RCOXML ofw animations
PS3
anim_otherboot
In custom_render_plugin.rco
Firmware 1.00 up to 2.80
Code Sample
This animation is a basic "fade-in" of 1 second length, at the first instant of the animation (time=0) the 4 threads are executed in parallel, from top to botton it locks the XMB, then initializes the transparency of the image, and triggers the event anim_otherboot_BG3 from custom_render_plugin.sprx (at this point the animation is performed by the code inside the .sprx). Also at the same time (time=0) it starts the timer for the delay of 1 second
When the delay of 1 second ends, it sends the event anim_otherboot_Finished to custom_render_plugin.sprx (is a terminator controll signal to stop the previous event anim_otherboot_BG3 running in the .sprx)
The event anim_otherboot_BG3 is the responsible of the "flying sparks" behind the "playstation" logo but the details of how it works are unknown (hardcoded inside the .sprx)
Firmware 3.00 up to latest
Code Sample
Total time | 0.00" | 0.20" | 0.30" | 0.30" | |||||
Parallel execution threads |
Lock 0xffffffff |
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Fade object:ps3logo |
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FireEvent anim_otherboot_BG3 |
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Delay 200 |
FireEvent anim_otherboot_BG4 |
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Delay 300 |
FireEvent anim_otherboot_Finished | ||||||||
Time frames | 0.00" | 0.20" | 0.10" | 0.00" | |||||
The purpose of this modification was to short the whole duration of the animation but instead of simply reducing the delay time they also added another event with its own delay... because its sony
The purpose of anim_otherboot_BG4 is unknown, but it starts only 200 miliseconds after the anim_otherboot_BG3 (the sparks animation) so it seems is hiding it at least partially because the sparks are still visibles in lates firmwares, is working as an small fade-out because the animation was not supposed to stop at 200 miliseconds so they refused to "chop" it rudelly, instead they added this event that can be considered a "visual patch" to soft the transition to the terminator event that comes next
The delay of only 300 miliseconds before the event anim_otherboot_Finished is what is really shorting the whole animation length, after the 300 miliseconds the event anim_otherboot_Finished is sent and the animation ends
In short... the animation length has been reduced from the 1 second originally to 300 miliseconds (a third of a second) and an effect has been added to stop it smoothlly
anim_gameboot
In gamelib_plugin.rco
Code Sample
In custom_render_plugin.rco
Code Sample
anim_coldboot
anim_coldboot2
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