PS3 [RESEARCH] Special characters in imagefont.bin - Emojis icons symbols

I have realised I am missing 2. :( Not looking forward to going through them all again to find them.

Anyway, This is all great, I think the first thing to do once we can is add a PS2 logo (if its not one of the ones I missed), should be easy enough to use the PSP logo as a base, and then use the top half of the "P" to make the "2" by copying it and rotating it.
Now littlebalup found how to make the tga<--->imagefont.bin conversion you can do it from scratch, is needed to create the file in .tga format and then do the fine butchery he explained
The great thing of that process is it preserves pixel data so is technicaly posible to make a tga<--->imagefont.bin conversion back and forth as many times you want and the pixel info will remain exactly like it was originally, thats perfect

To replace the file inside the imagefont.bin (like injecting it in the original structure) there is a problem though because zlib algorithm generates files of different size based on the data that is compressed
If you change the colour of a single pixel the result after compressed could be a zlib of a different size, and this sucks because the structure has a "gap" for it of a specific size, and yours is bigger or smaller
This is the dirty way, probably works if your file is smaller, but the method is not so good

To avoid this problem (and to be able to add new icons) is needed to rebuild imagefont.bin completly
Well, now im thinking in it... is not needed to modify everything, there are some zlib files that doesnt needs to be decompressed and compressed back (the pixel data most at top), all palettes and the index needs it though
 
Will make some time to clean up my mind and make proper scripts to convert from bin to tga and tga to bin. And need to find a proper editor that will save in a good tga format (there are a lot of option for tga file).

Note: a good viewer for the tga file sample I given here is ImageGlass (opensource). Then it can convert it to PNG without to loose the alpha chanel:

circle.png
cross.png
square.png
triangle.png
 
Sweet, They do look nice like extracted properly. And the fact this format is used on the Vita and possibly PS4 too makes this research twice as good.

I notice these icons are only 28 pixels high, they could probably be recreated in the bin someday. Would be nice for game managers and webMAN XMB view in particular.

9CGK3Nv.png
2ZwDZhe.png
Y9dIbVh.png
MIPVOnG.png
uOZ52Ap.png
4pjZABu.png
N1hHbVN.png


Edit: actually, they are only abut 23 high, the rest is transparent.
 
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Will make some time to clean up my mind and make proper scripts to convert from bin to tga and tga to bin. And need to find a proper editor that will save in a good tga format (there are a lot of option for tga file).

Note: a good viewer for the tga file sample I given here is ImageGlass (opensource). Then it can convert it to PNG without to loose the alpha chanel:

View attachment 9315 View attachment 9316 View attachment 9317 View attachment 9318
Try with this https://www.sendspace.com/file/fdp8il
Is the utility included in "nvidia legacy texture tools" https://developer.nvidia.com/legacy-texture-tools
But instead of installing the whole suit (are like 50mb iirc) you can add the commad line tool i sent you to your project to automatize image conversions, it supports lot of formats for input, not so sure if it can output tga though

For image viewer i use IrfanView http://www.irfanview.com/ (additionally to the main app is needed to install the plugin addons)
Im not sure if is able to display correctly this .tga files, i have not tryed

Sweet, They do look nice like extracted properly. And the fact this format is used on the Vita and possibly PS4 too makes this research twice as good.

I notice these icons are only 28 pixels high, they could probably be recreated in the bin someday. Would be nice for game managers and webMAN XMB view in particular.

9CGK3Nv.png
2ZwDZhe.png
Y9dIbVh.png
MIPVOnG.png
uOZ52Ap.png
4pjZABu.png
N1hHbVN.png


Edit: actually, they are only abut 23 high, the rest is transparent.
Yep, are 87x23 after removing the transprent pixels around, i cropped them for wiki http://www.psdevwiki.com/ps3/TemplateTest#Content_Type

Btw, the problem of adding new icons... like the missing PS2 logo for things like webman (by specifying the hexcode in the .xml files) is only people with a modifyed imagefont.bin will be able to load them
So is not posible to release a webman version that could work in all scenarios, it needs to be an specific webman release only for people with the imagefont.bin file modifyed.... or either a special webman-mod version released as a .pkg that includes the modifyed imagefont.bin
 
For image viewer i use IrfanView http://www.irfanview.com/ (additionally to the main app is needed to install the plugin addons)
Im not sure if is able to display correctly this .tga files, i have not tryed
Irfanview doesnt identifyes transparency correctly, this ones are a couple of the .tga files littlebalup uploaded today at 200% zoom and with different background
wP8WJKW.jpg


Same problem in photoshop, hmmm
ELCHtEj.jpg[img]
 
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I think i identifyed the timers, wiki has been updated http://www.psdevwiki.com/ps3/XMB_Fonts#Palette_table
Only 4 "unknown" left from the whole structure :)

The theory of the timers works like this (needs to be verifyed thought)
-------------------------------------------------------------------
Inside the palette header (first 0x6 bytes) there is a frames_count, and a animation_time
In a static icon there is only 1 frame, and the animation_time is 0
In the animated "charging battery" icon there are 4 frames, and animation_time is 0xF0

After the header appears the frames info (0xC each frame), in them there is a frame_time
In the animated "charging battery" every frame has a frame_time of 0x3C
So we can calculate the whole animation_time by the sum of the frame_time of all the frames, in other words...
0x3C + 0x3C + 0x3C + 0x3C = 0xF0 (or... the sum of all frames times = animation time total)

---------------------
This matches fine with the icons i been taking a look at, the animated "charging battery" icon, and also the static ones: cross, triangle, circle, and square buttons
Is needed to take a look at other animated icons to see if there are others that uses a different number of frames (frames different than 1 or 4), or different times (different than 0x3C), if there are other variants with different timers this could work as a verification

But at this point to verify if the timers theory is correct, and to continue mapping the structure (to identify the others 4 missing "unknwons") i think the only way is by preparing some frankenstein imagefont.bin to see how the PS3 displays the modifyed icons
 
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Btw, the problem of adding new icons... like the missing PS2 logo for things like webman (by specifying the hexcode in the .xml files) is only people with a modifyed imagefont.bin will be able to load them
So is not posible to release a webman version that could work in all scenarios, it needs to be an specific webman release only for people with the imagefont.bin file modifyed.... or either a special webman-mod version released as a .pkg that includes the modifyed imagefont.bin

True, yeah the only way it work was if it installed the bin with the sprx..probably not gonna happen.

