sandungas
Developer
Let me quote you here:
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/page-2#post-209079
But is very usual to use this kind of bezier curves in graphic libraries, as far i remember opengl does it this way, and the xmb is based on it
And myself from this same thread:BTW, I think the wiki is wrong where it says
From what i learned when doing this bounce effect its the other way around.
See the SNES video above and look at the bounce speeds and then compare that to the animation script, I have it starting fast and ending slow on the way up, and starting slow ending fast on the way down. took me ages to figure that out tbh to make it look half realistic.
- 0x1 - starts slow, ends fast
- 0x4 - starts fasts, ends slow
A simple bounce is actually way more complicated than I thought when I started that animation, I thought just up down up down at first.. but no..![]()
https://www.psx-place.com/threads/research-rcomage-psdevwiki-mod.17958/page-2#post-209079
Maybe you can identify each from that images with bezier curves, the way how is represented could be a bit confusing, and his curvatures could be different in PS3 RCOXML codeIm thinking in renaming the accelMode to easingMode
Accelmode is more intuitive and is the original name used by rcomage since years ago, but today i realized the name "ease" is more technical, im not sure if sony used the codename "ease" for it (with some prefix or suffix) when they wrote this RCO functions, but nowadays the name "ease" seems to be an standard, at least in some web programming languages like CSS
Is a long story, but im going to explain how it works roughly
Inside a RAF format file (used by coldboot.raf and the background.raf of dynamic PS3 themes) there is a program written in javascript, in it you can use all the animations types that exists in RCO format, like moving an image, rotate it, resize it, change his colors... and also allows for some more features like using maths operations, logical operators like if-else, for loops, etc...
In some of the functions there is an optional parameter used to represent a bezier curve with full freedom to select the values of it, bezier curves are tipically used with speed/time and accelerations
Take a look at this web service, they have a cool tool to create bezier curves that will help you to understand his usage better
https://cubic-bezier.com
And how are implemented in CSS in this web https://www.w3.org/TR/css-easing-1/
Not needed to read everything, just scroll down a bit, keep an eye at this image, and the name of this feature, is named easing
![]()
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In the RCO animations there is a value to choose the easing from a predefined selection of bezier curves
Basically, all this values have been found in OFW, so are valid, i dont know which one is each, but i guess is going to be something like this:
accelMode=0 (linear)
accelMode=1 (ease-in)
accelMode=2 (ease-out)
accelMode=3 (ease-in-out)
FYI @Danxx444 @LuanTeles @DeViL303 @Cypher_CG89
But is very usual to use this kind of bezier curves in graphic libraries, as far i remember opengl does it this way, and the xmb is based on it
