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

the last one sounds like perturbation. it makes the wave look like fluid. setting the value to high will cause the wave to move to the left. it doesn't take much, 'cause the value iirc is in the hundredths place (not even a whole number). a lot of waves suffer from that problem, but the wave will come back after a few seconds. I once turned the perturbation up so high that the wave disintegrated. the xmb was super slow when that happened. it didn't soft brick or crash though.
 
Cheers.

I have made really nice progress today. So much control here. Think I might even release a settings menu for controlling the coldboot process inc wave and sparkle settings.
  • Discovered 2 hidden particle effects, one multicolour like fireworks, the other is like snow.
  • Also got a mod that removes wave completely but leaves sparkles.
  • A mod that removes particles and wave
  • Got the fade controls working on the coldboot animations.
  • Have a funny mod where the wave is there for the boot up, but then just floats away off to the left after the XMB has loaded for a few seconds.
can you send mods to test ?
 
Hi friends, I changed the coldboot by copying a replacement in the dev_rewrite / vsh / resourse route and it worked perfectly the times I did it, I published this method in a group of fb and several people did it but there was 1 that your console was frozen starting What could have gone wrong for this to happen?
 
not sure. the coldboot is not an important file. it won't even freeze if no coldboot is present, so it could be user error.
 
btw, @sandungas , you're right about the script thing. sorry for the confusion.
To be fair... the first that started calling that MNU files "scripts" was glowball lot of time ago, and since that point that innacuracy has been spreaded in internet, and when i see you mentioning it desperates me a bit to be honest, lol :/

The best thing we can do is to name them "the MNU files"... we know .mnu is the official file extension because it can be seen inside the QRC files
So MNU is good enought, and there is no room for error :)

Is the most close thing we have to an "official codename"
Actually... we dont know what means the acronym "MNU"... it could be "Memory NUmbers"... or whatever thing like that
 
Cheers.

I have made really nice progress today. So much control here. Think I might even release a settings menu for controlling the coldboot process inc wave and sparkle settings.
  • Discovered 2 hidden particle effects, one multicolour like fireworks, the other is like snow.
  • Also got a mod that removes wave completely but leaves sparkles.
  • A mod that removes particles and wave
  • Got the fade controls working on the coldboot animations.
  • Have a funny mod where the wave is there for the boot up, but then just floats away off to the left after the XMB has loaded for a few seconds.
Great, at this point you are going to have some problems wihth the time leghts btw, probably you realized already though

The point is... every small sequence of the animation that are triggered with the <FireEvent> have a lenght predefined (harcoded in the .sprx)
Lets say one of the particles animations that does a zoom have a total leght of 3 seconds... but in official firmware is played only for 1.5 seconds (defined in the rco with the delays and timings that appears in the xml). Thats normal, sony does it in official firmware, you can do it too... is like "cutting" the ending of the sequence
This also gives you a bit of freedom for creativity because you are not forced to play the complete sequence, you can play half of it, or a quarter, or whatever

But before you decide if you want to cut the ending... the first thing needed to know is how long is it, lol
So... the dirty trick you can use by now is to use excesive timings in the xml... this allows you to see the complete sequence (+ an empty gap after it where the PS3 is not going to display anything)

Hi friends, I changed the coldboot by copying a replacement in the dev_rewrite / vsh / resourse route and it worked perfectly the times I did it, I published this method in a group of fb and several people did it but there was 1 that your console was frozen starting What could have gone wrong for this to happen?
He have a .P3T theme installed ?
Ask him to disable the theme, test again, and report back
 
can you send mods to test ?
I have some work to do, its complicated, I have about about 20 different discoveries and learning more all the time.

I have resize working now too. :)


Video shows the 2 "new" sparkle animations, and the "no wave" mod.

^^ Just an example of what is possible, WIP.
 
I have some work to do, its complicated, I have about about 20 different discoveries and learning more all the time.

I have resize working now too. :)


Video shows the 2 "new" sparkle animations, and the "no wave" mod.

^^ Just an example of what is possible, WIP.
The sparkles of the second one are pretty cool, it looks like a "mutation" of a wave into sparkles :)
How is named that one ?, i guess it would fit good at the ending of others


Edit:
Actually... it looks like if a wave "exploded" into particles in the outer space (at zero gravity) :encouragement:
There is a setting in the MNU files related with gravity... maybe is using that
 
Cheers.

I have made really nice progress today. So much control here. Think I might even release a settings menu for controlling the coldboot process inc wave and sparkle settings.
  • Discovered 2 hidden particle effects, one multicolour like fireworks, the other is like snow.
  • Also got a mod that removes wave completely but leaves sparkles.
  • A mod that removes particles and wave
  • Got the fade controls working on the coldboot animations.
  • Have a funny mod where the wave is there for the boot up, but then just floats away off to the left after the XMB has loaded for a few seconds.

Nice, i was busy last two days, but i will mess with it a lil more.

