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

Btw, im taking a rought look at your different modifications... and it seems you are replacing the stuff loaded by the .sprx from lines.qrc
See the filellist https://www.psdevwiki.com/ps3/Lines.qrc#File_list

What you are doing here is mostly the same than replacing the VPO/FPO files inside lines.qrc, there are 3
lines.qrc/lib/particles/particles_quads.fpo
lines.qrc/lib/particles/particles_quads.vpo
lines.qrc/lib/particles/particles_quads_debug.fpo
lines.qrc/lib/particles/particles_quads_debug.vpo
lines.qrc/lib/particles/particles_second.fpo
lines.qrc/lib/particles/particles_second.vpo

The fpo/vpo files (fragment program objects, and vertex program objects) are compiled with a tool of the SDK and the file is specific for the PS3 RSX... and yeah... can be considered programs
Are written in a programming language named cg (C for Graphics)
upload_2019-9-2_23-47-36-png.19807

snow_particles_mod-png.19808


------------------------------
This is a setting in PARTICLES_SPE.MNU
This setting only appears one time inside lines.qrc so it affects the particles everywhere
crazy_sparkles_mod-png.19806


------------------------------------
And here you are replacing other file inside lines.qrc there are 3
lines.qrc/lib/moyou/back_colours0.fpo
lines.qrc/lib/moyou/back_colours1.fpo
lines.qrc/lib/moyou/back_colours2.fpo
solid_black_background_coloured_side_menu-png.19809
 
@LuanTeles , it's been ages since I've tested anything. the only mod I have installed is the alphabetical one. I still had to change the PARAM.SFO, because lowercase and uppercase count as different alphabetically. I think capitalization comes after z in lower case. that's about all I've done. I have maybe 15-20 games.
 
@DeViL303 that's insane, it opens a lot of customization.

and reminds me of PSP ctf themes, ppl used to do all kinda of crazy stuff, there were a lot of custom_render stuff.

I really wish someday people will be interested of doing this kinda of stuff for the PS3 ( not mentioning that almost all psp ctf stuff can be ported to ps3)
Yeah I'm amazed too, cant wait until someone with GFX skills has a go, wish I had looked at this stuff years ago or someone else had, it actually easy really.

If I use original gameboot on hen
it may be soft brick
Not soft brick.



Remembered I posted gameboot for HEN here https://www.psx-place.com/threads/o...s-4-80-4-84-cfw-only.22252/page-8#post-201033

If you use just rco you will get animation only, if you use sprx and rco and ac3 you will need HEN enabled or you will get kicked to recovery and have to press the PS button, So remember to enable HEN if you use the sprx.

Btw, im taking a rought look at your different modifications... and it seems you are replacing the stuff loaded by the .sprx from lines.qrc
See the filellist https://www.psdevwiki.com/ps3/Lines.qrc#File_list

What you are doing here is mostly the same than replacing the VPO/FPO files inside lines.qrc, there are 3
lines.qrc/lib/particles/particles_quads.fpo
lines.qrc/lib/particles/particles_quads.vpo
lines.qrc/lib/particles/particles_quads_debug.fpo
lines.qrc/lib/particles/particles_quads_debug.vpo
lines.qrc/lib/particles/particles_second.fpo
lines.qrc/lib/particles/particles_second.vpo

The fpo/vpo files (fragment program objects, and vertex program objects) are compiled with a tool of the SDK and the file is specific for the PS3 RSX... and yeah... can be considered programs
Are written in a programming language named cg (C for Graphics)
upload_2019-9-2_23-47-36-png.19807

snow_particles_mod-png.19808


------------------------------
This is a setting in PARTICLES_SPE.MNU
This setting only appears one time inside lines.qrc so it affects the particles everywhere
crazy_sparkles_mod-png.19806


------------------------------------
And here you are replacing other file inside lines.qrc there are 3
lines.qrc/lib/moyou/back_colours0.fpo
lines.qrc/lib/moyou/back_colours1.fpo
lines.qrc/lib/moyou/back_colours2.fpo
solid_black_background_coloured_side_menu-png.19809
Yeah thats it, I am just looking for simple patches. I guess some of this can be done with custom waves too but this interests me more as I learn what each bit of the sprx is doing. :)

Also this way the wave is not effected, so its like an addition to any wave without having to make a new wave.
 
The detail i wanted to show is, inside lines.qrc there are like "paths" and in them can be seen the codenames and purposes of that files
All that VPO/FPO files are under path lib so can be considered libraries (but as mentioned before can be considered programs... or better said... are "shaders")
There are 4 groups of libraries inside lines.qrc
-devgui <--- easter egg !... it have a debug GUI (some kind of toolbox ?... like a mod menu ?)
-glutils <--- generic common libraries for OpenGL (dont touch them)
-moyou <--- the codename of the wave ?
-particles <--- self explained

--------------------
I know an alternative way to replace the VPO/FPO files inside lines.qrc (without rebuilding the file, just patching offsets)
I made a frankenstein icons.qrc using this method (and even an small tutorial to explain how i did it) but never tryed it :/
 
Last edited:
I have been looking at devgui and have been trying to enable it ;) WIP It looks like it might log to this file too. **_local_gui.txt, or maybe it reads from it, idk..
 
Hmm, i never thought the debugGUI could create a log... if is just a log is going to be a bit meh :/
What i was expecting it to be is some kind of "infobox" with the values of the variables updated in real time
Not interactive... but only for info purposes. With things like...

Number of particles in screen = 1384
Spread factor = 34
Gravity = 8
etc...

That would be very handy... and also very cool (i would keep enabled for myself at all time in the coldboot, lol)
 
I think its a GUI alright, just that file is mentioned in the sprx.

