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

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 tested it last night and it showed the animation without any patch.

I added your emulator animations to his RCO and the emulators show static images, while the default page (PS3 Pro logo) was animated.

I didn't do more tests, but it may be related to the encryption compression.
 
No, you're wrong there. The official firmare RCO still has a 2.8 second animation script, but it is ignored.

View attachment 31899

somehow in luanteles rco it is reenabled.


oh, I guess maybe games are using otherboot now in official firmware like DVD and bluray. Hmmm.


I think it is releated with timings , as you can see in my rco i made them longer.

The otherboot is only used in DVD/Blu-ray, as you can see i have different animations for them and the otherboot is only triggered in those conditions, and for games the gameboot one is triggered as usual, even on HFWs.

So probably is related to their timings, i used the same values for both of them and they got animations.
 
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I just figured it out. When Sony disabled the gameboot, they actually changed the name of the animation used for games to "anim_otherboot" in the sprx. So here is a better version of the mod. This will show the animation for the default gameboot now on HEN too even the first time.

For now the other animations still need the sprx patch as those are not called by "otherboot" right now but it is fixable.

@aldostools We could double up on the RAM patch, so have wMM patch anim_gameboot AND anim_otherboot for all gametypes. This would mean that without the sprx patch and on HENs first game launch everyone will get proper animations on all game types, but the sprx patch is still required to get audio afaik. So we still need to patch both places.

Note you will have to patch the whole string and put an extra null at the end as "other" is 1 char longer than "game"

EDIT: see further on in thread for download
 
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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.
Hmm, im making memory, take a look at this thread when you have some time (is long with a bunch of experiments), and this files:
DOWNLOAD ---> https://workupload.com/start/wvUz69rgHVE

The files are "ready to build an RCO", are like a resume of everything @Danxx444 and me was trying in this thread:
https://www.psx-place.com/threads/png-to-gim.26340/page-13#post-216088

As you can see (in the readme.txt) one of the first things i made was to redirect <anim_otherboot> ---to--- <anim_gameboot>

i guess this means the firmware is loading <anim_otherboot> and i was cheating it to load <anim_gameboot>
 
I just figured it out. When Sony disabled the gameboot, they actually changed the name of the animation used for games to "anim_otherboot" in the sprx. So here is a better version of the mod. This will show the animation for the default gameboot now on HEN too even the first time.

For now the other animations still need the sprx patch as those are not called by "otherboot" right now but it is fixable.

@aldostools We could double up on the RAM patch, so have wMM patch anim_gameboot AND anim_otherboot for all gametypes. This would mean that without the sprx patch and on HENs first game launch everyone will get proper animations on all game types, but the sprx patch is still required to get audio afaik. So we still need to patch both places.

Note you will have to patch the whole string and put an extra null at the end as "other" is 1 char longer than "game"

Please try this.


I don't think games are using the "anim_otherboot", check my rco, i added the movie text and BG5 animation on it, and it runs only booting DVD/BDs.

The "anim_gameboot" is using the normal ones with the pro text, that only shows booting up APPS/GAMES.

Check their times values, i use the same for both of them and both have animations enabled.
 
I don't think games are using the "anim_otherboot", check my rco, i added the movie text and BG5 animation on it, and it runs only booting DVD/BDs.

The "anim_gameboot" is using the normal ones with the pro text, that only shows booting up APPS/GAMES.

Check their times values, i use the same for both of them and both have animations enabled.
You are probably talking about both being available when the sprx is patched? For me anyway the anim_otherboot is being called when games are booted when I have no sprx patch.
 
You could use the redirection patches from my experiments, this way there are only 2 posible animations that can be loaded from inside custom_render_plugin.rco
Code:
<Anim name="anim_coldboot2">
	<FireEvent event="anim:anim_coldboot" />
</Anim>
Code:
<Anim name="anim_otherboot">
	<FireEvent event="anim:anim_gameboot" />
</Anim>
 
You are probably talking about both being available when the sprx is patched? For me anyway the anim_otherboot is being called when games are booted when I have no sprx patch.

