Rich Appearance Format (RAF)
Description
RAF (Rich Appearance Format) is a container, used by the animation when PS3 boots (coldboot.raf), and inside dynamic Themes (as the animated scene displayed at the background of the theme)
- RAF related firmware modules in dev_flashvsh/modules/:
- raf.sprx <--- generic animations
RAF structure
See: CXML Containers page
RAF tools
Rich Apparence Maker
http://r.a.m.games-hack.fr/index.php
guide http://r.a.m.games-hack.fr/doc/Rich%20Appearance%20Maker%20-%20Quick%20Start%20Guide.pdf
R.A.M on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/video-ps3-rich-appearance-maker-r-a-m-beta-is-now-open/
R.A.M on PSX Scene: http://psx-scene.com/forums/content/rich-appearance-maker-r-m-free-beta-now-open-dynamic-theme-maker-2161/
PS3 Color Logo Creator V2.511
PCLC Source: http://tizzyt-archive.blogspot.co.uk/2012/04/playstation-color-logo-creator-v2511.html
PCLC on PS3 News: http://www.ps3news.com/ps3-hacks-jailbreak/ps3-color-logo-creator-v2-50-v2-51-updates-now-available/
PCLC V2.511 Download: http://www.mediafire.com/download/zbb3e07wdx22jub
RAF contents
It must comply with these restrictions :
-Textures size max: 15 mb ( 15728640 Bytes ) ( on RSX local memory at run time ) -Geometry & script size max: 1 mb ( 1048576 Bytes ) ( on main memory at run time ) -Actor size max: 1.25mb ( 1310720 Bytes ) ( in the intermediate buffer ) -Actor number max: 128 -Cameras: 1 -Lights: 2 (ambient + point) -Scripts: 1 -Models: 64 (with 8 animations each model)
RAF Scene (.XML)
Models and Lights (.DAE)
Models can be geometric 3D objects, or 3D light points
- Typical objects and names used:
- bg.dae
- ambient_light.dae
- point_light.dae
Models files contains references to the libraries that were used by the 3D app that build the object
- Typical entries found in models (3d objects)
- <asset>
- <library_physics_scenes>
- <library_images>
- <library_materials>
- <library_effects>
- <library_geometries>
- <library_visual_scenes>
- <scene>
- Typical entries found in models (3d lights)
- <asset>
- <library_physics_scenes>
- <library_lights>
- <library_visual_scenes>
- <scene>
Textures
See Multimedia Formats and Tools page
Before compiling, only .dds and jpeg are supported.
After compiling, Graphics Texture Format (GTF) (is a container for storing one or multiple textures, "pack GTF", data in a layout that can be used as is by RSX).
Script
.JS
script.js (an PlayStation JavaScript, known as PSJS, based on ECMA-262)
ECMA-262: several well-known implementations such as JavaScript, JScript and ActionScript.
Some examples of PS3 theme using PSJS:
.JSX
The script.js is later on compiled into an intermediate code (.jsx) with a magic header "VSMX".
- http://endlessparadigm.com/forum/showthread.php?tid=21485: VSMX file format
Virtual Script Machine Instructions (VSMX) file layout:
VSMX header Compiled instructions String constants Object property/method names? Variable/function names
Header
Offset | Size | Example (h) | Value (conversion) | Notes |
0x00 | 0x04 | 0x56534D58 | Magic | |
0x04 | 0x04 | 0x00000200 | 0002.0000 | Version?
|
0x08 | 0x04 | 0x34000000 | 34 (52) | header length |
0x0C | 0x04 | - | length of compiled instructions section | |
0x10 | 0x04 | - | offset of string constants section | |
0x14 | 0x04 | - | length of string constants section | |
0x18 | 0x04 | - | number of string constants (seen: 1 or 2) | |
0x1C | 0x04 | - | offset of property/method section | |
0x20 | 0x04 | - | length of property/method section | |
0x24 | 0x04 | - | number of property/method names | |
0x28 | 0x04 | - | offset of variable/function names section | |
0x2C | 0x04 | - | length of variable/function names section | |
0x30 | 0x04 | - | number of variable/function names section |
Links
- RAF pages in other wiki/s
- Interesting info about Animations/3D support in themes http://www.ps3hax.net/showthread.php?t=28426
- See also: Qt Resource Container (QRC)
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