This page is an index/worklog/notepad with sections refered to the "front" page that doesnt needs to have the same names but needs to be grouped in some way. All the sections in this page are things related with PARAM.SFO that are not completly documented, and the final purpose is to move the info when completed to the "front" page. This also will help to keep the "front" page free of speculation
The sections are ordered (from top to bottom) starting with the parameters that are most interesting, near completed, or more probable to support new features or content types in the future (TITLE_ID, CATEGORY and ATTRIBUTE).. Next there is a list of unknown parameters that are ordered by his difficulty from easy to hard, this list ends with the parameters related with security and continues with the data types that are very related to security, after this there are a few sections that are related with SFO but are not directly dependant of a parameter (e.g: structures activated by the presence of a folder with a reserved name, etc...)
At the end of the page there is a table of SFO parameters for other sony consoles, the only purpose of this table is to know the names of them to dont confuse with PS3... there is no plan to document them, although if anyone is interested in improving this table you can start here but later you will need to move to vitadevwiki, psdevwiki.com/ps4, or whatever
 TITLE_ID (reserved, special or rare)
See PARAM.SFO#TITLE_ID, everything that "breaks" the standards explained in this link can be added here in this table as an example to understand better how the ID's are assigned to each type of content
|Content ID (.PKG)||TITLE_ID (.SFO)||TITLE (.SFO)||CATEGORY (.SFO)||Notes|
|IP9100-NPIA00001_00-PS2HDDSYSDAT0001||NPIA00001||PS2 System Data||2D|
|IP9100-NPIA00002_00-0000111122223333||NPIA00002||Folding@home & Life with Playstation||CB|
|IP9100-NPIA00006_00-VSHMODULE0000029||No||No||No||Photo Gallery (doesnt have an .SFO)|
|IP9100-NPIA00007_00-0000111122223333||NPIA00007||Folding@home & Life with Playstation||CB|
|NPIA00010||Playstation home||HG||Debug Version (shipped with HDK)|
|IP9100-NPIA00016_00-VSHMODULE0000001||No||No||No||Video Editor and Uploader (doesnt have an .SFO)|
|IP9100-NPIA00025_00-SFPROD0000000000||NPIA00025||Playstation Store||SF||new Playstation Store, not via webbrowser anymore|
|NPEA00007||Operation Creature Feature||Playstation Eye cam features|
|EP9000-NPEA00008_00-AQUAVITAPS300000||NPEA00008||Aqua Vita||HG||Interactive aquarium. Playstation Eye cam features|
|NPEA00011||The Trials of Topoq||Playstation Eye cam features|
|EP9000-NPEA00013_00-HOME000000000001||NPEA00013||Playstation Home Beta||HG|
|EP9000-NPEA00022_00-EYECREATE0000000||NPEA00022||Eye Create||HG||Playstation Eye cam features (create photos, videos, etc...)|
|EP9000-NPEA00030_00-MESMERIZEPACK001||NPEA00030||Mesmerize||HG||Interactive wallpapers. Playstation Eye cam features|
|JP9002-NPJA00040_00-ADHOCPARTY000000||NPJA00040||Ad-Hoc Party||HG||(used by "PSP remasters" games to play online in PSP network)|
|NPEA00041||Tori Emaki||Playstation Eye cam features|
|EP2058-NPEB00894_00-HDDBOOTPINBALL01||NPEB00894||Pinball Arcade||HG||"game purchase" enabled in ATTRIBUTE (C00 folder), TROPDIR included|