Is needed to take a look at other animated icons to see if there are others that uses a different number of frames (frames different than 1 or 4), or different times (different than 0x3C), if there are other variants with different timers this could work as a verification

Not sure of this will help, but the 6th smiley seems to have just 2 frames (that's what it looks like anyway), with teeth and without teeth. Its also the only animated smiley. (F405/EF9085).
 
Not sure of this will help, but the 6th smiley seems to have just 2 frames (that's what it looks like anyway), with teeth and without teeth. Its also the only animated smiley. (F405/EF9085).
Yes, it helps, i will take a look at that animated smiley, if you think there are others that could be interesting just tell

Another group that im thinking could be interesting is the zodiac signs, are static but seems to be squares that uses all pixels availables (doesnt seems to use transparency)... so maybe are using a different color palette (RGB only... without Alpha)
Im mentioning this just incase littlebalup hits with this problem, but i have not took a look at them yet, is just a theory to try to find the ones that deviates a bit from what we know



Edit:
Btw, the "charging battery" animated icon is the one that appears in this screen, right ?
http://www.psx-place.com/threads/update-help-me-please-its-driving-me-crazy.13929/
If so... this is why we could not find it inside the RCO files, lol
Imo... by now that icon looks like the best candidate to be a guinea pig for experiments because
-is animated and has a good amount of frames (4)
-is made with straight lines (good for pixel modifications in a hexeditor)
-number of colors is small (should be only whites and transparencies)
-it can be seen in a easy way (just by entering that menu)
 
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Here is a quick vid, there seems to be quite a few with only 2 frames, like the first heart etc, but I suppose it is possible they all have 4 and they are repeated twice on those. Not many moving ones in the latest discoveries, just that smiley and the chick coming out the egg. The rain drops moving upwards seems to have 3 frames.

 
Another group that im thinking could be interesting is the zodiac signs, are static but seems to be squares that uses all pixels availables (doesnt seems to use transparency)... so maybe are using a different color palette (RGB only... without Alpha)
Im mentioning this just incase littlebalup hits with this problem, but i have not took a look at them yet, is just a theory to try to find the ones that deviates a bit from what we know

Yes. And will help to better understand the "color_transparent" in the frame data (at 0xF). My filling is it doesn't designate the transparent pixel as there are more than one transparent pixel in the palette. It's more a verifier that verify the pixels data is good by verifying the first byte value. Or something like that. So an oppac icon and/or an icon with first byte oppac will help to undertand.

I double, triple, quadruple... checked my tga file structure and I don't see any issue compared to the specs. I also find some images with the same specs (8bpp, 32bits color indexed with alpha channel) on the net and have the same issue with the alpha not displayed correctly with all the editor I tested (gimp, PSP, photoshop and more) gimp is able to create them but not to display them correctly...
It's a nightmare. I'll try some Linux tools or even OSX tools.
 
Here is a quick vid, there seems to be quite a few with only 2 frames, like the first heart etc, but I suppose it is possible they all have 4 and they are repeated twice on those. Not many moving ones in the latest discoveries, just that smiley and the chick coming out the egg. The rain drops moving upwards seems to have 3 frames.
Oki, the raindrops moving looks like another interesting target because the 3 frames, i will check it too

Yes. And will help to better understand the "color_transparent" in the frame data (at 0xF). My filling is it doesn't designate the transparent pixel as there are more than one transparent pixel in the palette. It's more a verifier that verify the pixels data is good by verifying the first byte value. Or something like that. So an oppac icon and/or an icon with first byte oppac will help to undertand.
Good point about the color_transparent, by now seems correct is related with transparency but the way it works is not so clear
Actually in wiki when trying to make sense of the values that are next to it (with value 0 in all ofw files we have been looking at) i added a "color_black" as speculative because i thought it could be a list of some special control colors (transparent, opaque, pure white, pure black, or somethign like that), right now i dont think is that simple because doesnt matches very well

What seems to match is it could be a group of 2 or 3 consecutive values for some special color controll


I double, triple, quadruple... checked my tga file structure and I don't see any issue compared to the specs. I also find some images with the same specs (8bpp, 32bits color indexed with alpha channel) on the net and have the same issue with the alpha not displayed correctly with all the editor I tested (gimp, PSP, photoshop and more) gimp is able to create them but not to display them correctly...
It's a nightmare. I'll try some Linux tools or even OSX tools.
Yesterday i made a couple of desperate google searches and ended here https://wiki.beyondunreal.com/Legacy:Texture_Toolkit_For_UnrealEd
Is related with unreal engine, but it seems they has a problem with transprency too, if you download the texture toolkit there is a tool inside named "tga fix" intended to fix the alpha so the .tga images can be displayed and edited normally in other apps
I tryed it, but it returns an error (something like "input image format not correct") so doesnt works for .tga files you generated, but it includes the source code, maybe this gives you a hint of what they are doing to deal with transparency
 
Apparently tga_fix first checks that the image is 32 bit then it changes one byte in the tga file, that one byte corresponds to the TGA image descriptor in the header.
TGA fix was written because Unreal Ed outputs tga files with an alpha channel that does not get detected by 3rd party graphics programs (because those programs are badly written when it comes to tga handling!)
 
