Editing Coldboot.raf

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{{#ev:youtube|GUb1gIKhwMU}}
{{#ev:youtube|GUb1gIKhwMU}}
<s>http://rghost.net/58821375 the coldboot.raf compiled into a theme (Apply again to get the animation again)</s><br />
http://rghost.net/58821375 the coldboot.raf compiled into a theme (Apply again to get the animation again)
File is deleted.


=Coldboot Animation (.RAF)=
=Coldboot Animation (.RAF)=
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! rowspan="2" | File Name !! rowspan="2" | Size<BR />(bytes) !! rowspan="2" | Hash<BR />(MD5) !! colspan="4" | Firmware !! rowspan="2" | Notes
! rowspan="2" | File Name !! rowspan="2" | Size<BR />(bytes) !! rowspan="2" | Hash<BR />(MD5) !! colspan="4" | Firmware !! rowspan="2" | Notes
|-
|-
! [[1.00_CEX|1.00]]~[[2.60_CEX|2.60]] !! [[2.70_CEX|2.70]]~[[2.80_CEX|2.80]] !! [[3.00_CEX|3.00]]~[[3.01_CEX|3.01]] !! [[3.10_CEX|3.10]]~[[4.88_CEX|4.88]]
! [[1.00_CEX|1.00]]~[[2.60_CEX|2.60]] !! [[2.70_CEX|2.70]]~[[2.80_CEX|2.80]] !! [[3.00_CEX|3.00]]~[[3.01_CEX|3.01]] !! [[3.10_CEX|3.10]]~[[4.78_CEX|4.78]]
|-
|-
! coldboot.raf
! coldboot.raf
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|}
|}


The files inside coldboot.raf are not the original files used to create the .raf. All them suffered a format conversion when the .raf was created by the raf tools
To extract the files from coldboot.raf is needed to make a [[Template:Zlib Header|zlib]] decompression and then a CXML extraction (use "CXML decompiler" tool made by flatz, download link and source code is at bottom of [[CXML Containers]] page). The extracted files are:
 
Coldboot.raf is compressed with zlib format, and it have an added header at top. To extract the files from coldboot.raf is needed to:
#) Remove the first 8 bytes of the header (0x5F52414600191140) in a hexeditor
#) Decompress it with a zlib tool [https://f2065.ru/en/soft/zlib_gui_en/ Zlib GUI]
#) Extract the contents with [[CXML_Containers#CXML_decompiler | CXML decompiler]]
 
The extracted files should match with the "Name" and "MD5" under the "Converted File" columns of the table below, except the coldboot.sxml because is a file created at an intermediate step of the raf tool conversion procedures and there is no way to recover it from an already compiled .raf:


