@DeViL303 I paste You few pages ago i.e guetzli. It is Google app to make very high quality and lightweight JPEGs. It is slow but You will not find better I think. https://github.com/google/guetzli/
Simplesmente parei de carregar como nuvens removendo esta linha (preenchida com zero):
22359 [/ ANEXO] [/ CITAÇÕES]
Muito bom Muito bom Devil303 teria como por mod relâmpago em alguns países simulando tempestades desculpe eu pensei alto aqui
bear with me as I really do not know much about the QRC format itself, or how the lines and other files actually work within the system. Although I have managed to get things extracted from looking at wiki and referencing your batch file, which helped a lot.
I have been playing a bit with the debugger and trying your idea of getting earth and other qrc files playing while on xmb.....with mixed results lol
Patching the custom_render_plugin gives some interesting results, but a few issues, including the lines SPU thread always staying active and being prominent.
I tried a few things like not unloading or stopping the qgl_gaia_app, but it ends up just creating many instances of the same sprx in memory, which will eventually crash the system.
Being that there is an ELF file involved, or multiple, i was thinking that a new qrc would ultimately need built to actually replace the lines.qrc with another one.I just recently seen @pink1 post about creating the qrcf files, which is awesome!
I have some notes taken from the process i was going through, i will post below. I will see if i can get anything useful, as far as a patch or something, but i cannot guarantee that will go smooth! I did find a few useful breakpoints for when gaia is loading, unloading, changing scenes, and loading assets.
r3 and r4 are pointers to what looks like gaia arguments for planet
r5-r7 other planet values?
r8 unknown pointer
r9 temp value put into r10 shifted (vsh handle?)
r12 temp memory?
r13 ptr to ptr unknown 0 value?
BP 0x00CAB270
Called when initially loading textures
Called directly after initial plugin loading and when starting a new track, triggering gaia
LOAD:000000000008B270 _qgl_gaia_app_C913B489
Do not NOP unload plugin (BAD IDEA! NOT STABLE! WILL KEEP OPENING NEW INSTANCES)
00C23508 60000000 nop
Plugin stays loaded after pressing circle or PS button, but still switches to lines.qrc on exit
Patching out all the plugin stop/unload has same result basically, with multiple instances being opened and still loading lines.qrc on exit
Also can crash (DATA_HTAB_MISS) after a few open/close music player
Interesting stuff thanks for the notes and thanks for taking a look. So maybe we can make a lines.qrc with some earth.qrc contents or something. Pink1s tool will help there anyway if it is possible.
What makes it a little complicated IMO is that earth.qrc seems to have its own dedicated sprx but lines.qrc is called by custom_render_plugin.sprx which we need for lots of stuff apart from lines.qrc so we cant really replace that sprx.
@DeViL303 I paste You few pages ago i.e guetzli. It is Google app to make very high quality and lightweight JPEGs. It is slow but You will not find better I think. https://github.com/google/guetzli/
Anybody know of a small command line tool for converting png to jpeg? I could use imagemagick if I cant find a lightweight tool but its 32MB so would rather not.
I made this tool... it's quite small (43kb if you have msvbvm50.dll already installed).
WIth the runtime install the zip is 958kb. That dll is used by most of my tools, so you probably have the runtime installed.
Usage: drag & drop the image file and it will convert the image (*.gif, *.tif, *.bmp, *.png) to *.jpg in the same path of the original file.
Add /png, /tif, /gif, /bmp or /jpg to the end of the command line if you need to convert to one of these other formats.
Add /replace if you need to replace the existing image.
You can drag & drop a single file or multiple images.
Thanks aldo. That is great. I just realized I need to go the other way too. From JPG to PNG, can it do that?
I have been trying
Code:
cimg flatmap_clouds.jpg /png
Also what quality is it using or can I set that? ideally it would be 100% as there are lots of operations I do not want to risk losing any quality at all in each one. I need to go from JPG to PNG and then back to JPG for injection in some cases depending which images are supplied to the BAT.
Thanks aldo. That is great. I just realized I need to go the other way too. From JPG to PNG, can it do that?
I have been trying
Code:
cimg flatmap_clouds.jpg /png
Also what quality is it using or can I set that? ideally it would be 100% as there are lots of operations I do not want to risk losing any quality at all in each one. I need to go from JPG to PNG and then back to JPG for injection in some cases depending which images are supplied to the BAT.
Allows up to 52MB QRCs to be created. 30MB for the JPGs = 10MB per layer approx = 415KB for each of the 72 tile jpgs (512x512) , and optionally 21.5MB for the stars PNG/JPG (1024x1024) (injected as DDS)
It can handle flatmaps, cubemaps, faces, tiles, logos, banners.
For flatmaps (option 0) it can do jpg or png at any size. For ALL options it will also inject stars.png OR stars.jpg as DDS for the background (if it exists).
For other options it only accepts jpgs for now.