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00000051  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
0000006C  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000087  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
000000A2  00 00 58 58 58 58 58 58 58 58 68 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXhXXXXXXXXXXXXXX..
000000BD  00 00 58 58 58 58 68 58 AD B0 8E 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXhX°ŽXXXXXXXXXXXXXX..
000000D8  00 00 58 58 58 58 58 C7 F8 F1 C3 A5 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXÇøñÃ¥XXXXXXXXXXXXX..
000000F3  00 00 58 58 58 68 88 E2 FE F6 D4 8B 68 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXhˆâþöÔ‹hXXXXXXXXXXXX..
0000010E  00 00 58 58 58 68 9C DB E5 DE B7 79 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXhœÛåÞ·yXXXXXXXXXXXXX..
00000129  00 00 58 58 58 68 9B C2 C5 B4 7B 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXh›ÂÅ´{XXXXXXXXXXXXXX..
00000144  00 00 58 58 58 6A 95 9B 71 5D 58 58 58 58 8A 77 58 58 58 58 58 58 58 58 58 00 00  ..XXXj•›q]XXXXŠwXXXXXXXXX..
0000015F  00 00 58 58 58 5E 67 63 58 58 58 58 58 DF F3 DC 89 40 58 58 58 58 58 58 58 00 00  ..XXX^gcXXXXXßó܉@XXXXXXX..
0000017A  00 00 58 58 59 4B 51 58 58 58 58 58 A7 F7 FF E8 B1 6E 58 58 58 58 58 58 58 00 00  ..XXYKQXXXXX§÷ÿè±nXXXXXXX..
00000195  00 00 58 58 58 58 BB D6 9A 48 58 59 BC E7 E9 D5 91 62 58 58 58 58 58 58 58 00 00  ..XXXX»ÖšHXY¼çéÕ'bXXXXXXX..
000001B0  00 00 58 58 58 A8 FA FB DE 78 68 81 B9 CF C6 9D 54 58 58 58 58 58 58 58 58 00 00  ..XXX¨úûÞxh.¹ÏÆ.TXXXXXXXX..
000001CB  00 00 58 58 3C CC F2 EE D4 82 58 6C A2 96 64 59 58 58 58 58 58 58 58 58 58 00 00  ..XX<ÌòîÔ'Xl¢–dYXXXXXXXXX..
000001E6  00 00 58 58 69 C9 DA D3 A9 4E 48 4D 50 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXiÉÚÓ©NHMPXXXXXXXXXXXX..
00000201  00 00 58 58 7A B6 AF 8C 72 39 33 38 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXz¶¯Œr938XXXXXXXXXXXXX..
0000021C  00 00 58 4F 6B 52 4E 58 58 40 30 40 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XOkRNXX@0@XXXXXXXXXXXXX..
00000237  00 00 58 38 37 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..X87XXXXXXXXXXXXXXXXXXXX..
00000252  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
uF46F (image 2/3)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A

00000000  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
0000001B  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000036  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000051  00 00 58 58 58 58 58 58 58 58 68 58 68 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXhXhXXXXXXXXXXXX..
0000006C  00 00 58 58 58 58 58 58 58 58 A5 AA 7F 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXX¥ª.XXXXXXXXXXXX..
00000087  00 00 58 58 58 58 58 58 58 BF F4 EB B8 8A 68 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXX¿ô븊hXXXXXXXXXX..
000000A2  00 00 58 58 58 58 58 68 84 E0 FC EF C8 8B 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXh"àüïÈ‹XXXXXXXXXXX..
000000BD  00 00 58 58 58 58 58 68 98 D1 E1 D9 A3 76 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXh˜ÑáÙ£vXXXXXXXXXXX..
000000D8  00 00 58 58 58 58 58 68 93 BE BD AB 7B 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXh"¾½«{XXXXXXXXXXXX..
000000F3  00 00 58 58 58 58 58 66 90 93 5E 6E 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXf."^nXXXXXXXXXXXXX..
0000010E  00 00 58 58 58 58 58 5E 67 4A 58 58 58 58 58 58 58 86 72 58 58 58 58 58 58 00 00  ..XXXXX^gJXXXXXXX†rXXXXXX..
00000129  00 00 58 58 58 58 46 4C 4A 58 58 58 58 58 58 58 DD ED D7 7D 41 58 58 58 58 00 00  ..XXXXFLJXXXXXXXÝí×}AXXXX..
00000144  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 A0 F0 FD E4 A3 6E 58 58 58 58 00 00  ..XXXXXXXXXXXXX ðýä£nXXXX..
0000015F  00 00 58 58 58 58 58 58 B3 CD 92 48 58 58 55 B5 E3 E6 CE 91 59 58 58 58 58 00 00  ..XXXXXX³Í'HXXUµãæÎ'YXXXX..
0000017A  00 00 58 58 58 58 58 A1 F5 F9 D9 74 58 58 6F B2 C4 BA 94 54 58 58 58 58 58 00 00  ..XXXXX¡õùÙtXXo²Äº"TXXXXX..
00000195  00 00 58 58 58 58 49 C1 EC EA CB 82 58 40 5F 99 8D 64 55 58 58 58 58 58 58 00 00  ..XXXXIÁìêË'X@_™.dUXXXXXX..
000001B0  00 00 58 58 58 58 5C C0 D1 CA 9F 43 58 48 4D 50 58 58 58 58 58 58 58 58 58 00 00  ..XXXX\ÀÑÊŸCXHMPXXXXXXXXX..
000001CB  00 00 58 58 58 58 73 AE A4 65 45 58 58 33 38 40 58 58 58 58 58 58 58 58 58 00 00  ..XXXXs®¤eEXX38@XXXXXXXXX..
000001E6  00 00 58 58 58 33 5B 4D 4E 58 58 58 40 30 40 58 58 58 58 58 58 58 58 58 58 00 00  ..XXX3[MNXXX@0@XXXXXXXXXX..
00000201  00 00 58 58 41 2D 37 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXA-7XXXXXXXXXXXXXXXXXX..
0000021C  00 00 58 58 58 2C 2B 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXX,+XXXXXXXXXXXXXXXXXX..
00000237  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000252  00 00 58 58 58 58 58 58 58 58 58 58 58 68 58 68 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXhXhXXXXXXXXX..
uF46F (image 3/3)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A

