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

I found a way to hide the sparkles/wave/anything at boot up only.

Kind of simple really, We add a 1080p black plane first on the list of planes, then we can fade that out in the animation at any timing we want.

Add everything you want visible below that.

Black plane:
Code:
<Plane name="bg" posX="0" posY="0" objectScale="0" redScale="0" greenScale="0" blueScale="0" alphaScale="1" width="0" height="0" posUnknown="0" scaleWidth="20" scaleHeight="20" elementScale="1" iconOffset="0x0" onLoad="nothing" unknown17="0x0" unknown18="0x0" unknown19="0x0" unknownInt20="0x1029c" unknownInt21="0x1029d" unknown22="0x100" image="nothing" unknownInt24="0x0"></Plane>


Fade out:
Code:
<Fade object="object:bg" duration="3000" accelMode="0x0" transparency="0" />

Simple but powerful. :)

You can even have transition effects by resizing the plane away rather than fading it.

Code:
<Resize object="object:bg" duration="3000" accelMode="0x0" width="1" height="0" unknownFloat4="1" />


Coldboot to XMB transition effect idea.

Lots more possible, like have the black plane rotate away, fly away, or move off to the side like a sliding door etc.

To get that last effect I resized the plane like this:
Code:
<Resize object="object:bg" duration="5000" accelMode="0x0" width="1" height="0" unknownFloat4="1" />
<Delay time="1000" />
<Resize object="object:bg" duration="4000" accelMode="0x0" width="0" height="0" unknownFloat4="1" />
Cool this transition:eek new: you are increasingly discovering new possibilities in modifying the waves.:cool:
 
Another example, not great:


I noticed on the wiki that we can just move items too, with all these combined we can do some complex animations.

Code:
<MoveTo	object="object:label" time="1000" accelMode="0x3" positionX="1" positionY="1" positionZ="1" positionOverrideX="0x0" positionOverrideY="0x0" positionOverrideZ="0x0" />
 
Another example, not great:


I noticed on the wiki that we can just move items too, with all these combined we can do some complex animations.

Code:
<MoveTo    object="object:label" time="1000" accelMode="0x3" positionX="1" positionY="1" positionZ="1" positionOverrideX="0x0" positionOverrideY="0x0" positionOverrideZ="0x0" />
very crazy this one ... tell me something, does it take a long time to edit these animations? ... because from my point of view you do it very fast.
 
Not really that long, I am only doing simple stuff just to throw it out there and hopefully inspire someone to make some proper ones. :)

This one is quite simple:
Code:
<Animation name="anim_coldboot2">
<Lock unknownInt0="0xffffffff" />
<Fade object="object:scelogo" duration="0" accelMode="0x0" transparency="0" />
<Delay time="10" />
<Fade object="object:scelogo" duration="1000" accelMode="0x0" transparency="1" />
<Delay time="2000" />
<Rotate object="object:scelogo" duration="2000" accelMode="0x0" x="20" y="0" z="0" />
<Fade object="object:scelogo" duration="2000" accelMode="0x0" transparency="0" />
<Delay time="2000" />
<FireEvent object="event:native:/anim_coldboot_ShowGUI" />
<Resize object="object:bg" duration="3000" accelMode="0x0" width="1" height="0" unknownFloat4="1" />
<Delay time="1000" />
<Rotate object="object:bg" duration="4000" accelMode="0x0" x="0" y="0" z="20" />
<Resize object="object:bg" duration="4000" accelMode="0x0" width="0" height="0" unknownFloat4="1" />
<Unlock unknownInt0="0xffffffff" />
<Delay time="5000" />
</Animation>
 
@DeViL303 in some of the the xml samples you are posting there are a lot of unknown attributes, lets say... the official rcomage version is outdated
I think is better if you start using this version that have lot of unknowns identifyed, lets say... this is the "cutting edge" rcomage
https://www.psx-place.com/resources/rcomage-psdevwiki-mod.651/

