Danxx444
Member
Have applied most of my patches in the qrc and rco now, so can make everything HEN compatible![]()
Have applied most of my patches in the qrc and rco now, so can make everything HEN compatible![]()
This is one of the things that can be made with the patching method i mentioned in my previous postBlack background patch (sprx) = edit lib/moyou/back_colours0.fpo to lib/moyou/back_colours2.fpo (maybe possible in qrc too with hex edit type redirect or dds swap)
Inside the BACKRGOUND.MNU, the COLOUR SHADER:int:0Heres few things for you too mess with> editing the coldboot1 folder you can trigger the old black coldboot screen> so you have the PS3 boot to black screen with a wave which them will fade into the coldboot.raf then to the XMB which looks pretty cool for a startup sequence.
This rule is the most important, because we are injecting the MNU files, we need to respect his original sizeThe only thing I would say when playing with the line.qrc file is to respect the values in the MNU files eg if a value is say X.XXXX make sure what you edit it to has the same number of digits. ie X.XXXX not X.XX.
the wikipedia says that are particles that travels at the speed of light (or something like that)
But i cant see them passing throught my XMBThese are sub atomic radiation particles that are given off by the Sun and travel at the speed of light, they pass through ordinary matter like its not their, not matter how dense the matter is, but they don't affect it, at least not in the amount that is given off by by the type of Star our Sun is..... If we have say a Neutron star instead of a Red Giant no life could exist on this planet because of the deadly amount of radiation given off by it.
Trillions upon trillions of these neutrinos pass through the planet, and everything on it per second...

The tools used to customize qrc files are "injecting" the files in the QRC internal structure without modifying it@sandungas talking about the icons.qrc is possible to add new icons? like for the @DeViL303's mods ? to match a perfect xmb

Experimental/untested, keep away from childkens
Is a mod to enable full supersampling shaders for the icon app_home/PS3_GAME
Includes a .txt tutorial that i was considering to publish, but never did before
The patch is applyed to icons.qrc but the same method should work for lines.qrc
btw, you should take a look at it, the patches you was applying in the .sprx affects both, lines.qrc and icons.qrc
So... you can enable some icons mods by patching the same .sprx
Inside icons.qrc there are 6 FPO shaders named:
icons_cheap_ss.fpo
icons_cheap_ss_no_shad.fpo
icons_full_ss.fpo
icons_full_ss_no_shad.fpo
icons_no_ss.fpo
icons_no_ss_no_shad.fpo
Im replacing:
"icons_cheap_ss.fpo" ...by... "icons_full_ss.fpo"
"icons_cheap_ss_no_shad.fpo" ...by... "icons_full_ss_no_shad.fpo"
In other words... F%$# the cheap quality
FILE: https://www.sendspace.com/file/dom06p
Yes, that was it, what i did is to add a new file extension everytime i modifyed the file, so is like this:i tried icons.qrc.cropout.zlibout.patched.zlibin.cropin renamed to icons.qrc and did not work.
PATCH 1. Remap "icons_cheap_ss.fpo" to "icons_full_ss.fpo"
SEARCH: 0000914000001A10 (located at absolute offset 0x63C)
REPLACE: 0000C3D000004B10
PATCH 2. Remap "icons_cheap_ss_no_shad.fpo" to "icons_full_ss_no_shad.fpo"
SEARCH: 0000AB5000001880 (located at absolute offset 0x678)
REPLACE: 00010EE000004360
That files inside lines.qrc are not dummies, and there is something interesting in themAlso please look at ways to enable the debugGUI.vpo/fpo too. If the actual debugGUI.vpo and fpo are just dummied out, maybe we can inject the DebugGUI vpo/fpo from the visualizer application if we can modify the TOC or something, I don't know. I guess its possible Q-Games used the same GUI files in that application.

