Original PS3 Gameboot & Sounds [4.80 - 4.86 CFW ONLY]

PS3 Original PS3 Gameboot & Sounds [4.80 - 4.86 CFW ONLY] 1.01

No it won't brick your PS3.... just put the folder on a USB, open MultiMAN, find enable dev_blind, then go to filemanger, find the zip folder on your usb, open it and you should get a message saying "Do you wish to install zip..?", select yes, once done restart your PS3 from the option in multiman.

EDIT: For a beter explanation just follw the same steps I give to install the gameboot for this resource, its exactly the same procedure to install this lines.qrc file.
thanks by detailed explatation bro! Anouther thing, my gameboot i had instaled, he not have sparks, so moding the original file by this your, he's go to got sparts?

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thanks by detailed explatation bro! Anouther thing, my gameboot i had instaled, he not have sparks, so moding the original file by this your, he's go to got sparts?

Enviado de meu SM-J600GT usando o Tapatalk

That lines.qrc is as close to the original as I could get it for now, ie the sparks only ever appeared on the gameboot, nowhere else. I can easily remove them from the gameboot as well if you want so no sparks will ever appear anywhere.

Was it the all black background wave I made you used? If so I will simply just edit it to remove the gameboot sparks. Will only take 2 mins to do this...
 
That lines.qrc is as close to the original as I could get it for now, ie the sparks only ever appeared on the gameboot, nowhere else. I can easily remove them from the gameboot as well if you want so no sparks will ever appear anywhere.

Was it the all black background wave I made you used? If so I will simply just edit it to remove the gameboot sparks. Will only take 2 mins to do this...
Actually i'm still using the original colorful theme, but i also like the black themed xmb, if you ever get to choose the black and the colorful theme from the theme menu it would be cool. The highest priority, let's say, was to remove the sparks everywhere. Tomorrow I will test the lines.qrc of your post, but if you could get the sparks from the gameboot I would appreciate it.



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Actually i'm still using the original colorful theme, but i also like the black themed xmb, if you ever get to choose the black and the colorful theme from the theme menu it would be cool. The highest priority, let's say, was to remove the sparks everywhere. Tomorrow I will test the lines.qrc of your post, but if you could get the sparks from the gameboot I would appreciate it.



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Here are 2 more lines.qrc files....

Colour Select (No Particles).zip > This is basically the OFW wave with no particles anywhwere, so you can still select the background colour from the Theme menu as normal and the backgrounds will change from month to month like normal.

All Black (No Particles).zip > This is the OFW wave with no particles anywhere and the background is all black with no monthly colour change so it will stay black all the time, you can still choose a side menu colour from the theme menu as normal but thats it, the background stays black perminantly.

These zip files contian the PS3~dev_blind.zip for install as when you download the other one from the other post the ~ in the file name gets changed to _ which breaks the self install function.

So extract these on your PC first before putting them on USB and put the dev_blind zips in appropriatly named folders on your USB drive so you don't get confused as to which is which as both the dev_blind zips are named the same but install the same way that is detailed in this thread > enter multiMAN, enable dev_blind, click on zip, reboot.

In fact if you use webMAN MOD you can set it to mount dev_blind on boot of the PS3 then you don't need to enable dev_blind in MulitMAN as its already been done prior to entering MultiMAN> This is how I have it set up anyways and is easy to check as when you select PS3 Root in MultiMANs File Manager you will see dev_blind listed as one of the folders there.

EDIT: These will work on CFW or HEN ( Info for anyone reading this and wants to try them )
 

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Here are 2 more lines.qrc files....

Colour Select (No Particles).zip > This is basically the OFW wave with no particles anywhwere, so you can still select the background colour from the Theme menu as normal and the backgrounds will change from month to month like normal.

All Black (No Particles).zip > This is the OFW wave with no particles anywhere and the background is all black with no monthly colour change so it will stay black all the time, you can still choose a side menu colour from the theme menu as normal but thats it, the background stays black perminantly.

These zip files contian the PS3~dev_blind.zip for install as when you download the other one from the other post the ~ in the file name gets changed to _ which breaks the self install function.

So extract these on your PC first before putting them on USB and put the dev_blind zips in appropriatly named folders on your USB drive so you don't get confused as to which is which as both the dev_blind zips are named the same but install the same way that is detailed in this thread > enter multiMAN, enable dev_blind, click on zip, reboot.

In fact if you use webMAN MOD you can set it to mount dev_blind on boot of the PS3 then you don't need to enable dev_blind in MulitMAN as its already been done prior to entering MultiMAN> This is how I have it set up anyways and is easy to check as when you select PS3 Root in MultiMANs File Manager you will see dev_blind listed as one of the folders there.
Cool bro...i'll test them...thanks
 
@Cypher_CG89 I tested the wave mod you made and it was amazing.. it really is without the sparkles. Then I did some tests with custom_render_plugin.rco without modification (in its normal state) and did the test with custom_render_plugin.rco that @sandungas modified to work coldboot, gameboot and otherboot ... with these tests, I had two results ... first I used the rco without modifications the result was without sparkles in the gameboot..excellent ... the second test I did with the rco of sandungas, and the result ... was sparkles in the gameboot ... yes..they appeared ... the rco that has the gameboot enabled .. does the sparkles appear ... has some way to disable by rco? .... ah ... and also did another test ... I used the gameboot's sprx plugin with normal custom_render_plugin.rco without modification ... the result was the appearance of sparkles in the gameboot.
 