00000000  00 00 58 58 58 58 58 58 58 58 58 58 58 A5 AA 7F 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXX¥ª.XXXXXXXXX..
0000001B  00 00 58 58 58 58 58 58 58 58 58 58 BF F4 EB B8 80 68 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXX¿ô븀hXXXXXXX..
00000036  00 00 58 58 58 58 58 58 58 58 68 84 E0 FC EF C8 8B 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXh"àüïÈ‹XXXXXXXX..
00000051  00 00 58 58 58 58 58 58 58 58 68 98 D1 E1 D9 A3 76 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXh˜ÑáÙ£vXXXXXXXX..
0000006C  00 00 58 58 58 58 58 58 58 58 68 93 BE BD AB 7B 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXh"¾½«{XXXXXXXXX..
00000087  00 00 58 58 58 58 58 58 58 58 66 90 93 71 6E 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXf."qnXXXXXXXXXX..
000000A2  00 00 58 58 58 58 58 58 58 58 5E 67 5D 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXX^g]XXXXXXXXXXXX..
000000BD  00 00 58 58 58 58 58 58 58 46 4B 4A 58 58 58 58 58 58 58 58 58 86 72 58 58 00 00  ..XXXXXXXFKJXXXXXXXXX†rXX..
000000D8  00 00 58 58 58 58 58 58 58 39 39 58 58 58 58 58 58 58 58 58 DD ED D7 7D 41 00 00  ..XXXXXXX99XXXXXXXXXÝí×}A..
000000F3  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 A0 F0 FD E4 A3 56 00 00  ..XXXXXXXXXXXXXXXXX ðýä£V..
0000010E  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 55 B5 E3 E6 CE 91 3F 00 00  ..XXXXXXXXXXXXXXXXUµãæÎ'?..
00000129  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 6F B2 C4 BA 94 54 58 00 00  ..XXXXXXXXXXXXXXXXo²Äº"TX..
00000144  00 00 58 58 58 58 58 58 58 58 B3 CD 92 48 58 58 58 40 5F 99 8D 64 55 58 58 00 00  ..XXXXXXXX³Í'HXXX@_™.dUXX..
0000015F  00 00 58 58 58 58 58 58 58 A1 F5 F9 D9 74 58 58 58 48 4D 50 58 58 58 58 58 00 00  ..XXXXXXX¡õùÙtXXXHMPXXXXX..
0000017A  00 00 58 58 58 58 58 58 49 C1 EC EA CB 82 58 58 58 33 38 40 58 58 58 58 58 00 00  ..XXXXXXIÁìêË'XXX38@XXXXX..
00000195  00 00 58 58 58 58 58 58 5C C0 D1 CA 9F 43 58 58 40 30 40 58 58 58 58 58 58 00 00  ..XXXXXX\ÀÑÊŸCXX@0@XXXXXX..
000001B0  00 00 58 58 58 58 58 58 73 AE A4 65 45 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXs®¤eEXXXXXXXXXXXX..
000001CB  00 00 58 58 58 58 58 33 5B 4D 4E 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXX3[MNXXXXXXXXXXXXXX..
000001E6  00 00 58 58 58 58 41 2D 37 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXA-7XXXXXXXXXXXXXXXX..
00000201  00 00 58 58 58 58 58 2C 2B 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXX,+XXXXXXXXXXXXXXXX..
0000021C  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000237  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
00000252  00 00 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 58 00 00  ..XXXXXXXXXXXXXXXXXXXXXXX..
uF8AB (image 1/4)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23

