PlayView: Difference between revisions
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Percentage of margin to secure around the selection frame | |||
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|key_repeat_delay || range: [0.0, 1.0] | |key_repeat_delay || range: [0.0, 1.0] | ||
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|background_image_file || || | |background_image_file || background_image_file = background.jpg || Specify the file name to be used as a background image. | ||
(JPEG, .jpg, and PNG, .png, are available) | |||
Only the background color is used if you do not specify. | |||
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|background_image_layout || || | |background_image_layout || Default: 0 || Arrangement method when using the background image | ||
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Revision as of 15:00, 28 April 2014
PlayView
Description
Generic
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...)
- Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
- Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
- Game on PS3 (Gran Tourismo): http://www.youtube.com/watch?v=wZhY3COwhhA
example structure PSP/PS3
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
example file name PS3
- content.dat.edat: XML structure (link, selector, zoom...)
- page01.gvd : tiles images for one page
- page02.gvd
...
- se.dat : sound effects
- title01.mp3 : music
- tgv.cfg : file configuration of PlayView (optional, open with notepad++ or as text on linux)
- ui.dat.edat : boot screen, user interface images & setting related
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)
- text: (sys_ressource.dat) with embedded .xml & fonts (.ttf) for string (align, coord x & y, size and colors)
- Sound Effects: (se.dat) assigned for "cancel", "decide", "left_flip", "out", "right_flip", "cursor_appear", "cursor_cancel", "cursor_error", "cursor_move", "help_close", "help_open", "return_to_main", and more custom such each page slided.
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.
- Tiles_type also as Multiplane and Stereoscopy?
- Web Brower link in-game for PS3 PlayView?
- This tiny tool can extract embedded .JPG (some gvd.dat can have more than 10 000 images), heavily based on an MPO splitter by Christian Steinruecken.
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 complete and don t necessary complete each other (and up to PlayView core version and title).
Config PSP & PS3: tgv.cfg
This file might be in different format up to the title version (some settings might only work with specific plateforms/flags & PlayView core version or TV.
Allow different settings 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 |
Percentage of margin to secure around the selection frame |
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 |
start_button | 0 | Function assignment of the start button
0 : Back to top ("return_to_main" sound assignement) 1 : 2D/3D switching |
web_browser | 1 | Mode of a Web browser:
0: Web browser invalid (PSP default) 1: Web component mode (PS3 default window display) 2: Web browser mode (full screen display) |
video_default_zoom | ||
enable_tiling_4k_output | Default: 0 | enable 4K display function:
0: OFF, 1: ON |
force_tiling_4k_output_available | ||
use_rgb_for_tiling_4k_output | ||
tiling_4k_preload_policy | ||
enable_fullscreen_on_4k_tv | ||
force_auto_4k | ||
override_page_transition_pattern | Default: 0 | force the pattern of page transition:
0: follow the specification of the content 1: double_page_flip. Effects such as page turning 2: stack_from_left. Picture overlapping like a picture-story show goes in and out to the left 3: stack_from_right. Picture overlapping as picture cards to enter and exit to the right 4: slide. The new incoming image slides at the same time went out image that is currently displayed slide. |
background_image_file | background_image_file = background.jpg | Specify the file name to be used as a background image.
(JPEG, .jpg, and PNG, .png, are available) Only the background color is used if you do not specify. |
background_image_layout | Default: 0 | Arrangement method when using the background image
0 : 1 : 2 : |
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.
|