Those generic PIC1.PNGs will be remapped when that game type is mounted if using the latest webMAN MOD.
Because they didn't fit in the rco?
Some are .PNG and anothers .png, is it on purpose?
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Those generic PIC1.PNGs will be remapped when that game type is mounted if using the latest webMAN MOD.
These are for when the ROM type is mounted and you are on the icon on the XMB, not related to the rco.Because they didn't fit in the rco?
Some are .PNG and anothers .png, it is on purpose?
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 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
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:
Really those should not be enough to enable the animation, but somehow it is.
- 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.
Are you sure about that?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
<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: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" />
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.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
I could not understand his description of the problem, so your next posts talking about this sounds like chinese_T to meYou 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.