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CXML Compiler Vita: Difference between revisions

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{{#seo:
|title=Vita Homebrew Apps (Other Apps) - GameBrew!
|title_mode=append
|image=cxmlcompilerthemingendgamevita.jpg
|image_alt=CXML Compiler
}}
{{Infobox Vita Homebrews
{{Infobox Vita Homebrews
|title=CXML Compiler
|title=CXML Compiler
|image=cxmlcompilerthemingendgamevita.jpg
|image=psvitapc2.png
|description=A CXML Decompiler supporting PS4 and PSVita CXML Files, Such as rco, rcs and app.info.
|description=A CXML de/compiler supporting PS4 and PS Vita CXML Files, such as rco, rcs and app.info.
|author=SilicaAndPina
|author=SilicaAndPina
|lastupdated=2021/08/17
|lastupdated=2022/09/07
|type=Other Apps
|type=PC Utilities
|version=11
|version=11
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/cxmlcompilerthemingendgamevita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/cxmlcompilervita.7z?k33p0fil35
|website=
|website=https://bitbucket.org/SilicaAndPina/CXML-Decompiler
|source=https://bitbucket.org/SilicaAndPina/CXML-Decompiler
|source=https://bitbucket.org/SilicaAndPina/CXML-Decompiler
}}
}}
'''CXML Compiler''' is a decompiler tool for PS4 and PSVita CXML Files, Such as rco, rcs and app.info.
{{#seo:
 
|title=Vita Homebrew Apps (Other Apps) - GameBrew
==Description==
|title_mode=append
A CXML De/compiler For VITA & PS4 CXML formats. ~ Can decompile PSMA (Playstation Mobile app.info), RCOF (.rco) and RCSF (.rcs)
|image=psvitapc2.png
 
|image_alt=CXML Compiler
Was originally made for reading PSM "app.info" but now it can be used on RCO too :D.
}}
 
A CXML de/compiler For Vita & PS4 CXML formats. Can decompile PSMA (Playstation Mobile app.info), RCOF (.rco) and RCSF (.rcs).
It will output the XML files and embedded resources (and attempt to work out what type of file it is).
 
==About .GIM and .VAG formats==
GIM is a Properitary Image Format orignally made for the PS3 and PSP, turns out the vita uses it as well
there are 3 types used by the vita: 8 bit indexed color, 4 bit indexed color, and argb8888
the first time you run this program GimConv tool will be downloaded directly from there CDN
where they conviently leaked them publicly for everyone- Thanks :D


http://e1.dl.playstation.net/e1/downloads/ps3/themes/370/PS3_Custom_Theme_v200.zip
Originally made for reading PSM "app.info" but now it can be used on RCO too.  


Its just sitting there, in this file. because of course it is.
It will output the XML files and embedded resources (and attempt to work out what type of file it is).  


===VAG Format===
See [https://playstationdev.wiki/psvitadevwiki/index.php?title=Resource_Container_CXML_(RCO,_QRC,_Theme_Files,_RAF,_CXML) devwiki] for more infos.
VAG is a ADPCM Audio Encoding, originally introduced for the original PlayStation 1,
there is an updated version of it on PSVita and PS4 called "HeVag" there is a decoder built into
this program, but for encoding u need a SCE CONFIDENTIAL tool >_<.


'''note:''' the hevag decoding does NOT support stereo files!
==User guide==
Example Decompile Usage: <code>CXMLDecompiler -i common_resource.rco -o common_resource.xml -d -p</code>


==Media==
Example Compile Usage: <code>CXMLDecompiler -i common_resource.xml -o common_resource.rco -c</code>
<youtube>I_6NnI2SQ2w</youtube>


==Screenshot==
This is done automatically to any files inside the CXML (providing -p is provided), but in case you need to do it manually, you can decode a HEVAG file using the following.
[[image:cxmlcompilerthemingendgamevita.jpg|600px]]


==Usage==
HEVAG Decode Usage: <code>CXMLDecompiler -i sound.vag -o sound.wav --is-vag</code>
<pre>
Example Decompile Usage: CXMLDecompiler -i common_resource.rco -o common_resource.xml -d -p
Example Compile Usage: CXMLDecompiler -i common_resource.xml -o common_resource.rco -c
</pre>
This is done automatically to any files inside the CXML (providing -p is provided)
but incase you need to do it manually, you can decode a HEVAG file using the following:
<pre>
HEVAG Decode Usage: CXMLDecompiler -i sound.vag -o sound.wav --is-vag
</pre>


==Changelog==
==Changelog==
'''v11'''
'''v11'''
*Usage changed to require -i and -o instead for more consistancy, also now can read .rcd CXML symbol files
*Usage changed to require -i and -o instead for more consistancy, also now can read .rcd CXML symbol files.


'''v10'''
'''v10'''
*Rewrite a bunch of stuff, Add support for PS3 and PSP CXML Files (.p3t, .rco, etc)
*Rewrite a bunch of stuff, Add support for PS3 and PSP CXML Files (.p3t, .rco, etc).


'''v9'''
'''v9'''
*Fixed a bug with gim conversion when spaces in path
*Fixed a bug with gim conversion when spaces in path.


