PS3 [IDEA] Enabling Individual Gameboots for each emulator/system/homebrew

Im wondering if there is some way for webman to do this, the goal is to "revert" the gameboot type to a default one afer a time delay

1) identify the game type when the user press cross button in one of the icons displayed under webman XMB folders
2) patch the gameboot names of custom_render_plugin.sprx in ram for the specific game type
3) wait 5 minutes (so the user most probably is "ingame" and the gameboot have been played already)
4) patch the gameboot names of custom_render_plugin.sprx in ram to default gameboot

Can webman do this memory patching "ingame" @aldostools ?, it would mitigate a bit the problem of mistmatching gameboots

For the "PS1 clasics", "PS2 clasics" and "PSP remasters" i dont see any easy solution though, this ones are going to bypass all the identifications checks you are using that depends of webman
 
It already cancels the RAM patch out when you exit a game as the plugin that was patched gets reloaded with the XMB, the issue is more that when a user mounts one game, then changes their mind and starts another.

TBH this is not that big of a deal IMO and is not something we can predict or fix really, probably 99 times out of 100 times the user will play the game they mounted.

Probably not viable to do, But I do wonder if in theory the patch could be applied really quickly with a custom Cobra payload when ANY app is booted. It should only take a few milliseconds to apply the patch in theory. idk, wishful thinking maybe. :)
 
It already cancels the RAM patch out when you exit a game as the plugin that was patched gets reloaded with the XMB
Nice, i thought the decrypted custom_render_plugin.sprx/prx was kept in memory for the whole "session", but in tis case is very convenent that is unloaded ingame, so the gameboot patch resets

the issue is more that when a user mounts one game, then changes their mind and starts another.

TBH this is not that big of a deal IMO and is not something we can predict or fix really, probably 99 times out of 100 times the user will play the game they mounted.
Yep, i agree, this same rule applyes to other backup managers btw (managunz/irisman)... when we "mount" a game in them and the backup manager takes us back to XMB there is like 99% of probabilities that the user is going to run the game :D

Probably not viable to do, But I do wonder if in theory the patch could be applied really quickly with a custom Cobra payload when ANY app is booted. It should only take a few milliseconds to apply the patch in theory. idk, wishful thinking maybe. :)
I was thinking in this since the first post, where you mentioned how to identify them... basically if we do it with the PARAM.SFO we need to check the CATEGORY first, this is the first selection in between 4 posible gameboots PS1, PS2, PS3, PSP
But for PS3 could be handy to do another check to the TITLE_ID... this allows to identify homebrews etc...

But all this checks should be made in a fraction of second (and the patch to memory, but that patch should be applyed very fast i guess)

Anyway... we always have the option to add an small delay to the gameboots... lets say... if we add a delay of 400 miliseconds at beginning of the animation nobody is going to realize
And im not telling this in the meaning of cheating anyone... 400 miliseconds is a fraction of time so small that is very hard to know if is there
nah, that delay is inside the animation
 
I agree 400ms would not be an issue, but we can not add that in the animation script. As by that stage the animation is already chosen and started which is too late to change it to another. It would have to be done as the eboot launch is detected. Not sure if that is possible.

I guess Cobra could add a tiny delay so it has time to do stuff like this but it might not even be required. There is already probably a half a second before the animation and sound is called.
 
I have learned a load about making rco animations in the last few days, quite interesting actually figuring out what is possible and the little tricks we can use.

Here is a progress update on where I am at with the retro gameboots. Still a few to do but Just thought I would show ye these ones I have so far.

 
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You guys are doing some great things, Nice Work as usual @DeViL303 and @aldostools !!!.

have not tried this out on my PS3 yet but i like what i see in the progress..
I have one question / suggestion for example the PS2 Boot one is nice but will it not be followed up with the same thing when the game is booted from the EMU itself when entering PS2 Mode. Maybe for PS2 something a bit different, something more resembling the tower splashscreen.?.
0.jpg


Those EXACT effects may not be achievable but something that resembles that look might be the way to go for PS2 Splashscreen since the emu already launches the PlayStation 2 white text and black bg already when loading the rom..
 
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You guys are doing some great things, Nice Work as usual @DeViL303 and @aldostools !!!.

have not tried this out on my PS3 yet but i like what i see in the progress..
I have one question / suggestion for example the PS2 Boot one is nice but will it not be followed up with the same thing when the game is booted from the EMU itself when entering PS2 Mode. Maybe for PS2 something a bit different, something more resembling the tower splashscreen.?.

Those EXACT effects may not be achievable but something that resembles that look might be the way to go for PS2 Splashscreen since the emu already launches the PlayStation 2 white text and black bg already when loading the rom..

I think I've seen a coldboot with that image, but I think it was just a still image. getting those to move is a daunting task behind simple x, y, and z movements (i.e. straight or diagonal lines). gameboots have those as well, so it's probably possible to make it move slightly (didn't that move on the original ps2 or pulsate or something?) it was originally believed that the z axis was size, but it's actually just depth from what I remember, so you can have the image move towards the viewer.
 
I have one question / suggestion for example the PS2 Boot one is nice but will it not be followed up with the same thing when the game is booted from the EMU itself when entering PS2 Mode. Maybe for PS2 something a bit different, something more resembling the tower splashscreen.?.

Yeah I can change it alright and probably will. Not sure if anything anywhere close to what you suggest is possible though. We are very limited in the RCO we need to use. We can use ONE image, and it can only be approx 150000 pixels. So 375x375, 550 x 275 etc etc. This makes it tricky.