Wow i'm excited with the new particles effects. i still hope that we can remove the black background of the gameboot effect to use with the coldboot, or just the sparkles.

Because i thinking in add the particles in the normal coldboot process
 
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The sparkles of the second one are pretty cool, it looks like a "mutation" of a wave into sparkles :)
How is named that one ?, i guess it would fit good at the ending of others
That is an sprx mod ;) found 2 unused entries, loads of stuff in these files, very interesting.

Also noticed that all the unused animations are from pre retail FW 0.90. That was also the first PUP to have custom_render_plugin included..

0.91
Code:
<AnimTree>
<Animation name="anim_coldboot">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<FireEvent object="event:native:/anim_coldboot_BootBG1" />
<FireEvent object="event:native:/anim_coldboot_BootBG2" />
<Delay time="1000" />
<Fade object="object:scelogo" duration="1000" accelMode="0x0" transparency="1" />
<FireEvent object="event:native:/anim_coldboot_BootBG3" />
<FireEvent object="event:native:/anim_coldboot_BootBG4" />
<Delay time="2000" />
<FireEvent object="event:native:/anim_coldboot_BootBG5" />
<Fade object="object:scelogo" duration="1000" accelMode="0x0" transparency="0" />
<Delay time="2000" />
<FireEvent object="event:native:/anim_coldboot_NormalBG" />
<Delay time="2000" />
<FireEvent object="event:native:/anim_coldboot_Finished" />
</Animation>
<Animation name="anim_gameboot">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.9" height="0.9" unknownFloat4="1" />
<Fade object="object:ps3logo" duration="150" accelMode="0x3" transparency="1" />
<Resize object="object:ps3logo" duration="150" accelMode="0x3" width="1" height="1" unknownFloat4="1" />
<FireEvent object="event:native:/anim_gameboot_MoyouZoom" />
<Delay time="500" />
<FireEvent object="event:native:/anim_gameboot_Darken" />
<Delay time="1500" />
<Fade object="object:ps3logo" duration="150" accelMode="0x3" transparency="0" />
<Resize object="object:ps3logo" duration="150" accelMode="0x3" width="1.1" height="1.1" unknownFloat4="1" />
<Delay time="200" />
<FireEvent object="event:native:/anim_gameboot_Finished" />
</Animation>
</AnimTree>

All that unused stuff was removed in 0.91, its a lot simpler:


0.90
Code:
<AnimTree>
<Animation name="anim_coldboot">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<Delay time="1000" />
<FireEvent object="event:native:/anim_coldboot_Finished" />
</Animation>
<Animation name="anim_gameboot">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.938" height="0.938" unknownFloat4="1" />
<Delay time="200" />
<FireEvent object="event:native:/anim_gameboot_Finished" />
</Animation>
<Animation name="anim_otherboot">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
<FireEvent object="event:native:/anim_otherboot_BG3" />
<Delay time="1000" />
<FireEvent object="event:native:/anim_otherboot_Finished" />
</Animation>
</AnimTree>


Nice, i was busy last two days, but i will mess with it a lil more.

Wow i'm excited to with the new particles effects. i still hope that we can remove the black background of the gameboot effect to use with the coldboot, or just the sparkles.

Because i thinking in add the particles in the normal coldboot process
I think it will need sprx mods to do that. Not sure yet. I am trying to strip as much out as the moment so I am not worried about the wave tbh.
 
@DeViL303 Don't have another ps3 right now , just my personal one, I sold one like 2 days ago but 2 more are on the way so before hen'ing them I'll try this out on them
 
@DeViL303 Don't have another ps3 right now , just my personal one, I sold one like 2 days ago but 2 more are on the way so before hen'ing them I'll try this out on them
No worries, Thanks anyway.

I actually found a way to record on my own card with a simple little workaround., so its fine now. I added a 18 second delay before any animation starts, this way my card has time initialize :)
 
No worries, Thanks anyway.

I actually found a way to record on my own card with a simple little workaround., so its fine now. I added a 18 second delay before any animation starts, this way my card has time initialize :)
Hehehe, nice trick
I was thinking right now in something to meassure times and to make checks... only useful for tests and experiments
Is a bit overkill and im not sure how much useful could be though

The idea is to add 10 tiny images of numbers: 1,2,3,4,5,6,7,8,9,0 ...and a dot to represent decimals ;)
Then create a time counter in a corner where the numbers increases together with time... most animations are adjusted to decimals, so it needs to start with 0.0 ---> 0.1 ---> 0.2 (seconds) and so on

Not sure how much visible is going to be to the bare eye becaue is going to increase time very fast... but if you capture the video output with a capture card for sure it should be visible and is a super accurate way to meassure time lenghts

*And this <Animation> structure should be generic... i mean... you can "attach" it to other animation with the <FireEvent>... this way you can add a time counter to other animations :) (hmmm, well, not sure about this)
 

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