PS3 Gameboot & XMB Modify Collections w/ Installer by bitsbubba

Want an easy way to change up the look of your XMB and more? Well, with these two new Installers that were released by bitsbubba; GameBoot Collection & XMB Modify it's very easy to do so, with these installers that contain great collections from various Contributors from around the communities. Includes some of the best Custom Coldboots, Gameboots, System Start-Up Sounds, & also some [break]..[/break] Custom XMB waves that the scene has to offer. This is v1.00 of the collection and it's contents can be seen below and in the forums via these links that contain additional information;( GameBoot Collection & XMB Modify)


ICON0.PNG


Contents of Collections

  • Custom Coldboots - 30+
  • Custom GameBoots - 17+
  • Custom Start-up Sounds - 12
  • Custom XMB Waves - 7


DOWNLOADS:
Gameboot Collection Installer - MIRRORs
XMB Modify Collection Installer - MIRRORs


Checkout Additional information on these by clicking the title:
GameBoot Collection & XMB Modify

 
bitsbubba, sorry but...
* Classic Gameboot in "Gameboot Collection Installer" was not created by me, is 100% from SONY and enabled by someone (exofreak, I think), in "XMB MOD Manager" I created Classic Gameboot with a smaller font
* REBUG Gameboot is 100% created by me, I used the same work I made for multiMAN theme "TMC REBUG Edition"


If not have credits would be more simpler
I get that sony made "Classic" and yes it was enabled by exofreak, which is why I had it by exofreak but I recieved this:
[MENTION=6]bitsbubba[/MENTION], the gameboot "REBUG" on this app to (CFWs 3.55, 4.21, 4.46 and 4.53) was created by me, not by "Team REBUG".
I created the 3 that are in "XMB MOD Manager" (Classic, Cobra and REBUG)

Best regards!
so I made the changes I made, so if you have the font that REBUG used I would really like to get a hold of it :)

Links Updated in Article & Download section here.

Gameboot link updated at brewology, Cant update the XMB Modify link yet. I reached my bandwidth limit on sendspace.

MEGA link added to XMB Modify post
 
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I get that sony made "Classic" and yes it was enabled by exofreak, which is why I had it by exofreak but I recieved this:
...
so I made the changes I made, so if you have the font that REBUG used I would really like to get a hold of it :)
...
CLASSIC
I never said the "Classic" gameboot in "Gameboot Collection Installer" had been created by me, only the "Classic" gameboot in "XMB MOD Manager"
Sorry if I explained badly.

REBUG
I used the font "PhatBoy Slim" but I made some changes to resemble the REBUG art (was common I edit the fonts for my multiMAN themes)
If you need anything says. (if you want you can use the EBOOT in "Custom Gameboots Tool", was created only for gameboots)
 
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I am sorry that I dig out this thread but will this work on 4.70.1 Rebug/REX Cobra and on Future 4.75 Rebug REX too eventually

I really liked and used the green Rebug Coldboot and the funny startup sounds on 4.65 RebugREX from this XMB modify collection any chance of an update or it dont need one?
 
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I am sorry that I dig out this thread but will this work on 4.70.1 Rebug/REX Cobra and on Future 4.75 Rebug REX too eventually

I really liked and used the green Rebug Coldboot and the funny startup sounds on 4.65 RebugREX from this XMB modify collection any chance of an update or it dont need one?
For the coldboots (.raf) and coldboot sounds (.ac3) are not needed updates, are compatible with all firmwares from 2.70 up to latest and future firmwares (except if sony removes the functions responsibles of loading them in one of the next firmwares.... not probable at all)
Coldboot.raf - PS3 Developer wiki

For the waves (lines.qrc) the compatibility depends of how many versions sony used along the different official firmware releases, in the table in the link you can see how the "last revision" of the file lines.qrc happened in 4.60 and in 4.75 they are still using the same... is very probable that sony will modify it in the future
Lines.qrc - PS3 Developer wiki

And for the gameboots (custom_render_plugin.rco)... nobody made a list of all the revisions sony made to this specific .rco... so we dont know the compatiblity between firmwares
Custom render plugin - PS3 Developer wiki
 
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there won't be any issues with the coldboot. as for the gameboot, I'd treat that as unique to each firmware since it's an rco file. though, if u were to use one from an older/newer firmware, it wouldn't hurt the system. it just simply wouldn't display the gameboot. I've noticed that waves post 4.xx will work on all 4.xx firmware, so the difference in size may be a modification of the script file before zlib compression. generally, u can tell if it'll be compatible by the first seven bytes of the lines.qrc. if they're the same, it should work. if not, u'll softbrick the system. one change I had noticed with waves is that older firmware actually stores the particles tga files at a different offset, but the hex length was still the same.
 
