PS3 [Research] Modifying the Gaia Visualization (custom_render_plugin/earth.qrc)

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...
Ok, i see why you say is a folder, this 4 strings are very close to each other, and we know 3 of them are folder names :)

2342560 earth/flashrom/clouds
2342610 earth/flashrom/stars.2
2342640 earth/flashrom/ground_cm
2342700 earth/flashrom/specular

And this ones are also very close to each others. it looks like a confirmation that the .dds stars texture we have is related with the "TiledStars" files

2341300 lib/gaia/TiledStars.vpo
2341330 lib/gaia/TiledStars.fpo
2341360 lib/gaia/TiledStarsCopy.fpo
2341420 earth/flashrom/face_neg_z_ul.dds
 
Ok, i see why you say is a folder, this 4 strings are very close to each other, and we know 3 of them are folder names :)

2342560 earth/flashrom/clouds
2342610 earth/flashrom/stars.2
2342640 earth/flashrom/ground_cm
2342700 earth/flashrom/specular

And this ones are also very close to each others. it looks like a confirmation that the .dds stars texture we have is related with the "TiledStars" files

2341300 lib/gaia/TiledStars.vpo
2341330 lib/gaia/TiledStars.fpo
2341360 lib/gaia/TiledStarsCopy.fpo
2341420 earth/flashrom/face_neg_z_ul.dds

Yeah they are very close in the sprx, the numbers at the side are base8 for the locations so in HxD when you use "Goto" for the offset use "oct" in that function to take you straight to it in the sprx.

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 :

Another good guess I would say. Look at the amount of "UNDEFINED" entries... UNDEFINED usually means a "stripped" out function that is no longer used but was there when the file was compiled and removed during testing/debugging or just didn't want it anymore instead of having to re-compile the file over and over again.

Usually you would compile the file with DEBUG info/symbols in the file, do what you need to do then "strip" the debugging info from the file and its ready to go.

I wonder are these tga files in a bin or just missing?

Not found any other reference to these yet so atm they are AWOL lol.
 
Few things that look interesting in the gaia sprx. Maybe this is unused garbage from other projects..hard to know as they seem to just leave everything in.

Some files that are mentioned that seem to be missing:

%.1d/%.1d/%.3d_%.3d.lzf.%s%s/%.1d/%.1d/%.3d_%.3d.lzf

LZF Files? These maybe, 3d files? https://www.cgtrader.com/3d-models/lzf , maybe these are in the texcache bin "lzfed_raw"?

Stars.2 folder. This makes me think there must have been a stars folder originally.

precalc_optical_depths-.-shells.tga
precalc_Isky.tga
_pos_x.tga
_neg_x.tga
_pos_y.tga
_neg_y.tga
_pos_z.tga
_neg_z.tga

-alpha.tga
%s_%s_%s.tga


Also there are these few bins that contain textures by the looks of it. These are not missing, I have attached them incase anyone wants a look.
texcache/dxt1
texcache/dxt1Lum
texcache/dxt3
texcache/dxt5
texcache/dxtdone
texcache/mipmap
texcache/lzfed_raw
texcache/applymask



Also these 2 files are referenced in the sprx but missing from earth.qrc, we have examples of those from inside lines.qrc so maybe if we added them back to earth.qrc it might help..

lib/devgui/DebugGui.vpo
lib/devgui/DebugGui.fpo

_local_gui.txt = I think this reference in the sprx probably has a prefix that gets dynamically added, maybe the name of the qrc? like earth_local_gui.txt, lines_local_gui.txt..? idk.
 

Attachments

From what I can see these are not called by the gaia sprx.

upload_2020-2-8_4-48-30.png



These ones are called by the sprx:
upload_2020-2-8_4-51-4.png
 
The earth.qrc that was included in FW 2.00 was only 392KB. Its is the smallest official earth.qrc "released" and was included before Gaia was enabled for some reason. It had no jpgs included, BUT it had an extra folder full of vpo/fpos in the libs folder called "space". I have tried to run it on 4.84 but its either corrupt and not meant to be used at all or its just not compatible with newer FW.

upload_2020-2-8_10-52-31.png upload_2020-2-8_10-54-55.png


The biggest official earth.qrc was in 2.20. I have extracted them both (with a beta of the tool made by Pink1) as they might be interesting. Attached here
 

Attachments

Game monkey scripts from the visualizer app have funny comments. :)

upload_2020-2-9_22-50-53.png

upload_2020-2-9_22-50-27.png

upload_2020-2-9_22-59-58.png



The devgui file is attached along with all others if anyone wants a look.
 

Attachments

Last edited:
The rhm and glutils folders in the Q-games visualization application seems to have the exact same vpo/fpos as the rhm.qrc in PS3 firmware. Slightly different folder layout but every file is there. different size on one file.

