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*Buttons
*Buttons
**{{padsquare}} to zoom in (50% zoom)/zoom out (full screen)
**{{padsquare}} to zoom in (50% zoom)/zoom out (full screen)
**{{dpadr}} and {{padlr}} for "next" page
**{{padright}} and {{padlr}} for "next" page
**{{dpadl}} and {{padll}} for "previous" page
**{{padleft}} and {{padll}} for "previous" page
**{{padcircle}} (or {{padcross}} for japan) returns to [[XMB|XMB In-Game]]
**{{padcircle}} (or {{padcross}} for japan) returns to [[XMB|XMB In-Game]]
**{{padps}} returns to game (directly, from MANUAL back to the game, bypasing [[XMB|XMB In-Game]])
**{{padps}} returns to game (directly, from MANUAL back to the game, bypasing [[XMB|XMB In-Game]])
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===Image Formats===
===Image Formats===
*The .DDS original format (found in NPUA80543) is '''DXT1C''' (dxt1, only color), '''without''' mipmaps. See: [[Multimedia Formats and Tools]]
*The .DDS original format (found in NPUA80543) is '''DXT1C''' (dxt1, only color), '''without''' mipmaps. See: [[Multimedia Formats and Tools]]
*The resolutions (width x height) needs to have a number of pixels that is a multiple of 4 (both width and height sizes needs to be multiple of 4). DDS tools cant make a direct conversion of images that are not multiple of 4 (error: ''Image is not a multiple of 4 and no rescaling specified''), and by using rescaling is not posible to create DDS images with sizes that are not multiple of 4 (error: ''[Rescaling] [Processing] returned error IMAGE_NOT_MULT4'')
*The resolutions (width x height) supported needs to have a number of pixels in width and height that is a multiple of 4 (this is a strict requirement of .DDS format)
 


*Most useful resolutions (because all modern TV's and PS3 are designed for it) are all that matches 16:9 aspect ratio, you can see a list of the most common here: http://en.wikipedia.org/wiki/16:9#Common_resolutions
*Most useful resolutions (because all modern TV's and PS3 are designed for it) are all that matches 16:9 aspect ratio, you can see a list of the most common here: http://en.wikipedia.org/wiki/16:9#Common_resolutions
**Supported 16:9 resolutions: 640x360, 960x540, 1024x576, 1280x720, 1600x900, 1920x1080 (found in NPUA80543), 2048x1152, 2560x1440
**Supported 16:9 resolutions: 640x360, 960x540, 1024x576, 1280x720, 1600x900, 1920x1080 (found in NPUA80543), 2048x1152, 2560x1440
**'''NOT''' supported 16:9 resolutions ('''not multiple of 4'''): 864x486 (486 is not multiple of 4), 1366x768 (1366 is not multiple of 4)
**'''NOT''' supported 16:9 resolutions (because are not multiple of 4): 864x486 (486 is not multiple of 4), 1366x768 (1366 is not multiple of 4)
**'''NOT''' supported 16:9 resolutions ('''too big in bytes ?'''): 2880x1620 (2,22 MB per page), 3200x1800 (2,74 MB per page), 3840x2160 for [http://en.wikipedia.org/wiki/Graphics_display_resolution#4K_UHD 4K UHD TV] (3,95 MB per page)
**'''NOT''' supported 16:9 resolutions (because are too big in bytes?): 2880x1620 (2,22 MB per page), 3200x1800 (2,74 MB per page), 3840x2160 for [http://en.wikipedia.org/wiki/Graphics_display_resolution#4K_UHD 4K UHD TV] (3,95 MB per page)


