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console-graphics

Graphics Artist. Rebuilds the graphics: dumps every texture, lets you repaint or replace them with your own art, finds the widescreen fix. Converts PS2 TIM2 textures (.tm2, 32/24/16-bit and 8/4-bit indexed) from the user's own extracted disc to PNG, rebuilds them from edited PNGs at the same size and format (GS registers kept, palettes refit or quantised), finds TIM2 blobs inside archives and puts edited ones back, and lists the 4:3 aspect and FOV constants in the ELF with 16:9 pnach lines to try in PCSX2. Reads the packets the game sends the GS from a RAM dump (DMA chains, VIF codes, GIF tags, every register write) and flags what breaks rendering. Writes to console/textures/ and console/patches/, never into the disc image. Use when the user says "dump the textures", "repaint", "replace this texture", "my own art", "HD textures", "make it widescreen", "16:9", "the picture is stretched", "black screen", "garbage textures", "nothing draws", or "how does the port draw".

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Jakeschincariol/console-skill
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October 22, 2026 at 14:14
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name
console-graphics
description
Graphics Artist. Rebuilds the graphics: dumps every texture, lets you repaint or replace them with your own art, finds the widescreen fix. Converts PS2 TIM2 textures (.tm2, 32/24/16-bit and 8/4-bit indexed) from the user's own extracted disc to PNG, rebuilds them from edited PNGs at the same size and format (GS registers kept, palettes refit or quantised), finds TIM2 blobs inside archives and puts edited ones back, and lists the 4:3 aspect and FOV constants in the ELF with 16:9 pnach lines to try in PCSX2. Reads the packets the game sends the GS from a RAM dump (DMA chains, VIF codes, GIF tags, every register write) and flags what breaks rendering. Writes to console/textures/ and console/patches/, never into the disc image. Use when the user says "dump the textures", "repaint", "replace this texture", "my own art", "HD textures", "make it widescreen", "16:9", "the picture is stretched", "black screen", "garbage textures", "nothing draws", or "how does the port draw".
argument-hint
tim2.py <info|topng|frompng|scan|insert> | widescreen.py <scan|values> | gspacket.py <dma|vif|gif> [flags]
# console-graphics The Graphics Artist works on what the player sees. Textures: find them on the extracted disc (loose `.tm2` files, or TIM2 blobs inside bigger archives), dump them to PNG, repaint them with the user's own art, rebuild them at the same size and format, and drop them back into the extracted disc folder the port reads. Widescreen: find the camera's 4:3 numbers, try their 16:9 values in PCSX2, then bake the winner into the port and stretch the window. Be plain about the limits. A replacement texture keeps the original's size and pixel format: the game's code uploads it with GS registers built for those, and the GS has 4 MB of video memory. True HD texture packs need a texture replacement hook in the renderer, which the runtime does not have today. Many games keep textures in their own formats, not TIM2: `/console-levels` maps those archives. Widescreen is a candidate hunt, not a lookup. `${CLAUDE_SKILL_DIR}` below is this skill's folder (where this SKILL.md lives). ```bash python3 "${CLAUDE_SKILL_DIR}/tim2.py" info console/disc/DATA/TITLE.TM2 # pictures, formats, GS TEX0 python3 "${CLAUDE_SKILL_DIR}/tim2.py" topng console/disc/DATA --out console/textures/png # every .tm2 under a folder python3 "${CLAUDE_SKILL_DIR}/tim2.py" frompng console/disc/DATA/TITLE.TM2 my_title.png --out console/textures/new/TITLE.TM2 python3 "${CLAUDE_SKILL_DIR}/tim2.py" scan console/disc/DATA/PACK.BIN --extract console/textures/found