|EP4381-NPEB01229_00-YOUTUBE000000001||NPEB01229||Youtube||AT||NPUP10028 for usa region|
|EP4061-NPED00026_00-GSKYSCRAPE000ENG||SLES55152||Skyscraper||2P||Is a "PS2 Classic" note the TITLE_ID inside SFO is the original of the PS2 game and is different than the CONTENT_ID of the .pkg|
|NPHA0****||First Party PSP PSN/SEN Games||?|
|NPHB0****||Licensed PSP PSN/SEN Games||?|
|NPXS0[!0]*** (FW Components)|
|NPXS03041||No||No||HDD game plugin|
|IP9100-NPXS09386_00||NPXS09386||Playstation Store||SF||Playstation Store (internal)|
|NPXS00*** (SDK Samples)|
|IV0002-NPXS00008_00-GAMEUPDATEPATCH[1/2]||NPXS00008||GameUpdate Utility Sample||DG|
|IV0002-NPXS00009_00-GAMEUPDATEPATCH[1/2]||NPXS00009||GameUpdate Sample (By System)||DG|
|IV0002-NPXS00018_00-SAMPLE0000000001||NPXS00018||Matching2 Invitation Sample||HG|
|IV0002-NPXS00020_00-HDDBOOTSAMPLE001||NPXS00020||HDD Game Sample||HG|
|IV0002-NPXS00021_00-SAMPLE0000000001||NPXS00021||Game Data Sample||HG|
|IV0002-NPXS00022_00-GAMEPURCHASE000[1/2]||NPXS00022||Game Purchase Sample||HG|
|IV0002-NPXS00024_00-SAMPLE0000000001||NPXS00024||NP Basic Sample||HG|
|EP1004-ULES00151_00-GPCGRANDTH000001||ULES00151||Grand Theft Auto: Liberty City Stories||PP|
|AA0001-HOGE00000_00-PLAYGOGAMESAMPLE||HOGE00000||PlayGo game sample||HG||PS4 test sample|
|XXYYYY-MCPD12345_00-XXXXXXXXXXXXXXXX||MCPD12345||Motion Controller Playground Demo||HG|
|UP9000-NPUO00007_00-AVAPS15ANVSYCOLR||No||No||No||Avatar 15 anyversary (doesnt have an .SFO)|
|UT0016-NPUO00013_00-SAMPLE0000000229||NPUO00013||Video Unlimited - preview||AV|
|No||PBPX95208||DVD Player Version 2.10||No|| PS2 DVD Player Update 2.10 |
ps2emu refuses to load this CD
|No||PBXC0020[1-4]||PSX-Update 1.10/1.20/1.31/2.11||No|| PSX Updates |
ps2emu refuses to load this CD
|No||SLED01340||NET YAROZE COLLECTION||No|| PS1 NET YAROZE demo disc |
ps1emu + ps3 crashes
|UP0001-TEST00000_00-0000111122223333||TEST00000||Debugging Station Launcher||HG|
|?||SCEAPPS01||?||?||Related with "shop/kiosk" PS3 models (only visible in "unlocked mode" ?)|
|?||SCEAPPS02||?||?||Related with "shop/kiosk" PS3 models (only visible in "unlocked mode" ?)|
|?||SCEAPPS03||?||?||Related with "shop/kiosk" PS3 models (only visible in "unlocked mode" ?)|
Other rare TITLE_ID's
- PlayView see: Talk:Eboot.PBP#PlayView For PS3: NPJB60*** & NPJA60*** For PSP: NPJH60***
- Cross buy(?) : US: XCUS-0000* UE: XCES-0000* JP: XCJS-0000*
- NPEO12345 & NPUO12345 : Others items also as theme, digital manual.
- PSP remaster: BLJM-8500*
- Converted edition: BLJM-6100*? PARAM.SFO use NP_COMMUNICATION_ID with DG / PS3_DISC.SFB is regular.
- FVGK-00** used only on PS3/PSP/PS2? game box but not on disc?
- 1.5 HD remix (generic name used more than one time?) have specific title id? KINGDOM HEARTS -HD 1.5 ReMIX-BLJM-60589.
- ps2emu refuses to load CD's, that would crash, but ps1emu does this not
- NPUB31187 music apps "Visualizer" by Q-Games
- NPMA & NPVA : M for TV series, V for video
- Homeland UV0010-NPMA40309_CN-0000000000179825
- SCEAPPS01, SCEAPPS02, SCEAPPS03
- MRTC***** (disc based)
- MRTC00001 STAR OCEAN THE LAST HOPE INTERNATIONAL
- MRTC00002 LOST PLANET 2
- MRTC00003 FINAL FANTASY XIII
- BC*X***** (disc based with demos). Install Disc
 CATEGORY and new supported content formats
- AS goes to playstation network column (since 4.46+?).
