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= Structure folder/files around EBOOT.PBP =
=Structure folder/files around EBOOT.PBP=


Note: might not be complete structure tree.


'''Dev_HDD0/game/NPXX.12345/'''
'''Dev_HDD0/game/NPXX.12345/'''
Line 7: Line 6:
  |-ICON0.PNG (ICON on PS3 XMB)
  |-ICON0.PNG (ICON on PS3 XMB)
  |
  |
  |-PARAM.SFO (SFO used by PS3: [[PARAM.SFO#CATEGORY_For_HDD_contents|CATEGORY_For_HDD_contents]])
  |-PARAM.SFO (SFO used by PS3: [http://www.ps3devwiki.com/wiki/PARAM.SFO#CATEGORY_For_HDD_contents CATEGORY_For_HDD_contents])
  |
  |
  |-PIC0.PNG
  |-PIC0.PNG
Line 28: Line 27:
       |
       |
       |
       |
       |- SAVEDATA (dir): [[Game_Saves#Game_Saves_Minis|about minis/ ps1 classic save]] and [[PlayStation_Card_Adapter|Memory card adapter]]
       |- SAVEDATA (dir):[http://www.ps3devwiki.com/wiki/Game_Saves#Game_Saves_Minis about minis/ ps1 classic save ] and [http://www.ps3devwiki.com/wiki/PlayStation_Card_Adapter Memory card adapter]
       |    |  
       |    |  
       |    |-ICON0.PNG  (used for PSP save data)
       |    |-ICON0.PNG  (used for PSP save data)
Line 38: Line 37:
       |-CONFIG (generated after first boot)
       |-CONFIG (generated after first boot)
       |
       |
       |-ISO.BIN.EDAT: [[ISO.BIN.EDAT]] (1Ko file when update PBOOT.PBP)
       |-ISO.BIN.EDAT: [http://www.ps3devwiki.com/wiki/Iso.bin.edat Iso.bin.edat] (1Ko file when update PBOOT.PBP) see also [http://www.ps3devwiki.com/wiki/Talk:EDAT_files EDAT files]
       |     
       |     
       |-MINIS.EDAT (used on MINIS game)
       |-MINIS.EDAT (used on MINIS game)
Line 54: Line 53:
       |-save.tmp (empty dir only on MINIS after first save?)
       |-save.tmp (empty dir only on MINIS after first save?)


= Files related to EBOOT.PBP =


== PARAM.SFO attribute (PSP) ==


'''By group content format:'''


*{{icon content psp}} 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)
(Might not be complete structure tree/)
 
About [http://www.ps3devwiki.com/wiki/Talk:NPDRM_Selfs#Part_2_-_responce NPDRM and PSP]
 
=Files related to EBOOT.PBP=
 
==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:


*{{icon content pspminis}} minis: X1 (same on PS3)
  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)


*{{icon content ps1}} Playstation® (for PS1 classic game): Don't have attributes
===DOCUMENT.DAT on PSP===


*{{icon content pcengine}} PCENGINE: X0 (same for PS3)
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.


*{{icon content neogeo}} NEOGEO: X2 (it is X4 on PS3, NEOGEO games don't have export so that can be the reason why attributes are different)
Create your homebrew manual or walktrough by using PSP DocMaker GUI:


Only X3 seems missing, X5, X6, X7 might not be used yet.
( 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?


== CONFIG ==
===DOCUMENT.DAT on PSVITA===
See [http://www.vitadevwiki.com/index.php?title=Packages_(.PKG)| game manual in png format]


Infos about [Emulation|PS1 Emulation]
==CONFIG==


Size: 60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"
Infos about [http://www.ps3devwiki.com/wiki/Emulation PS1 Emulation]


Generated/overwrited at each boot of the game, configure the PS1 emulator for: ?
Size:60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"


== KEYS.BIN ==
Generated/overwrited at each boot of the game, configure the PS1 emulator for : ?


==KEYS.BIN==
16 bytes.
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.
If you have this file, you can put it into the folder CONTENT to make your PS1 classic game working after being exported to the PSP (with CFW or LCFW).
 
On PSP scene: for the purpose of running ps1 iso, it seems the need of this keys.bin file was patched (to match the same game, attached to "PSP.base") and later no needed anymore.


For export on PS3 3.55: XMB option
For MINIS and export?