You are right, i just remembered now, before adding the remap inside of hen for the gameboot sound patch.
the "anim_otherboot" was playing while booting GAMES and the "anim_gameboot" while booting DVD/BDs

So i had to make 2 versions (one for CFW and other for HEN) swapping anim_otherboot to anim_gameboot and vice versa to make them properly play on CFW/HEN.

But since i started using remaps only one version was needed.

What is itching me now is why on default CFW they work inverted? since there is no patch applied?

And why the patch swaps the animations?

CFW = "anim_gameboot" is used for games and "anim_otherboot" is used for BD/DVD
OFW/HFW = inverse.

Why the game_ext.sprx is patched on CFWs?
 
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You could use the redirection patches from my experiments, this way there are only 2 posible animations that can be loaded from inside custom_render_plugin.rco
Code:
<Anim name="anim_coldboot2">
    <FireEvent event="anim:anim_coldboot" />
</Anim>
Code:
<Anim name="anim_otherboot">
    <FireEvent event="anim:anim_gameboot" />
</Anim>
When you say redirect, where do you mean?

If only those 2 are possible what happens if someone applies the sprx patch and it tries to call anim_gameboot? A crash I would expect.


Edit: Oh yeah, I see what you mean now. but that will not work with this mod, due to the way we patch the sprx.

ou are right, i just remembered now, before adding the remap inside of hen for the gameboot
the "anim_otherboot" was playing while booting GAMES and the "anim_gameboot" while booting DVD/BDs
And why the patch swaps the animations?

CFW = "anim_gameboot" is used for games and "anim_otherboot" is used for BD/DVD
OFW/HFW = inverse.

Why the game_ext.sprx is patched on CFWs?
I do not think this is right, if it was right, on OFW we would be getting the normal "spiderman" gameboot when starting DVDs/BDs normally. Which we do not.

I think what is happening here is that now everything uses "anim_otherboot" unless the old sprx is used/remapped.
 
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When you say redirect, where do you mean?

I think what is happening here is that now everything uses "anim_otherboot" unless the old sprx is used/remapped.

Forget the part that i said the about OFW using "anim_gameboot" for DVDs, i mistaken it, i assumed that because as the otherboot was being played while booting up Games i thought the inverse was happening too.

Yeap, the OFW/HFW is using all animations to "anim_otherboot"

only the patched one is able to use both of the animations.

The question is why cfws have it patched to use both animations but no support for sounds or animations inside custom_render?
 
When you say redirect, where do you mean?

If only those 2 are possible what happens if someone applies the sprx patch and it tries to call anim_gameboot? A crash I would expect.


Edit: Oh yeah, I see what you mean now. but that will not work with this mod, due to the way we patch the sprx.
In the official custom_render_plugin.rco there are 4 animations:
anim_coldboot
anim_coldboot2
anim_gameboot
anim_otherboot

The redirection patches are doing this:
anim_coldboot2 ---to---> anim_coldboot
anim_otherboot ---to---> anim_gameboot

This way the 4 animation names exists... but there are only 2 posible animations played:
anim_coldboot ...and... anim_coldboot2 (plays anim_coldboot)
anim_gameboot ...and... anim_otherboot (plays anim_gameboot)

Is intended to simplify it, because this way is only needed to deal with 2 animations, one for coldboot and another for gameboot
 
Yeah, I get that but it will not work due to the way the RAM patch is applied to make it call a custom animation. The issue is that once we apply the sprx patch to enable audio then we are then calling anim_gameboot, So we need to make sure the RAM patch works regardless of whether anim_gameboot or anim_otherboot is called. This is why it will be required to patch both places in RAM.
 
