PS3 PNG to GIM

Damn, i just had a very good idea to hide the coldboot.raf and i cant resits to make another version, i really think this is going to work
The idea rolls a bit around the same i was trying to do in the last tests, it looks the responsible to display coldboot.raf is the <Plane name="coldboot_ps3logo">

I made several tests at begining where i was ignoring it and coldboot.raf was displayed all the times, later i replaced all his values by zeroes, and the sprx was ignoring my values, and later i renamed it and the PS3 have problems with that
So is clear, we cant modify the name of <Plane name="coldboot_ps3logo">, and modifying his values doesnt makes anything
But we can animate it. I mean... there is no need to modify his original values, we can add animation effects inside the animations to rotate it, to move it, etc...
I guess is like a polygon and the coldboot.raf is like a texture "sticked" in it
If the polygon moves the texture should follow it (this is my hope)

So in this test v08 im trying to move <Plane name="coldboot_ps3logo"> to x=1980, y=1080 (this is out of the screen), i used a time of 6 seconds for this <MoveTo> animation... this way you are going to see how it goes away slowlly :D
Incase it works we will change that time to 0 to push it away from the screen in the first milisecond of the animation

FILE: https://www.sendspace.com/file/feprj0
 
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I think this is the final version v07
FILE: https://www.sendspace.com/file/ff9yl8

The only things that could go wrong in this test are the initial transparency of the black background and the logo, and the new times/delays
I tested this version 7 and have a problem, the logo does not appear, and the message "Warning" too.

Everything goes black until the login screen appears.

And the coldboot audio doesn't play too.
 
Can you try this ?, i dont want to upload a new version for it. Take the files from v08 and in this line:

<Plane name="scelogo" positionX="0" positionY="0" positionZ="0"

Change positionZ="0" ...to... positionZ="0.1"
 
Btw, i think at this point i should explain why im insisting so much in disabling/hiding the coldboot.raf in the custom rco. I think there are several arguments for doing it
Some installers allows to write files in flash (like multiman using .zip format, or other installers in PKG format) but as far i know some of them doesnt allows to delete files from flash
So incase someone wants to prepate an installer with a custom coldboot like this they should advise "after the installation you need to delete coldboot.raf manually"... and this is a pita, is a mandatory requirement so everybody that talks about that installer needs to mention it (the kind of thing that is repeated in forums hundred times)

Also, the only good argument to delete coldboot.raf is to make room in flash for other mods than requires space, but if you are not going to do that then there is no need to delete coldboot.raf ¯\_(ツ)_/¯ is better to keep it justincase

The failed attempts to disable coldboot.raf in v2, and v3 was because i was confused but was not risky at all, the way how works that events is something a bit unknown, actually i did learn some things about them from the tests made by @DeViL303 couple of weeks ago
In v7 i reverted the changes froom v2 and v3 (as part of the cleanup) and i think this is causing the black background to look more "opaque", because in V7 doesnt have the wave/particles at the back lighting the scene, is ok, is supposed to look like that

In v7 i also reverted the changes from v5 (that was harmful and actually the sprx ignored them), and reverted also the changes from v6, v6 was the only risky test, it was a bit desperate but well i thought it was a road end so it was like... trying that or forget about disabling/hiding coldboot.raf

But later in v8 imagined a different way, i think this is another harmful test because im not modifying the object itself (like in v5 and v6)... instead of that im adding a custom <MoveTo> inside his animation... and i really think is going to work because we have freedom to add lines in the animations, and the sprx cant ignore them because are part of the animation

What im not sure is if you are going to see the colboot.raf in v7 and v8 because the transparency of the black background and the logo have changed a bit

-------------------------------
When the firmware loads the rco contents under <ObjectTree> it does it "from top to bottom", so if you have 2 of more planes that are "brothers" (located together in the same rank of the hierarchy) then the most at top is diplayed first, and the second is diplayed on top of it... and so on (the last always wins because is displayed on top of all the others)

In the official cusom_render_plugin.rco the hierarchy is like this
Code:
<ObjectTree>
	<Page name="page_coldboot">
		<Plane name="scelogo"></Plane>
	</Page>
</ObjectTree>

And i added a custom plane for the black background this way:
Code:
<ObjectTree>
	<Page name="page_coldboot">
		<Plane name="scelogo"></Plane>
		<Plane name="black_bg"></Plane>
	</Page>
</ObjectTree>

So... the logo is displayed first, and the black background is displayed on top of it
This is not good for our purposes, but i been doing it like this in all the versions for safety reasons, the obvious solution is to flip them (black background first, then the logo on top) but im not sure if the sprx is going to complain (in other words... PS3 rebooting in a black screen), im not suggesting you to try it and im not doing it because doesnt matters much

The reason why the logo was displayed on top of the black background in all versions before v7 is because i was "initializing" the transparency state of both inside the animation wit a couple of <Fade>
It seems the order in how is made that inside the animation reorders them (it works a bit like i mentioned before, the last wins)

But all this problems of overlappings are happening because most of the planes and images are located at z=0
You need to imagine the XMB as a fishtank, and z is the distance in between the fish and the glass of the tank (i hope this comparison makes sense, lol)
In official firmware 99.9% of the times everything is located at z=0 but in special cases (like inside the javascript of coldboot.raf) the planes are located... first at z=0.1 second at z=0.01 and third at z=0.001
This allows to have a very accurate control of "what is displayed on top of what"

