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Reversed sections: offset 0x00: 4 bytes: (col 0 - 3) 00 50 52 46 (psp) 46 52 50 00 (ps3) offset 0x00: 4 bytes: (col 4 - 7) 00 01 00 00 (psp) (missing 07) 00 00 01 07 (ps3) offset 0x00: 4 bytes: (col C - F) 20 00 00 00 (psp) 00 00 00 10 (ps3) offset 0x10: 4 bytes: (col 0 - 3) A4 00 00 00 (psp) 00 00 00 A4 (ps3) offset 0x20: 4 bytes: (col 4 - 7) CC 00 00 00 (psp) 00 00 00 CC (ps3) From offset 0x00 to 0xA0 all the data is simply reversed. I am going to reverse it all right now and run friendim_plugin.rco through Resurssiklunssi. The second half of line offset 0x60 is different on the ps3 having FF's and 00's where the psp file does contain data. No changes made to this line. Results: Resurssiklunssi passed "Working with header..." and failed at "Working with languagetables..." powering down the psp 10 seconds later. Is there a better method for reversing data? How many more bytes might need to be reversed? At least the header seems to be recognizable now. Attached result. |
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I've been comparing psp .rco files and just noticed that the msvideo_plugin.rco file from the 2.70 psp firmware has the same layout as friendim_plugin.rco (ps3). These two are very similar. Decompressing msvideo_plugin.rco with Resurssik works perfectly. Swapping the byte-order to big-endian on the header in the friendim_plugin.rco file has given me my best results so far. Resurssik does not even mention "Working with headers..." if I only swap the first 4 columns (2 bytes) and skips straight to "Working with languagetables..." and fails. What do the experts think? Seems like the ps3 .rco files need to be converted to big-endian to run properly on the psp with Resurssiklunssi. I am new to this depth of hex and doing my best. I will try swapping header info around now and further learning the file format. Attached msvideo_plugin.rar. |
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![]() Please read, and then examine the files followed by posting your findings as the others are now doing. I will probably begin removing posts that aren't focusing on the PS3 RCO file findings from this point forward.
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Code:
Header Byte flip as 32 bit correct Information Table Byte flip as 32 bit not sure Text Table Byte flip as 32 bit correct Sound (VAG) Table Byte flip as 32 bit correct Model (OMG) Table Image (MIG) Table Byte flip as 32 bit Page Table Byte flip as 32 bit correct Animation Table Message Text Byte Flip as 16 bit correct for dlna Lable Table NO Flip correct native:/ Table NO Flip not sure Text Pointer Table Byte flip as 32 bit correct Image (MIG) Pointer Table Byte flip as 32 bit correct Model (OMG) Pointer Table Sound (VAG) Pointer Table Byte flip as 32 bit not sure Page Pointer Table Byte flip as 32 bit correct Animation Pointer Table Image (MIG) Data Section NO Flip not sure Sound (VAG) Data Section NO Flip correct Model (OMG) Data Section I've attached the modified RCOs that work with RCOEdit. |
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Thanks xfcj, Ran your modified dlna_plugin.rco through Resurssiklunssi with partial success displaying only "Working with graphics... OK!" and exiting properly. Also ran your modified osk_plugin.rco through Resurssiklunssi with same result. "Working with graphics... OK!" and exiting properly. Output file sizes remain the same and are attached. |
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Awesome work to bigblockchev and xfcj. I have no idea what you guys are talking about but those modified open with RCEdit. Opps just re-read xfcj's post where he states that. Umm, well I'm stumped. Sorry for this non-info post. So now that RCEdit can open this PS3 RCO, though it looks like some of the info is not quite there, what can be done? Font hack? network hack? Do the Dev's want the PS3 RCO to be workable with Resurssiklunssi or with RCEdit? I'm guessing that it'll be risky running one of these PS3 modified RCO files without proper testing. Great to hear bigblockchev and xfcj. I hope the dev like the results. |
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I reversed the sequence of byte-order on each group of 4 bytes per line per row to convert the entire file to big endian. I am no developer but can script and I used awk. The result of putting the new reversed file through Ressursiklunssi was discouraging: "Working with header... error during decompression!" "Skipping File!" It's hard to say what result we have now. Reversing *just* the header info allowed Ressursiklunssi to pass "Working with header..." and attempt "Working with languagetables...". Now with a full reversal the header still seems to be recognised but we have a definite failure to identify DATA and the file is being skipped. So, can we assume Languagetables occur after the start of successful decompression? Therefore assume that perhaps a new Languagetable is halting Ressursiklunssi? Even during a successful RCO conversion there is a 1-2 second pause at "Working with languagetables..." just before the PSP light really kicks in and seems to dump most data from "Working with graphics...OK!". Maybe it's the beginning of the Graphics process that is halting Ressursiklunssi. Any ideas? |
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Quote:
We all thank you all for your help, its definitely a plus, and expect part 2 of the flash news later this week. Peek at the upcoming post -> the XMB on the PS3 also uses nice XML files to delineate most of its functions! |
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| Tags |
| PS3 RCO, PSP RCO |
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