- VF - (HDD content, NOT in game column) ---> unknown name, used as a valid category filter in the XML configuration file for XMB game column in path: dev_flash/vsh/resource/explore/xmb/category_game.xml in key="gameDir"
- key="gameDir" is an XMB item that allows to order the contents by "rating" or "timeCreated" the command used contains a list of categories that are excluded using the operator "An" = An not equal (VF is at the end of the list excluded with An+Game:Game.category VF)
- Similar than MN, 1P?
- XI - Confirmed ---> System File for Extra Content Item Used on blu ray structure?
PSVita Remote play: ATTRIBUTE for remote play. See main page.
PSVita Cross play : PS VITA used as controller but not directly SFO related. (PS3 FW min 4.20 with PS VITA FW min 1.80:)
PS3_GAME/CROSSDIR/DATA000.SIG (Encrypted Certificate, magic "CER") PS3_GAME/CROSSDIR/DATA000.PKG (PS Vita PKG, DRM type: "free") PS3_GAME/CROSSDIR/DATA000.PNG
PSVita Cross buy: PS3 FW min 4.25? See above for title id and PS3_DISC.SFB but no SFO related.
PSVita System Application Utility: dev_hdd0/home/0000000x/psp2_backup/
- psp2 is the codename of PSvita, this contents are "shared/exported/imported" between PS3 and PSvita)
- Can be also found without ps vita, generated folder and displayed :e.g. with PS vita pkg
- "psp" folder display "psp/other", "system" folder don t seems to expect .pkg.
- Trophy PS3-PS vita for possible similar user path.
|dev_hdd0||Internal HDD, GameOS partition|
|home||Users folder (common)|
|<user_id>||User folder||e.g: 00000001|
|psp2_backup||PSvita Backup folder|
|ps1||Playstation 1 folder|
|psm||Playstation Mobile folder|
|psp||Playstation Portable folder|
|psp2||Playstation Vita folder||icon0 & param.sfo on PCSE000**/sce_sys/|
|System||Full Playstation Vita Backup folder|
PlayStation Mobile (implemented around 4.21 firmware)
explore_plugin_full\Text\English.xml (inside explore_plugin_full.rco) <Text name="msg_applications_psm">Applications (PlayStation®Mobile)</Text>
new youtube app youtube remote control from a paired smartphone -- http://www.ps3news.com/playstation-3-psn-news/sony-announces-the-new-youtube-app-hits-playstation-3-today/
Indie games New category on PSvita and PSN http://blog.us.playstation.com/2013/06/25/ps-vita-indie-games-category-now-live-on-psn/ Indi games has a specific license, if XMB differences it it will be using ATTRIBUTE flags (similar identification than neogeo and pcengine because has a special license)
 ATTRIBUTE (unknown flags brainstorming)
|Little Endian||Big Endian||Decimal||Flags (Binary)||Description||Flag Nº||Notes|
|05 17 80 00||00 80 17 05||8394501||00000000 10000000 00010111 00000101||killzone 3||01+03+09+10+11+13+24||all flags identifyed|
|20 00 02 00||00 02 00 20||131104||00000000 00000010 00000000 00100000||Dead Space 2||06+18||all flags identifyed|
|85 00 00 00||00 00 00 85||133||00000000 00000000 00000000 10000101||Torne v3.52||01+03+08||all flags identifyed (doesnt use any "overwrite" flag)|
XMB In-Game System Chat Voice Disable (Flag Nº7) ： Value and name description are related to this flag but need to be confirmed from PS3 side / not used on bootable but as patches?.
Function to disable system chat voice utility (xmb/friend/start new chat appear when PSN connected) (implemented directly on FW or game or as flag into param.sfo for short period?) e.g. of this function: PlayStation Home 1.4 after people reported chat voice disturbance(?) , LittleBigPlanet 2.
Kept as flag for convenience (to disable per game through update game and not FW) but can be "system reminiscent" and not working anymore from param.sfo?
Boot logo Disable ? <-- this is the "license text hidden" flag ? FW max: 2.80 for ps3 fat? on patches?
 subcategories from X0 to X7
X category appear as HG (sub cat)but with different parameters and need cumulative flag (n22 at least+ 4th byte: half byte) The 4th byte is not used as binary (only?) but as Hex value for half byte (right nibble, left nibble is ignored?) to set X category. If the value is 0 or end up with 0, and the X maker flag is set under right SFO X parameters, X0 (PCEngine) is read by the system.
