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

just checked here and gamelib,rco still has the gameboot logo
yes, but I believe sony modified the code just to disable it but kept the logos inside it ... Suppose Sony didn't mess with the gamelib, so why does activating gameboot with game_ext.rco doesn't come back as it was?




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talking about gameboot. so we know that gamelib.rco and gamelib.sprx control gameboot to appear only with ps3 games. At fw 3.00 sony kept these files but useless, and removed the original gameboot. What if we take gamelib.rco and gamelib.sprx and modify them to work on 4.85 would work the original way? I say, appearing gameboot only with ps3 games.

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Is needed to consider also custom_render_plugin.sprx/rco
custom_render_plugin.sprx is the responsible to load lines.qrc and icons.qrc (and probably some more .qrc) and also probably is responsible of passing the control to gamelib_plugin.sprx/rco

Btw, the <Animation name="anim_gameboot"> inside gamelib_plugin.rco is pretty much the same than the animation inside custom_render_plugin.rco
The only difference is the last line of the animation where it triggers the <FireEvent>'s
In custom_render_plugin.rco
Code:
<FireEvent event="event:native:/anim_otherboot_Finished" />
In gamelib_plugin.rco
Code:
<FireEvent event="event:native:/GameLibApp_OnBootAnimationFinished" />
Have different names, but i guess both does the same
 
Is needed to consider also custom_render_plugin.sprx/rco
custom_render_plugin.sprx is the responsible to load lines.qrc and icons.qrc (and probably some more .qrc) and also probably is responsible of passing the control to gamelib_plugin.sprx/rco

Btw, the <Animation name="anim_gameboot"> inside gamelib_plugin.rco is pretty much the same than the animation inside custom_render_plugin.rco
The only difference is the last line of the animation where it triggers the <FireEvent>'s
In custom_render_plugin.rco
Code:
<FireEvent event="event:native:/anim_otherboot_Finished" />
In gamelib_plugin.rco
Code:
<FireEvent event="event:native:/GameLibApp_OnBootAnimationFinished" />
Have different names, but i guess both does the same


So there are no significant differences between the new gamelib and the old one, so another file has the function of controlling gameboot, I thought gamelib would be solely responsible for controlling it. I thought just taking gamelib from older versions at 3.00 and modifying it to work at 4.85 would work, but it's a bit more complex than I thought. If anyone who understands wants to give a little attention to this matter would be grateful. thank you for the explanation.





Enviado de meu SM-J600GT usando o Tapatalk
 
So there are no significant differences between the new gamelib and the old one, so another file has the function of controlling gameboot, I thought gamelib would be solely responsible for controlling it. I thought just taking gamelib from older versions at 3.00 and modifying it to work at 4.85 would work, but it's a bit more complex than I thought. If anyone who understands wants to give a little attention to this matter would be grateful. thank you for the explanation.





Enviado de meu SM-J600GT usando o Tapatalk
Yes is a mess, i dont understand it completly, and to make things more tricky sony changed the way how it works at some point in an old firmware
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations

This is inside custom_render_plugin.rco
Code:
			<Animation name="anim_gameboot">
				<Lock unknownInt0="0xffffffff" />
				<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
				<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.938" height="0.938" depth="1" />
				<FireEvent event="event:native:/anim_gameboot_BG2" />
				<Delay time="500" />
				<Fade object="object:ps3logo" duration="863" accelMode="0x3" transparency="1" />
				<Resize object="object:ps3logo" duration="863" accelMode="0x4" width="1" height="1" depth="1" />
				<FireEvent event="event:native:/anim_gameboot_BG3" />
				<Delay time="1100" />
				<Fade object="object:ps3logo" duration="174" accelMode="0x1" transparency="0" />
				<Resize object="object:ps3logo" duration="174" accelMode="0x1" width="1.284" height="1.284" depth="1" />
				<Delay time="1000" />
				<Delay time="200" />
				<FireEvent event="event:native:/anim_gameboot_Finished" />
			</Animation>
This is inside gamelib_plugin.rco (never changed)
Code:
			<Animation name="anim_gameboot">
				<Lock unknownInt0="0xffffffff" />
				<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
				<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.938" height="0.938" depth="1" />
				<Delay time="500" />
				<Fade object="object:ps3logo" duration="863" accelMode="0x3" transparency="1" />
				<Resize object="object:ps3logo" duration="863" accelMode="0x4" width="1" height="1" depth="1" />
				<Delay time="1100" />
				<Fade object="object:ps3logo" duration="174" accelMode="0x1" transparency="0" />
				<Resize object="object:ps3logo" duration="174" accelMode="0x1" width="1.284" height="1.284" depth="1" />
				<Delay time="1000" />
				<Delay time="200" />
				<FireEvent event="event:native:/GameLibApp_OnBootAnimationFinished" />
			</Animation>
Is the same stuff, the biggest difference is the last line, and i think are different because are loaded from different .sprx files... but the info loaded from that .sprx's probably does the same

