Talk:Eboot.PBP: Difference between revisions
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==Notes== | ==Notes== | ||
*AppTemplate.xml : Contains application name, font size, buttonMap (L2/R2 included and related status), ... | |||
*config.txt : home page URL, umd and ms root directory, ... | |||
*NTemplateMain.xml : | |||
===USRDIR/font=== | ===USRDIR/font=== | ||
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===USRDIR/images=== | ===USRDIR/images=== | ||
Images in game used for GUI. | |||
===USRDIR/modules=== | ===USRDIR/modules=== | ||
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===USRDIR/packages=== | ===USRDIR/packages=== | ||
*background.jpg | |||
*home_page.xml | |||
====USRDIR/packages/comic name dir==== |
Revision as of 13:04, 7 May 2013
Structure folder/files around EBOOT.PBP
Dev_HDD0/game/NPXX.12345/
|-ICON0.PNG (ICON on PS3 XMB) | |-PARAM.SFO (SFO used by PS3: CATEGORY_For_HDD_contents) | |-PIC0.PNG | |-PIC1.PNG | |-PIC2.PNG | |-PS3LOGO.DAT | |- USRDIR: | |-CONTENT (dir): (this folder is sent when using export) | | | |-DOCUMENT.DAT (software manual) | |-EBOOT.PBP (more infos on main page)---SFO inside used by PSP | |-PBOOT.PBP (udpate game. SFO category is PG, used with main SFO as PP) | |-KEYS.BIN (see above) | |-other possible files related to the game when it s update PBOOT.PBP | | |- SAVEDATA (dir):about minis/ ps1 classic save and Memory card adapter | | | |-ICON0.PNG (used for PSP save data) | |-PARAM.SFO (Category: MS, used for PSP save data) | |-SCEVMC0.VMP (memory card save in PSP format for slot 1) | |-SCEVMC1.VMP (memory card save in PSP format for slot 2) | |-CONFIG.BIN (probably generated by the PSP) | |-CONFIG (generated after first boot) | |-ISO.BIN.EDAT: Iso.bin.edat (1Ko file when update PBOOT.PBP) see also EDAT files | |-MINIS.EDAT (used on MINIS game) | |-MINIS2.EDAT (used on PSP remaster) | |-load_tmp: (dir only on MINIS after first boot?) | | | |-ICON0.PNG | |-PARAM.SFO (Category: MS) | |-PIC1.PNG | |-SECURE.BIN | |-SND0.AT3 | |-save.tmp (empty dir only on MINIS after first save?)
(Might not be complete structure tree/)
About NPDRM and PSP
DOCUMENT.DAT
Software manual of games (minis, PSP remaster and ps1 classic).
By pressing home button during the game, ICON of software manual will appear near the game icon to of the ps3 (as option when it s PS1 classic)
Can be replaced by other DOCUMENT.DAT of others same game category (Minis and PSP remaster can be interchanged).
DOCUMENT.DAT on PS3
- PARAM.SFO:
for DG game: The icon of software game can appear on PS3 games but not loading the manual. (edited SFO category as MN instead, the utility icon don t appear with HG)
DOCUMENT.DAT on PSP
3 different version supported? ( ps1 classic-MINIS-old format used on homebrew) Can be loaded from psp XMB (if it is from MINIS, not from PS1 classic) without having to boot the game or even a working game.
Create your homebrew manual or walktrough by using PSP DocMaker GUI:
( http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html / http://www.mediafire.com/?d2mobmwlrlw )
Others: Max 100 pages as display?
DOCUMENT.DAT on PSVITA
CONFIG
Infos about PS1 Emulation
Size:60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"
Generated/overwrited at each boot of the game, configure the PS1 emulator for : ?
KEYS.BIN
16 bytes.
If you have this file, you can put it into the folder CONTENT to make your PS1 classic game working after being exported. For export on 3.55: XMB option For export on 4.xx+: PKG as bubble first. (note: install on PS3 also, the "fix" pkg can be use the regular install pkg)
For Minis and export, you can use the same tool linked on main page to make it as ISO running on your (cfw) psp.
Others: PARAM.SFO attribut (PSP)
By group content format:
- PSP™: X3,X5,X6,X7 (used also for unsupported/ Corrupted data like Unknown folder on PS3, X1 can be also in this folder and it is a bit different issue, in 2 case at least)
- NEOGEO : X2 (it s X4 on PS3, NEOGEO game don t have export so that can be the reason why Attribut are different)
Only X3 seems missing, X5,X6,X7 might not be used yet.