@Cypher_CG89 I tested the wave mod you made and it was amazing.. it really is without the sparkles. Then I did some tests with custom_render_plugin.rco without modification (in its normal state) and did the test with custom_render_plugin.rco that @sandungas modified to work coldboot, gameboot and otherboot ... with these tests, I had two results ... first I used the rco without modifications the result was without sparkles in the gameboot..excellent ... the second test I did with the rco of sandungas, and the result ... was sparkles in the gameboot ... yes..they appeared ... the rco that has the gameboot enabled .. does the sparkles appear ... has some way to disable by rco? .... ah ... and also did another test ... I used the gameboot's sprx plugin with normal custom_render_plugin.rco without modification ... the result was the appearance of sparkles in the gameboot.

Post the RCO's you used and which is which and I will have a look. I only test this against the SPRX I patched for the gameboot on CFW which is only patched to enforce the game boot and audio. I have not tested it out on other mods people have made, I edit them to be as minimal as possible so people can mix and match with other mods from other people to get the customisation they want.

But it will most like likely be because of anim_otherboot ( this is where the RCO calls on the particles IIRC ). All I really did to the lines.qrc was make the partilces invisible by altering the Global Alpha float from 1 to 0 so they will not show up but technically they are still there... you just cannot see them.

Also the function amin_otherboot will have it's own settings defined with the SPRX which can overrride the lines.qrc settings
 
Post the RCO's you used and which is which and I will have a look. I only test this against the SPRX I patched for the gameboot on CFW which is only patched to enforce the game boot and audio. I have not tested it out on other mods people have made, I edit them to be as minimal as possible so people can mix and match with other mods from other people to get the customisation they want.

But it will most like likely be because of anim_otherboot ( this is where the RCO calls on the particles IIRC ). All I really did to the lines.qrc was make the partilces invisible by altering the Global Alpha float from 1 to 0 so they will not show up but technically they are still there... you just cannot see them.

Also the function amin_otherboot will have it's own settings defined with the SPRX which can overrride the lines.qrc settings
Here pal
 

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Hi
Does it work on any CFW 4.85?

If you mean the original gameboot then yes it works on 4.85 CFW. The waves files (lines.qrc) that are dotted about the thread will work as well. There is also a Slim Style Gameboot I did as well which still works on 4.85 CFW.

I just haven't updated my thread to say it still works on 4.85 CFW as I want to add a few things to both the Original and Slim Style gameboot version I did before I do.
 
Thanks, your using HEN right..? not CFW... Just so I know which of my PS3's to test this on properly.
If you find something interesting in it worthy to be mentioned advise me, is the file i uploaded in post #194 of this thread:
https://www.psx-place.com/threads/a...e-1-00-2-70-to-4-84.26076/page-10#post-205000

Btw... i dont get why you are including the official custom_render_plugin.rco in your download
Is the official custom_render_plugin.rco used in 4.80~4.85 firmwares with MD5: 9441159906B3A81E9A4DAD58CD995ED8
https://www.psdevwiki.com/ps3/Template:Custom_render_plugin.rco_changelog

By following the install instructions (using multiman) the official custom_render_plugin.rco (in your zip) is going to be overwritten on top of the official custom_render_plugin.rco (in the user flash)
Both are the same file, is pointless

Also, in the .txt is not mentioned that the custom_render_plugin.rco you are including in the zip is the official (i realized about it because i was comparing them after extracted and i was shocked to see it had zero differences with the official... later i checked the MD5 of the rco and was even more surprised)
The people thinks that the file is important, but doesnt makes anything special
All the "magic" of your zip is inside the .sprx

----------------
Btw, you are free to use the tricks of my custom_render_plugin.rco or include it intact in your download... but please give credits to me :P
 
i dont get why you are including the official custom_render_plugin.rco in your download
Is the official custom_render_plugin.rco used in 4.80~4.85 firmwares with MD5: 9441159906B3A81E9A4DAD58CD995ED8

Incase anyone has been using other mods, like maybe a custom gameboot> like my slim sytle, and wants to just have the Original PS3 gameboot logo again. just the SPRX is not going to cut it as they would still be using the modded RCO. So everything that is needed is included.

EDIT: Also the timings are different in the RCO compared to when the gameboot was being used in OFW which I have now corrected and will be added to an update along with the lines.qrc file ans some other things to both gameboots.

