PS3 [Attempt] Restoring XMB UI of Firmware 1.00 - 2.70 to 4.84+

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If someone uploads custom_render_plugin.rco from firmwares 1.00 up to 4.78 i will do it for you, is easy
Actually... the only thing i need from that old rco versions is the tex_scelogo.gim with MD5: 6158E31B5274DEE04F6193873F731B7F


Edit:
And please, can someone tell the MD5 of custom_render_plugin.rco from firmware 4.85 ?
Im asking about all this because i dont have all the firmwares here (and im lazy to download, extract, etc...)

custom_render_plugin.rco OFW 4.85
MD5 : 9441159906B3A81E9A4DAD58CD995ED8

upload_2019-9-8_1-47-18.png
 
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Try this RCO, i used the official GIM files (exactly the same images used in firmware 1.00)
And the only change i made in the xml code is i "linked" anim_coldboot2 --->to---> anim_coldboot with a <FireEvent>, this way:
Code:
<Anim name="anim_coldboot2">
    <FireEvent event="anim:anim_coldboot" />
</Anim>

FILE: https://www.sendspace.com/file/xm6m1m
MD5: AD4FBE3271F4B3946BEBEE99EC9963D1
Sorry for the super late feedback, I ended up blaming myself with something else .... BTW ... I took the test and .... it's perfect ... position, animation, the delay time ... just amazing, thanks you and @ DeViL303 the classic coldboot has been restored, another goal completed ... Thank you very much ... now the next step is to try to restore the clock like the drop of water.
 
Sorry for the super late feedback, I ended up blaming myself with something else .... BTW ... I took the test and .... it's perfect ... position, animation, the delay time ... just amazing, thanks you and @ DeViL303 the classic coldboot has been restored, another goal completed ... Thank you very much ... now the next step is to try to restore the clock like the drop of water.
Great :)
Remember what i said... inside custom_render_plugin.rco there is another animation for "gameboot" and "otherboot"

In my rco i have not changed them (are the same than 4.85), but right now im not sure if they was using something different in old firmwares
You was talking about that with devil303 as far i remember... but i could not understand well what you was trying to achieve

So... if at some point you want to change the other animations i suggest to use my rco as a base because the modification i made in the xml is the most simple way to do that "link" in between coldboot2 (the new one) to coldboot (the old one) :)
 
Im looking at this and i want to explain it better... for curiosity sake, and also for myself because sometimes the fact im writing about something allows me to remember it better
Also, because eventually at some point in the future i will forget about it, but maybe i will remember that i wrote an explain about it somewhere (and google could help me find it), lol

The point is... the best way to know if an rco is compatible with a different firmware version is by comparing his hashes, i added the hashes of custom_render_plugin.rco in this table at top of the wiki page:
https://www.psdevwiki.com/ps3/Template:Custom_render_plugin.rco_changelog

So... we know custom_render_plugin.rco from firmwares 4.80 up to 4.85 are compatibles with each other because are the same file in all this firmwares versions

--------------------
Going backwards... it seems the last important change in the xml code happened in firmware 3.00, they added a new <Page> named "blur" (and we dont know his purpose or how it looks)
Since 3.00 the xml code is the same... up to firmware 4.85

The only thing that changes in the xml since 3.00 is the first line where it tells minFirmwareVer="unknownId0x130"
Thats another weird thing of rcomage.... this value doesnt indicates a "minimal firmware version"... in the table in wiki it can be seen named as "RCOset"
Is mostly related with the version of the official RCO tool sony uses when they are compiling the PS3 firmware

That value changed
Firmware 3.00 = 0x110
Firmware 4.00 = 0x120
Firmware 4.30 = 0x130

Since firmware 4.30 up to 4.85 that value is 0x130


-------------------------------------
So... in resume...

