imagefont.bin tool for PS3 and Vita

Interesting, so we could make our mind into thiknking that every icon from imagefont.bin is stored in ram only 1 time, and whatever functions are used to animate it runs 1 time too (for all the apparences of the icon)
And the animation pauses incase you "hide" the icon (or when you hide all apparences of it incase are multiple)
Hmmm, not sure how many consequences have that and if are good or bad for us
I know, global timing has pros and cons, same like the fact it pauses.

Interesting anyway.

So that icons in the way how you are displaying them are taking 32x32 pixles ?
Yes
Some of the icons (like the smileys for chat) can be displayed at other sizes (the chat have an option to increase the font size ? im wondering if this would increase size of icons too)
I have never actually chatted much on ps3, or ever seen the emojis tbh (dont ask me why i have spent weeks upgrading them all :-D )

It seems we dont need to respect the original sizes because we are using that icons in other "custom" ways, and our goal is to have the biggest size posible that matches with wherever enviroment we are displaying them... so that 32x32 you meassured looks like the best compromise
About the "target" screen resolution... we should work always for 1080p... the smaller resolutions are generated based on it so we only worry about 1080p and the firmware deals with smaller sizes automatically
Yes, I am not sure if anywhere displays text bigger than XMB titles, I will just check PARAM.SFO titles are the same. not sure about notifications or other places.

One thing I just thought of, If these can be called in the web browser, then they could actually be displayed at any size in theory, not sure if it is worth worrying about though? I guess if they are going to look better at 32x32 we should do it, if the result is the same as letting the ps3 scale them then its not a big deal and maybe having the extra 12% there is good in some way.

I am really just worried about making them worse by resizing them.
Btw, i dont remember if/when you mentioned this 32x32 so not sure what you did to meassure it... but the most accurate way is by displaying an icon fully opaque (like the zodiac ones), make an screenshot, and count the pixels in a image editor app in PC
Yeah, I did that test back in this thread:

https://www.psx-place.com/posts/211603/

upload_2019-10-21_0-33-9-png.20775
 
I will make new versions of some of the problematic icons we have been talking about... either later today or tomorrow

Btw... do you remember in rcoxml format we can use <Text> objects (that loads a text string from the 20 available languages) where we can choose a custom font size ?
By doing that we can use a big image inside imagefont.bin (lets say something huge in comparison with original icons like 200x300 pixels) and display it at real size :)

Is just an example to show that the real size of the icon inside imagefont.bin is overrided by other size hardcoded somewhere else
Im not completly sure if what im saying is correct, but i think it works like this... if you scale the font then the icons are going to be scaled too because the firmware treats them as a font
 
I am not sure , but will look for one later, need a break from this now, making those timers and trying to diagnose the max length strained my brain.. :)

BTW I was thinking if we could do the epilepsy warning, and we can make the TEXT super big, like 480p for 1 character, then we can add a second coldboot to the imagefontbin, like a proper PS1 boot animation. How to find out where the epilepsy warning text size is controlled... hmmm.
 
Is just an example to show that the real size of the icon inside imagefont.bin is overrided by other size hardcoded somewhere else
Im not completly sure if what im saying is correct, but i think it works like this... if you scale the font then the icons are going to be scaled too because the firmware treats them as a font
Im thinking in this... if is true that are treated as font, what is happening is the fonts in PS3 preserves his dimmensions (the aspect ratio of the characters width divided by height is always the same)

To change a font size you only set the height, and the widths are calculated automatically
And im guessing with the imagefont.bin icons happens the same

Lets say... if we have an icon with size 10x1 pixels and we display it in the same way you did the other tests the firmware is going to scale it multiplying his height by 32, and his width is going to be multiplyed by 32 too, this preserves his dimmensions and is going to be displayed at 320*32

...this is why some of the "system" icons have weird sizes, the height of them probably matches with whatever "enviroment" are displayed, and his widths are just whatever that fits to preserve his dimmensions

...actually i was facing this problem yesterday while modifying that white icons... i had to increase the widths of some of them just because it was convenient to me to solve small design problems i was having (but i respected height just to follow your idea)
So lets say... i was restricted to 36 pixels height but i had freedom in widths because the widths are not hardcoded :)
 
Yeah I'm fairly sure it works like that, that is why I have not been worrying about the width really too much.

Especially after seeing these official ones.
 

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btw, should we convert the "now playing" animation from the rco, and the waterdrop so we can have them anywhere we want too?
 
Haha, i thought too in the "now playing" animation because i love it (for ManaGunZ too btw @Zar), is really well made in a 3D program (3D max probably), and it have 30 frames, intended to play at 30 fps, is perfect in many ways

The waterdrop have at least 2 versions, and as far i remember are dirty and have problems, also what you see in the XMB is the result of some code functions that does calculations in between layers on real time... a tricky shit (and a bit pointless), the PSP XMB was working like that and it seems some of the PS3 firmware images does it too... not sure i guess is a feature from some of the "objects" from the rcoxml code, but i was "cleaning up" this frames (because are nice too made in real 3D) and as far i remember i uploaded some versions of them in a thread... not sure if i still have them


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Btw, i was searching for this talk in between luanteles and me, is very related with what i was talking about the font sizes
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/page-2#post-210353

In the rcoxml code there are attributes to change the font size, luanteles found one of them (the most important)... but there seems to be others unknown that are related too
By using the others maybe is posible to create "deformations" of the font characters (in other words to set a value for his width manually and break his original dimmensions)... but this "font deformations" never happens in official firmware as far i could find

*Edit: probably there is going to be an unknown attribute to set a "widthscale" using a multiplyer... this way you preserve a different aspect ratio independenlty of the font size (but that aspect ratio carries the deformation caused by the multiplyer)
 
Well looking at luanteles test, all we need to do is make this test again, and replace the information string with our custom extra large emojis/animations and check the quality.
w3esZG6.jpg



We could nearly make this whole thread public soon and get some feedback. Not quite yet though.
 