00000000  FF FF FF FF FF FF FF FF FF FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FF FF FF FF FF FF FF FF  ÿÿÿÿÿÿÿÿÿÿûÿûÿûÿûÿûÿûÿûÿûÿûÿÿÿÿÿÿÿÿÿ
00000024  00 00 00 00 01 E2 F6 F7 F8 F8 F9 F9 F8 F9 F9 F9 F9 F8 F8 F8 F8 F8 F9 F8 F8 F8 F8 F8 F8 F7 F7 F3 C0 51 04 02  .....âö÷øøùùøùùùùøøøøøùøøøøøø÷÷óÀQ..
00000048  00 00 00 00 02 B2 E3 D2 CA B9 B6 B6 B9 B6 B9 B9 B9 BF BF B9 BF BF B9 B9 C4 C4 CA CA BF CE DF D4 93 34 09 04  .....²ãÒʹ¶¶¹¶¹¹¹¿¿¹¿¿¹¹ÄÄÊÊ¿ÎßÔ"4..
0000006C  00 00 00 00 03 A0 BB 65 37 35 36 36 36 36 35 36 36 36 36 35 36 36 36 36 36 37 3A 3A 3A 37 49 8F 73 31 0E 06  ..... »e756666566665666667:::7I.s1..
00000090  00 00 00 00 05 A1 CC 49 1F 1E 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 2E 87 79 30 11 08  .....¡ÌI.......................‡y0..
000000B4  00 FB FE FC C5 C7 D0 4A 1C 1A 18 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 17 17 17 46 93 79 2E 11 09  .ûþüÅÇÐJ......................F"y...
000000D8  00 EF ED EE E8 E3 AB 4D 19 12 0F 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0C 0E 5D 9A 7C 30 11 09  .ïíîèã«M......................]š|0..
000000FC  01 A5 F3 FA E9 DD A3 4D 16 0F 07 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 03 04 04 05 6F A2 7F 30 11 09  .¥óúéÝ£M......................o¢.0..
00000120  02 86 DB E5 D3 BD 9B 4A 16 0E 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 85 30 11 09  .†ÛåÓ½›J......................~¢…0..
00000144  02 75 CB D8 AE A4 99 49 16 0D 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 87 30 11 09  .uËØ®¤™I......................~¢‡0..
00000168  02 82 C1 BB A8 A4 96 49 16 0D 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 85 30 11 09  .'Á»¨¤–I......................~¢…0..
0000018C  02 6F DE C9 C2 B7 96 49 16 0D 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 85 30 11 09  .oÞÉ·–I......................~¢…0..
000001B0  02 39 6E 7A 6C 96 9E 49 16 0D 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 83 30 11 09  .9nzl–žI......................~¢ƒ0..
000001D4  02 09 2B 2A 26 65 A4 4A 16 0D 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 7E A2 87 30 11 09  ..+*&e¤J......................~¢‡0..
000001F8  01 07 0F 14 1A 6E AC 4A 16 0E 05 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 94 A2 83 30 11 09  .....n¬J......................"¢ƒ0..
0000021C  01 04 09 0E 11 72 BD 6D 77 C6 E7 F0 F2 F2 F0 F2 F2 F0 F0 F0 F0 F0 F2 F5 F0 F0 F0 F0 F0 F0 D6 BA 83 30 11 09  .....r½mwÆçðòòðòòðððððòõððððððÖºƒ0..
00000240  00 02 04 06 0A 8B D3 E0 E6 EB EE F1 F1 F1 EE F1 F1 EE EE EE EE EE F1 F1 EE EE EE EE EE F1 EB DE 7F 30 11 09  .....‹ÓàæëîñññîññîîîîîññîîîîîñëÞ.0..
00000264  00 00 00 01 06 68 BE D5 D5 CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CA 7D 2D 11 09  .....h¾ÕÕÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÊ}-..
00000288  00 00 00 00 05 33 48 44 3D 3D 3F 40 40 40 40 40 40 40 40 40 40 40 40 40 3F 3F 3F 3F 3F 3F 3D 42 3B 22 11 09  .....3HD==?@@@@@@@@@@@@@??????=B;"..
000002AC  00 00 00 00 04 0B 13 1A 1D 1F 1F 1E 1E 1E 1E 1E 1E 1E 1E 1F 1F 1F 1E 1E 1E 1F 1F 1F 1F 1F 1F 1F 1C 18 10 07  ....................................
000002D0  00 00 00 00 02 08 0F 13 17 18 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 18 15 11 0B 05  ....................................
000002F4  00 00 00 00 01 04 08 0B 0E 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0E 0C 0A 06 02  ....................................
00000318  00 00 00 00 00 01 69 60 56 54 54 54 54 54 54 54 54 54 54 54 54 52 52 52 51 52 51 51 52 51 51 56 43 04 02 01  ......i`VTTTTTTTTTTTTRRRQRQQRQQVC...
uF8AB (image 2/4)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23

