Anyone Can Help with XML edits?

What scales do you used?

i'm colored mine as well

for X i'm using colorScaleG="0.25" colorScaleB="0.75"

and O colorScaleR="0.7" colorScaleB="0.3"

or you just recolored the images?
i put those param and i get purple Cross button héhéhé but still the animation thread is there

PS3 HEN 2.0 Screenshot 2019-08-06 05-22-25.png
 
I think you forgot to put 0 in the other scaleColors
all i want is to remove the moving tiny threads behing the images btw tried that as well i am tryin to make same animation as of the boost text the anim glow but i can't get it to work cause boost mode animation on text and icon i try to make in impose but i get confused
 
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all i want is to remove the moving tiny threads behing the images btw tried that as well i am tryin to make same animation as of the boost text the anim glow


Since my tv is a Shitty old 70" Lg plasma tv, i can't notice them =S


Nice, post ur progress i'm really excited about a new mod
 
I don't notice them either, but I'm using a 28" led lg. that's pretty much what I've been working with. I did have a 32", but I gave the tv to my parents.
 
Since my tv is a Shitty old 70" Lg plasma tv, i can't notice them =S


Nice, post ur progress i'm really excited about a new mod
I made this anim glow on cross_label and transfer it with ftp to ps3 when i enter remote play and quit ps3 stay black screen after reboot it freeze on XMB so i need to reinstall fw again :3

Capture d’écran (3764).png
Capture d’écran (3765).png
 
I don't notice them either, but I'm using a 28" led lg. that's pretty much what I've been working with. I did have a 32", but I gave the tv to my parents.
i have 55" led tv Hahaha that's why i see them clearly here :p :p
 
I believe ftp will still work even if you're frozen on the xmb, so you could just upload the original file. I've heard that this works, but I wasn't using wmm when I was modding.
 
I believe ftp will still work even if you're frozen on the xmb, so you could just upload the original file. I've heard that this works, but I wasn't using wmm when I was modding.
yeah i know that but for bad luck even webman freeze meaning no FTP
 
I made this anim glow on cross_label and transfer it with ftp to ps3 when i enter remote play and quit ps3 stay black screen after reboot it freeze on XMB so i need to reinstall fw again :3

View attachment 19408 View attachment 19409

as i see you did it right, but some planes refuses to animate and crashes the system

but since impose works with mine should work with grow too.


Keep your webman deb_blind active so you can replace rcos even when the whole system crashes via ftp, not needing to reinstall the CFW again
 
as i see you did it right, but some planes refuses to animate and crashes the system

but since impose works with mine should work with grow too.


Keep your webman deb_blind active so you can replace rcos even when the whole system crashes via ftp, not needing to reinstall the CFW again
yes i have it also enabled but the system crash after coldboot directly so the plugin doesn't start yet
 
as i see you did it right, but some planes refuses to animate and crashes the system

but since impose works with mine should work with grow too.


Keep your webman deb_blind active so you can replace rcos even when the whole system crashes via ftp, not needing to reinstall the CFW again
the problem now is thread of rotation anim doesn't hide and glow animation doesn't work
 
You should try this version of rcomage @Louay
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/
In comparison with the official rcomage... this version have some hundreds attributes identifyed that was marked as unknown in the official version (the one you are using), and other improvements

I noticed @LuanTeles have started using it, ask him for his oppinion, when you get used to is a bit easyer to understand what the xml code does :)


Edit:
Also, there are a couple of huge wiki pages supporting this rcomage version where i used the same attribute names, and i used it as a "shared workpad" when i was researching about rco format to take notes about details
If at some point you have doubts about how works an specific object (lets say the object <Clock> or the event <FireEvent>) you can take a look at the info in wiki about it
https://www.psdevwiki.com/ps3/RCOXML_Objects
https://www.psdevwiki.com/ps3/RCOXML_Animations


*And if at some point some of you discover how works one of the remaining "unknowns" please advise me in the "rcomage psdevwiki mod" thread... we will discuss which name we should give to it and i will update it with the new name :encouragement:
 
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I don't notice them either, but I'm using a 28" led lg. that's pretty much what I've been working with. I did have a 32", but I gave the tv to my parents.