{| class="wikitable" style="font-size:x-small;"
{| class="wikitable" style="font-size:x-small;"
|+coldboot.raf contents
|+coldboot.raf contents
! rowspan=2 style="border-left:hidden; border-top:hidden; background:#fff" | !! colspan=2 | Original File !! rowspan=2 | {{arrowr}}<br>Converter !! colspan=2 | Converted File !! rowspan=2 | File Index !! rowspan=2 | Notes
! rowspan=2 | Usage !! rowspan=2 | File Index !! colspan=2 | Converted File !! colspan=2 | Original File !! rowspan=2 | Notes
|-
|-
! Name !! MD5 !! Name !! MD5
! Name !! MD5 !! Name !! MD5
|-{{cellcolors|#fcc}}
|-
! Scene
! Scene
| coldboot.xml || {{cellcolors|lightgrey|black|center}} vary with coding style, use:<br>[[Coldboot.raf#Scene | wiki sample]] || raf_compiler.exe<br>raf_compiler.inf<br><abbr title="C:\workdir&gt;raf_pack.exe coldboot.sxml">raf_pack.exe</abbr> || coldboot.sxml || {{cellcolors|lightgrey|black|center}} vary with compiler version || {{cellcolors|lightgrey}} metadata || The original scene coldboot.xml is converted to coldboot.sxml and then embedded inside [[CXML_Containers | RAF]] structure as metadata
| {{cellcolors|lightgrey}} metadata || coldboot.sxml || {{cellcolors|lightgrey}} vary with compiler/extractor version || coldboot.xml || {{cellcolors|lightgrey}} vary with coding style || The original scene coldboot.xml is converted to coldboot.sxml and then embedded inside [[CXML_Containers | RAF]] structure as metadata
|-
|-
! rowspan=2 | Model
! rowspan=2 | Model
| rowspan="2" | plane.dae || rowspan="2" style="font-family:monospace" {{cellcolors|lightgrey|black|center}} <abbr title="cell/samples/util/theme/raf_photo/raf/plane.dae (by daigo, 2008-12-15, Maya2008, ColladaMaya v3.05B)">024198CC37C2648AF7B68C9048715C04</abbr><br>or any other MD5<br>(vary with collada settings) || <abbr title="C:\workdir&gt;raf_geom.exe plane.dae plane.edge">raf_geom.exe</abbr> || plane.edge || style="font-family:monospace" | AC3AA7B2AE225DD1C2BB207ADDD4C2CB || 0 || A polygonal 3D object composed by <abbr title="The geometry is not optimized, there are several vertexes overlapped. raf_geom.exe displays a compilation warning: Merging identical vertexes...20 (out of 56) vertexes removed">16 vertexes and 18 triangles</abbr>
| 0 || plane.edge || AC3AA7B2AE225DD1C2BB207ADDD4C2CB || rowspan="2" | plane.dae || rowspan="2" {{cellcolors|lightgrey}} vary with collada settings || The 3D object, composed by a simple perimetral line that will be "filled" with the textures
|-
|-
| <abbr title="C:\workdir&gt;raf_anim.exe -skel plane.dae plane.skel">raf_anim.exe</abbr> || plane.skel || style="font-family:monospace" | 67409457645F98B0066B52317BF4CB78 || 1 || The skeleton of the 3D object, composed by a single joint point, needed by all the animations
| 1 || plane.skel || 67409457645F98B0066B52317BF4CB78 || The skeleton of the 3D object, composed by a single joint point, needed by all the animations
|-
|-
! rowspan=6 | Textures
! rowspan=6 | Textures
| new_logo.dds || style="font-family:monospace" | A4AF73E19F8E07542C5FA3DA39C21967 || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo.gtf new_logo.dds">dds2gtf.exe</abbr> || new_logo.gtf || style="font-family:monospace" | 6BEEA65407EE1513F08F66E17BBADF61 || 2 || 700x350 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
| 2 || new_logo.gtf || 6BEEA65407EE1513F08F66E17BBADF61 || new_logo.dds || A4AF73E19F8E07542C5FA3DA39C21967 || 700x350 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
|-
|-
| new_logo_footer.dds || style="font-family:monospace" | ABFE60993D102E39926035D9DEA4CFEC || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo_footer.gtf new_logo_footer.dds">dds2gtf.exe</abbr> || new_logo_footer.gtf || style="font-family:monospace" | 5E27DFBB474A2AB5A07A91143C8C8054 || 3 || 700x350 pixels, the "copyright", "trademark" and "playstation3" text
| 3 || new_logo_footer.gtf || 5E27DFBB474A2AB5A07A91143C8C8054 || new_logo_footer.dds || ABFE60993D102E39926035D9DEA4CFEC || 700x350 pixels, the "copyright", "trademark" and "playstation3" text
|-
|-
| new_logo_blur.dds || style="font-family:monospace" | DE871FB0A8ACBD92CEC267816C072C14 || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo_blur.gtf new_logo_blur.dds">dds2gtf.exe</abbr> || new_logo_blur.gtf || style="font-family:monospace" | 49E30C3B46BE3B822324EB373EEF5A9C || 4 || 700x350 pixels, a blurry copy of logo+footer together
| 4 || new_logo_blur.gtf || 49E30C3B46BE3B822324EB373EEF5A9C || new_logo_blur.dds || DE871FB0A8ACBD92CEC267816C072C14 || 700x350 pixels, a blurry copy of logo+footer together
|-
|-
| new_logo_sd.dds || style="font-family:monospace" | 2B4B56CFFA2A3E3BA868DC56A7F2917C || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo_sd.gtf new_logo_sd.dds">dds2gtf.exe</abbr> || new_logo_sd.gtf || style="font-family:monospace" | ED30E47123D3D68B846DDAC1EBDBDA65 || 5 || 240x120 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
| 5 || new_logo_sd.gtf || ED30E47123D3D68B846DDAC1EBDBDA65 || new_logo_sd.dds || 2B4B56CFFA2A3E3BA868DC56A7F2917C || 240x120 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
|-
|-
| new_logo_sd_footer.dds || style="font-family:monospace" | B2718D07AB4B6714240F591D00237639 || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo_sd_footer.gtf new_logo_sd_footer.dds">dds2gtf.exe</abbr> || new_logo_sd_footer.gtf || style="font-family:monospace" | 4037567A9F5ED59D6E96402FA2859ABC || 6 || 240x120 pixels, the "copyright", "trademark" and "playstation3" text
| 6 || new_logo_sd_footer.gtf || 4037567A9F5ED59D6E96402FA2859ABC || new_logo_sd_footer.dds || B2718D07AB4B6714240F591D00237639 || 240x120 pixels, the "copyright", "trademark" and "playstation3" text
|-
|-
| new_logo_sd_blur.dds || style="font-family:monospace" | FF32C90F34FB350C34F58800F69318DB || <abbr title="C:\workdir&gt;dds2gtf.exe -o new_logo_sd_blur.gtf new_logo_sd_blur.dds">dds2gtf.exe</abbr> || new_logo_sd_blur.gtf || style="font-family:monospace" | 5821260B17B0A5BDD85D0F2BEE9596D0 || 7 || 240x120 pixels, a blurry copy of logo+footer together
| 7 || new_logo_sd_blur.gtf || 5821260B17B0A5BDD85D0F2BEE9596D0 || new_logo_sd_blur.dds || FF32C90F34FB350C34F58800F69318DB || 240x120 pixels, a blurry copy of logo+footer together
|-
|-
! Script
! Script
| coldboot.js || {{cellcolors|lightgrey|black|center}} vary with coding style, use:<br>[[Coldboot.raf#Script | wiki sample]] || <abbr title="C:\workdir&gt;raf_script.exe coldboot.js coldboot.jsx">raf_script.exe</abbr> || coldboot.jsx || style="font-family:monospace" | 5461466B242D81B57D872BBA95EED753 || 8 || Animation script, written in [[PlayStation JavaScript]] and converted to [[VSMX#VSMX_Decompilation_sample | VSMX]] format
| 8 || coldboot.jsx || 5461466B242D81B57D872BBA95EED753 || coldboot.js || {{cellcolors|lightgrey}} vary with coding style || Animation script, written in [[PlayStation JavaScript]] format (and extracted as a [[VSMX]] file). See [http://pastebin.com/vRCDzXt1 Pastebin] (without the header)
|}
|}
*Note the extracted files are not the original files used to create the .raf. All them suffered a format conversion when the .raf was created


