PS3 Waves Tool (by brunolee)

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PS3 WAVES Tool v0.2

by
brunolee

Download:
WAVES Tool v0.2


READ-ME Contents
Usage:

4 WAVES Decrypt Encrypt lines.bat
  • Double click on "WAVES Decrypt Encrypt lines.bat" will encrypt or decrypt your lines
  • "lines" will be encripted to "lines.qrc"
  • "lines.qrc" will be decrypted to "lines"
  • Require "lines" or "lines.qrc" in same Directory of batch

WAVES lines Creator.bat
  • Double click on batch will open a list of MODS to create a new "lines" ("MNUs" and "DDSs")

WAVES lines Extractor.bat

  • Double click on batch and choose the extract way (2 options)
  • [1] Extract "lines" Full (will be full extracted to the same Directory of batch)
  • [2] Extract "lines" to MOD (only the "MNUs" and "PNGs" will be extracted to the "MODS" Directory, after giving a name to MOD folder)
  • Require "lines" in same Directory of batch

WAVES ZIP lines Creator.bat

  • Double click on batch will create a "PS3~dev_blind.zip" to install through multiMAN
  • Require "lines.qrc" in same Directory of batch

Notes:

MODS folder
  • Contains folders with "MNUs" and "DDSs" MODS (Waves I found on NET, for comparison)
  • "2 EDIT" folder is to make your MOD (make all MOD folders you want)
  • "ORIGINAL" folder from ["lines.qrc" 4.60 4.65 FW] (DO NOT MESS with "ORIGINAL" folder)

MNUs (settings)
  • Edit .js files with "Notepad++"

PNGs
  • Edit .png files with any image software


Create new Waves Example:

  • After edited MNUs and DDSs (what wanted)
  • Double click on "WAVES lines Creator.bat" and select the MOD folder
  • Double click on "WAVES Decrypt Encrypt lines.bat" (now we have "lines.qrc")
  • Double click on "WAVES ZIP lines Creator.bat" (now we have "PS3~dev_blind.zip" to Install via multiMAN)

Install "PS3~dev_blind.zip"
  • In multiMAN [SELECT+START] to mmOS, double-click on "PS3~dev_blind.zip" to install and test your MOD WAVE
  • AFTER INSTALLATION RESTART PS3 SYSTEM, NEVER EXIT multiMAN to XMB


Content:

55 Tools folder
  • 7z (used to create "PS3~dev_blind.zip")
  • p3textractor (used to extract "lines")
  • nconvert (used to convert DDSs to PNGs)
  • crunch (used to convert PNGs to DDSs)
  • binmay (used to remove first 8bits from "lines.qrc" and add a proper 8bits to "lines.qrc")
  • lines_file-table (used lines from [4.60 4.65 FW] file-table and junk bytes)
  • zlibc (used to decrypt "lines.qrc" and encrypt "lines")


"I used these programs only because it was I already had on my PC"
-brunolee

-Source Thread brunolee Themes - Page 6

 
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Sorry to say but QRC are not encrypted. Sandungas and I reversed the PS3 Resource Container and in end we even got a litel helping hand from flatz and i can definitiev tell you PS3 FW Resource Container (aka QRC, P3T, RAF) are not encrypted.
 
Sorry to say but QRC are not encrypted. Sandungas and I reversed the PS3 Resource Container and in end we even got a litel helping hand from flatz and i can definitiev tell you PS3 FW Resource Container (aka QRC, P3T, RAF) are not encrypted.
Yes It's just zlib compressed

I commented the batch and wrote what each tool does.
For example I wrote:
zlibc (used to decrypt "lines.qrc" and encrypt "lines")
So people do not have doubts

I only have used the words "encrypted" "decrypted" because that's what came into my mind, was not to mislead anyone

You have to understand, my english is bad, and I'm not a real developer...
...and I do what I want :p
 
Hey Bruno.
Do you have any information or do you know from your experience what does every option in line1.mnu and other files you can edit in notepad do??
It would help very much in process of doing the waves.
Thanks.

EDIT: And by the way, why do I keep getting black screen soft bricks after copying lines.qrc to flash every time? I tried with my own wave and converted wave existing in MODS folder and both gave the same result. I'm running PAL system so that may be the case?
 
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Super bump here, but I'm looking for information on what freslut#.tga and Noise.tga inside of Lines.qrc does is used for. Might either of you know what it is? I'm taking a guess in saying that Noise.tga is a placeholder to be shown if a texture can't load properly, but I'm not sure what the freslut's do. Of course it's not pertinent, but I'd like to document it.
 
I believe the noise.tga is used for the particles' effect. the freslut files, I believe, r used for echoing night and day on the xmb. as u know, the xmb gets brighter in the day and darker at night to simulate that effect. I don't know for a fact that's what they're used for, but that's what I've thought ever since I started making waves. if u look at the freslut.tga files, u'll notice that they're r, g, b with different darkness/lightness as u scroll up and down the entire file. the noise.tga looks like the particles. that's y I believe that's what both types of files r used for.
 
btw, the lines file has two elf files. one is called spline.elf; the other I believe is called particles.elf (could be wrong about that name). one is just for the lines and the backgrounds; the other is just for the particles. u can determine file names by the xml listing them either at the top or sometimes the bottom of a particular file. the config file for the wave is actually a series of config files. the xml lists their directories as well which is how we got the names. ;)
 
btw, the lines file has two elf files. one is called spline.elf; the other I believe is called particles.elf (could be wrong about that name). one is just for the lines and the backgrounds; the other is just for the particles. u can determine file names by the xml listing them either at the top or sometimes the bottom of a particular file. the config file for the wave is actually a series of config files. the xml lists their directories as well which is how we got the names. ;)

Awesome! Thanks a ton for the clarification :)

Edit: Wait, I thought proc_iridescent.tga was the particles? Is that for something else?
 