Hard to explain, but when we apply the RAM patch, then anim_gameboot and anim_otherboot are not used anymore, it can not be used as it is not called in the sprx. So if it got redirected by anim_otherboot like you say it will just freeze, as its calling something not available.
 
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Hard to explain, but when we apply the RAM patch, then anim_gameboot does not exist anymore, it can not be called as it is not available in the sprx. So if it got redirected by anim_otherboot like you say it will just freeze, as its calling something not available.
At this point i dont know what does the sprx patch, but the redirection happens at the rco level, the name anim_gameboot is valid at rco level (and the redirection doesnt modifyes his contents), as well as any other custom name you want to use in that redirections with the <fireEvent:anim>

Btw... this redirections can be used also to "split" the animations in hierarchies, you know... incase you have 10 animations that are sharing some lines you could isolate that lines in a specific animation and load it conveniently (the <Lock> <Unlock> and the fireevents at the endings... etc... are common)
 
Yeah, you have to remember there are 2 scenarios here.

1: The user is on HEN and starts a game and the sprx calls the anim_otherboot like OFW
2: The user is on CFW and starts a game and the sprx calls the anim_gameboot like patched CFW

We need BOTH of those scenarios to redirect to our custom_gameboot. Redirecting anim_otherboot to anim_gameboot at the rco level does not help us here, as we do not want to use , and are not calling either one of those.
 
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My system is still refusing to swap the logos, i installed the Rebug again, uninstalled webMAN and all related folders, installed today's build and placed all the required files and the only thing working are the PIC1.png of retro games and the sounds swapping in each console, but the logos are still the default one,

It is driving me crazy.
 
The latest build of webMAN MOD now supports the Multi Gameboot Mod 1.12

Download: https://github.com/aldostools/webMAN-MOD/releases
Or: https://store.brewology.com/ahomebrew.php?brewid=310
Or use the built-in updater.

TIPS:
1- webMAN MOD's FTP now support short path aliases:
Use ftp://192.168.xx.xx/res to mount /dev_blind & access /dev_blind/vsh/resource
Use ftp://192.168.xx.xx/tmp to go to folder /dev_hdd0/tmp

Other aliases are: /cov, /cvr, /pkg, /xmb, /xml, /PS3ISO, /GAMES, /ROMS, /BLES80608, etc.

2- In the folder /dev_hdd0/tmp/gameboot you can add media files ***_ICON1.PAM, ***_SND0.AT3, ***_PIC0.PNG, ***_PIC1.PNG, ***_PIC2.PNG. The example provided by DeViL303 only includes ***_PIC1.PNG

*** is the 3 letter code of the emulator: rom, sns, nes, gba, gby, gen, neo, mam, fba, pce, ata, cmd, ids.
 
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My system is still refusing to swap the logos, i installed the Rebug again, uninstalled webMAN and all related folders, installed today's build and placed all the required files and the only thing working are the PIC1.png of retro games and the sounds swapping in each console, but the logos are still the default one,

It is driving me crazy.
That is really strange. I have restored my console a few times since starting these mods, and it always enables easily.

Are you sure you are applying no other mods?

I will test again here in a while:
  • Reinstall CFW
  • Restore console to defaults (optional)
  • Install and run very latest webMAN MOD PKG from github
  • Put v1.10 custom_render_plugin.rco on flash
  • Put v1.10 resources in dev_hdd0/tmp/gameboot/
 
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My system is still refusing to swap the logos, i installed the Rebug again, uninstalled webMAN and all related folders, installed today's build and placed all the required files and the only thing working are the PIC1.png of retro games and the sounds swapping in each console, but the logos are still the default one,

It is driving me crazy.

webMAN checks that the rco is larger than 300KB to prevent potential freeze due missing animations in early versions of the RCO.
It will not show the gameboots if you're still using one of the early versions of the RCO that are 50KB~60kB.

Download the latest build of webMAN and the Multi Gameboot MOD 1.12
 
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