Editing Talk:Qt Resource Container (QRC)

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=VPO FPO Decoding=
== QRC filebase ==
QRC from version 1.00 up and including 4.50 : http://mir.cr/TSR5E8PM (32078 KB RAR / unpacked size 243425713 bytes)
 
==External Links==
*QRC modding by eustolio: http://www.scenespain.net/foro/tutoriales-ps3/tutorial-xmb-custom-cambia-el-color-e-iconos-base-del-xmb/ (2011 may 29)
**Corrections: None :)
*XMB wave modding by glowball: http://www.ps3hax.net/showthread.php?t=25618 (2011 july 1) and http://www.ps3hax.net/showthread.php?t=58673 (2013 july 4)
**Corrections:
***The concept of PAL/NTSC wave is wrong. The wave is common for all PS3 models, resolutions, aspect ratios, and regions. The 8 bytes at the start of the file doesnt has any relationship with PAL/NTSC
***There is no javascript inside the QRC container, the supposed .js file used in glowball method is a chunk of data containing several .mnu files (included the padding between them)
***The idea of an "imaginary" javascript hides the real explain of the structure or what you are patching, making users to dont understand a word and promoting the "blind testing"
***In the case you want to patch 1 byte... you are patching a huge area instead
***Using hardcoded offsets is a safe way to break compatility when the files changes in with newer firmwares and good for softbricking, there is no advise of incompatibility problems
 
 
==VPO FPO Decoding==
If you are interested in decoding the vpo & fpo files, use cgc-disasm.exe (wrote by eustolio at: http://www.ps3hax.net/showthread.php?t=25618&p=229602&viewfull=1#post229602 )
If you are interested in decoding the vpo & fpo files, use cgc-disasm.exe (wrote by eustolio at: http://www.ps3hax.net/showthread.php?t=25618&p=229602&viewfull=1#post229602 )
  sce-cgcdisasm -o outfile imputfile (shader)
  sce-cgcdisasm -o outfile imputfile (shader)
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