PS3 PNG to GIM

@LuanTeles .... I was able to add the PS logo in coldboot.

Now all that remains is to add the black background and the delay time you want.
(Remove the coldboot.raf)

Here:

Wow it looks great, i think a little more delay in the gameboot will be nice, the logo has a little delay to appear and when it appears it fadees quickly. ( Or it is mine sprx, that make it transparent for a while with the wave, and then turns black the background)
 
In the original PS4 coldboot the logo stays visible for around 3.5 seconds, so i would start trying with something like this
Code:
<Anim name="anim_coldboot">
	<Lock unknownInt0="0xffffffff" />
	<Fade object="object:scelogo" time="0" accelMode="0x0" colorScaleA="0" />
	<Fade object="object:scelogo" time="1000" accelMode="0x3" colorScaleA="1" />
	<Delay time="3500" />
	<Fade object="object:scelogo" time="1000" accelMode="0x3" colorScaleA="0" />
	<FireEvent event="event:native:/anim_coldboot_ShowGUI" />
	<Unlock unknownInt0="0xffffffff" />
	<Delay time="5500" />
	<FireEvent event="event:native:/anim_coldboot_Finished" />
</Anim>
 
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That Gameboot looks dope lads, I would stretch the on screen time to 3/4 seconds, and use it as a Coldboot in the PS3 Pro Mod, use the same principle as @DeViL303 used in his Gameboot to Coldboot research.

This could bring a new modern face to the PlayStation3s Ecosystem, both the PS3/PSV/PS4 having the same start-up sequence.

Sent from my G8141 using Tapatalk
 
That Gameboot looks dope lads, I would stretch the on screen time to 3/4 seconds, and use it as a Coldboot in the PS3 Pro Mod, use the same principle as @DeViL303 used in his Gameboot to Coldboot research.

This could bring a new modern face to the PlayStation3s Ecosystem, both the PS3/PSV/PS4 having the same start-up sequence.

Sent from my G8141 using Tapatalk
This is what I am trying to do, but I have very limited knowledge to modify certain things.

Ido not intend to make a very "exaggerated" change, just a very good change that seems to be Sony Official.

If Sony doesn't make any changes ... well we do :)
 
There are several ways to create the black background, the 2 best ones are:

By using a <Plane> filled with black color (and no image)
Take a look at impose_plugin.rco ... it have a black plane, you can copy that line entirelly, included the values for his position and sizes overrides (is located at position x=0, y=0 and size x=1920, y=1080)

By using a <FireEvent> inside the animation
Like the ones you removed, example:
Code:
<FireEvent event="event:native:/anim_gameboot_BG2" />
But for coldboot... there are some availables:
anim_coldboot_BootBG1
anim_coldboot_NormalBG
anim_coldboot_BootBG2
anim_coldboot_NormalBG2

This is more simple to do, but i dont know which ones displays a black background
The biggest difference by using this is the coldboot is going to load the MNU setting files from inside lines.qrc and icons.qrc ... so it allows you to customize some effects in them ... but if you dont want any effect (and you dont want to modify the QRC files) then im not so sure if this could be against what you want to achieve






Edit:
Personally i think creating the black background with a <FireEvent> is "the good way" to do it because is easyer, more simple, small patches, and is closer to what the official firmware does... so i would try to explore this path first (for the big prize)
But incase the exploration is not successful... then meh... do it with a <Plane> in the rude way, it will work :)
 
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@Danxx444 im taking a look at what you did here https://www.psx-place.com/threads/png-to-gim.26340/page-7#post-208574
It took me a few but i see what you did, you replaced the gim and then changed his postions and sizes and kept the original animations, hehe, i never thought in doing it like this, but yes it works :D

I think is better to rebuild it to simplify it, there are several things that can be made, im tempted to do it and upload an xml with some comments

But what you did is to use the same logo in coldboot and gameboot, are you sure @LuanTeles wants this ?
We can make the same animation in both, but not sure if this is what he wants
 
ut what you did is to use the same logo in coldboot and gameboot, are you sure @LuanTeles wants this ?
Actually that's not quite what he wants..at least in gameboot.
I was thinking of adding his gameboot, but I saw that it wasn't with a good resolution, so I let him decide what to do ... because what matters is the coldboot logo. :)
 
Actually that's not quite what he wants..at least in gameboot.
I was thinking of adding his gameboot, but I saw that it wasn't with a good resolution, so I let him decide what to do ... because what matters is the coldboot logo. :)
I guess he wants to keep his gameboot with this image
tumbnail-jpg.10347


And i guess that gameboot is made just by replacing the GIM, so i know how to do it, but can someone upload the latest version of custom_render_plugin.rco used in the PS3 4K PRO mod ?, this way i can take the image from it and take a look if it has some other changes


Edit:
Ok, i know what im going to do... first a version with the PS4 coldboot and the original gameboot from PS3 firmware 1.00
This way everybody can use it (not only the PS3 4K PRO mod users)

Is better this way because i cant adjust the times accuratelly, just because i dont know them, and i dont want to make 20 tests to see what fits better
As mentioned before... the best way to do this is by recording a video in good quality of a PS4 codboot, then open it in your PC with a decent video player that shows the time in miliseconds and take notes of all the exact times
Remember... the RCO format meassures the times in miliseconds, so probably you will need to play the video "frame by frame" to find the exact times
Im not going to do all that... but by releasing a version of it for general use there are more chances that someone does it... or at least to do some test to try to adjust it roughtly
 
