Coldboot.raf: Difference between revisions
(this modification example was pointless without the script... it will be replaced by better examples later) |
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=Coldboot.raf contents= | =Coldboot.raf contents= | ||
To extract the files from coldboot.raf is needed to make a [[Template:Zlib Header|zlib]] decompression and then a [[CXML Containers | 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: | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Script || 8 || coldboot.jsx || Animation script, written in [[PlayStation JavaScript]] format (and extracted as a [[VSMX]] file). See [http://pastebin.com/vRCDzXt1 Pastebin] (without the header) | | Script || 8 || coldboot.jsx || 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== | ||
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 | The '''coldboot.xml''' example below has been generated by the "CXML decompiler". It should be considered a representation of the coldboot.raf contents (like explained before, this file doesnt exists inside coldboot.raf and is different than the scene.xml used to create coldboot.raf) | ||
'''Coldboot.xml (CXML representation)''' | |||
{{Boxcode|content=<syntaxhighlight lang="xml"> | {{Boxcode|content=<syntaxhighlight lang="xml"> | ||
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||
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</syntaxhighlight>}} | </syntaxhighlight>}} | ||
'''Coldboot.xml (original)''' | |||
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 | |||
{{Boxcode|content=<syntaxhighlight lang="xml"> | |||
<?xml version='1.0' encoding="UTF-8"?> | |||
<raf> | |||
<!-- model --> | |||
<model id="id_model" file="model.dae" vertex_color="" > | |||
<animation id="animation" file="animation.dae" start="1" end="100" sampling_rate="1" /> | |||
</model> | |||
<!-- material --> | |||
<material id="id_material" effect="pure_texture" > | |||
<texture file="texture.jpg" type="color_map" /> | |||
</material> | |||
<!-- actor --> | |||
<actor id="name" model="id_model" material="id_material" position="x,y,z" rotation="x,y,z" scale="x,y,z" color="r,g,b,a" uv_scale="u,v" uv_offset="u,v" anim_weight="anim0, anim1, anim2, anim3" anim_speed="anim0, anim1, anim2, anim3" anim_time="anim0, anim1, anim2, anim3" /> | |||
<!-- camera --> | |||
<camera id="name" file="camera.dae" type="perspective / orthographic" yfov="1" ymag="1" znear="1" zfar="1" position="x,y,z" direction="x,y,z" up="x,y,z" /> | |||
<!-- light --> | |||
<light id="name" file="light.dae" type="ambient / point" color="r,g,b" position="x,y,z" direction="x,y,z" attenuation="1,1,1" /> | |||
<!-- script --> | |||
<script file="script.js" /> | |||
</raf> | |||
</syntaxhighlight>}} | |||
==Model== | |||
==Textures== | |||
==Script== | |||
{{File Formats}}<noinclude>[[Category:Main]]</noinclude> | {{File Formats}}<noinclude>[[Category:Main]]</noinclude> |
Revision as of 19:49, 8 November 2014
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
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:
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 | 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). 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 coldboot.xml example below has been generated by the "CXML decompiler". It should be considered a representation of the coldboot.raf contents (like explained before, this file doesnt exists inside coldboot.raf and is different than the scene.xml used to create coldboot.raf)
Coldboot.xml (CXML representation)
Code Sample
Coldboot.xml (original)
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
Code Sample
Model
Textures
Script
|