And this is why i suggested in my previous post to change the z position of the logo to 0.1 :)
 
Btw, i donwloaded your video from v4, meassured times and delays in miliseconds, and i realized about a problem, is a bit long to expplain but soon or later i need to talk about it, im picky with the details and i want to "fix" it but im going to mention it also for curiosity sake

Long story short... there is a desyncing of 900 miliseconds in between the "fade in" effects of the custom PS4 coldboot and the official coldboot.raf

The point is... we use to talk about coldboot like if it where only the video, but as a design concept we should consider is video+audio

If you look at it with attention (playing it several times in a loop, stopping frames, etc...) you will realize the sound is designed to match exactly with some of the video animation effects
This is how it looks the coldboot sound if you open it in a audio editor like audacity
tTzZyZZ.jpg

The area at the center with the peaks at the the higest volume matches exactly with the "fade in" effect of the logo, and is like a metalic effect like a "niiiiiiaaaon"

What they was trying to achieve with this is like if the logo is generating the sound by itself when it appears
Dunno.. like finding a coin of gold and when you grab it does a light reflection and a sound like niaaaaouun (its magic \o/)

And i was breaking that effect in all the previous versions :/
The reason why is broken is because the logo of he custom PS4 coldboot appears 900 milisecons before the official, lol
That could be a good feature, 900 milisecons is not much but could short the coldboot total lenght a bit

There are 2 solutions for that, we could short the begining of coldboot sound to remove 900 miliseconds, it can be made in decent quality but i dont want to do it
I prefer to add a delay of 900 miliseconds at begining of the animation to make it match with the official coldboot sounds, i think is better this way

But for this i will need a couple of videos with both together, the custom PS4 coldboot and the official coldboot.raf
This way i can see if the "fade in" effects of both are well synced (this assures me the sound is going to be perfectly synced too)
 
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There are 2 solutions for that, we could short the begining of coldboot sound to remove 900 miliseconds, it can be made in decent quality but i dont want to do it
I prefer to add a delay of 900 miliseconds at begining of the animation to make it match with the official coldboot sounds, i think is better this way
Is it possible to do this in rco?
 
Can you try this ?, i dont want to upload a new version for it. Take the files from v08 and in this line:

<Plane name="scelogo" positionX="0" positionY="0" positionZ="0"

Change positionZ="0" ...to... positionZ="0.1"
I did this yesterday and did not work :/
 
@DeViL303, how can i remove or hide the shadow from a icon ?

Note that there is a dark spot in the middle of the "button", this is caused by the shadow of the icons I replaced.
20191007_181054.jpg
Do you have any idea how I can hide this shadow?

EDIT:
I found a way to remove the shadow.

I managed to remove it by removing only this part of the xml:

buttonImageShadow="image:tex_button_shadow"
 
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It is not possible to see it, because the black background lasts until the login screen, which makes it unable to see the colddoot.raf
You have not mentioned it but i guess the opacity of the black background have changed a lot, right ?
Im not sure if is because the timings/delays, in previous versions there was a couple of <FireEvents> using very short delays and i think they was making appear the wave/particles too soon

Anyway, dont worry, it looks we are in a crysis with the experiments but we are not, i have most of it under control and in the last days i been doing a lot of research about how coldboot.raf works (so i know very well how to synchronize the custom PS4 coldboot with the offficial PS3 coldboot audio)

There is something long to explain related with the delays that i dont get well...maybe this is going to require a few tests but dont panic because is not risky and i guess a couple of tests are going to be enought

So give me some time, i will make a new version that should be stable (no more tests trying to hide coldboot.raf) and from that point we will focus on adjusting the times/delays
 
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Btw, the official coldboot.raf uses this bezier curves
https://cubic-bezier.com/#.1,0,.1,1 (is an "ease out" curve type) <--- used in the "blur" variant of the logo
https://cubic-bezier.com/#.8,0,.8,1 (is an "ease in" curve type) <--- used for the final "fadeout"

Click in the links to see the curves... are very different, and this is very confusing when trying to compare it with a video to study it "frame by frame"
The point is very difficult to know the exact frame where it starts or stops because the image becomes visible in a undefined point of the curve

To solve this... im going to change all the accelMode of the PS4 coldboot to 0... this way i guess will be linear and gives me a better control of what i see in the screen
 
@Danxx444 try this version, i made another cleanup, this version should look fine, please make a video of it because new we need to adjust the times and delays, i adjusted it a bit
And yes... this new version have the background fully opaque, in all versions previous to v7 there was a problem because it was visible the wave at background since second 1.5 of the animation or so

FILE (v09): https://www.sendspace.com/file/5iz6db
 
@Danxx444 try this version, i made another cleanup, this version should look fine, please make a video of it because new we need to adjust the times and delays, i adjusted it a bit
And yes... this new version have the background fully opaque, in all versions previous to v7 there was a problem because it was visible the wave at background since second 1.5 of the animation or so

FILE (v09): https://www.sendspace.com/file/5iz6db
Okay, i'll test and record a video
 
@Louay @sandungas, you guys are good at image editing, could you do me a little favor? I will leave two png images for you to resize them to 60x60 (square), however, without losing their edges with white stripe.

For you guys to understand better just view the images.
 

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