So I can use this app for Coldboots, startup sounds (and waves?) on CFW 4.70 and 4.75 without any problems?!

I dont use Gameboots anyways... so its not a problem for me if they are not compatible ... but I can use Coldboots, startup sounds and (waves) without problems (at the moment cfw 4.70, 4.75) right...?
 
So I can use this app for Coldboots, startup sounds (and waves?) on CFW 4.70 and 4.75 without any problems?!

I dont use Gameboots anyways... so its not a problem for me if they are not compatible ... but I can use Coldboots, startup sounds and (waves) without problems (at the moment cfw 4.70, 4.75) right...?

I'm not sure if the installer will work correctly on higher firmware, but u could extract the coldboots, waves, etc. with pkg view. then, u could create an installable zip for multiman. for a coldboot, the zip name could be: PS3~dev_blind~vsh~resource.zip
for a wave, the zip name could be: PS3~dev_blind~vsh~resource~qgl.zip for both: PS3~dev_blind~resource.zip along with a folder within being named qgl for the wave. the zip file names r based on the locations within the flash. that directory will be mounted with each file and folder within the directory being replaced or created. I hope that makes sense. this method will work on any firmware as long as ur using an up-to-date version of mm.
 
I'm not sure if the installer will work correctly on higher firmware, but u could extract the coldboots, waves, etc. with pkg view. then, u could create an installable zip for multiman. for a coldboot, the zip name could be: PS3~dev_blind~vsh~resource.zip
for a wave, the zip name could be: PS3~dev_blind~vsh~resource~qgl.zip for both: PS3~dev_blind~resource.zip along with a folder within being named qgl for the wave. the zip file names r based on the locations within the flash. that directory will be mounted with each file and folder within the directory being replaced or created. I hope that makes sense. this method will work on any firmware as long as ur using an up-to-date version of mm.
I haven't checked in a while but I believe the coldboot and sound one does as those file weren't FW. specific maybe waves also but game boots we're and I haven't updated that in a while
 
I haven't checked in a while but I believe the coldboot and sound one does as those file weren't FW. specific maybe waves also but game boots we're and I haven't updated that in a while

oh, I meant the installer itself. I do remember an older installer for 3.55 (can't recall the name). that wouldn't work on higher firmware. if u mean fw-specific waves, yeah, the header changes with every fw on 3.xx, but it hasn't changed at all with 4.xx. the header is all that u really need to know if it'll work. that's where I think glowball thought it was a regional issue when in fact it was a fw issue that caused incompatibility. it's not a big problem though. incompatible waves will just soft-brick the system, so u can reinstall the fw via the recovery menu. gameboot incompatibility usually causes no issues whatsoever aside from them simply not working.
 
[MENTION=3657]pinky[/MENTION] the "go to guy" for a multitude of information, thank you my friend

thank u. that means a lot! :) a lot of what I know is due to trial and error. in fact, that vertical wave I uploaded was created on fw 4.46 and it still works on 4.70. ;)
 
I have installed xmb modify installer (NOV 2014) as I was on cfw 4.65 and updated to 4.70 so it work...

Rebug Logo Coldboot with custom startup sound working without any problems on 4.70 Rebug cool thank for answers!

I was not sure if it was a good idea to softbrick my PS3 again... now I Know what I can use...without FW reinstall :)

Thanks to bitsbubba for "XMB modify installer"
 
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... if u mean fw-specific waves, yeah, the header changes with every fw on 3.xx, but it hasn't changed at all with 4.xx. the header is all that u really need to know if it'll work...
Is not that way, you are simplifying it too much :)
What matters is the whole contents of the file lines.qrc ... and there is lof of files and settings inside, not only the wave... is not correct to say this file only contains the wave

The info at header is the size of the decompressed file iirc... is not a version but in some way can be used as a version though the firmware doesnt uses it in that way (what the firware does is to take that size and reserve an area in ram to decompress the file in it)

So returning to compatibility of lines.qrc.... the base file used to create the custom wave... needs to be exactlly the same file you are going to overwrite in the firmware where you want to use the custom wave
This is the only way to be 100% sure the file is compatible... the alternative is to identify and understand what sony was changing inside it all along the different versions of PS3 firmwares (a bit pointless, too open to mistakes, and very long task)
 
