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

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Path is not changing. If coldboot raf is still available you can have both load at once.

The way Sony disabled the old coldboot was simply by changing the animation from this:

Code:
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<FireEvent object="event:native:/anim_coldboot_BootBG1" />
<Delay time="0" />
<FireEvent object="event:native:/anim_coldboot_NormalBG" />
<Delay time="1500" />
<Fade object="object:scelogo" duration="1000" accelMode="0x3" transparency="0.8" />
<Delay time="2500" />
<Fade object="object:scelogo" duration="1000" accelMode="0x3" transparency="0" />
<Delay time="1000" />
<Delay time="500" />
<FireEvent object="event:native:/anim_coldboot_ShowGUI" />
<Unlock unknownInt0="0xffffffff" />
<Delay time="4500" />
<FireEvent object="event:native:/anim_coldboot_Finished" />

To this:

Code:
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<FireEvent object="event:native:/anim_coldboot_BootBG2" />
<Delay time="4000" />
<FireEvent object="event:native:/anim_coldboot_NormalBG2" />
<Delay time="1500" />
<FireEvent object="event:native:/anim_coldboot_ShowGUI" />
<Unlock unknownInt0="0xffffffff" />
<Delay time="4500" />
<FireEvent object="event:native:/anim_coldboot_Finished" />

Notice the first one has this line: <Fade object="object:scelogo" duration="1000" accelMode="0x3" transparency="0.8" />, that is the line that shows the old coldboot, in the new coldboot animation its not there, just one line at the start mentions scelogo, to hide the icon, then its not mentioned again.


giphy.gif
 
So ive made a little test with a more stable build of RPCS3,and with a backup of my 60Gb HDD files, which includes the restoration files from the Pre-3.00, that being the Clock,Black Wave and Old PSN Logo, added the Coldboot to the mix,and holy sh!t,i have no words for it, @sandungas saved my bacon and many 60Gb owners bacon again, a round of applause for these gentelmen @sandungas @Danxx444 @DeViL303 @pinky for starting the SCE Coldboot trend and our lad @Cypher_CG89 for the Black Wave :)

tumblr_363bd7c940d28c416ae632157f841e3b_cf47d74b_400.gif
 
@sandungas I'm taking a look at the loading icon and found something interesting, well, at least for me ... well ... I happen to extract two rco's o (system_plugin.rco) ... one from FW 2.17 (Extracts it from GTA IV) and the other from FW 4.84, I noticed that in FW 2.17 we have: tex_busy, tex_busy_shadow (both are the frame image of the 3d animation), tex_circle and tex_circle_shadow ... the interesting part is ... tex_circle and tex_circle_shadow from FW 2.17 are the same as we have in the current FW's..what they did was remove the 3d animated frames image and added: tex_busy (this time it's a circle with a dot in the middle) tex_busy_I, tex_busy_s and tex_busy_shadow ... of course they not only changed the images but also changed the animation in the XML. But this is already interesting.
EDIT: In </ObjectTree>
<AnimTree> The animation is still the same.
Post some image, or video, or code, or the files or... dunno
Im used to all this but just by reading a post is hard to get an idea of what you mean... is like chinese traditional for me (not understand single word)

\o/ im still laughing 5 minutes after i saw your post
 
LOL...okay...Here are the archives:
I will take a look at the files later, by now the most important thing i need to tell is....
https://www.psx-place.com/threads/c...oot-xmb-loading-icon.26076/page-2#post-203610
...the reason why your rcomage is extracting it at a smaller size is because... the official rcomage is wrong !!!
In other words... rcomage is "damaging" the image by reducing his size at half when you do the extraction and conversion to PNG

This is one of the things i fixed in the "RCOmage psdevwiki MOD", please get used to it because we are dragging lot of problems and is causing lot of confusion
https://www.psx-place.com/resources/rcomage-psdevwiki-mod.651/
There is an easy way to realize about this problem, if at some point you see an image of 512 pixels width or height.... that image is wrong !
The culprit is the rcomage version you are using

This images in your .rar for firmware 2.17 are wrong (but there is no need to reupload it i guess)
-tex_busy.png
-tex_busy_shadow.png
-tex_optionmenu_bg.png
-tex_optionmenu_game.png
-etc... (all the images with 512 size)
 
I will take a look at the files later, by now the most important thing i need to tell is....
https://www.psx-place.com/threads/c...oot-xmb-loading-icon.26076/page-2#post-203610

There is an easy way to realize about this problem, if at some point you see an image of 512 pixels width or height.... that image is wrong !
The culprit is the rcomage version you are using

This images in your .rar for firmware 2.17 are wrong (but there is no need to reupload it i guess)
-tex_busy.png
-tex_busy_shadow.png
-tex_optionmenu_bg.png
-tex_optionmenu_game.png
-etc... (all the images with 512 size)
Okay, I'll use this rcomage from now on
 
