XMB Fonts

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Description[edit | edit source]

In typography, a font family (also known as typeface) is a set of one or more fonts each composed of glyphs that share common design features

PS3 fonts are made by Fontworks Japan (for SCE-PS3 Rodin/NewRodin/SEURAT/Matisse JPN/LATIN/EXT Bold/Regular/Italic), dynacomware (for DFHeiW5-A), urwpp (for VAGRundschriftDLig, VAGRundschriftDLig2 and the Sony-CC), yoondesign (for SCE-PS3 YD gd Bold, SCE-PS3 YD gd Light and SCE-PS3 YD gd Medium)

In PS3 firmware 2.00 it was added a feature that allows the user to select the font style in XMB column Settings->[Theme settings]->[Font] from the default "original", "rounded", or "pop". This same setting can be modifyed by installing a .p3t theme and theoretically the setting should be stored in the list of "user settings" inside XRegistry.sys

The font file that will be used to display the texts is chosen by the PS3 firmware based on the language setting

Some parts of the firmware specifies the font style that will be used by using a "font family" as can be seen in RCOXML Fonts, there is not a known complete list of all the font families used by the system though. And is possible to change color, size, shadow and other text effects in the RCOXML Objects related

Some error codes are specific for fonts as Debug font error codes, and Font error codes where can be seen how the firmware uses the codenames "fontset" and "glyph"

Other parts of the firmware as the blu-ray player software, the PSP emulator, or the web browser uses its specific fonts that cant be considered "system fonts"

Using PS3 fonts in PC[edit | edit source]

Windows[edit | edit source]

  • Installing .TTF fonts
    • Go to "control panel" and open "fonts" folder
    • Drag and drop the .TTF files inside "fonts" folder
  • Displaying the whole character map of a font in windows/ubuntu
    • Go to "start" (or windows key+x) /open terminal (Ctrl+Alt+T), click in "run" and type: charmap, then enter
    • Inside charmap select the .TTF font and select a character, his "unicode" number is displayed at bottom left in the format U+1234 with a text description
  • Displaying characters using unicode standard subgroups
    • Inside charmap select the .TTF font and change "group by" to "unicode subgroup"... a windows opens at the right with 45 groups, click in them to display the characters that belongs to this group

To write or read some special characters in PC is needed to specify the font that will be used in the application as can be seen in the image below

How to display extended CDATA characters in .XML files with notepad++ style configurator

Font tools[edit | edit source]

Font types[edit | edit source]

For other font references in PS3 firmware see Discussion page

TTF system fonts[edit | edit source]