The animation inside gamelib_plugin.rco never changed btw (is exactly the same since his firset version until nowadays)
And the animation inside custom_render_plugin.rco changed a bit in firmware 3.00 but they only shorted timings a bit and removed one <FireEvent>... so the firmware still loads it but is shorter (so is there but is barelly notable)
 
Yes is a mess, i dont understand it completly, and to make things more tricky sony changed the way how it works at some point in an old firmware
https://www.psdevwiki.com/ps3/RCOXML_ofw_animations

This is inside custom_render_plugin.rco
Code:
			<Animation name="anim_gameboot">
				<Lock unknownInt0="0xffffffff" />
				<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
				<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.938" height="0.938" depth="1" />
				<FireEvent event="event:native:/anim_gameboot_BG2" />
				<Delay time="500" />
				<Fade object="object:ps3logo" duration="863" accelMode="0x3" transparency="1" />
				<Resize object="object:ps3logo" duration="863" accelMode="0x4" width="1" height="1" depth="1" />
				<FireEvent event="event:native:/anim_gameboot_BG3" />
				<Delay time="1100" />
				<Fade object="object:ps3logo" duration="174" accelMode="0x1" transparency="0" />
				<Resize object="object:ps3logo" duration="174" accelMode="0x1" width="1.284" height="1.284" depth="1" />
				<Delay time="1000" />
				<Delay time="200" />
				<FireEvent event="event:native:/anim_gameboot_Finished" />
			</Animation>
This is inside gamelib_plugin.rco (never changed)
Code:
			<Animation name="anim_gameboot">
				<Lock unknownInt0="0xffffffff" />
				<Fade object="object:ps3logo" duration="0" accelMode="0x0" transparency="0" />
				<Resize object="object:ps3logo" duration="0" accelMode="0x0" width="0.938" height="0.938" depth="1" />
				<Delay time="500" />
				<Fade object="object:ps3logo" duration="863" accelMode="0x3" transparency="1" />
				<Resize object="object:ps3logo" duration="863" accelMode="0x4" width="1" height="1" depth="1" />
				<Delay time="1100" />
				<Fade object="object:ps3logo" duration="174" accelMode="0x1" transparency="0" />
				<Resize object="object:ps3logo" duration="174" accelMode="0x1" width="1.284" height="1.284" depth="1" />
				<Delay time="1000" />
				<Delay time="200" />
				<FireEvent event="event:native:/GameLibApp_OnBootAnimationFinished" />
			</Animation>
Is the same stuff, the biggest difference is the last line, and i think are different because are loaded from different .sprx files... but the info loaded from that .sprx's probably does the same

The animation inside gamelib_plugin.rco never changed btw (is exactly the same since his firset version until nowadays)
And the animation inside custom_render_plugin.rco changed a bit in firmware 3.00 but they only shorted timings a bit and removed one <FireEvent>... so the firmware still loads it but is shorter (so is there but is barelly notable)
yes, I believe then that sony has moved other files to change the way gameboot works. [emoji848]

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Can anyone add original gameboot on [HEN] PS3 4K Pro v4.5?
Some weeks ago i uploaded a custom_render_plugin with the coldboot and gameboot from firmware 1.00 (and works on HEN)
I dont remember where i uploaded though, probbly it was in this same thread, take a read back at the old posts, it was a a talk in between me, @Danxx444 and @Naked_Snake1995
I uploaded the files again, are 2 different versions of custom_render_plugin.rco
The first i made have the coldboot and gameboot from firmware 1.00
The other have the coldboot from firmware 1.00 and the gameboot is a "clone" of the PS4 coldboot
https://www.sendspace.com/file/awx708