==Scene==
==Scene==
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The XML files generated by "CXML decompiler" contain more info than the original scene.xml. This makes possible to reverse by hand the original scene.xml using a generic layout for the scene XML standards explained on the [[Rich Appearance Format (RAF)]] page
The XML files generated by "CXML decompiler" contain more info than the original scene.xml. This makes possible to reverse by hand the original scene.xml using a generic layout for the scene XML standards explained on the [[Rich Appearance Format (RAF)]] page


After the reversing this is the original scene file sony used to build coldboot.raf (could vary with coding style but the generated file after compilation is exactly like the original because the coding style is lost when compiled)
After the reversing this is the original scene file sony used to build gameboot.raf (could vary with coding style but the generated file after compilation is exactly like the original because the coding style is lost when compiled)


{{Boxcode|title=coldboot.xml|code=<syntaxhighlight lang="xml">
'''Coldboot.xml''' (original scene)
{{Boxcode|content=<syntaxhighlight lang="xml">
<?xml version='1.0' encoding="UTF-8"?>
<?xml version='1.0' encoding="UTF-8"?>
   
   
<raf>
<raf>
    <model id="plane" file="plane.dae"/>
<model id="plane" file="plane.dae" />


    <material id="mtrl_logo" effect="sce01">
<material id="mtrl_logo"                       effect="sce01" >
        <texture file="new_logo.dds"/>
<texture file="new_logo.dds"          type="color_map" />
    </material>
</material>
    <material id="mtrl_footer" effect="sce01">
<material id="mtrl_footer"                     effect="sce01" >
        <texture file="new_logo_footer.dds"/>
<texture file="new_logo_footer.dds"    type="color_map" />
    </material>
</material>
    <material id="mtrl_blur" effect="sce01">
<material id="mtrl_blur"                       effect="sce01" >
        <texture file="new_logo_blur.dds"/>
<texture file="new_logo_blur.dds"      type="color_map" />
    </material>
</material>
    <material id="mtrl_logo_sd" effect="sce01">
<material id="mtrl_logo_sd"                   effect="sce01" >
        <texture file="new_logo_sd.dds"/>
<texture file="new_logo_sd.dds"        type="color_map" />
    </material>
</material>
    <material id="mtrl_footer_sd" effect="sce01">
<material id="mtrl_footer_sd"                 effect="sce01" >
        <texture file="new_logo_sd_footer.dds"/>
<texture file="new_logo_sd_footer.dds" type="color_map" />
    </material>
</material>
    <material id="mtrl_blur_sd" effect="sce01">
<material id="mtrl_blur_sd"                   effect="sce01" >
        <texture file="new_logo_sd_blur.dds"/>
<texture file="new_logo_sd_blur.dds"  type="color_map" />
    </material>
</material>


    <actor id="logo"      model="plane" material="mtrl_logo"      position="1.85, 0, 0"     rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="logo"      model="plane" material="mtrl_logo"      position="1.85,0.0,0.0"   rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />
    <actor id="footer"    model="plane" material="mtrl_footer"    position="1.85, 0, 0.0001" rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="footer"    model="plane" material="mtrl_footer"    position="1.85,0.0,0.0001" rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />
    <actor id="blur"      model="plane" material="mtrl_blur"      position="1.85, 0, 0.001"  rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="blur"      model="plane" material="mtrl_blur"      position="1.85,0.0,0.001"  rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />
    <actor id="logo_sd"  model="plane" material="mtrl_logo_sd"  position="1.85, 0, 0"     rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="logo_sd"  model="plane" material="mtrl_logo_sd"  position="1.85,0.0,0.0"   rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />
    <actor id="footer_sd" model="plane" material="mtrl_footer_sd" position="1.85, 0, 0.0001" rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="footer_sd" model="plane" material="mtrl_footer_sd" position="1.85,0.0,0.0001" rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />
    <actor id="blur_sd"  model="plane" material="mtrl_blur_sd"  position="1.85, 0, 0.001"  rotation="1.570796, 0, 0" scale="1.28, 0.64, 0.64" color="1, 1, 1, 1" uv_scale="1, -1" uv_offset="0, 0" anim_weight="1, 0, 0, 0" anim_speed="1, 1, 1, 1" anim_time="0, 0, 0, 0"/>
<actor id="blur_sd"  model="plane" material="mtrl_blur_sd"  position="1.85,0.0,0.001"  rotation="1.570796,0.0,0.0" scale="1.28,0.64,0.64" color="1.0,1.0,1.0,1.0" uv_scale="1.0,-1.0" uv_offset="0.0,0.0" anim_weight="1.0,0.0,0.0,0.0" anim_speed="1.0,1.0,1.0,1.0" anim_time="0.0,0.0,0.0,0.0" />


