PS3 PNG to GIM

@sandungas my mistake in saying that the black background does not appear... is that it appears too fast and then disappears.

It should stay until the end of the "Warning" message... just like the PS4.

Here take a look:
 
@sandungas my mistake in saying that the black background does not appear... is that it appears too fast and then disappears.

It should stay until the end of the "Warning" message... just like the PS4.

Here take a look:
Hmmm, i think all the problems are caused because (for some weird reason) the custom "anim_coldboot" is played together with the animation from inside coldboot.raf
It looks the coldboot.raf disables the black background, and probably is "breaking" the logo fadeout (the white square at the end is doing the fadeout, but it should not look like that)

I dont get why is happening this, specially because in the other modded custom_render_plugin.rco i made with the original coldboot from firmwares 1.00 the modern coldboot.raf was not displayed (obviouslly)

Are you using some other custom files related with this that could be causing the coldboot.raf to be displayed ?

Btw... just incase you are wondering, dont delete the coldboot.raf incase of using this animation we are doing, because by now it looks that is laoding coldboot.raf... so dont delete it by now
We need to disable coldboot.raf... and after that you can delete it... but not before
 
Btw... just incase you are wondering, dont delete the coldboot.raf incase of using this animation we are doing, because by now it looks that is laoding coldboot.raf... so dont delete it by now
We need to disable coldboot.raf... and after that you can delete it... but not before

Yesterday I did the test without the colddoot.raf and happening the same thing as in the video above.
 
Yesterday I did the test without the colddoot.raf and happening the same thing as in the video above.
Dont try to verify it, but that's... imposible ;)
All the images that appears at right in your video are inside coldboot.raf, the only way to see them is if you have the coldboot.raf loaded by the firmware


-------------------------
Btw, i think i found where is the problem, i will upload a new version v02 in few minutes and i will explain it in the readme.txt :)
 
Is that possible to add the same effect on the HEN version without using of the game_ext_sprx, patching the custom_render.rco script?

the game_ext_plugin is the one used in firmwares lower than 3.XX

You don't need to touch any of that for gameboot waves on any PS3, I use the same lines.qrc file on all my CFW PS3s and HEN PS3 and they all have a half red wave before the coldboot> PS3 boots with blackscreen + with half clear / half red wave (Basically here I triggered the old coldboot screen from inside the lines.qrc file), fades to the coldboot screen where the wave then appears clear, then on boot of anything the wave goes half blue half green with the gameboot animation.

In the lines.qrc file simply edit background.MNU.js in overide/gameboot2 to this....

Code:
#MNU_1.0
1 RED:float:0.8
1 GREEN:float:0.8
1 BLUE:float:0.8
2 RED:float:0.8
2 GREEN:float:0.8
2 BLUE:float:0.8
3 RED:float:0.8
3 GREEN:float:0.8
3 BLUE:float:0.8
4 RED:float:0.8
4 GREEN:float:0.8
4 BLUE:float:0.8
FOVY:float:71.9996
NEUTRINOS X:float:33.6672
COLOUR SHADER:int:0

The above should make a clear gameboot wave on any PS3 (CFW, HEN, OFW, HFW, HAN) it makes no difference what the console is using, you could add it an HFW with no exploit and it will work. No messing around with patching sprx files and rcos to trigger the gameboot wave on any PS3.
 
You don't need to touch any of that for gameboot waves on any PS3, I use the same lines.qrc file on all my CFW PS3s and HEN PS3 and they all have a half red wave before the coldboot> PS3 boots with blackscreen + with half clear / half red wave (Basically here I triggered the old coldboot screen from inside the lines.qrc file), fades to the coldboot screen where the wave then appears clear, then on boot of anything the wave goes half blue half green with the gameboot animation.

In the lines.qrc file simply edit background.MNU.js in overide/gameboot2 to this....

Code:
#MNU_1.0
1 RED:float:0.8
1 GREEN:float:0.8
1 BLUE:float:0.8
2 RED:float:0.8
2 GREEN:float:0.8
2 BLUE:float:0.8
3 RED:float:0.8
3 GREEN:float:0.8
3 BLUE:float:0.8
4 RED:float:0.8
4 GREEN:float:0.8
4 BLUE:float:0.8
FOVY:float:71.9996
NEUTRINOS X:float:33.6672
COLOUR SHADER:int:0

The above should make a clear gameboot wave on any PS3 (CFW, HEN, OFW, HFW, HAN) it makes no difference what the console is using, you could add it an HFW with no exploit and it will work. No messing around with patching sprx files and rcos to trigger the gameboot wave on any PS3.
Wow ... cool.
Hey if you have some time, could you make a small change to the current wave? (if you have some free time of course) you will only make the colors more intense and the waves with the same color as the color you choose.