I think "freslut" means = fresnel luminiscense texture
Related with this optical effect ---> https://en.wikipedia.org/wiki/Fresnel_equations and https://en.wikipedia.org/wiki/Gloss_(optics)
No idea how or where is used though

And the proc_iridescent.tga belongs to the particles, yes, look at his "path" inside the .qrc container, is located under "particles/proc_iridescent.tga"
The prefix "proc" seems to mean "procedural"
Related with this optical effect ---> https://en.wikipedia.org/wiki/Procedural_texture

http://www.psdevwiki.com/ps3/Lines.qrc
 
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I think "freslut" means = fresnel luminiscense texture
Related with this optical effect ---> https://en.wikipedia.org/wiki/Fresnel_equations and https://en.wikipedia.org/wiki/Gloss_(optics)
No idea how or where is used though

And the proc_iridescent.tga belongs to the particles, yes, look at his "path" inside the .qrc container, is located under "particles/proc_iridescent.tga"
The prefix "proc" seems to mean "procedural"
Related with this optical effect ---> https://en.wikipedia.org/wiki/Procedural_texture

http://www.psdevwiki.com/ps3/Lines.qrc

Ah thanks for the information and links! I'd say those are accurate guesses on the names. I'll make sure to add this information to the PS3 Homebrew Wiki soon :)
 
Awesome! Thanks a ton for the clarification :)

Edit: Wait, I thought proc_iridescent.tga was the particles? Is that for something else?

ur right. I misremembered. I do recall the proc_iridescent configuration in the config files. I don't know how I had forgotten about that since I did create a rebug wave with rebug particles (red, grey, and black).

I think "freslut" means = fresnel luminiscense texture
Related with this optical effect ---> https://en.wikipedia.org/wiki/Fresnel_equations and https://en.wikipedia.org/wiki/Gloss_(optics)
No idea how or where is used though

And the proc_iridescent.tga belongs to the particles, yes, look at his "path" inside the .qrc container, is located under "particles/proc_iridescent.tga"
The prefix "proc" seems to mean "procedural"
Related with this optical effect ---> https://en.wikipedia.org/wiki/Procedural_texture

http://www.psdevwiki.com/ps3/Lines.qrc

thanks for the clarification. I was never sure what either file meant. I guess that leaves the noise.tga an unknown as well. I don't recall that file listed in the configuration files.
 
Ah thanks for the information and links! I'd say those are accurate guesses on the names. I'll make sure to add this information to the PS3 Homebrew Wiki soon :)
Nice, all collaboration is welcome :)
I guess i should have added before this speculation notes to the wiki with links to wikipedia, etc...
I did not because i speculate and brainstorm too much, heheh... and at that time i decided not to fill the page with too much speculations, question marks or brainstorming
I could have added it to the talk page though, is just that .qrc pages are not much completed, are mostlly a layout to prepare them to add more info in the future
The names i said in my previous message are mostlly guesses, yes

ur right. I misremembered. I do recall the proc_iridescent configuration in the config files. I don't know how I had forgotten about that since I did create a rebug wave with rebug particles (red, grey, and black).



thanks for the clarification. I was never sure what either file meant. I guess that leaves the noise.tga an unknown as well. I don't recall that file listed in the configuration files.
With the "freslut" im pretty sure is related with a "fresnel" effect for refraction of light, in some of the .MNU files appears a value like this:
Code:
FRESNEL:float:0.638971
In other .MNU files (used for different hours at the day and different display modes) can be seen how that FRESNEL value changes
This means there is a code function (somewhere) that is using the FRESNEL as a variable
The function can load his setings from different .MNU files that results in some kind of "3D display filters"

With the "proc" prefix = "procedural"... it seems there is no setting related with it in the .MNU files, is mostlly a label they choosed to improve the info about how that image was generated

The noise.tga i have no idea, but because the file extension is .tga i bet is related also with optical effects
All this stuff is related with the old formats invented for the old windows direct3D, and later inherited by openGL (i think this is what the PS3 XMB uses)
But is hard to understand how all this works in detail

I guess the resulting effects when replacing this images must be explained somewhere (in google) because there was some people "playing and messing" with them
 
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I was not aware of that. thank u @sandungas . I haven't really looked at the psdevwiki when it comes to waves. I know the icons themselves r three-dimensional, yes. I used nvidia's 3d plugin in photoshop to create the 3d icons of Mario symbols as well as the cobra icon. that creates this weird sort of effect to the icons with different colors that I'm assuming relate to wave length to create a 3 dimensional image. plus, the objects r inverted in the actual photo, so u need to use the ruler option to get every object approximately the same size. that's how I did it anyway. I also wrote down all the offsets to the icons which make up the entire icontex. from what I understand, the psn icon used to be included in it 'til they placed it in with an rco. I'm not sure which firmware that was though.

edit: it's been so long since I've done a have or messed with the icontex that it's difficult to remember fully. my interests rn't really on the ps3 or 360 anymore. I'm starting to get interested in the wii u, and I've been interested and doing things with my 2 3ds systems (old and new).
 
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