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I am starting to work on the spreadsheet so we can see where we are at with placement.

upload_2020-1-4_1-12-6.png


There are 2 slots here, in with the smileys, I'm thinking poop emoji and something here..any suggestions?

upload_2020-1-4_2-15-19.png
 
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I made the 4 speaker icons from scratch (and next im going to do the OSK that is easy, and the mic) but while doing the speaker icons i decided to do a bunch of small changes to the white color tone, the bump and the shadows effects
I would like to know if you like the changes and how it looks... at this point is very easy for me to change them, but is important to decide this effects now because that same effects needs to be applyed to the others

https://www.sendspace.com/file/qprxcl
 
I made the 4 speaker icons from scratch (and next im going to do the OSK that is easy, and the mic) but while doing the speaker icons i decided to do a bunch of small changes to the white color tone, the bump and the shadows effects

Nice.

I would like to know if you like the changes and how it looks... at this point is very easy for me to change them, but is important to decide this effects now because that same effects needs to be applyed to the others
Yeah, they are cool.
 
I decided to make all them from scratch :P

All them have some things in common:
-Same colors and shadows
-Same "bump" effects (except the texts: Caps, Maj, HQ without bump effects)
-Indexed with 64 colors only

I named the file "rc1" because at this point im confident that are good enought, clean, and tiny... but incase you want to change some details is easy... things like increasing the brightness of the white pixels, or making the shadows more darker would take me only 7 or 8 "mouse clicks" per file (literallly)... is a repetitive task, but is easy to modify them
So if you want to change something just tell me, but before taking a decission please make some test to be sure

https://www.sendspace.com/file/pcmdmq
 
Now that i see them over white background it looks the shadow dark color could be a bit excesive... but that test with white background is the worst scenario posible, not much probable to happen
With background of other colors looks good :)
 
There is an issue with the original image font.bin spreadsheet in post #1 Lots of the images are in the wrong place compared to the actual bin.

Maybe they got auto filled in order of filename sorting or something. I will try fix it.

(originally posted this in the custom_render_plugin thread...oops..:) )
 
Spreadsheet progress with original icon locations fixed and upgraded icons added to new "upgrade" column.

The official imagefont.bin from 4.85 OFW has 332 items.

With the ps2 logo added from post one that is 333 in total in v001. There are 833 slots in total available, so after v001 there are 500 free slots for custom items.


Then there are these 8 new ones.
U+F6A0_frame001.png U+F6A1_frame001.png U+F6A2_frame001.png U+F6A3_frame001.png U+F6A4_frame001.png U+F6A5_frame001.png U+F6A6_frame001.png U+F6A7_frame001.png

These extra buttons added from Vita (then also upgraded by sandungas)
U+F890_frame001.png
U+F891_frame001.png
U+F8B9_frame001.png
U+F8BA_frame001.png
U+F8BB_frame001.png
U+F8BC_frame001.png
U+F8BD_frame001.png
U+F8BE_frame001.png
U+F8BF_frame001.png



Then these 14 disc icons I have added:
U+F42B_frame001.png U+F42C_frame001.png U+F42D_frame001.png U+F42E_frame001.png U+F42F_frame001.png
U+F422_frame001.png
U+F423_frame001.png
U+F424_frame001.png
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U+F426_frame001.png
U+F427_frame001.png
U+F428_frame001.png
U+F429_frame001.png
U+F42A_frame001.png


Then I was thinking these 3 emojis?
U+F46C_frame001.png
U+F419_frame001.png
U+F41A.png


Maybe some of these?
src805.png
src810.png
src957.png
src1551.png
src1552.png
src1540.png
src1541.png
src1542.png
src1543.png
src1750.png
src1751.png
src1752.png


These flags at least so they could be used for system languages, anyone want any more included?
U+F42A.png
U+F42B.png
U+F42C.png
U+F42D.png
U+F42E.png
U+F42F.png
U+F422.png
U+F423.png
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U+F426.png
U+F427.png
U+F428.png
U+F429.png
U+F430.png
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U+F433.png
U+F434.png




Then there all the custom icons that berion made, which ones to include?[/ATTACH]
 
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There are approx 160 of these, should we add them all? We would only have about 270 free slots left then.

upload_2020-1-7_17-37-25.png

upload_2020-1-7_17-38-43.png
 
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upload_2020-1-7_22-24-55.png


^^ there was a little gap that needed filling so bringing the ps3 into 2020 :D

No one can say we are not ahead of our time now :)

upload_2020-1-7_23-15-53.png
 
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