PlayView: Difference between revisions

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<!--Limit of the values (ZOOM IN:limited by the images). Here you can adjust/unlock/lock the level of max/min_zoom -->
<!--Limit of the values (ZOOM IN:limited by the images). Here you can adjust/unlock/lock the level of max/min_zoom (between 1 to 0 ∞)-->
     <limit>
     <limit>
         <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"  
         <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"  

Revision as of 08:07, 24 April 2014

PlayView

Default.jpeg

PlayView on PS3

Description

Generic

Game used to advertise PlayView

Using "ultra- high resolution (4K) digital data", PSP or PS3 will display the images smoothly. It can be compatible 3D and PS Move (At CEDEC 2010, Teiji Yutaka demonstrated PlayView using the PlayStation Move controller in real time to increase and reduce the size of a still image of a park consisting of over 3 billion pixels) +EYE Camera on PS3 and can packed with other 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 (guide book, sexy content, stand alone games) for PS3 and 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...)

PS3 games can contain embebed Playview (e.g. the "wizard book" inside "Ni No Kuni" uses a custom game module named libTGV_v1.45.07.sprx)

Title ID: Japan: PS3: NPJB60*** & NPJA60*** , for PSP: NPJH60***. Others: "4K gallery": NPEB01397)

Playview might required FW 6.39 or so, and PS3 FW min around 3.70.

Few full free content for PS3 & PSP are available online.

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.

Codename of playview is TGV (Tiny Gigantic Viewer) and his derivates with an added or removed letter (TG, GV, etc...)

example structure PSP(/PS3)

PlayView image layers for 1 page

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) or Atelier Meruru Plus 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 begining of thefile 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 structures XML).
  • Not all pages need to have the same resolution.
  • Max resolution seens (PS3): 7680x4320

Game Data

Can be slightly different and for convenience description, this term of "1.01" (based on disc_version from PSP title) is used for wikify 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...).

*Tgvtools-v0.81 (FW 3.70.001), v.1.10 (FW 410.001), v1.50 (FW 430.001)
*Ni No Kuni internal PlayView book use Tgvtools-v0.81 (FW 3.70.001)

See note for JPG extractor tool.

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 (0x00 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.

Offset Length Value Note
0000 2 FF D8 Magic JPG
0002 2 FF E0 marker: SOI Start Of Image
0004 2 00 10 Skipped
0006 5 4A 46 49 46 00 marker JPEG extension "JFIF"
000C 4
0014 2 FF DB Define Quantization table
0059 2 FF DB
009E 2 FF C0
00B1 2 FF C4 Huffman table
0110 ? quantization table
0270 xx
XXXX 10 FF D9 APP0 marker: EOI end of image + padding
XXXX XX FF padding align per 16 is not mandatory but can create visual "disorder"

The second page start (new Playview version: 1.gvd file= 1 page).


content.dat(.edat):

The file contains a file list, and XML files giving the structure to transport elements such video, music background etc... (thiis file format can vary up to PlayView version)

  • 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) on file list
0014 4 Length filename (without 0x00)
0018 4 Offset (without this header) of the file (XML)
001C 4 Length file (XML) without 0x00
0020 xx Repeat last 0x10

Then come the file list

  • Second part XML:

On 1.01:

Code Sample

Note

  • Image: JPEG (not progressive)
  • Video:
Property PSP PS3
Extension .mp4 .mp4
Frame Size 480*272 1280*720
Display Aspect 480*272 1280*720
Video Compression h264 h264
Frame Rate 29.970 29.970
Audio Format mpeg4aac mpeg4aac
Audio Frequency (Hz) 41000 48000
Audio Channels Stereo Stereo
Specific markers
*no auto scale on PSP? (fw 6.60 videos utility is more picky than fw 6.39)
*not all PlayView on PS3 & PSP contains videos, 3D content video and stereo 3D are supported.


  • Music: Used on background, for each page or when linked/zoomed. MP3 format (128 KBPS but any shoud do)
  • Sound Effects: (only se.dat???)

Some PS3/PSP PlayView can have specific sound assigned to actions such cancel.

Name Offset Size Example Remark
Magic 0x00 0x06 53 47 58 44 50 01 or 53 47 58 44 81 41 "SGXDP" or "SGXD.A"
Header size 0x06 0x04 00 00 60 01 0x160
Body size 0x0A 0x8 N.A
  • Dev_Klicense is located (always?) in between (0xXXXXXA) the title ID (+0x00 NULL finished) and the TGV_BUILD_INFO.
  • PSP EDAT files (videos & sound also): see tool on main page for decrypt.
  • Web Brower link in-game for PS3 PlayView?

http://rghost.net/48813321 (include Code-Compile-Credit. Drag and drop your file with embedded .JPG)

PlayView Config

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 might be in different format up to the title version.

Allow different settings (some might need a debug flag) for the title such background color.

This table might not be complete.

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 e.g. default: 0xffffffff RGBX color outside the viewer (can be display by setting limit min_zoom) : background color
clear_color_dialog e.g. default: 0x00000000 RGBX color
clear_color_margin e.g. default: 0x00000000 RGBA color outside Aspect ratio screen
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 = 16

fixed_aspect_ratio_height = 9

range: [0, 4096]

PS3 only default: 0

On PS3, Aspect ratio can be adjust. See above setting about color normal and margin.
viewport_shrink_factor range: [0.1, 1.0]

PS3 only default: 1.0

Rate full screen/viewer : Works also 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 = 1

screenshot_photo_title = photo_title

screenshot_game_title = game_title

screenshot_add_date_time = 1

screenshot_add_overlay = 1

(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.dat (edat)

This file can be in different format/name up to the title version.

Can be divided into 2 part:

  • First part:
Offset Length Value & Note
0000 8 "TGDT0100"
0008 4 Total data entry (0x10)
000C 4 Total Length first part/start second part
0010 4 Offset filename
0014 4 Length filename
0018 4 Offset file
001C 4 Length file
0020 xx Repeat last 0x10 for each entrance

Offset value without header (this first part), filename count don t include NULL finished (0x00).

  • Second part:

(filename+file) contains multiple xml and png files

(might be also variable up to PlayView version: ui_main_version_o and ui_main_version_x)

Code Sample

After the xml files, contains start up screens: HD 1920x1080 for warning screen and 1280x720 for game logo, SD= 640x480) menu user etc.. in .png (zip compression) or gtf Formats) on old PlayView version.