PS3 PS3 PRO MOD Release/Information Thread

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Hey..
I know why it didn't show up, which setting did you use rgba8888 or dxt5? .. If you used rgba8888, use the dxt5, I modified this photo icon with the setting rgba8888 and it didn't appear, then I changed it setting the image to dxt5 and it worked perfectly.
See:
View attachment 20293

i was thinking to add those tags from ps4 too, it has others? or just ps4? can you send me
 
You are not showing any xml code of how you are doing it, not even mentioning the rco name ¯\_(ツ)_/¯

HAHAH sorry @sandungas

I'm modding the webrender.rco

so the text plane i'm using

Code:
<Text name="cross_button_text" positionX="-395" positionY="-65" positionZ="0" colorScaleR="1" colorScaleG="1" colorScaleB="1" colorScaleA="1" sizeX="0" sizeY="0" sizeZ="1" sizeScaleX="1" sizeScaleY="1" sizeScaleZ="1" anchorMode="0x0" onInit="nothing" positionOverrideX="0x0" positionOverrideY="0x0" positionOverrideZ="0x100" sizeOverrideX="0x31040100" sizeOverrideY="0x32040100" sizeOverrideZ="0x0" textMessage="text:msg_cross" textFontStyle="nothing" textFontMode="0x1000100" textUnk29="0x1" textFontSizeY="5" textTopColorScaleR="1" textTopColorScaleG="1" textTopColorScaleB="1" textBottomColorScaleR="1" textBottomColorScaleG="1" textBottomColorScaleB="1" textLineSpacing="0" textUnk37="0x0" textUnk38="0x0" textUnk39="0x0" textCharacterSpacing="0" textShadowOffsetX="4" textShadowOffsetY="-5" textShadowOffsetZ="0" textShadowColorScaleR="0.3" textShadowColorScaleG="0.3" textShadowColorScaleB="0.3" textShadowColorScaleA="0.85" textUnk48="0x0" textUnk49="0x0" textUnk50="0x0" textUnkFloat51="1" textUnkFloat52="1" textUnkFloat53="1" textUnkFloat54="1" textResizeMode="0x0" textOverrideUnk56="0x14000100" textOverrideUnk57="0x3000000" textOverrideUnk58="0x0"></Text>

So i got this

tw5GyQR.png


But when changing languages, they looks like this

Y01EOtC.png



Because the alignment of the text is centered, is there any tag to make it from the right?
 
i was thinking to add those tags from ps4 too, it has others? or just ps4? can you send me
I already sent you today with all those images ... is in the trophy ... the problem is that only has three tags of this type for games format, they are: PS3, PS4 and PSVita. Unless you have it in other PS4 files.
 
HAHAH sorry @sandungas

I'm modding the webrender.rco

so the text plane i'm using

Code:
<Text name="cross_button_text" positionX="-395" positionY="-65" positionZ="0" colorScaleR="1" colorScaleG="1" colorScaleB="1" colorScaleA="1" sizeX="0" sizeY="0" sizeZ="1" sizeScaleX="1" sizeScaleY="1" sizeScaleZ="1" anchorMode="0x0" onInit="nothing" positionOverrideX="0x0" positionOverrideY="0x0" positionOverrideZ="0x100" sizeOverrideX="0x31040100" sizeOverrideY="0x32040100" sizeOverrideZ="0x0" textMessage="text:msg_cross" textFontStyle="nothing" textFontMode="0x1000100" textUnk29="0x1" textFontSizeY="5" textTopColorScaleR="1" textTopColorScaleG="1" textTopColorScaleB="1" textBottomColorScaleR="1" textBottomColorScaleG="1" textBottomColorScaleB="1" textLineSpacing="0" textUnk37="0x0" textUnk38="0x0" textUnk39="0x0" textCharacterSpacing="0" textShadowOffsetX="4" textShadowOffsetY="-5" textShadowOffsetZ="0" textShadowColorScaleR="0.3" textShadowColorScaleG="0.3" textShadowColorScaleB="0.3" textShadowColorScaleA="0.85" textUnk48="0x0" textUnk49="0x0" textUnk50="0x0" textUnkFloat51="1" textUnkFloat52="1" textUnkFloat53="1" textUnkFloat54="1" textResizeMode="0x0" textOverrideUnk56="0x14000100" textOverrideUnk57="0x3000000" textOverrideUnk58="0x0"></Text>

So i got this

tw5GyQR.png


But when changing languages, they looks like this

Y01EOtC.png



Because the alignment of the text is centered, is there any tag to make it from the right?
I guess is one of the unknowns, and yes, your texts are aligned to center, i made an overlapping of your images to compare them accuratelly
xdkCN1q.jpg


This is going to be tricky because there are a few unknowns... but to start with something easy... have you tryed to replace this value by 0 ? (or by 2)

textUnk29="0x1"
 
v3.8 Progress so far

Since i'm without TV for a couple of days, i started to mess with things that doesnt need a lot of tests.


