RCOXML Animations: Difference between revisions

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==Reference loaders==
==Reference loaders==
{{RCOXML reference loaders}}
{{RCO TOC reference loaders}}


==Standard attributes==
==Standard attributes==

Revision as of 08:04, 26 September 2016

Description

RCOXML animations are defined in the XML code embedded inside .rco files. See Resource Container (RCO) and RCOXML Coding

General concepts

Delays and execution timeline

RCOXML animations delays ---> http://endlessparadigm.com/forum/showthread.php?tid=19501&pid=262236#pid262236

Reference loaders

Template:RCO TOC reference loaders

Standard attributes

RCO TOC Animations standard attributes
Offset Length Data type Name PSP icon PS3 icon Example (TOC) Example (XML) Notes
0x28 0x08 ref object Yes Yes 04 09 / 00 00 / 12 34 56 78 <Element object="object:label"/> links the animation to an object (ref_type[2], padding[2], label_string_table_offset[4])
0x30 0x04 float time Yes Yes 44 7A 00 00 <Element time="1000"/>
0x34 0x04 int accelMode Yes Yes 00 00 00 03 <Element accelMode="0x3"/>
  • accelMode. Used to accelerate or decelerate an animation effect, used by most of the animations, posible values are:
    • 0x0 - no accelaration
    • 0x1 - starts fast, ends slow
    • 0x2 -
    • 0x3 -
    • 0x4 - starts slow, ends fast

Measure units and conversions

Measure units used in RCOXML code
  • XYZ Position, in pixels
  • RGBA Color Scale in percentage in a scale from 0 up to 1, where 1 represents the max value posible of 255 (decimal value divided by 255 to get into this scale)
  • XYZ Size, in pixels, negative numbers mirrors the image
  • XYZ Size Scale, in percentage in a scale from 0 up to 1, negative numbers mirrors the image
  • Time, in miliseconds, where 1000 is one second
  • XYZ Angle, in radians with right-handed rule coordinates, where radians=(π*degrees)/180, and degrees=(180*radians)/π, as example for one turn of 360º degrees: radians=(3.141*360)/180=6.283 ...so... 360º degrees = 6.283 radians

RCOXML Animations example

Code Sample

RCO TOC entry types

RCO TOC entry types
Second byte
0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F
First byte 0x01 unk MainTree
0x02 ScriptTree
0x03 TextTree Text
0x04 ImageTree Image
0x05 ModelTree Model
0x06 SoundTree Sound
0x07 FontTree Font
0x08 ObjectTree Page Plane Button XMenu XMList XList Progress Scroll MList MItem unk XItem Text ModelObject Spin Action ItemSpin Group LList LItem Edit Clock IList IItem Icon UButton unk CheckboxGroup CheckboxItem Meter EditBox
0x09 AnimTree Anim MoveTo Recolour Rotate Resize Fade Delay FireEvent Lock Unlock SlideOut
Supported by PSP icon and PS3 icon Supported by PS3 icon only
  • The entry_types with the suffix Tree (as example MainTree) are special and doesnt uses attributes, MainTree is always located as the first entry, doesn't have a parent, and doesn't have any previous or next "sibling", the maximun number posible of childrens for MainTree is 8 (containing all the other "trees"). The other "trees" (as example imageTree or soundTree) are siblings and are the childrens of "MainTree", Every one of those "trees" contains a variable number of entry_types that are its childrens
  • The attributes of the RCOXML Objects (entry_types starting with 0x08) and RCOXML Animations (entry_types starting with 0x09) can be grouped in standard attributes (used by most entryes of this type) and specific attributes (different for every entry_type). The standard attributes are always located before the specific attributes
  • First two bytes are swapped based on architecture (PSP in little endian, PS3 in big endian). The table shows the values in big endian


(0x09 0x00) AnimTree

(0x09 0x01) Animation

The AnimTree can have one or more Animation childrens, and every Animation can have a list of the childrens listed below

(0x09 0x02) MoveTo

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
x float Yes Yes updates the value of attribute PositionX from the animated object
y float Yes Yes updates the value of attribute PositionY from the animated object
z float Yes Yes updates the value of attribute PositionZ from the animated object
unknownInt5 int No Yes either updates SizeX, or is an override ?
unknownInt6 int No Yes either updates SizeY, or is an override ?
unknown7 unk No Yes either updates SizeZ, or is an override ?

(0x09 0x03) Recolour

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
red float Yes Yes updates the value of attribute ColorScaleR from the animated object
green float Yes Yes updates the value of attribute ColorScaleG from the animated object
blue float Yes Yes updates the value of attribute ColorScaleB from the animated object
alpha float Yes Yes updates the value of attribute ColorScaleA from the animated object

(0x09 0x04) Rotate

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
x float Yes Yes
y float Yes Yes
z float Yes Yes

(0x09 0x05) Resize

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
width float Yes Yes updates the value of attribute SizeScaleX from the animated object
height float Yes Yes updates the value of attribute SizeScaleY from the animated object
depth float Yes Yes updates the value of attribute SizeScaleZ from the animated object

(0x09 0x06) Fade

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
transparency float Yes Yes updates the value of attribute ColorScaleA from the animated object

(0x09 0x07) Delay

Attribute How it works
Name Type PSP icon PS3 icon Examples
time float Yes Yes

(0x09 0x08) FireEvent

Triggers (or "fires") an event, there are different types of events (see RCOXML Coding). The most used inside animations are "native events" and "animation events" itself

By triggering an animation event from inside an animation... both animations are played consecutivelly. Also is posible to reload the animation by triggering itself to create an infinite animation loop

Attribute How it works
Name Type PSP icon PS3 icon Examples
event ref Yes Yes

(0x09 0x09) Lock

Disables XMB. Note in Talk:Custom_render_plugin how anim_coldboot, anim_coldboot2, anim_gameboot, and anim_otherboot animations starts by locking the XMB to dont interfere

  • In latest firmwares (where is used coldboot.raf animation) if XMB is not locked + having a dynamic theme applyed the PS3 crashes. Is because inside dynamic themes the background is a .raf animation. Is not posible to play 2 .raf animations together overlapped (from coldboot.raf and from inside a dynamic theme)
Attribute How it works
Name Type PSP icon PS3 icon Examples
unknownInt0 int Yes Yes

(0x09 0x0A) Unlock

Enables XMB. Note in Talk:Custom_render_plugin how anim_gameboot, and anim_otherboot animations doesnt unlocks XMB at the ending because when the animation is completed a game/app boots (doesnt returns to XMB)

Attribute How it works
Name Type PSP icon PS3 icon Examples
unknownInt0 int Yes Yes

(0x09 0x0B) SlideOut

Attribute How it works
Name Type PSP icon PS3 icon Examples
object ref Yes Yes PS3 icon object:ps3logo links the animation to an object
duration float Yes Yes 1000
accelMode int Yes Yes 0x0
xspeed float Yes Yes
yspeed float Yes Yes
xcompress float Yes Yes
ycompress float Yes Yes

example