For export on PS3 4.xx+: PKG as bubble first. (note: install on PS3 also, the "fix" pkg can be use the regular install pkg)
See [http://www.ps3hax.net/showthread.php?p=435388#post435388 here for some keys.bin examples]


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)=


== DOCUMENT.DAT ==
'''By group content format:'''
 
Software manual of games (minis, PSP remaster and ps1 classic).
PSP™: X3,X5,X6,X7 (per default, used for unsupported/ Corrupted data as Unknown folder on PS3, X1 can be also in this folder and it is a bit different issue, in 2 case at least, but no matter)
 
minis: X1 (same on PS3)
 
Playstation® (for ps1 classic game) : Don t have attributes
 
PCENGINE : X0 (same for PS3)
 
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.
 
== Decrypting Tools ==
 
*PSARdumper
http://dl.qj.net/psp/homebrew-applications/psardumper-for-ofw-660.html
 
Note: This PSAR dumper is for firmware packages
 
*PRXdecrypter
http://dl.qj.net/psp/homebrew-applications/prxdecrypter-v26b.html
 
Is a modification of psardumper that can decrypt other files as MODULES.PRX or EBOOT.BIN
 
*PBP Unpacker
http://dl.qj.net/psp/tools-utilities-on-pc/pbp-unpacker-v094.html
 
 
=PlayView=
 
==Description==
 
<div style="float:right">[[File:8tnu0100000fayu8.jpg|200px|thumb|left| Game used to advertise PlayView]]</div>


By pressing PS 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).
PlayView can be described as Guide Book for games (...there are other type of content and not yet stand alone games).


By editing PARAM.SFO: on Disc Game:  The icon of software manual can appear on PS3 games but not loading the manual. (edited SFO category as MN instead of DG, the utility icon don t appear with HG)
Using "ultra-high resolution (4K) digital data" it can be compatible 3D (for some titles), PS Move+EYE Camera (for some titles) on PS3.


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
Demo video on PS3 (in English):


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.
*http://www.youtube.com/watch?v=5LIdPOZGoDE


Create your homebrew manual or walktrough by using PSP DocMaker GUI:
Transfer from PSP PlayView to PS VITA is possible for most of the PSP PlayView title with UMD passeport (?)


(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html /  http://www.mediafire.com/?d2mobmwlrlw)
Speculation: export function, PS3 to PSP, for some titles but final release might have cancel it for commercial (and technical?) reasons.


Others remarks:
Including possible extra content on PS3 (for example:themes)


Max 100 pages as display?
==Game List==


= Misc: Digital Comic PSP =
Various kind of content, but it can be distinguish as for PS3 or PSP.


On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
Note: some games titles are present in both category (e.g.PS3: NPJB-60006, PSP : NPJH-60004)


Customization might be extremely limited by size of image (around 2MB?)  per page/sum loaded although there are may be some possible setting (if not due to internal use) on emulation for PS3 and one SFO parameter on PSP. XML structure link seems also limited to only two xmlurl / action per page (left/right as backward/forward) .
[http://search.jp.playstation.com/search?site=FIZ02WOB&design=2&group=1&charset=UTF-8&period1=0&period3=0&genre=0&option=13&optionCond=0&count=100 Game list in Japan for PS3,PSP&PS VITA]


It is simple to manipulate and make your own .PNG (no need to be specific) slow slide show pack as PKG for your game column.
==structure==
===Game Data structure on PSP===


Pages can be added by simply expand the structure inside USRDIR/packages/comic name/.
*from only one example, so this might change up to each title (especially for other than guide book content). However, it might work on the same way (with specific encryption/security) on PS VITA since this is from PSP title with possible transfer. This example title is also present on PS3 with different ID but might as well work on the same way.


=== Structure tree ===
It allow quick zoom, jump to other page and  hyperlink (images, video and music but the link video describe possible other sub element) and background music.


PSP_GAME/
===Global Embedded images structure example for one page===
    |
    |-SYSDIR/
    |
    |-USRDIR/
          |
          |-font/
          |  | 
          |  |-latin_22_serif_r.pgf files, latin_22_serif_i.pgf files,...
          |
          |-images/
          |  | 
          |  |-.bmp, .gim and .tga files used for GUI.
          |
          |-module/
          |  | 
          |  |-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 ===
Each image contain 5 (or 6) layers of the same graphical content page (the demo video show other example structure)
Visually, each page display is equivalent as 2 pages on art book/ game manual paper version.
For this reason, added to the extra content, the size of game data can easily reach hundreds MB.


*AppTemplate.xml: Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...


