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

Because they didn't fit in the rco?

Some are .PNG and anothers .png, it is on purpose?
These are for when the ROM type is mounted and you are on the icon on the XMB, not related to the rco.

No, they are all meant to be ".PNG". I will fix them, thanks for the report.
 
@DeViL303

I just installed REBUG 4.84 REX without any modification.

i placed only your custom_render ( no webman, no sprx) and got no gameboot animation. Remember i said i always got animations even on hen without any sprx patch? so i placed mine and they got enabled.

I don't know what is enabling it but it is there =P

If you want to check this out, i'm attaching the file here.
 

Attachments

That is interesting. Are you sure you are not using a version of HEN that includes the patch in RAM? I will try it on clean HFW with no HEN just to be sure.

EDIT: Oh you are on CFW, hmm, interesting.
 
That is interesting. Are you sure you are not using a version of HEN that includes the patch in RAM? I will try it on clean HFW with no HEN just to be sure.

I'm not on HEN, currently i'm on REBUG 4.84

I just realized that my custom_render.rco enables the animations just when i installed the a DFW to test HEN.

So trying it again, with a clean install of rebug, just with my custon_render.rco enabled it back.
 
Hmm, interesting, and strange as I can not seeing anything special there enabling it. I will have to try adding some stuff from that rco into the big one.
 
I don't know why since when i reinstalled the REBUG the logos are not beeing swapped, i tried the previous builds, webman and etc, only the sound gets swapped LOL.

I realized the PIC1.PNG nice, it works good.
 
I don't know why since when i reinstalled the REBUG the logos are not beeing swapped, i tried the previous builds, webman and etc, only the sound gets swapped LOL.

I realized the PIC1.PNG nice, it works good.

If you mean the coldboot randomizer, wMM only swaps the sound. coldboot.raf is loaded too early and doesn't change when the file is remapped. Very similar to the initial issue with custom_render_plugin.rco
 
If you mean the coldboot randomizer, wMM only swaps the sound. coldboot.raf is loaded too early and doesn't change when the file is remapped. Very similar to the initial issue with custom_render_plugin.rco

I meant the gameboot logos, it just stopped to swap , only the sounds and PIC1.PNG are swapping.

It used to work good, but after a fw reinstall it stopped, i already changed the custom_renders and webman versions ( today build and the one i used to use that works ) but no luck,

Anyways it's better to reinstall all from scratch again
 
i placed only your custom_render ( no webman, no sprx) and got no gameboot animation. Remember i said i always got animations even on hen without any sprx patch? so i placed mine and they got enabled.

I don't know what is enabling it but it is there =P

I have tested your RCO, and you are right it is enabling the animation without the sprx patch. But when I look in the rco I can not see any big difference except you have a uncompressed PNG in there instead of a GIM. Also you have extra text entries added. Seems to be a mystery so far. Very strange.

Differences I see:
  • minFirmwareVer="unknownId0x110"> , my rco has minFirmwareVer="unknownId0x130"> (probably not important but mentioning it anyway)
  • You have a PNG mixed in with GIMs
  • You have added 2 text fields to the gameboot page.
Really those should not be enough to enable the animation, but somehow it is.
 
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Nice one, here is the Multi Gameboot mod version 1.09. No other changes just that typo fixed with aldos rco. I am going to go back to working on Ultimate Toolbox for a while, So gonna leave this off for a while. Maybe some others will offer some animation scripts or sounds in the meantime, and we can collect all the best ones together or something. If anyone wants to take these files and add to them, upgrade them and post some mods of it work away.
 

Attachments

I have tested your RCO, and you are right it is enabling the animation without the sprx patch. But when I look in the rco I can not see any big difference except you have a uncompressed PNG in there instead of a GIM. Also you have extra text entries added. Seems to be a mystery so far. Very strange.

Differences I see:
  • minFirmwareVer="unknownId0x110"> , my rco has minFirmwareVer="unknownId0x130"> (probably not important but mentioning it anyway)
  • You have a PNG mixed in with GIMs
  • You have added 2 text fields to the gameboot page.
Really those should not be enough to enable the animation, but somehow it is.