As example, everytime you see something like this in the xml:
posX="0" posY="0" objectScale="0"
Or...
width="0" height="0" unknownFloat4="1"

That attributes are X,Y,Z :)
This is just an example, but there are hundreds of unkonws identifyed in the "rcomage psdevwiki mod"
 
very crazy this one ... tell me something, does it take a long time to edit these animations? ... because from my point of view you do it very fast.
I would love to see one on these booting in the old Gameboot PLAYSTATION3, but instead of these epileptic swirls, a nice fade out effect followed by pitch black, and booting the XMB afterwards.


Catch my meaning? [emoji23]

Sent from my G8141 using Tapatalk
 
@DeViL303 I saw that you found a way to remove the sparkle particles. Have you discovered anything that can break the background color change of the waves?
A lot of the things you have been mentioning needs to be configured with the MNU files inside lines.qrc
The wave colors are inside BACKGROUND.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#BACKGROUND.mnu

Are this settings:
Code:
#MNU_1.0
1 RED:float:1
1 GREEN:float:1
1 BLUE:float:1
2 RED:float:1
2 GREEN:float:1
2 BLUE:float:1
3 RED:float:0.847347
3 GREEN:float:0.846155
3 BLUE:float:0.846448
4 RED:float:0.92487
4 GREEN:float:0.922603
4 BLUE:float:0.922933
FOVY:float:71.846
COLOUR SHADER:int:0

------------------------------------
And probably (im not sure right now) the wave can be disabled by replacing the first value in LINE1.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#LINE1.mnu
Code:
#MNU_1.0
STATE:int:1
Replace the "STATE:int:1" by 0

------------------------------------
And probably (im not sure right now) the particles can be disabled by replacing the first values in PARTICLES.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#PARTICLES.mnu
Code:
#MNU_1.0
emit vel min:float:0.15064
emit vel mul:float:0.19
emit vel var:float:0.282567
Replace that values by 0... this way the "emitter" is not emitting any particle ;)
 
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@DeViL303 in some of the the xml samples you are posting there are a lot of unknown attributes, lets say... the official rcomage version is outdated
I think is better if you start using this version that have lot of unknowns identifyed, lets say... this is the "cutting edge" rcomage
https://www.psx-place.com/resources/rcomage-psdevwiki-mod.651/

As example, everytime you see something like this in the xml:
posX="0" posY="0" objectScale="0"
Or...
width="0" height="0" unknownFloat4="1"

That attributes are X,Y,Z :)
This is just an example, but there are hundreds of unkonws identifyed in the "rcomage psdevwiki mod"
You are right, I have been lazy. I must try redownload it or something, as its not working here, crashes on dumping. Will do it now, thanks for reminding me.


Here is my timer mod, not sure if its useful for anything.

@DeViL303 I saw that you found a way to remove the sparkle particles. Have you discovered anything that can break the background color change of the waves?

I will look at that again. Have been messing with animation scripts. What is the difference to just setting a colour you want?
 

Attachments

I would love to see one on these booting in the old Gameboot PLAYSTATION3, but instead of these epileptic swirls, a nice fade out effect followed by pitch black, and booting the XMB afterwards.


Catch my meaning?
emoji23.png


Sent from my G8141 using Tapatalk
Fades are easy. See post 179

You have full control of duration, colour, accelmode

https://www.psdevwiki.com/ps3/RCOXML_Animations

upload_2019-9-5_21-8-57.png

Code:
<Fade object="object:bg" duration="3000" accelMode="0x0" transparency="0" />
 
You are right, I have been lazy. I must try redownload it or something, as its not working here, crashes on dumping. Will do it now, thanks for reminding me.