python3 "${CLAUDE_SKILL_DIR}/tim2.py" insert console/disc/DATA/PACK.BIN --offset 0x1A2000 --tm2 new.tm2 --out console/textures/new/PACK.BIN python3 "${CLAUDE_SKILL_DIR}/widescreen.py" scan SLUS_203.12 --out console/patches/widescreen-try.pnach python3 "${CLAUDE_SKILL_DIR}/widescreen.py" values --fov 60 # 4:3 -> 16:9 table, Hor+ FOV python3 "${CLAUDE_SKILL_DIR}/gspacket.py" dma console/dumps/ram.bin --tag 0x01F2A000 # walk a VIF1 DMA chain python3 "${CLAUDE_SKILL_DIR}/gspacket.py" gif console/dumps/ram.bin --addr 0x00403C10 --length 4096 ``` Other flags: `topng --rgba` (RGBA instead of palette PNGs), `--palette N`, `--all-palettes`, `--mips`; `frompng --quantize` (median cut when the art has too many colours), `--picture N`, `--keep-mips`, `--force`; `--json` on `info`, `scan` and `widescreen.py`. ## What it reads and writes | file | what | | --- | --- | | the extracted disc folder (next to the ELF) | read: `.tm2` files and archives that hold TIM2 blobs | | `console/textures/png/` | the dumped PNGs: the user's working copies, never published | | `console/textures/new/` | rebuilt `.tm2` files and archives, same size as the originals | | the game's main ELF | read by `widescreen.py` | | `console/patches/widescreen-try.pnach` | one `[section]` per widescreen candidate, to toggle in PCSX2 | | `console/dumps/*.bin` | raw guest RAM dumps that `gspacket.py` reads (game data: never published) | ## How the port draws - The game's own code builds GIF packets and DMA chains as on a PS2. `ps2xRuntime/src/lib/gs/gs_frontend.cpp` (class `GS`) takes the packets and register writes, `gs/ps2_gif_arbiter.cpp` orders the GIF paths, `gs/ps2_gs_memory.cpp` holds the 4 MB of GS memory, and `gs/gs_cpu_backend.cpp` (`GSCpuBackend`) rasterises sprites, triangles and lines in software, sampling textures and CLUTs from that memory. - Each frame, `ps2_runtime.cpp` copies the displayed frame (640x448 by default) into a raylib texture and draws it scaled to fit the window, keeping its shape (`DrawTexturePro`). - Desktop builds have a debug panel (`ps2_debug_panel.cpp`, toggled with F1): the GS tab shows the GS registers and draw history, the File/CD tab shows which disc files the game has open, which is how you learn which file a texture comes from. ## Textures: the method 1. **Find them.** `tim2.py info` on loose `.tm2` files. For archives, `tim2.py scan <file> --extract DIR` finds TIM2 blobs and their offsets. No hits: the game uses its own format; watch the File/CD tab when the texture appears, and hand the file to `/console-levels`. 2. **Dump.** `tim2.py topng <file or folder> --out console/textures/png`. Indexed textures become palette PNGs (exact indices kept); the PS2's alpha (0x80 = opaque) becomes 0xFF; CSM1 palette swizzle is undone. 3. **Repaint** with the user's own art at the SAME width and height. Keep an indexed texture within its palette size (16 or 256 colours) in the editor, or use `--quantize`. Untouched pixels stay byte-identical. 4. **Rebuild.** `tim2.py frompng <original.tm2> <edited.png> --out ...`. The header and GS registers are copied unchanged; mip levels are regenerated from the new art (or kept with `--keep-mips`). For a blob in an archive: `tim2.py insert` (same offset, same size; never in place without `--force`). 5. **Drop it in.** Back up the original, then put the new file in the extracted disc folder next to the ELF (the runtime's `cdRoot`): no ISO rebuild. Boot the port (`/console-tester`) and look. Format details (headers, CLUT swizzle, alpha, mipmaps): [reference/tim2-format.md](reference/tim2-format.md). ## Widescreen: the method 1. `widescreen.py scan <ELF> --out console/patches/widescreen-try.pnach` lists every 4:3 constant (1.3333334, 0.75, 640/448, 512/448 ...) in data and in `lui`/`ori`/`mtc1` code, each with the 16:9 value (1.7777778, 0.5625, x4/3 or x3/4) and its pnach line(s). It cannot know which is the camera. 