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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) ==
 
 
(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:
 
  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===
See [http://www.vitadevwiki.com/index.php?title=Packages_(.PKG)| game manual in png format]
 
==CONFIG==
 
Infos about [http://www.ps3devwiki.com/wiki/Emulation 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:'''
'''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)
*{{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)


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


*{{icon content ps1}} Playstation® (for PS1 classic game): Don't have attributes
*{{icon content ps1}} Playstation® (for ps1 classic game) : Don t have attributes
 
*{{icon content pcengine}} PCENGINE : X0 (same for PS3)
 
*{{icon content neogeo}} 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=
 
[[File:Default.jpeg]] <div style="float:right">[[File:PlayView4K-SonyPS3.jpg|250px|thumb|left| PlayView on PS3]]</div>
 
==Description==
===Generic===
<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. 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 (...) <!--//it s not because SDAT instead of EDAT, not  npdrm self, images are not embedded, png instead of jpg, no zoom etc... but "official" US PlayView was supposed to happen or may be already on PSP//-->
 
*Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
 
*Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
 
*[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]
 
===example structure PSP(/PS3)===
 
<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers for 1 page]]</div>
 
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.
 
 
 
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |  || style="background-color:#02CDC7; color:#FFFFFF;" |Level Layer visual || style="background-color:#02CDC7; color:#FFFFFF;" |Atelier Meruru Guide Book <!--//Meruru no Atelier Arland no Renkinjutsushi 3 Hatsutaiken Guide Book, not for Meruru no Atelier Plus: Arland no Renkinjutsushi 3 - Official PlayView, it ll be done later//--> : Number Image|| style="background-color:#02CDC7; color:#FFFFFF;" | Note || style="background-color:#02CDC7; color:#FFFFFF;" | Grid (WxH) || style="background-color:#02CDC7; color:#FFFFFF;" |Other example: Atelier Totori Plus(PSP&PS3) <!--//Atelier Totori Plus Official PlayView//-->|| style="background-color:#02CDC7; color:#FFFFFF;" |Other example: Atelier Ayesha Guide Book<!--//Ayesha no Atelier Tasogare no Daichi no Renkinjutsushi Hatsutaiken Guide Book//-->
|-
|rowspan="7" | 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):===
 
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |1.00|| style="background-color:#02CDC7; 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
|-
|}


*{{icon content pcengine}} PCENGINE: X0 (same for PS3)
The file contain the image embedded as well as "database".
Can be divided in 2 parts:
*"TGDT0100"
*"Image ID.gvd"


*{{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)


Only X3 seems missing, X5, X6, X7 might not be used yet.
====TGDT0100====


== CONFIG ==
{| 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
|-
|}


Infos about [Emulation|PS1 Emulation]


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


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


== KEYS.BIN ==
=====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)
|-
|}


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.
=====DATA BASE Viewer=====
 
{| 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 || 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
|-
|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
|-
|}
 
=====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.
 
 
===content.dat(.edat):===
The file contain the XML structure to transport elements such video, music background etc...
 
*First part header:
 
{| 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
|-
| 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:
 
{{Boxcode|content=<syntaxhighlight lang="xml">
content.flst page00.xml page01.xml page02.xml ...page09.xml <!--contain all the name file.gvd as XML in order of file appearance-->
0A<?xml version="1.0" encoding="utf-8"?>
<gigantic_image_content version="1.0">
    <image_files>
        <archive source="gvd.dat">
            <image width="3840" height="2160" id="i0001" source="page00.gvd" tile_type="normal"/> <!--See other example structure for W & H-->
            <image width="3840" height="2160" id="i0002" source="page01.gvd" tile_type="normal"/>
            <image width="3840" height="2160" id="i0003" source="page02.gvd" tile_type="normal"/>
                  ...
            <image width="3840" height="2160" id="i0010" source="page09.gvd" tile_type="normal"/> <!--until the last : here there are 10 pages-->
        </archive>
    </image_files>
    <structure>
        <root ref="i0001"/>
        <sequence transition="double_page_flip" id="s0001"> <!--visual effect as turning the page of paper book-->
            <item ref="i0002"/>  <!--Not all page need to have this double page flip effect-->
            <item ref="i0003"/>
        </sequence>
    </structure>
</gigantic_image_content>
 