00000000  FF FF FF FF FF FF FF FF FF FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FF FF FF FF FF FF FF FF  ÿÿÿÿÿÿÿÿÿÿûÿûÿûÿûÿûÿûÿûÿûÿûÿÿÿÿÿÿÿÿÿ
00000024  00 00 00 00 01 E2 F6 F7 F8 F8 F9 F9 F8 F9 F9 F9 F9 F8 F8 F8 F8 F8 F9 F8 F8 F8 F8 F8 F8 F7 F7 F3 C0 51 04 02  .....âö÷øøùùøùùùùøøøøøùøøøøøø÷÷óÀQ..
00000048  00 00 00 00 02 B2 E3 D2 CA B9 B6 B6 B9 B6 B9 B9 B9 BF BF B9 BF BF B9 B9 C4 C4 CA CA BF CE DF D4 93 34 09 04  .....²ãÒʹ¶¶¹¶¹¹¹¿¿¹¿¿¹¹ÄÄÊÊ¿ÎßÔ"4..
0000006C  00 00 00 00 03 A0 BB 65 37 35 36 36 36 36 35 36 36 36 36 35 36 36 36 36 36 37 3A 3A 3A 37 49 8F 73 31 0E 06  ..... »e756666566665666667:::7I.s1..
00000090  00 00 00 00 05 A1 CC 49 1F 1E 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 2E 87 79 30 11 08  .....¡ÌI.......................‡y0..
000000B4  00 FB FE FC C5 C7 D0 4A 1C 1A 18 16 16 16 16 24 16 16 16 16 16 16 16 6A BA DB CB B3 62 19 46 93 79 30 11 09  .ûþüÅÇÐJ.......$.......jºÛ˳b.F"y0..
000000D8  00 EF ED EE E8 E3 AB 4D 19 12 0F 0C 0C 0C 0C 29 0C 0C 0C 0C 0C 0C 0C 71 E0 E6 EC F4 6D 12 57 9A 7C 30 11 09  .ïíîèã«M.......).......qàæìôm.Wš|0..
000000FC  01 A5 F1 FA E9 DD A3 4D 16 0F 07 03 03 03 03 38 04 04 03 03 03 03 04 7E CB B4 B4 C3 5E 13 5D A2 7F 30 11 09  .¥ñúéÝ£M.......8.......~Ë´´Ã^.]¢.0..
00000120  02 86 DB E5 C8 BD 9B 4A 16 0E 05 00 00 00 00 4F 01 01 00 00 00 00 02 7E B3 AD AC B8 58 17 5D A2 85 30 11 09  .†ÛåȽ›J.......O.......~³¬¸X.]¢…0..
00000144  02 75 CB D8 B1 A4 99 49 16 0D 05 00 00 00 00 5B 01 01 00 00 00 00 02 7E B3 AD A8 AF 53 19 59 A2 87 30 11 09  .uËØ±¤™I.......[.......~³¨¯S.Y¢‡0..
00000168  02 82 C1 BB B4 A4 96 49 16 0D 05 00 00 00 00 5B 01 01 00 00 00 00 02 7E B3 B0 AE AF 53 19 57 A2 85 30 11 09  .'Á»´¤–I.......[.......~³°®¯S.W¢…0..
0000018C  02 6F DE C9 C2 B7 96 49 16 0D 05 00 00 00 00 5B 01 01 00 00 00 00 02 86 BB BD B1 CD 53 19 59 A2 85 30 11 09  .oÞÉ·–I.......[.......†»½±ÍS.Y¢…0..
000001B0  02 39 6E 7A 6C 96 9E 49 16 0D 05 00 00 00 00 5F 01 01 00 00 00 00 02 7E D0 D9 DC E1 5C 19 57 A2 83 30 11 09  .9nzl–žI......._.......~ÐÙÜá\.W¢ƒ0..
000001D4  02 09 2B 2A 26 65 A4 4A 16 0D 05 00 00 00 00 01 01 01 00 00 00 00 02 41 8F 80 7B 90 4E 19 57 A2 87 30 11 09  ..+*&e¤J...............A.€{.N.W¢‡0..
000001F8  01 07 0F 14 1A 6E AC 4A 16 0E 05 00 00 00 00 01 01 01 00 00 00 00 02 09 11 1B 20 21 1F 18 67 A2 83 30 11 09  .....n¬J.................. !..g¢ƒ0..
0000021C  01 04 09 0E 11 72 BD 6D 77 C6 E7 F0 F2 F2 F2 F0 F0 F2 F2 F5 F5 F0 E7 E2 B2 98 89 84 91 9F A7 BA 83 30 11 09  .....r½mwÆçðòòòððòòõõðçⲘ‰"'Ÿ§ºƒ0..
00000240  00 02 04 06 0A 8B D3 E0 E6 EB EE F1 F1 F1 EE F1 F1 EE EE EE EE EE F1 F1 EB EC EC EA EA EB EA DE 7F 30 11 09  .....‹ÓàæëîñññîññîîîîîññëììêêëêÞ.0..
00000264  00 00 00 01 06 68 BE D5 D5 CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CE CA 7D 2D 11 09  .....h¾ÕÕÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÎÊ}-..
00000288  00 00 00 00 05 33 48 44 3D 3D 3F 40 40 40 40 40 40 40 40 40 40 40 40 40 3F 3F 3F 3F 3F 3F 3D 42 3B 22 11 09  .....3HD==?@@@@@@@@@@@@@??????=B;"..
000002AC  00 00 00 00 04 0B 13 1A 1D 1F 1F 1E 1E 1E 1E 1E 1E 1E 1E 1F 1F 1F 1E 1E 1E 1F 1F 1F 1F 1F 1F 1F 1C 18 10 07  ....................................
000002D0  00 00 00 00 02 08 0F 13 17 18 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 18 15 11 0B 05  ....................................
000002F4  00 00 00 00 01 04 08 0B 0E 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0F 0E 0C 0A 06 02  ....................................
00000318  00 00 00 00 00 01 69 60 56 54 54 54 54 54 54 54 54 54 54 54 54 52 52 52 51 52 51 51 52 51 51 56 43 04 02 01  ......i`VTTTTTTTTTTTTRRRQRQQRQQVC...
uF8AB (image 3/4)
Code:
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 10 11 12 13 14 15 16 17 18 19 1A 1B 1C 1D 1E 1F 20 21 22 23