For you better understand, leave them the same way as the PS4..but only in color.

No need to change the wave animation or shape, just the colors.
images
 
Last edited:
Here is version 02 @Danxx444
FILE: https://www.sendspace.com/file/hv0ke4

Long story short... it looks the <FireEvent> used in the original coldboot from firmware 1.00 are the responsibles to prevent the loading of coldboot.raf
Code:
<FireEvent event="event:native:/anim_coldboot_BootBG1" />
<FireEvent event="event:native:/anim_coldboot_NormalBG" />
I removed them in version 01... but for version 02 im restoring one of them
 
you will only make the colors more intense and the waves with the same color as the color you choose.

Not sure I completely understand ... ? Are you refering to the way @LuanTeles has done the PSP wave used in his mod > colours and wave is vivid but you want me to do that to the OFW wave ?

Also which wave are you using that I made as I have made quite a few for people that are more or less the same but with small changes and keeping track of who's using which wave I made is.... well put it this way I should make a txt file with names and which wave(s) was made for them lol.
 
Here is version 02 @Danxx444
FILE: https://www.sendspace.com/file/hv0ke4

Long story short... it looks the <FireEvent> used in the original coldboot from firmware 1.00 are the responsibles to prevent the loading of coldboot.raf
Code:
<FireEvent event="event:native:/anim_coldboot_BootBG1" />
<FireEvent event="event:native:/anim_coldboot_NormalBG" />
I removed them in version 01... but for version 02 im restoring one of them
i'll test it ;)
 
Not sure I completely understand ... ? Are you refering to the way @LuanTeles has done the PSP wave used in his mod > colours and wave is vivid but you want me to do that to the OFW wave ?

Also which wave are you using that I made as I have made quite a few for people that are more or less the same but with small changes and keeping track of who's using which wave I made is.... well put it this way I should make a txt file with names and which wave(s) was made for them lol.
I am using the official wave without changes.

The way I'm talking about is just to make the colors more intense and if possible, make the waves look the same color as the color I chose (like this wave from the photo I posted above) different from the official which is transparent.
 
Here is version 02 @Danxx444
FILE: https://www.sendspace.com/file/hv0ke4

Long story short... it looks the <FireEvent> used in the original coldboot from firmware 1.00 are the responsibles to prevent the loading of coldboot.raf
Code:
<FireEvent event="event:native:/anim_coldboot_BootBG1" />
<FireEvent event="event:native:/anim_coldboot_NormalBG" />
I removed them in version 01... but for version 02 im restoring one of them
I'm not sure if anything stops the Coldboot.raf properly in the rco. I think its controlled by the sprx really. I was just deleting the raf normally to stop it. Also its down to timing. If you dont allow enough time for the coldboot.raf to display fully, then it wont load at all.

^^ all needs to be confirmed but that's how it seemed in my limited testing with the raf on there, I normally just deleted it.
 
I'm not sure if anything stops the Coldboot.raf properly in the rco. I think its controlled by the sprx really. I was just deleting the raf normally to stop it. Also its down to timing. If you dont allow enough time for the coldboot.raf to display fully, then it wont load at all.

^^ all needs to be confirmed but that's how it seemed in my limited testing with the raf on there, I normally just deleted it.
coldboot.raf is disabled simply by redirecting anim_coldboot2 to anim_coldboot
Take a look at this custom_render_plugin.rco i made with the coldboot and gameboot animations from firmware 1:00
https://www.psx-place.com/threads/a...e-1-00-2-70-to-4-84.26076/page-10#post-204984

The only thing needed to do is this basically, the firmware tryes to load anim_coldboot2, but the rco redirects it to load anim_coldboot
Code:
<Anim name="anim_coldboot2">
	<FireEvent event="anim:anim_coldboot" />
</Anim>

The confusing detail is what is really preventing it to load coldboot.raf are the <FireEvent> of the old coldboot animation from firmware 1.00
 
Yeah, one of the animations does stop the coldboot, but that is just lucky and sometimes you dont want to use that animation. That animation was designed before the coldboot was added , so its not designed to stop the coldboot.raf, it just happens to block it. The coldboot.raf is loaded by the sprx though. Best thing is to remove it, as no point loading it and then having it hidden.
 