Yeap, that's why i don't understand it too, is not really a PNG mixed with GIM, i just made the script convert it automatically to PNG when decompiled for easy edit, when compressed back to rco it becames a .GIM

I tried missing yours mixed with mine and i got the animation only on the default one.

I'll do some more tests


I'm thinking in using an old projector sound for DVD since it is now an old tech :P



And inserting DISC sound for BDs


I don't know yet any other sound that can be used
 
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is not really a PNG mixed with GIM, i just made the script convert it automatically to PNG when decompiled for easy edit, when compressed back to rco it becames a .GIM
Are you sure about that?

AFAIK when you add a png like this it is not converted at all and is stored inside the rco as png.
Code:
<Image name="tex_scelogo" src="Images\tex_scelogo.gim" format="gim" compression="zlib" unknownByte="0" />
<Image name="tex_ps3logo" src="Images\tex_ps3logo.png" format="png" compression="none" unknownByte="0" />

Think about it, if it was that easy to have proper automatic gim to png conversion we would have all been doing it this way for years. ;)
 
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AFAIK when you add a png like this it is not converted at all and is stored inside the rco as png.
Code:
<Image name="tex_scelogo" src="Images\tex_scelogo.gim" format="gim" compression="zlib" unknownByte="0" />
<Image name="tex_ps3logo" src="Images\tex_ps3logo.png" format="png" compression="none" unknownByte="0" />
Yep, thats right, inside the RCO structure every image format have an unique ID, all this image formats are supported by RCO format:
0x0=PNG
0x1=JPEG
0x2=TIFF
0x3=GIF
0x4=BMP
0x5=GIM

There are some official rco's that contains an uncompressed JPEG (eula_net_plugin.rco, newstore_plugin.rco, regcam_plugin.rco, videoeditor_plugin.rco)
https://www.psdevwiki.com/ps3/Template:RCOXML_contents_PS3
 
Yep, thats right, inside the RCO structure every image format have an unique ID, all this image formats are supported by RCO format:
0x0=PNG
0x1=JPEG
0x2=TIFF
0x3=GIF
0x4=BMP
0x5=GIM

There are some official rco's that contains an uncompressed JPEG (eula_net_plugin.rco, newstore_plugin.rco, regcam_plugin.rco, videoeditor_plugin.rco)
https://www.psdevwiki.com/ps3/Template:RCOXML_contents_PS3
You know your rcos, can you check luanteles rco from post #123 and see how it might be enabling the animation without any sprx patch required, it has me puzzled.

Maybe it is just a side effect of using the png or adding the text, I don't know.
 
You know your rcos, can you check luanteles rco from post #123 and see how it might be enabling the animation without any sprx patch required, it has me puzzled.

Maybe it is just a side effect of using the png or adding the text, I don't know.
I could not understand his description of the problem, so your next posts talking about this sounds like chinese_T to me :eek:

The gameboot animation is enabled in all OFW's... is just sony reduced the total time of that animation to half a second or so (so most people doesnt realizes is still there)
But if you keep attention when booting a game/app you are going to see how the particles "flyes away" like in a explosion... that effect is part of the gameboot animation (is one of the <fireEvents> as far i remember) or maybe is made in the MNU settings for gameboots inside lines.qrc
 
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No, you're wrong there. The official firmare RCO still has a 2.8 second animation script, but it is ignored.

upload_2021-3-3_15-3-49.png


somehow in luanteles rco it is reenabled.


oh, I guess maybe games are using otherboot now in official firmware like DVD and bluray. Hmmm.
 
You need to compare the timings with the ones used in custom_render_plugin.rco from older firmwares (where the gameboot was fully visible)

Edit:
Btw... there is another <anim_gameboot> inside gamelib_plugin.rco
 
OK, we need to do some more testing, Just realised that it could be that Sony changed the sprx so it calls otherboot animation instead that was normally only used for DVD and bluray. This could be what we were missing.
 
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