In Path: dev_flash/data/font/

Font Name Firmware File Name MD5 Usage Unicode Subgroups
original rounded pop lati punc mony suPB enve numb arro math tech OCR alfa fram blok symb spa diac grek ciri arab tibe hang kana bopo iCJK sCJK ideo cCJK varS forW forM priv
DFHeiW5-A 1.10-4.91 SCE-PS3-DH-R-CGB.TTF 8298536755af9d0c51350dccf84e0f60 ? ?? ??? Yes Yes Yes No Yes Yes Yes Yes Yes No Yes Yes Yes Yes Yes No Yes Yes Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes No Yes
SCE-PS3 Capie KANA Regular 1.90-4.91 SCE-PS3-CP-R-KANA.TTF 56eeef6f0bf4304cbb25c3a34d5415dd ? ?? ??? No No No No No No No No No No No No No No No No No No No No No Yes No No No No No No Yes No No
SCE-PS3 Matisse LATIN Bold 1.00-4.91 SCE-PS3-MT-B-LATIN.TTF 633730e312abf51d4e2c245fc318d381 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Matisse LATIN BoldItalic 1.00-4.91 SCE-PS3-MT-BI-LATIN.TTF ccd8c529ef0b695111f2615b1093e38d ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Matisse LATIN Italic 1.00-4.91 SCE-PS3-MT-I-LATIN.TTF d15017f2fed8196cd7bee5404f3be6d0 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Matisse LATIN Regular 1.00-4.91 SCE-PS3-MT-R-LATIN.TTF 252116679f1f593306a1f712f3de1ee2 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 NewRodin EXT Regular 1.00-1.54 SCE-PS3-NR-R-EXT.TTF 011e1bda9c6b4be8a5919a01d65ccd05 ? ?? ??? Yes No Yes No Yes Yes No No No No Yes No No Yes No Yes No No No No No Yes No Yes Yes Yes Yes No Yes Yes Yes
1.60-4.91 2093744c3265d64e1a211994ed1c9f66 ? ?? ??? Yes No Yes No Yes Yes No No No No Yes No No Yes No Yes No No No No No Yes No Yes Yes Yes Yes No Yes Yes Yes
SCE-PS3 NewRodin JPN Bold 1.00-4.91 SCE-PS3-NR-B-JPN.TTF de91673a29236ba6db2b5bff43517a82 ? ?? ??? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No Yes No Yes Yes Yes Yes No Yes Yes No
SCE-PS3 NewRodin JPN Light 1.00-1.94 SCE-PS3-NR-L-JPN.TTF 93d3cdf914e6fdf860b2c88b1007e709 ? ?? ??? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No Yes No Yes Yes Yes Yes No Yes Yes No
2.00-4.91 e2a36a3567579222ede5fc037e0b4a72 ? ?? ??? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No Yes No Yes Yes Yes Yes No Yes Yes No
SCE-PS3 NewRodin JPN Regular 1.00-4.91 SCE-PS3-NR-R-JPN.TTF 0964fada1726d6c86bfd190b82955d0a ? ?? ??? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No Yes No Yes Yes Yes Yes No Yes Yes No
SCE-PS3 Rodin LATIN Bold 1.00-4.91 SCE-PS3-RD-B-LATIN.TTF 440399fc14b06e06e349ac00f5f90b99 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN BoldItalic 1.00-4.91 SCE-PS3-RD-BI-LATIN.TTF aeb6defacc19d4de3badf6829dbc09de ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN Italic 1.00-4.91 SCE-PS3-RD-I-LATIN.TTF 423c81d7808ca94b15609c5393bc8b95 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN LightItalic 1.00-4.91 SCE-PS3-RD-LI-LATIN.TTF 56615610988819ee3f5ac330a4720229 ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN2 Bold 2.70-4.91 SCE-PS3-RD-B-LATIN2.TTF 4096b273f77b1fdb85edc41de8d5d0cb ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes Yes Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN Light 1.00-4.91 SCE-PS3-RD-L-LATIN.TTF 3bedb71fcfc5945c97e424801ed5655d ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN2 Light 2.70-4.91 SCE-PS3-RD-L-LATIN2.TTF 331d540c72c733e727d1ad5d17bfffdf ? ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes Yes Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN Regular 1.00-4.91 SCE-PS3-RD-R-LATIN.TTF 117aecd019bd546158723d04da2597b0 Yes ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Rodin LATIN2 Regular 2.70-4.91 SCE-PS3-RD-R-LATIN2.TTF d2928959ca2ec90b5311acc766878da9 Yes ?? ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes Yes Yes No No No No No No No No No No No No No
SCE-PS3 Seurat EXT Regular 2.00-4.91 SCE-PS3-SR-R-EXT.TTF cb45f4bd16cfe0eb84b27781d3ec1618 ? ?? ??? Yes No Yes No Yes Yes No No No No Yes No No Yes No Yes No No No No No Yes No Yes Yes Yes Yes No Yes Yes Yes
SCE-PS3 Seurat JPN Regular 1.00-4.91 SCE-PS3-SR-R-JPN.TTF 139fd3f044eaf7abec4be15cadfd1b95 ? ?? ??? Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No Yes No Yes Yes Yes Yes No Yes Yes No
SCE-PS3 Seurat LATIN Regular 1.90-4.91 SCE-PS3-SR-R-LATIN.TTF 95b22135152d73a10b228eed7a6fc619 ? Yes ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes No Yes No No No No No No No No No No No No No
SCE-PS3 Seurat LATIN2 Regular 3.10-4.91 SCE-PS3-SR-R-LATIN2.TTF 2da9b59f0b6f128840059295a7bcb7c3 ? Yes ??? Yes Yes Yes Yes Yes Yes No Yes No No No No No No Yes Yes Yes Yes No No No No No No No No No No No No No
SCE-PS3 YD gd Bold 1.00-4.91 SCE-PS3-YG-B-KOR.TTF 1903b9af9343b5d66d8ffc69c2fb6cd6 ? ?? ??? Yes Yes Yes No No Yes No Yes No No No No No No Yes No No No No No Yes No No No No Yes No No Yes No No
SCE-PS3 YD gd Light 1.00-4.91 SCE-PS3-YG-L-KOR.TTF 9de713abb39f6b80aaf9bdc7d115878a ? ?? ??? Yes Yes Yes No No Yes No Yes No No No No No No Yes No No No No No Yes No No No No Yes No No Yes No No
SCE-PS3 YD gd Medium 1.00-4.91 SCE-PS3-YG-R-KOR.TTF 07a1073f311e1e163f7ba6b85f9f4b6b ? ?? ??? Yes Yes Yes No No Yes No Yes No No No No No No Yes No No No No No Yes No No No No Yes No No Yes No No
VAGRundschriftDLig 2.00-4.91 SCE-PS3-VR-R-LATIN.TTF 1f19bc8dd23bf62bfd2e1536cbb5c88a ? ?? Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes No Yes No No No No No No No No No No No No No No No No
VAGRundschriftDLig2 3.10-4.91 SCE-PS3-VR-R-LATIN2.TTF acd93157f7998933774b398740becb46 ? ?? Yes Yes Yes Yes Yes Yes Yes No Yes No No No No Yes No Yes No Yes Yes No No No No No No No No No No No No No

imagefont.bin[edit | edit source]

BUTTONS group, from "private use area" inside imagefont.bin PS3, with the UTF-8 hexadecimal value

The purpose of imafefont.bin is to override some of the glyps from the standard unicode character map used by the TTF files. Contains icons in high quality using colors, alpha, and optionally animations

Formats and versions[edit | edit source]

  • There are two different imagefont.bin formats:
    • OLD
      • PSP: in path flash0:/font/imagefont.bin (added around 5.00, exists in 5.00, but not in 3.30 or older)
      • PS3: in path dev_flash/pspemu/flash0/font/imagefont.bin (added since 3.15, used by PSP emulator VSH)
    • NEW
      • PS3: in path dev_flash/vsh/resource/imagefont.bin (added since 1.90, used by PS3 VSH)
      • PSVita: in path vs0:data/external/font/emoji/imagefont.bin (in 3.30 or earlyer)

The older format is inherited from PSP firmware, the file exists in PSP firmware, and exists in PS3 firmware because is used by the PSP emulator inside PS3 firmware, this file structure is not explained here, for more info about it see: Discussion

The new format is shared between PS3 and PSVita, the only difference is the endianess order of some values (because are different processor architectures), PS3 is big endian and PSVita little endian

The versions of this files listed in the tables below are refered to the exact binary that was included in either PS3 or PSVita firmwares

See also: Vsh.tar

PS3/PSVita imagefont.bin (NEW format)
Console Version
(firmware)
Size
(bytes)
Hash
(MD5)
Header info Changes/Notes
format_version ? index_entries
PS3 icon 1.90~1.94 385816 3e74a50419c165f4208b84adcbf2881f 0x0090 0x0129 initial 297 icons, initial file format (prototype v0.90?)
2.00~2.43 386905 6b842156c0996e4c706fbdea919a040f 0x0100 0x0129 same 297 icons, final file format (v1.00?)
2.50~3.42 416269 2da04c8caaec6012911b10fc3b829b10 0x0100 0x013E added uF8A0 to uF8B5 (system icons)
3.50~3.66 417620 6c03902f0342cc6e688c527b40ce0f7d 0x0100 0x0140 added uF8B6 (PSPlus icon)
3.70~4.55 420192 98e8f3545e04ad62da19c2fc63210cfd 0x0100 0x0142 added uF8B7 and uF8B8 (headset icons)
4.60~4.88 424023 97daf9e7fff3a834bcf97c0c2240dced 0x0100 0x014C added uF895 to uF89E (playstation logos)
PSvita icon 3.30 ? ? ? ? ?
3.60 55110 59B8D380817083DEAF6B3C1CAE145507 0x0001 0x2D00 45 icons

