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

To be honest all previous sprx caused that too but this one in special (dark_sparkly_shit_going_on.zip) that has a lot more things going on, it doesn't cause any slow down.
I think there must be some patches to that qrc that I did not apply this time, i started with your standard qrc and just applied the one sprx patch.

I will have a look.

EDIT: Actually, Have a look yourself, you know how to compare 2 files in HEX. It's working fine here. I think that effect you want is probably down to the rco you used in that video, more than the sprx or qrc.
 
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@sandungas is it possible that there are more places to patch PARTICLES to PARTICLES_UI ?
Yes, in total there are 13 files named PARTICLES.mnu inside lines.qrc
The one we have remapped is the base (commonly used for all enviroments), and most of the enviroments have his own PARTICLES.mnu (that overrides the base PARTICLES.mnu)
 
From which firmware version was that lines.qrc @LuanTeles ?, and how many things you modifyed in it ?
I'm not sure, but i thought it was from 4,60+ i don't remember messing with it in lower firmwares than this, but in that time i didn't know what i was doing hahha, just reading @pinky's tutorials and throwing random values at it, and after i just changed the month's colors.


Has sony changed things in the lines.qrco? at least noticeable
I was asking because one way to port your changes to 4.85 was to compare your lines.qrc with the original, i made a table in wiki to keep a record of all the official lines.qrc versions that exists
https://www.psdevwiki.com/ps3/Template:Lines.qrc

Is one of that list for sure, i guess if you used glowball's tools it could be from firmware 3.55 but im not sure because i dont have that files right now
If someone uploaded the official lines.qrc version you used (one of that list) i could take a look to see what you did, but @DeViL303 ported the changes to 4.85 already

------------
Nobody knows what was changed in between lines.qrc 4.55 and 4.60... when i did the table for wiki i could not extract his contents because it did not exists any tool for it
 
Yes, in total there are 13 files named PARTICLES.mnu inside lines.qrc
The one we have remapped is the base (commonly used for all enviroments), and most of the enviroments have his own PARTICLES.mnu (that overrides the base PARTICLES.mnu)
Ok, I guess my sprx patch overrides all then and that could be the cause of that cool effect LuanTeles showed in his video, Have you seen that before? I had but never caught it on video like that.

 
Ok, I guess my sprx patch overrides all then and that could be the cause of that cool effect LuanTeles showed in his video, Have you seen that before? I had but never caught it on video like that.

I never seen before, not even sure how to define it, is like a particle that moves horizontally generating copies of itself at his back... like the tail of a comet :D
Not sure why it happens or which setting is the responsible of it

Btw, the idea of remapping PARTICLES.mnu to PARTICLES_UI.mnu is weird in itself (no offense intended) because his contents are very different (doesnt matches at all), compare them in this links from wiki:
https://www.psdevwiki.com/ps3/Lines.qrc#PARTICLES.mnu
https://www.psdevwiki.com/ps3/Lines.qrc#PARTICLES_UI.mnu

PARTICLES.mnu (the base file) is located at root of the lines.qrc container... and optionally every enviroment have another PARTICLES.mnu (some enviroments doesnt have it, so they just loads the base or doesnt loads any PARTICLES.mnu at all). All them contains the same settings and are compatible with each other

PARTICLES_UI.mnu is an unique file located at root of the lines.qrc container and defines how the particles interacts with the dualshock sensors inputs (gyroscope and accelerometer)

----------------------
So... i think the patch remaping PARTICLES.mnu to PARTICLES_UI.mnu could be doing one of this 2 things (not sure which one)

Option 1)
We are "nuking" the settings inside the PARTICLES.mnu located at root of lines.qrc since that point the XMB doesnt have the base particle settings, so it can load only the PARTICLES.mnu specific for each enviroment
And the new settings from the remapped PARTICLES_UI.mnu are either ignored (because the function doesnt expects them), or overrided by the same settings (because the original PARTICLES_UI.mnu is still there and should be loaded normally)

