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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===


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


*{{icon content ps1}} Playstation® (for PS1 classic game): Don't have attributes
  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 pcengine}} PCENGINE: X0 (same for PS3)
===DOCUMENT.DAT on PSP===


*{{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)
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.


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


== 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.
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 (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.
=PlayView=
==Description==
<div style="float:right">[[File:8tnu0100000fayu8.jpg|200px|thumb|left| Game used to advertise PlayView]]</div>
*PlayView can be described as Guide Book for games (...there are other type of content and even some "kind of" stand alone games).
*Using "ultra-high resolution (4K) digital data" it can be, up to the game, compatible 3D and PS Move+EYE Camera on PS3.
*Demo video on PS3 (in English): http://www.youtube.com/watch?v=5LIdPOZGoDE
*Transfer from PSP PlayView to PS VITA is possible for most of the PSP PlayView title
*Including possible extra content on PS3 (e.g.:themes, DLC)
==Game List==
[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]
*Various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category)
*Digital guide/manual, digital strategy guide for US PS3/PSP title: not PlayView(?) <!--//it s not because SDAT instead of EDAT, not npdrm self, images are not embedded, no zoom etc... but "official" US PlayView was supposed to happen or may be already on PSP//-->
==example structure PSP(/PS3)==
===Overall View on PSP(/PS3)===
====Generic====
*The same structure can be modulate to different resolution for different devices. However, it work on the same way (with specific encryption/security, more sub element etc...)
*On more recent titles (1.01 version with ?): the structure and display on both device PS3/PSP can be as moving the pages of a book with specific background music for each page, not only as slide and even both display are possible.
*Generally, each full screen page display as 2 pages on art book/ game manual paper version but other display can be also nice ( Gran Tourismo PlayView: long highway road, zoom ll let you reach other visual content).
====Global Embedded images structure example====
For one page:
*Each page contain 6 (or 5) layers with the same graphical content, the layer display is according to the level you zoom.
*Level Layer order showed on video are reversed compare to the gvd.dat.edat: see DATA BASE Viewer.
*The video linked show a little different structure on the PS3 (tile sizes only as 256x256 and grid) . Described as"authoring", it s easy to understand/manipulate.
<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers]]</div>
{| class="wikitable sortable"
|-
! style="background-color:#25a49b; color:#FFFFFF;" |  || style="background-color:#25a49b; color:#FFFFFF;" |Level Layer visual || style="background-color:#25a49b; color:#FFFFFF;" |Number Image || style="background-color:#25a49b; color:#FFFFFF;" | on file || style="background-color:#25a49b; color:#FFFFFF;" | Grid (WxH) || style="background-color:#25a49b; color:#FFFFFF;" |other structure example (PSP&PS3)
|-
|rowspan="7" | Zoom in  ∇
|-
| 0 ||  1 (total: 180x101)  || (180x101) "thumbnail" when slide || 1x1 || 1 image (total: 240x135)
|-
| 1 ||  2 (total: 360x202)  || Left: 256x202 Right: 104x202 || 2x1 || 4 images (total: 480x270)
|-
| 2 ||  6 (total: 720x405)  || ||  3x2 || 12 images (total: 960x540)
|-
| 3 ||  24 (total: 1440x810) || ||  6x4 || 40 images (total: 1920x1080)
|-
| 4 ||  84 (total: 2880x1620) || || 12x7 || 135 images (total: 3840x2160)
|-
| 5 || 299 (total: 5760x3240) || Max_Zoom the "deepest" into the page || 23x13 || no
|-
|}
*Aspect ratio is 1.77 (16:9) : all PSP models.
===gvd.dat.edat:===


For export on PS3 3.55: XMB option
Can be slightly different (structure as well as tgv.cfg, warning/logo/HUB screen format):
<!--//as 1.01 for convenience description and because it was as release version in couple of "new" PlayView but "previous" but it can be only adaptive version since PlayView serve this purpose//-->


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)
{| class="wikitable sortable"
|-
! style="background-color:#25a49b; color:#FFFFFF;" |1.00(?)|| style="background-color:#25a49b; color:#FFFFFF;" |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
|-
|}


For Minis and export, you can use the same tool linked on main page to make it as ISO running on your (CFW) PSP.
The file contain the image embedded as well as "database".
Can be divided in 2 parts:
*"TGDT0100"
*"Image ID.gvd"


== DOCUMENT.DAT ==
Software manual of games (minis, PSP remaster and ps1 classic).


