Coldboot.raf: Difference between revisions

From PS3 Developer wiki
Jump to navigation Jump to search
Line 1: Line 1:
=Description=
=Description=
'''Coldboot.raf''' was introduced in firmware 2.70 (((or 3.00 ???))). Raf format support started in 2.70 with the addition of [[Qt_Resource_Container_%28QRC%29#rhm.qrc_.26_raf.qrc | raf.qrc]], but it was on firmware 3.00 when it was used to implement dynamic [[PlayStation 3 Theme (P3T)]] support. See also: [[Rich Appearance Format (RAF)]]
'''Coldboot.raf''' was introduced in firmware 2.70 (((or 3.00 ???))). Raf format support started in 2.70 with the addition of [[Qt_Resource_Container_%28QRC%29#rhm.qrc_.26_raf.qrc | raf.qrc]], but it was on firmware 3.00 when it was used to implement dynamic [[PlayStation 3 Theme (P3T)]] support. See also: [[Rich Appearance Format (RAF)]]
Audio files:
*dev_flash\vsh\resource\coldboot_stereo.ac3
*dev_flash\vsh\resource\coldboot_multi.ac3


==RAF contents==
==RAF contents==

Revision as of 21:47, 20 October 2014

Description

Coldboot.raf was introduced in firmware 2.70 (((or 3.00 ???))). Raf format support started in 2.70 with the addition of raf.qrc, but it was on firmware 3.00 when it was used to implement dynamic PlayStation 3 Theme (P3T) support. See also: Rich Appearance Format (RAF)

Audio files:

  • dev_flash\vsh\resource\coldboot_stereo.ac3
  • dev_flash\vsh\resource\coldboot_multi.ac3

RAF contents

The scene inside colboot.raf has not changed too much along the firmwares (neither the file itself i guess but this is pure speculation and needs to be verifyed). This example below seems generic enought to explain it by now

After the zlib decompression and the CXML container extraction, the extracted files are:

Usage File Name Notes
Model plane.edge The 3D object, composed by a simple perimetral line that will be "filled" with the textures
plane.skel The skelleton of the 3D object, composed by a single joint point, needed by all the animations
Textures HD new_logo.gtf 700x350 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
new_logo_footer.gtf 700x350 pixels, the "copyright", "trademark" and "playstation3" text
new_logo_blur.gtf 700x350 pixels, a blurry copy of logo+footer together
Textures SD new_logo_sd.gtf 240x120 pixels, the main logo (without the "copyright", "trademark" and "playstation3" text)
new_logo_sd_footer.gtf 240x120 pixels, the "copyright", "trademark" and "playstation3" text
new_logo_sd_blur.gtf 240x120 pixels, a blurry copy of logo+footer together
Script coldboot.jsx Animation script, written in PlayStation JavaScript format (and extracted as a VSMX file)
XML coldboot.xml
  • Notes:
    • coldboot.xml file is not a real file inside the container, all his info can be obtained from the container structure but is not considered a file
    • 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

Coldboot 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")

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