00000000  FF FF FF FF FF FF FF FF FF FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FB FF FF FF FF FF FF FF FF FF  ÿÿÿÿÿÿÿÿÿÿûÿûÿûÿûÿûÿûÿûÿûÿûÿÿÿÿÿÿÿÿÿ
00000024  00 00 00 00 01 E2 F6 F7 F8 F8 F9 F9 F8 F9 F9 F9 F9 F8 F8 F8 F8 F8 F9 F8 F8 F8 F8 F8 F8 F7 F7 F7 C0 51 03 02  .....âö÷øøùùøùùùùøøøøøùøøøøøø÷÷÷ÀQ..
00000048  00 00 00 00 02 B2 E3 D2 CA B9 B6 B6 B9 B6 B9 B9 B9 BF BF B9 BF BF B9 B9 C4 C4 CA CA BF CE DF D4 93 34 09 03  .....²ãÒʹ¶¶¹¶¹¹¹¿¿¹¿¿¹¹ÄÄÊÊ¿ÎßÔ"4..
0000006C  00 00 00 00 03 A0 BB 65 37 35 36 36 36 36 35 36 36 36 36 35 36 36 36 36 36 37 3A 3A 3A 37 49 8F 73 31 0E 06  ..... »e756666566665666667:::7I.s1..
00000090  00 00 00 00 05 A1 CC 49 1F 1E 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 1C 2E 87 79 30 11 08  .....¡ÌI.......................‡y0..
000000B4  00 FB FE FC C5 C7 D0 4A 1C 1A 18 16 16 16 16 2F 70 C1 CF CF B3 5A 18 6A BA D7 CB B3 62 19 46 93 79 30 11 09  .ûþüÅÇÐJ......./pÁÏϳZ.jº×˳b.F"y0..
000000D8  00 EF ED EE E8 E3 AB 4D 19 12 0F 0C 0C 0C 0C 41 76 EA F1 F1 FD 64 12 6B E0 E6 EC F4 6D 13 57 9A 7C 30 11 09  .ïíîèã«M.......Avêññýd.kàæìôm.Wš|0..
000000FC  01 A5 F1 FA E9 DD A3 4D 16 0F 07 03 03 03 03 69 81 D7 C8 C8 DA 55 12 63 CB BD B4 C3 5E 13 5D A2 7F 30 11 09  .¥ñúéÝ£M.......i.×ÈÈÚU.c˽´Ã^.]¢.0..
00000120  02 86 DB E5 C9 BD 9B 4A 16 0E 05 00 00 00 00 9C 81 CB B0 BD CD 4B 16 5D B3 A9 AC B8 58 17 5D A2 85 30 11 09  .†Ûåɽ›J.......œ.˰½ÍK.]³©¬¸X.]¢…0..
00000144  02 75 CB D8 B1 A4 99 49 16 0D 05 00 00 00 00 8D 82 BB B0 B4 B5 47 19 59 B3 AD A8 AF 53 19 59 A2 87 30 11 09  .uËØ±¤™I........'»°´µG.Y³¨¯S.Y¢‡0..
00000168  02 82 C1 BC B4 A4 96 49 16 0D 05 00 00 00 00 8D 82 BB BD B1 C3 45 19 59 B3 B0 B1 AF 53 19 57 A2 85 30 11 09  .'Á¼´¤–I........'»½±ÃE.Y³°±¯S.W¢…0..
0000018C  02 6F DE C9 C2 B7 96 49 16 0D 05 00 00 00 00 8D 8A CC C9 AE D1 47 19 5D BB C9 B1 CD 53 19 59 A2 85 30 11 09  .oÞÉ·–I........ŠÌÉ®ÑG.]»É±ÍS.Y¢…0..
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uF8AB (image 4/4)
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------------------
The forum does some replacement of characters with [email protected] everytime is written a
images
 
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Wiki was updated yesterday, only 3 "unknowns" left :) http://www.psdevwiki.com/ps3/XMB_Fonts#imagefont.bin
I added examples of animated icons with 2 and 3 frames, also i wanted to have an example of the last icon in the index, later i realized the last one belongs to the group of "zodiac" signs... the last one is "pisces" (unicode uF6DF)
Because is the last one, everytime there are offsets related with it... that offsets are going to have the biggest values, this is what made me identify another "unknown" area because initially i thought the lenght of image_data_offset was only 2 bytes, but "zodiac pisces" used a longer offset, so image_data_offset is 4 bytes

-------------
Also, "zodiac pisces" could help to understand the values littlebalup mentioned, for transparency, and maybe other control colors
Not much luck with this, as you can see in the example in wiki all them uses the same values, and 0x00 for color_transparent, this seems to be the standard
The non-standard is what we was looking at the begining, the circle, square, triangle, cross buttons, this ones uses a different color_transparent for every one, and none of them are 0x00

But let's return to how is used the color_transparent 0x00 in the "zodiac pisces"
Actually... is used in the same way in "smiley laughing" (uF405, animated, 2 frames), and in weather raindrops" (uF46F, animated 3 frames)
Is long to explain, but as an intro... i think are used like a "mask" in photoshop

The first thing needed to talk about is how imprecise are the drawing of all the icons (there are weird pixels in most of them), and how much un-efficient is the use of the color palettes. It looks like have been painted at hand, are very dirty
BUT... look at how is used the 0x00 byte in pisces, smiley laughing, and weather raindrops i posted in my previous message, here the 0x00 bytes are located with A LOT of precision, are 2 perfect vertical lines at each side fully transparent
Also, note in "weather raindrops" there are a lot of transparent pixels but instead of being marked as 0x00 are marked as 0x58, that 0x58 is another transparent pixel but in the color palette is a different transparency
So basically, it seems you can have one special color code for transparency (specific for that frame at color_transparent), and a lot more if you want by adding them in the color palette (this ones are common for all the frames)

In "battery charging" (uF8AB, animated 4 frames) are also used 0x00 bytes for transprency (and 0x00 is also set in the frames info for color_transparent), but here are used at the center (inside the empty battery, in frame 1)
In this icon all pixels at the border are transparent, but only is used 0x00 at the border at bottom-left corner
I said before i liked this icon because was supposed to be made with a lot of precission because are mostlly straight lines, but by looking at that color id's in the image is a disaster

--------------------------
About the timers, the new examples added to wiki seems to confirm the value at the palette header (what i named animation_time) is the sum of the times of all frames (what i named frame_time)
Aditionally, it seems all them are multiples of 0x3C, i guess this 0x3C represents a fragment of time used as a standard (maybe is the smaller valid value posible), it could be half a second, or a quarter of a second, dunno i have not meassured it with a chronometer XD
In decimal is 60, but i dont get how matches that with real world scale, in PS3 firmware usually the times are specifyed in miliseconds... and for sure that 60 are not miliseconds (60 miliseconds would be very fast)

So well... i dont know the scale and i could not verify if, but i still think that values are timers
 
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Nice work. if you want me to test any Frankenstein experiments you make that is no problem, if it might help figure out the unknowns or whatever.