Here is my timer mod, not sure if its useful for anything.
I metioned it because everytime you post an xml with some unknowns (that i know are identifyed in the rcomage psdevwiki mod) im a bit like.... "hmmm not sure which one is that unnkown but i think i added it in the rcomage psdevwiki mod"
Lets say... is better for the community if we use the most modern rcomage, this way we can progress and forget about some of the unkowns :)

The timer is an achievement, is good :encouragement:
I was taking a look at your rco sample with the timer the other day... trying to imagine how to improve it... but by now i could not imagine any brilliant idea

I thought in something that could work though... but is very different in concept
The idea is to use 2 images, like the official clock, one is a circle and the other is a line
Then rotate the line 360º degrees every second
And every time a rotation is completed... add a tiny dot at the right of the clock (the dots can be made with a <Plane> or 1x1 pixel size (no need to use an image)
This way is going to be a lot more simple, there is no need to use a lot of lines of xml code, and no need to use text strings with numbers

But dunno... i like the idea of displaying numbers... so im a bit doubtful of how is the best way to do the timer
 
I metioned it because everytime you post an xml with some unknowns (that i know are identifyed in the rcomage psdevwiki mod) im a bit like.... "hmmm not sure which one is that unnkown but i think i addeed it"
Lets say... is better for the community if we use the most modern rcomage, this way we can progress and forget about some of the unkowns :)

The timer is an achievement, is good :encouragement:
I was taking a look at your rco sample with the timer the other day... trying to imagine how to improve it... but by now i could not imagine any brilliant idea

I thought in something that could work though... but is very different in concept
The idea is to use 2 images, like the official clock, one is a circle and the other is a line
Then rotate the like... 360º every second
And every time a rotation is completed... add a tiny dot at the right of the clock (the dots can be made with a <Plane> or 1x1 pixel size (no need to use an image)
This way is going to be a lot more simple, there is no need to use a lot of lines of xml code, and no need to use text strings with numbers

But dunno... i like the idea of displaying numbers... so im a bit doubtful of how is the best way to do the timer
I have an idea, but I would need help from you on calculating positions. What i want to do is make five 0to10 timers, one each with a 1000 second delay,100 second delay,10 second delay,1 seconds delay. then have them run concurrently and display next to each other up in the corner, This way we have an uptime counter on the xmb :)

What do you think? I am not sure if it is possible.

BTW if you boot an app or remote play, then this timer vanishes on next XMB load.
 
I have an idea, but I would need help from you on calculating positions. What i want to do is make five 0to10 timers, one each with a 1000 second delay,100 second delay,10 second delay,1 seconds delay. then have them run concurrently and display next to each other up in the corner, This way we have an uptime counter on the xmb :)

What do you think? I am not sure if it is possible.

BTW if you boot an app or remote play, then this timer vanishes on next XMB load.
Not sure if i got the idea... what you want to display ? days:hours:minutes:seconds ?
Can you make a sketchup drawing of it ?


And btw... the other timer idea (used for tests or coldboot/gameboot) should dissapear when the coldboot finishes... not sure how to do it though, this is one of the things i was thinking how to solve
 
And btw... the other timer idea (used for tests or coldboot/gameboot) should dissapear when the coldboot finishes... not sure how to do it though, this is one of the things i was thinking how to solve
Hmmm, what about triggering the timer animation from the "blur" plane ?
Im thinkng maybe that "blur" plane dissapears when the coldboot is finished (and with it i hope it should dissapear the timer too)
 
You are right, I have been lazy. I must try redownload it or something, as its not working here, crashes on dumping. Will do it now, thanks for reminding me.


Here is my timer mod, not sure if its useful for anything.



I will look at that again. Have been messing with animation scripts. What is the difference to just setting a colour you want?
Well ... just like @Naked_Snake1995, we are looking to recreate the look of the pre-3.00 firmware ... so in this matter of choosing the desired background color of the waves, this is our "design" to recreate the look ... as I had said, before the official firmware 3.00, the background colors only changed according to your choice, if you chose the green color for example, the system would start with the color you chose, in the current firmware the color we choose only fits for our user profile and not for the whole system, for example: it's September, the background color is purple without me choosing, but in my user profile is blue, if I restart the system it will be purple, this until I get to my profile which I chose blue on.
 
