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{{#seo: | {{#seo: | ||
|title=Vita Homebrew Apps (Other Apps) - GameBrew! | |title=Vita Homebrew Apps (Other Apps) - GameBrew! | ||
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|lastupdated=2021/08/17 | |lastupdated=2021/08/17 | ||
|type=Other Apps | |type=Other Apps | ||
|version= | |version=11 | ||
|license=Mixed | |license=Mixed | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/cxmlcompilerthemingendgamevita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/cxmlcompilerthemingendgamevita.7z | ||
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|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. | |||
==Description== | |||
A CXML De/compiler For VITA & PS4 CXML formats. ~ Can decompile PSMA (Playstation Mobile app.info), RCOF (.rco) and RCSF (.rcs) | |||
Was originally made for reading PSM "app.info" but now it can be used on RCO too :D. | |||
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 | |||
Its just sitting there, in this file. because of course it is. | |||
===VAG Format=== | |||
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! | |||
==Media== | ==Media== | ||
<youtube> | <youtube>I_6NnI2SQ2w</youtube> | ||
==Screenshot== | |||
[[image:cxmlcompilerthemingendgamevita.jpg|600px]] | |||
==Usage== | |||
<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== | |||
'''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 :D | |||
*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 == | == External links == | ||
* Github - https://bitbucket.org/SilicaAndPina/CXML-Decompiler | * Github - https://bitbucket.org/SilicaAndPina/CXML-Decompiler | ||
Revision as of 13:50, 25 November 2022
CXML Compiler | |
---|---|
File:Cxmlcompilerthemingendgamevita.jpg | |
General | |
Author | SilicaAndPina |
Type | Other Apps |
Version | 11 |
License | Mixed |
Last Updated | 2021/08/17 |
Links | |
Download | |
Source | |
CXML Compiler is a decompiler tool for PS4 and PSVita CXML Files, Such as rco, rcs and app.info.
Description
A CXML De/compiler For VITA & PS4 CXML formats. ~ Can decompile PSMA (Playstation Mobile app.info), RCOF (.rco) and RCSF (.rcs)
Was originally made for reading PSM "app.info" but now it can be used on RCO too :D.
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
Its just sitting there, in this file. because of course it is.
VAG Format
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!
Media
Screenshot
Usage
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 incase 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 :D
- 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