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

Works, looks good. Looks the same as the sprx patch
Good, we are progressing, now we are sure is not needed to patch the PARTICLES.mnu (base) located at root, and the winner patch (by now) is #457

My only doubt is if it looks the same than this test we was talking about
patched4cb2 (test 1)
SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
REPLACE ---> 0000276000000009
With this first patch I do see some higgs particles, but its different, ALL the particles are way more active, and they are all kind of moving fast in every direction a bit like my crazy particles patch , the higgs that are there are not as pretty looking. I am happy with this test though as it proves the higgs particles are not static animations and can be influenced.

See how they are all spread out more.
View attachment 21220
Its a bit like someone is shaking the controller all the time, but slightly different.
This was the most interesting test, and in some way it was successfull... the most important thing of it is we know the higgs boson can be enabled just by modifying only this file
His intensity and how the other particles reacts is something secondary by now... we need to think in it, by now i dont get why it happens, but i have to mention in what you said... sometimes this kind of changes are hard to see while looking at the animation, and the animation have some randomization... so is needed to reboot the PS3 several times to try to see the differences (recording videos could help a lot, this way you can capture some static frames to compare)
You said it was a bit different, but you was not sure

Incase they looks the same... the theory i wrote in post #438 was wrong... and it will be easyer to patch
 
Yeah its the same as far as i can see. When I said different I meant it might be different to the other patch from that post but I think its actually the same after all I cant record that early in boot process due to HDCP stripper and PVR all take time to initiate after getting a valid signal. I tried to set a delay in the animation script but it seems like I can not delay this at all.
 
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the Same patch used in sprx of 4K pro mod ??
I'm not sure if other patches are applied in pro mod, I am talking about the mod I did called dark sparkly shit, There was only one 3 byte patch to that sprx, we have found a way to apply it in the qrc now.

Edit: well sandungas has found a way :)
 
I'm not sure if other patches are applied in pro mod, I am talking about the mod I did called dark sparkly shit, There was only one 3 byte patch to that sprx, we have found a way to apply it in the qrc now.

Edit: well sandungas has found a way :)
Okey bro :)
 
Yeah its the same as far as i can see. I cant record that early in boot process due to HDCP stripper and PVR all take time to initiate after getting a valid signal. I tried to set a delay in the animation script but it seems like I can not delay this at all.
Then the winner is this one:
patched4cb2 (test 1)
SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
REPLACE ---> 0000276000000009
And the theory i wrote in post #458 is wrong (i prefer to be wrong in this case)
https://www.psx-place.com/threads/r...der_plugin-sprx-rco.25952/page-23#post-216128
Just a theory, not sure if correct...
I think the new coldboot animation is loading the PARTICLES.mnu for both, coldboot1 and coldboot2 in a sequence (first it loads one of them, and at some point it loads the other)
This is why that files are identical in OFW (same MD5)... the animation does a "jump" in between that settings, but are the same so we cant notice any "interruption" in the animation

But in test 1 and test 2 i was not patching lines.qrc/override/coldboot1/PARTICLES.mnu
So... the firmware is doing a transition because the values changes in the middle of the coldboot animation
This is what "spreads" the particles... the result should be pretty much the same that shaking the dualshock as you mentioned

Imagine... we play an animation starting with "particles spreading=0.1"... and at some point in the middle of the animation we change it to "particles spreading=0.8"... that would spread the particles violently at the middle of the animation

This is important, yesterday i said we was reaching the ending of the research but is not exactly that, we reached a road end
The research is composed by several roads and we are at the end of one of them... we have a patch working but we can isolate the higgs particle much better by other means (i will explain it later, but probably at this point you imagined how)
 
Speculation: I am thinking this higgs particle must have been something they added during development of 3.00, maybe it was in an unreleased FW 2.90 :) Then it was pulled from the official 3.00 particles release for some reason. Maybe because they decided to remove dualshock interaction for the coldboot and then realized that the higgs particle was static and they did not want it repeating when the wave was meant to be infinite.
 
Then the winner is this one:
patched4cb2 (test 1)
SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
REPLACE ---> 0000276000000009

No, I think you are misunderstanding me, the winner is the last one you posted, that other one 4cb2 was no good and looked like it had crazy particles patch too or dualshock being shaken all the time.

I wish I could record this, trying to describe what particles are doing is really annoying :)
 
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No, I think you are misunderstanding me, the winner is the last one you posted, that other one 4cb2 was no good and had crazy particles patch too.

I wish I could record this, trying to describe what particles are doing is really annoying :)
Ok, i was not sure, sorry to insist in it but i wanted another confirmation to be sure that was different :)

So... by now the theory of post #458 could be valid, it means the modern coldboot is loading 2 PARTICLES.mnu files, and it means we need to patch 2 files (and that files are identical)

-----------
To replicate what you was doing in the .sprx we need to make that files identical... i mean whatever we patch in one of them we need to patch the same in the other
If we dont do that the animation will have some kind of "interruption" in the middle of it

Or... we could use it in our advantage, in official firmware that interruption doest exists (because the 2 files contains the same settings), but if we make them different the transition will appear. Im not interested in making experiments with this transition by now btw (it would complicate what we are doing), but im just mentioning it becuse it could be interesting to make some frankenstests with that :D
 
Im thinking in another test that could help understand a bit better how it works

The problem is something we have been mentioning before... in the first patches i made i was "nuking" the PARTICLES.mnu located at root (later i made some more where i was nuking PARTICLES.mnu at root and the others for coldboot1 and/or coldboot2), and your .sprx patch was nuking all the PARTICLES.mnu files

