PS3 PS3 PRO MOD Release/Information Thread

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If this type of functionality can be added to old hardware.. maybe there is hope for 4k video at some point. (yea I know I can dream)
That would definitely not happen for yet another reason which is performance.
The ps3 cannot even decode full 1080p avc properly, no support for levels above 4.2...
The ps4 isn't even fully 4k capable...
Which is another reason why 4k support on old ps3 is unlikely despite what I read here & there..
 
Actually dont need any tutorial because is just copy and past

I downloaded the Persona 3 theme for PSP just decompiled system_bg

converted the png to ps3 gim (psp gim show glitches) add to the image tree in system_plugin
Wave in model tree
and the animations in the anim tree
and the target in the page tree


I got the same effect on PS3 i cant upload a video right now because my phone is out of battery and the usb is in my mom's room she is using it

only thing is we need to reposition de x and y values and width and height because larger resolution.

SO PSP THEME LIKES ON PS3 is possible and EASILY PORTED, we only lacked ppl interested in


edit

One strange thing that i noticed is that adding battery pane from psp in the ps3 the clock icon glitches and go off screen.

maybe ps3 have some psp sources in sprx?
When you say the wave (model) works in PS3... you mean a file with file extension GMO ? In the RCOXML code located under the ModelTree ?

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About the problem you have with the GIM formats used in PSP... this can be normal because for PSP the people was using GIM settings that goes out of the standards
The purpose of doing this was to decrease the weight of images to improve performance... because the PSP was not able to dispaly them in standard qualities
So can be something normal that the original GIM was displayed a bit glitchy

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The position X,Y,Z and scale X,Y,Z is managed with different attributes in the PS3 (inside the RCOXML code)
In PS3 it rellyes on this files http://www.psdevwiki.com/ps3/XMB_Layouts
 
When you say the wave (model) works in PS3... you mean a file with file extension GMO ? In the RCOXML code located under the ModelTree ?

Yeap, there a lof of possibilities to customize the XMB just like the psp

But i'm having issues because of the system_plugin size, because my ps4 sound files are big
but with standard sounds all customizations works.

i wish some ppl of the psp can port their ctf to ps3 or some new ppl due to the new hacks, a pplugin like CXMB will bring more
enthusiasts because of no risk of soft brick while testing
because i'm lazy XD
 
In the "custom firmware settings" (based on xai_plugin, published by mysis, and later modifyed by aldo and others, and included in latests rebugs)...
There is an option to load the firmware from dev_usb
It works by redirecting dev_flash to dev_usb

It was a feature i suggested to mysis while talking about xmb mods and he decided to include it, i guess it works but i never tryed it
The point of it is to make easyer and safer all kind of mods... while doing tests
Is not intended to boot the PS3 in that mode all the time... only for tests


The GMO support is good news, not sure if you was aware but none of the official rco files for PS3 uses GMO... in any firmware version or firmware "families"
But i imagined it, because the RCO format allows for it (there are identifyers for that ModelTree in PS3 RCOs) :)
My worry was if the PS3 firmware had the needed libraries or functions to "run" GMO files... but you just proved it does, good find
 
I need someone to help me with Animations

I dont understand nothing, but i'm trying by chance

I'm not being able to get the Animations fit the screen, anyone can help? i'll send the files, i'm all day long trying, without success



EDIT:

FINALLY I UNDERSTOOD
 
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At this point i think is you who is going to need to explain to us XD
I know a bit while i was writing this pages, here you can see the "objects" you can use under the AnimTree, probably are the ones you are messing around with now, hehe
http://www.psdevwiki.com/ps3/RCOXML_Animations
Note the MoveTo is different in PSP and PS3... the PS3 needs three additional values, are the ones that works as a pointer to load the value externally from http://www.psdevwiki.com/ps3/XMB_Layouts
The purpose of loading that values externally is to change the position x,y,z and scales x,y,z for all the resolutions availables in PS3

And here you can see all the official animations used in PS3 and PSP firmwares, are not much, the RCO format supports for some cool tricks but officially they never used much animations
http://www.psdevwiki.com/ps3/RCOXML_ofw_animations