PlayView
Description
Generic
PlayView can be described as guide book for games. Using "ultra- high resolution (4K) digital data", PSP or PS3 will display the images with no effort. It can be compatible 3D and PS Move+EYE Camera on PS3 and can include possible extra content(themes, DLC).
Most of the time, each full screen page display is equivalent to 2 paper pages of an art book/game manual but other display have been release (Gran Tourismo PlayView: long highway road, with zoom you reach other visual content). Specific background music or sound and videos per page can be apply.
There are various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category). However, it work on the same way (with specific encryption/security, resolution/more sub element such sound channel etc...)
Few full free content for PS3 & PSP are available on store.
Transfer from PSP PlayView to PS VITA is possible for some PlayView titles (export PS3 to PSP also is possible but as not bootable, transfer with UMD passport?).
PSP/PS3 Digital comic/strategy/guide/manual are not PlayView (...)
- Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
- Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
example structure PSP(/PS3)
Structure and display on both device PS3/PSP can be like flipping the pages of a book (see youtube game link and XML structure content.dat.edat) with specific background music for each page.
For one page (one page equivalent of 2 paper pages):
- Each page contain 6 (or 5) layers with the same graphical content, the layer display is according to the level you zoom.
- Aspect ratio is 1.77 (16:9) (all PSP models).
- The demo video linked/image show a little different structure (tile sizes only as 256x256 and grid) . Described as"authoring", it s easy to understand/manipulate/modulate.
Level Layer visual | Atelier Meruru Guide Book : Number Image | Note | Grid (WxH) | Other example: Atelier Totori Plus(PSP&PS3) | Other example: Atelier Ayesha Guide Book | |
---|---|---|---|---|---|---|
Zoom in ∇ | ||||||
0 | 1(sum: 180x101) | (180x101) "thumbnail" when slide | 1x1 | 1 image (240x135) | 1 (200x112) | |
1 | 2(sum: 360x202) | Left: 256x202 Right: 104x202 | 2x1 | 4 images (480x270) | 2 (400x225) | |
2 | 6(sum: 720x405) | 3x2 | 12 images (960x540) | 8 (800x450) | ||
3 | 24(sum: 1440x810) | 6x4 | 40 images (1920x1080) | 28 (1600x900) | ||
4 | 84(sum: 2880x1620) | 12x7 | 135 images (3840x2160) | 104 (3200x1800) | ||
5 | 299(sum: 5760x3240) | Max_Zoom the "deepest" into the page | 23x13 | no | 375 (6400x3600) |
- Level Layer order are reversed (layer 0 being the max_zoom) on the file who contain the image: gvd.dat.edat file (see DATA BASE Viewer) and effect as double page flip are defined into the content.dat.edat (second part contan the structure XML) .
Game Data
Can be slightly different and for convenience description, this term of "1.01" (based on disc_version from PSP title) is used but it not meant to be strict since there are not strictly two different model at this level of files (neither as PS3/PSP)
However, PlayView version "1.00" and "1.01" difference are cosmetic order (or divided file on some PS3 title) until content.dat.edat XML structure (to be picky) and PlayView setting (format +warning/logo/user interface screen...).
gvd.dat(.edat):
1.00 | 1.01 |
---|---|
TGDT0100 header 0x400 | TGDT0100 header 0x400 |
Image ID.gvd for the first page | all name file.gvd+ padding |
second image id.gvd | DATA BASE Viewer +padding |
End Of File: 00 | End Of File: 00 |
The file contain the image embedded as well as "database". Can be divided in 2 parts:
- "TGDT0100"
- "Image ID.gvd"
TGDT0100
Offset | Length | Value & note |
---|---|---|
0000 | 8 | "TGDT0100" |
0008 | 4 | Total data entry (next 0x10) in hex |
000C | 4 | Total Length first part/start second part (first image id.gvd) |
0010 | 4 | Offset file name.gvd (without header TGDT0100) |
0014 | 4 | Length file name.gvd (00 is not counted) |
0018 | 4 | Offset Data Base Viewer |
001C | 4 | Length Data base Viewer file |
0020 | xx | Repeat last 0x10 for page |
0XXX | xx | Filled with 00 until the first image ID.gvd start |
Image ID.gvd:
Repeat for each page referenced. Can be divide into 3 part: Name file referenced into XML, data base utility and the embedded images.