Structure[edit | edit source]

The access to imagefont.bin contents is made by reading the first 8 bytes of the file (main header), then all the other areas are readed in a "bottom to top" order:

  1. - Reads the header (at top of imagefont.bin), it tells where is located the index
  2. - Loads the index (at bottom of imagefont.bin), it tells where are located the palettes for all icons
  3. - Decompress and loads the palette for an icon (at middle of imagefont.bin), it tells where is/are located the image/s of the icon (one for static, or several for animated)
  4. - Decompress and loads the image/s (at top of imagefont.bin)

Note : index and palette header structures of imagefont.bin from FW 1.90~1.94 are slightly different than next versions (prototype?). Following descriptions are applicable for imagefont.bin from FW 2.00+ .

Header[edit | edit source]

The header is only 0x8 bytes length, in it can be seen the format_version of the imagefont structure (this is speculative though, needs to be confirmed), the index_entries that in the practise is the same than the number of icons contained in the file, and the index_offset to locate the index

imagefont.bin header
Offset Length Name Example Remark
0x00 0x02 format_version ? 01 00 File structure/features identifyer ?
0x02 0x02 index_entries 01 4C Number of entries in the index... and ... number of icons contained
0x04 0x04 index_offset 00 06 63 97 Index location (at bottom of imagefont.bin)

By reading the header can be deduced some additional infos about the index. We know every entry in the index is 0x10 bytes length so... index_entries * index_entry_length = index_length. Also index_offset + index_length = end of file

From this point (after reading the header) the file access order "jumps" to the bottom of the file (to the index) so for wiki readers that are reading this for first time is suggested to scroll down the page and continue reading at the Index section

Image table[edit | edit source]

This is the first glyph, cropped and zlib decompressed individually, is "dualshock circle button" (U+F880 in unicode), every byte works as a color ID, the view mode has been changed to "26 bytes per row" in the hexeditor (for a representation of a 26 pixels width icon)

First glyph, pixel data of "dualshock circle button" (U+F880 in unicode) inside dev_flash/vsh/resource/imagefont.bin

Palette table[edit | edit source]

The palette table is composed by palettes of variable size, every palette is compressed individually in zlib format, palettes are concatenated without any padding and in the same order specifyed in the index (one palette for every index entry)

A palette is composed by 3 areas, the palette header, the palette frames table, and the palette colormap

Battery charging icon (U+F8AB, animated 4 frames) overview

Offset(h) 00 01 02 03 04 05
00000000  01 00 04 04 00 F0  .....ð          <- header

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B
00000006  00 00 4D 70 01 AE 00 3C 01 00 00 00  ..Mp.®.<....          <- frame 1 info
00000012  00 00 4F 1E 02 19 00 3C 01 00 00 00  ..O....<....          <- frame 2 info
0000001E  00 00 51 37 02 4F 00 3C 01 00 00 00  ..Q7.O.<....          <- frame 3 info
0000002A  00 00 53 86 02 72 00 3C 01 00 00 00  ..S†.r.<....          <- frame 4 info

Offset(h) 00 01 02 03
00000036  00 00 00 00  ....          <- colormap id 0x00
0000003A  00 00 00 01  ....          <- colormap id 0x01
0000003E  00 00 00 02  ....          <- colormap id 0x02
[...]                                <- colormap id's in increasing order by hexadecimal value
0000042A  F8 F8 F8 FF  øøøÿ          <- colormap id 0xFD
0000042E  F9 F9 F9 3F  ùùù?          <- colormap id 0xFE
00000432  FF FF FF 00  ÿÿÿ.          <- colormap id 0xFF
Palette header[edit | edit source]

The info contained here can be differenced in two groups, colormap_count and colormap_bpp are the number of colors and color channels that are stored (a.k.a. indexed color) in the colormap area at bottom of the palette, frames_count and animation_time are the number of images of the icon and info about the animation

All this info from the palette header is used by all the images of the icon, this means animated icons needs to use the same colormap in the same format for all the images that composes the icon (in other words... all the images in an animated icon uses the same colormap)

Palette header (0x6 length)
Offset Length Name Examples Notes
uF880, button circle uF6DF, zodiac pisces uF405, smiley laughing uF46F, weather raindrops uF8AB, battery charging
0x00 0x02 colormap_count ? 01 00 01 00 01 00 01 00 01 00 256 colors in decimal
0x02 0x01 colormap_bpp ? 04 04 04 04 04 To store colors in RGBA channels, 1 byte each
0x03 0x01 frames_count 01 01 02 03 04 One for static, several for animated
0x04 0x02 animation_time 00 00 00 3C 00 78 00 B4 00 F0 Is the sum of all frame_time

From here can be deduced some infos, we know every frame is 0xC length so... frames_count * 0xC = frames_table_length (the position where starts the colormap). And colormap_count * colormap_bpp = colormap_length

Palette frames table[edit | edit source]

The amount of entries in the palette frame table is defined by the value above named frames_count, in static icons this area appears only one time, for animated icons there are several

For every image in the icon (or every frame of the animation) there is an entry here of 0xC length with info specific for that frame (doesnt applyes to other frames of the same animation)... in the practise what we are namig a frame here is the same than a image of the Image table that is going to be loaded in the next step

The image_data_offset and image_data_length are used to locate the image (that needs to be zlib decompressed)

The frame_time represents how many time in centiseconds is going to be displayed the image until the image of the next frame replaces it, this value is very related with the animation_time above, actually the animation_time should be equal to the sum of all frame_time of all the frames that composes the animation. It seems is not allowed (tests failed when trying it) to create a "blink" effect by using an animation_time bigger than the sum of all frame_time