Both are compatibles with all PS3 firmwares since 4.70 up to 4.85, you can use then in CFW, HAN, HEN, etc...
 
yes, I believe then that sony has moved other files to change the way gameboot works. [emoji848]

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The selection was made from a .sprx, actually if you take a look at the files i just uploaded you are going to realize the way the patches works are pretty much the same
Basically... im redirecting anim_coldboot2 ---> to anim_coldboot... and anim_otherboot ---> to anim_gameboot

The goal of this redirections is to have control of which animation is going to be played... in other words im keeping only 1 posible animation for coldboot, and 1 posible animation for gameboot
So it doesnt matters which one tryes to load the .sprx

The only contra of this trick is im only keeping 1 animation for gameboot (instead of 2 used in old firmwares) but i think doesnt matters much, and it simplifyes it
 
How can I use this file custom_render_plugin.rco for gameboot to ps3 hen?

You need to patch the lines.qrc and enable the old animation in the custom_render_plugin.rco you can grab the files of my pro mod HEN version that has it enabled (kinda of because i changed it)
 
Btw, i was like half an hour trying to figure what means this post but is too much confusing :/
It could help if you rewrite it in a more accurate way and trying to be the most explicit posible
This one Enables the Higgles Particles and Enables the Old Gameboot and reads the the OtherBoot Values intead of Gameboot from custon_render.rco

Code:
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


Same as Above

Code:
SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
REPLACE ---> 00001C0000000009
SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
REPLACE ---> 0000276000000009


Same as the others with only one difference it Enables the Particles on Coldboot BUT Without the Higgle Partition but instead a standard particle will do the animation ( the following track animation)

Code:
SEARCH ---> 00001C0000000510 = override/coldboot1/PARTICLES.mnu
REPLACE ---> 00001C0000000000
SEARCH ---> 0000276000000510 = override/coldboot2/PARTICLES.mnu
REPLACE ---> 0000276000000000


But we are missing a thing in the Colboot

The Coldboot particles with Higgs one are the normal White ones and some Redish that Blinks, the Sprx patch has some BLUE and Gold too, i wonder where they are beeing read.



EDIT:

Seems like i was wrong the files are not loading the custom_render.rco values swapped

Seems like the firmware game_ext.sprx when the OLD GAMEBOOT is enabled only loads values from the OTHERBOOT attributes inside the custom_render.rco.

I'm using an old game_ext.sprx that i found in a old @pinky thread to enable the old gameboot again and it LOADS THE GAMEBOOT FOR GAMEBOOT ( GAME AND APPS) AND OTHERBOOT FOR (DVD/BD AND OTHER OS) allowing me to have two different animations behaivor, so that's why i thought it were swapped but its the OFICIAL behavior after the gameboot.


BUT IS NICE TO SEE THAT WE CAN BRING BACK THE OLD GAMEBOOT STYLE WITH THIS QRC PATCH
 
The selection was made from a .sprx, actually if you take a look at the files i just uploaded you are going to realize the way the patches works are pretty much the same
Basically... im redirecting anim_coldboot2 ---> to anim_coldboot... and anim_otherboot ---> to anim_gameboot

The goal of this redirections is to have control of which animation is going to be played... in other words im keeping only 1 posible animation for coldboot, and 1 posible animation for gameboot
So it doesnt matters which one tryes to load the .sprx

The only contra of this trick is im only keeping 1 animation for gameboot (instead of 2 used in old firmwares) but i think doesnt matters much, and it simplifyes it

really the files are very similar, so it would be possible to use gamelib from 2.80 for example on 4.85.

In the second paragraph you talk about choosing the animations between 1 or 2, so you know how to do it?

It wouldn't actually be 2 animations. With DVDs, CDs and other applications the gameboot just wouldn't appear.


