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  1. #1
    Junior Member hacked2123's Avatar
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    The P3T File Format


    I've been trying some simple tests to understand how the PNG's are stored in the P3T file, the header keeps the location of the beginning of the file and then list the size the file. The next file begins after the Hex String is 0'd off.

    the first 4 hex bytes define what the icon is (MUSIC(D9), PHOTO(D1), GAME, etc.). It appears that the png is converted into a physical representation.

    For those interested in see what I have just download the PNG's and xml below, this will simply your task.

    (BTW Jpg's aren't converted.)
    Attached Images<br><br> Attached Images

    Attached Files Attached Files

  2. #2
    Junior Member hacked2123's Avatar
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    2 & 3 look like this via hex (respectively)
    Code:
     D0 00 1A 40 03 68 00 0D      ..@.h.. 
     A0 01 34 80 06 D0 00 1A 40 03 68 00   .4...@.h. 
     0D A0 01 34 80 06 D0 00 1A 40 03 68  . .4...@.h 
     00 0D A0 01 34 80 06 D0 00 1A 40 03  .. .4...@. 
     68 00 0D A0 01 34 80 06 D0 00 1A 40  h.. .4...@ 
     03 68 00 0D A0 01 34 80 06 D0 00 1A  .h.. .4... 
     40 03 68 00 0D A0 01 34 80 06 D0 00  @.h.. .4.. 
     1A 40 03 68 00 0D A0 01 34 80 06 D0  .@.h.. .4. 
     00 1A 40 03 68 00 0D A0 01 34 80 06  ..@.h.. .4. 
     D0 00 1A 40 03 68 00 0D A0 01 34 80  ..@.h.. .4 
     06 D0 00 1A 40 03 68 00 0D A0 01 34  ...@.h.. .4 
     80 06 D0 00 1A 40 03 68 00 0D A0 01  ...@.h.. . 
     34 80 06 D0 00 1A 40 03 68 00 0D A0  4...@.h..  
     01 34 80 06 D0 00 1A 40 03 68 00 0D  .4...@.h.. 
     A0 01 34 80 06 D0 00 1A 40 03 68 00   .4...@.h. 
     0D A0 01 34 80 06 D0 00 1A 40 03 68  . .4...@.h  
     00 0D A0 01 34 80 06 D0 00 1A 40 03  .. .4...@. 
     68 80 9C 2F 67 32 48 44              h/g2HD
    Code:
                      40 03 68 00 0D A0 01 34      @.h.. .4 
     80 06 D0 00 1A 40 03 68 00 0D A0 01  ...@.h.. . 
     34 80 06 D0 00 1A 40 03 68 00 0D A0  4...@.h..  
     01 34 80 06 D0 00 1A 40 03 68 00 0D  .4...@.h.. 
     A0 01 34 80 06 D0 00 1A 40 03 68 00   .4...@.h. 
     0D A0 01 34 80 06 D0 00 1A 40 03 68  . .4...@.h 
     00 0D A0 01 34 80 06 D0 00 1A 40 03  .. .4...@. 
     68 00 0D A0 01 34 80 06 D0 00 1A 40  h.. .4...@ 
     03 68 00 0D A0 01 34 80 06 D0 00 1A  .h.. .4... 
     40 03 68 00 0D A0 01 34 80 06 D0 00  @.h.. .4.. 
     1A 40 03 68 00 0D A0 01 34 80 06 D0  .@.h.. .4. 
     00 1A 40 03 68 00 0D A0 01 34 80 06  ..@.h.. .4. 
     D0 00 1A 40 03 68 00 0D A0 01 34 80  ..@.h.. .4 
     06 D0 00 1A 40 03 68 00 0D A0 01 34  ...@.h.. .4 
     80 06 D0 00 1A 40 03 68 00 0D A0 01  ...@.h.. . 
     34 80 06 D0 00 1A 40 03 68 00 0D A0  4...@.h..   
     01 34 80 06 D0 00 1A 40 03 68 00 0D  .4...@.h.. 
     90 0D 7C 00 FE 72 96 48              .|.rH

  3. #3
    Junior Member hacked2123's Avatar
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    This might help some. There is a program called gim2bmp.exe. I just found it but I bet either asking for the src (the guy is japanese though) or decompiling it might help us understand the p3t file.

    Code:
    gim2bmp
    by starry
    Attached Files Attached Files

  4. #4
    Registered User iqd's Avatar
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    Just look here (GIM FileFormat): http://pspdum.my.land.to/psp/gim.html

    As i forgot: It seems, that the PS3-Themes use the same raw format as the PSP-Themes.

    Take a look at the [PSP] RCO Editor v1.15c (on this Web site in PSP Downloads) which has a GIM <-> BMP conversion routine.

    I'm missing an edit button

    You can also start from here with Sony's GIM-Converter (animated GIM's )

    p3tcompiler_v101/GimConv/

  5. #5
    Registered User Ni0b's Avatar
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    @hacked i know u are real pro so pls dont laugh at me but i found a custom theme creator pack with a themebuilder and a p3tcompiler.

    P3t files are encrypted as well and i think its done by the P3tcompiler what means he know how to encrypt and swap the theme ti signed code for the ps3.

    Perhaps the key lays in it and when we debug his functions we haev a way to embedd unsinged code in it.

    Is it worth a try?

 


 

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