Some static icons in ofw has a timer set for animation_time when technically should be zero (are composed only by one image so only has one frame and the animation should be looping in that frame). Is unknown why are made this way, by now looks like a nonsense/weirdness/mistake/genius

The color_transparent assigns 1 byte value to an color_id that is going to be displayed as a fully transparent pixel (technically is a #00000000), note this byte also indicates a color from the colormap (colormap has info for 256 indexed colors)

Before and after the color_transparent there are 2 unknown areas... could be related with other control colors, or not related at all, not much hints about them

Palette frame (0xC length for every frame)
Offset Length Name Examples Notes
uF880, button circle uF6DF, zodiac pisces uF405, smiley laughing uF46F, weather raindrops uF8AB, battery charging
0x00 0x04 image_data_offset 00 00 00 08 00 02 43 A3 00 00 7B CF 00 00 EE 59 00 00 4D 70 image absolute offset
0x04 0x02 image_data_length 01 D9 01 6D 02 15 00 BA 01 AE image length (zlib compressed)
0x06 0x02 frame_time 00 00 00 3C 00 3C 00 3C 00 3C
0x08 0x01 unknown 01 01 01 01 01 always 0x01 in PS3 ofw
0x09 0x01 color_transparent AD 00 00 00 00
0x0A 0x02 unknown 00 00 00 00 00 00 00 00 00 00 always 0x0000 in PS3 ofw
repeats for every frame
0x00 0x04 same N/A N/A 00 00 7D E4 00 00 EF 13 00 00 4F 1E
0x04 0x02 same N/A N/A 02 18 00 CE 02 19
0x06 0x02 same N/A N/A 00 3C 00 3C 00 3C
0x08 0x01 same N/A N/A 01 01 01
0x09 0x01 same N/A N/A 00 00 00
0x0A 0x02 same N/A N/A 00 00 00 00 00 00
repeats for every frame
0x00 0x04 same N/A N/A N/A 00 00 EF E1 00 00 51 37
0x04 0x02 same N/A N/A N/A 00 CF 02 4F
0x06 0x02 same N/A N/A N/A 00 3C 00 3C
0x08 0x01 same N/A N/A N/A 01 01
0x09 0x01 same N/A N/A N/A 00 00
0x0A 0x02 same N/A N/A N/A 00 00 00 00
repeats for every frame
0x00 0x04 same N/A N/A N/A N/A 00 00 53 86
0x04 0x02 same N/A N/A N/A N/A 02 72
0x06 0x02 same N/A N/A N/A N/A 00 3C
0x08 0x01 same N/A N/A N/A N/A 01
0x09 0x01 same N/A N/A N/A N/A 00
0x0A 0x02 same N/A N/A N/A N/A 00 00
Palette colormap[edit | edit source]

The colormap is straightforwad, here every entry is indicated by the length of colormap_bpp (4 bytes for RGBA channels found always in ofw, other values not tested), and the amount of entries is indicated by the value of colormap_count (256 indexed colors found always used in ofw, other values incoming)

The order of how the colors appears in the colormap is very important, every color is given a unique color_id, the first color is ID = 0x00 and last color is ID = 0xFF (for a total of 256 indexed colors)

Also, the colors are ordered in a "increasing order" by using the hexadecimal values, so if are present 0x00000000 goes first and 0xFFFFFFFF goes last, and red tone colors goes last because pure red is 0xFF000000 so higher red tones generates bigger hexadecimal values

The image/s (the real images for every frame) that is/are going to be loaded in the next step uses this color_id to asign a color for every pixel

Color map (0x400 length)
Offset Length Name Example Notes
0x000 0x04 color_rgba 01 00 00 FF color id 0x00
[...] 0x04 color_rgba [...] in increasing order
0x3FC 0x04 color_rgba FF FF FF FF color id 0xFF

After reading all this info from the different areas of the icon palette (palette header, palette frames table, and palette colormap) the file access order "jumps" back to decompress and load the images... so scroll up the wiki page to continue reading at the Image table

Index[edit | edit source]

The index is composed by entries with 0x10 bytes each, every entry has the info about an specific icon, the info in it can be readed directly (index is not compressed). From this point is explained the different values that composes an index entry

The most important value from a index entry is the unicode_hex_id of the icon, this identifyer follows the same format used by the characters/glyphs inside the TTF font files, in other words... are complementary and both imagefont.bin and the TTF files works like components of the same character map (and it seems imagefont.bin has preference, not confirmed though)

The image_width and image_height tells the dimensions of the icon, no mistery with them, only detail that needs to be mentioned about them is for animated icons composed by several images all the images needs to have the same dimensions, because the dimensions are indicated in the index it means is not posible to create animations with images of different sizes

There is an unknown value at the end, this one should be important (and maybe there is some easter egg hidden in it), is supposed to be a generic descriptor of the icon, or some information needed to know by the firmware about the icon BEFORE accessing any other aditionally data. The point is all the other areas that are going to be accessed in the next steps are compressed in zlib so this unknown value is something that is useful/interesting to know even BEFORE loading the icon data

Then is used the value palette_length_decompressed to reserve an area in memory for zlib decompression purposes (because the palette file that is going to be loaded in next step is zlib compressed), and the palette file is located by using the values palette_offset and palette_length_compressed

After knowing all this info about an specific icon the access "jumps" back to find the palette of the icon (located at middle of imagefont.bin), so scroll up to continue reading in the section Palette table above

