imagefont.bin tool for PS3 and Vita

Discussion in 'XMB Modifications' started by littlebalup, Jul 9, 2019.

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    sandungas

    sandungas Moderator Developer

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    Yep, i was looking at this too right now, in the PS3 official firmware are used the codes from slots: F4, F5, F6, F7, and F8
    And the system icons are in F8 so seems to be used in opposite order ? (most importants are at the last slot for some reason)

    So... is better to try to use the others next to them, we have 4 empty: F3, F2, F1, F0
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    Please check the spreadsheet or PDF too, why are we not getting 256 per "F" like we should be, maybe there are just places missing from the spreadsheet?

    I will test F3
     
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    sandungas

    sandungas Moderator Developer

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    Wait, this is not true :D

    Check the index.txt generated by littlebalup tool, are used (in this order from top to bottom)
    F8
    F4
    F5
    F6

    So... it seems we have F7 available in between them (sony reserved it for scene, lol?)
    I hope that blocks are enabled together by the PS3 firmware with something like "from F4 up to F8"... in that case F7 should be enabled

    Try with F711, and btw... you should locate it at the end in the index (to avoid problems just incase, because it goes after F6** codes)
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    Oh cool. I missed it, saw 8 4, 5 , 6 skipped to end ... ok, 7 must be there...doh. Spread sheet goes 8,4,5,6 for some reason.
     
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    sandungas

    sandungas Moderator Developer

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    Not sure what you mean, so not sure if what im going to say is related, but i think they are following some kind of standard they got some somewhere (who knows, maybe is something very popular in japanese programmers for chat services)

    This is the reason why there are groups of icons that doesnt starts in a specific (rounded) code, or they have codes in between them not used

    Like the group of icons for "transports" (where you added the tesla car the other day, lol), that slot where you added the tesla car probably is intended to have another vehicle... is just sony refused to add the icon but they kept the slot empty (because that code is assigned to another vehicle in the standard they are using)
    With other icons for food or vegetals happens the same

    The only ones (as far i noticed) that starts at a rounded code are the smileys at F400
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    What I mean is we have got the blocks F4, F5, F6, F8.... but we do not seem to have 4x256 spaces..... we only have 833 in the spreadsheet, not 1024.


    I just tried adding F711, and it packed ok, unpacked it to check. It calculated the HEX code as EF9C91 in the unpack...

    But it does not show up AND adding it break every other icon and stops those showing up.. :(

    @littlebalup might know why F7 is not used and if 833 is the hard limit or something to be explored more?
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    Just tried an F3, no luck...


    Off topic, but I have another Idea. If we added single "icons" for these 3 words into the imagefont.bin then we would have way more room to work with when adding custom text to the sprx, as those words would only take up 3 bytes each in the sprx.

    upload_2020-1-9_16-14-38.png

    This is a perfect place to do something like this because those words are hardcoded in english and in white normally. Is there no downside except that we lose 3 slots. But if you add these words as icons, you can add lots of text, change the colour to match your theme, change the font , translate them etc.
     
    Last edited: Jan 9, 2020
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    upload_2020-1-9_17-51-0.png
    upload_2020-1-9_17-54-53.png
    ^^ Not adding these, just showing that there are more that fit with existing ones.


    It's a shame we dont have 6400 spaces, there are about 2000 icons from ps4 I would add..I have attached them in case anyone might be interested, I have a lot of them sorted into categories. I was about to start adding loads of matching ones but we cant now as spaces are limited.

    upload_2020-1-9_17-57-22.png
     

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    Last edited: Jan 9, 2020
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    For the button icons, here are some before and after images:

    Original OFW:
    1a.jpg 2a.jpg 3a.jpg 4a.jpg 5a.jpg 6a.jpg


    Upgrade:
    1.jpg 2.jpg 3.jpg 4.jpg 5.jpg 6.jpg
     
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    littlebalup

    littlebalup Developer PSX-Place Supporter

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    It seems $ony didn't mapped/activated the U+E000 - U+F3FF and U+F700 - U+F7FF portions of the unicode basic multilingual plane private use area (https://codepoints.net/private_use_area). I explored those ranges time ago and I didn't found any additional "opened" slots. Maybe I missed some but I doubt.
    Maybe if we find the plugin responsible to map the chars we may patch it to open more slot ranges... idk.
     