Hope it helps, the ones you are dealing with right now are more complex, the video you just uploaded with the TEST3 is nice anyway :)



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Edit:
Im reading again what i wrote in wiki about the MoveTo... and im not sure if what i just wrote about the 3 unknown values at the end is right
It looks like i never verifyed if are really loading the values externally from the "XMB layouts"... is just speculation i guess, but is very probable
The point is that object (the MoveTo) is used to change the position... and because that positions are different for every screen resolution size... then is needed to load them from the "XMB layouts"
But as said... this is just speculation... it seems i never verifyed this theory and now i dont remember more details about it
 
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Here is the example that i'm using, so far i understood that

Animation name="syssnd2hana16MTRT">
<Delay time="100" />
<Rotate object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="0" y="0" z="6.28" />
<MoveTo object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="-70" y="-140" unknownFloat4="0" /> WHERE THE FLOATING POINT ENDS
<Recolour object="object:syssnd2hana16" duration="1100" accelMode="0x0" red="1" green="1" blue="1" alpha="0" />
<Delay time="1100" />
<Rotate object="object:syssnd2hana16" duration="0" accelMode="0x0" x="0" y="0" z="0" />
<MoveTo object="object:syssnd2hana16" duration="0" accelMode="0x0" x="600" y="100" unknownFloat4="0" /> WHERE THE FLOATING POINT STARTS
<Recolour object="object:syssnd2hana16" duration="0" accelMode="0x0" red="1" green="1" blue="1" alpha="0.5" />
<Delay time="400" />
<Rotate object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="0" y="0" z="1.57" />
<MoveTo object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="-70" y="-460" unknownFloat4="0" /> WHERE IT ENDS TOO ??
<Recolour object="object:syssnd2hana16" duration="1100" accelMode="0x0" red="1" green="1" blue="1" alpha="0" />
<Delay time="1100" />
<Rotate object="object:syssnd2hana16" duration="0" accelMode="0x0" x="0" y="0" z="0" />
<MoveTo object="object:syssnd2hana16" duration="0" accelMode="0x0" x="100" y="-10" unknownFloat4="0" />
<Recolour object="object:syssnd2hana16" duration="0" accelMode="0x0" red="1" green="1" blue="1" alpha="0.5" />
<FireEvent object="anim:syssnd2hana16MTRT" />
</Animation>
</AnimTree>

600 seems to be the limit of the horizontal right edge
-70 is where the Side Panel starts

i'm still a lil bit confused
 
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Here is the example that i'm using, so far i understood that

Animation name="syssnd2hana16MTRT">
<Delay time="100" />
<Rotate object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="0" y="0" z="6.28" />
<MoveTo object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="-70" y="-140" unknownFloat4="0" /> WHERE THE FLOATING POINT ENDS
<Recolour object="object:syssnd2hana16" duration="1100" accelMode="0x0" red="1" green="1" blue="1" alpha="0" />
<Delay time="1100" />
<Rotate object="object:syssnd2hana16" duration="0" accelMode="0x0" x="0" y="0" z="0" />
<MoveTo object="object:syssnd2hana16" duration="0" accelMode="0x0" x="600" y="100" unknownFloat4="0" /> WHERE THE FLOATING POINT STARTS
<Recolour object="object:syssnd2hana16" duration="0" accelMode="0x0" red="1" green="1" blue="1" alpha="0.5" />
<Delay time="400" />
<Rotate object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="0" y="0" z="1.57" />
<MoveTo object="object:syssnd2hana16" duration="1100" accelMode="0x0" x="-70" y="-460" unknownFloat4="0" /> WHERE IT ENDS TOO ??
<Recolour object="object:syssnd2hana16" duration="1100" accelMode="0x0" red="1" green="1" blue="1" alpha="0" />
<Delay time="1100" />
<Rotate object="object:syssnd2hana16" duration="0" accelMode="0x0" x="0" y="0" z="0" />
<MoveTo object="object:syssnd2hana16" duration="0" accelMode="0x0" x="100" y="-10" unknownFloat4="0" />
<Recolour object="object:syssnd2hana16" duration="0" accelMode="0x0" red="1" green="1" blue="1" alpha="0.5" />
<FireEvent object="anim:syssnd2hana16MTRT" />
</Animation>
</AnimTree>

600 seems to be the limit of the horizontal right edge
-70 is where the Side Panel starts

the coldboot uses something similar with floating point to floating point. it's usually x, y, and z and listed in that order where the start is where the image begins and end is where it ends. however, there's still a camera position where it moves to before it performs this action.
 