So today i use my vita with remote play to mess around.


So the progress are

- Added New Music Online Player based on @DeViL303 PodCast Enabler in All Languages inside the Rco.
- Added New Video Online Player based on @DeViL303 PodCast Enabler in All Languages inside the Rco.
- Added Screen Saver by @DeViL303 from Advanced Power Options in All Languages inside the Rco.
- Added: Some Videos by @Niander466 [WIP] in the Video Online Player.
- Improved: Translation in some Languages, Please Report Any Wrong Translation.
- Improved: PS4 Font from PS4 OFW 5.05 Converted by @Danxx444


The Progress Bar and Keyboard will have to wait for my TV to Arrive.
@Louay may have some progress in the keyboard i think,


To do:

PSVita's Music, Photo and Video Menu Backgrounds


bRrGoo8.png

qwBNxTl.png

nBOmX75.png

guENuwD.png

5ogNiAv.png

S9WMHva.png
EhcDuHd.png


i just need BETTER XMB Icons Styles for the categories, if anyone with skills or even @DeViL303 that has amazing skills and wants to release the variantions since it is based of his work, will be very apreciated and they works very well, Films can be found everywhere just need to copy its url and they play withou any issues :)
i'm exited to see it like the HEN toolbox mods around the web, with a lot of music and videos.



And what do you think guys about adding a background in the VIDEO/MUSIC/PHOTO menu like ps vita and psp?

wL0Be70.png
SeP1CIX.png
showww
 
I guess is one of the unknowns, and yes, your texts are aligned to center, i made an overlapping of your images to compare them accuratelly
xdkCN1q.jpg


This is going to be tricky because there are a few unknowns... but to start with something easy... have you tryed to replace this value by 0 ? (or by 2)

textUnk29="0x1"

Actually i tried all textUnk 0x0 0x1 0x2

no effect at all =S
 
tried this mod before and unfortunately wasn't for the best as it started messing with rebug , also giving lots of errors. fortunately i was able to uninstall it back then by having to reinstall cfw and as tempting as it looks to install because it's a ''ps4 look'' i never bothered to install it ever again.
 
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Actually i tried all textUnk 0x0 0x1 0x2

no effect at all =S
Long story... rcomage uses some .ini files where appears the names of the attributes, and next to them his data type, this data types are used to make some values conversions internally in rcomage, it also affects the endianess (flipped bytes). Actually textUnk29 have the data type "unknown"

When the value is 0 the data type doesnt matters... and doesnt matters if rcomage changes his endianess, or if it stores it as a int, a float, or whatever because a 0 is always a 0
But when using the data type unknown with values different than 0 im not so sure if rcomage is doing something weird

So... you could try to change his data type and try again textUnk29 = 1 and 2
Basically, are this steps:

Step1
Open the file objectattribdef-ps3.ini
Search for the line:
Code:
textUnk29 = unk
And replace it by:
Code:
textUnk29 = int
Save the changes in the file

Step2
Extract the contents of the rco (yes is needed to extract it with this new version of the .ini because the xml will be different)
Compile the RCO with values textUnk29 = 1 or 2








------------------------
Incase it doesnt works, you should repeat the previous steps with
Code:
textUnk29 = float
 
tried this mod before and unfortunately wasn't for the best as it started messing with rebug , also giving lots of errors. fortunately i was able to uninstall it back then by having to reinstall cfw and as tempting as it looks to install because it's a ''ps4 look'' i never bothered to install it ever again.

As you said ''you tried this mod before", And yes it had a bug in some systems that caused Black Screen while launching apps.

The bug was caused somehow by CCAPI, and later on fixed.

Actually it got fixed by using an updated version of rcomage made by @RandomDude and @sandungas, previously i was using the v.1.1 that was meant for psp, so when i tried to make some changes in the sysconf.rco after losing the modded xml, I decompiled it and rcomage gave me a lot of errors.

So I installed CCAPI and got the black screen, then I used the original sysconf.rco and it worked again, after I completely rewrite the modded rco using the new version. And since then, a lot of things has been changed, and there are no bugs.

So before starting giving bad reviews, telling ppl that it is risky and can't be uninstalled only by reinstalling firmware, formatting HDD blablabla as you did in the review comment section, i recommend you to try always the lastest version, and not base your experience in an old specific version that had A WARNING about what triggered that error.