You are right though with the PS2 gameboot it is kind of duplicated in the ISO, but at least on my system and test iso I normally do not get to hear the sound, sometimes just catch the end of it. Also I do not get to see the animation at least on my ps3, This might be my TV being slow to display after changing resolution, On top of that it takes ages to appear.

I am of course open to suggestions for changing it but I do not think we will be have anything like the PS2 console start up. Right now I can not think of anything better that suits myself.

I had planned to tweak the animation of the PS2 gameboot a bit more but have no ideas for a different style really. I am learning more about RCOs all the time so you never know what be possible in the future.
 
I think I still have that fullscreen gameboot for something like that, but it ends up making the image blurry. I don't know if you can change the dimensions of the image itself. that would definitely help.
 
Yeah I can change it alright and probably will. Not sure if anything anywhere close to what you suggest is possible though. We are very limited in the RCO we need to use. We can use ONE image, and it can only be approx 150000 pixels. So 375x375, 550 x 275 etc etc. This makes it tricky.

You are right though with the PS2 gameboot it is kind of duplicated in the ISO, but at least on my system and test iso I normally do not get to hear the sound, sometimes just catch the end of it. Also there is no animation and it's in SD, on top of that it takes ages to appear.

I am of course open to suggestions for changing it but I do not think we will be have anything like the PS2 console start up. Right now I can not think of anything better that suits myself.

I had planned to tweak the animation of the PS2 gameboot a bit more but have no ideas for a different style really. I am learning more about RCOs all the time so you never know what be possible in the future.

There is alot of affects going in there, i do not think you will be able to duplicate it but maybe resemble or give a homage to it might be possible, the sound and a fading of a still image could do it perhaps, , i would not worry to much about it, but throwing an idea out there.

Overall i like the idea and concept alot, :)
 
There is alot of affects going in there, i do not think you will be able to duplicate it but maybe resemble or give a homage to it might be possible, the sound and a fading of a still image could do it perhaps, , i would not worry to much about it, but throwing an idea out there.

Overall i like the idea and concept alot, :)
I have an idea actually, I'll see what I can do. ;)
 
You guys are doing some great things, Nice Work as usual @DeViL303 and @aldostools !!!.

have not tried this out on my PS3 yet but i like what i see in the progress..
I have one question / suggestion for example the PS2 Boot one is nice but will it not be followed up with the same thing when the game is booted from the EMU itself when entering PS2 Mode. Maybe for PS2 something a bit different, something more resembling the tower splashscreen.?.

Those EXACT effects may not be achievable but something that resembles that look might be the way to go for PS2 Splashscreen since the emu already launches the PlayStation 2 white text and black bg already when loading the rom..


I thought of that, but AFAIK is not possible to add another image on it, just one. If we could add more images it would be easy, adding the background and using the Zoom and Rotate anim to get this effect.

But seeing @DeViL303 latest progress, seem he managed to get more than one? or are you using multiple white planes, with different fading and transparencies? ( the SEGA one).

If we only had a way to add circles using <plane>, the colored orbs would be possible too and so the psp ones
 
Yeah, multiple planes. Still only 1 image possible so far.

We can do something like this for PS2. Early work in progress.


Nice, you used the <text> for the name , resize and rotate with the image.

If we could replicate a circle, the rest of the anim would be possible.

I think it is impossible right? there is no way in XMBML that i know to replicate a circle

Edit:

The only way i can think is adding multiple square planes with different angles next to each other, forming a circle in their center, so adding another one in the middle with the color we want, but it will not form a perfect circle

something like this

6EE4SXw.png
 
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Good point, I think they can be used here.. The only thing stopping us in the coldboot was that the bin was not loaded yet.

Currently making animated sprites is not that easy either. It requires all frames use the same palette. This requires making one large image with all frames in it, then cutting it up, then using cmd line to copy palette from large image into all smaller images. Pita really. Maybe some one knows a image editor that can do this in a simpler way. Like use a fixed palette for all images or something.

Be good if someone who knows more about animations could do some of these too, or maybe someone knows an animation creation tool that outputs similar scripts, so we could use that and then port the scripts over to rco format. Writing each movement manually and figuring out x/y/z coordinates and timing for each movement manually is slow going.

If we had such a tool we could do a lot more. Things like rotating cubes would be easy etc.
 
Here is an update on the gameboot mods. Getting very close to releasing these for others to test. Just a little more testing to be done here, and it's very late now. So early tomorrow I will post some files.


Here is the updated Atari gameboot on its own.

 
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Here are the files for Multi Gameboot Mod v1.08. This includes all the gameboots seen in the video above, and also I animated the Atari gameboot too.

Installation is the same as usual.
  • Put the custom_render_plugin.rco on flash in dev_blind/vsh/resource/
  • Put the rest of the files inside dev_hdd0/tmp/gameboot/
  • You need the very latest webMAN installed and running. You can get that HERE.
Keep in mind this is still a work in progress and could have bugs etc, When it is a bit more polished I will add an option to install these files in Ultimate Toolbox, and maybe even make a standalone installer.

EDIT: see further on in the thread for latest version
 
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Here are the files for Multi Gameboot Mod v1.07. This includes all the gameboots seen in the video above, and also I animated the Atari gameboot too.

Installation is the same as usual.
  • Put the custom_render_plugin.rco on flash in dev_blind/vsh/resource/
  • Put the rest of the files inside dev_hdd0/tmp/gameboot/
  • You need the very latest webMAN installed and running. You can get that HERE.
Keep in mind this is still a work in progress and could have bugs etc, When it is a bit more polished I will add an option to install these files in Ultimate Toolbox, and maybe even make a standalone installer.

Why are pictures now on the gameboot folder?
 
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