Example of the first 4 index entries
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00065540  00 02 3A B6 03 5E 04 12 F8 80 00 1A 00 17 80 00  ..:¶.^..ø€....€.     <--  Circle Button, uF880
00065550  00 02 3E 14 03 3D 04 12 F8 81 00 1A 00 17 80 00  ..>..=..ø.....€.     <--  Cross Button, uF881
00065560  00 02 41 51 03 0A 04 12 F8 82 00 1A 00 17 80 00  ..AQ....ø‚....€.     <--  Square Button, uF882
00065570  00 02 44 5B 03 47 04 12 F8 83 00 1A 00 17 80 00  ..D[.G..øƒ....€.     <--  Triangle Button, uF883
Offset Length Name Example Notes
0x00 0x04 palette_offset 00 02 3A B6 Icon palette location
0x04 0x02 palette_length_compressed 03 5E Icon palette size
0x06 0x02 palette_length_decompressed 04 12 Icon palette size after zlib decompression
0x08 0x02 unicode_hex_id F8 80 Icon identifyer
0x0A 0x02 image_width 00 1A Icon width
0x0C 0x02 image_height 00 17 Icon height
0x0E 0x02 unknown 80 00 Only 2 valid values found in PS3 ofw: 0x8000 for unicode IDs equal or bigger than uF880 ... all others ... 0x7FFF
Only 2 valid values found in PSVita ofw: 0x0001 or 0x0000 (after swapped endianess)

Time scale conversions[edit | edit source]

Time is meassured in centiseconds (a hundredth of a second). A centisecond is a unit of time equal to 0.01 seconds. See: https://en.wikipedia.org/wiki/Centisecond and https://en.wiktionary.org/wiki/centisecond

Note that all the times used in ofw are multiplyers of 0x14, this is 1/5 of a second, or in other words a "fifth part" of a second (0.20 seconds in decimal), it can be seen also as the faster speed used by official icons (the tornado uF4A6 animated icon uses this frame time), also it can be used to represent the frame rate of the animation meassured in "frames per second" like in a video, to calculate the FPS of an animation is needed to divide 1 by the frame time, this applyes only to animations where all the frames uses the same time (a.k.a. a constant frame rate mantained from start to end at the same FPS)

  • Frame rate speeds examples:
    • Tornado = 1 / 0.20 = 5 fps
    • All others = 1 / 0.60 = 1.66666(period) fps

Faster frame rates not used in ofw are availables (8 centiseconds per frame tested successfully playing at: 1 / 0.08 = 12.5 fps). Variable frame rate has not been tested (unknown)

The format allows for a max speed of 100fps, but my bet is firmware is going to complain about it, so keep in mind that sony used a max of 5fps for "some reason"

Time conversion examples
Time Used in OFW by Notes
Centiseconds Seconds
Hexadecimal Decimal Decimal Fraction
0x01 1 0.01 1/100 not used in ofw, just an example 1 centisecond = 0.01 seconds (min value in the time scale)
0x14 20 0.20 1/5 tornado icon (uF4A6)
0x28 40 0.40 2/5 not used in ofw, just an example
0x3C 60 0.60 3/5 lot of icons
0x50 80 0.80 4/5 tornado icon (uF4A6)
0x64 100 1.00 5/5 not used in ofw, just an example 1 second
0x78 120 1.20 6/5 icons with 2 frames * 0x3C
0x8C 140 1.40 7/5 not used in ofw, just an example
0xA0 160 1.60 8/5 not used in ofw, just an example
0xB4 180 1.80 9/5 icons with 3 frames * 0x3C
0xC8 200 2.00 10/5 not used in ofw, just an example 2 seconds
0xF0 240 2.40 12/5 icons with 4 frames * 0x3C
0x12C 300 3.00 15/5 not used in ofw, just an example 3 seconds
0x190 400 4.00 20/5 not used in ofw, just an example 4 seconds
0x1F4 500 5.00 25/5 not used in ofw, just an example 5 seconds
0x1770 6000 60.00 300/5 not used in ofw, just an example 1 minute
0xFFFF 65535 655.35 65535/100 not used in ofw, just an example 10 minutes, 55 seconds, 35 centiseconds (max value in the time scale)

TTF Blu-ray player fonts[edit | edit source]

Player[edit | edit source]

  • In Path: dev_flash/bdplayer/bdjstack/SCE-PS3-RD-R-LATIN.TTF (identical file as in data/font) (since 1.00)
Fontname Version File Name MD5 Remarks
SCE-PS3 Rodin LATIN Regular (1.00-4.91) SCE-PS3-RD-R-LATIN.TTF 117aecd019bd546158723d04da2597b0

Closed captions[edit | edit source]

  • In path: dev_flash/data/font/SONY-CC/ (since 4.50 CEX: 7 others fonts for closed captions)
Fontname Version File Name MD5 Remarks
(4.50-4.91) c041056ts.ttf ad7d1d44ed71fb093272c97a9ada20c3
(4.50-4.91) d013013ds.ttf 7e506d6d01012a3d539773fc85cea2cc
(4.50-4.91) e046323ms.ttf 4e23131d06152ddadab15a20820815a1
(4.50-4.91) e046323ts.ttf 9d59a66a0c3272e8fc6a3036cb06a4a8
(4.50-4.91) k006004ds.ttf b4c4ba4db62e93de79c953d3493088c7
(4.50-4.91) n023055ms.ttf be8cba042232554219905e01e72ebaa6
(4.50-4.91) n023055ts.ttf 1078c40b04206b3d42a896994c723452

Character Maps[edit | edit source]

There are thousands of characters and is pointless to make tables of them, there are also some characters that cant be displayed in a web browser because 99% of the users will not have the fonts installed in PC (like the beauty "drawings" of tibetan alphabet)... but some of this characters are more interesting than others, and are commonly used and included in most fonts, the most interesting groups are the ones that are common for all fonts and used by the system not dependant of the font style (original, rounded, or pop), like the "symbols" and "frame borders"

Symbols[edit | edit source]

These symbols can be used in any UTF-8 text string displayed in XMB, (e.g: TITLE, SUBTITLE, DETAIL, inside PARAM.SFO of a content)

Character Unicode hexadecimal Character Name Inside description
U+2605 E2 98 85 BLACK STAR DFHeiW5-A
NewRodin JPN
Seurat JPN
same star used in "install packages"
U+2606 E2 98 86 WHITE STAR DFHeiW5-A
NewRodin JPN
Seurat JPN
similar to the star used in "install packages", but empty
U+2609 E2 98 89 SUN DFHeiW5-A
U+2640 E2 99 80 FEMALE SIGN DFHeiW5-A
NewRodin JPN
Seurat JPN
U+2642 E2 99 82 MALE SIGN DFHeiW5-A
NewRodin JPN
Seurat JPN