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    littlebalup

    littlebalup Developer PSX-Place Supporter

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    Hystorically, the early versions of the imagefont.bin files (before fw 2.50), only F4 to F6 were used. Then they added the F8 "system icons" starting at FW 2.50. It would be interesting to test on a downgraded console if the F8 slots were activated before 2.50.

    edit: forget, I say stupid things... F8 was used from the begining with only buttons icons.
     
    Last edited: Jan 9, 2020
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    @sandungas I think we need to change a couple of those icons, either for Vita ones, or some of a similar style if you want to make em?

    test.jpg

    See the "R1", this is at 1080p and its just too small really. I think those and the D-Pad ones are just the wrong style.
     
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    sandungas

    sandungas Moderator Developer

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    Well, the goal of that icons was to have them as perfect squares in a realistic style, when displayed "inline" could look small incase the font is small

    But i dont want to rebuild them because it implyes "breaking" the realistic style
     
    Last edited: Feb 2, 2020
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    Ok, I think I will swap a few for the Vita ones. Perfect squares are not needed here and they are just too small.
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    I think we should just release this and see what others can do with it. It's been too long and this tool is wasted here in this thread. For me now between deciding which icons to add, and deciding where to put each custom icon, and creating the spreadsheet its just too much work for me to do and I would rather move onto more interesting things that are not known.
     
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    littlebalup

    littlebalup Developer PSX-Place Supporter

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    Hi, feel free to make the tool public.
     
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    sandungas

    sandungas Moderator Developer

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    The thread has been moved to public subforums
    Is like the public release of the tool made by littlebalup, have fun, it works nice :encouragement:
     
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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    Massive Credits to littlebalup and sandungas for all the work on this tool.

    Here is an upgraded imagefont.bin with all icons upgraded from 23 pixels high to 36 pixels high (the widths vary). There are a few icons added but not many. 20 flags, a few disc images by Berion, Some timer animations.

    This was a WIP that I never completed, I wanted to add tags, finish off the PDF etc, but anyway here it is.

    These upgraded icons were 90% taken from PS4 rcos and Vita imagefont.bin, with the complete button set and most system symbols like battery icons etc made by Sandungas. I created about 20 missing images from google images.

    No tags added yet as no idea which ones to add.

    I have attached a bin, and the source folder used for the bin, and a PDF that shows most of upgrades, the PDF might not be 100% accurate but its fairly close.


    imagefont_upgrade_v004-01.png imagefont_upgrade_v004-02.png imagefont_upgrade_v004-03.png imagefont_upgrade_v004-04.png imagefont_upgrade_v004-05.png imagefont_upgrade_v004-06.png imagefont_upgrade_v004-07.png imagefont_upgrade_v004-08.png imagefont_upgrade_v004-09.png imagefont_upgrade_v004-10.png imagefont_upgrade_v004-11.png imagefont_upgrade_v004-12.png imagefont_upgrade_v004-13.png imagefont_upgrade_v004-14.png imagefont_upgrade_v004-15.png imagefont_upgrade_v004-16.png imagefont_upgrade_v004-17.png imagefont_upgrade_v004-18.png imagefont_upgrade_v004-19.png imagefont_upgrade_v004-20.png imagefont_upgrade_v004-21.png imagefont_upgrade_v004-22.png imagefont_upgrade_v004-23.png imagefont_upgrade_v004-24.png imagefont_upgrade_v004-25.png imagefont_upgrade_v004-26.png imagefont_upgrade_v004-27.png imagefont_upgrade_v004-28.png imagefont_upgrade_v004-29.png
     

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    Last edited: Mar 2, 2020
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    LuanTeles

    LuanTeles Senior Member

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    Thanks =)
     
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    bucanero

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    sorry to jump a bit late on this topic, but is there any other decoder implementation besides @littlebalup Python's one? also, is the source available?

    to explain my question: if we want to use the imagefont.bin on the fly on a homebrew app (ps3 or vita) I assume we need to parse/decode the imagefont.bin file , take the resulting .png and show it on the screen, right? on the XMB that's automatic, but on a homebrew we'll have to do it manually

    I already have quite a lot of stuff, but perhaps I'll get back to this and try to make a generic decoder in C that hopefully would be cross-platform across ps3 and vita.
     
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