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Done... is just the initial version, im using the suffix "v01" because i expect some of you updates it to adjust the times, delays, and acceleration modes
There is a readme.txt where i took notes of all the changes i made (incase someone wants to review or compare with the official custom_render_plugin.rco)
Im uploading the files used to build the rco, you need to compile it

FILE: https://www.sendspace.com/file/3517ir
 
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I guess he wants to keep his gameboot with this image
tumbnail-jpg.10347


And i guess that gameboot is made just by replacing the GIM, so i know how to do it, but can someone upload the latest version of custom_render_plugin.rco used in the PS3 4K PRO mod ?, this way i can take the image from it and take a look if it has some other changes


Edit:
Ok, i know what im going to do... first a version with the PS4 coldboot and the original gameboot from PS3 firmware 1.00
This way everybody can use it (not only the PS3 4K PRO mod users)

Is better this way because i cant adjust the times accuratelly, just because i dont know them, and i dont want to make 20 tests to see what fits better
As mentioned before... the best way to do this is by recording a video in good quality of a PS4 codboot, then open it in your PC with a decent video player that shows the time in miliseconds and take notes of all the exact times
Remember... the RCO format meassures the times in miliseconds, so probably you will need to play the video "frame by frame" to find the exact times
Im not going to do all that... but by releasing a version of it for general use there are more chances that someone does it... or at least to do some test to try to adjust it roughtly


As i'm doing some tests with the mod coldboot, i realized that it also needs the game.sprx included in the mod otherwise it will have another effect that is not that better, so the best is the default combo sprx + custom_render as it are in the Mod
 

Attachments

Im not sure what does the patch in game_ext_plugin.sprx so im not sure if is needed to achieve the look of that gameboot screenshot
Also, i think luanteles was removing the .sprx mods from his PS3 4K PRO mod to make it compatible with HEN

One thing that affects the visual look of that gameboot screenshot is the MNU setting files inside lines.qrc though
The point is... if you take a look at the "anim_gameboot" inside custom_render_plugin.rco there are 2 <FireEvents> named:
Code:
<FireEvent event="event:native:/anim_gameboot_BG2" />
<FireEvent event="event:native:/anim_gameboot_BG3" />

That ones loads the MNU files from (respectivelly)
https://www.psdevwiki.com/ps3/Lines.qrc#File_list
https://www.psdevwiki.com/ps3/Icons.qrc#File_list

lines.qrc/override/gameboot2/BACKGROUND.mnu
lines.qrc/override/gameboot2/HDR.mnu
lines.qrc/override/gameboot2/LINE1.mnu
icons.qrc/override/gameboot2/ICONS.mnu

lines.qrc/override/gameboot3/BACKGROUND.mnu
lines.qrc/override/gameboot3/HDR.mnu
lines.qrc/override/gameboot3/LINE1.mnu
icons.qrc/override/gameboot3/ICONS.mnu

----------------------
So... incase luanteles was using a custom lines.qrc when he made that screenshot (and if i remember right he said that he did), then the visual look of that screenshot could be a bit diferent than a standard firmware (without the PS3 4K PRO mod)

In plain words... the wave and the particles effects of that screenshot of the gameboot of PS3 4K PRO mod could be different than the standard because he was using a custom lines.qrc
 
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@sandungas

I use the sprxs only in the CFW version, in the HEN one i removed all.

Here's a comparization between CFW Coldboot/Game Boot and the Hen Ones

CFW (Custom_render.sprx for the Sparkles effects, can be aplied in the lines.qrc too, but i need to take a look at it, and the Game Boot wave effect is game_ext_plugin.sprx


HEN



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
 
@sandungas yesterday I did the test with the PS4's Coldboot you did.

When i boot the PS3, the logo appears quick and without the black plane background, and at the end up your appearance, a white square appears and then disappears.

Maybe we should add the same animation used in gameboot in coldboot.

I mean using only the first animation in gameboot and repeating it twice in coldboot (at the beginning and end of your animation) with a slower duration.

Here, take a look:
 
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Something like this:

code:
<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>
<Anim name="anim_coldboot2">
<FireEvent event="anim:anim_coldboot"/>
</Anim>
<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>
<Anim name="anim_otherboot">
<FireEvent event="anim:anim_gameboot"/>
</Anim>
</AnimTree>
</MainTree>
</RcoFile>

I just don't know if you got it and if it will works :D
 
@sandungas yesterday I did the test with the PS4's Coldboot you did.

When i boot the PS3, the logo appears quick and without the black plane background, and at the end up your appearance, a white square appears and then disappears
I dont get well what you mean, can you make a video ?, or explain in detail what it does ?
The coldboot animation should look exactly like the official from PS4

@LuanTeles right now i dont know what does the patches in the .sprx but are not needed, except for the gameboot sounds
I think the priority now is to clone the PS4 coldboot, there is no room for creativity with it because the goal is to clone it exactly

After that we can talk about your gameboot... but this is a different story where it allows a lot of creativity
 
Something like this:

code:
<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>
The only difference i see are the <Resize> but we dont need them because the PS4 coldboot doesnt resizes the logo. Adding them is not going to solve the problem of the v01 files i uploaded... it seems the problem is somwhere else
Actually, there are 2 problems... the black_bg plane is not displayed well... and the other problem is something i mentioned before, the times/delays/accelmodes are not well adjusted
 

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