GIM contains a single image/level/frame, otherway the GIM structure becomes more complex
**There are 4 unknown fields in GIM structure, and it seems GIM was used in other sony devices that are unknown, so dont take this as something general, is just an approach
 
For this reasons, it cant be said this method is going to be 100% accurate, there is room for errors, the best way to solve this problem is by using the next method explained... by bruteforce
 
==By bruteforce==
The word [https://en.wikipedia.org/wiki/Brute-force_search bruteforce] sounds a bit ridiculous used in this enviroment, but it defines pretty well how this identification method works. Consist in rebuilding the GIM file several times by using different GimConv settings until we generate a GIM file identical to the original. In other words... if you find how to create a GIM file exactly like the original you can be 100% sure the settings you are using are exactly the same used by sony to create that GIM
 
The only way (that works with all image formats) to create a GIM file exactly like the original is by doing a GIM-to-GIM conversion, this is not so retarded as it sounds, GimConv really rebuilds the file when doing a GIM-to-GIM conversion and in the process is preserved the pixel data of DXT based image formats, there are other rebuild method that allows to create GIM files identical to the original such GMI-to-PNG-to-GIM but only works for rgba based image formats, the point is GIM-to-GIM is the only that preserves pixel info for DXT formats, adnd for this reason the GIM-to-GIM conversion superceedes all other methods
 
In bruteforce is used a "dictionary" that contains the posible candidates that solves the "problem"... the good thing is our dictionary (with the GIM formats found in PS3) only contains 3 candidates, this means in the worst scenario you are going to need to rebuild the GIM file 3 times... if none of the 3 GIM files matches with the original we have a problem (please report back and we will add the rare format to this wiki page)
 
 
*GIM--->GIM method (prefered)
**Use gimconv with .gim files as input and output (this preserves dxt pixel info, because dxt images doesnt suffers a conversion)
{{Keyboard|content='''gimconv.exe test.gim -o test.gim --format_style psp --format_endian big --image_format dxt5 --pixel_channel default --pixel_alpha default'''}}
 
*GIM--->PNG--->GIM method (fails when there is involved a DXT conversion because DXT conversions are lossy, works fine for rgba**** image formats):
**Use rcomagegui to make an extraction of the contents '''without''' conversion of images (this way the GIM are extracted as GIM)
**Use rcomagegui to make another extraction of the contents '''with''' conversion of images (this way the GIM are extracted as PNG)
**Use gimconv to convert a 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 the first 0x80 bytes of the header, and how the pixel data is ordered starting at offset 0x80
**When the header and pixel data seems similar make a hash comparison, original GIM and rebuild GIM should be exactly the same hash (is posible to create a GIM exactly like the original)
 
<!-- GimConv.exe version patch
This allows to create GIM files identical to some of the ones included in PS3 firmware by doing a GIM-to-GIM conversion
The goal of this is to identify accuratelly the original GIM settings with some kind of bruteforce method (the classic test and error, but only with 3 posible candidates, so is relativelly easy and works pretty well)
 
The patch applyed to GimConv.exe changes the version... the reason to do this is because this version is going to be included in the rebuilt GIM, at the bottom as part of the "fileinfo" (block id 0x00FF)
 
GimConv.exe v1.20h original (MD5:425B2E4D9684BCE1FC79A37247618AC8)
At absolute offset 0x91E4 replace 0x68 by 0x65 (character 'h' by character 'e')
GimConv.exe v1.20h patched (MD5:6AFA9F10221CDDACE3E294D13A572250)
 
With the patched GimConv.exe you can run this command:
GimConv.exe original.gim -o rebuilt.gim -ps3bpp32 --update_fileinfo on
This preserves the original "fileinfo", so the rebuilt.gim will have identical fileinfo than the original.gim


As mentioned [http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=350611#pid350611 here] inside RCO files from PS3 official firmwares there are (at least) 2 types of GIM formats, and usually both are used inside the same RCO, as example... an RCO with a total of 14 GIM files where 12 of them was made using some GIM settings, and the other 2 with different GIM settings, for this reason is needed to identify the GIM settings and rebuild every GIM file individually
As far i know all the GIM files using "fileinfo" from PS3 retail firmwares was build with GimConv.exe v1.20e so it should work... if at some point someone finds other GIM files that was made with with other GimConv.exe versions (f,g,h) and you want to use this identification process you can make another GimConv.exe patched with different versions and rename them to GimConvE.exe, GimConvF.exe, GimConvG.exe etc... and have all them in the same folder next to the original v1.20h
 