2. In PCSX2, copy the sections into the game's pnach (`/console-mod` `pnach.py crc` names it) and enable ONE at a time. The right one widens the view (more on the sides) instead of stretching it. Some games need two (projection and culling); menus and HUDs may need their own. 3. Bake the winner in with `/console-mod` (`pnach.py toml` for code, `pnach.py override` for data). 4. Stretch the port's output to 16:9: the presenter in `ps2_runtime.cpp` keeps the frame's shape, so the window must be told to show it 16:9 wide. Exact steps and the FOV rules: [reference/widescreen.md](reference/widescreen.md). ## Black screen or garbage: read the packets When the port runs but draws nothing, or draws noise, look at what the game actually sends before touching the renderer. 1. **Get a RAM dump** of the moment it goes wrong: 32 MB of RDRAM from guest address 0 (no `--base` needed). From the port, write `runtime.memory().getRDRAM()` to `console/dumps/ram.bin` from a game override (`/console-mod` `override.py new --wrap` on the function that kicks the DMA); from PCSX2, its debugger's memory tools or PCSX2-MCP's memory read. A smaller dump works too: pass its start address with `--base`. 2. **Find the chain.** The port's debug panel (F1), DMA/IO tab, shows `VIF1_TADR` and `GIF_TADR`: the address of the next DMA tag. In PCSX2, a write breakpoint on `D1_CHCR` (0x10009000) stops where the game starts it. 3. **Walk it.** `gspacket.py dma <dump> --tag <TADR>` lists every tag (cnt, next, ref, call, ret, end), decodes the data as a VIF1 stream (UNPACK sizes follow the runtime's own interpreter, STCYCL included), and the GIF packets inside every DIRECT block. `--channel gif` for PATH3 chains, `--verbose` for every GS register write, `--json` to keep it. 4. **Read the issues at the bottom.** A chain that loops or leaves RAM, an unknown VIF code (the stream is corrupt or decoded from the wrong place), a command cut off mid-stream, an image upload shorter or longer than its `BITBLTBUF`/`TRXREG` (a broken texture), a prohibited primitive. Exit 1 means at least one error. The `TEX0` and `FRAME` fields it prints say which texture and which framebuffer a draw uses. 5. **Then decide the layer.** Dump the same moment in PCSX2 and compare (`/console-tester` `abdiff.py mem`). Same packets as PCSX2 but a wrong picture: the runtime draws them wrong (`gs/gs_frontend.cpp`, `gs/gs_cpu_backend.cpp`, `ps2_vif1_interpreter.cpp`), a `/console-backend` fix. Different packets: something upstream (a stub returning the wrong value, a missing function) fed the game bad data, so `/console-tester` triage first. This replaces the base skill's `vif_gif_surgeon.py`, which decodes one DMA tag and its two VIF codes (and swaps MSCALF and MSCNT). ## Guard rails 1. **Bring your own game.** Only a game the user owns, dumped from their own disc. Never download or look for ISOs, ELFs, BIOS files or texture packs made from other people's dumps, never ask for them. 2. **Nothing from the game gets published.** The game's textures, the dumped PNGs and the rebuilt `.tm2` files stay on the user's machine. Share only the user's OWN art (and the pnach/override for widescreen), never the game's textures, not even edited ones. 3. **Not affiliated with Sony.** PlayStation is a trademark of Sony Interactive Entertainment. 4. Never overwrite a disc file without a backup; the tools write new files and refuse to overwrite without `--force`. Same size and format, always. ## Hands off to - `/console-levels` for archives that are not TIM2 and for repacking them. - `/console-mod` to bake a widescreen or camera fix into the port. - `/console-physics` for FOV values that are not aspect ratios. - `/console-tester` to boot the port and check the new art and the 16:9 view.
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