Coldboot.raf

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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 either coldboot_stereo.ac3 (2 audio channels) or coldboot_multi.ac3 (6 audio channels), this audio files has been present from firmware 1.00 but have changed (and also changed the coldboot animations settings inside the RCOXML of custom_render_plugin). See: Multimedia Formats and Tools

https://www.youtube.com/watch?v=GUb1gIKhwMU PlayStation 3 Startup Screens - pre 3.00 + 3.00 and later

http://rghost.net/58821375 the coldboot.raf compiled into a theme (Apply again to get the animation again)

Coldboot Files Versions

Coldboot Animation related files
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 721.920 5EB0E4ECE6F221ED07D3128D416ADB44 Yes No Old sound files (coldboot)
coldboot_multi.ac3 721.920 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:
    • In 2.70~2.80, coldboot2_multi.ac3 differs from coldboot_multi.ac3 and coldboot2_stereo.ac3 differs from coldboot_stereo.ac3
    • In 3.00~3.01, coldboot2_multi.ac3 is same as coldboot_multi.ac3 and coldboot2_stereo.ac3 is same as coldboot_stereo.ac3

Coldboot.raf contents

To extract the files from coldboot.raf is needed to make a 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:

Usage File Index Converted File Original File Notes
Name MD5 Name MD5
Scene metadata coldboot.sxml vary with compiler/extractor version/style coldboot.xml vary with coding style The original scene coldboot.xml is converted to coldboot.sxml and then embedded inside RAF structure as metadata
Model 0 plane.edge AC3AA7B2AE225DD1C2BB207ADDD4C2CB plane.dae vary with collada settings The 3D object, composed by a simple perimetral line that will be "filled" with the textures
1 plane.skel 67409457645F98B0066B52317BF4CB78 The skeleton of the 3D object, composed by a single joint point, needed by all the animations
Textures HD 2 new_logo.gtf 6BEEA65407EE1513F08F66E17BBADF61 new_logo.dds A4AF73E19F8E07542C5FA3DA39C21967 700x350 pixels, the main logo (without 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
4 new_logo_blur.gtf 49E30C3B46BE3B822324EB373EEF5A9C new_logo_blur.dds DE871FB0A8ACBD92CEC267816C072C14 700x350 pixels, a blurry copy of logo+footer together
Textures SD 5 new_logo_sd.gtf ED30E47123D3D68B846DDAC1EBDBDA65 new_logo_sd.dds 2B4B56CFFA2A3E3BA868DC56A7F2917C 240x120 pixels, the main logo (without 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
7 new_logo_sd_blur.gtf 5821260B17B0A5BDD85D0F2BEE9596D0 new_logo_sd_blur.dds FF32C90F34FB350C34F58800F69318DB 240x120 pixels, a blurry copy of logo+footer together
Script 8 coldboot.jsx 5461466B242D81B57D872BBA95EED753 coldboot.js vary with coding style Animation script, written in PlayStation JavaScript format (and extracted as a VSMX file). See 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

As explained in CXML Containers page, RAF containers includes embedded data inside his structure (like metadata, not a real file). This data is generated by the RAF compiler, is based in the original scene.xml used to create the RAF, and also is based on the internal structure of the RAF container (this data about the RAF structure is not present in the original scene.xml)

The XML files generated by "CXML decompiler" contains more info than the original scene.xml. This makes posible to rebuild by hand the orginal scene.xml using as a layout the XML standards explained in Rich Appearance Format (RAF) page

Note (by looking at the xml file generated by "cxml decompiler") the original coldboot.raf has been build using raf format v1.0 (is version="1.0" and doesnt uses zsort="" for the actors)

Coldboot.xml (original scene)

Code Sample

Model

The model files extracted by "CXML decompiler" from coldboot.raf (plane.edge and plane.skel) are the coverted files that was generated by the raf compiler from the original model plane.dae

There is no known way to rebuild the original plane.dae by using as the source the files plane.edge and plane.skel (and if there is some way probably is very complex because there is lot of info from the original .dae that is lost when processed by the raf compiler)

For coldboot.raf the plane model seems to be a rectangle that covers all the screen, the better chance to get the original plane.dae used to create coldboot.raf is by taking a background.dae from some of the unnofficial dynamic themes published... then process it with raf compiler and extract with "CXML decompiler"... if the extracted files plane.edge and plane.skel matches with the ones extracted by "CXML decompiler" from coldboot.raf then you have found the original plane.dae used to create coldboot.raf (if so... please post it here .dae files are xml based)

Textures

The GTF textures extracted by "CXML decompiler" was originally .DDS images (see: Multimedia Formats and Tools page)

The DDS original format is L8 (8 bits luminance) and can be created with nvidia command line tool (nvdxt.exe) by using this command:

Individual files:

Type This
nvdxt.exe -file input.png -L8 -output output.dds

Batch conversion:

Type This
nvdxt.exe -file c:\textures_in_png\*.png -L8 -outdir c:\textures_out_dds
  • Notes:
    • nvidia tool admits lot of other image formats as input (instead of .png you can use other image formats)
    • The image is composed by black/red colors only, red colors are treated as luminance levels (red colors works like a "light mask"), black colors are transparent

Script

The script extracted by "CXML decompiler" from coldboot.raf (coldboot.jsx) is the converted file that was generatd by the raf compiler from the original coldboot.js

Is posible to decompile the coldboot.jsx (manually by now), the complete process that was made to decompile coldboot.jsx script is explained at the bottom of VSMX page

The code below is the original coldboot.js (in PlayStation JavaScript format)... after compilation/conversion to coldboot.jsx (in VSMX format) the file should have MD5: 5461466B242D81B57D872BBA95EED753

Code Sample