We can say the different versions of custom_render_plugin.rco are 100% compatibles with each other since firmware 4.30 up to 4.85

Or... since 3.00 up to 4.85 incase that minFirmwareVer="unknownId0x130" doesnt matters (im not sure about it)
Now I understand better why you can't use a rco from a different firmware. because MD5 is different ... the current ones are only compatible because $ ony didn't add anything new, just "performance improvement"
 
Great :)
Remember what i said... inside custom_render_plugin.rco there is another animation for "gameboot" and "otherboot"

In my rco i have not changed them (are the same than 4.85), but right now im not sure if they was using something different in old firmwares
You was talking about that with devil303 as far i remember... but i could not understand well what you was trying to achieve

So... if at some point you want to change the other animations i suggest to use my rco as a base because the modification i made in the xml is the most simple way to do that "link" in between coldboot2 (the new one) to coldboot (the old one) :)
Okay:encouragement:, i got it :D
 
Great :)
Remember what i said... inside custom_render_plugin.rco there is another animation for "gameboot" and "otherboot"

In my rco i have not changed them (are the same than 4.85), but right now im not sure if they was using something different in old firmwares
You was talking about that with devil303 as far i remember... but i could not understand well what you was trying to achieve

So... if at some point you want to change the other animations i suggest to use my rco as a base because the modification i made in the xml is the most simple way to do that "link" in between coldboot2 (the new one) to coldboot (the old one) :)
I noticed that the sparkle particles are appearing along with the boot logo, unlike the raf format coldboot, where the sparkle particles only appear after the logo appears. Not that this is a problem, just an observation.
 
I been taking another look at the other animations inside custom_render_plugin.rco and there is another change in the "otherboot" animation (they shorted his time lenght a lot)... so i made another rco to restore it

MD5: E667A6DE10F416E62CA019EB25CD5C04
FILE: https://www.sendspace.com/file/02fpl6

I added a readme.txt inside the .zip just incase someone wants to check it... compare it with the officials to see what i changed
This mod of the custom_render_plugin.rco im uploading is the definitive for what you want to achieve btw... at this point you dont need to change anything in it

-----------------
The other differences you and other users has been mentioning are not inside the rco
For the wave colors you need to modify lines.qrc
And for the particles you need to modify lines.qrc too

Sony was doing small adjustments to them by using the MNU files inside lines.qrc
Is a different file format, and are needed different tools, you need to get used to them incase is needed to modify something from lines.qrc

The only alternative is what devil303 was doing... by patching the .sprx you can force the firmware to load different files from inside lines.qrc but there are some big differences in what you are going to achieve

Initially i think you are going to have better results by modifying lines.qrc
 
I been taking another look at the other animations inside custom_render_plugin.rco and there is another change in the "otherboot" animation (they shorted his time lenght a lot)... so i made another rco to restore it

MD5: E667A6DE10F416E62CA019EB25CD5C04
FILE: https://www.sendspace.com/file/02fpl6

I added a readme.txt inside the .zip just incase someone wants to check it... compare it with the officials to see what i changed
This mod of the custom_render_plugin.rco im uploading is the definitive for what you want to achieve btw... at this point you dont need to change anything in it

-----------------
The other differences you and other users has been mentioning are not inside the rco
For the wave colors you need to modify lines.qrc
And for the particles you need to modify lines.qrc too

Sony was doing small adjustments to them by using the MNU files inside lines.qrc
Is a different file format, and are needed different tools, you need to get used to them incase is needed to modify something from lines.qrc

The only alternative is what devil303 was doing... by patching the .sprx you can force the firmware to load different files from inside lines.qrc but there are some big differences in what you are going to achieve

Initially i think you are going to have better results by modifying lines.qrc
Wow, you did another, tomorrow I will test with this file ... I will try to modify the waves, I think I will have difficulty modifying them, but I will try. By the way, the animation of the clock you have in recovery mode would not be the same as the coldboot animation you and DeViL303 created? ... I mean the way it works.
I stopped to think ... this analog clock that we see spinning when we perform something, would not be the same as recovey mode, but with the static shadow with a circle image above with two pointers..because if you pay close attention, when it keeps spinning, another white background animation appears, similar to recovery mode .... and after the clock stops spinning, the background animation disappears.
 
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Sorry for the super late feedback, I ended up blaming myself with something else .... BTW ... I took the test and .... it's perfect ... position, animation, the delay time ... just amazing, thanks you and @ DeViL303 the classic coldboot has been restored, another goal completed ... Thank you very much ... now the next step is to try to restore the clock like the drop of water.