SFO TEST Tool from Deroad can boot and return to XMB even under X category (when MINIS don t and are stuck after being X categorized, error occurred during the start operation (80010006))
Folder position in XMB ordered by format (in fw 3.55 with hand-made PARAM.SFO's):
Bootable contents installed in game column: [triangle]>[group by]: (works with square too in any item of game column)
-format <------------- GameList:GameList.type %xCB_LIST_TYPE_GAME_FORMAT -tag/album <--------- GameList:GameList.type %xCB_LIST_TYPE_GAME_TAGS -all <---------------- long list of "conditionals" excluding CATEGORY's that doesnt belongs to XMB game column in the format: An+Game:Game.category **
By pressing square, group content format position (the 8 X category folders can be displayed at the same time in XMB):
- Mini icon: PSP Remaster, on 3.55, Mini icon: not present (-) ,not accessible (with titles inside).
- Mini icon: minis
- X1 Mini icon: not present (-)
Attribute used (01 00 60 01)on EBOOT.PBP SFO for Minis (group content format on PSP: minis)
- X2 Mini icon: not present (-)
When Attribute used on EBOOT.PBP SFO on PSP: NEOGEO
Enables X category. Introduced initially as PCEngine.
Jul 15, 2009 Works alone and can be used with any "HG" category content, its not clear what does this flag other than the content has his own "tiny grey icon" with a "PCE" logo and are placed inside his own sub-folder when ordering contents (with square button) in the XMB (3.55, 3.41?). Same attributes on PSP
- X3 Mini icon: not present (-) ?
Dec 21, 2010 (Few days after 3.55) Can be used with any "HG" category content. It has his own "tiny grey icon" with a "NEOGEO" logo and are placed inside his own subfolder when ordering contents (with square button) in the XMB (3.55, 3.41?).
- X5 (same for X6 and X7) Mini icon: not present (-)
(X3 might have been used already, X5,X6 and X7 not used yet?)
Group content order is similar on PSP for the available icons (PS3 folder being PSP and no "PS2"). See Talk:Eboot.PBP#Others:_PARAM.SFO_attribut_.28PSP.29
Other app with category not implemented yet on 3.55 FW such WT or unknown as VF on 4.21 can also just not "appear" on XMB and not being on the "Unknown" folder as Corrupted/Unsupported data. To access/delete from 3.55 XMB your PSP remaster folder s titles, group content it (not by format).
 XMB In-game background music
Attempt to create compatiblity list with XMB In-Game (v2) Background Music feature.
XMB In-Game Background Music was implemented in firmware 2.40
To activate it from SFO, see PARAM.SFO#ATTRIBUTE_In_Bootable_content
See list:Custom Soundtrack Compatible list (without SFO edited?)
After editing the SFO, you should not have anymore the XMB message saying "Music content cannot be played during use of this game" and you ll be able to listen to your music. However you can also have a message will start later, in this case,the utility might not work correctly.
- Reasons (speculation):
Conflict with others system utility (E.G.:system chat voice, recording utility used on fews titles such PAIN, ), Network/Trophy ID (i.e. NPRWRTBOX_00) needed maybe, eboot compiled with old SDK or others restrictions (?)
- Enabled Homebrew
MultiMan and Rebug Toolbox both have in game music with sfo attributes A5 00 00 00 retroarch also works after adding these attributes.
Other: On PS Vita PKG:
Facebook (gdc): 00 80 00 00 LiveTweet (gdc): 00 80 00 00 Skype (gdc): 00 80 04 00 Musicunlimited (gdc): 88 90 0E 00 Torne (gdc) 00 00 80 81 For Torne: http://www.vitadevwiki.com/index.php?title=System_File_Object_(SFO)_(PSF)
Note: for Torne, it could have been a typo from the source.