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).
====TGDT0100====
 
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |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
|-
|}
 


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


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)


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
=====Name file.gvd=====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value & note
|-
| 0000 || 10 || .name file.gvd <!--//XML .ID difference for . //-->
|-
| 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)
|-
|}


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:
=====DATA BASE Viewer=====


(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html / http://www.mediafire.com/?d2mobmwlrlw)
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value || style="background-color:#010ADA; color:#FFFFFF;" |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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |Data Base
|-
| 0028 || 4 || 00 00 00 20 || machine code?
|-
| 002C || 4 || 00 00 00 04 || 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |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<!--//not mandatory//-->)
|-
| 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
|-
|}


Others remarks:
=====Images JPG=====
Embedded image (JPEG JFIF) per page.
<!--// this will be needed here)
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value || style="background-color:#010ADA; color:#FFFFFF;" |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.


Max 100 pages as display?


= Misc: Digital Comic PSP =


On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
===content.dat.edat:===
The file contain the XML structure to transport elements such music background etc...
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value &¬e
|-
| 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
|-
|}


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) .


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.
Second part contain the XML Structure/Sub element:


Pages can be added by simply expand the structure inside USRDIR/packages/comic name/.
===Note===


=== Structure tree ===
*Image: JPEG (...)<!--//here for setting/tools/tips etc..,Images JPG for marker only//-->


PSP_GAME/
*Video: hyper link to Mp4 format 480x272 on PSP, 1280x720 on PS3 (...) <!--//no auto scale on PSP/ psp ofw 6.60 videos is more picky than fw 6.39) //-->
    |
    |-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 ===
*Music: background music + hyper link : regular MP3 format (128 KBPS) <!--//each page can have own background music//-->


*AppTemplate.xml: Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
*PSP EDAT files (videos also): see tool on main page for decrypt.


*config.txt: home page URL, umd and ms root directory, ...
===tgv.cfg: Config Viewer settings PSP &PS3:===


*NTemplateMain.xml:
Present on "early" titles, different for more "recent" titles.


===USRDIR===
Per title and allow different settings for the title such background color...


==== USRDIR/font ====
(...<!--//List as sample for "early" titles, comments left in Japanese :), note for user experience or link//-->)


PGF is the font format used on the PSP.
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Settings|| style="background-color:#010ADA; color:#FFFFFF;" |Values ||style="background-color:#010ADA; color:#FFFFFF;" |Comments & note
|-
|selection_mode_by_enter_button || (0/1) default: 0 ||
|-
|selection_frame_margin || range: [0.0, 0.25]
PS3 default: 0.15


[http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html]
PSP default: 0.01
||
|-
|key_repeat_delay || range: [0.0, 1.0]
PS3 default: 0.266667


==== USRDIR/images ====
PSP default: 0.233333
||
|-
|key_repeat_interval ||range: [0.0, 1.0]
PS3 default: 0.083333


Images in game used for GUI.
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


==== USRDIR/module ====
PSP default: 0
||
|-
|page_flip_speed_factor || range: [0.01, 10.0]
PS3 default: 2.0


libfont.prx, libmp3.prx, libsmfplayer.prx...
PSP default: 2.0
||
|-
|fixed_aspect_ratio_width


==== USRDIR/packages ====
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


*background.jpg
screenshot_photo_title = photo_title


*home_page.xml
screenshot_game_title = game_title


===== USRDIR/packages/comic name/ =====
screenshot_add_date_time


*_default_white_bg.jpg: used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
screenshot_add_overlay
|| (0/1) ||
|-
|max_num_sgx_streams || 2 ||
|-
|guide_alignment || default: 5 ||
0= Top left, 1= Top, 2= Bottom left,


*001.PNG, 002.PNG, ...: are images specific to the comic book.
3= Bottom left, 4= Bottom, 5= Bottom right,


*AppTemplate.xml: Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
6= Center
|-
|selection_frame_draw_margin ||
PS3 default: 0


*packageInfo.xml: Contains Application Id, Name,...and Package Id
PSP default: 0
||
|-
| selection_frame_draw_division || default: 0 ||
|-
| xy_motion_speed_limit_factor || range: [0.01, 10.0]
PS3 default: 3.0


*page00000001.xml, page00000002.xml, ... :
PSP default: 1.0
||
|-
| back_speed_factor || range: [0.01, 10.0]
PS3 default: 1.0


===== USRDIR/packages/comic name/template =====
PSP default: 0.58
||
|-
| back_home_speed_factor ||range: [0.01, 10.0]
PS3 default: 0.7


*page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned
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 [http://www.ps3devwiki.com/wiki/Content_Information_Files#Languages Languages] up to the ones available on PSP
|-
|}
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