Cheers
 
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Long story... rcomage uses some .ini files where appears the names of the attributes, and next to them his data type, this data types are used to make some values conversions internally in rcomage, it also affects the endianess (flipped bytes). Actually textUnk29 have the data type "unknown"

When the value is 0 the data type doesnt matters... and doesnt matters if rcomage changes his endianess, or if it stores it as a int, a float, or whatever because a 0 is always a 0
But when using the data type unknown with values different than 0 im not so sure if rcomage is doing something weird

So... you could try to change his data type and try again textUnk29 = 1 and 2
Basically, are this steps:

Step1
Open the file objectattribdef-ps3.ini
Search for the line:
Code:
textUnk29 = unk
And replace it by:
Code:
textUnk29 = int
Save the changes in the file

Step2
Extract the contents of the rco (yes is needed to extract it with this new version of the .ini because the xml will be different)
Compile the RCO with values textUnk29 = 1 or 2








------------------------
Incase it doesnt works, you should repeat the previous steps with
Code:
textUnk29 = float

Thanks, i'm out for the weekend, but when i got home i will try it
 
As you said ''you tried this mod before", And yes it had a bug in some systems that caused Black Screen while launching apps.

The bug was caused somehow by CCAPI, and later on fixed.

Actually it got fixed by using an updated version of rcomage made by @RandomDude and @sandungas, previously i was using the v.1.1 that was meant for psp, so when i tried to make some changes in the sysconf.rco after losing the modded xml, I decompiled it and rcomage gave me a lot of errors.

So I installed CCAPI and got the black screen, then I used the original sysconf.rco and it worked again, after I completely rewrite the modded rco using the new version. And since then, a lot of things has been changed, and there are no bugs.

So before starting giving bad reviews, telling ppl that it is risky and can't be uninstalled only by reinstalling firmware, formatting HDD blablabla as you did in the review comment section, i recommend you to try always the lastest version, and not base your experience in an old specific version that had A WARNING about what triggered that error.

Cheers
I gave a review from what I've experienced.
Simple.
If you wish to avoid getting bad reviews i suggest testing things thoroughly before releasing them.
Specially after what i experienced no chance i would be installing this again new version or not.
Sorry.
And there's no need to be cheeky.
Best thing you couldve said was " im sorry you experienced that im doing my best to improve it and im working hard on it any help is appreciated".
Sorry , don't mean to be harsh but now I'm not interested in this mod.
All the best.
 
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Thanks, i'm out for the weekend, but when i got home i will try it
Sorry for not giving you an straight solution, but at this point i can tell you if you are constant and consistent in your tests i bet you are going to find it, because (and i guess we agree on this)... the <Text> objects should use some value to indicate his alignment
The alignment is a "must have" for a text, not only in rco but in a image editor like photoshop, or a text editor like word
So... yeah, i bet it exists, there are a few things to test but i can guide in your tests

Actually, there are some things related with <Text> that you are going to find eventually in your adventure... at the end it have 7 unknown attributes that i think are related with the "glow" effect (3 for glow position x,y,z, and 4 more for the glow color r,g,b,a)... i will talk about them later if you are interested, this is a bit offtopic because you was not asking about it, but is relativelly easy to find them and i guess you are going to use them somewhere :D
 
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Long story... rcomage uses some .ini files where appears the names of the attributes, and next to them his data type, this data types are used to make some values conversions internally in rcomage, it also affects the endianess (flipped bytes). Actually textUnk29 have the data type "unknown"

When the value is 0 the data type doesnt matters... and doesnt matters if rcomage changes his endianess, or if it stores it as a int, a float, or whatever because a 0 is always a 0
But when using the data type unknown with values different than 0 im not so sure if rcomage is doing something weird

So... you could try to change his data type and try again textUnk29 = 1 and 2
Basically, are this steps:

Step1
Open the file objectattribdef-ps3.ini
Search for the line:
Code:
textUnk29 = unk
And replace it by:
Code:
textUnk29 = int
Save the changes in the file

Step2
Extract the contents of the rco (yes is needed to extract it with this new version of the .ini because the xml will be different)
Compile the RCO with values textUnk29 = 1 or 2








------------------------
Incase it doesnt works, you should repeat the previous steps with
Code:
textUnk29 = float

I tried all of them int and float types no effect at all, BUT we forgot about a thing....