@Danxx444 im looking at the images and im wondering what you want to do with them

In 4.84 we have this:
...this "loading" image, is huge because is composed by 30 "frames", but the firmware only displays 1 frame of 30x30 pixels each time in a sequence

Inside explore_plugin_full.rco
-tex_playing.gim (30x900 pixels) <--- the real image in white https://imgur.com/2rjGdbe
-tex_playing_shadow.gim (30x900 pixels) <--- his shadow in black, and i guess it has an small

And in 2.17 we have this:
Inside system_plugin.rco
-tex_busy.gim (29x750 pixels)
-tex_busy_shadow.gim (32x960 pixels)

The purpose of this images is the same, we can replace them, but is needed to rebuild them because have different size
The good news is both are composed by 30 "frames", the bad news is the frame size is different
To do it well (without losing any quality) is needed to crop all the frames, resize all them, then join all frames together again, etc...
It requires some work (i guess half an hour or so), so before doing it i would like to know if this replacement is what you want to do

Also, before doing it i would like you to test a "low quality" version of the rco (a bit pixelized) to see how it works
 
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@Danxx444 im looking at the images and im wondering what you want to do with them

In 4.84 we have this:


And in 2.17 we have this:


The purpose of this images is the same, we can replace them, but is needed to rebuild them because have different size
The good news is both are composed by 30 "frames", the bad news is the frame size is different
To do it well (without losing any quality) is needed to crop all the frames, resize all them, then join all frames together again, etc...
It requires some work (i guess half an hour or so), so before doing it i would like to know if this replacement is what you want to do

Also, before doing it i would like you to test a "low quality" version of the rco (a bit pixelized) to see how it works
Okay ... I can do the test.
Well..I did the test to replace the images, remove some of the current ones, and modify the xml lines ... it was not a good idea after replacing the files in multiMAN, which I returned to xmb simply froze, did not turn off, just pulling the plug. I knew it wasn't going to work, but not that way, I had to reinstall everything again.
it went wrong because I removed 4.84 from tex_busy, tex_busy_l and tex_busy_s ... then I replaced tex_busy and tex_busy_shadow from 4.84 with tex_busy and tex_busy_shadow from 2.17. Not only that but I deleted the lines in xml for the images I had removed, replacing these lines with the xml lines of images tex_busy and tex_busy_shadow from 2.17.
 
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What i did is to replace this image (and his shadow) of 4.84. Inside explore_plugin_full.rco
-tex_playing.gim (30x900 pixels) https://imgur.com/2rjGdbe

By this image (and his shadow) taken from 2.17. Inside system_plugin.rco
-tex_busy.gim (29x750 pixels) https://imgur.com/a/5YITuUX

But the sizes was different so i resized the image (and his shadow)
-tex_busy.gim (30x900 pixels) https://imgur.com/a/0ZdGPbb
I just tested it, it didn't work bro ... I didn't know there was it on explore_plugin_full.rco .. I thought it was only on system_plugin.rco..which is where there are more traces of it.
 
Try to play a song in MP3 or other audio format... this is when the animation appears in 4.84

The other animation when the clock rotates is a different stuff
 
@sandungas IT WORKED !!! but it was a square around..but ... it worked !!!
Uhhh, the black square at the back is something i did not realize... but i know how to fix it, i will make another rco later :)

What i wanted to show you is they changed the animations that appears at top-right corner of the screen
As far i know, in old firmwares they was using this "waterdrop" image, composed by 30 frames... is the same they was doing in the PSP

But in modern PS3 firmwares they rotates the clock at fast speed to represent that there is something "loading"
 
Uhhh, the black square at the back is something i did not realize... but i know how to fix it, i will make another rco later :)

What i wanted to show you is they changed the animations that appears at top-right corner of the screen
As far i know, in old firmwares they was using this "waterdrop" image, composed by 30 frames... is the same they was doing in the PSP

But in modern PS3 firmwares they rotates the clock at fast speed to represent that there is something "loading"
great!!:excitement: ... about the clock on the corner of the screen, since this image you re-made is compatible and the system recognizes, would you replace it with the animation of firmwares 1.00-2.80?:smile new:
 
Try this one, i removed the black pixels at back

FILE: https://www.sendspace.com/file/xi04h2
MD5: 3FBF8A20F930BCFF63057AF021661C5A
it went like this:
20190909_172727.jpg

... I just checked FW 2.17's explore_plugin_full.rco to see if the tex_playing icon was the same as the loading icon in the corner of the screen and ..... to our surprise it's the same as we currently have ... nothing has changed. But I understand that what you are doing is just a test, I think adding it to where it belonged will be perfect as it was meant to be a loading icon in the corner of the screen.
 
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