PS3 [Research] Modifying the Coldboot/Gameboot Sequence (custom_render_plugin.sprx/rco)

Discussion in 'XMB Modifications' started by DeViL303, Aug 30, 2019.

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    sandungas

    sandungas Moderator Developer

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    This are the positions of the files i was talking about (valid for 4.85 lines.qrc)
    Code:
    Offset = 0x71C0, Size = 0x154, override/gameboot1/BACKGROUND.mnu
    Offset = 0x7D40, Size = 0x183, override/gameboot3/BACKGROUND.mnu
    Offset = 0x8840, Size = 0x183, override/gameboot4/BACKGROUND.mnu
    Offset = 0x6990, Size = 0x316, override/day/LINE1.mnu
    Offset = 0x7A20, Size = 0x31E, override/gameboot2/LINE1.mnu
    
    Take a look @pinky maybe you want to add them to your tutorial
     
    Last edited: Dec 10, 2019
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    LuanTeles

    LuanTeles Senior Member

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    So i will not touch the override/day i'll leave it as stock

    I changed the gameboots backgrounds but it didnt change a thing at least that i can notice, so i leaved it as default and i like the way as it is now.

    i just increased the Coldboot brightness and gameboot by 1 .
     

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    LuanTeles

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    now i just need those colored particules in xmb, the higgles is not necessary here since they didnt follow the wave as in the coldboot and they are always in the same position, so enabling only more particles with different colors and the ones coming closer to the screen are the perfect match.
     
    Last edited: Dec 11, 2019
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    Just for curious sake

    I thought that maybe with size increasing we could archieve that but i was wrong

    i changed size middle:float:0.0464771 to size middle:float:0.2464771

    and bought any one time of paticles would increase but all of them increased and lagged the whole xmb

    and they got squareish ,

     
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    Seems like in your videos the higgles particles is not there, or at least they are showing up rarely.

    this is the goal that i'm looking for in the qrc
     
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    Seems like not messing with the override/day/..... i got the effect




    in the old .qrc i was not getting the 12:00 pm effect in the corner of the screen.
     
    Last edited: Dec 11, 2019
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    LuanTeles

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    Other fun fact



    THIS EFFECT NOW IS ENABLED ON HEN, it was a sprx patch, but with the patch 5 it is enabled


    and now in the custom render the values are changed, the gameboot is otherboot and coldboot is coldboot 2

    EDIT:

    I used to have Gameboot_bg5 in the otherboot, but now that they are swapped , i confirmed the gameboot is reading Otherboot and the Other boot ( bd/dvd that used to load the otherboot info) are reading Gameboot too

    One question

    @DeViL303 are there any difference in coldboot and colboot 2? the values are different and the fire events but they seem identical on eye

    it doesnt have fade effects and stuff but it is still loading as if it has it
     
    Last edited: Dec 12, 2019
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    LuanTeles

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    if you guys want to take a look, i attached the files

    I really don't know what is happening, i mean we replaced

    SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
    REPLACE ---> 00001C0000000009
    SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
    REPLACE ---> 0000276000000009

    but only the particles right? why it affected GAMEBOOT and COLDBOOT too?

    deleting coldboot will not have any effect, and the coldboot effect on coldboot2 event in custom_render has no fade effects but it shows them.

    EDIT:

    Maybe the missing values is beeing read from the SPRX

    but how about the Gameboot reading the Otherboot animations and the Otherboot is reading otherboot? can it be swaped to gameboot? since i use 2 different animations
     

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    DeViL303

    DeViL303 Developer PSX-Place Supporter

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    I've lost track of what is happening is this thread. I will leave it to ye. No time lately.
     
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    sandungas

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    LuanTeles

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    From this post #522 https://www.psx-place.com/threads/r...der_plugin-sprx-rco.25952/page-27#post-218344

    they are enabled.

    And after i told that

    applying the patch 5, it enabled the Higgles and also enabled the Gameboot effect ( but it swapped the settings in the custom_render.rco,

    The gameboot process now instead of reading the

    <Anim name="anim_gameboot"> attributes in custom_render now is reading

    <Anim name="anim_otherboot"> attributes.

    And enabled the animation that i showed before, that is only archieved using a custom custom_render.sprx
     
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    sandungas

    sandungas Moderator Developer

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    I still dont understand when was enabled the higgs exactly :/
    And btw, when you say "patch 5" im not sure wich one you mean, is better to post the link when it was published

    Some of that patches was suggested by me, but i posted a bunch... i need to read again what i was trying to achieve when i imagined that patches :D
     
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    LuanTeles

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    hahah post #469
     
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    sandungas

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    I asked if the higgs was enabled in post #505 and you told me that are enabled in post #522
    So the only difference in between the files from post #505 and #522 are just the brighntness of coldboot and gameboot1, right ?