DEX sprx needed, possibly even some left over stuff from pre retail like the animation references. idk.

Must go.
 
Yep, the point is the codename includes the word "GUI", and thats the acronym of a "Graphic User Interface"
So i think it should display something in screen (otherway it should not be named "interface")... not sure what is displayed but it should be something useful for the official firmware developers
I guess at the time they was doing some adjustments to this animations they had that "DebugGUI" enabled
 
Btw, im taking a rought look at your different modifications... and it seems you are replacing the stuff loaded by the .sprx from lines.qrc
See the filellist https://www.psdevwiki.com/ps3/Lines.qrc#File_list

What you are doing here is mostly the same than replacing the VPO/FPO files inside lines.qrc, there are 3
lines.qrc/lib/particles/particles_quads.fpo
lines.qrc/lib/particles/particles_quads.vpo
lines.qrc/lib/particles/particles_quads_debug.fpo
lines.qrc/lib/particles/particles_quads_debug.vpo
lines.qrc/lib/particles/particles_second.fpo
lines.qrc/lib/particles/particles_second.vpo

The fpo/vpo files (fragment program objects, and vertex program objects) are compiled with a tool of the SDK and the file is specific for the PS3 RSX... and yeah... can be considered programs
Are written in a programming language named cg (C for Graphics)
upload_2019-9-2_23-47-36-png.19807

snow_particles_mod-png.19808


------------------------------
This is a setting in PARTICLES_SPE.MNU
This setting only appears one time inside lines.qrc so it affects the particles everywhere
crazy_sparkles_mod-png.19806


------------------------------------
And here you are replacing other file inside lines.qrc there are 3
lines.qrc/lib/moyou/back_colours0.fpo
lines.qrc/lib/moyou/back_colours1.fpo
lines.qrc/lib/moyou/back_colours2.fpo
solid_black_background_coloured_side_menu-png.19809
So the side menu color we search about is in sprx ?
 
So the side menu color we search about is in sprx ?
That screenshots are from custom_render_plugin.sprx
When i was searching for the "monthly colors" i was taking a look at several .self and .sprx files, but i could not find the values (dont remember if i did search in custom_render_plugin.sprx but probably i did)

The new thing we know since that tests and screenshots where i quoted DeViL303 is... custom_render_plugin.sprx loads files from lines.qrc (and probably from other .qrc files too)
So in some way... yes, is posible that custom_render_plugin.sprx have the "montlhy colors" hardcoded inside it... has become a candidate to store them
 
Yes, the code that loads the colour dds files is in the sprx.

Code:
lib/moyou/back_colours0.fpo.....lib/moyou/back_colours1.fpo.....lib/moyou/back_colours2.fpo.....lib/moyou/back_colours_cpy.fpo..lib/moyou/bg_copy.fpo...01.dds..02.dds..03.dds..04.dds..05.dds..06.dds..07.dds..08.dds..09.dds..10.dds..11.dds..12.dds..textures/month_bg/rgb/..textures/month_bg/night/........

I do not think you can colour the side menu differently though, they read from the same dds. You can mess with the monthly order etc in the sprx. There might be a way to get it load from another dds if used IDA to hack the sprx, not sure. Also you can make the background be black, and the side menu be coloured on its own etc.
 
Yes, the code that loads the colour dds files is in the sprx.

Code:
lib/moyou/back_colours0.fpo.....lib/moyou/back_colours1.fpo.....lib/moyou/back_colours2.fpo.....lib/moyou/back_colours_cpy.fpo..lib/moyou/bg_copy.fpo...01.dds..02.dds..03.dds..04.dds..05.dds..06.dds..07.dds..08.dds..09.dds..10.dds..11.dds..12.dds..textures/month_bg/rgb/..textures/month_bg/night/........

I do not think you can colour the side menu differently though, they read from the same dds. You can mess with the monthly order etc in the sprx. There might be a way to get it load from another dds if used IDA to hack the sprx, not sure. Also you can make the background be black, and the side menu be coloured on its own etc.
The weird details are:

When you open the side menu in XMB theme settings you can see 12 tiny squares filled with the color of each month... that tiny squares are like a preview
That tiny squares are not images... seems to be polygons (made with 4 vertex) and filled with a plain color, so is the kind of thing you could do with the xml code inside an rco using a <Plane> or other object
But as far we know there is not any rco file with that info

The 24 DDS files (with the background for day and night of 12 months) inside lines.qrc doesnt seems to be the responsibles of the color of the side menu
There is people that replaced them (as example louay replaced them by full black .dds files)... but by doing this the sidemenu color filter doesnt changes (and the 12 tiny squares in the sidemenu doesnt changes either)

-----------------
So... we are missing 1 list, where should appear the 12 monthly colors

Or... we are missing 2 lists, one for the sidemenu "filter", and another for the sidemenu tiny squares "preview"
 
why when installing my logo I get a white background?
Possibly too high a resolution or size or you have the wrong settings for gimconv. Try it small first then increase it by something like 100 pixels at a time and try find the limit.

I used this command to convert from 32bit png.
Code:
gimconv.exe myimage.png -o myimage.gim --format_style psp --format_endian big --image_format dxt5

TBH I am not sure if its a gim filesize or rco filesize or gim resolution limit yet. Have not really looked into it.
 
Possibly too high a resolution or size or you have the wrong settings for gimconv. Try it small first then increase it by something like 100 pixels at a time and try find the limit.

I used this command to convert from 32bit png.
Code:
gimconv.exe myimage.png -o myimage.gim --format_style psp --format_endian big --image_format dxt5

TBH I am not sure if its a gim filesize or rco filesize or gim resolution limit yet. Have not really looked into it.

I used Photoshop, I did everything as in the video

photo size made exactly as your 500x233
 

Similar threads

Back
Top