 
<!--One page example-->
 
0A<?xml version="1.0" encoding="utf-8"?>
<gigantic_image version="1.0">
<!--Define when opening the page, limited by value below.-->
    <home>
        <view offset_x="0.000000" offset_y="0.000000" zoom="1.000000"/> 
    </home>
 
<!--Limit of the values (max:limited by the images). Here you can adjust/unlock the level of max_zoom user can have on this page -->
    <limit>
        <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"
        max_zoom="2.000000" max_invisibility="INF" min_zoom="1.000000"/>
    </limit>
 
<!--Links to other pages. Here you create 2 links, enter by selector-->
    <link width="3840.000000" crossfade_range="1.000000" target="page01.xml" center_x="1920.000000"
center_y="1080.000000" height="2160.000000" separate="true" id="ID_YYYYMMDDHHMMSS001" name="[l]link(1)">
        <boundary offset_x="0.000000" max_overshoot="0.500000" offset_y="0.000000" scale="1.000000"
max_zoom="INF" action="enable" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/>
    </link>
    <link width="3840.000000" crossfade_range="1.000000" target="page02.xml" center_x="1920.000000"
center_y="1080.000000" height="2160.000000" separate="true" id="ID_YYYYMMDDHHMMSS002" name="[l]link(2)">
        <boundary offset_x="0.000000" max_overshoot="0.500000" offset_y="0.000000" scale="1.000000"
max_zoom="INF" action="enable" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/>
    </link>
 
<!--Embed to music and videos-->
<!--music-->
    <embed width="1.000000" center_x="1.000000" center_y="1.000000" height="1.000000"
        volume="0.600000" source="mymusic01.mp3" name="[BGM]">
        <boundary offset_x="0.000000" max_overshoot="INF" offset_y="0.000000" scale="1.000000"
        max_zoom="INF" action="play" max_invisibility="INF" min_zoom="0.000000" max_stretch="INF"/>
    </embed>
 
<!--videos-->
    ...
 
 
<!--Selector values(right-angled with x & y) for the links defined above-->   
    ...
 
</gigantic_image>
 
...
 
</syntaxhighlight>}}
 
===Note===
 
*Image: JPEG (...)<!--//Not really specific. here for setting/tools/tips etc..,Images JPG for marker only//-->
 
*Video: MP4 format 480x272 on PSP, 1280x720 on PS3 (...) <!--//Specific?: no auto scale on PSP/  psp ofw 6.60 videos is more picky than fw 6.39)//-->
 
*Music: MP3 format (128 KBPS) <!--//Not specific. each page can have own background music//-->
 
*PSP EDAT files (videos & sound also): see tool on main page for decrypt.
 
==PlayView Config==


For export on PS3 3.55: XMB option
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.  


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)
Following Config PSP & PS3 and config User Interface description are not necessary complete and don t necessary complete each other.


For Minis and export, you can use the same tool linked on main page to make it as ISO running on your (CFW) PSP.
===Config PSP & PS3: tgv.cfg===


== DOCUMENT.DAT ==
This file can be different up to the title.
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).
Allow different settings for the title such background color...


