ROM Properties Page shell extension

chronoss

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Or you could just email me. :V Also some of the keys aren't in boot9.bin, which makes it harder. (aeskeydb.bin might have it, but those seem to be encrypted, probably using a boot9.bin key.)
ok

And thanks for you help, it work very well

e51360443c8a26db07e92655acb57e3d.png


@GerbilSoft : You can't delete the litle white box in right side ?
 
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chronoss

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That's a Windows thing that appears if you have the .CIA file type associated with some program. I think there's an Explorer option to hide it.

...though it isn't showing up on the Bravely Second CIAs for some reason.
Why with Bravely Second CIAs isn't showing ?
 

GerbilSoft

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no gamecube .raw support.. but u're cool bro! :bow:
GameCube .raw support is harder because it's more like a collection of save files instead of a single file. I'd have to determine some way of selecting which icon(s) to show on a picture of a memory card.
 
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eduall

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GameCube .raw support is harder because it's more like a collection of save files instead of a single file. I'd have to determine some way of selecting which icon(s) to show on a picture of a memory card.
u're right, but in my case exist a memory card for each game... with the gamecube ID

cuz i use Memory card emulation with nintendont
 

GerbilSoft

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I'm getting close to a 1.1 release. Major new features in 1.1 include:
  • The configuration UI, rp-config, is now available in the KDE plugins.
  • XFCE thumbnailing is now supported.
  • A KeyManager UI is now included in rp-config for configuring encryption keys.
  • Encrypted DSiWare CIAs are now supported. (Requires Slot0x3D keys.)
  • MegaDrive: The ROM header for ROMs locked onto Sonic & Knuckles is now displayed in a separate tab.
I will probably not be porting rp-config to GTK+ because, among other things, the Glade UI builder tool is absolutely terrible. The KDE version works on GTK+ desktops, though.

Does anyone have any recommendations and/or suggestions for anything else to add to 1.1 or future versions?
 
Last edited by GerbilSoft, , Reason: +lock-on header

GerbilSoft

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v1.1 is up; see the first post for changes.

EDIT: Lines of code statistics provided by sloccount:
Code:
SLOC    Directory       SLOC-by-Language (Sorted)
24587   libromdata      cpp=24587
17636   librpbase       cpp=17052,ansic=584
7187    win32           cpp=7064,ansic=123
3301    libwin32common  cpp=2752,ansic=549
3189    kde             cpp=3189
2527    gtk             cpp=2415,ansic=78,xml=34
1230    rpcli           cpp=1230
660     libcachemgr     cpp=660
540     svrplus         cpp=540
395     rp-stub         ansic=395
255     top_dir         ansic=255


Totals grouped by language (dominant language first):
cpp:          59489 (96.72%)
ansic:         1984 (3.23%)
xml:             34 (0.06%)
The librpbase directory includes a modified copy of pngcheck, which is 7,279 lines of code. The XML file in gtk/xfce/ is 34 lines, and is a copy of the FreeDesktop.org Specialized Thumbnailer specification. Everything else was written by either me or other rom-properties contributors.
 
Last edited by GerbilSoft, , Reason: +Specialized Thumbnailer
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GerbilSoft

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And now, time for a file format that isn't exactly a ROM image, but is very common with hacking Sega titles on Dreamcast and newer systems:

rp.2017-07-15.SegaPVR.4b6414aa.SA2-PC.png


Currently only supports GVR textures with RGB5A3 or DXT1 encoding. (The above textures are from SA2 PC.) I plan on adding the rest of the GVR and all of the PVR encodings as well.
 
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GerbilSoft

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And now, building on the PVR decoder:

rp.2017-07-30.Dreamcast.e96233af.track03.png


Thumbnailing for Dreamcast track03.bin files! This loads the 0GDTEX.PVR file from the disc image and decodes it.

Current limitations:
  • Only supports standalone track03.bin files. (or track03.iso)
  • Some games (ChuChu Rocket!) have two data tracks: track03.bin, a bunch of audio tracks, then track19.bin. 0GDTEX.PVR is listed in track03.bin's directory, but it's actually located in track19.bin. This isn't supported at the moment. I may add .GDI/.CUE support later, though IThumbnailProvider on Windows doesn't provide absolute paths, which makes this harder.
 

chronoss

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And now, building on the PVR decoder:

rp.2017-07-30.Dreamcast.e96233af.track03.png


Thumbnailing for Dreamcast track03.bin files! This loads the 0GDTEX.PVR file from the disc image and decodes it.

Current limitations:
  • Only supports standalone track03.bin files. (or track03.iso)
  • Some games (ChuChu Rocket!) have two data tracks: track03.bin, a bunch of audio tracks, then track19.bin. 0GDTEX.PVR is listed in track03.bin's directory, but it's actually located in track19.bin. This isn't supported at the moment. I may add .GDI/.CUE support later, though IThumbnailProvider on Windows doesn't provide absolute paths, which makes this harder.
Where is he updated file ?
 