Name file.gvd
Offset | Length | Value & note |
---|---|---|
0000 | 10 | .name file.gvd |
0010 | 00 | Padding with zero for alignment (if variable per page: DATA BASE Viewer start at next offset 0X00 or according to the structure used) |
DATA BASE Viewer
Offset | Length | Value | Note | |
---|---|---|---|---|
0000 | 10 | 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 | "GVEW0100JPEG0100" | |
0010 | 4 | 00 00 xx xx | Length Width (hex) total layer 0 (variable per game) | |
0014 | 4 | 00 00 xx xx | Length Height (hex) total layer 0 (variable per game) | |
0018 | 4 | 42 4C 4B 5F | "BLK_" | |
001C | 4 | 00 00 xx xx | Length Data Base (variable per game structure) | |
0020 | 8 | 00 00 00 01 00 00 00 00 | Similar | |
Data Base | ||||
0028 | 4 | 00 00 00 20 | Apps/machine code? | |
002C | 4 | 00 00 00 04 | Apps/machine code? | |
0030 | 4 | 00 00 00 xx | Grid position Width (hex): as horizontal line, left to right. | |
0034 | 4 | 00 00 00 xx | Grid position Height (hex): next position after each horizontal line. | |
0038 | 4 | 00 00 00 0x | Layer level: layer 0 (max zoom) appear first. | |
003C | 4 | 00 00 xx xx | Length of the image (hex) | |
0040 | 4 | 00 00 00 xx | Length padding of the image (hex) | |
0044 | 4 | 00 00 00 00 | Not used? | |
0048 | 4 | 00 00 0x xx | Width image (hex) | |
004C | 4 | 00 00 0x xx | Height image (hex) | |
0050 | ... | ... | Repeat last 0x20 for each image on the page | |
Data Base | ||||
XXXX | 4 | 42 4C 4B 5F | "BLK_" | |
XXXX | 4 | xx xx xx xx | Total length embedded images (with FF padding) | |
XXXX | 8 | 00 00 00 02 00 00 00 00 | Similar | |
XXXX | xx | FF D8 ... | First JPEG (first from level layer on file 0, top left to right) | |
XXXX | xx | Padding with FF (16 bytes alignment) | ||
XXXX | xx | Second JPEG until last image for the page. Start either next name file.gvd/data base viewer | ||
XXXX | xx | xx xx | Padding with 00 for alignment if next is data base viewer |
Images JPG
Embedded image (JPEG JFIF) per page. The second page start.
content.dat(.edat):
The file contain the XML structure to transport elements such video, music background etc...
- First part header:
Offset | Length | Value & Note |
---|---|---|
0000 | 8 | "TGDT0100" |
0008 | 4 | Total data entry (next 0x10) in hex |
000C | 4 | Total Length first part/start second part |
0010 | 4 | Offset (without header) |
0014 | 4 | Length |
0018 | 4 | Offset |
001C | 4 | Length |
0020 | xx | Repeat last 0x10 |
- Second part XML:
On 1.01:
Code Sample
Note
- Image: JPEG (...)
- Video: MP4 format 480x272 on PSP, 1280x720 on PS3 (...)
- Music: MP3 format (128 KBPS)
- PSP EDAT files (videos & sound also): see tool on main page for decrypt.
PlayView Config
PlayView apps itself can be configured per game/machine. Indeed one aspect of this Tiny Gigantic Viewer being authoring, it need to be quick and easy to port (...) the game data but also the apps to fit into different content/machine/user.
Following Config PSP & PS3 and config User Interface description are not necessary complete and don t necessary complete each other.
Config PSP & PS3: tgv.cfg
This file can be different up to the title.
Allow different settings for the title such background color...
(...)