Wow, so its worked? how to "install"? Because i download the zip file and dont has in a .RAF but a custom render
I copy the custom render to dev_blind?
 
Wow, so its worked? how to "install"? Because i download the zip file and dont has in a .RAF but a custom render
I copy the custom render to dev_blind?
Go to: dev_blind/vsh/resource, Delete your coldboot.raf, copy and past the custom_render_plugin.rco at the same place: dev_blind/vsh/resource
 
Is not needed to delete coldboot.raf, the firmware is not going to load it anymore so it doesnt matters, but you can delete it if you want to free space in dev_flash for other mods

Inside custom_render_plugin.rco there are 2 animations named "anim_coldboot" (the old one), and "anim_coldboot2" (the new one that uses coldboot.raf)
What i did is to redirect coldboot2 (the new one) to coldboot (the old one)
So... one way or another the firmware is going to play always coldboot (the old one) :)

-------
Right now i dont remember where appears that images located in the same position than the clock
But... are not the clock, is another object (or a couple of objects, if i remember right are 2) used to represent a "loading" screen
 
Is not needed to delete coldboot.raf, the firmware is not going to load it anymore so it doesnt matters, but you can delete it if you want to free space in dev_flash for other mods

Inside custom_render_plugin.rco there are 2 animations named "anim_coldboot" (the old one), and "anim_coldboot2" (the new one that uses coldboot.raf)
What i did is to redirect coldboot2 (the new one) to coldboot (the old one)
So... one way or another the firmware is going to play always coldboot (the old one) :)

-------
Right now i dont remember where appears that images located in the same position than the clock
But... are not the clock, is another object (or a couple of objects, if i remember right are 2) used to represent a "loading" screen
oh, got it ... but it's good to delete, it frees up some memory for other mods ... If you remember, when the loading icon is spinning, pay close attention to the animation that appears and then fades away. they are white strokes in a circle shape.
 
I can't quite remember, but I believe the clock image is in system_plugin.rco, and the digital clock and border are in xmb_plugin_normal.rco. I'm basing that on memory. I haven't messed with the clock in years. be careful with the system_plugin.rco. it can easily cause a brick, but you can recover from it.
 
I can't quite remember, but I believe the clock image is in system_plugin.rco, and the digital clock and border are in xmb_plugin_normal.rco. I'm basing that on memory. I haven't messed with the clock in years. be careful with the system_plugin.rco. it can easily cause a brick, but you can recover from it.
Yes I found his images on this rco you mentioned ... I think I'll see how his animation works on xml ... by the way..in this same rco, but firmware 2.60 or lower, his images are there? or is it in another rco?
 
I'm not sure. ever since I found the clock, the images have been in the same place. I didn't even come into the scene until 3.55, so I'm oblivious of what the original coldboot, gameboot, and many other files did.
 
I'm not sure. ever since I found the clock, the images have been in the same place. I didn't even come into the scene until 3.55, so I'm oblivious of what the original coldboot, gameboot, and many other files did.
Alright, I'll check his files ... but I'll need this system_plugin.rco from FW 2.60 or lower, because I don't have these older FWs.
 
Just noticed something... not sure if you are aware of it @Danxx444 but i guess this is another thing you would like to change in your quest to change the look of modern firmwares back to 1.00

Intro (exposing the problem)
1) Extract the contents of explore_plugin_full.rco with rcomageGUI (and enable the image conversions to PNG)
2) Take a look at tex_sce_logo.png
3) Is the same logo used in the coldboot animation, not sure where is displayed but they changed it too... so you need to revert it
4) Delete all this files extracted by rcomage

Fix
5) Extract the contents of explore_plugin_full.rco with rcomageGUI (and dont enable the image conversions to PNG)
6a) Replace tex_sce_logo.gim by the tex_scelogo.gim from the rco i uploaded (note are different filenames)

or...

6b) Extract the contents of explore_plugin_full.rco from firmware version 4.78 or older ! with rcomageGUI (and dont enable the image conversions to PNG)... and use it for the replacement
 
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