What’s new since version 7.11.11?
Is it compatible with the
“next-gen” versions of Winning Eleven?
Does the “reduction color bug”
still happen?
Can I increase the reserved space
for a given file of an AFS file?
What’s that “Replace ALL files like this one with...” option for?
What’s the “Real Time / Deferred Mode” option for?
Is that a pencil below the
palette image? Do you really want me to use that instead Photoshop?
And what about the “Turn
grayscale into transparency” option in the texture menu?
What is an AFL file and how does
it work?
What if I want to share all my
WE/PES kits? Do I have to export them one by one?
What’s the “External applications”
tab in the Options menu for?
My textures look messed. What’s
up with them?
Ok, my textures look better now,
but it seems there are many repeated ones. Why?
What’s up with the flags? I
can’t replace one of them without messing the other ones…
Which games is Game Graphic
Studio compatible with?
What is a GGS file and how does
it work?
Are you planning to update Game
Graphic Studio in the future?
1. What’s new since version 7.11.11?
It’s been quite a while since the last version of GGS (6.1.1). I thought
I’d never continue working on it, but lately I’ve had some spare time and been
adding compatibility with the latest WE/PES games, as
well as support for the latest PS2 and PC games. Thanks a lot to Mephisto for the encryption routines ;) Some
bugs have been fixed, and the way the editor tries to insert new textures when
there’s not enough space in the ISO/AFS has been rewritten. I’ve added an option to replace useless files at a time, a pencil that will allow you to perform VERY basic
operations with the textures and the possibility of turning
grayscale values into transparency ones with just one click. The view alpha
mask button
(F9) now works with 32bpp textures as well as
8bpp ones, and there’s support for 32bpp PNG files with full alpha channel.
I’ve also included a few new AFL files in the “\dat”
folder for your viewing pleasure.
2. Is it compatible with the “next-gen” versions of
Winning Eleven?
Yes it is. At least it is compatible with the “current next-gen” games
in the series (PES6, WE11, PES2008), and the way it manages 32bpp
alpha-textures plus the new support for Direct Draw Surface mipmaps should increase its compatibility with the
forthcoming games… unless someone decide to put a new encryption routine into
them, of course. Note that the AFS files now are called IMG files, but they are actually AFS files.
3. Does the “reduction color bug” still happen?
It may happen from time to time, although not so often as before. In
fact, it’s not a bug. Near every texture in the WE/PES games is compressed and
has a variable size, so there’s a high chance that the new textures compress
worse than the existing ones and therefore don’t fit into the predefined
reserved space. There are three ways of solving this problem: rebuilding the AFS so it has enough free space for the
new textures (which involves rebuilding the ISO file), trying to find free
space available in other files of the AFS (wasted blocks of 2048 bytes each
one) or reducing the color usage of the new textures before “pushing” them into
the AFS.
By reducing the color usage the textures compress better and can fit anywhere,
but this usually results in an unwanted quality loss. The goal would be to find
and use any free space available into the AFS when possible (which is better
than rebuilding and making it unnecessarily bigger). Previous versions of GGS
tried to find free space only within two files (the previous and posterior to
the selected one), but now it can search a variable amount of contiguous
files that can be specified into the Settings menu. The insertion may take
a little longer, but the results are much better.
4. Can I increase the reserved space for a given file
of an AFS file?
Yes you can. Click on the “Increase reserved
space” button (or choose the analog option from
the AFS pop-up menu) and make your selections to increase the reserved space
for the files you want. The program will generate a new AFS file that will be
saved into the specified folder. Note that you can increase the reserved space
for many contiguous files at a time, even if you don’t want them to have the
size. This is particularly useful for kit files, where players and goalkeepers
files usually require much more space than numbers ones. There is a set of
predefined file sizes that should give you enough free space for any kit
texture, in case you are determined to make the AFS file bigger and rebuild the
ISO. Just choose the game you’re working on and click on the arrow button
to load these
defaults before clicking on Proceed.
In case you need to increase the reserved
space of many files every now and then, you should take a look at the “Deferred Mode” option.
5. What’s that “Replace
ALL files like this one with...” option for?
This option may seem useless at first time, but it becomes very handy
once you realize that a lot of AFS files (mainly unlicensed kits) are exactly
the same and that they’re not used in the game. You can decrease the color
usage of the textures included in these files to make them compress better
(plain color textures will give optimal results) and therefore reduce their
file size to obtain valuable free bytes. I used to do this manually until I
realized the computer would probably do it faster (lol). All you have to do is
export one of these modified “minimal” files and then import it back into the
AFS using this option to obtain a lot of free space. I strongly recommend using
this option before changing any other texture in the game.