Punctuation[edit | edit source]

Character Unicode hexadecimal Character Name Inside description
® U+00AE Matisse LATIN registered trademark
© U+00A9

Envelope[edit | edit source]

Character Unicode hexadecimal Character Name Inside description
E2 84 A2 trademark symbol

General[edit | edit source]

Character Unicode hexadecimal Character Name Inside description
0A linefeed
20 space
% 25 escape Used to load parameters: %1, %2, %e, %E, %B

Private Use Area (Unicode range from uE000 up to uF8FF)[edit | edit source]

This ones are special, identifyed by unicode id's like an standard font, and are located inside imagefont.bin. See: http://www.psx-place.com/threads/special-symbols-and-animated-characters-on-the-xmb.13985/


Imagefont.bin PS3 4.60 contents (BUTTONS).jpg
BUTTONS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF880 0xEFA280 Circle Button 26x23 0x8000 1 0x0000 0x0000 0xAD
uF881 0xEFA281 Cross Button 26x23 0x8000 1 0x0000 0x0000 0xA4
uF882 0xEFA282 Square Button 26x23 0x8000 1 0x0000 0x0000 0xA0
uF883 0xEFA283 Triangle Button 26x23 0x8000 1 0x0000 0x0000 0xA6
uF884 0xEFA284 DPAD Up Button 26x23 0x8000 1 0x0000 0x0000 0xA5
uF885 0xEFA285 DPAD Down Button 26x23 0x8000 1 0x0000 0x0000 0xA5
uF886 0xEFA286 DPAD Left Button 26x23 0x8000 1 0x0000 0x0000 0xA0
uF887 0xEFA287 DPAD Right Button 26x23 0x8000 1 0x0000 0x0000 0xA0
uF888 0xEFA288 L1 Button 34x23 0x8000 1 0x0000 0x0000 0x8F
uF889 0xEFA289 L2 Button 34x23 0x8000 1 0x0000 0x0000 0x85
uF88A 0xEFA28A L3 Button 34x23 0x8000 1 0x0000 0x0000 0x84
uF88B 0xEFA28B R1 Button 34x23 0x8000 1 0x0000 0x0000 0x83
uF88C 0xEFA28C R2 Button 34x23 0x8000 1 0x0000 0x0000 0x7E
uF88D 0xEFA28D R3 Button 34x23 0x8000 1 0x0000 0x0000 0x7F
uF88E 0xEFA28E Select Button 75x23 0x8000 1 0x0000 0x0000 0x83
uF88F 0xEFA28F Start Button 69x23 0x8000 1 0x0000 0x0000 0x80
N/A
uF892 0xEFA292 PS Button 26x23 0x8000 1 0x0000 0x0000 0x64
uF893 0xEFA293 L2/DPAD Left Buttons 65x23 0x8000 1 0x0000 0x0000 0x80
uF894 0xEFA294 R2/DPAD Right Buttons 65x23 0x8000 1 0x0000 0x0000 0x7D

Imagefont.bin PS3 4.60 contents (LOGOS).jpg
LOGOS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF895 0xEFA295 PS logo 43x26 0x8000 1 0x0000 0x0000 0x00
uF896 0xEFA296 PS4 logo 78x26 0x8000 1 0x0000 0x0000 0x00
uF897 0xEFA297 PS3 logo 79x26 0x8000 1 0x0000 0x0000 0x00
uF898 0xEFA298 PSVita logo 96x26 0x8000 1 0x0000 0x0000 0x00
uF899 0xEFA299 PSP logo 92x26 0x8000 1 0x0000 0x0000 0x00
uF89A 0xEFA29A PSN logo 78x26 0x8000 1 0x0000 0x0000 0x00
uF89B 0xEFA29B PSN logo 2 38x26 0x8000 1 0x0000 0x0000 0x00
uF89C 0xEFA29C PS store logo 32x26 0x8000 1 0x0000 0x0000 0x4B
uF89D 0xEFA29D PS Plus white logo 36x26 0x8000 1 0x0000 0x0000 0x00
uF89E 0xEFA29E PS move logo 42x26 0x8000 1 0x0000 0x0000 0x00
N/A

Imagefont.bin PS3 4.60 contents (SYSTEM).jpg
SYSTEM
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF8A0 0xEFA2A0 Speaker0 25x23 0x8000 1 0x0000 0x0000 0x00
uF8A1 0xEFA2A1 Speaker1 23x23 0x8000 1 0x0000 0x0000 0x00
uF8A2 0xEFA2A2 Speaker2 29x23 0x8000 1 0x0000 0x0000 0x00
uF8A3 0xEFA2A3 Speaker3 33x23 0x8000 1 0x0000 0x0000 0x00
uF8A4 0xEFA2A4 Mic Muted 22x23 0x8000 1 0x0000 0x0000 0x00
uF8A5 0xEFA2A5 HQ 39x23 0x8000 1 0x0000 0x0000 0x00
uF8A6 0xEFA2A6 Arrow Right 17x23 0x8000 1 0x0000 0x0000 0x00
uF8A7 0xEFA2A7 0/3 Battery 36x23 0x8000 1 0x0000 0x0000 0x00
uF8A8 0xEFA2A8 1/3 Battery 36x23 0x8000 1 0x0000 0x0000 0x00
uF8A9 0xEFA2A9 2/3 Battery 36x23 0x8000 1 0x0000 0x0000 0x00
uF8AA 0xEFA2AA 3/3 Battery 36x23 0x8000 1 0x0000 0x0000 0x00
uF8AB 0xEFA2AB Loading Battery 36x23 0x8000 4 0x00F0 0x003C 0x00
0x003C 0x00
0x003C 0x00
0x003C 0x00
uF8AC 0xEFA2AC Bronze Trophy 23x23 0x8000 1 0x0000 0x0000 0x00
uF8AD 0xEFA2AD Silver Trophy 23x23 0x8000 1 0x0000 0x0000 0x00
uF8AE 0xEFA2AE Gold Trophy 23x23 0x8000 1 0x0000 0x0000 0x00
uF8AF 0xEFA2AF Platinum Trophy 23x23 0x8000 1 0x0000 0x0000 0xCA
uF8B0 0xEFA2B0 Caps 54x23 0x8000 1 0x0000 0x0000 0x00
uF8B1 0xEFA2B1 Maj 42x23 0x8000 1 0x0000 0x0000 0x00
uF8B2 0xEFA2B2 Keyboard 25x23 0x8000 1 0x0000 0x0000 0xFE
uF8B3 0xEFA2B3 Finger/Mouse 25x23 0x8000 1 0x0000 0x0000 0x00
uF8B4 0xEFA2B4 Circle in Circle 26x23 0x8000 1 0x0000 0x0000 0x00
uF8B5 0xEFA2B5 Circle 26x23 0x8000 1 0x0000 0x0000 0x00
uF8B6 0xEFA2B6 PSPlus 27x23 0x8000 1 0x0000 0x0000 0x00
uF8B7 0xEFA2B7 Headset 35x23 0x8000 1 0x0000 0x0000 0x00
uF8B8 0xEFA2B8 Headset in Circle 40x23 0x8000 1 0x0000 0x0000 0x00