Instead of applying this patch this can be automatized with scripts or external code, but the concept of how this identification method works is the same, the goal is to create a GIM exactly like the original by doing a GIM-to-GIM conversion and compare hashes of them... if original GIM and rebuilt GIM are identical you found the settings
 
-->
 
=GIM formats used in PS3=
PS3 uses at least 2 types of GIM images, both included inside rco's, and in some cases both types in the same rco
 
When an .RCO contains 2 or more images that was created with different .GIM settings... it means is not posible to compile the .RCO with rcomage by using .PNG images as source (because rcomage.exe sends the GIM settings to gimconv.exe to make the PNG--->GIM image conversion and this settings are applyed to all PNG images)
 
In other words, the only way to compile this RCO's is in 2 steps. In the first step is needed to make the different .GIM conversions with gimconv.exe (and all the other conversions in case exists .VAG audio a WAV2VAG conversion or a JS2VSMX for the .VSMX script). In the second step is needed to compile the .RCO with rcomage.exe by using the .GIM's .VAG's and .VSMX's as sources without any kind of file conversions
 
Also means we have a big problem to document in wiki wich settings are used for each image (there are thousands of images so initially seems not posible), but probably they follows a rule, so the solution is to deduce or imagine the real reason of why the ps3 is using different gim formats inside the .rco's
 
{| class="wikitable"
|-
! image group or rco !! gim settings !! notes
|-
| '''ps3bpp32''' || --format_style psp --format_endian big --image_format rgba8888 --pixel_order normal || Most used GIM format inside .rco's
|-
| '''ps3dxt5''' || --format_style psp --format_endian big --image_format dxt5 || Second most used GIM format inside rco's
|}


Is not posible to compile a PS3 RCO with rcomage by using PNG images as source (either way, using the commands in the example above or not using them, the problem is the same) because the GIM settings sent by rcomage are applyed to all the PNG images, so all the GIM files in the RCO will have the same GIM settings, '''this doesnt works for PS3 GIM files !'''
'''Notes about [[explore_plugin]]_full.rco from firmware 4.70''':
{{How to rebuild a PS3 RCO with custom GIM images using Rcomage and GimConv}}
*There are 245 images
**201 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal'' (exact match of gims after rebuilding gim--->png--->gim), such tex_psn.gim
**030 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal --update_fileinfo on'' (exact match of gims after removing footer from originals and rebuilding gim--->png--->gim), see: [[Graphic_Image_Map_(GIM)#0xFF_.28Fileinfo.29|fileinfo]]:
**014 was created by using settings: ''--format_style psp --format_endian big --image_format dxt5'' (exact match of gims after rebuilding gim--->gim)
***item_tex_trophy.gim, trophy_tex_grade_bronze.gim, trophy_tex_grade_gold.gim, trophy_tex_grade_hidden.gim, trophy_tex_grade_platinum.gim, trophy_tex_grade_silver.gim, item_tex_CardBallon.gim, item_tex_Profile_Game.gim, item_tex_Profile_Highlight.gim, item_tex_Profile_Onlines.gim, tex_indi_Me.gim, tex_sb_base.gim, tex_sb_base_s.gim, tex_sb_slider.gim


=GimConv.cfg options for PS3=
==PSDEVWIKI GimConv.cfg options for PS3==
You can modify the GimConv.cfg file by adding some options (with custom names) containing any settings, by doing this you can keep a record of the correct settings for some GIM formats and group lot of settings under a single option, additionally when using GimConv.exe from command line the commands will be much shorter. This wiki section proposes a couple of options (but probably PS3 supports a lot more) that have been tested and are the first and second most commonlly used in PS3 official firmwares
You can modify the GimConv.cfg file by adding some options (with custom names) containing any settings, by doing this you can keep a record of the correct settings for some GIM formats and group lot of settings under a single option, additionally when using GimConv.exe from command line the commands will be much shorter. This wiki section proposes a couple of options (but probably PS3 supports a lot more) that have been tested and are the first and second most commonlly used in PS3 official firmwares