    <camera id="camera" type="perspective" yfov="0.927292" ymag="0" znear="0.01" zfar="1000" position="0, 0, 4" direction="0, 0, -2" up="0, 1, 0"/>
<camera id="camera" type="perspective" yfov="0.927292" ymag="0.0" znear="0.01" zfar="1000.0" position="0.0,0.0,4.0" direction="0.0,0.0,-2.0" up="0.0,1.0,0.0" />


    <light id="pointlight"  type="point"  color="1, 1, 1" position="0, 1, 0" attenuation="0, 1, 4"/>
<light id="pointlight"  type="point"  color="1.0,1.0,1.0" position="0.0,1.0,0.0" attenuation="0.0,1.0,4.0" />
    <light id="ambientlight" type="ambient" color="0, 0, 0"/>
<light id="ambientlight" type="ambient" color="0.0,0.0,0.0" />


    <script file="coldboot.js"/>
<script file="coldboot.js" />
</raf>
</raf>
</syntaxhighlight>}}
</syntaxhighlight>}}
Line 127: Line 121:


Individual files:
Individual files:
{{Keyboard|content=<syntaxhighlight lang="bash">nvdxt.exe -file input.png -L8 -output output.dds</syntaxhighlight>}}
{{Keyboard|content=
nvdxt.exe -file input.png -L8 -output output.dds
}}


Batch conversion:
Batch conversion:
{{Keyboard|content=<syntaxhighlight lang="bash">nvdxt.exe -file c:\textures_in_png\*.png -L8 -outdir c:\textures_out_dds</syntaxhighlight>}}
{{Keyboard|content=
nvdxt.exe -file c:\textures_in_png\*.png -L8 -outdir c:\textures_out_dds
}}


*Notes:
*Notes:
Line 143: Line 141:
The code below is the original coldboot.js (in [[PlayStation JavaScript]] format)... after compiling to coldboot.jsx (in [[VSMX]] format) the file should have MD5: 5461466B242D81B57D872BBA95EED753  
The code below is the original coldboot.js (in [[PlayStation JavaScript]] format)... after compiling to coldboot.jsx (in [[VSMX]] format) the file should have MD5: 5461466B242D81B57D872BBA95EED753  


{{Boxcode|title=coldboot.js|code=<syntaxhighlight lang="javascript">
{{Boxcode|content=<syntaxhighlight lang="javascript">
var logo_hd = new Actor("logo");       // HD logo texture (initial attributes inherited from coldboot.xml:   color="1, 1, 1, 1" position="1.85, 0, 0"     scale="1.28,0.64,0.64")
var logo_hd = new Actor("logo");                       // HD logo texture (animated attributes initial values from the xml...  color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.0"   scale="1.28,0.64,0.64")
var blur_hd = new Actor("blur");       // HD blur texture (initial attributes inherited from coldboot.xml:   color="1, 1, 1, 1" position="1.85, 0, 0.001"  scale="1.28,0.64,0.64")
var blur_hd = new Actor("blur");                       // HD blur texture (animated attributes initial values from the xml...  color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.001"  scale="1.28,0.64,0.64")
var footer_hd = new Actor("footer");   // HD footer texture (initial attributes inherited from coldboot.xml: color="1, 1, 1, 1" position="1.85, 0, 0.0001" scale="1.28,0.64,0.64")
var footer_hd = new Actor("footer");                   // HD footer texture (animated attributes initial values from the xml... color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.0001" scale="1.28,0.64,0.64")
var logo_sd = new Actor("logo_sd");     // SD logo texture (initial attributes inherited from coldboot.xml:   color="1, 1, 1, 1" position="1.85, 0, 0"     scale="1.28,0.64,0.64")
var logo_sd = new Actor("logo_sd");                     // SD logo texture (animated attributes initial values from the xml...  color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.0"   scale="1.28,0.64,0.64")
var blur_sd = new Actor("blur_sd");     // SD blur texture (initial attributes inherited from coldboot.xml:   color="1, 1, 1, 1" position="1.85, 0, 0.001"  scale="1.28,0.64,0.64")
var blur_sd = new Actor("blur_sd");                     // SD blur texture (animated attributes initial values from the xml...  color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.001"  scale="1.28,0.64,0.64")
var footer_sd = new Actor("footer_sd"); // SD footer texture (initial attributes inherited from coldboot.xml: color="1, 1, 1, 1" position="1.85, 0, 0.0001" scale="1.28,0.64,0.64")
var footer_sd = new Actor("footer_sd");                 // SD footer texture (animated attributes initial values from the xml... color="1.0,1.0,1.0,1.0" position="1.85,0.0,0.0001" scale="1.28,0.64,0.64")
var camera = new Camera("camera");     // Camera
var camera = new Camera("camera");                     // Camera
var light = new Light("pointlight");   // Light (initial attributes inherited from coldboot.xml:             color="1, 1, 1"   position="0, 1, 0"         attenuation="0, 1, 4")
var light = new Light("pointlight");                   // Light (animated attributes initial values from the xml...            color="1.0,1.0,1.0"     position="0.0,1.0,0.0" attenuation="0.0,1.0,4.0")