    And this should not affect the higgs... so the highs are either enabled on both... or disabled on both o_O

    -----------------
    Im interested in the file from post #505 because the other day i spend some time looking at it, and is related with what i said here:
     
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    I only enabled them on #522
     
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    sandungas

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    Hmmm ok, im reading the thread again, thats because you applyed one of the patches you mentioned it in post #519 right ?
    https://www.psx-place.com/threads/r...der_plugin-sprx-rco.25952/page-26#post-218244

    There are 3 different ways to do it though...

    This remaps the "override" .mnu to the "base" .mnu
    So... the firmware is going to load the settings from the PARTICLES.mnu located at root of lines.qrc
    Code:
    SEARCH ---> 00001C0000000510 = lines.qrc/override/coldboot1/PARTICLES.mnu
    REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu
    SEARCH ---> 0000276000000510 = lines.qrc/override/coldboot2/PARTICLES.mnu
    REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu
    
    This doesnt remaps them... but it shorts his size and converts the .mnu files to dummies, the files are valid, so the firmware loads them correctly, is just are empty
    The consequence is the firmware should load the default settings (hardcoded somewhere else inside the particles.prx i guess)
    Code:
    SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
    REPLACE ---> 00001C0000000009
    SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
    REPLACE ---> 0000276000000009
    
    And this way (reducing the filesizes to 0 or something smaller than 9) corrupts the .mnu files and the firmware cant load them
    The firmware doesnt crashes, the animation continues playing normally, and the particles looks different... but this is the kind of thing we should avoid to use because is a bit out of our control
    Code:
    SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
    REPLACE ---> 00001C0000000000
    SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
    REPLACE ---> 0000276000000000
    
     
    Last edited: Dec 12, 2019
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    talking about gameboot. so we know that gamelib.rco and gamelib.sprx control gameboot to appear only with ps3 games. At fw 3.00 sony kept these files but useless, and removed the original gameboot. What if we take gamelib.rco and gamelib.sprx and modify them to work on 4.85 would work the original way? I say, appearing gameboot only with ps3 games.

    Enviado de meu SM-J600GT usando o Tapatalk
     
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    LuanTeles

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    This one Enables the Higgles Particles and Enables the Old Gameboot and reads the the OtherBoot Values intead of Gameboot from custon_render.rco

    Code:
    SEARCH ---> 00001C0000000510 = lines.qrc/override/coldboot1/PARTICLES.mnu
    REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu
    SEARCH ---> 0000276000000510 = lines.qrc/override/coldboot2/PARTICLES.mnu
    REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu
    

    Same as Above

    Code:
    SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
    REPLACE ---> 00001C0000000009
    SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
    REPLACE ---> 0000276000000009
    

    Same as the others with only one difference it Enables the Particles on Coldboot BUT Without the Higgle Partition but instead a standard particle will do the animation ( the following track animation)

    Code:
    SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
    REPLACE ---> 00001C0000000000
    SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
    REPLACE ---> 0000276000000000
    

    But we are missing a thing in the Colboot

    The Coldboot particles with Higgs one are the normal White ones and some Redish that Blinks, the Sprx patch has some BLUE and Gold too, i wonder where they are beeing read.



    EDIT:

    Seems like i was wrong the files are not loading the custom_render.rco values swapped

    Seems like the firmware game_ext.sprx when the OLD GAMEBOOT is enabled only loads values from the OTHERBOOT attributes inside the custom_render.rco.

    I'm using an old game_ext.sprx that i found in a old @pinky thread to enable the old gameboot again and it LOADS THE GAMEBOOT FOR GAMEBOOT ( GAME AND APPS) AND OTHERBOOT FOR (DVD/BD AND OTHER OS) allowing me to have two different animations behaivor, so that's why i thought it were swapped but its the OFICIAL behavior after the gameboot.


    BUT IS NICE TO SEE THAT WE CAN BRING BACK THE OLD GAMEBOOT STYLE WITH THIS QRC PATCH
     
    Last edited: Dec 14, 2019
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    LuanTeles

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    The next step is enable higgs and other particles in XMB
     
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    just checked here and gamelib,rco still has the gameboot logo
     
    Last edited: Dec 14, 2019

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