 SOUND_FORMAT (availables in debug or tool firmware, not in retail)
- 7.1 virtual surround (in SOUND_FORMAT) sound mode has been announced officially, it will be implemented in the next firmware (aparently version 4.20). This sound mode will need one (or two) new flags for being activated in games
 ANALOG_MODE & RESOLUTION (in PS1, PS2, and PSP package games)
Emulators specific parameters/flags/values
The resolution for original PS1 disc games can vary (See: Emulation Resolution). The RESOLUTION flags used in PARAM.SFO's of "PS1 Classics Game" from PSN seems to be specific (e.g: 01 00 00 00). This will need another table if more are found
 APP_VER, TARGET_APP_VER, PS3_SYSTEM_VER, VERSION (Patches)
lot of things to add here, maybe needs another page, but im not the best one to document them
 CONTENT_ID, NP_COMMUNICATION_ID, NPCOMMID (Purchase content, network features)
 ACCOUNT_ID, PARAMS, PARAMS2, SAVEDATA_FILE_LIST, SAVEDATA_PARAMS, PADDING (security, integer special type)
Example of SAVEDATA_LIST_PARAM containing the "folder size in sectors" in the gamesaves generated by the game "The Orange Box: BLES00153, BLES00171, BLES00172, BLUS30055"
The value stored by this game in SAVEDATA_LIST_PARAM is the "size of the folder on disk". This size is dependant of the filesystem (512 bytes cluster size in UFS2), and how many clusters are taken as the "minimun chunk" (that seems to be 2 clusters)
Because the writing process standards (and from the point of view of available clusters for the next writing operation) when a single byte is used in a cluster, this whole cluster is considered "not available for next writing process of a new file". This means e.g: that a file with a size 513 bytes uses 2 complete clusters (512 bytes in the first cluster and 1 byte in the second cluster, both clusters are reserved for this file)
To calculate the number of clusters used by a folder... is needed to calculate the number of clusters used by each file inside the folder, this includes the files that uses a number of clusters that is not even and needs to be "rounded-up". e.g: a file with size 1 byte (that is supposed to fit in 1 cluster) uses 2 clusters because the number "1" is not even. In few words, the number of clusters used by a file needs to be "rounded-up to next even number"
- This save game is a good example because always contains the same values in SAVEDATA_LIST_PARAM (the second one from euro region): BLES00153-PORCONF-0 [Link 1] [Link 2]
|File name||real file size (in bytes)||theorical disk size (in clusters)||cluster round-up to even number||real disk size (in bytes)|
|ICON0.PNG||12.461||12461/512=24,3... = 25||25+1= 26||26*512= 13.312|
|PARAM.PFD||32.768||32768/512= 64||64*512= 32.768|
|PARAM.SFO||2.736||2736/512=5,3... = 6||6*512= 3.072|
|PIC1.PNG||89.268||89268/512=174,3... = 175||175+1= 176||176*512= 90.112|
|POR-0.CFG||893||893/512=1,7... = 2||2*512= 1.024|
|POR-0.CHK||16||16/512=0,03... = 1||1+1= 2||2*512= 1.024|
|Folder contents total|
|138.142||273 clusters||276 clusters||141312 (SAVEDATA_LIST_PARAM)|
- The process is:
- 1.- Divide by the cluster size
- 2.- Round-up cluster number (if needed)
- 3.- Multiply by the same cluster size (to know the amount of bytes reserved for this clusters)
This can be simplifyed by using 1024 (2 clusters)... because this way there is no need of step 2 (the "round-up")... but i have no idea if naming this "chunk" of 2 clusters a "page"... or why UFS2 filesystem takes them 2 by 2... i prefer to left this example as is, feel free to correct me
Also, there is a simple "trick" that can be used to display the files divided in clusters of the size you want (maybe are others but this is the faster way i found). By formatting a usb pendrive in advanced mode, using the cluster size your need, then moving the folder there (by using FAT32 with 1024 bytes cluster the value reported by your operative system is the same one stored inside SAVE_DATA_LIST)
- PARAM.PFD relationship
 DATA types
|04 00||utf-8 Special Mode||Data generated by the system: Game Saves (ACCOUNT_ID, PARAMS, PARAMS2, SAVEDATA_FILE_LIST, SAVEDATA_PARAMS)... and Trophies (PADDING)|
The Data_Type = 0400 marked as "utf-8 Special Mode" has the particularity of return a "right" or "wrong" when comparing the string with a reference value, so it can be said that the difference between the simple "utf-8" and "utf-8 Special Mode" is only from the point of view of how the system manipulate this data. For more info read the section ACCOUNT_ID.