var first_wait = 1.5;                                                                                               // timer[0] wait gap (used to calculate timer[0] delay)
var first_wait = 1.5;                                                                                                   // timer[0] wait gap (used to calculate timer[0] delay)
var appear_duration = 1.3;                                                                                         // timer[0] function duration
var appear_duration = 1.3;                                                                                             // timer[0] function duration
var appear_wait = -0.25;                                                                                           // timer[1] wait gap (used to calculate timer[1] delay)
var appear_wait = -0.25;                                                                                               // timer[1] wait gap (used to calculate timer[1] delay)
var blur_duration = 0.5;                                                                                           // timer[1] function duration
var blur_duration = 0.5;                                                                                               // timer[1] function duration
var blur_wait = 0.25;                                                                                               // timer[2] wait gap (used to calculate timer[2] delay)
var blur_wait = 0.25;                                                                                                   // timer[2] wait gap (used to calculate timer[2] delay)
var whole_duration = 0.5;                                                                                           // timer[2] function duration
var whole_duration = 0.5;                                                                                               // timer[2] function duration
var whole_wait = 0.5;                                                                                               // timer[3] wait gap (used to calculate timer[3] delay)
var whole_wait = 0.5;                                                                                                   // timer[3] wait gap (used to calculate timer[3] delay)
var fade_duration = 1.2;                                                                                           // timer[3] function duration
var fade_duration = 1.2;                                                                                               // timer[3] function duration


var appear_start_time = first_wait;                                                                                 // timer[0] delay = 1.5
var appear_start_time = first_wait;                                                                                     // timer[0] delay = 1.5
var blur_start_time = appear_start_time + appear_duration + appear_wait;                                           // timer[1] delay = 1.5  + 1.3 - 0.25 = 2.55
var blur_start_time = appear_start_time + appear_duration + appear_wait;                                               // timer[1] delay = 1.5  + 1.3 - 0.25 = 2.55
var whole_start_time = blur_start_time + blur_duration + blur_wait;                                                 // timer[2] delay = 2.55 + 0.5 + 0.25 = 3.3
var whole_start_time = blur_start_time + blur_duration + blur_wait;                                                     // timer[2] delay = 2.55 + 0.5 + 0.25 = 3.3
var fade_start_time = whole_start_time + whole_duration + whole_wait;                                               // timer[3] delay = 3.3  + 0.5 +  0.5 = 4.3
var fade_start_time = whole_start_time + whole_duration + whole_wait;                                                   // timer[3] delay = 3.3  + 0.5 +  0.5 = 4.3


var logo = logo_hd;                                                                                                 // HD logo is the default logo
var logo = logo_hd;                                                                                                     // HD logo is the default logo
var blur = blur_hd;                                                                                                 // HD blur is the default blur
var blur = blur_hd;                                                                                                     // HD blur is the default blur
var footer = footer_hd;                                                                                             // HD footer is the default footer
var footer = footer_hd;                                                                                                 // HD footer is the default footer
var logo_hide = logo_sd;                                                                                           // SD logo is hidden
var logo_hide = logo_sd;                                                                                               // SD logo will be hidden
var blur_hide = blur_sd;                                                                                           // SD blur is hidden
var blur_hide = blur_sd;                                                                                               // SD blur will be hidden
var footer_hide = footer_sd;                                                                                       // SD footer is hidden
var footer_hide = footer_sd;                                                                                           // SD footer will be hidden


var br = 1.0;                                                                                                       // Brightness (used for textures color adjustments in r,g,b channels)
var br = 1.0;                                                                                                           // Brightness (used for textures color adjustments in r,g,b channels)