The unknownFloat4 is the z axis, perpendicular to the camera... if you move it along z axis it works as a zoom

When thinking in which order are triggered keep in mind are loaded in paralell, like if it was a multicore cpu with every thread running in a core
The first thing that happens in a delay of 100
Then are triggered the Rotate, MoveTo, and Recolour together
This first time is like an inizialitation of then to locate them in its initial position

And i think you are having the problem i mentioned with the differences in between PSP and PS3 with the MoveTo, for PS3 i think you need to add 3 attributes at the end (the unknown ones marked in red in wiki tables)
 
The unknownFloat4 is the z axis, perpendicular to the camera... if you move it along z axis it works as a zoom

When thinking in which order are triggered keep in mind are loaded in paralell, like if it was a multicore cpu with every thread running in a core
The first thing that happens in a delay of 100
Then are triggered the Rotate, MoveTo, and Recolour together
This first time is like an inizialitation of then to locate them in its initial position

And i think you are having the problem i mentioned with the differences in between PSP and PS3 with the MoveTo, for PS3 i think you need to add 3 attributes at the end (the unknown ones marked in red in wiki tables)

Speaking of Move, you guys ever heard of someone making a DIY Move controller? I am thinking it would cost a lot less in parts than buying them. Even the ones with possibly 7 year old batteries and used ones with wear on them are almost $50 thanks to $ony reusing the tech on ps4 vr and people snatching them up and hoarding them when that was announced.

I know it would probably take a lot of time but it'd be worth it to me if as long as I wasn't pioneering it and writing my own drivers/cfw mods. Hardest part would likely be getting a generic Bluetooth device to work with the ps3. The ps eye is still stupid cheap and I already have one.
 
Speaking of Move, you guys ever heard of someone making a DIY Move controller? I am thinking it would cost a lot less in parts than buying them. Even the ones with possibly 7 year old batteries and used ones with wear on them are almost $50 thanks to $ony reusing the tech on ps4 vr and people snatching them up and hoarding them when that was announced.

I know it would probably take a lot of time but it'd be worth it to me if as long as I wasn't pioneering it and writing my own drivers/cfw mods. Hardest part would likely be getting a generic Bluetooth device to work with the ps3. The ps eye is still stupid cheap and I already have one.
Never heard of anyone trying it, but mimicing the original is going to be near imposible
If there is some chinese manufacturer that does clones though.... cloning that clones probably is much easyer and cheaper
But all that is not easy at all, the main controller and the BT module has too many connections
 
Never heard of anyone trying it, but mimicing the original is going to be near imposible
If there is some chinese manufacturer that does clones though.... cloning that clones probably is much easyer and cheaper
But all that is not easy at all, the main controller and the BT module has too many connections
Yeah definitely some macguyver level shit.
 
Yeap, it's the same use the Pt BR version ,only the Installer Menu is in Portuguese
Thanks for letting me know as I was thinking it be in Portuguese as it done it in one of the older var. for xmbmp2k17

UPDATE: Sames a little scary to use (not that its in Portuguese) as I'm sure it writes data to the flash data & sames to be going very slow for me. 15mins in at 8% 8.36mb out of 62.45mb. (22 files of 3106 files) I'm using an older CECHA01 model, don't know if its a bug or just the hardware.
 
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Thanks for letting me know as I was thinking it be in Portuguese as it done it in one of the older var. for xmbmp2k17

UPDATE: Sames a little scary to use (not that its in Portuguese) as I'm sure it writes data to the flash data & sames to be going very slow for me. 15mins in at 8% 8.36mb out of 62.45mb. (22 files of 3106 files) I'm using an older CECHA01 model, don't know if its a bug or just the hardware.
the installer that he uses for his mod (XMBM+) has always been slow to install on NAND model PS3s, I discovered this when I was back on the team. Just be patient it will get there.
 
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