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

I told you how i converted my png. I dont have time to help everyone with their own mods. Like I said its probably too big, or you used the wrong settings on gimconv.

I just replaced
tex_ps3logo.png
coldboot_multi.ac3
coldboot_stereo.ac3

and assembled the program rcomagegui.exe
you find it difficult to see the photo? what I threw off!

and help with an error. Because of what a white background in the place of the logo, the size matches your 500x233
 
I just replaced
tex_ps3logo.png
coldboot_multi.ac3
coldboot_stereo.ac3

and assembled the program rcomagegui.exe
you find it difficult to see the photo? what I threw off!

and help with an error. Because of what a white background in the place of the logo, the size matches your 500x233
If you used rcomage with default settings it will not work. Do not convert gim to png with normal rcomage.

try rcomage 1.9 by @RandomDude , First use it to dump and then compile your rco.
https://www.psx-place.com/threads/r...m-to-png-conversion-dump-compile-files.22867/
 
No wave mod sprx patch:

upload_2019-9-3_20-0-49.png


Everything else is normal, sparkles, colours etc. I like it.

Original theme:
upload_2019-9-3_20-4-8.png


Classic theme:
upload_2019-9-3_20-15-52.png
 

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Few more mod combinations from what I have already posted, just combined. We can mix and match vpo with fpo too. ;)

Example - large_crazy_snow_sparkles_with_no_wave

upload_2019-9-3_21-41-0.png
 

Attachments

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 as @sandungas said i edit al 12 dds to black background and still side menu colored by itself it read from another sprx as i think
 
I just noticed something interesting, it seems the file exension MNU means... "menu"

Inside lines.qrc 4.84 (and since lot of firmware versions ago) there are only this MNU files:
https://www.psdevwiki.com/ps3/Lines.qrc
BACKGROUND.mnu
HDR.mnu
LINE1.mnu
PARTICLES.mnu
PARTICLES_SPE.mnu
PARTICLES_UI.mnu

And inside custom_render_plugin.prx (decrypted) it can be seen his codenames (search for the keyword "menu")
LinesMenu
BackMenu
RaysMenu
HDRMenu
ParticlesMenu
ParticlesInteractionMenu
ParticlesHackMenu


So... the correspondency is like this:
BACKGROUND.mnu (filename) <---------- BackMenu (codename)
HDR.mnu (filename) <---------- HDRMenu (codename)
LINE1.mnu (filename) <---------- LinesMenu (codename)
PARTICLES.mnu (filename) <---------- ParticlesMenu (codename)
PARTICLES_SPE.mnu (filename) <---------- ParticlesHackMenu (codename)
PARTICLES_UI.mnu (filename) <---------- ParticlesInteractionMenu (codename)
?????????????????? (filename) <---------- RaysMenu (codename)

So the first question that arises is... WTF is that unknown RaysMenu ?
By following the official naming convention it looks that his filename is going to be RAYS.mnu but this file doesnt exists inside lines.qrc
Second question is... his name is pretty explicit, and obviouslly is intended to display some rays visual effects, but... (1) are disabled ?, (2) has been enabled in any preretail, non retail, or official firmware ever ?


-------------
The third question is something i can answer... no, we cant add a custom RAYS.mnu inside lines.qrc because there is not a tool to rebuild QRC files
But... maybe we can "replace" one of the MNU files that already exists by a RAYS.mnu (just by replacing his name in the QRC structure), and changing the values contained in it
By looking at the .sprx that values can be seen, this is a rought list (not tested), but seems to be this ones, located inmediatly after one of the apparences of the name "RaysMenu", at absolute offset 0x08FF90 in custom_render_plugin.prx 4.84
Code:
RAYS
LIGHT FOV
LIGHT ASPECT
LIGHT POS X
LIGHT POS Y
LIGHT TARGET X
LIGHT DEPTH
SPEED 1
SPEED 2
SPEED 3
START
END
RAYS STRENGTH

Take a look at the value names used by the MNU files in the page in wiki
This names are not used by any of the other MNU files ;) (this seems to be a confirmation that are specific to be used in RAYS.mnu) ;)

In few words... custom_render_plugin.sprx seems to be ready to load a file named RAYS.mnu from inside lines.qrc, and it can load the list of values posted above, and probably the rays visual effects are not visible because by default the .sprx have hardcoded the value RAYS = 0


Edit:
*And btw no luck trying to find the color codes inside custom_render_plugin.prx @Louay from this post https://www.psx-place.com/threads/xmb-waves.18807/page-4#post-197486
I burnt my eyes in the hexeditor trying to find some correspondency with the values we got... but no luck :/
 
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@DeViL303 can u try to make a ps vita/ps4 style one? because i'm failing to get this too work, the white square always appears here even after fading it to alpha=0
 
I will have a look.

I've been working on a timer mod just to see what is possible.

This works, and yes, we can add text entries too, with lots of control :D

I am triggering the timer like this, so it starts as early as possible
Code:
<Page name="page_null" pageMode="0x1101" pageOnInit="anim:anim_timer" pageOnCancel="nothing" pageOnContext="nothing" pageOnActivate="nothing"></Page>

This is an infinite looping 10 second timer with 20 "frames".

NOTE: THIS TIMER STAYS ON THE XMB AFTER BOOT

This also seems to cause the ps3 to beep when you shutdown, probably just an error as there is still an animation process running.

Code:
<AnimTree>
<Animation name="anim_coldboot2">
<Fade object="object:text_05" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_10" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_15" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_20" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_25" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_30" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_35" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_40" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_45" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_50" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_55" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_60" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_65" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_70" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_75" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_80" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_85" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_90" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_95" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:text_100" duration="0" accelMode="0x0" transparency="0" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<FireEvent object="event:native:/anim_coldboot_ShowGUI" />
</Animation>
<Animation name="anim_timer">
<Fade object="object:text_05" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_05" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_10" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_10" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_15" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_15" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_20" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_20" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_25" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_25" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_30" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_30" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_35" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_35" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_40" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_40" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_45" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_45" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_50" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_50" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_55" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_55" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_60" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_60" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_65" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_65" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_70" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_70" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_75" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_75" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_80" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_80" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_85" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_85" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_90" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_90" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_95" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_95" duration="175" accelMode="0x0" transparency="0" />
<Fade object="object:text_100" duration="175" accelMode="0x0" transparency="1" />
<Delay time="500" />
<Fade object="object:text_100" duration="175" accelMode="0x0" transparency="0" />
<FireEvent object="anim:anim_timer" />
</Animation>

There is more to it too, see the attached rco, I had to add the text entries and a text tree etc.

This can be made much nicer looking and moved to a better position.

upload_2019-9-4_3-54-55.png upload_2019-9-4_3-55-30.png
 

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@DeViL303 can u try to make a ps vita/ps4 style one? because i'm failing to get this too work, the white square always appears here even after fading it to alpha=0
Can you show me what you have done, just the rco or animation script, I will try see if i can see mistake. I dont have time to start from scratch on it.
 

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