if (System.resolution->0 == 720) // If system resolution width=720 pixels (used by 576p, 576i, 480p and 480i video modes) reduce brightness, use SD textures, hide HD textures
if (System.resolution->0 == 720)                                       // If system resolution width=720 (NTSC 720x480 or PAL 720x576 ???) reduce brightness, use SD textures, HD textures will be hidden
{
{
    br = 0.8;                                                                                                       // Textures brightness reduction
br = 0.8;                                                       // Textures brightness reduction for SD video modes
    logo = logo_sd;                                                                                                 // SD logo is the current logo
logo = logo_sd;                                                 // SD logo is the default logo
    blur = blur_sd;                                                                                                 // SD blur is the current blur
blur = blur_sd;                                                 // SD blur is the default blur
    footer = footer_sd;                                                                                             // SD footer is the current footer
footer = footer_sd;                                             // SD footer is the default footer
    logo_hide = logo_hd;                                                                                           // HD logo is hidden
logo_hide = logo_hd;                                           // HD logo will be hidden
    blur_hide = blur_hd;                                                                                           // HD blur is hidden
blur_hide = blur_hd;                                           // HD blur will be hidden
    footer_hide = footer_hd;                                                                                       // HD footer is hidden
footer_hide = footer_hd;                                       // HD footer will be hidden
    if (camera.aspect == 4.0 / 3.0) // If camera aspect ratio is 4:3 (used by 576p and 576i PAL video modes) displace and scale SD textures
if (camera.aspect == 4.0 / 3.0)                                 // If camera aspect ratio is 4/3 displace and scale SD textures
    {
{
        var sd_offset_x = 1.25;                                                                                     // local variable used for texture displacements in x axis
var sd_offset_x = 1.25;                                 // local variable used for texture displacements in x axis for SD 4/3 video mode
        logo.position->0 = sd_offset_x;                                                                             // logo position x=1.25
logo.position->0 = sd_offset_x;                         // logo position x=1.25
        blur.position->0 = sd_offset_x;                                                                             // blur position x=1.25
blur.position->0 = sd_offset_x;                         // blur position x=1.25
        footer.position->0 = sd_offset_x;                                                                           // footer position x=1.25
footer.position->0 = sd_offset_x;                       // footer position x=1.25
        var sd_scale = <1.0, 0.5, 0.5>;                                                                             // local variable used for textures scale in x,y,z axis
var sd_scale = <1.0, 0.5, 0.5>;                         // local variable used for textures scale in x,y,z axis
        logo.scale = sd_scale;                                                                                     // logo scale x=1.0 y=0.5 z=0.5
logo.scale = sd_scale;                                 // logo scale x=1.0 y=0.5 z=0.5
        blur.scale = sd_scale;                                                                                     // blur scale x=1.0 y=0.5 z=0.5
blur.scale = sd_scale;                                 // blur scale x=1.0 y=0.5 z=0.5
        footer.scale = sd_scale;                                                                                   // footer scale x=1.0 y=0.5 z=0.5
footer.scale = sd_scale;                               // footer scale x=1.0 y=0.5 z=0.5
    } else { // Else camera aspect ratio is different than 4:3 (used by 480p and 480i NTSC video modes) displace and scale SD textures
} else {                                                       // Else camera aspect ratio is 16/9 displace and scale SD textures
        sd_offset_x = 2.0;                                                                                         // local variable used for texture displacements in x axis
var sd_offset_x = 2.0;                                 // local variable used for texture displacements in x axis for SD 16/9 video mode
        logo.position->0 = sd_offset_x;                                                                             // logo position x=2.0
logo.position->0 = sd_offset_x;                         // logo position x=2.0
        blur.position->0 = sd_offset_x;                                                                             // blur position x=2.0
blur.position->0 = sd_offset_x;                         // blur position x=2.0
        footer.position->0 = sd_offset_x;                                                                           // footer position x=2.0
footer.position->0 = sd_offset_x;                       // footer position x=2.0
        sd_scale = <1.0, 0.5, 0.5>;                                                                                 // local variable used for textures scale in x,y,z axis
var sd_scale = <1.0, 0.5, 0.5>;                         // local variable used for textures scale in x,y,z axis
        logo.scale = sd_scale;                                                                                     // logo scale x=1.0 y=0.5 z=0.5
logo.scale = sd_scale;                                 // logo scale x=1.0 y=0.5 z=0.5
        blur.scale = sd_scale;                                                                                     // blur scale x=1.0 y=0.5 z=0.5
blur.scale = sd_scale;                                 // blur scale x=1.0 y=0.5 z=0.5
        footer.scale = sd_scale;                                                                                   // footer scale x=1.0 y=0.5 z=0.5
footer.scale = sd_scale;                               // footer scale x=1.0 y=0.5 z=0.5
    }
}
}
}


logo_hide.color = <0, 0, 0, 0>;                                                                                     // hide unselected logo (not used anymore)
logo_hide.color = <0,0,0,0>;                                                                                               // hide unselected logo (not used anymore)
blur_hide.color = <0, 0, 0, 0>;                                                                                     // hide unselected blur (not used anymore)
blur_hide.color = <0,0,0,0>;                                                                                               // hide unselected blur (not used anymore)
footer_hide.color = <0, 0, 0, 0>;                                                                                   // hide unselected footer (not used anymore)
footer_hide.color = <0,0,0,0>;                                                                                             // hide unselected footer (not used anymore)


logo.color = <br, br, br, 0>;                                                                                       // logo color alpha=0 (transparent, initial state)
logo.color = <br, br, br, 0>;                                                                                               // logo color alpha=0 (transparent, initial state)
logo.setColor(<br, br, br, 1>, appear_start_time);                                                                 // change logo color alpha=1 over 1.5 seconds (logo fade-in animation)
logo.setColor (<br, br, br, 1>, appear_start_time);                                                                         // change logo color alpha=1 over 1.5 seconds (logo fade-in animation)
blur.color = <br, br, br, 0>;                                                                                       // blur color alpha=0 (transparent, initial state)
blur.color = <br, br, br, 0>;                                                                                               // blur color alpha=0 (transparent, initial state)
footer.color = <br, br, br, 0>;                                                                                     // footer color alpha=0 (transparent, initial state)
footer.color = <br, br, br, 0>;                                                                                             // footer color alpha=0 (transparent, initial state)
light.position = logo.position + <-3, 0.5, 0>;                                                                     // light position at the left-top of logo position (initial state)
light.position = logo.position + <-3, 0.5, 0>;                                                                             // light position at the left-top of logo position (initial state)
light.color = <0, 0, 0>;                                                                                           // light color to black (darkness, initial state)
light.color = <0, 0, 0>;                                                                                                   // light color to black (darkness, initial state)


System.timer[0] = new OneShotTimer(appear_start_time, function()                                                   // delay 1.5 seconds
System.timer[0] = new OneShotTimer(appear_start_time, function()                                                           // delay 1.5 seconds
{
{
    light.setPosition(logo.position + <0.0, 0.5, 0>, appear_duration);                                             // change light position to top of logo position over 1.3 seconds
light.setPosition ((logo.position + <0.0, 0.5, 0>), appear_duration);                                               // change light position to top of logo position over 1.3 seconds
    light.setAttenuation(<0.1, 0.1, 0.1>, appear_duration);                                                         // change light attenuation to minimal over 1.3 seconds
light.setAttenuation (<0.1, 0.1, 0.1>, appear_duration);                                                           // change light attenuation to minimal over 1.3 seconds
    light.setColor(<1, 1, 1>, appear_duration);                                                                     // change light color to white over 1.3 seconds (light-in animation)
light.setColor (<1, 1, 1>, appear_duration);                                                                       // change light color to white over 1.3 seconds (light-in animation)
});
});
 