Perfect thanks!Remap "lib/particles/particles_quads.vpo" to "lib/particles/particles_quads_debug.vpo"
SEARCH: 00081750000014B0
REPLACE: 00082C0000001380
Remap "lib/particles/particles_quads.fpo" to "lib/particles/particles_quads_debug.fpo"
SEARCH: 0007F49000000E00
REPLACE: 0008029000000870
That files inside lines.qrc are not dummies, and there is something interesting in them
Most important thing to mention is that have the exact same size so we can "inject" them inside lines.qrc
The second interesting thing is the FPO's from Q-games and from the PS3 firmware are identical, same MD5. So no fun with the FPO from Q-games
But the VPO's are different... there are 18 bytes that differs (spreaded along the file, i cant imagine what that bytes does)
-------------------------------------------------------------------------------------------
Q-games DebugGui.fpo
MD5: 57FA6B8C9483CA6CA2FE4A887BAB0A85
SIZE: 0x160
"lib/devgui/DebugGui.fpo"
MD5: 57FA6B8C9483CA6CA2FE4A887BAB0A85
SIZE: 0x160
TARGET: 00085F9000000160 <--- this is the value needed to be used to do a remap into it
--------------------------------------------------------------------------------------------
Q-games DebugGui.vpo
MD5: 5FFAB0E8B5CCE50939C8CCCCA9F40964
SIZE: 0x03E0
"lib/devgui/DebugGui.vpo"
MD5: 8D8061FD44EBD72A06A3BDB6E5849F8F
SIZE: 0x03E0
TARGET: 00085BB0000003E0 <--- this is the value needed to be used to do a remap into it
In the video is used the lines.qrc with the patches i suggested ?... so is a confirmation that it works, right ?Perfect thanks!
I've attached the official lines.qrc here with just the debug particles enabled, NO other patches applied so this could be called a debug lines.qrc, would be even better if we could enable the debug GUI too most likely as it probably has interesting info for us and maybe even some control. At worst it will have some novelty value and be a nice little easter egg to find at this stage in the PS3s life cycle..
Already I can see how it would be easier to develop a new effect with just the debug particles enabled. In this video its much easier to see whats happening with the X/Y movement and sixaxis movement. In this video I let the XMB sit for 15 seconds to show normal motion, then I shake the DS3 for a few seconds then let it rest, then show some X/Y moves to demonstrate the icon interaction.
[/B]
Yes, perfect patch first time. Nice one.In the video is used the lines.qrc with the patches i suggested ?... so is a confirmation that it works, right ?
Your right, I will do another longer one to show it better. What exactly should I do, leave it sit for 30 sec, then just move one icon at a time, or move lots, but then stay still longer like 5 seconds after each move?Btw, i dont get very well what they was trying to do in that debug shaders... to me it looks the particles that can be seen at back (that looks like "attached" to the wave) has been moved far away of the camera, and at the sides there are 2 "particle emitters" (the ones that reacts to the DS3 sensors) that has been moved closer to the camera
Btw... you are moving the D-pad too much fast in the video
Like... move to right... and 2 second later move to left
Is better to give them more time, lets say 5 seconds or more because the particles moves slow and some effects are more notable if you wait a bit
Yeah, its not worth it. I think any small differences between them are probably specific to the item they were debugging, so the original lines.qrc debugGUI has more chance of working if we can enable it.By now an easy thing we can do is to replace the official PS3 DebugGui.vpo inside lines.qrc by the DebugGui.vpo from the Q-games visualizer app
But to be honest, i think this change alone by itself is not going to do anything
The point is... it looks both the PS3 firmware and the Q-games visualizer have a debug GUI... but obviously are not enabled for the retail users
We cant see the debug GUI in the PS3 firmware... in the same way we cant see it in the Q-games visualizer app
Can we look inside the DebugGUI vpo/fpo and maybe see some elements or anything like variable names, images, text etc? That might give us a clue for enabling it, or tell us something else?So... not sure what to try next... by now it looks more important to try to figure which file could be used to do the remap
//Devgui child
//Devgui
global g_devgui_layout = {};
global DevGuiMngLayout = function(_Name,_Func)
{
local opened = ?g_devgui_layout[_Name];
local new_value = Q.SIMGUICheckBox( opened, _Name );
if (new_value != opened)
{
if (opened)
{
g_devgui_layout[_Name].Release();
g_devgui_layout[_Name] = null;
}
else
{
local layout = _Func();
g_devgui_layout[_Name] = layout;
layout.SetName(_Name);
layout.EnableTitle( true );
}
}
};
global DevGuiDump = function()
{
DevGuiMngLayout(
"HDR Param",
function() { return Q.NewLayout( 80, 80, 700, 500, null, g_hdr_gui.Param.draw ); }
);
/*
DevGuiMngLayout(
"Camera",
function() { return Q.NewLayout(120,120,500,200,null,g_camera_gui); }
);
*/
/*
DevGuiMngLayout(
"Rumble Editor",
function() { return Q.NewLayout(300,120,500,500,null,g_rumble_debug_gui); }
);
*/
/*
if( Q.SIMGUIButton("GmDebugEntry") )
{
g_devgui_layout["GmDebugEntry"] = Q.NewLayout(120,120,300,300,null,GmDebugEntry);
g_devgui_layout["GmDebugEntry"].EnableCloseButton( true );
g_devgui_layout["GmDebugEntry"].EnableDebuggerLayout( true );
}
*/
// HDRMenu(this);
};
That files inside lines.qrc are not dummies, and there is something interesting in them
Most important thing to mention is that have the exact same size so we can "inject" them inside lines.qrc
The second interesting thing is the FPO's from Q-games and from the PS3 firmware are identical, same MD5. So no fun with the FPO from Q-games
But the VPO's are different... there are 18 bytes that differs (spreaded along the file, i cant imagine what that bytes does)
-------------------------------------------------------------------------------------------
Q-games DebugGui.fpo
MD5: 57FA6B8C9483CA6CA2FE4A887BAB0A85
SIZE: 0x160
"lib/devgui/DebugGui.fpo"
MD5: 57FA6B8C9483CA6CA2FE4A887BAB0A85
SIZE: 0x160
TARGET: 00085F9000000160 <--- this is the value needed to be used to do a remap into it
--------------------------------------------------------------------------------------------
Q-games DebugGui.vpo
MD5: 5FFAB0E8B5CCE50939C8CCCCA9F40964
SIZE: 0x03E0
"lib/devgui/DebugGui.vpo"
MD5: 8D8061FD44EBD72A06A3BDB6E5849F8F
SIZE: 0x03E0
TARGET: 00085BB0000003E0 <--- this is the value needed to be used to do a remap into it
Im into a brainstorming... im going to read your post more calmly and will reply to it later
Look at this @DeViL303 inside canyon.qrc (one of the animations in the music player)
https://www.psdevwiki.com/ps3/Canyon.qrc#File_list
As example in this path... the name vis looks like a short form of the name "visualizer"... you know the same name of the "Q-games visualizer"
canyon.qrc/lib/vis/RandomCrapGrid.fpo <--- btw this are codenames, literally some official random crap