To me it looks there is some sprx that (by default) is going to load this settings, because are hardcoded in it
This ones belongs to anim_coldboot2 (and directly related with coldboot.raf)
Code:
<FireEvent event="event:native:/anim_coldboot_BootBG2" />
<FireEvent event="event:native:/anim_coldboot_NormalBG2" />

When i do the redirection (from anim_coldboot2 to anim_coldboot) in custom_render_plugin.rco im actually deleting that lines... so... i thought this was what was disabling the loading of coldboot.raf
It was working, so i thought it was that... problem solved

But nah... it seems are hardcoded somewhere... and the only way to disable them is by loading this events (that belongs to the coldboot from firmware 1.00)
Code:
<FireEvent event="event:native:/anim_coldboot_BootBG1" />
<FireEvent event="event:native:/anim_coldboot_NormalBG" />

You know... they seems to work as if are excluding the others
If you dont do anything the sprx is going to load coldboot.raf
But if you use the ones from firmware 1.00 it looks they "updates" the defaults... and this should disable coldboot.raf

Yeah... is a dirty trick, but im confident that it works like that (because is the only explain i find right now why the video from Danxx444 was displaying a double coldboot) :D
 
Actually... that trick of the double coldboot could be handy, the point is we can play an animation from coldboot.raf and another animation from inside custom_render_plugin.rco together

But as you can see in the video the coldboot.raf could "break" some items of the rco animation
I think the white square that can be seen at the end of @Danxx444 video is because the logo is made by using GIM settings -ps3dxt3
And i guess maybe it could work by creating the GIM with -ps3rgba8888 or -ps3rgba4444
And the custom black background plane that dissapears in the video... im not sure, maybe there is some mistake in the timings... but it could be also caused by coldboot.raf

So... well... there are some limitations, but it seems posible to play a double coldboot :P
 
For sure. mentioned that in my custom render thread, both can both play normally. Original coldboot was only disabled in the rco and only very simply. They did not even remove gim or plane or anim script.
 
@sandungas you are almost there buddy.

I did two tests:

1- With coldboot.raf:

-It still continues to appear even with your second mod, but you don't have to worry about raf, we can just delete it, it's much easier.

-The white square still appears at the end of the logo animation.

- And the black background is much better now...it's more visible.

2- Without coldboot.raf:

-In this second test not much has changed, besides not having the raf file, the same aspects of the first test continue.
 
You will get the white square if you dont allow enough time for the resizes/fades to play out before show GUI, so always add a delay after each fade/resize at least as long as the time of effect, before you do anything else.


<AnimTree>
<Anim name="anim_coldboot">
<Lock unknownInt0="0xffffffff"/>
<Fade object="object:black_bg" time="0" accelMode="0x0" colorScaleA="1"/>
<Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0"/>
<Fade object="object:scelogo" time="1000" accelMode="0x3" colorScaleA="1"/>
<Resize object="object:scelogo" time="1000" accelMode="0x4" sizeScaleX="1" sizeScaleY="1" sizeScaleZ="1"/>
<Delay time="3500"/>
<Fade object="object:scelogo" time="1000" accelMode="0x3" colorScaleA="0"/>
<Resize object="object:scelogo" time="1000" accelMode="0x4" sizeScaleX="1" sizeScaleY="1" sizeScaleZ="1"/>
<FireEvent event="event:native:/anim_coldboot_ShowGUI"/>
<Unlock unknownInt0="0xffffffff"/>
<Delay time="5500"/>
<FireEvent event="event:native:/anim_coldboot_Finished"/>
</Anim>

If you are using that now, you need to add a 1000ms delay after the LAST resize. then take 1000ms off the end delay. i would remove as much of that last delay as possible for the quickest boot up but thats just me.
 
But i want to disable coldboot.raf in the rco, this way is optional to delete the coldboot.raf file
I made a new version v03, please try it with coldboot.raf (dont delete coldboot.raf)
The change in this version is im restoring the other <FireEvent> from coldboot 1.00

FILE: https://www.sendspace.com/file/eo1ul8

*please make a video of this version v03
 

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