The frames of the battery icon seem to be about 0.94 seconds long. that might not be 100% accurate, I got that figure by clicking frame by frame in the video.
 
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Nice work. if you want me to test any Frankenstein experiments you make that is no problem, if it might help figure out the unknowns or whatever.
Not sure what could we test at this point and having a chance of success
From the areas marked as "unknown" and the others with a question mark the ones that has more chance of success are the timers
We can change the timers in the animation for the "battery charging", the changes are minimal, is only needed to modify 5 bytes in the palette (the timers, one for each frame and another for the total), and after that to compress the palette in .zlib and see which size it has
If it has the same size than the original thats perfect because can be injected in the imagefont.bin structure and everything will be correct

If the zlib is different size... i can start again changing the values of that 5 bytes by different ones, and compress it again to see if im lucky to create a .zlib of the same size than the original
The only strict rule seems to be that bytes should be multiples of 0x3C... so i can try lot of combinations, im not sure how hard could be to create a zlib of the same size, never tryed, this depends of the compression algorithm so no idea

The other thing easy to try is to change the value of the "unknown" in the index, the one that seems to be flags in binary (only 2 valid values found in ofw, 0x8000 and 0x3FFF)
This is very easy, is not needed to make any rebuilding of imagefont.bin
Just open imagefont.bin in a hexeditor and change the value at the index at bottom, thats all
The only two known valid values are 0x8000 and 0x3FFF so the first test could be to choose an icon as guinea pig, and replace that value by the other (if originally was 0x8000 replace it by 0x3FFF)
A bit more risky is to try with other values (different than 0x8000 and 0x3FFF), to deduce which ones could be valid is needed to think in them as "flags" in binary (use calculator to convert them to binary and you will see why i said that seems to be binary "flags") but by now i have no idea which ones could work
So... well, imo is not much worthy to make tests with this "unknown" because probably is not going to give us any hint of how it works

----------------
The other two unknowns inside the frames info (before and after the one i named color_transparent) i think are related with colors but i have no idea how could work
Now im thinking in it... hmmm maybe there is something that could give us some hint... the idea is to replace the value of the color_transparent with the others at its sides (not sure which ones to use for replacements, im just thinking loud), the point is we know the exact position where is displayed the color_transparent in the icons and we know what it does (fully transparent areas or transparency masks) so if the test is successfull it can be seen in the screen which pixels from the icon changed
For this is needed to recompress the palette in zlib too... to take care of the size and respect the imagefont.bin structure when injecting it
 
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0x8000 (hex) = 1000000000000000 (bin)
0x3FFF (hex) = 0011111111111111 (bin)

One of them seems to have lot of "flags" disabled, and the other enabled
But there is a math proportion in between them too because are close to be in a proportion of 2/1
In other words... if you divide 0x8000 by 2 the result id 0x4000 (only 1 unit of difference with 0x3FFF)
So maybe this values are valid too:

0x8000 (hex) = 1000000000000000 (bin) <--- valid, used in ofw
0x3FFF (hex) = 0011111111111111 (bin) <--- valid, used in ofw
0x4000 (hex) = 0100000000000000 (bin) <--- speculation, not tested
0x7FFF (hex) = 0111111111111111 (bin) <--- speculation, not tested

----------------------------
Anyway, i think this "unknown" is related with some general info about the icon, because is located in the index (so the console reads it even before reading any other image data or any other area, so is something general), it could be something like:
-icon features
-icon type
-icon availability for the diffferent firmware enviroments
-etc...

I think the best place to look for other values of this "unknown" (also, this applyes to the other "unknown" left) is in other imagefont.bin files
In PS3 firmware between 1.90~1.94 the imagefont.bin file had a different version in the main header (it was 0x90) and after that it was "upgraded" to 0x100 for all the other PS3 firmware versions
Im guessing that change from 0x90 to 0x100 was something important, and probably affected the internal structure (something important was added) but by now i could not take a look at that version of imagefont.bin
Also, in PS3 firmware there is another imagefont.bin for PSP emulator, but i have not took a look at it by now (shame on me)
There is also the imagefont.bin used in PSP (ancient, probably PS3 inherited the structure from it) and PSVita (maybe something new was added here)
And im wondering if sony used imagefont.bin also in PS4... somebody took a look at this ?, i dont have the PS4 firmware files and i dont know where to search for this info
 
Uhhh, metamorphosis ?

http://www.schnarff.com/file-formats/truetype/RM06/Chap6mort.html
http://www.schnarff.com/file-formats/truetype/RM06/Chap6morx.html
https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6morx.html
https://chromium.googlesource.com/chromium/src/third_party/freetype2/+/LAYOUT/src/gxlayout/gxtypes.h

*I never seen this before, and i dont understand how it works, but im just posting it anyway because it seems now im on the right track with that 0x8000 0x3FFF values, if someone is used to this an has an idea of how could work please tell
 
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Irfanview doesnt identifyes transparency correctly, this ones are a couple of the .tga files littlebalup uploaded today at 200% zoom and with different background

Same problem in photoshop, hmmm

Most of the editors/viewers doesn't support semi-transparent (32bit CLUT?) in 8bit. Including IrfanView and Photoshop. Absolutely fantastic application for 4/8/16bit images are all soft from OPTPIX (commercial, very expensive). One of those Image Studio leaked 11 years ago for PS2. Also their unique function is best color reduction that I ever saw and alpha editing per pixel. Maybe You can try XN View, they have many plugins with fully specific format support (at least for viewing).


BTW: Two weeks of my abstention and boom, font bin pwned. That's the scene which I love. ;p
 

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