*'''1st most common''' GIM format used in official PS3 firmwares
*'''1st most common''' GIM format used in official PS3 firmwares
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
option -ps3rgba8888 {
option -ps3rgba8888 {
format_endian = big
format_endian = big
Line 403: Line 486:


*'''2nd most common''' GIM format used in official PS3 firmwares
*'''2nd most common''' GIM format used in official PS3 firmwares
{{Boxcode|code=<syntaxhighlight lang="c">
{{Boxcode|content=<syntaxhighlight lang="c">
option -ps3dxt5 {
option -ps3dxt5 {
format_endian = big
format_endian = big
Line 415: Line 498:
</syntaxhighlight>}}
</syntaxhighlight>}}


=How to identify GIM settings=
The goal is to identify the GimConv settings that was used when the original GIM file was created, there are basically two ways to identify GIM settings, by reading the GIM structure, or by bruteforce
Both identification methods can be made manually or by using external code, and are not exclusive. For code performance reading the GIM structure is faster, but for accuracy the bruteforce method is 100% accurate, so a code could start reading "what we know" from the GIM structure and then start with the bruteforce to get the confirmation
==Identifying GIM settings by reading GIM structure==
GIM format is not completly documented, allows for lot of features that generates different GIM structures, at this point is not posible to identify all this GIM formats, for more info see: [[Graphic Image Map (GIM)]]
*The most important settings needed to collect from the original GIM file are:
**'''format_endian''' (offset 0 in the GIM)
**'''format_style'''  (offset 8 in the GIM)
**'''image_format''' (offset 4 at block 4 in the GIM)
**'''pixel_order''' (offset 6 at block 4 in the GIM)
*Some notes:
**GIM files using image formats with indexed colors have an additional block 5, and block 4 is displaced
**The list of settings mentioned above will work '''only''' if the GIM contains a single image/level/frame, otherway the GIM structure becomes more complex
**There are 4 unknown fields in GIM structure, and it seems GIM was used in other unknown sony devices or tools, so dont take this as something general, is just an approach focused in PS3 and PSP
For this reasons, identifying GIM settings by reading GIM structure is not 100% accurate (there are too much unknown features and room for errors), the way to identify GIM settings more accuratelly is the next method explained... by bruteforce
==Identifying GIM settings by bruteforce==
{{Boxinfo1|content='''GIM-to-GIM''' is the only conversion method that is '''[https://en.wikipedia.org/wiki/Lossless_compression lossless]''' for all image formats supported by GimConv.exe}}
The word [https://en.wikipedia.org/wiki/Brute-force_search bruteforce] sounds a bit ridiculous when used to identify image settings but defines pretty well how this identification method works. Consist in rebuilding the original GIM file several times by using different GimConv settings until we generate a GIM file identical to the original. In other words... if you find how to create a GIM file exactly like the original you can be 100% sure the GIM settings you are using are exactly the same used by sony to create that GIM
The only way to create a GIM file exactly like the original (that works with all image formats) is by making a GIM-to-GIM conversion, GimConv rebuilds the file when doing a GIM-to-GIM conversion and in the conversion is preserved the pixel data of dxt based image formats, otherway if the GIM image is dxt based and you try to convert it to other format (such PNG) and back to dxt it will never be like the original because dxt conversions are [https://en.wikipedia.org/wiki/Lossy_data_conversion lossy]
For bruteforce is used a "dictionary" that contains the posible "candidates" to solve the "problem", our dictionary (with the GIM formats found in PS3) only contains 3 candidates, this means in the worst scenario is need to rebuild the GIM file a max of 3 times. If none of the 3 GIM files matches with the original we have a problem (please report back and we will add the rare format to this wiki page)
'''1st most common'''
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe original.gim -o try1.gim -ps3rgba8888</syntaxhighlight>}}