Settings | Values | Comments & note |
---|---|---|
selection_mode_by_enter_button | (0/1) default: 0 | |
selection_frame_margin | range: [0.0, 0.25]
PS3 default: 0.15 PSP default: 0.01 |
|
key_repeat_delay | range: [0.0, 1.0]
PS3 default: 0.266667 PSP default: 0.233333 |
|
key_repeat_interval | range: [0.0, 1.0]
PS3 default: 0.083333 PSP default: 0.05 |
|
clear_color_normal | default: 0xffffffff | RGBX color outside the viewer: background color when slide |
clear_color_dialog | default: 0x00000000 | |
clear_color_margin | default: 0x00000000 | |
disable_debug_menu | default: 0 (1/0) | |
disable_debug_hud | default: 0 | |
enable_stick_guide | (1/0)
PS3 default: 1 PSP default: 0 |
|
page_flip_speed_factor | range: [0.01, 10.0]
PS3 default: 2.0 PSP default: 2.0 |
|
fixed_aspect_ratio_width
fixed_aspect_ratio_height |
range: [0, 4096]
PS3 only default: 0 |
|
viewport_shrink_factor | range: [0.1, 1.0]
PS3 only default: 1.0 |
Rate full screen/viewer : Works on PSP (as resolution on full screen) |
force_16_9_letter_box_if_4_3_sdtv | default: 0 | |
letter_box_margin_color | default: 0x00000000 | |
enable_screenshot_utility
screenshot_photo_title = photo_title screenshot_game_title = game_title screenshot_add_date_time screenshot_add_overlay |
(0/1) | |
max_num_sgx_streams | 2 | |
guide_alignment | default: 5 |
0= Top left, 1= Top, 2= Bottom left, 3= Bottom left, 4= Bottom, 5= Bottom right, 6= Center |
selection_frame_draw_margin |
PS3 default: 0 PSP default: 0 |
|
selection_frame_draw_division | default: 0 | |
xy_motion_speed_limit_factor | range: [0.01, 10.0]
PS3 default: 3.0 PSP default: 1.0 |
|
back_speed_factor | range: [0.01, 10.0]
PS3 default: 1.0 PSP default: 0.58 |
|
back_home_speed_factor | range: [0.01, 10.0]
PS3 default: 0.7 PSP default: 0.58 |
|
bg_image_off | default: 0 | Hide background image (when slide) |
default_language_psp | PSP only default: 0 | Language for home button (quit game): See Languages up to the ones available on PSP |
Config User Interface: ui
This file format can be different up to the title.
Can be divide into 3 part:
- First part:
Offset | Length | Value & Note |
---|---|---|
0000 | 8 | "TGDT0100" |
0008 | 4 | Total data entry (next 0x10) in hex |
000C | 4 | Total Length first part/start second part |
0010 | 4 | Offset (without header) |
0014 | 4 | Length |
0018 | 4 | Offset |
001C | 4 | Length |
0020 | xx | Repeat last 0x10 |
- Second part (repeat 2x):
(not complete)
Code Sample
- Third part:
Contain the images (.png) +id header referenced above such startup01, help etc...
Digital Comic PSP
Similar than the few stand alone digital game manual on PS3.
On PS3, Original/custom digital comic can also be repack and run as or .
Although customization might be limited it s more simple to manipulate than PlayView and make your owns .PNG slow slide show pack. Custom images .PNG resolution can be different than original.
Structure tree
PSP_GAME/ | |-SYSDIR/ | |-USRDIR/ | |-SYSDIR/ | |-USRDIR/ | |-font/ | | | |-latin_22_serif_r.pgf files, latin_22_serif_i.pgf files,... | |-images/ | | | |-.bmp, .gim and .tga files used for GUI. | |-modules/ | | | |-libfont.prx | | | |-libmp3.prx | | | |-libpsmfplayer.prx | | | |-libsecure.prx | | | |-psmf.prx | | | |-psnet_ap_dialog_dummy.prx | |-packages/ | | | |-comic name dir/ | | | | | |-templates/ | | | | | | | |-page1layout.xml, page2layout.xml, ... | | | | | |-_default_white_bg.jpg | | | | | |-001.PNG, 002.PNG, ... | | | | | |-AppTemplate.xml | | | | | |-packageInfo.xml | | | | | |-page00000001.xml, page00000002.xml, ... | | | |-background.jpg | | | |-home_page.xml | |-AppTemplate.xml | |-config.txt | |-NTemplateMain.xml
Notes
- AppTemplate.xml : Contains application name, font size, buttonMap (L2/R2 included and related status), ...
- config.txt : home page URL, umd and ms root directory, ...
- NTemplateMain.xml :
USRDIR/font
PGF format for fonts is the format used on the psp
http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html
USRDIR/images
Images in game used for GUI.
USRDIR/modules
---
USRDIR/packages
- background.jpg
- home_page.xml