*config.txt: home page URL, umd and ms root directory, ...
<!--//The table follow the example display on the video, but the images embedded order is reverse.//-->


*NTemplateMain.xml:


===USRDIR===
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |  || style="background-color:#010ADA;" |Number Layer || style="background-color:#010ADA;" |Number Image || style="background-color:#010ADA;" |Note
|-
|rowspan="7" | Zoom in  ∇
|-
| 1 || 1  || (180x101) Might not be display or used as "thumbnail" when slide
|-
| 2 || 2  || Left: 256x202 Right: 104x202
|-
| 3 || 6  || Row :3
Top left:2 images as 256x256 + 1 as 208x256
Bottom left:2 images as 256x149 + 1 as 208x149
|-
| 4 || 24  || Row:6
5 as 256x256,1 as right side 160x256,
similar for center
bottom 256x42, bottom right 160x42 (as "depth effect"?)
|-
| 5 || 84  || Row: 13
12 as 256x256, 1 as 64x256
Bottom:12 as 256x84, 1 as 64x84
|
|-
| 6 || 299 || Row:23
22 as 256x256, 1 as 128x256
Bottom: 22 as 256x168, 1 as 128x168


==== USRDIR/font ====
Max_Zoom (you reach the most detail part of the picture)
|-
|}


PGF is the font format used on the PSP.
===gvd.dat.edat:===
The file contain the image embedded as well as "database".
Can be divide in 2 parts:
*"TGDT0100"
*"Image ID.gvd"


[http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html]
====TGDT0100====


==== USRDIR/images ====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value & Note
|-
| 0000 || 8 || TGDT0100
|-
| 0008 || 4 || version?
|-
| 000C || 4 || size/start second part (first image id.gvd)
|-
| ...  ||  ||
|-
|}


Images in game used for GUI.


==== USRDIR/module ====
====Image ID.gvd:====
Repeat for each page reference.
Can be divide into 3 part:
Name file referenced into XML, data base utility and the embedded images.


libfont.prx, libmp3.prx, libsmfplayer.prx...


==== USRDIR/packages ====
=====Name file.gvd=====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value & Note
|-
| 0000 || 16 || .name file.gvd
|-
| 0010 || xx || filled with zero (total length variable per page):
|-
|}


*background.jpg


*home_page.xml
=====DATA BASE Viewer=====


===== USRDIR/packages/comic name/ =====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 16|| 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 ||"GVEW0100JPEG0100"
|-
| 0010 || 8 || || Machine flag?
|-
| 0018 || 4 || 42 4C 4B 5F ||BLK_
|-
| 001C || 4 || xx xx xx xx|| Length Data Base (variable per game?)
|-
| 0020 || 16 || 00 00 00 01 00 00 00 00 || Machine flag?
|-
|colspan="5" style="text-align:center; background-color:#123ADA;" |Data Base
|-
| 0030 || 4  || xx || N
|-
| 003E || 4? || xx || Length of the image
|-
| 0043 || 4? || xx || Variable:Length padding of the image
|-
| 0040 || 4? || xx || N
|-
| 0050 || 20 || xx || Repeat for each image on the page
|-
| 00XX || 4  || 42 4C 4B 5F|| BLK_
|-
| 00XX || 4  || xx xx xx xx || Total length embedded images (with padding)
|-
| 00XX || 16 || 00 00 00 02 00 00 00 00 || Machine flag?
|-
|}


*_default_white_bg.jpg: used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
=====Images JPG=====
Embedded image (JPEG JFIF) per page


*001.PNG, 002.PNG, ...: are images specific to the comic book.
<!--// this might not be needed here if the viewer allow other type of image)
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 4 || FF D8 FF EO || 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 || 16 || FF D9|| APP0 marker: EOI end of image + padding (32 bits aligned?)
|-
| XXXX || XX || FF || padding align per 16
|-
|}
//-->


*AppTemplate.xml: Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
The same for other page (without header "TGDT0100")
===content.dat.edat===
The file contain the XML structure to transport elements such music background etc...
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 8 || ||TGDT0100
|-
| 0008 || 4 || ||version?
|-
| 000C || 4 || ||header size/start second part
|-
| ...
|-
|}


*packageInfo.xml: Contains Application Id, Name,...and Package Id
Second part contain the XML Structure/Sub element


*page00000001.xml, page00000002.xml, ... :
*Image: JPEG (...)


===== USRDIR/packages/comic name/template =====
*Video: hyperlink Mp4 format 480x272 (...)


*page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned
*Music: background music + hyperlink : regular MP3 format ( 128 KBPS)
----
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