Can be replaced by other DOCUMENT.DAT of others same game category (Minis and PSP remaster can be interchanged).
(...<!--//as sample commented left in Japanese :), note for user experience or link//-->)


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)
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |Settings|| style="background-color:#02CDC7; color:#FFFFFF;" |Values ||style="background-color:#02CDC7; 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


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
PSP default: 0.01
||
|-
|key_repeat_delay || range: [0.0, 1.0]
PS3 default: 0.266667


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.
PSP default: 0.233333
||
|-
|key_repeat_interval ||range: [0.0, 1.0]
PS3 default: 0.083333


Create your homebrew manual or walktrough by using PSP DocMaker 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


(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html /  http://www.mediafire.com/?d2mobmwlrlw)
PSP default: 0
||
|-
|page_flip_speed_factor || range: [0.01, 10.0]
PS3 default: 2.0


Others remarks:
PSP default: 2.0
||
|-
|fixed_aspect_ratio_width


Max 100 pages as display?
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


= Misc: Digital Comic PSP =
screenshot_photo_title = photo_title


On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
screenshot_game_title = game_title


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) .
screenshot_add_date_time


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.
screenshot_add_overlay
|| (0/1) ||
|-
|max_num_sgx_streams || 2 ||
|-
|guide_alignment || default: 5 ||
0= Top left, 1= Top, 2= Bottom left,


Pages can be added by simply expand the structure inside USRDIR/packages/comic name/.
3= Bottom left, 4= Bottom, 5= Bottom right,


=== Structure tree ===
6= Center
|-
|selection_frame_draw_margin ||
PS3 default: 0


PSP_GAME/
PSP default: 0
    |
||
    |-SYSDIR/
|-
    |
| selection_frame_draw_division || default: 0 ||
    |-USRDIR/
|-
          |
| xy_motion_speed_limit_factor || range: [0.01, 10.0]
          |-font/
PS3 default: 3.0
          |  | 
          |  |-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 ===
PSP default: 1.0
||
|-
| back_speed_factor || range: [0.01, 10.0]
PS3 default: 1.0


*AppTemplate.xml: Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
PSP default: 0.58
||
|-
| back_home_speed_factor ||range: [0.01, 10.0]
PS3 default: 0.7


*config.txt: home page URL, umd and ms root directory, ...
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 [[Content_Information_Files#Languages | Languages]] up to the ones available on PSP
|-
|}


*NTemplateMain.xml:
===Config User Interface: ui===


===USRDIR===
This file format can be different up to the title.


==== USRDIR/font ====
Can be divide into 3 part:


PGF is the font format used on the PSP.
*First part:


[http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html]
{| 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
|-
| 0010 || 4 || Offset (without header)
|-
| 0014 || 4 || Length
|-
| 0018 || 4 || Offset
|-
| 001C || 4 || Length
|-
| 0020 || xx|| Repeat last 0x10
|-
|}


==== USRDIR/images ====
*Second part (repeat 2x):
(not complete)


Images in game used for GUI.
{{Boxcode|content=<syntaxhighlight lang="xml">


==== USRDIR/module ====
ui_main_o.cfg ui_version    =100


libfont.prx, libmp3.prx, libsmfplayer.prx...
selection_frame_division    =0
startup_page_num    =5  <!--Number of screen before the title start: here, Atelier Totori Youtube video linked above display 5 images-->
...
# startup
# start
startup01 = KIDOJI      <!--Boot screen-->
startup02 = KENKO        <!--Health  screen-->
startup03 = SHIYOJO      <!--Instruction screen-->
startup04 = LOGO1        <!--Logo screen-->
startup05 = LOGO2        <!--Second logo screen-->
...
</syntaxhighlight>}}


==== USRDIR/packages ====
*Third part:


*background.jpg
Contain the images (.png) +id header referenced above such startup01, help etc...


*home_page.xml
=Digital Comic PSP=


===== USRDIR/packages/comic name/ =====
Similar than the few stand alone digital game manual on PS3.


*_default_white_bg.jpg: used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
On PS3, Original/custom digital comic can also be repack and run as {{icon content pspremaster}} or {{icon content pspminis}}.


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


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


*packageInfo.xml: Contains Application Id, Name,...and Package Id
* Structure tree


*page00000001.xml, page00000002.xml, ... :
(generic?/short/not complete)


===== USRDIR/packages/comic name/template =====


*page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned
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
                |  |  |
                |  |  |-_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
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