Anyone Can Help with XML edits?

@sandungas

Look the other thread i mentioned you, now i need to make the shadow


Sony make this way ( clock_icon_shadow)

Wii8mY4.png


How to make this, cuz i have no idea hahaha
 
@sandungas

Look the other thread i mentioned you, now i need to make the shadow


Sony make this way ( clock_icon_shadow)

Wii8mY4.png


How to make this, cuz i have no idea hahaha
The <Clock> object have an attribute dedicated to the shadow, in wiki is named clockImageShadow and i added a question mark to it (dont remember why, i guess because i didnt verifyed it but i think is an image, so there are only 2 posible images, is either the shadow or the glow)
https://www.psdevwiki.com/ps3/RCOXML_Objects#.280x816.29_Clock

You need to use it like this
Code:
<Clock etc... etc.. etc... clockImageShadow="image:custom_clock_shadow" etc... etc... >
 
The <Clock> object have an attribute dedicated to the shadow, in wiki is named clockImageShadow and i added a question mark to it (dont remember why, i guess because i didnt verifyed it but i think is an image, so there are only 2 posible images, is either the shadow or the glow)
https://www.psdevwiki.com/ps3/RCOXML_Objects#.280x816.29_Clock

You need to use it like this
Code:
<Clock etc... etc.. etc... clockImageShadow="image:custom_clock_shadow" etc... etc... >

The problem is, the shadow image is not transparent, its fully solid and black background as seen in the image

the question is how to make it in photoshop :P
 
The problem is, the shadow image is not transparent, its fully solid and black background as seen in the image

the question is how to make it in photoshop :P
Start using the original circle and try with the tab:
Filter ---> Blur ---> Gausian blur
Filter ---> Blur ---> Motion blur

And is needed to displace it few pixels to right and same few pixels to bottom
 
The problem is, the shadow image is not transparent, its fully solid and black background as seen in the image

the question is how to make it in photoshop :P
Well, im looking at your image and probably will look better if you do it with the layer effects

Double click in the layer (to see the layer effects) and enable the "drop shadows" and play a bit with the shadow settings
 
@pinky @sandungas @LuanTeles how can i make infinite loop animation i try to call the same animation in itself with FireEvent but no luck !
LIke this:
Code:
<AnimTree>
	<Anim name="anim_coldboot">
		<FireEvent event="anim:anim_coldboot2" />
	</Anim>
	<Anim name="anim_coldboot2">
		<Lock unknownInt0="0xffffffff" />
		<Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0" />
		<FireEvent event="event:native:/anim_coldboot_BootBG2" />
		<Delay time="4000" />
		<FireEvent event="event:native:/anim_coldboot_NormalBG2" />
		<Delay time="1500" />
		<FireEvent event="event:native:/anim_coldboot_ShowGUI" />
		<Unlock unknownInt0="0xffffffff" />
		<Delay time="4500" />
		<FireEvent event="event:native:/anim_coldboot_Finished" />
	</Anim>
</AnimTree>

In this example could happen 2 things:
1) If the firmware tryes to load "anim_coldboot" is going to find the <FireEvent> that loads "anim_coldboot2"
2) If the firmware tryes to load "anim_coldboot2" then is loaded normally

So one way or the other... in this example the firmware is going to load always "anim_coldboot2"

--------------
To create a infinite loop you need to so something similar
Code:
<AnimTree>
	<Anim name="anim_coldboot">
		<!-- do something here -->
		<!-- do something here -->
		<!-- do something here -->
		<FireEvent event="anim:anim_coldboot" />
	</Anim>
</AnimTree>

In the last line is loading itself ;)
 
LIke this:
Code:
<AnimTree>
    <Anim name="anim_coldboot">
        <FireEvent event="anim:anim_coldboot2" />
    </Anim>
    <Anim name="anim_coldboot2">
        <Lock unknownInt0="0xffffffff" />
        <Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0" />
        <FireEvent event="event:native:/anim_coldboot_BootBG2" />
        <Delay time="4000" />
        <FireEvent event="event:native:/anim_coldboot_NormalBG2" />
        <Delay time="1500" />
        <FireEvent event="event:native:/anim_coldboot_ShowGUI" />
        <Unlock unknownInt0="0xffffffff" />
        <Delay time="4500" />
        <FireEvent event="event:native:/anim_coldboot_Finished" />
    </Anim>
</AnimTree>

i have done this but rcomage show error i put it back to object it works but no infinite animation :/
In this example could happen 2 things:
1) If the firmware tryes to load "anim_coldboot" is going to find the <FireEvent> that loads "anim_coldboot2"
2) If the firmware tryes to load "anim_coldboot2" then is loaded normally