Btw @DeViL303 i just realized about something interesting... in BACKGROUND.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#BACKGROUND.mnu

Code:
#MNU_1.0
1 RED:float:1
1 GREEN:float:1
1 BLUE:float:1
2 RED:float:1
2 GREEN:float:1
2 BLUE:float:1
3 RED:float:0.847347
3 GREEN:float:0.846155
3 BLUE:float:0.846448
4 RED:float:0.92487
4 GREEN:float:0.922603
4 BLUE:float:0.922933
FOVY:float:71.846
COLOUR SHADER:int:0            // FPO shaders, posible values 0,1,2

The setting named COLOUR SHADER:int:0 seems to indicate which FPO files are going to be used by the wave, and there are 3 available options
Code:
lines.qrc/lib/moyou/back_colours0.fpo
lines.qrc/lib/moyou/back_colours1.fpo
lines.qrc/lib/moyou/back_colours2.fpo

I dont remember if you tryed it already... but have you tryed to replace that names in the .sprx ? (just replacing the 0, by 1, or by 2)
I guess this is going to change the look of the wave... or the way how it moves... or dunno but are 3 different waves
Better said (and based in his name)... it seems is going to change the way how colors are applyed to the wave ;)

Is the same concept of what you was doing replacing the shaders of the particles... but with the wave :)
 
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Hmmm, what about triggering the timer animation from the "blur" plane ?
Im thinkng maybe that "blur" plane dissapears when the coldboot is finished (and with it i hope it should dissapear the timer too)
Its easy enough to make a timer that only runs once, can just make the script longer so it counts to 20 or something.

Well ... just like @Naked_Snake1995, we are looking to recreate the look of the pre-3.00 firmware ... so in this matter of choosing the desired background color of the waves, this is our "design" to recreate the look ... as I had said, before the official firmware 3.00, the background colors only changed according to your choice, if you chose the green color for example, the system would start with the color you chose, in the current firmware the color we choose only fits for our user profile and not for the whole system, for example: it's September, the background color is purple without me choosing, but in my user profile is blue, if I restart the system it will be purple, this until I get to my profile which I chose blue on.

Oh I see. I have autologin so dont have that screen. Not sure if i can help with that.

I would love to see one on these booting in the old Gameboot PLAYSTATION3,



Can you try this attached file, As im not sure if its the look you was going for.

Note: Delete your coldboot.raf if it shows.
 

Attachments

Its easy enough to make a timer that only runs once, can just make the script longer so it counts to 20 or something.



Oh I see. I have autologin so dont have that screen. Not sure if i can help with that.





Can you try this attached file, As im not sure if its the look you was going for.

Note: Delete your coldboot.raf if it shows.
I am abroad right now, dont have the proper tools to test it, nor any PlayStation3 with me atm, RPCS3 seems to fail on my laptop on the XMB, so i can't progress any further.

I kept the file, ill look into it once i return.

Sent from my G8141 using Tapatalk
 
I am abroad right now, dont have the proper tools to test it, nor any PlayStation3 with me atm, RPCS3 seems to fail on my laptop on the XMB, so i can't progress any further.

I kept the file, ill look into it once i return.

Sent from my G8141 using Tapatalk
Ok, I have tweaked it a little, slightly quicker boot, timing is just perfect on my system for fading out from black just as XMB is loaded. Hopefully its the same on others.
 

Attachments

I am abroad right now, dont have the proper tools to test it, nor any PlayStation3 with me atm, RPCS3 seems to fail on my laptop on the XMB, so i can't progress any further.

I kept the file, ill look into it once i return.

Sent from my G8141 using Tapatalk
when you have your PS3 back to test these files..please test the SCE classic coldboot I made .. you will love it, it is exactly as we wanted it.
 

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