Option 2)
We are enabling dualshock3 sensors inputs to control the particles in all enviroments o_O

Option 3)
Dunno... at this point i cant imagine other posible behaviours
 
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Btw, have you tryed to shake the dualshock3 in that video @LuanTeles ?
You know, the goal is to try to see if the dualshock sensors affects that special particle

I have a new name... the higgs boson, is a rare particle hard to catch, lets hope @LuanTeles shacking his arms works as good as the LHC :D
 
I have a feeling it might be down to an animation called by the rco. I just think that because I have seen this higgs boson before and I only tried that PARTICLES to PARTICLES_UI patch once.

I have never seen it do it like 5 times in row like that video, so the patch might be related to making it less rare of a particle. :)
 
Btw, have you tryed to shake the dualshock3 in that video @LuanTeles ?
You know, the goal is to try to see if the dualshock sensors affects that special particle

I have a new name... the higgs boson, is a rare particle hard to catch, lets hope @LuanTeles shacking his arms works as good as the LHC :D

Yeap shaking the ds3 will affects all of them, there are some that comes towards to the screen (with expanding animation and blur) that looks really nice.

And it cleans a bit the quantity of particles, but they will eventually return back


There are some black magic in that specific sprx patch, because it is the only ones that doesnt slow down the xmb, even it having the previous effects that alones slows it down
 
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@LuanTeles Try this, I removed the extra particles patches that were not in your qrc originally, I just left the black dds and PARTICLEs_UI patch.

@sandungas maybe we could apply that PARTICLES_UI remap to just the coldboot animations?


This one is smooth =) no slowdowns, but have many less effects than the sprx.

BTW ( my youtube app sucks, when i record in landscape the youtube flips it to portrait, when i record in portrait it stays in portrait lol)
 

This one is smooth =) no slowdowns, but have many less effects than the sprx.

BTW ( my youtube app sucks, when i record in landscape the youtube flips it to portrait, when i record in portrait it stays in portrait lol)
Are you sure you are using the same rco as in the original video with the higgs boson particles?
 
Are you sure you are using the same rco as in the original video with the higgs boson particles?

The higgs boson are from the sprx, i removed it, i thought it was intent to see if we could add them in the qrc without the sprx.


With the sprx, it looked the same (i'm recording a video)
 
With the SPRX


the only thing i noticed is the particles colors, that my original pro one, have many of them in gold, blue and red... this one is only the white ones, but i can port it later anyways, just following pinks tutorials =P.
 
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Ok, So then it has to be related to PARTICLES_UI, see for your self please to confirm, that is the only patch in that whole sprx compared to official afaik.
 
Ok, So then it has to be related to PARTICLES_UI, see for your self please to confirm, that is the only patch in that whole sprx compared to official afaik.

If you are saying about the colours

Using the qrc provided by @sandungas patched to PARTICLES_UI, it does not effect anything

i think mine original pro one has proc_iridescent.tg modded too, if it is the file about particles or the
fre~0.tga , fre~1.tga and so on
 
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What are you guys trying to do?

Port the Effects of the CFW pro mod to the HEN one?

if yes how is it going? cuz mine cousin's cfw ps3 has it, and i want it so bad, because my hen doesn't has it and the gameboot effects too
 
Yeap shaking the ds3 will affects all of them, there are some that comes towards to the screen (with expanding animation and blur) that looks really nice.

And it cleans a bit the quantity of particles, but they will eventually return back
What i meant is... the boson particle seems to move always from right to left in a horizontal line
And you said it only appears in the coldboot animation, ok
So... have you tryed to shake or rotate the dualshock3 in the coldboot to change that movement of the boson ?