So one way or the other... in this example the firmware is going to load always "anim_coldboot2"

--------------
To create a infinite loop you need to so something similar
Code:
<AnimTree>
    <Anim name="anim_coldboot">
        <!-- do something here -->
        <!-- do something here -->
        <!-- do something here -->
        <FireEvent event="anim:anim_coldboot" />
    </Anim>
</AnimTree>

In the last line is loading itself ;)
 
The <Anim name="anim_coldboot"> is not used afaik. I have it deleted in my gameboot as coldboot mod.
 
The <Anim name="anim_coldboot"> is not used afaik. I have it deleted in my gameboot as coldboot mod.
You can play it with the trick i mentioned though, i was thinking in this yesterday but not sure if could be handy :D

The point is you can do this to play it, this way when the firmware tryes to play anim_coldboot2 the loading is redirected to anim_coldboot:
Code:
<AnimTree>
	<Anim name="anim_coldboot2">
		<FireEvent event="anim:anim_coldboot" />
	</Anim>
</AnimTree>
Or this (redirecting anim_coldboot2 to anim_otherboot)
Code:
<AnimTree>
	<Anim name="anim_coldboot2">
		<FireEvent event="anim:anim_otherboot" />
	</Anim>
</AnimTree>
 
i have done this but rcomage show error i put it back to object it works but no infinite animation :/
The only requirement for this to work is to use the correct syntaxis, there are no more restrictions, take a look at this example of an infinite loop used in official PSP firmware 1.00 (for PS3 is exactly the same)
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations#system_plugin_fg.rco_firmware_1.00

As you can see the line that creates the loop by doing a "jump" to a different animation (or the same animation) is always located at the end of the animation, and the syntax is just like this:
<FireEvent event="anim:anim_battery_charging" />
keep in mind in this example we are triggering an animation from inside a animation ! (located under <AnimTree>)

But... if what you are trying to do is to trigger an animation from inside an object (located under <ObjectTree>) the syntax is different, is something like this (im writing it from memory, i hope to dont make any typo), lets say the object is named "ObjectName", and the attribute we are talking about is named "ObjectNameOnCursorLeft".. so you should do something like this:
<ObjectName ObjectNameOnCursorLeft="anim2:animation_name" />

In short, there are 2 different ways:
If you are triggering an animation from inside <AnimTree> you need to use the name anim
If you are triggering an animation from inside <ObjectTree> you need to use the name anim2



Edit:
Sorry, forget about what i said, im not sure if RCOmage allows to use anim2 in objects, so wait for a better explain from @LuanTeles because he is doing it in his pro mod (but right now i dont know how he does it)
 
Last edited:
@pinky @sandungas @LuanTeles how can i make infinite loop animation i try to call the same animation in itself with FireEvent but no luck !

I use the exactly method as @sandungas said

<AnimTree>
<Anim name="anim_coldboot">
<!-- do something here -->
<!-- do something here -->
<!-- do something here -->
<FireEvent event="anim:anim_coldboot" />
</Anim>
</AnimTree>

Triggering the same anim again in the FireEvent. but you need to pay attention, if you Resize it Down or make the Alpha=0

You will need to undo this action since it will load the actual state of the Object.

Can you post what are you trying to do?
 
The only requirement for this to work is to use the correct syntaxis, there are no more restrictions, take a look at this example of an infinite loop used in official PSP firmware 1.00 (for PS3 is exactly the same)
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations#system_plugin_fg.rco_firmware_1.00

As you can see the line that creates the loop by doing a "jump" to a different animation (or the same animation) is always located at the end of the animation, and the syntax is just like this:
<FireEvent event="anim:anim_battery_charging" />
keep in mind in this example we are triggering an animation from inside a animation ! (located under <AnimTree>)