'''2nd most common''' (this is a variant of the previous with <abbr title="the block contains info related with the GIM creation and a version usually 'GimConv 1.20e' in retail PS3 firmwares, when you run this command the original block data is preserved but the version is updated">a block added at the end of the file</abbr>)
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe original.gim -o try2.gim -ps3rgba8888 --update_fileinfo on</syntaxhighlight>}}
'''3rd most common'''
{{Keyboard|content=<syntaxhighlight lang="bash">gimconv.exe original.gim -o try3.gim -dxt5</syntaxhighlight>}}
After every GIM-to-GIM conversion is needed to compare the hashes, first "original.gim VS try1.gim", then "original.gim VS try2.gim", then "original.gim VS try3.gim"
===GimConv.exe version patch===
The reason to use this patch is because by enabling the setting '''--update_fileinfo on''' is added a block of data (named "fileinfo" with block id 0x00FF) at bottom of the GIM file, in a GIM-to-GIM conversion this block of data (from the original.gim) is preserved (added in the rebuild GIM file) but the GimConv version included at the end of this block is updated. The GimConv versions in the original PS3 retail GIM files are '''GimConv 1.20e''' and when you do the GIM-to-GIM conversion it changes to '''GimConv 1.20h''', the difference is a single byte but doesnt allows to create a GIM file identical to the original (the hash check fails, and this sucks). If you are using some external code you can modify this byte by other means (so you dont need to use this patch for GimConv.exe) but for normal usage of GimConv.exe in command line this patch is handy because it allows to create identical GIM files
GimConv.exe v1.20h original (MD5:425B2E4D9684BCE1FC79A37247618AC8)
At offset 0x91E4 replace 0x68 by 0x65 (character 'h' by character 'e')
At offset 0x91F8 replace 0x68 by 0x65 (character 'h' by character 'e')
GimConv.exe v1.20h patched to v1.20e (MD5:6C9B0E47273EFA6D34121A46E65EEDC6)
As far i know all the GIM files from PS3 retail firmwares that was created using '''--update_fileinfo on''' was build with GimConv.exe v1.20'''e''', and the patch changes the GimConv.exe version from v1.20'''h''' (the public GimConv.exe) by v1.20'''e''' (the internal GimConv.exe not available for us), so it should work for most GIM files... if at some point someone finds other GIM files that was made with other GimConv.exe versions (c, d, f, g) and you want to use this bruteforce identification process you can make others GimConv.exe patched with different versions and rename them to GimConvC.exe, GimConvD.exe, GimConvE.exe, GimConvF.exe, GimConvG.exe etc... and keep all them in the same folder next to the original v1.20h
==Examples==
*In [[explore_plugin]]_full.rco from firmware 4.70 there are 245 images:
**201 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal'' (exact match of gims after rebuilding gim--->png--->gim), such tex_psn.gim
**030 was created by using settings: ''--format_style psp --format_endian big --image_format rgba8888 --pixel_order normal --update_fileinfo on'' (exact match of gims after removing footer from originals and rebuilding gim--->png--->gim), see: [[Graphic_Image_Map_(GIM)#0xFF_.28Fileinfo.29|fileinfo]]:
**014 was created by using settings: ''--format_style psp --format_endian big --image_format dxt5'' (exact match of gims after rebuilding gim--->gim)
***item_tex_trophy.gim, trophy_tex_grade_bronze.gim, trophy_tex_grade_gold.gim, trophy_tex_grade_hidden.gim, trophy_tex_grade_platinum.gim, trophy_tex_grade_silver.gim, item_tex_CardBallon.gim, item_tex_Profile_Game.gim, item_tex_Profile_Highlight.gim, item_tex_Profile_Onlines.gim, tex_indi_Me.gim, tex_sb_base.gim, tex_sb_base_s.gim, tex_sb_slider.gim
<!--
{| class="wikitable"
|-
! image group or rco !! gim settings !! notes
|-
| '''ps3rgba8888''' || --format_style psp --format_endian big --image_format rgba8888 --pixel_order normal || Most used GIM format inside .rco's
|-
| '''ps3dxt5''' || --format_style psp --format_endian big --image_format dxt5 || Second most used GIM format inside rco's
|}
-->
<!--
*This ones are perfect candidates to use for examples of how to find the correct GIM settings, all them located inside '''[[explore_plugin]]_full.rco'''
**'''item_tex_NewUser.gim''' (rgba8888 without fileinfo)
**'''item_tex_NewFriend.gim''' (rgba8888 with fileinfo)
**'''item_tex_trophy.gim''' (dxt5 without fileinfo)
-->
{{File Formats}}
{{File Formats}}
<noinclude>[[Category:Main]]</noinclude>
<noinclude>[[Category:Main]]</noinclude>
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