Imagefont.bin PS3 4.60 contents (SMILEYS).jpg
SMILEYS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF400 0xEF9080 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF401 0xEF9081 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF402 0xEF9082 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF403 0xEF9083 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF404 0xEF9084 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF405 0xEF9085 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF406 0xEF9086 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF407 0xEF9087 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF408 0xEF9088 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF409 0xEF9089 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40A 0xEF908A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40B 0xEF909B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40C 0xEF908C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40D 0xEF908D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40E 0xEF908E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF40F 0xEF908F 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF410 0xEF9090 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF411 0xEF9091 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF412 0xEF9092 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF413 0xEF9093 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF414 0xEF9094 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF415 0xEF9095 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF416 0xEF9096 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF417 0xEF9097 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF418 0xEF9098 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF41B 0xEF909B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF41C 0xEF909C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF41D 0xEF909D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF41E 0xEF909E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF41F 0xEF909F 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF420 0xEF90A0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF421 0xEF90A1 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A

Imagefont.bin PS3 4.60 contents (HANDS).jpg
HANDS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF440 0xEF9180 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF441 0xEF9181 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF442 0xEF9182 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF443 0xEF9183 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF444 0xEF9184 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF445 0xEF9185 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF446 0xEF9186 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF447 0xEF9187 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF448 0xEF9188 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF449 0xEF9189 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF44A 0xEF918A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF44B 0xEF918B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF44C 0xEF918C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF44D 0xEF918D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF44E 0xEF918E 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A

Imagefont.bin PS3 4.60 contents (CHAT).jpg
CHAT
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF460 0xEF91A0 Heart beat 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF461 0xEF91A1 2 Hearts (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF462 0xEF91A2 Broken Heart (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF463 0xEF91A3 Heart with Arrow (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF464 0xEF91A4 Heart 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF465 0xEF91A5 Spades 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF466 0xEF91A6 Clubs 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF467 0xEF91A7 Diamond 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF468 0xEF91A8 ! 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF469 0xEF91A9 !! 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF46A 0xEF91AA ? 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF46B 0xEF91AB ?! 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF46D 0xEF91AD Light Bulb 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF46E 0xEF91AE Explosion (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF46F 0xEF91AF 3 Drops (Moving) 27x23 0x7FFF 3 0x00B4 0x003C 0x00
0x003C 0x00
0x003C 0x00
uF470 0xEF91B0 Drop (Moving) 27x23 0x7FFF 4 0x00F0 0x003C 0x00
0x003C 0x00
0x003C 0x00
0x003C 0x00
uF471 0xEF91B1 Blast 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF472 0xEF91B2 Flower 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF473 0xEF91B3 Skull 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF476 0xEF91B6 Stars (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF477 0xEF91B7 Fire (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF478 0xEF91B8 Note 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF479 0xEF91B9 Note1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF47A 0xEF91BA Note2 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF47B 0xEF91BB Note3 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF47C 0xEF91BC 2Notes 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF47D 0xEF91BD 2Notes1 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF48D 0xEF928D Lips 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF48E 0xEF928E Lips with Tongue 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF48F 0xEF928F Kissing Lips 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF490 0xEF9290 Nose 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF493 0xEF9293 Ear 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF494 0xEF9294 Feet 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF495 0xEF9295 Feet1 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF49F 0xEF929F Sun (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A0 0xEF92A0 Clouds (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A1 0xEF92A1 Umbrella 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4A2 0xEF92A2 Rainbow 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4A3 0xEF92A3 Umbrella Raining (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A4 0xEF92A4 Snowman (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A5 0xEF92A5 Storm (Moving) 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A6 0xEF92A6 Tornado 27x23 0x7FFF 4 0x0050 0x0014 0x00
0x0014 0x00
0x0014 0x00
0x0014 0x00
N/A
uF4A8 0xEF92A8 Closed Umbrella 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF4A9 0xEF92A9 Snowflake 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF4B7 0xEF92B7 Bouquet 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4B8 0xEF92B8 Ring 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4B9 0xEF92B9 Loop 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4BA 0xEF92BA Present 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4BB 0xEF92BB Cake 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4BC 0xEF92BC Money 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4BD 0xEF92BD ¥ 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4BE 0xEF92BE $ 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (VEHICLES).jpg
VEHICLES
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF4D0 0xEF9390 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D1 0xEF9391 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D2 0xEF9392 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D3 0xEF9393 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF4D6 0xEF9396 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D7 0xEF9397 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D8 0xEF9398 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4D9 0xEF9399 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DA 0xEF939A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DB 0xEF939B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DC 0xEF939C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DD 0xEF939D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DE 0xEF939E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4DF 0xEF939F 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (PLANTS).jpg
PLANTS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF4F0 0xEF93B0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F1 0xEF93B1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F2 0xEF93B2 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F3 0xEF93B3 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F4 0xEF93B4 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F5 0xEF93B5 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F6 0xEF93B6 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F7 0xEF93B7 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF4F8 0xEF93B8 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (FOOD).jpg
FOOD
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF504 0xEF9484 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF505 0xEF9485 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF506 0xEF9486 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF507 0xEF9487 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF508 0xEF9488 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF509 0xEF9489 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF50A 0xEF948A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF50B 0xEF948B 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF517 0xEF9497 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (VEGETABLES).jpg
VEGETABLES
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF526 0xEF94A6 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF527 0xEF94A7 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF528 0xEF94A8 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF529 0xEF94A9 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52A 0xEF94AA 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52B 0xEF94AB 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52C 0xEF94AC 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52D 0xEF94AD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52E 0xEF94AE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF52F 0xEF94AF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF530 0xEF94B0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF531 0xEF94B1 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A