System.timer[1] = new OneShotTimer(blur_start_time, function()                                                     // delay 2.55 seconds
System.timer[1] = new OneShotTimer(blur_start_time, function()                                                             // delay 2.55 seconds
{
{
    blur.setColor(<br, br, br, 1>, blur_duration, INTERPOLATION_BEZIER, <0.1, 0.0, 0.1, 1.0>);                     // change blur color alpha=1 over 0.5 seconds (blur fade-in animation)
blur.setColor (<br, br, br, 1>, blur_duration, INTERPOLATION_BEZIER, <0.1, 0.0, 0.1, 1.0>);                         // change blur color alpha=1 over 0.5 seconds (blur fade-in animation)
});
});


System.timer[2] = new OneShotTimer(whole_start_time, function()                                                     // delay 3.3 seconds
System.timer[2] = new OneShotTimer(whole_start_time, function()                                                             // delay 3.3 seconds
{
{
    blur.setColor(<br, br, br, 0>, whole_duration, INTERPOLATION_BEZIER, <0.1, 0.0, 0.1, 1.0>);                     // change blur color alpha=0 over 0.5 seconds (blur fade-out animation)
blur.setColor (<br, br, br, 0>, whole_duration, INTERPOLATION_BEZIER, <0.1, 0.0, 0.1, 1.0>);                       // change blur color alpha=0 over 0.5 seconds (blur fade-out animation)
    footer.setColor(<br, br, br, 1>, whole_duration);                                                               // change footer color alpha=1 over 0.5 seconds (footer fade-in animation)
footer.setColor (<br, br, br, 1>, whole_duration);                                                                 // change footer color alpha=1 over 0.5 seconds (footer fade-in animation)
});
});


System.timer[3] = new OneShotTimer(fade_start_time, function()                                                     // delay 4.3 seconds
System.timer[3] = new OneShotTimer(fade_start_time, function()                                                             // delay 4.3 seconds
{
{
    var namelessVar = <0.8, 0.0, 0.8, 1.0>;                                                                        // local variable (used for bezier curve settings)
var Unamed_Variable = <0.8, 0.0, 0.8, 1.0>;                                                                        // local variable (used for interpolation curve settings)
    footer.setColor(<br, br, br, 0>, fade_duration, INTERPOLATION_BEZIER, namelessVar);                             // change footer color alpha=0 over 1.2 seconds (footer fade-out animation)
footer.setColor (<br, br, br, 0>, fade_duration, INTERPOLATION_BEZIER, Unamed_Variable);                           // change footer color alpha=0 over 1.2 seconds (footer fade-out animation)
    logo.setColor(<br, br, br, 0>, fade_duration, INTERPOLATION_BEZIER, namelessVar);                               // change logo color alpha=0 over 1.2 seconds (logo fade-out animation)
logo.setColor (<br, br, br, 0>, fade_duration, INTERPOLATION_BEZIER, Unamed_Variable);                             // change logo color alpha=0 over 1.2 seconds (logo fade-out animation)
    light.setPosition(light.position + <1.5 * 1.5, 1 * 1.5, 0>, fade_duration, INTERPOLATION_BEZIER, namelessVar); // change light position to (weird position???) over 1.2 seconds  
light.setPosition (light.position + <1.5 * 1.5, 1 * 1.5, 0>, fade_duration, INTERPOLATION_BEZIER, Unamed_Variable); // change light position to (weird position???) over 1.2 seconds  
    light.setColor(<0, 0, 0>, fade_duration, INTERPOLATION_BEZIER, namelessVar);                                   // change light color to black over 1.2 seconds (light-out animation)
light.setColor (<0, 0, 0>, fade_duration, INTERPOLATION_BEZIER, Unamed_Variable);                                   // change light color to black over 1.2 seconds (light-out animation)
    light.setAttenuation(<0, 1, 4>, fade_duration, INTERPOLATION_BEZIER, namelessVar);                             // restore light attenuation to the initial values inherited from coldboot.xml over 1.2 seconds  
light.setAttenuation (<0, 1, 4>, fade_duration, INTERPOLATION_BEZIER, Unamed_Variable);                             // change light attenuation to initial values over 1.2 seconds  
});
});
/* Decompiled by sandungas */
</syntaxhighlight>}}
</syntaxhighlight>}}


