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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 )


== CONFIG ==
Others:
Max 100 pages as display?


Infos about [Emulation|PS1 Emulation]
===DOCUMENT.DAT on PSVITA===
See [http://www.vitadevwiki.com/index.php?title=Packages_(.PKG)| game manual in png format]


Size: 60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"
==CONFIG==


Generated/overwrited at each boot of the game, configure the PS1 emulator for: ?
Infos about [http://www.ps3devwiki.com/wiki/Emulation PS1 Emulation]


== KEYS.BIN ==
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.
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 MINIS and export?
 
See [http://www.ps3hax.net/showthread.php?p=435388#post435388 here for some keys.bin examples]
 
=Others: PARAM.SFO attribut (PSP)=
 
'''By group content format:'''
 
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)


For export on PS3 3.55: XMB option
NEOGEO : X2 (it s X4 on PS3, NEOGEO game don t have export so that can be the reason why Attribut are different)


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


For Minis and export, you can use the same tool linked on main page to make it as ISO running on your (CFW) PSP.
== Decrypting Tools ==


== DOCUMENT.DAT ==
*PSARdumper
http://dl.qj.net/psp/homebrew-applications/psardumper-for-ofw-660.html
Software manual of games (minis, PSP remaster and ps1 classic).
 
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==


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).
<div style="float:right">[[File:8tnu0100000fayu8.jpg|200px|thumb|left| Game used to advertise PlayView]]</div>


Can be replaced by other DOCUMENT.DAT of others same game category (Minis and PSP remaster can be interchanged).


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


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
Using "ultra-high resolution (4K) digital data" it can be compatible 3D (for some titles), PS Move+EYE Camera (for some titles) on PS3.


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.
Demo video on PS3 (in English):


Create your homebrew manual or walktrough by using PSP DocMaker GUI:
*http://www.youtube.com/watch?v=5LIdPOZGoDE


(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html /  http://www.mediafire.com/?d2mobmwlrlw)
Transfer from PSP PlayView to PS VITA is possible for most of the PSP PlayView title with UMD passeport (?)


Others remarks:
Speculation: export function, PS3 to PSP, for some titles but final release might have cancel it for commercial (and technical?) reasons.


Max 100 pages as display?
Including possible extra content on PS3 (for example:themes)


= Misc: Digital Comic PSP =
==Game List==


On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
Various kind of content, but it can be distinguish as for PS3 or PSP.  


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) .
Note: some games titles are present in both category (e.g.PS3: NPJB-60006, PSP : NPJH-60004)  


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.
[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]


Pages can be added by simply expand the structure inside USRDIR/packages/comic name/.
==structure==
===Game Data structure on PSP===


=== Structure tree ===
*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.
The video link show a little different structure on the PS3 (tile sizes only as 256x256, grid spacing).


  PSP_GAME/
It allow quick zoom, jump to other page and hyper link (images, video and music but the link video describe possible other sub element) and background music.
    |
    |-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 ===
===Global Embedded images structure example for one page===


*AppTemplate.xml: Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
Each page contain 6 layers with the same graphical content, the layer display is according to the level you zoom.
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.


*config.txt: home page URL, umd and ms root directory, ...


*NTemplateMain.xml:
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |  || style="background-color:#010ADA; color:#FFFFFF;" |Level Layer visual || style="background-color:#010ADA; color:#FFFFFF;" |Number Image || style="background-color:#010ADA; color:#FFFFFF;" |Note|| style="background-color:#010ADA; color:#FFFFFF;" |Level Layer on file || style="background-color:#010ADA; color:#FFFFFF;" | Grid (WxL)
|-
|rowspan="7" | Zoom in  ∇
|-
| 0 || 1  || (180x101) Might not be display or used as "thumbnail" when slide || 5 || 1x1
|-
| 1 || 2  || Left: 256x202 Right: 104x202 || 4 || 2x1
|-
| 2 || 6  || || 3 || 3x2
|-
| 3 || 24  || with visual arranged as "depth effect"(?) || 2 || 6x4
|-
| 4 || 84  || || 1 || 12x7
|-
| 5 || 299 || Max_Zoom You reach the "deepest" into the page || 0 || 23x12
|-
|}


===USRDIR===
===gvd.dat.edat:===
The file contain the image embedded as well as "database".
Can be divide in 2 parts:
*"TGDT0100"
*"Image ID.gvd"


==== USRDIR/font ====
====TGDT0100====


PGF is the font format used on the PSP.
{| 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)
|-
| 0010 || 4 || Offset file name.gvd (without header TGDT0100)
|-
| 0014 || 4 || size file name.gvd
|-
| 0018 || 4 || Offset Data Base Viewer
|-
| 001C || 4 || Length Data base Viewer file
|-
| 0020 || xx|| Repeat last 0x10 for page
|-
| 0XXX || 00 || filled with zero until the first image ID.gvd start
|-
|}


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


==== USRDIR/images ====
====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.


Images in game used for GUI.


==== USRDIR/module ====
=====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 <!--//XML .ID //-->
|-
| 0010 || 00 || filled with zero (variable per page):
|-
|}


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


==== USRDIR/packages ====
=====DATA BASE Viewer=====


*background.jpg
{| 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 || || Similar
|-
| 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |Data Base
|-
| 0028 || 8 || 00 00 00 20 00 00 00 04 || Similar
|-
| 0030 || 4 || 00 00 00 xx || Grid position Width (hex)
|-
| 0034 || 4 || 00 00 00 xx || Grid position Height (hex)
|-
| 0038 || 4 || 00 00 00 0x || Layer level
|-
| 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |End Data Base
|-
| XXXX || 4  || 42 4C 4B 5F|| BLK_
|-
| XXXX || 4  || xx xx xx xx || Total length embedded images (with padding)
|-
| XXXX || 8 || 00 00 00 02 00 00 00 00 ||
|-
| XXXX || xx xx || image (first from level layer 5, top left)
|-
|}


*home_page.xml
=====Images JPG=====
Embedded image (JPEG JFIF) per page


===== USRDIR/packages/comic name/ =====
<!--// this might not be needed here)
{| 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
|-
|}
//-->


*_default_white_bg.jpg: used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
The same for other page (without header "TGDT0100")


*001.PNG, 002.PNG, ...: are images specific to the comic book.


*AppTemplate.xml: Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
===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 (...) <!--//no auto scale //-->


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