{| class="wikitable"
{| class="wikitable"
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{{Boxframe1|content='''Can be created with nvidia texture tool (nvdxt.exe) by using this command:'''
{{Boxframe1|content='''Can be created with nvidia texture tool (nvdxt.exe) by using this command:'''
*Individual file:
*Individual file:
{{Keyboard|content=<syntaxhighlight lang="bash">nvdxt.exe -file input.png -dxt1c -nomipmap -output output.dds</syntaxhighlight>}}
{{Keyboard|content=nvdxt.exe -file input.png -dxt1c -nomipmap -output output.dds}}
*Individual file with cube filter rescale to 1920x1080 resolution, and highest quality compression:
*Individual file with cube filter rescale to 1920x1080 resolution, and highest quality compression:
{{Keyboard|content=<syntaxhighlight lang="bash">nvdxt.exe -file input.png -dxt1c -nomipmap -prescale 1920 1080 -quality_highest -output output.dds</syntaxhighlight>}}
{{Keyboard|content=nvdxt.exe -file input.png -dxt1c -nomipmap -prescale 1920 1080 -quality_highest -output output.dds}}
*Multiple files with cube filter rescale to 1920x1080 resolution, highest quality compression, and using folder paths for input and output (massive conversion of any supported image with any name and any resolution from CUSTOM_IMAGES folder to MANUAL folder)
*Multiple files with cube filter rescale to 1920x1080 resolution, highest quality compression, and using folder paths for input and output (massive conversion of any supported image with any name and any resolution from CUSTOM_IMAGES folder to MANUAL folder)
{{Keyboard|content=<syntaxhighlight lang="bash">nvdxt.exe -deep c:\CUSTOM_IMAGES -all -dxt1c -nomipmap -prescale 1920 1080 -quality_highest -outdir c:\MANUAL</syntaxhighlight>}}
{{Keyboard|content=nvdxt.exe -deep c:\CUSTOM_IMAGES -all -dxt1c -nomipmap -prescale 1920 1080 -quality_highest -outdir c:\MANUAL}}
*Nvidia Texture Tool notes:
*Nvidia Texture Tool notes:
**Supported image formats
**Supported image formats: .tga .bmp .gif .ppm .jpg .tif .cel .dds .png .psd .rgb .bw .rgba
***.tga .bmp .gif .ppm .jpg .tif .cel .dds .png .psd .rgb .bw .rgba
** '''-file <filename>:''' input file to process. Accepts wild cards
**DDS format and options
** '''-dxt1c:''' DXT1 (color only)
*** '''-dxt1c:''' DXT1 (color only)
** '''-nomipmap:''' don't generate MIP maps
*** '''-nomipmap:''' don't generate MIP maps
** '''-output <filename>:''' filename to write to [-outfile can also be specified]
**General options
** '''-prescale <int> <int>:''' rescale image to this size first
*** '''-quick:''' use fast compression method
** '''-quality_highest:''' highest quality compression (this can be very slow)
*** '''-quality_normal:''' normal quality compression
** '''-deep <directory>:''' include all subdirectories
*** '''-quality_production:''' production quality compression
** '''-all:''' all image files in current directory
*** '''-quality_highest:''' highest quality compression (this can be very slow)
** '''-outdir <directory>:''' output directory
*** '''-prescale <int> <int>:''' rescale image to this size first
**Rescale filters (default: cube filter)
*** '''-RescalePoint'''
*** '''-RescaleBox'''
*** '''-RescaleTriangle'''
*** '''-RescaleQuadratic'''
*** '''-RescaleCubic'''
*** '''-RescaleCatrom'''
*** '''-RescaleMitchell'''
*** '''-RescaleGaussian'''
*** '''-RescaleSinc'''
*** '''-RescaleBessel'''
*** '''-RescaleHanning'''
*** '''-RescaleHamming'''
*** '''-RescaleBlackman'''
*** '''-RescaleKaiser'''
**Paths
*** '''-file <filename>:''' input file to process. Accepts wild cards
*** '''-output <filename>:''' filename to write to [-outfile can also be specified]
*** '''-deep <directory>:''' include all subdirectories
*** '''-all:''' all image files in current directory
*** '''-outdir <directory>:''' output directory
**Other notes
***The '''-prescale''' is a '''-rescale''' that happens first, both uses the same filters, included the default cube filter rescaling used in this examples ('''-RescaleCubic''' is the default filter used when no other filters are specifyed) and all the other availables like '''-RescaleGaussian''', etc...
}}
}}


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Please help to fill...
Please help to fill...
}}
}}
*Pixelation notes:
Overall, and based on how the pages will be displayed with or without zoom... there are basically 2 types of manuals
The most common is the classic "user manual" from any device, where are used texts with long sentences, a few icons, and some small images overlayed to explain the working or the controlls of the device/program/game/whatever
In this kind of manual, the pages are supposed to be readed at "full screen", so is needed to use a font with good size, this makes pointless to use the zoom function (well, most users will zoom for science purposes, but they will realize is pointless because zooming in a sentence is stupid if you can read it without zoom)
For this manuals is good to go to the small resolution sizes (like 1024x576 or smaller with 288 KB per page) because there is a small pixelation but is only notable when zoomed in... and well... user is not supposed to zoom in more than 1 time (the first time for science), this manuals are good for homebrew where the manual doesnt needs to be bigger than the homebrew app itself (a manual of 30 MB for a homebrew with size 5 MB looks excesive)
The other type of manual is where it contains maps of the game with the location of items, places, or any kind of image with big detail that is interesting to display it in the bigger size posible (here the user is supposed to zoom in allways in every page)
For this ones is good to go for the bigger resolution sizes like 2560x1440 (and 1,75 MB per page) because usually there are not much pages and are for games wich size is much bigger than the manual (a manual of 100 MB for a game with size 10GB doesnt looks excesive)


===Links & Tutorials===
===Links & Tutorials===
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===Structure tree===
===Structure tree===
<div style="height:300px; overflow:auto">
  NPUO30***/ (only from few US example)
  NPUO30***/ (only from few US example)
     |
     |
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                       |
                       |
                       |-.usm
                       |-.usm
</div>


=Web Manuals=
=Web Manuals=
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=Manuals Multilingual Support=
=Manuals Multilingual Support=
{{PlayStation Languages}}
{{XMB languages}}
*Notes:
*Notes:
**Portugues (Portugal), and Portugues (Brazil) can share the same manual ingame
**Portugues (Portugal), and Portugues (Brazil) can share the same manual ingame
**English (United States), and English (United Kingdom) can share the same manual ingame
**English (United States), and English (United Kingdom) can share the same manual ingame


{{Reverse engineering}}<noinclude>[[Category:Main]]</noinclude>
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>
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