But... if what you are trying to do is to trigger an animation from inside an object (located under <ObjectTree>) the syntax is different, is something like this (im writing it from memory, i hope to dont make any typo), lets say the object is named "ObjectName", and the attribute we are talking about is named "ObjectNameOnCursorLeft".. so you should do something like this:
<ObjectName ObjectNameOnCursorLeft="anim2:animation_name" />

In short, there are 2 different ways:
If you are triggering an animation from inside <AnimTree> you need to use the name anim
If you are triggering an animation from inside <ObjectTree> you need to use the name anim2



Edit:
Sorry, forget about what i said, im not sure if RCOmage allows to use anim2 in objects, so wait for a better explain from @LuanTeles because he is doing it in his pro mod (but right now i dont know how he does it)

Hm, i didnt know about the anim2 attribute, but i used just "anim:animation_name" inside <ObjectTree> and it loaded just fine.

Like in the settings menu i used a lot

mlistOnCursorMove="anim:animation_name"
mlistOnFocusIn="anim:animation_name"
mlistOnFocusOut="anim:animation_name"
mlistOnFocusLeft="anim:animation_name"

OnInit="anim:animation_name"
OnActivate="anim:animation_name" />

and etc.

Or maybe rcomage changes it automatically
 
hello , how can make the PS4 buttons animation do infinite animation !!

You mean the ps4 loading style one?

Is kinda complicated, i didnt archieve that, because of the time attributes

all of them need to be calculated very precisely, and i'm a complete disaster in that part,

it's still a miracle that it actualy worked good XP

but basically you need to put the last animation to load the first one, and undo the target action,

Like the first to appear is the square button, so you need to make a anim to make it undo the alpha=0 and resize attribute to the normal as the first of them.

U need to do it for the first icon of them, it is easy.

But i still didnt understand how the time and delays works

because it is not respecting my delays, it is just loading the time

Like the resize will have time=500

the next anim time= 600 will be the next to load, doesnt respecting the delay i set between then, it is the only case that it didnt work.


but for the other buttons even having the same time, it loads in the right order o_O
so as i said i just throw random values away and tested every single change in the system.


The curious thing is that the PS4 Loading Style Animation is the only one that i couldn't control the delays .

The closest i got is a mismatched loop in the first two icons, it completely loose sync with the others. Actually i didnt try that much, because i'm done with it. it was the one that i loose more time, so i was fed up
 
Last edited:
You mean the ps4 loading style one?

Is kinda complicated, i didnt archieve that, because of the time attributes

all of them need to be calculated very precisely, and i'm a complete disaster in that part,

it's still a miracle that it actualy worked good XP

but basically you need to put the last animation to load the first one, and undo the target action,

Like the first to appear is the square button, so you need to make a anim to make it undo the alpha=0 and resize attribute to the normal as the first of them.

U need to do it for the first icon of them, it is easy.

But i still didnt understand how the time and delays works

because it is not respecting my delays, it is just loading the time

Like the resize will have time=500

the next anim time= 600 will be the next to load, doesnt respecting the delay i set between then, it is the only case that it didnt work.


but for the other buttons even having the same time, it loads in the right order o_O
so as i said i just throw random values away and tested every single change in the system.


The curious thing is that the PS4 Loading Style Animation is the only one that i couldn't control the delays .

The closest i got is a mismatched loop in the first two icons, it completely loose sync with the others. Actually i didnt try that much, because i'm done with it. it was the one that i loose more time, so i was fed up
Yes i was tryin to make that animation infinite till hit O button
 
Take a read at this @LuanTeles i know you like that forum :encouragement:
http://endlessparadigm.com/forum/showthread.php?tid=20733

The .pdf is good, but i dont mean the .pdf... the most important info of that thread is the post #3 written by zinga burga with this image:
2s6vujo.png


That concept is super important... basically, you need to think that all the lines inside an <Animation> are played in paralell, all them together at the same time
Lets say... imagine you have a multicore processor with an infinite number of cores... and every core runs 1 line of the <Animation>
The only exception to what im saying are the <Delay>, they are played like the others but causes a delay to what comes next to them

I tryed to represent it in psdevwiki here with the 2 small tables at top of the page
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations

Anyway... if someone is interested in understanding how this works... i really really really suggest you to take pencil and paper to paint the animation sequence... (and a eraser) because you are going to have mistakes and you will need to erase it , update it, or fix your mistakes
*Yes i painted some at my home trying to understand it... i suggest you to do the same exercise :P
 

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