Danxx444
Member
Not yet ... but I left two lines.qrc of firmwares 2.17 and 2.51 for @Cypher_CG89 to do an analysis when he has time available.Did anyone extract the original black line.qrc yet?
Not yet ... but I left two lines.qrc of firmwares 2.17 and 2.51 for @Cypher_CG89 to do an analysis when he has time available.Did anyone extract the original black line.qrc yet?
Thanks, this has exposed another mistake, doesnt surprises me that the waterdrop animation was looking so bad in old firmwares, the shadow is not well aligned, and the sizes are a bit weird@sandungas ... here are the files.
hmmm ... so that also means that the "waterdrop" animation was a little farther from the digital clock / data.. while the current clock is closer to the digital clock / dataEvery screen resolution uses a different layout, HD resolution loads this values from layout_grid_table_1080.txt: (firmware 2.17 & 2.51)
busy_icon_shadow
positionOverrideX=831.5
positionOverrideY=435.5
sizeOverrideX=48
sizeOverrideY=48
busy_icon
positionOverrideX=830
positionOverrideY=437
sizeOverrideX=43.5
sizeOverrideY=37.5
Dont count with it, i think what i suggested is not going to work in a aceptable wayhow long would it take?
Oh...okayDont count with it, i think what i suggested is not going to work in a aceptable way

With "nulifying" you mean changing the alpha of the images with <Fade> ?One way to stop the Infinity loop is what i did in my settings menu
I set the Petals animation (only one animation using all of them, because of the rco size limite, before i used multiple that works better and dont need this method) in the OnInit of the sidemenu , but it will be in a loop forever, so i set another OnInit in the Item list of the settings nullyfing the animations of the petals one. (So basically the anim that nullifies the petals anim is always running, so when it is needed and called the anim will work, but after not needing it, it will be nullyfied)
Sorry that i can't explain it better, but its 4:30 A.M here and kinda Sleep
Changelog said:custom_render_plugin.rco
MD5: 101FA004086311A42804C33AB9984A32
Compatible with firmwares 4.70 up to 4.85
Changes:
anim_coldboot2 ---> redirected to ---> anim_coldboot
anim_otherboot ---> redirected to ---> anim_gameboot
tex_scelogo.gim (restored to firmware 1.00) MD5: 6158E31B5274DEE04F6193873F731B7F
Oh..i mean..wow..thanks palBtw @Danxx444 im realizing there is an easy way to restore the original gameboot... and you are not using it (because the custom_render_plugin.rco i made was not using it)
This one is better, is explained in the readme, in the PS3 firmware there are several coldboots and gameboots, but in the way im doing it there is only 1 coldboot and 1 gameboot, and the firmware is going to play them always
And looks exactly like the originals from firmware 1.00 because im not adding a single line of code... actually im deleting a few lines, this .rco is smaller than the official
FILE: https://www.sendspace.com/file/gpsg8s
hummm..very good to know this..so this avoids any problem on PS3 ... very good..but I don't think the PC I use will run this emulator XMB ... it has 4GB of RAM and GDDR3 memory ... is a regular PC ... but if it supports XMB it will be great.. And some people in that thread was using the RPCS3 emulator for the experiments, btw, this is a lot safer than doing the experiments with a real PS3 in HEN
Yes I tried but it didn't workHave you tryed to add the gameboot audio files to flash ?... but not the patched plugin
Ok, i had the hope that some of the lines inside the anim_gameboot (or the name of the animation itself) was going to load the soundsYes I tried but it didn't work
wow .. this would be fantastic..so that would be much better..but would this theory work? .. well just in practice we will know..also..you happened to make a comparison between the old firmwares gameboot plugin with current firmware? It would be nice to know what was really causing them to turn off the audio..because we know that for the gameboot logo and its animation..no plugin is needed..rco only.Ok, i had the hope that some of the lines inside the anim_gameboot (or the name of the animation itself) was going to load the sounds
The theory is... i think the patch in the plugin is just redirecting the animation names... and this is the same i did in the rco
I realized yesterday this is one of the few cases where we can choose to do the redirection in the rco or in the sprx
Incase the redirection in the rco is good enought (included sounds), then we dont need the redirection in the sprx anymore
Is easyer to do it in the rco![]()