If the "scale" used for the second byte follows the proportion of 2^X (e.g. 1, 2, 4, 8, 16, 32, etc...) then we are missing a "04 01" valid data type in the list
The file LINK.XML is placed in the same path than the PARAM.SFO next to it at dev_hdd0/game/<TITLE_ID>/. There is no USRDIR folder and there is no EBOOT.BIN but the PARAM.SFO needs to be marked as "BOOTABLE" (it boots the web browser using the url as parameter)
It seems is not posible to create a folder containing 2 bootable items (EBOOT.BIN, and LINK.XML)...when trying to boot it the XMB displays the error message: "this service has ended"
Web Browser Core Engine Notes
- Silk (doesnt supports Java script), used in:
- In-game Web browser in PS3 Games. After closing browser it can return to the same point in the game
- WebKit (supports Java script), used in:
- Internet Search, or XMB options on Game column when a game is unlighted (using parameter TITLE) ?
- "what's news" (message: "You are launching an internet website")
- Both, used in:
- Online Instruction Manuals and Internet Browser
 System Folders used in contents (reserved names)
C00, DRMDIR, HTMLDIR, INSDIR, Lxx, LICDIR, MANUAL, PKGDIR, SHOPDIR:
Contains file name extension: PKG_DIGEST.DAT, length 0x14 (Note: No code available in kiosk firmware)
See bluray structure
 L00, L01, L02, L03, L04, L05 (License Area subfolders with optional .SFO's)
/dev_bdvd/PS3_GAME/PARAM.SFO /setting/system/licenseArea /dev_bdvd/PS3_GAME/L00/PARAM.SFO /dev_bdvd/PS3_GAME/L01/PARAM.SFO ... /dev_bdvd/PS3_GAME/L05/PARAM.SFO
/dev_bdvd/PS3_GAME/C00/L00/PARAM.SFO /dev_bdvd/PS3_GAME/C00/L01/PARAM.SFO ... /dev_bdvd/PS3_GAME/C00/L05/PARAM.SFO
- From HDD0:
/dev_hdd0/game/ABCD12345/C01/Lxx/PARAM.SFO ---only working if region setting is L03 country (only other tested: L00 not working)
Speculation: Path used to restrict/use different License in the same region (L03?).
You can quickly check your region area with this sub folder (and inserting content file informations such ICON0). L** path can avoid error some code related to param.sfo/disc.sfo.
|Folder name||License Area||Regions|
|L01||SCEA||US (L01), Canada (North America), Mexico (L01), Central America, South America|
|L02||SCEE||Europe/Middle East/Africa, U.K./Ireland, Australia/New Zealand (Oceania: L02), Russia, Ukraine, India, Central Asia ,|
|L03||SCEH||Singapore/Malaysia (Southeast Asia)?, Taiwan (L03), Hong Kong (L03)|
|L04||SCEK||Korea (South Korea)|
(Unlinked Note: Button Behavior: for L05 is also O , Oceania is X. Path Pioneer with significant idea about it: Deroad)
You can load different Lxx folder by using Debug Menu Setting Region but be alert about your TV setting display video (NTSC/PAL).
Here is a collection of folders (from L00 to L10) with icons displaying the different numbers, this way is easy to know which one is used by XMB, to make the test just copy the folders next to USRDIR folder inside the installation folder of any app: region subfolders tests.zip (430.22KB) http://www.sendspace.com/file/ikvult
See also: "license area" restrictions used in combination with "parental level" http://www.ps3devwiki.com/wiki/Talk:PARAM.SFO#Lxx:_License_Area
See LIC.DAT, no SF0.
See MANUAL, no .SFO
See Bluray structure
PS3_GM01 is a folder at the same level than PS3_GAME, it looks like is used for multi-boot game discs (the only disc structure that supports direct multi-boot)
The name PS3_GM01 keeps the same number of characters than PS3_GAME... the characters "GM" means game, and the numbers "01" looks like a counter (for a max of 100 bootable games)
- When talking about "direct booting" it means the eboots contained in each of the PS3_**** folders can be booted directly (doesn't exist a "main eboot" that makes the function of "game selector")
- It looks like backup managers cant mount this folders correctly
- Metal Gear Solid The Legacy Collection (BLJM91001 on PS3_DISC.SFB) seems to be the first game using this disc structure
- source: http://www.ps3ita.it/ps3ita-manager-1-20-ora-supporta-anche-il-cfw-4-46/ (the message wrote by Liqianyu)
- LIC.DAT's of this disc:
- dev_bdvd/PS3_GAME/LICDIR/LIC.DAT: ending (beginning of chunks + chunk amounts * chunk size ) at 0x0A00, chunk amounts: 2, title id (BLJM61001) of PS3_GAME at 0x800, title id (BLJM60351)of PS3_GM01 at 0x900.