Can the earth.qrc and the qrc in Q-games visualization be swapped?
i.e. Can we start the new visualizations remapping the qrc to earth.qrc?
 
Can the earth.qrc and the qrc in Q-games visualization be swapped?
i.e. Can we start the new visualizations remapping the qrc to earth.qrc?
Not sure, it might be possible to run extracted qrcs using the application. There are no actual qrcs in the app, but it has the same folder structure that Q-games seems to have used for testing their PS3 stuff. Also it has all the files from one extracted qrc included = rhm. rhm is what does the blurring of the background on the XMB when you enter a sub folder.

qglbase.sprx :

upload_2019-9-30_14-3-51-png.20314


Folder structure of app:

upload_2020-2-9_23-14-9.png


Also the exact same debug vpo and fpo that are in lines.qrc and some other qrc, can be found in the app:

Custom render plugin:
upload_2020-2-9_23-20-18.png



The app:
upload_2020-2-9_23-21-24.png


Not sure what it all means, way out of my skill range.. :)
 
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Some nice effects can be had by injecting a different DDS into canyon.qrc..it supports higher resolutions than standard too. The original is 128x128. Here is a 512x512 pattern injected. It was just a test but looks cool so I've attached the QRC if anyone wants it.

canyon0.jpg


canyon.jpg canyon2.jpg canyon3.jpg canyon4.jpg canyon5.jpg canyon6.jpg


Here is the image I used.
upload_2020-2-10_15-55-16.png
 

Attachments

Game monkey scripts from the visualizer app have funny comments. :)

Just a small example what "really" goes on with games/apps devs etc.... :) We have to take this p!ss out of each other somehow.

Another example is what we used to do with textures and "watermarking" them with some "things" that would have some effects or tihngs happen when processed through renderer's lol.

You don't want to know what the programmers used to get up to... put it this way ... you wouldn't let them within a mile of your workstation unless you wanted some very strange things happening lol.

I have finished the basics of ripping apart with the VPO's and FPO's in earth.qrc, done some basics on the update1.elf, still need to do the bin files.

I have been looking into the sprxs, just haven't done much with them yet, but that's the next plan to rip these sprx's apart.
 
I have finished the basics of ripping apart with the VPO's and FPO's in earth.qrc, done some basics on the update1.elf, still need to do the bin files.

I have been looking into the sprxs, just haven't done much with them yet, but that's the next plan to rip these sprx's apart.

Cool.

I am almost sure these are not used, they are the ones not mentioned in the gaia sprx.

upload_2020-2-8_4-48-30-png.23694


I dummied them in the earth.qrc and I can see no difference, maybe there is a subtle difference I am missing. So basically these are probably not used, but maybe we can use some of them by replacing others in some cases.
 
qglbase.sprx :


I did have some info on " dev_hdd0/game/ABCD12345/USRDIR " and what its used for and the other stuff, If I come across it again I will post what I have on it. No idea where it is on this PC, I found it while looking for other things a while back.

Cool.

I am almost sure these are not used, they are the ones not mentioned in the gaia sprx.

upload_2020-2-8_4-48-30-png.23694


I dummied them in the earth.qrc and I can see no difference, maybe there is a subtle difference I am missing. So basically these are probably not used, but maybe we can use some of them by replacing others in some cases.

I can find no mention of them either in the SPRX strings, if you replaced them with 0kb dummies that have no params and instructions and it has no effect on the QRC then most likely is junk not used.

But to know for defo is to trace where these files are "meant" to be apply things, or maybe "live debugging, just in case they are just subtle tweaks for performance and such, I am having to give myself a crash course on remembering everything to do with CG programming as it been that long and also looking through my old work notes, but I would say that for the minute they are are just left over crap, maybe they were once used but as we know S@ny just like's to patch crap out and not remove them.

Imagine all the space we could gain in dev_flash if we removed all the unused crap that's just been left. And they push system updates stating improved system performance > it would perform better if they cleaned up after them selves and removed unused crap instead of leaving it in like bloatware.

I have attached the files I have done the basic to so far, including some things on the SPRX's in case you or anyone else wants to go through them.
 

Attachments

Just put a 1024x1024 stars.jpg or stars.png next to the 2.0.4 bat. see my last video

If you only want to inject stars then just have no flat maps in the folder, and select option 10. it will look for the flatmap, then skip them.

 
st
Just put a 1024x1024 stars.jpg or stars.png next to the 2.0.4 bat. see my last video

If you only want to inject stars then just have no flat maps in the folder, and select option 10. it will look for the flatmap, then skip them.


Strange the one that i downloaded 2.0.4 doesn't have the option 10, but it recognizes the command, but even with the stars.png it doent injects it
 

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