'''v8'''
'''v8'''
*Fixed more locale related issues when compiling, More InvarientCulture set
*Fixed more locale related issues when compiling, More InvarientCulture set.


'''v7'''
'''v7'''
Line 78: Line 52:


'''v6'''
'''v6'''
*Fixed a shitload of bugs, and now includes a COMPILER
*Fixed a shitload of bugs, and now includes a COMPILER.


'''v5'''
'''v5'''
Line 84: Line 58:


'''v4'''
'''v4'''
*Float values are now suffixed with a lowercase 'f', Files extracted are now saved as the hash value of there contents (note that ID is the hash of the FILENAME, and not the contents) fixed an issue that sometimes happened zlib decompression (idek why this was a thing, nor how i fixed it- but it was ...)
*Float values are now suffixed with a lowercase 'f', Files extracted are now saved as the hash value of there contents (note that ID is the hash of the FILENAME, and not the contents) fixed an issue that sometimes happened zlib decompression (idek why this was a thing, nor how i fixed it- but it was...).


'''v3'''
'''v3'''
*Fixed an issue where Float and Interger arrays would not be read correctly. Renamed Style Table to correct name, (Hash Table)- Fixed endainess of hash table entries
*Fixed an issue where Float and Interger arrays would not be read correctly. Renamed Style Table to correct name, (Hash Table)- Fixed endainess of hash table entries.


'''v2'''  
'''v2'''  
* Fixed some issues with PS4: "Sce.HighLevel.UI2.RCO" nice to know PSM lives on sony :D
*Fixed some issues with PS4: "Sce.HighLevel.UI2.RCO" nice to know PSM lives on sony.
*Added an experimental* VAG decoder, .VAG sound effects embedded in CXML should now automatically be decoded,
*Added an experimental* VAG decoder, .VAG sound effects embedded in CXML should now automatically be decoded.
*you can also use this feature on its own simply by using the "-iv" argument.
*You can also use this feature on its own simply by using the "-iv" argument.


'''v1'''
'''v1'''
*Inital Release, can be used on PSMA, RCO and RCS
*Inital Release, can be used on PSMA, RCO and RCS.


== External links ==
==External links==
* Github - https://bitbucket.org/SilicaAndPina/CXML-Decompiler
* Bitbucket - https://bitbucket.org/SilicaAndPina/CXML-Decompiler
* Reddit - https://www.reddit.com/r/vitahacks/comments/p4739o/release_cxmlcompiler_theming_end_game/
* Reddit - https://www.reddit.com/r/VitaPiracy/comments/bkdg0j/release_cxmldecompiler_finally_a_proper_way_to/

Latest revision as of 14:00, 28 October 2024

CXML Compiler
Psvitapc2.png
General
AuthorSilicaAndPina
TypePC Utilities
Version11
LicenseMixed
Last Updated2022/09/07
Links
Download
Website
Source

A CXML de/compiler For Vita & PS4 CXML formats. Can decompile PSMA (Playstation Mobile app.info), RCOF (.rco) and RCSF (.rcs).

Originally made for reading PSM "app.info" but now it can be used on RCO too.

It will output the XML files and embedded resources (and attempt to work out what type of file it is).

See devwiki for more infos.

User guide

Example Decompile Usage: CXMLDecompiler -i common_resource.rco -o common_resource.xml -d -p

Example Compile Usage: CXMLDecompiler -i common_resource.xml -o common_resource.rco -c

This is done automatically to any files inside the CXML (providing -p is provided), but in case you need to do it manually, you can decode a HEVAG file using the following.

HEVAG Decode Usage: CXMLDecompiler -i sound.vag -o sound.wav --is-vag

Changelog

v11

  • Usage changed to require -i and -o instead for more consistancy, also now can read .rcd CXML symbol files.

v10

  • Rewrite a bunch of stuff, Add support for PS3 and PSP CXML Files (.p3t, .rco, etc).

v9

  • Fixed a bug with gim conversion when spaces in path.

v8

  • Fixed more locale related issues when compiling, More InvarientCulture set.

v7

  • Fixed an issue with german language computers where instead of decompiling floats to "7.5" it would be "7,5" thus breaking arrays sometimes.

v6

  • Fixed a shitload of bugs, and now includes a COMPILER.

v5

  • Arrays are now encased in [], fixed filepaths.

v4

  • Float values are now suffixed with a lowercase 'f', Files extracted are now saved as the hash value of there contents (note that ID is the hash of the FILENAME, and not the contents) fixed an issue that sometimes happened zlib decompression (idek why this was a thing, nor how i fixed it- but it was...).

v3

  • Fixed an issue where Float and Interger arrays would not be read correctly. Renamed Style Table to correct name, (Hash Table)- Fixed endainess of hash table entries.

v2

  • Fixed some issues with PS4: "Sce.HighLevel.UI2.RCO" nice to know PSM lives on sony.
  • Added an experimental* VAG decoder, .VAG sound effects embedded in CXML should now automatically be decoded.
  • You can also use this feature on its own simply by using the "-iv" argument.

v1

  • Inital Release, can be used on PSMA, RCO and RCS.

External links

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