Take a look at the file named “fake_kits_2048_bytes.bin”
included in the “dat” folder and use it with this option over the appropriate
files before trying to insert any kit. For example, you may try it over file “kits_5736.bin” from PES6X360 CV.IMG, “kits_7565.bin” from PES2008X360
CV_0.IMG or “kits_7523.bin” from
PES2008PC CV_0.IMG.
6. What’s the “Real
Time / Deferred Mode” option for?
I’ve included this “Deferred Mode”
option for people who don’t mind to increase the AFS/IMG size and need to
increase some reserved space often. When this option is checked, the changes
you make in the AFS/IMG file (importing files, replacing textures and so
on) won’t take effect until you click in the “Apply changes and rebuild” button and choose the name of the new
rebuilt AFS/IMG file. The program will work with the modified files in the
background so it’ll look like the AFS/IMG file is changing, but it actually
isn’t –until you press that button.
You can also click in the “X files
changed” button to select a folder where to export the currently modified
files. This is useful, for example, if you want to share your work with other
people and you need to use bigger files for your textures. Simply export your
modified files and tell the people to check the “Deferred Mode” option before trying to import them -obviously
they’ll have to click in the “Apply
changes and rebuild” button afterwards.
7. Is that a pencil below the palette image? Do you
really want me to use GGS instead Photoshop?
Nah I don’t want you to use GGS instead Photoshop, don’t worry. I just
thought it would be useful for people like me who need to spend weeks to
understand how transparency works in any professional image-editing software
and just want to change a pixel or two in a texture. You can cycle between
picker-pencil-none pressing the “ºª” key (the one to the left of the “1” in
the keyboard) and choose the size of the pencil with keys “1-5”. There’s
an option in the Texture menu too. I decided to add this pencil because I can’t
stand the players radar permanently in the screen and I wanted to get rid of it
without messing with Photoshop or Paint Shop Pro. Btw the radar was also the
main reason for me to start working on a “next-gen” version of GGS, which gives
you an idea of how much I hate it...
So if you want to remove the radar (or any other thing in any other 8bpp
texture), simply follow these steps: extract the texture, press F9 to view the alpha
mask, click on the color-picker button (or press the “ºª” key), pick a fully
transparent color (fully white), click on the pencil button
(or press the “ºª” key again), choose the pen
size (keys “1-5”), paint over the thing you want to remove with the left mouse
button (remember you can undo last change pressing Ctrl+Z) and press the “ºª” key
once again to unselect the pencil before dragging and dropping the texture back
into the AFS file. Easy, isn’t it?
8. And what about the “Turn grayscale into
transparency” option in the texture menu?
I’ve added it as a simple way of making transparent textures without
having to master Photoshop. Simply make your own grayscale bitmap (32bpp or
8bpp) and use this option to convert the grayscale values into transparency
ones, keeping in mind that black = fully opaque color and white = fully
transparent color (so the darker the gray is, the more opaque it will be
when converted). This may be useful for textures like WE/PES numbers, GTA
SA tattoos and the like.
Check out the “Color settings” tab in the “Settings” menu to select the
default color for the resulting texture: you can choose to make it black,
white, inverse grayscale or don’t change it at all.
9. What is an AFL file and how does it work?
GGS has been supporting AFL files from quite a while now, but it seems
they haven’t become very popular out there. I’ll try to explain what they are
for briefly. Not so long ago the WE/PES games included file names for each
individual graphic file that appeared into an AFS. These file names were useful
to locate specific files like “uni_xx.bin”, “param_dat.bin” and so on. One good
day the AFS files decided they wouldn’t include file names into their
descriptors table anymore, so we were forced to name them as “unnamed_x.bin”,
“unknown_x.bin” or whatever. A lot of people started making “AFS maps” to
locate specific files into a given AFS file, and here’s where the AFL files
come into view.
Basically an AFL file lets you give the name you want to every single
file of a given AFS file. Each time you open an AFS file in GGS, the
program checks the “\dat” folder to see if there’s any suitable AFL file to
load the file names from (it will let you choose which one to use in case there
are more than one). Don’t worry about that, the program will decide which AFL’s
are “suitable” for you. GGS just uses the AFL file to read the names that will
be displayed in the AFS exploring window. You can easily change any file name
by making two clicks over the file you want to change, just like you would do
in Windows Explorer, and the AFL file will be updated automatically. Note that the
AFS file isn’t modified at all.
So the next time you want to make an “AFS map” and help the WE/PES
community, please consider making an AFL file too. Export it using the “Create
and export AFL file…” option from the AFS pop-up menu, share it and impress the
world with your fantastic research work. People will just have to put it
into the GGS “\dat” folder. Remember you can use the AFS edit box to search
for file names into the AFS, and that pressing “F3” the program will continue
the searching further. Simple as that.
10. What if I want to share all my WE/PES kits? Do I
have to export them one by one?