Btw, you are free to use the tricks of my custom_render_plugin.rco or include it intact in your download... but please give credits to me :P

The only reason I asked for the modded RCO was to see if was "anim_otherboot" that was causing the particles to appear back in the waves I posted above so @Danxx444 could use what you did on HEN with no Particles. I am more than 90% sure that it is anim_otherboot so reducing the timings to 0 or removing it would stop the RCO from calling on the particles during the gameboot.
 
The custom_render_plugin.rco i made is exactly like the old coldboot and gameboot, and it have the particles, i never tryed to remove them
I had two results ...

first I used the rco without modifications the result was without sparkles in the gameboot..excellent

the second test I did with the rco of sandungas, and the result ... was sparkles in the gameboot ... yes..they appeared ... the rco that has the gameboot enabled .. does the sparkles appear ... has some way to disable by rco?

also did another test ... I used the gameboot's sprx plugin with normal custom_render_plugin.rco without modification ... the result was the appearance of sparkles in the gameboot.
But what you want to do ?, with particles or without them ?

Also, keep in mind the patch in the sprx seems to be redirecting anim_otherboot to anim_gameboot... and in the custom_render_plugin.rco i made im doing the same redirection too
So... incase of using the sprx and my rco... both with the same redirections... i dont know what is going to do really
Maybe one of the redirections nulls the other... dunno
 
Im going to paste some xml as example, this is what i did in the custom_render_plugin.rco
Im only showing 2 animations, anim_otherboot and anim_gameboot
The contents of anim_gameboot are exactly the same since firmware 1.00 up to 4.85 they never changed it... and this is a bit tricky to understand

I think what happened is... in old firmwares most of the games was loading anim_gameboot... with the logo made with spiderman font
In modern firmwares they changed it at sprx level... now the games loads anim_otherboot, that also existed since firmware 1.00 (but nobody realized because was loaded only by special apps)

In modern official firmwares the anim_gameboot is exactly like in 1.00 firmware... but the sprx never loads it :)
So... what i did is to redirect anim_otherboot ---to---> anim_gameboot

Anyway, im explaining this to show you that the xml im going to copy below is the original anim_gameboot of firmwares 1.00 up to 4.85
Code:
<Anim name="anim_gameboot">
	<Lock unknownInt0="0xffffffff" />
	<Fade object="object:ps3logo" time="0" accelMode="0x0" colorScaleA="0" />
	<Resize object="object:ps3logo" time="0" accelMode="0x0" sizeScaleX="0.938" sizeScaleY="0.938" sizeScaleZ="1" />
	<FireEvent event="event:native:/anim_gameboot_BG2" />
	<Delay time="500" />
	<Fade object="object:ps3logo" time="863" accelMode="0x3" colorScaleA="1" />
	<Resize object="object:ps3logo" time="863" accelMode="0x4" sizeScaleX="1" sizeScaleY="1" sizeScaleZ="1" />
	<FireEvent event="event:native:/anim_gameboot_BG3" />
	<Delay time="1100" />
	<Fade object="object:ps3logo" time="174" accelMode="0x1" colorScaleA="0" />
	<Resize object="object:ps3logo" time="174" accelMode="0x1" sizeScaleX="1.284" sizeScaleY="1.284" sizeScaleZ="1" />
	<Delay time="1000" />
	<Delay time="200" />
	<FireEvent event="event:native:/anim_gameboot_Finished" />
</Anim>
The only thing i modifyed related with gameboot is this
This is what does the redirection
Code:
<Anim name="anim_otherboot">
	<FireEvent event="anim:anim_gameboot" />
</Anim>

Anyway... if you want to disable the particles effects (something that never was made officially)... you need to remove or replace this lines:
<FireEvent event="event:native:/anim_gameboot_BG2" />
<FireEvent event="event:native:/anim_gameboot_BG3" />

That "event" that is "fired" represents a function inside the sprx... and that functions works like a animated sequence + his settings (loaded from the MNU files inside lines.qrc)

Take a look at this list made by @DeViL303
https://www.psx-place.com/threads/r...der_plugin-sprx-rco.25952/page-13#post-205902
Basic explanations of some native anim events. Depends on the wave used as you are just accessing different mnu overrides from inside the lines.qrc.
Code:
anim_gameboot_BG1 = more spread out wave - less dense
anim_gameboot_BG2 = Change colour from red/blue to green/blue (depends on wave)
anim_gameboot_BG3 = Fade wave slowly to nothing. Zoom and blur particles
anim_gameboot_BG4 = Completely fade wave and sparkles to black
anim_gameboot_BG5 = zoom out on sparkles and make wave white smokey
anim_gameboot_MoyouZoom = Zoom all particles and the wave quickly about 25% - stays zoomed only need to be done once

I guess BG4 should remove the particles (and also the wave), seems to fit with what you want
 
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Two things i dont understand is..why have to resign the sprx plugin to enable gameboot? and why does it only work with HEN enabled? (in my case) ... what's the big difference with the current game_ext_plugin.sprx from the old one besides them just turning off the gameboot?
 

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