Enviado de meu SM-J600GT usando o Tapatalk
 
Btw, i was like half an hour trying to figure what means this post but is too much confusing :/
It could help if you rewrite it in a more accurate way and trying to be the most explicit posible
I am lost too for last few pages. I thought we were trying to find the specific override or broken override that allows/creates the higgs particle.
 
I am lost too for last few pages. I thought we were trying to find the specific override or broken override that allows/creates the higgs particle.
At his point the higgs seems to be isolated into either:
lines.qrc/override/coldboot1/PARTICLES.mnu
lines.qrc/override/coldboot2/PARTICLES.mnu

But that .mnu files are identicals as far i remember (same MD5), and the fact we are patching them for coldboot1 and coldboot2 is not really needed
Is something some of you decided to do because it seems when the coldboot plays it loads both files (i guess first coldboot1, and then coldboot2) in a very fast sequence

Do you remember there was a test when we modifyed only one of them (but not the other), and the particles animation was expanding them (like an explosion of stars in the space) or contracting them (i dont remember well)

---------
Anyway... from this point we can continue the higgs hunting by using one of that files. But the results of the 3 patches i mentioned before are very important, because are doing different things. Based on that, we can deduce if the higgs was enabled either by:
-corrupting the .mnu file (so some code functions are broken)
-redirecting it to base (so it loads the settings from base)
-converting them to dummies (so it loads the default settings hardcoded somewhere else)
 
really the files are very similar, so it would be possible to use gamelib from 2.80 for example on 4.85.

In the second paragraph you talk about choosing the animations between 1 or 2, so you know how to do it?

It wouldn't actually be 2 animations. With DVDs, CDs and other applications the gameboot just wouldn't appear.


Enviado de meu SM-J600GT usando o Tapatalk
I think when you was booting an standard game in old firmwares it was triggering the animation named "anim_gameboot" (from inside custom_render_plugin.rco), and when booting an special game it was triggering "anim_otherboot"

For the modern firmwares they shorted the lenght of the "anim_otherboot" and all games (standard and special games) triggers the "anim_otherboot"
The result is they nerfed all the gameboot animations... is still playing but his lenght is around 1.2 seconds only and the visual effects that happens in this initial 1.2 seconds are not even notable (but if you keep attention to it you will notice how it does some "zoom in" with the particles, heheh)
The lenght is not enought to allow you to see the "playstation 3" logo with the spiderman font... but is till there

---------
The solution i did by redirecting "anim_otherboot" is to force the firmware to load the "anim_gameboot" (is exactly the same code used in official firmware 1.00 i didn't modifyed it)
https://www.psx-place.com/threads/r...der_plugin-sprx-rco.25952/page-28#post-218672

Later we was playing around with the logo used in the gameboot and i made another one with the PS4 logo, but is the same concept, im forcing the firmware to load the old "anim_gameboot" :)
 
Bit off topic but i just tried a very experimental patch, where I removed every single value from the official lines.qrc so it just read all "0A" (new line) for every byte of each MNU.

upload_2019-12-17_16-59-0.png

I thought it might show me the default sprx settings with no over rides, I guess it does but its kind of crap and super zoomed in.

upload_2019-12-17_17-2-29.png

:)

There is one thing that stands out, there is a static reflection effect that is a like a blurred particle spinning that never changes position unlike all other particles.
upload_2019-12-17_17-7-32.png
 

Attachments

Hehe, interesting, it looks a good start point to build something on top of it but not sure what

I agree that i would have expected something more simple for default settings instead of that... but in some way it looks fine, it makes me remmeber a bit like christmash, dunno maybe is because we are getting close to it :D

The static reflection is an annoyance though :/
 
Hehe, interesting, it looks a good start point to build something on top of it but not sure what

I agree that i would have expected something more simple for default settings instead of that... but in some way it looks fine, it makes me remmeber a bit like christmash, dunno maybe is because we are getting close to it :D

The static reflection is an annoyance though :/
Yeah, I think I did it right, I will try some sprx patches to replicate/confirm it if I can.

With the reflection, It's not static exactly, it just does not move around the screen , it's kind of like its on another layer compared to the particles. hard to explain so here is a video :)


When the particles go crazy I am shaking the controller.

Also no wave without over rides,.. But particles still show.
 
Last edited:

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