GerbilSoft

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Another new thing for the next version:

rp.2017-07-31.c69035a3.NintendoBadge.png


Nintendo Badge Arcade parsing. Currently supports PRBS and CABS files, as well as Mega Badges. (Tested with a 1x2 badge; other sizes should work as well, but aren't tested yet.)

@CheatFreak47 says I should tag @TheMachinumps here.

I'll probably release v1.2 once I add a few more disc image formats to the Dreamcast parser.
 

AntiMach

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Another new thing for the next version:

rp.2017-07-31.c69035a3.NintendoBadge.png


Nintendo Badge Arcade parsing. Currently supports PRBS and CABS files, as well as Mega Badges. (Tested with a 1x2 badge; other sizes should work as well, but aren't tested yet.)

@CheatFreak47 says I should tag @TheMachinumps here.

I'll probably release v1.2 once I add a few more disc image formats to the Dreamcast parser.
Nice! =)
 

CheatFreak47

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@GerbilSoft Lil-G on IRC said he has no idea what the problem is either. Little help?

So, I have freshly installed the latest NASM, Cmake, and VS2017 Community- which afaik are all the prereqs.
So I went ahead and went to my C:/dev/ folder and did the following, one after another after the last command finished.

> cd C:\dev\
> git clone --recursive https://github.com/GerbilSoft/rom-properties.git
> cd rom-properties
> mkdir build
> cd build
> cmake .. -G "Visual Studio 15 2017 Win64"

cmake seemed to be successful, it generated all the files I needed (I think) so I went ahead and opened the solution it made in VS2017 and did "build solution" for debug x64, but- long story short, it results in several errors, and I think all of it stems from libpng which just refuses to build for some reason.

I keep getting "Failed to generate pnglibconf.tf5", resulting in VS2017 outputting "error MSB6006: "cmd.exe" exited with code 1."
Googling the "Failed to generate" error lead me to here, which seems to suggest it was an issue building in VS2015, but I can't for the life of me figure out what the source of the problem is.

Here is a paste of the complete build output as well.
https://pastebin.com/raw/DbweULT9
 
Last edited by CheatFreak47,
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GerbilSoft

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@GerbilSoft Lil-G on IRC said he has no idea what the problem is either. Little help?

So, I have freshly installed the latest NASM, Cmake, and VS2017 Community- which afaik are all the prereqs.
So I went ahead and went to my C:/dev/ folder and did the following, one after another after the last command finished.

> cd C:\dev\
> git clone --recursive https://github.com/GerbilSoft/rom-properties.git
> cd rom-properties
> mkdir build
> cd build
> cmake .. -G "Visual Studio 15 2017 Win64"

cmake seemed to be successful, it generated all the files I needed (I think) so I went ahead and opened the solution it made in VS2017 and did "build solution" for debug x64, but- long story short, it results in several errors, and I think all of it stems from libpng which just refuses to build for some reason.

I keep getting "Failed to generate pnglibconf.tf5", resulting in VS2017 outputting "error MSB6006: "cmd.exe" exited with code 1."
Googling the "Failed to generate" error lead me to here, which seems to suggest it was an issue building in VS2015, but I can't for the life of me figure out what the source of the problem is.

Here is a paste of the complete build output as well.
https://pastebin.com/raw/DbweULT9
extlib/libpng/scripts/checksym.awk should use Unix line endings even on Windows. Use notepad++ or dos2unix to convert it.

I'm guessing you have autocrlf enabled. I'll need to add a .gitattributes entry to force this specific file to use LF line endings regardless of host platform.

EDIT: options.awk too. Probably all of the *.awk files.

EDIT 2: Not the AWK files - it's the DFA input file: extlib/libpng/scripts/pnglibconf.dfa
 
Last edited by GerbilSoft, , Reason: DFA
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CheatFreak47

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extlib/libpng/scripts/checksym.awk should use Unix line endings even on Windows. Use notepad++ or dos2unix to convert it.

I'm guessing you have autocrlf enabled. I'll need to add a .gitattributes entry to force this specific file to use LF line endings regardless of host platform.

EDIT: options.awk too. Probably all of the *.awk files.

EDIT 2: Not the AWK files - it's the DFA input file: extlib/libpng/scripts/pnglibconf.dfa
Sure enough, Dos2Unix on the dfa file worked like a charm, built fine after that.
Many thank. ^_^

Edit: So cabs all seem to be working fine
jtsB7vq.png

buuuut, bugs were found in the prb support, seems theres two issues- some badges are squashed, and some aren't put together correctly.
50KCVVs.png


posted issue on the tracker: https://github.com/GerbilSoft/rom-properties/issues/93
 
Last edited by CheatFreak47,
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AntiMach

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Sure enough, Dos2Unix on the dfa file worked like a charm, built fine after that.
buuuut, bugs were found in the prb support, seems theres two issues- some badges are squashed, and some aren't put together correctly.
50KCVVs.png
There is an easy fix for that.

Instead of putting every single piece together, you can just simply use the badge preview, which is at offset 0x1100 and has both the 64x64 (length of 0x2800) and 32x32 (length of 0xA00, comes right after the 64x64 image, might be useless for this) images.
 

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