Imagefont.bin PS3 4.60 contents (FRUIT).jpg
FRUIT
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF53B 0xEF94BB 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF53C 0xEF94BC 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF53D 0xEF94BD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF53E 0xEF94BE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF53F 0xEF94BF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF540 0xEF9580 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF541 0xEF9581 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF542 0xEF9582 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF543 0xEF9583 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF544 0xEF9584 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF545 0xEF9585 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (SWEETS).jpg
SWEETS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF555 0xEF9595 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF556 0xEF9596 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF557 0xEF9597 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF558 0xEF9598 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF559 0xEF9599 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF55A 0xEF959A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF55B 0xEF959B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF55C 0xEF959C 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (SPORTS).jpg
SPORTS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF56C 0xEF95AC 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF56D 0xEF95AD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF56E 0xEF95AE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF56F 0xEF95AF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF570 0xEF95B0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF571 0xEF95B1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF572 0xEF95B2 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF573 0xEF95B3 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF574 0xEF95B4 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (HARDWARE).jpg
HARDWARE
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF595 0xEF9695 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF596 0xEF9696 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF597 0xEF9697 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF598 0xEF9698 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF599 0xEF9699 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59A 0xEF969A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59B 0xEF969B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59C 0xEF969C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59D 0xEF969D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59E 0xEF969E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF59F 0xEF969F 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5A0 0xEF96A0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5A1 0xEF96A1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5A2 0xEF96A2 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (TOOLS).jpg
TOOLS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF5B4 0xEF96B4 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5B5 0xEF96B5 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5B6 0xEF96B6 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5B7 0xEF96B7 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5B8 0xEF96B8 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5B9 0xEF96B9 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BA 0xEF96BA 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BB 0xEF96BB 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BC 0xEF96BC 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BD 0xEF96BD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BE 0xEF96BE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5BF 0xEF96BF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5C0 0xEF9780 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5C1 0xEF9781 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5C3 0xEF9783 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5C4 0xEF9784 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5C5 0xEF9785 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (MISC).jpg
MISC
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF5CE 0xEF978E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5CF 0xEF978F 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5D0 0xEF9790 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5D8 0xEF9798 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5D9 0xEF9799 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5DB 0xEF979B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5DC 0xEF979C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5DD 0xEF979D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5DE 0xEF979E 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5E0 0xEF97A0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5E1 0xEF97A1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5E2 0xEF97A2 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5E4 0xEF97A4 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5F4 0xEF97B4 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5F5 0xEF97B5 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5F6 0xEF97B6 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5F7 0xEF97B7 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5F8 0xEF97B8 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5F9 0xEF97B9 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5FB 0xEF97BB 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF5FC 0xEF97BC 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF5FF 0xEF97BF 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (ANIMALS).jpg
ANIMALS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF600 0xEF9880 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF601 0xEF9881 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF614 0xEF9894 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF634 0xEF98B4 27x23 0x7FFF 2 0x0078 0x003C 0x00
0x003C 0x00
uF635 0xEF98B5 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF636 0xEF98B6 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF637 0xEF98B7 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF638 0xEF98B8 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF639 0xEF98B9 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63A 0xEF98BA 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63B 0xEF98BB 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63C 0xEF98BC 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63D 0xEF98BD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63E 0xEF98BE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF63F 0xEF98BF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF640 0xEF9980 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF642 0xEF9982 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF643 0xEF9983 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF644 0xEF9984 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF645 0xEF9985 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF646 0xEF9986 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF647 0xEF9987 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF648 0xEF9988 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF649 0xEF9989 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF64A 0xEF998A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF64B 0xEF988B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF66E 0xEF99AE 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF66F 0xEF99AF 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF670 0xEF99B0 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF671 0xEF99B1 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF672 0xEF99B2 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF685 0xEF9A85 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (ARROWS).jpg
ARROWS
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF698 0xEF9A98 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF699 0xEF9A99 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69A 0xEF9A9A 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69B 0xEF9A9B 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69C 0xEF9A9C 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69D 0xEF9A9D 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69E 0xEF9A9E 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF69F 0xEF9A9F 27x23 0x7FFF 1 0x003C 0x003C 0x00
N/A
uF6AD 0xEF9AAD 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6AE 0xEF9AAE 27x23 0x7FFF 1 0x003C 0x003C 0x00

Imagefont.bin PS3 4.60 contents (ZODIAC).jpg
ZODIAC
Glyph Unicode hex UTF-8 hex Name Pixels unk_1 Frames Time total Frame info
Time Trans
uF6D4 0xEF9B94 Aries 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6D5 0xEF9B95 Taurus 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6D6 0xEF9B96 Gemini 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6D7 0xEF9B97 Cancer 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6D8 0xEF9B98 Leo 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6D9 0xEF9B99 Virgo 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DA 0xEF9B9A Libra 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DB 0xEF9B9B Scorpio 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DC 0xEF9B9C Sagittarius 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DD 0xEF9B9D Capricorn 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DE 0xEF9B9E Aquarius 27x23 0x7FFF 1 0x003C 0x003C 0x00
uF6DF 0xEF9B9F Pisces 27x23 0x7FFF 1 0x003C 0x003C 0x00

GALLERY[edit | edit source]