Line 255: Line 252:
{| class="wikitable" style="font-size:x-small;"
{| class="wikitable" style="font-size:x-small;"
|+Coldboot Sounds versions
|+Coldboot Sounds versions
! rowspan="2" | File Name !! rowspan="2" | Size<BR />(bytes) !! rowspan="2" | Hash<BR />(MD5) !! colspan="5" | Firmware !! rowspan="2" | Notes
! rowspan="2" | File Name !! rowspan="2" | Size<BR />(bytes) !! rowspan="2" | Hash<BR />(MD5) !! colspan="4" | Firmware !! rowspan="2" | Notes
|-
|-
! [[090.002_-_DECR|0.90]]~?.?? !! [[1.00_CEX|1.00]]~[[2.60_CEX|2.60]] !! [[2.70_CEX|2.70]]~[[2.80_CEX|2.80]] !! [[3.00_CEX|3.00]]~[[3.01_CEX|3.01]] !! [[3.10_CEX|3.10]]~[[4.88_CEX|4.88]]
! [[1.00_CEX|1.00]]~[[2.60_CEX|2.60]] !! [[2.70_CEX|2.70]]~[[2.80_CEX|2.80]] !! [[3.00_CEX|3.00]]~[[3.01_CEX|3.01]] !! [[3.10_CEX|3.10]]~[[4.78_CEX|4.78]]
|-{{cellcolors|lightgrey}}
|-{{cellcolors|lightgrey}}
! coldboot_stereo.ac3
! coldboot_stereo.ac3
| 647.680 || 22AFD3B8D9C2EFD6A1B70ACBA23B14BD || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || Pre-retail firmwares
| 721.920 || 5EB0E4ECE6F221ED07D3128D416ADB44 || rowspan="2" colspan="2" {{yes}} || rowspan="2" colspan="2" {{no}} || rowspan="2" | Old coldboot sound files
|-{{cellcolors|lightgrey}}
! coldboot_stereo.ac3
| 721.920 || 5EB0E4ECE6F221ED07D3128D416ADB44 || rowspan="2" {{no}} || rowspan="2" colspan="2" {{yes}} || rowspan="2" colspan="2" {{no}} || rowspan="2" | Old coldboot sound files
|-{{cellcolors|lightgrey}}
|-{{cellcolors|lightgrey}}
! coldboot_multi.ac3
! coldboot_multi.ac3
Line 269: Line 263:
|-{{cellcolors|lightgrey}}
|-{{cellcolors|lightgrey}}
! coldboot2_stereo.ac3
! coldboot2_stereo.ac3
| 801.280 || 83D2B05CC85F65A1392614989F71ECFA || rowspan="2" {{no}} || rowspan="2" {{no}} || rowspan="2" colspan="2" {{yes}} || rowspan="2" {{no}} || rowspan="2" | New coldboot2 sound files (Using new names)
| 801.280 || 83D2B05CC85F65A1392614989F71ECFA || rowspan="2" {{no}} || rowspan="2" colspan="2" {{yes}} || rowspan="2" {{no}} || rowspan="2" | New coldboot2 sound files (Using new names)
|-{{cellcolors|lightgrey}}
|-{{cellcolors|lightgrey}}
! coldboot2_multi.ac3
! coldboot2_multi.ac3
Line 275: Line 269:
|-
|-
! coldboot_stereo.ac3
! coldboot_stereo.ac3
| 801.280 || 83D2B05CC85F65A1392614989F71ECFA || rowspan="2" {{no}} || rowspan="2" colspan="2" {{no}} || rowspan="2" colspan="2" {{yes}} || rowspan="2" | New coldboot sound files (Using old names)
| 801.280 || 83D2B05CC85F65A1392614989F71ECFA || rowspan="2" colspan="2" {{no}} || rowspan="2" colspan="2" {{yes}} || rowspan="2" | New coldboot sound files (Using old names)
|-
|-
! coldboot_multi.ac3
! coldboot_multi.ac3
Line 290: Line 284:
|-
|-
! old stereo
! old stereo
| 2 Front: L R || CM (complete main) || rowspan="2" | 721.920 bytes || rowspan="2" | 9s 24ms || rowspan="5" | AC-3 (Audio Coding 3) || rowspan="5" | 640 Kbps Constant || rowspan="5" | 48.0 KHz || rowspan="5" | 16 bits
| 2 Front: L R || CM (complete main) || rowspan="2" | 721.920 bytes || rowspan="2" | 9s 24ms || rowspan="4" | AC-3 (Audio Coding 3) || rowspan="4" | 640 Kbps Constant || rowspan="4" | 48.0 KHz || rowspan="4" | 16 bits
|-
|-
! old multi
! old multi
| 6 Front: L C R, Side: L R, LFE || CM (complete main)
| 6 Front: L C R, Side: L R, LFE || CM (complete main)
|-{{cellcolors|lightgrey}}
| colspan="5" |
|-
|-
! new stereo
! new stereo
Line 302: Line 294:
! new multi
! new multi
| 6 Front: L C R, Side: L R, LFE || CM (complete main)
| 6 Front: L C R, Side: L R, LFE || CM (complete main)
|}
{| class="wikitable" style="font-size:x-small;"
|+Gameboot Sounds versions
! rowspan="2" | File Name !! rowspan="2" | Size<BR />(bytes) !! rowspan="2" | Hash<BR />(MD5) !! colspan="5" | Firmware !! rowspan="2" | Notes
|-
! [[090.002_-_DECR|0.90]]~?.?? !! [[1.00_CEX|1.00]]~[[2.60_CEX|2.60]] !! [[2.70_CEX|2.70]]~[[2.80_CEX|2.80]] !! [[3.00_CEX|3.00]]~[[3.01_CEX|3.01]] !! [[3.10_CEX|3.10]]~[[4.88_CEX|4.88]]
|-{{cellcolors|lightgrey}}
! gameboot_stereo.ac3
| 353.280 || DA2AAB16B66F9877C2BC9049CB51A811 || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || Pre-retail firmwares
|}
|}


{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
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