I was helping @Niander466 with his modded system_plugin.rco based on mine Boost mode, and he said that he uses an old version because the new one when he Replaces the text '' Boost Mode" with his own that has more characters length, it invades the logo, and the old one it doesnt

So i realized back in v2.0 i used the AnchorMode=0x3100 (dunno where i got those values from) and the currently one i use 0x0
so i made some tests and the 0x0 aligns the text by its center and the custom one 0x3100 aligns the text on the right.

So a solution is use a custom AnchorMode that i never messed with it and do not know how to calculate but i saw you and @DeViL303 talking about it in some threads and i will take a look at it
or i can throw the 0x3100 value and changes its x position and y till it matches mine desired ones.

EDIT

I found in the psdevwiki , so its used in many places and some values are shared by many objects.

so i will use 0x3100, and reposition the objects =)

EDIT 2

Actually it doesn't align on the right as i was expecting, but it aligns way better than using 0x0 so must be another value that really aligns from the right

EDIT 3, using 0x3100 in the system_plugin.rco, no matter the text lenght it will align from the right, but for some reason in the webrender.rco it doesnt

L1fNyEC.jpg

XyqQduk.jpg


Using the same AnchorMode that fixed the alignment in the system plugin in the webrender.rco
( Enter option)

G6dV41i.jpg

xuTCV8M.jpg


as you can see it doens't align as the system_plugin.


EDIT 4

Somehow using the same text plane with the AnchorMode fixed it now =P

so as you can see now THE X Text now is completely with the same alignment in all languages

smcR9Mi.jpg

u2XXNGf.jpg
 
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Sorry for not giving you an straight solution, but at this point i can tell you if you are constant and consistent in your tests i bet you are going to find it, because (and i guess we agree on this)... the <Text> objects should use some value to indicate his alignment
The alignment is a "must have" for a text, not only in rco but in a image editor like photoshop, or a text editor like word
So... yeah, i bet it exists, there are a few things to test but i can guide in your tests

Actually, there are some things related with <Text> that you are going to find eventually in your adventure... at the end it have 7 unknown attributes that i think are related with the "glow" effect (3 for glow position x,y,z, and 4 more for the glow color r,g,b,a)... i will talk about them later if you are interested, this is a bit offtopic because you was not asking about it, but is relativelly easy to find them and i guess you are going to use them somewhere :D

i'm interrested , so i did not see any change because the glow effect is used in the main xmb and mine texts doesnt have a glow effect... but does those glow effects will only work with the existing xmb entries right?
 
I think the AnchorMode should not be used like that @LuanTeles the way how it works is a bit more tricky because is dependant of the position and the values of AnchorMode of his parents
Imagine we have a hierarchy like this:

Code:
<Plane> position x=1000 y=0 AnchorMode=0x0
	<Plane> position x=200 y=400 AnchorMode=0x01
		<Plane> position x=10 y=5 AnchorMode=0x03

In this example... to calculate the position of the <Plane> most at bottom of the hierarchy is needed to calculate the position of all his parents, and his anchor points
I dont understand it completly because is very tricky and some of the values of AnchorMode are unknown
 
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The thing i was going to suggest you next to align the texts is to change the value of textFontMode
Think in the value as composed by 4 bytes... and each byte is a different thing
In the <Text> object you posted in the forum you was using textFontMode="0x1000100"
Keep in mind rcomage removes the zeroes at left, so your textFontMode="0x1000100" is the same than textFontMode="0x01000100" (i added a zero at left to complete the 4 bytes)

Basically, is like this:
01 00 01 00 <---- this is what you was using

Time ago i was opening all the xml files from a single firmware, and using notepad++ i was counting how many times every value is used in OFW, this are the results

Valid values used in OFW's from PS3
01 00 00 00 (351 times) <---- this is used very frequently
01 00 00 01 (384 times) <---- this is used very frequently
01 00 01 00 (246 times) <---- this is used very frequently
01 00 01 01 (148 times)
01 01 00 00 (3 times)
01 01 00 01 (70 times)
01 01 01 01 (3 times)
01 00 00 02 (96 times)
01 00 01 02 (4 times)

Valid values used in OFW's from PSP
01 00 00 00 (415 times) <---- this is used very frequently
01 00 00 01 (240 times) <---- this is used very frequently
01 00 01 00 (27 times)
01 00 01 01 (325 times) <---- this is used very frequently
01 01 00 00 (19 times)
01 01 00 01 (279 times) <---- this is used very frequently
01 01 01 01 (14 times)
01 00 00 02 (21 times)
01 00 01 02 (14 times)
01 01 00 02 (3 times)


---------------
As you can see, most of the bytes only allows to use 0 or 1 (so they looks like switches ON/OFF)
The only exception seems to be the byte most at right, that allows to use the values 0, 1, and 2
 
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