- dev_bdvd/PS3_GM01/LICDIR/LIC.DAT: debug flag, ending at 0x0A00, title id of PS3_GAME at 0x800, title id of PS3_GM01 at 0x900.
- Folders EX_GAME & EX_VIDEO belongs to PS3_CONTENT disc substructure (same than THEMEDIR & VIDEODIR) :)
- StorageMedia:Common.fileName EX_GAME <--- Mounted by XMB in game column using key="seg_add_content_device" see: http://www.ps3devwiki.com/wiki/XMB-Game
- StorageMedia:Common.fileName EX_VIDEO <--- Mounted by XMB in video column using key="seg_add_content_device" see: http://www.ps3devwiki.com/wiki/XMB-Video
- Note: PS3_CONTENT/THEMEDIR & VIDEODIR need "T" & "V" flags on PS3_DISC.SFB, "M" flag expect to have also PS3_CONTENT/
- EX_GAME & EX_VIDEO requires SFO Category 'XR' and are emerged into PS3_EXTRA! (EX_GAME/EX_VIDEO are actually leftovers?)
- A video recorded in a "demo/shop PS3" in a walmart after using the "unlock code" https://www.youtube.com/watch?v=FsfG1be_3K0
- Related to XMB -> System Settings -> Backup Utility (Restore?); Maybe needs XMB unlocked.
 DISC contents temporal installations (in dev_hdd0/tmp)
 Other .SFO parameters not used in PS3 (from other sony consoles, PSP, PSvita, PS4)
The only purpose of this table is to know the names of them to dont confuse with PS3
|CATEGORY||Yes|| "gd" = PS Vita Application |
"gp" = PS Vita Application Patch
"ac" = PS Vita Additional Content.
See others here
|CONTENT_URL||URL of content (not parameter but related to link.xml?)|
|GAMEDATA_ID||Yes||length max should be 32 (0x20) also for PS3 (DG)?|
|GC_RO_SIZE||Yes||GameCache ReadOnly Size ?|
|GC_RW_SIZE||Yes||GameCache ReadWrite Size ?|
|INSTALL_DIR_ADDCONT||Yes||Shared Additional Content, utf-8, maximum len: 12|
|INSTALL_DIR_SAVEDATA||Yes||Shared Save Data, utf-8, maximum len: 12|
|PSP2_DISP_VER||Yes||utf-8, maximum len: 8, example: "00.000"|
|STITLE||Yes||App Short Title, utf-8, len:52|
|_PARAM.SFO||?||PSP inside .iso ?|
|__PARAM.SFO||?||PSP inside .iso ?|
 To Do
There are lot of "yes" in the parameters table that in fact are optional "opt". The "yes" means the value is mandatory, so the table is not fully correct, it needs to add a lot more "opt" in the paces of the "yes"
Also... this table represents the values needed for each content ordered by CATEGORY, but there are different contents that shares the same CATEGORY (like the different types of patches, DLC's, and game installations... alll them uses "GD"
The "parameter table" cant contain all this different variations, by now i dont see a way to do it
- Link each ID to a subpage, so they can be centrally managed (some are also listed here : http://www.ps3devwiki.com/wiki/Productcode )
- Sure NP Communication refers to Network Platform and not Playstation Network(sdk) ?
- The name comes from: NPMT (Network Platform Management Tools) --Sandungas 06:06, 18 January 2013 (MSK)
- Attribute table for bootable and patches combined? which attributes can not be combined between them or with CATEGORY (e.g. XMB In-Game Forced Enabled on PS1)
- On main page someone can "explain" than sometime the id is different. e.g. Last of US sound track is NPEA when it "should be " an other NPEN because similar app.