Option 8 takes a 512x512 tile.jpg like this:
and does this in one step (injected into all 3 layers)
Option 9 takes the same 512x512 tile.jpg and does this in one step (injected into all 3 layers)
Note: This is getting big now so might have bugs..Its also getting slow due to all the steps, please test and report back if you can thanks.
Thanks to Pink1, Sandungas, Berion, Cypher_CG89, Aldostools and to all the creators of the exes in use.
Same video I posted before of me using a slightly earlier build on some flatmaps:
Warning: This now has no optimizing step. It will inject the images at full quality. If by some chance your stars.png/jpg ends up being more than 21.5MB when injected as stars.dds, or any of the injected jpgs (01.jpg to 72.jpg) end up being bigger than 415KB each it will create a corrupt earth.qrc. Its unlikely you will go over this tbh. I might add a check for this in future if anyone hits this limit.
If you have issues you can check the sizes in the bin\temp folder. All files from all stages can be checked there.
@sandungas you asked me to keep a look out for things to do with the DDS file in the qrc to do with the stars...
This is interesting... I have found a string referencing a non existent, or deleted, folder within the qrc. which just by looking at the name indicates there may have been a proper cubemap or jpgs for the skybox and the stars at some point but was removed...
So far the only other place referencing "earth/flashrom/face_neg_z_ul.dds" is here in the strings which points towards the VPO and FPOs above it as applying things to it in a sense. And these 2 entries are not too far apart from each other in the prx.
I have only been through a small part of the files for this as running each file through up to 6 tools each can get a bit ..... annoying lol... So will keep an eye out for anything else interesting or anything else to do with this.
I was looking at those vpos, I was thinking maybe that the TiledStarsCopy.fpo might have been added later, and its smaller, so if we swapped those maybe it will enable something, maybe the big one is not in use now. idk.. those are some things i was planning to try:
I was looking at those vpos, I was thinking maybe that the TiledStarsCopy.fpo might have been added later, and its smaller, so if we swapped those maybe it will enable something, maybe the big one is not in use now. idk.. those are some things i was planning to try:
I would say that was a good logical guess > TiledStarsCopy.fpo contains 7 params and 6 instructions. I have not done a trace of these instructions yet...
Attached is the disassembled FPO and VPO's from " lib\gaia " in the earth.qrc. This is all I have done with these so far, just some basic dissemblance, no trace back of functions yet to sprxs etc... for anyone who wants to take a poke through them...
I would say that was a good logical guess > TiledStarsCopy.fpo contains 7 params and 6 instructions. I have not done a trace of these instructions yet...
Attached is the disassembled FPO and VPO's from " lib\gaia " in the earth.qrc. This is all I have done with these so far, just some basic dissemblance, no trace back of functions yet to sprxs etc... for anyone who wants to take a poke through them...
Interesting possibly the same situation with skybox and skybox2 then, they are almost the same, but skybox2 is like a stripped down version of skybox :
@sandungas you asked me to keep a look out for things to do with the DDS file in the qrc to do with the stars...
This is interesting... I have found a string referencing a non existent, or deleted, folder within the qrc. which just by looking at the name indicates there may have been a proper cubemap or jpgs for the skybox and the stars at some point but was removed...
So far the only other place referencing "earth/flashrom/face_neg_z_ul.dds" is here in the strings which points towards the VPO and FPOs above it as applying things to it in a sense. And these 2 entries are not too far apart from each other in the prx.
I have only been through a small part of the files for this as running each file through up to 6 tools each can get a bit ..... annoying lol... So will keep an eye out for anything else interesting or anything else to do with this.
What i was thinking is maybe there is some place where we could see the relationship in between the texture names of the starfield and the texture names of the sphere, but i have no idea if something like that could exist in the vpo/fpo files and the probability for it to exist
What i use to do for this massive searchs is to open a bunch of files in notepad++ (i made it with hundreds of xml's extracted from all the rcos of a specific firmware version)... then use the option "search in all opened files"
It could take some time to complete the search, lol, but it displays a list at bottom easy to check
In this case i would check for "001_001" (the filenames of the sphere textures) or things like "neg_z_ul" (the filenames of the starfield textures)
Btw, the fact that filenames doesnt contains an indication of the tile ID means that are .tga textures applyed over a whole cubeface
And thats the complete list in your screenshot, 6 cubefaces in total
*is the first time we see inside earth.qrc a single texture applyed to a whole cubeface as far i remember/know
Ok, it could be a folder, i dont know, but initially looks a standard "path/name.ext", like in your other screenshot with the names ending in 0x2E (the dot) then tga
It's a folder not a file, I used a string extractor to get every string in the prx, so is an id in the prx.
Here are some things related to the qgl_gaia_app.sprx, again these are just basic things more or less, trolling through IDA looking at the sprx in detail will I am not up for doing yet lol, I may end up just making a DB file for other to look through while I am looking through other things...