Im asking just because curiosity sake... the weird thing of it is most of the particles seems to follow other rules for his movements
Also, the movement of all the other particles are dependant of the dualshock3 sensors while in XMB (but im not sure if reacts to the dualshock3 sensors in the coldboot)

The goal of the test is to force the boson to move in a different direction by shaking the dualshock3 in the coldboot

Dunno... but that details could give us some hint of how the boson works

Btw... what @DeViL303 have mentioned needs to be checked... can you post the xml section named "anim_coldboot" from inside your custom_render_plugin.rco ?
We just need to take a look at the 2 or 3 lines inside the coldboot animation that does the <FireEvent>'s
There are some black magic in that specific sprx patch, because it is the only ones that doesnt slow down the xmb, even it having the previous effects that alones slows it down
I was thinking in this and i have a theory for it, not sure if correct :D

What could be happening is the animation is lighter because uses less effects, with the remaping we are "deleting" all the settings of the base PARTICLES.mnu
It have a lot of settings... by remaping it the firmware cant load them anymore, so the animation runs with the default values for that settings (whatever they are the defaults... we dont know, but we should suppose the code function have a default value for all them)
 
What i meant is... the boson particle seems to move always from right to left in a horizontal line
And you said it only appears in the coldboot animation, ok
So... have you tryed to shake or rotate the dualshock3 in the coldboot to change that movement of the boson ?

Im asking just because curiosity sake... the weird thing of it is most of the particles seems to follow other rules for his movements
Also, the movement of all the other particles are dependant of the dualshock3 sensors while in XMB (but im not sure if reacts to the dualshock3 sensors in the coldboot)

The goal of the test is to force the boson to move in a different direction by shaking the dualshock3 in the coldboot

Dunno... but that details could give us some hint of how the boson works

Btw... what @DeViL303 have mentioned needs to be checked... can you post the xml section named "anim_coldboot" from inside your custom_render_plugin.rco ?
We just need to take a look at the 2 or 3 lines inside the coldboot animation that does the <FireEvent>'s


The Boson Particles will always follow the same direction, shaking the DS3 will make it only run faster.

About the custom_render.rco

Code:
<Anim name="anim_coldboot">
                <Lock unknownInt0="0xffffffff" />
                <Fade object="object:scelogo" time="5000" accelMode="0x0" colorScaleA="0" />
                <FireEvent event="event:native:/anim_coldboot_BootBG1" />
                <Delay time="5000" />
                <FireEvent event="event:native:/anim_coldboot_NormalBG" />
                <Delay time="5500" />
                <Fade object="object:scelogo" time="5000" accelMode="0x3" colorScaleA="0.8" />
                <Delay time="5500" />
                <Fade object="object:scelogo" time="5000" accelMode="0x3" colorScaleA="0" />
                <Delay time="5000" />
                <Delay time="5000" />
                <FireEvent event="event:native:/anim_coldboot_ShowGUI" />
                <Unlock unknownInt0="0xffffffff" />
                <Delay time="25500" />
                <FireEvent event="event:native:/anim_coldboot_Finished" />
            </Anim>
            <Anim name="anim_coldboot2">
                <Lock unknownInt0="0xffffffff" />
                <Fade object="object:scelogo" time="5000" accelMode="0x0" colorScaleA="0" />
                <FireEvent event="event:native:/anim_coldboot_BootBG2" />
                <Delay time="3000" />
                <FireEvent event="event:native:/anim_coldboot_NormalBG2" />
                <Delay time="5500" />
                <FireEvent event="event:native:/anim_coldboot_ShowGUI" />
                <Unlock unknownInt0="0xffffffff" />
                <Delay time="0" />
                <FireEvent event="event:native:/anim_coldboot_Finished" />
            </Anim>
 
What could be happening is the animation is lighter because uses less effects, with the remaping we are "deleting" all the settings of the base PARTICLES.mnu
It have a lot of settings... by remaping it the firmware cant load them anymore, so the animation runs with the default values for that settings (whatever they are the defaults... we dont know, but we should suppose the code function have a default value for all them)
 

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