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

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the clock face and hands are all white, so you can change their colors through the xml. would be interesting to remove the icon. you can probably do this through the item tree (deleting its string), but it might soft brick. that's how you can add icons.
 
the clock face and hands are all white, so you can change their colors through the xml. would be interesting to remove the icon. you can probably do this through the item tree (deleting its string), but it might soft brick. that's how you can add icons.
You may be able to replace it if we apply the same settings as your gim image, which we will replace.
 
I don't think I've ever completely replaced an icon. I've added icons, and they've worked.

edit: btw, I think that's how you get those pulsating icons. they pulsate, because you've replaced the clock.
 
. you can probably do this through the item tree (deleting its string), but it might soft brick. that's how you can add icons.
Yes .. two days ago I decided to do the test .. replaces the gim image of the current clock with the gim image of the old clock..without making any kind of definition in the images ... I also deleted the gin images: tex_busy_l and tex_busy_s. ..resolved to install on the system ... what happened? ... well ... as soon as I returned to the XMB menu, the system simply froze and did not shut down properly..just pulling the plug.. I had to reinstall everything again.
 
hmm...I learned about the pulsating icon from eXtreme, 'cause we were both looking for the clock. he found it, then started messing around with it. it pulsates when installing pkgs among other things.
 
There is something you are not getting... the clock of modern firmwares uses an animation where the "long" and "short" images rotates at fast speed
Is the same rotation that happens when the hour or minutes of the normal clock increases in 1 unit
The only difference is this rotation happens at a higher speed... and they used it to represent some kind of "loading" indicator

In old firmwares this doesnt exists, actually there is no clock, and the animation doesnt rotates anything
What it does is to display the 30 frames of the "waterdrop" animation as a video sequence

In short...
You cant replace the rotation of the modern clock by the sequence of frames... are 2 things completly different
If at some point someone finds how to do this replacement... is going to be made by patching a .sprx (and only posible if the .sprx contains references and the info for the old code)
 
There is something you are not getting... the clock of modern firmwares uses an animation where the "long" and "short" images rotates at fast speed
Is the same rotation that happens when the hour or minutes of the normal clock increases in 1 unit
The only difference is this rotation happens at a higher speed... and they used it to represent some kind of "loading" indicator

In old firmwares this doesnt exists, actually there is no clock, and the animation doesnt rotates anything
What it does is to display the 30 frames of the "waterdrop" animation as a video sequence

In short...
You cant replace the rotation of the modern clock by the sequence of frames... are 2 things completly different
If at some point someone finds how to do this replacement... is going to be made by patching a .sprx (and only posible if the .sprx contains references and the info for the old code)
oh:(.. I was imagining it would be something from sprx ... sad:(:sorrow:.... but all right ... worth the try.:frown new:
 
Think in it this way:

2.51
tex_busy.gim <--- the waterdrop, is a video sequence composed by 30 frames
tex_busy_shadow.gim <--- the waterdrop shadow, is a video sequence composed by 30 frames
tex_busy_l.gim <--- doesnt exists
tex_busy_s.gim <--- doesnt exists

4.84
tex_busy.gim <--- the clock outer circle (is a static image, doesnt seems to be animated)
tex_busy_shadow.gim <--- the clock outer circle shadow (is a static image, doesnt seems to be animated)
tex_busy_l.gim <--- the "long" clock line, it rotates with time, and it rotates at faster speed to represent "loading"
tex_busy_s.gim <--- the "short" clock line, it rotates with time, and it rotates at faster speed to represent "loading"

They gave a F%$# about changing the name "busy" by something better... like... "clock" ?
The reason why they "recycled" the name "busy" for the clock is because they replaced the code related with it

In other words... the code that was playing the video sequence with the 30 frames inside "tex_busy.gim" and "tex_busy_shadow.gim" in older firmwares is either deleted or disabled
Sony doesnt likes to delete stuff (incase they decides to enable or reuse it later at some point), so most probably there are some rests of it somewhere, but this is just speculation, and are needed some reverse engineering skills to try to find it inside the .sprx involved
 
Ï
Yes you can make the clock go bye bye's, I normally have it on my PS3's> ie there is no clock face on my xmb, in fact the time is in the bottom left hand corner of my XMB not the top right....

Clock UI Redesign by @dazzaXx it will give you some clues as to how to remove the clock or swap it for something else....

https://www.psx-place.com/threads/release-modern-clock-ui-4-82-4-84.22752/
I don't even know why I said that if I'm already using this mod lol
 
The third image is a bit curious, since yesterday's first test was like this ... but I forgot to warn you.
20190910_083139-jpg.19977
Im reading again your previous posts, i will try to answer them later, but first... where is the problem in this image ?

You mean... the folder without text ?... what is that folder?... is the rebug package manager ?
 
Im reading again your previous posts, i will try to answer them later, but first... where is the problem in this image ?

You mean... the folder without text ?... what is that folder?... is the rebug package manager ?
Yeah...Package Manager without text
 
@sandungas...Take a look and notice something ...
But tell me if that problem you was mentioning was the folder from rebug package manager, in that case the reason why it happened have a easy explain

Rebug adds some custom text strings and a icon inside explore_plugin_full.rco
The explore_plugin_full.rco i made doesnt have it because i made it by using the official explore_plugin_full.rco from 4.84 as a base
You never told me to do it for rebug, so the rco i made is generic
 
But tell me if that problem you was mentioning was the folder from rebug package manager, in that case the reason why it happened have a easy explain

Rebug adds some custom text strings and a icon inside explore_plugin_full.rco
The explore_plugin_full.rco i made doesnt have it because i made it by using the official explore_plugin_full.rco from 4.84 as a base
You never told me to do it for rebug, so the rco i made is generic
I got it...but my PS3 is not a CFW...i'm HEN user.
 
But my PS3 is not a CFW...i'm HEN user.
Ok, anyway... is the same problem i mentioned, it seems the explore_plugin_full.rco used by HEN have some custom texts
And the explore_plugin_full.rco i made doesnt have them because i used the official file as the base for the mod

At this point is easy to fix it though, you can take the explore_plugin_full.rco from HEN and...
1) extract contents with rcomageGUI (and dont enable the checkboxes for file conversions)
2) replace the "tex_playing.gim" and "text_playing_shadow.gim" with the gim files i made
3) compile (and enable the checkbox for zlib header compression)
 
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