Cries in a Large TV but small resolution
You should try this version of rcomage @Louay
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/
In comparison with the official rcomage... this version have some hundreds attributes identifyed that was marked as unknown in the official version (the one you are using), and other improvements

I noticed @LuanTeles have started using it, ask him for his oppinion, when you get used to is a bit easyer to understand what the xml code does :)


You should try this version of rcomage @Louay
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/
In comparison with the official rcomage... this version have some hundreds attributes identifyed that was marked as unknown in the official version (the one you are using), and other improvements

I noticed @LuanTeles have started using it, ask him for his oppinion, when you get used to is a bit easyer to understand what the xml code does :)


Yeap, i used to use the original one, with a lot of unknown values,

This one that @sandungas pointed is faster, converts the gims to png with the right attributes and got all the values that the original release doesn't have.

That's why I had never heard of Overrides and stuff, because they were with Unknown tag.

Using the this new one, i finally fixed all the bugs and understood how the xml works
 
I made all the attribute names unique too btw (except the first 21 that are common for most of the objects), the goal of that is because is very useful for research purposes, as example i found a lot of the unknown "events" because i was opening all the xml's of a firmware version in notepad++ together and searching for patterns like "unkown34" in all them
This is going to show a long list where you can see in how many places of the firmware is used that "unknown34"
Is most of them you are going to find things like:
unknown34="" <--- here is not used, the attribute "slot" exists but is empty, doesnt contains any value
Or...
unknown34="0" <--- pretty much the same, it contains the value 0 but is working as a "disabled" so is imposible to imagine what it does
Or... eventually you will find something like this !!!
unknown34="event:native:/UIManager::OnFocusDownCBListShareTrophies"

Thats a BINGO !... usually in the official codenames of the events it can be seen how is named internally, in this case is an event of type OnFocusDown
In other words... the event is triggered when something does a "focus down" (im not sure what if is the cursor or whatever)

After finding that... you can scroll left in the xml to see who is the owner of that attribute... lets say the owner is named checkboxgroup
So based in the strict rules i used to give names to this unknowns identifyed... it should be named: checkboxgroupOnFocusDown

Yeah is a long name... but is informative and unique because contains the name of the owner and the name of the attribute
 
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You should try this version of rcomage @Louay
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/
In comparison with the official rcomage... this version have some hundreds attributes identifyed that was marked as unknown in the official version (the one you are using), and other improvements

I noticed @LuanTeles have started using it, ask him for his oppinion, when you get used to is a bit easyer to understand what the xml code does :)


Edit:
Also, there are a couple of huge wiki pages supporting this rcomage version where i used the same attribute names, and i used it as a "shared workpad" when i was researching about rco format to take notes about details
If at some point you have doubts about how works an specific object (lets say the object <Clock> or the event <FireEvent>) you can take a look at the info in wiki about it
https://www.psdevwiki.com/ps3/RCOXML_Objects
https://www.psdevwiki.com/ps3/RCOXML_Animations


*And if at some point some of you discover how works one of the remaining "unknowns" please advise me in the "rcomage psdevwiki mod" thread... we will discuss which name we should give to it and i will update it with the new name :encouragement:
Thank you man i will begin to use this as i have from last 2 year but i use the that say rcomage Private Build (edited for 4.70+) :)

Cries in a Large TV but small resolution






Yeap, i used to use the original one, with a lot of unknown values,

This one that @sandungas pointed is faster, converts the gims to png with the right attributes and got all the values that the original release doesn't have.

That's why I had never heard of Overrides and stuff, because they were with Unknown tag.

Using the this new one, i finally fixed all the bugs and understood how the xml works

So those unknow will now begin to be seen normal
 
So those unknow will now begin to be seen normal
Yes, a lot of them, but depends of the object, the first 21 attributes of most objects are common (this ones are known)... after that appears the attributes specific for every object, and this ones are unique (and there are a lot of unknowns yet)

For the overrides most of them was "easy" to identify them (after i realized about the relationship with the values in the XMB layouts) because the values used for them follows a defined pattern (that you will get used to it at some point)
As example... you are going to see a lot of override attributes in the same XML line using values ike this:
d1010000 ---> d2010000 ---> d3010000 etc...
or....
01a20000 ---> 02a20000 ---> 03a20000 etc...
or...
3a1c0000 ---> 3b1c0000 ---> 3c1c0000 etc...