No you don’t. The AFS exploring window allows you to select multiple
files at a time using the Ctrl and Shift keys, just like Windows Explorer
does. If more than one file is selected, GGS will ask you which folder do you
want to export them to after clicking on “Export selected file(s) to…”. Also,
importing files works very much the same way. You can select multiple files to
import at a time using the Ctrl and Shift keys after clicking on “Import
file(s) or folder(s) by name…”. In order to import over the right files, you
will need to use an AFL that uses the same name for the files you want to
import, otherwise the program won’t be able to find them into the AFS.
Furthermore, did you know that you can work with many files at a time in
GGS (unless you want to work with an ISO)? Simply open or drag&drop them
over the ISO exploring window from Windows Explorer. You can open images
this way too. When opening files this way instead working directly with an ISO
the files size won’t be limited by any reserved space (obviously), but note
that this could force you to rebuild the AFS and the ISO when trying to import
them back (obviously too).
11. What’s the “External applications” tab in the
Options menu for?
It is for editing the current texture (Ctrl+G), listening to the
selected ADX sound (Ctrl+P) or viewing the contents of any selected file
(Ctrl+H) without having to export them and open afterwards from other programs
each time. I use Paint Shop Pro, WinAmp and HEdit with excellent results, but
you may use any other software you like.
12. My textures look messed. What’s up with them?
You’ve probably chosen the wrong interlace/swizzle method to view them.
Try a different one and they should
look better (different games may use many different interlace/swizzle methods
though, so there are chances that GGS doesn’t support them).
13. Ok, my textures look better now, but it seems
there are many repeated ones. Why?
They are called “mipmaps”, and basically they are one unique texture
stored at different resolutions used to render the object depending on the
distance to the camera. This technique consumes more memory but requires less
processing power and gives better results than using just one resolution per
texture. Previous WE/PES used it roughly in kits, grass and other textures, but
since X360 PES6 Konami has been using it properly in Direct Draw Surface files.
GGS supports mipmap textures by allowing you to change every mipmap
resolution with just one drag&drop operation over the bigger one. This
becomes handy when you have up to nine mipmaps in a texture and don’t want to
waste time resizing nine times or opening nine images. Furthermore, even if
you’re not dealing with mipmap files, you can change any texture that is
exactly ½, ¼, … size of the image that is currently showing in the main GGS
window without needing to resize it. For example, if you open a 512x512 image,
you will be able to drag&drop over 256x256, 128x128, 64x64, 32x32… textures
directly (GGS will resize it for you).
14. What’s
up with the flags? I can’t replace one of them without messing the other ones…
Like many other files, WE/PES flags use one shared color palette for
every texture in the file, which means that if you try to replace one “full”
texture (bitmap data + palette entries) the other ones will look color-messed
(unless the new palette is the same as the old one). You could adapt the new
texture to the existing palette using any image editor like Paint Shop Pro
before trying to insert it or let Game Graphic Studio do it for you: if you drag
& drop with the right mouse button over a shared palette texture, GGS
will automatically adapt the colors of the new texture to the existing shared
palette and insert only its bitmap data, so every other texture will remain the
same.
15. Which games is Game Graphic Studio compatible
with?
Apart from GGS files, currently Game Graphic
Studio includes support for the following PS2 games (note that many textures
are missing though):
Winning
Eleven / Pro Evolution Soccer series (including PC/PSP/XBOX/X360 versions)
Silent Hill 4
GTA Vice City and San Andreas (-don't know if GTA3 too-)
DragonBall Z Budokai (1, 2 and 3, i think)
Saint Seiya Chapter Sanctuary
Burnout 3
F1 2005
Colin McRae 2005
Mortal Kombat Deception
Resident Evil 4
Guitar Hero 2 (only files extracted with OnReally’s Guitar Hero
Explorer)
And also PS2 icon and gamesave files (X-Port and Sharkport)
16. What is a GGS file and how does it work?
In case you want to edit a game not listed in the compatibility
list, you can always try the search button and let the program look for PS2 texture files
(only TIM2 and PNG in current version) into any file of any game you want.
It'll generate a GGS file and
let you easily edit every texture found. Don’t worry about where the GGS file
is or how to open/work with it, because it’s an automatic process (it’s saved
into the “\dat” folder, in case you wonder). I’ve made my own tests before
releasing the program and the distribution package includes three GGS files
that will let you edit a few graphics of the following games:
Football
Kingdom
Tekken 5
7 Sins
17. Are you planning to update Game Graphic Studio in
the future?
I really don’t know. It depends on how well Konami implements the
editing feature in the forthcoming WE/PES games and how much spare time I have.
My first son is born J
and I really don’t know if wasting such a big time in having a few licensed
kits will be worth the effort. Also I don’t think PES2008 is good enough to
spend so many time on it.
Oh well, getting rid of the players radar could help the development of
Game Graphic Studio anyway, in case Konami keeps forcing us using it... LOL ;)