Coldboot.raf
Description
dev_flash\vsh\resource\coldboot.raf is the animation when PS3 boots, introduced in firmware 2.70 with raf.sprx and raf.qrc as support.
Rich Appearance Format (RAF) belongs to a group of CXML Containers that uses zlib compression and a XML file enbedded in the container structure with the "scene" information and also works as an index to lists the contained files
Coldboot animation uses settings from the RCOXML Structure of custom render plugin (in RCOXML setion note the animation settings for: anim_coldboot and anim_coldboot2)
Coldboot.raf is the same file in all firmware versions, doesnt contains sound, but is played with sound by using the coldboot_multi.ac3 and coldboot_multi.ac3 audio files, this audio files has been present from firmware 1.02 but have changed (and also changed the coldboot animations settings inside the RCOXML of custom_render_plugin)
Coldboot Files Versions
File Name | Size (bytes) |
Hash (MD5) |
Firmware | Notes | |||
---|---|---|---|---|---|---|---|
1.00~2.60 | 2.70~2.80 | 3.00~3.01 | 3.10~4.65 | ||||
coldboot_stereo.ac3 | 705 KB | 5EB0E4ECE6F221ED07D3128D416ADB44 | Yes | No | Old sound files (coldboot) | ||
coldboot_multi.ac3 | 705 KB | 931D05254C198ED5D202ECAE9A0BC6E2 | |||||
coldboot.raf | 51.446 | FBFD819D6CD834AC2BDDA02EE3D5375F | No | Yes | Not present before 2.70, same for all other firmwares | ||
coldboot2_stereo.ac3 | 801.280 | 83D2B05CC85F65A1392614989F71ECFA | No | Yes | No | New sound files. Using new names (coldboot2) | |
coldboot2_multi.ac3 | 801.280 | D837AA7B7AEC6C1A090CBA51CCA9434E | |||||
coldboot_stereo.ac3 | 801.280 | 83D2B05CC85F65A1392614989F71ECFA | No | Yes | New sound files. Using old names (coldboot) | ||
coldboot_multi.ac3 | 801.280 | D837AA7B7AEC6C1A090CBA51CCA9434E |
- coldboot2 sounds overlap notes:
Coldboot.raf contents
To extract the files from coldboot.raf is needed to make a zlib decompression and then a CXML container extraction. The extracted files are:
Usage | File Index | File Name | Notes |
---|---|---|---|
Scene | Not a file | Coldboot.xml | Is not a real file inside the container, all his info can be obtained from the container structure but is not considered a file |
Model | 0 | plane.edge | The 3D object, composed by a simple perimetral line that will be "filled" with the textures |
1 | plane.skel | The skeleton of the 3D object, composed by a single joint point, needed by all the animations | |
Textures HD | 2 | new_logo.gtf | 700x350 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text) |
3 | new_logo_footer.gtf | 700x350 pixels, the "copyright", "trademark" and "playstation3" text | |
4 | new_logo_blur.gtf | 700x350 pixels, a blurry copy of logo+footer together | |
Textures SD | 5 | new_logo_sd.gtf | 240x120 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text) |
6 | new_logo_sd_footer.gtf | 240x120 pixels, the "copyright", "trademark" and "playstation3" text | |
7 | new_logo_sd_blur.gtf | 240x120 pixels, a blurry copy of logo+footer together | |
Script | 8 | coldboot.jsx | Animation script, written in PlayStation JavaScript format (and extracted as a VSMX file) |
Coldboot.xml Scene
A RAF animation contains an "scene" that is viewed from a "camera", and is displayed using a timeline that is defined in the "script" file
The animation "scene" is composed by 3 "actors" (or more exactly... 2 groups of 3 actors... one group for SD TV's and other group for HD TV's)
The 3 actors are overlapped in the same position and associated with the same "model" "geometry" by using the "skeleton" joint, how and when this actors appears is defined in the "script" file
Every actor uses his specific "material" (that appears in the "material-table"), and every material uses a "texture" (that appears in the "texture-table")
Some elements of the scene like the camera or lights are defined in the XML and are not files inside the container
Code Sample
- Notes:
- This XML file can be extracted from coldboot.raf and can be used to rebuild it
- Inside the "file-table" the "src" for the files uses an absolute path from a device unit in the PC, but is posible to use relative paths, this paths depends of the compiler or the options used at extraction/compiling time
Modifications
Mostly as examples
Original, minimal
One single image displayed in the same position than the original logo, in 2 resolutions (for SD and HD TV's)
The "id"s and the file names has been renamed to make them more intuitive, 4 "actors" has been removed (with his associated "materials" and "textures" for footer and blur)
To build this .raf is needed to modify the file coldboot.jsx to unlink the removed "actors", and to remove the animations asociated with them (the transition to footer and blur)
Code Sample
|