So as you can see everytime is used a new override in the xml code it seems that the value is increasing the amount in 1 ;)
This is because the real values are loaded from the XMB layout files (are some .txt files) and are stored in the .txt files consecutivelly
The value you see in the xml code (increasing in 1 everytime a new override is used) is just an indication of the line inside the .txt file where is stored the real value loaded by the rco
In other words... the rco is loading the values from the .txt files, and the overrides in the rco files are used by the firmware to find the value inside the .txt file
Before making some questions about the details of how this works, please take some time to read the talks about this we had in the forum, is tricky and this is just an introduction

My point is... when you are looking at the xml code... if at some point you see some unknown values following this sequence is because most probably are overrides
But as i mentioned are "easy" to find (after you realize about this pattern), so i think i identifyed all/most of them



Edit:
There was a few overrides (lets say less than 5) that im pretty sure are overrides, but in the actual rcomage psdevwiki version are labeled as unknowns
I made this because are a bit special, and i could not imagine which other value are overriding (so i cant give them a good name)
 
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Yes, a lot of them, but depends of the object, the first 21 attributes of most objects are common (this ones are known)... after that appears the attributes specific for every object, and this ones are unique (and there are a lot of unknowns yet)

For the overrides most of them was "easy" to identify them (after i realized about the relationship with the values in the XMB layouts) because the values used for them follows a defined pattern (that you will get used to it at some point)
As example... you are going to see a lot of override attributes in the same XML line using values ike this:
d1010000 ---> d2010000 ---> d3010000 etc...
or....
01a20000 ---> 02a20000 ---> 03a20000 etc...
or...
3a1c0000 ---> 3b1c0000 ---> 3c1c0000 etc...

So as you can see everytime is used a new override in the xml code it seems that the value is increasing the amount in 1 ;)
This is because the real values are loaded from the XMB layout files (are some .txt files) and are stored in the .txt files consecutivelly
The value you see in the xml code (increasing in 1 everytime a new override is used) is just an indication of the line inside the .txt file where is stored the real value loaded by the rco
In other words... the rco is loading the values from the .txt files, and the overrides in the rco files are used by the firmware to find the value inside the .txt file
Before making some questions about the details of how this works, please take some time to read the talks about this we had in the forum, is tricky and this is just an introduction

My point is... when you are looking at the xml code... if at some point you see some unknown values following this sequence is because most probably are overrides
But as i mentioned are "easy" to find (after you realize about this pattern), so i think i identifyed all/most of them



Edit:
There was a few overrides (lets say less than 5) that im pretty sure are overrides, but in the actual rcomage psdevwiki version are labeled as unknowns
I made this because are a bit special, and i could not imagine which other value are overriding (so i cant give them a good name)
i will take these info with pace and patient to read them clearly and understand i will be back :)
 
i will take these info with pace and patient to read them clearly and understand i will be back :)
Nice :)
Take a read at the previous posts of this thread, specially this one https://www.psx-place.com/threads/anyone-can-help-with-xml-edits.22678/page-4#post-164881

The xml code that can be seen in the drawing i made was generated with the "rcomage psdevwiki mod" btw... now that you are using it too you will understand better that post, is a bit like a tutorial
The other thing that is going to help you a lot is the new impose_plugin.rco that @LuanTeles is preparing, you have been looking at that same xml code lines and you have been doing experiments with them, so is not new for you

Edit:
If you want to practise with an exercise... try to follow the instructions in my post to calculate the position/size of the 4 red squares for the dualshock 3 in the impose_plugin.rco :)
..then try to change them :rolleyes:

Edit:
Hmmm, bad idea to use impose_plugin.rco for practising... i guess there are a lot more places of the XMB where is more safe to do frankensperiments.... because the risk of semibrick is zero
Anyway... take a look at how i made the calculations for the overrides in that post
 
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