In that cases (where doesnt exists any setting for PARTICLES.mnu) the only thing that can do the firmware is to play the particles animation with the default values hardcoded in the particles.elf (whatever they are, we dont know, but we know they exists otherway the particles animation would have crashed)

-----------------
In the last test #457 (winner by now) im "nuking" the PARTICLES.mnu specific for coldboot1 and coldboot2... but im not nuking the (base) PARTICLES.mnu at root
Aaaand im not really sure if the firmware is loading the settings from that (base) PARTICLES.mnu located at root
But i guess this test is going to give us the answer

SEARCH ---> 00001C0000000510 = lines.qrc/override/coldboot1/PARTICLES.mnu
REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu
SEARCH ---> 0000276000000510 = lines.qrc/override/coldboot2/PARTICLES.mnu
REPLACE ---> 000833200000050E = lines.qrc/PARTICLES.mnu

In few words... remapping them to the base, and see if appears the higgs boson
If the higgs boson appears... is going to be easy to isolate it completly (there are only 5 settings candidates posibles)
If the higgs boson doesnt appears... is going to be a bit more harder to isolate it (but i think i know how to do it)
 
the Same patch used in sprx of 4K pro mod ??
We are trying to catch a misterious particle that appears in some of the videos posted by luanteles in this thread (couple of days ago), take a read back in the thread to follow the adventure :D
He was interested in "porting" that visual effect to a patch into lines.qrc this way we can make it compatible with HEN, but im not sure if he was using it specifically for CFW with the .sprx patch

The misterious particle was generated by a patch found by devil where he was remapping all the PARTICLES.mnu files inside lines.qrc (13 files in total) ---> to PARTICLES_UI
Later we realized we dont need to remap them... it works by "deleting" them
And later we realized is not needed to modify the 13 PARTICLES.mnu files... deleting 2 of them is enought

And thats the point we are now, is a road end, the next road to explore is to modify some specific settings inside the PARTICLES.mnu files
I mean... instead of deleting the whole file... we need to delete some of the settings inside it

The first test will be to delete 50% of the settings in it... if the higgs boson appears it means whatever that enables it was located in one (or more) of the deleted settings

------------------
The point of all this attempts to isolate it into a single setting (or a couple), is because we dont really know how many things we can do with that misterious higgs boson particle
By now the only thing we achieved with it was either to enable it or to disable it
But who knows... maybe is posible to modify his direction, his attenuation, his number... we dont know but it smells like an easter egg worthy to find :D
 
We are trying to catch a misterious particle that appears in some of the videos posted by luanteles in this thread (couple of days ago), take a read back in the thread to follow the adventure :D
He was interested in "porting" that visual effect to a patch into lines.qrc this way we can make it compatible with HEN, but im not sure if he was using it specifically for CFW with the .sprx patch

The misterious particle was generated by a patch found by devil where he was remapping all the PARTICLES.mnu files inside lines.qrc (13 files in total) ---> to PARTICLES_UI
Later we realized we dont need to remap them... it works by "deleting" them
And later we realized is not needed to modify the 13 PARTICLES.mnu files... deleting 2 of them is enought

And thats the point we are now, is a road end, the next road to explore is to modify some specific settings inside the PARTICLES.mnu files
I mean... instead of deleting the whole file... we need to delete some of the settings inside it

The first test will be to delete 50% of the settings in it... if the higgs boson appears it means whatever that enables it was located in one (or more) of the deleted settings

------------------
The point of all this attempts to isolate it into a single setting (or a couple), is because we dont really know how many things we can do with that misterious higgs boson particle
By now the only thing we achieved with it was either to enable it or to disable it
But who knows... maybe is posible to modify his direction, his attenuation, his number... we dont know but it smells like an easter egg worthy to find :D
I see from begin to be on road :)
 
I see from begin to be on road :)
You are not late to the party :), in the next test we are going to move on to a different way of patching lines.qrc that can be made with standard tools
Im not sure which tools are using devil and luanteles but whatever they uses it will work and you can help them

My patches was made manually, some of them works, but are going to be obsolete soon, i will give you some suggestions of what to do but some of that test (to do new magic tricks with the higgs boson) are going to require a fine adjustment of the settings values and you dont need me for that

All i can say is there are high probabilities to find something interesting while doing that fine adjustments in the last tests :)
 

This is interesting. It would be cool if you could try this yourself if you have ps3 these days as the differences are hard to describe fully and you understand it more.

Basically this seems to be showing the same higgs particles, Maybe even the exact same animations of them. So it's a successful patch, but they are much smaller than with my sprx patch so harder to see,.. Its like my sprx patch and your patch 5 makes the whole particle galaxy like 50% closer, so with my patch the higgs particle is much larger and more noticeable as the camera is closer. Also the wave is different.

I can use webMAN MOD and @xp3riments screenshot tool to take a screenshot but I cant catch the higgs particle due to timing, I guess that is the nature of such a rare particle. :)

This is the current winner (patch 5):
2.jpg





This is patch 6:
1.jpg


Also see how the wave is more solid looking with patch 5, or maybe just zoomed in too.
 
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That is interesting too actually, Maybe you already knew, but looking at the wave in those 2 screenshots, its almost exactly the same just zoomed in. There is a slight difference due to the frame that I grabbed and the overrides, but this means the wave and particles have a static starting point. I always assumed they started randomly but never really looked that closely.

Something else interesting, that kind of proves youre point about double override being applied to coldboot,

With the sprx patch i can see the change, about 1.5 seconds into the coldboot the wave changes, but the higgs particles stays the same, so its like the override is being applied partially with the sprx patch.
 
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