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Sorry, my messages are confusing sometimes, i know you know well the contents of lines.qrc

What i mean in few words... is not accurate to try to see the compatibility of lines.qrc by looking at the info in the header... for several reasons, but the most important is because is easyer to check the MD5 of the original lines.qrc file
This table is very relliable Template:Lines.qrc - PS3 Developer wiki
Based on it you can say with 100% accuracy wich versions of lines.qrc are compatibles between firmwares


Edit:
I just realized... what you noticed about the info in the header of lines.qrc for 4.xx firmwares with similar values... is because from firmware 4.10 up to 4.55 there are 3 different versions of lines.qrc with the same size (185.115 bytes)... BUT WITH A DIFFERENT MD5... so are different (his sizes appears at a column at left of the table, in the link i posted)

Something changed inside them... and because they keeps the same size probably that change is just a character in one of the .MNU files (used for settings)... it could be anything like a numerical value changed from 12345 to 54321
But what is it, and what it does ?... this is what we dont know... and because we dont know we cant say they are compatibles
Actually... what i just said about what sony changed inside them is speculation... the changes could be much bigger than my example while keeping the same size
 
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Sorry, my messages are confusing sometimes, i know you know well the contents of lines.qrc

What i mean in few words... is not accurate to try to see the compatibility of lines.qrc by looking at the info in the header... for several reasons, but the most important is because is easyer to check the MD5 of the original lines.qrc file
This table is very relliable Template:Lines.qrc - PS3 Developer wiki
Based on it you can say with 100% accuracy wich versions of lines.qrc are compatibles between firmwares


Edit:
I just realized... what you noticed about the info in the header of lines.qrc for 4.xx firmwares with similar values... is because from firmware 4.10 up to 4.55 there are 3 different versions of lines.qrc with the same size (185.115 bytes)... BUT WITH A DIFFERENT MD5... so are different (his sizes appears at a column at left of the table, in the link i posted)

Something changed inside them... and because they keeps the same size probably that change is just a character in one of the .MNU files (used for settings)... it could be anything like a numerical value changed from 12345 to 54321
But what is it, and what it does ?... this is what we dont know... and because we dont know we cant say they are compatibles
Actually... what i just said about what sony changed inside them is speculation... the changes could be much bigger than my example while keeping the same size

the first eight header bytes have always been a rule of thumb for me. I've never tried to change them, just export the script or dds/tga files into a current lines.qrc. though, I didn't begin experimenting with the lines.qrc file 'til we were on 4.xx cfw. I still think that a lot of it has to do with zlib compression. iirc, uncompressed, the lines.qrc file should be 550KB (don't know the exact byte size though). if u blacken all of the dds image files, u can make a lines.qrc less than 100KB compressed. the coldboot also does the same thing. "white" coldboots can range from less than 50KB to several hundred KB, but iirc, the size of the coldboot uncompressed is actually 1.86MB. that is y there's some difficulty with the icontex.qrc file - each image is compressed individually. thus, u have to make sure the image is small enough to fit in the hex, then pad with all 0s 'til the beginning of the next n image.

edit: I do understand the precaution needed when using a lines.qrc with a different MD5. they could've been further optimizing the script or one of the two elf files inside. I doubt they did anything with image files though. that could be what's created a different byte size after compression. if a lines.qrc is corrupted or messed up in any way, it will softbrick the system immediately after returning to the xmb.
 
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As a constructive critic, for the .qrc files what i would do is to try to deduce wich firmware was used when the author created it

But is needed to know what sony was changing in the different versions... and for this is needed to extract the official files and compare them to see if the changes was not important (a value changed will not break compatibility... but if they added something new that didnt existed before probably this will break compatibility)
Initially it could be posible to deduce from wich firmware belongs by the timestamp of the files, but this is not much accurate, i guess is needed to test all them in a working firmware to see if they loads

This is the way i see to save all these nice custom waves to use them in the future
But at some point sony will change again the file lines.qrc and all them will be incompatible :/ so the good way to preserve all these work is to find what setttings they changed (in the .MNU files)
I planned to look at all this and document and explain all the settings used to make custom waves in wiki, but i went lazy just thinking in the amount of work is it, heheh
But someone will have to do it some day, because this is the only way to use the same settings (to create the same waves intended by the author) when rebuilding lines.qrc for future firmwares
 
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