PARAM.SFO

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Description

SFO (System File Object) are used in folders which content needs to be displayed in the XMB.

The basic file/folder structure of a PS3 content is composed by a SFO, the multimedia Content Information Files, and for special content like Game Saves or Trophy files there is a PARAM.PFD for security reasons, other type of content like games or apps needs an structure of subfolders with names as INSDIR, LICDIR, PKGDIR, TRPDIR, USRDIR, etc...

  • The values contained in a SFO can be simplyfied as inputs/outputs for/from the content:
    • Boot modifyers (most of the int32 datas) that are sent to the content when is executed to activate specific features or settings (e.g. audio and video modes of a game).
    • Information texts (most of the utf8 datas) about the content and its restrictions (e.g. title and version of a game).

SFX (System File in XML format) is similar than SFO but without the data related to its structure (the SFO metadata that has no real value).

The conversion between the 2 formats is direct because the important values contained in both formats are the same (version, param_key, param_fmt, param_max_len & param_data).

SFO's and SFX's can be chained in a structure of subfolders where the "main" SFO activates a special subfolder, and the subfolder contains another SFO that activates another subfolder and so on.

These structures are limited by the system and activated by a combination of CATEGORY and special flags on ATTRIBUTE.

In Blu-Ray discs, the "main" PARAM.SFO itself is activated by another flag inside PS3_DISC.SFB.

Internal Structure

header

At offset 0x0, length 0x14 (20 bytes)

Code Sample

index_table

At offset 0x14, composed by a number of entries defined with tables_entries in the header, each entry is 0x10 length (16 bytes). Values are in Little Endian.

Every entry belongs to a key name in the key_table and defines a data area in the data_table

Code Sample
Data Types
fmt Data Type Description Notes
In SFO In SFX
04 00 No? utf8-S utf8 Special Mode, NOT NULL terminated Used in SFO's generated by the system and/or linked to an user (Game Saves and Trophies). See Discussion page
04 02 utf8 utf8 utf8 character string, NULL terminated (0x00) Can be used any character from the system fonts. The NULL byte is counted as part of the used bytes in len
04 04 int32 int32 integer 32 bits unsigned Allways has a length of 4 bytes in len and max_len (even in the case some bytes are not used, all them are marked as used)

key_table

Composed by a number of key entries defined with tables_entries in the header, are short utf8 strings in capitals, NULL terminated (0x00), and ordered alphabetically (from A to Z). This alphabetically order defines the order of the associated entries in the other two tables (index_table, and data_table)

The end offset of this table needs to be aligned to a multiply of 32bits (4 bytes), this is made with a padding at the end of key_table when needed (in a few SFO's the table is aligned naturally as a coincidence caused by the length of the key names used, when this happens there is no padding needed)

data_table

Composed by a number of data entries defined with tables_entries in the header, every entry in this table is defined by the associated entry in the index_table by using: fmt, len, max_len, and offset. There is no padding between entries neither at the end of this table

Some data entries can be filled with zeroes (not used, but availables for being used). This entries can be considered reserved, and are marked with a len = 0 in the associated entry in the index_table

Internal Structure Examples

Both example files (SFO & SFX) are hand made (the structure is correct but are only a minimal example). Both contains the same info but in different format: only 1 entry (TITLE_ID) and the value for this entry (BLUS12345)

  • The bigger difference between SFO and SFX is SFX doesnt contains:
    • SFO header
    • Key and Data offsets
    • Data used length

SFO

Offset(h) 00 01 02 03  04 05 06 07  08 09 0A 0B  0C 0D 0E 0F
     0x00 00 50 53 46  01 01 00 00  24 00 00 00  30 00 00 00 | .PSF....$...0... |
     0x10 01 00 00 00  00 00 04 02  0A 00 00 00  0F 00 00 00 | ................ |
     0x20 00 00 00 00  54 49 54 4C  45 5F 49 44  00 00 00 00 | ....TITLE_ID.... |
     0x30 42 4C 55 53  31 32 33 34  35 00 00 00  00 00 00 00 | BLUS12345....... |
Areas Offset Size Name Example Notes
header 0x00 0x04 magic PSF
0x04 0x04 version 01 01 00 00 1.01
0x08 0x04 key_table_start 24 00 00 00 Absolute start offset of key_table = 0x24
0x0C 0x04 data_table_start 30 00 00 00 Absolute start offset of data_table = 0x30
0x10 0x04 tables_entries 01 00 00 00 Number of entries in index_table, key_table, and data_table = 1
index_table 0x14 0x02 key_1_offset 00 00 key_1 relative offset. (Absolute start offset of key_1) - (Absolute start offset of key_table) = 0x24-0x24 = 0
0x16 0x02 data_1_fmt 04 02 data_1 data type = utf8
0x18 0x04 data_1_len 0A 00 00 00 data_1 used length (BLUS12345 = 9 bytes + 1 byte NULL termination) = 10 bytes
0x1C 0x04 data_1_max_len 0F 00 00 00 data_1 total length. TITLE_ID is always = 16 bytes
0x20 0x04 data_1_offset 00 00 00 00 data_1 relative offset. (Absolute start offset of data_1) - (Absolute start offset of data_table) = 0x30-0x30 = 0
key_table 0x24 0x09 key_1 TITLE_ID Relative offset defined in the index_table
0x2D 0x03 padding 00 00 00 9 bytes used by the previous entries + 3 padding = 12 (aligned to 4 bytes)
data_table 0x30 0x0F data_1 BLUS12345 Data type, used length, total length, and relative offset defined in the index_table

SFX

Tip
SFX are used in some disc with special content
SFX Can be used as "templates" to generate SFO files
SFX Can be created using a SFO as the "source". See: SFO2SFX
Code Sample
  • Notes
    • The function of add_hidden="false" is unknown

SFO Requirements for HDD contents

This table contains all the parameters known/found for an overview of the requirements needed to build a specific PARAM.SFO for a specific HDD content (SFO's and SFX's used in disc media are not included here).

param Used in SFO/SFX with CATEGORY
Bootable Data Save Trophy
PS3 PS1 PS2 PSP PS3 PS2 PS3 PSP PS3
key fmt len max_len AP, AM, AV, BV, AT, WT, HG, CB, HM, SF 1P 2G 2P MN PE PP GD 2D SD MS Trophy (doesnt uses CATEGORY)
ACCOUNT_ID utf8-S 16 (0x010) No No No No No No No No No Yes No No
ACCOUNTID utf8 16 (0x010) No No No No No No No No No No No Yes
ANALOG_MODE int32 4 (0x004) No Yes No No No No No No No No No No
APP_VER utf8 6 (0x006) 8 (0x008) Opt No No No Yes Yes No Opt No No No No
ATTRIBUTE int32 4 (0x004) Opt Yes Yes Opt Yes Yes Yes Opt No Yes No No
BOOTABLE int32 4 (0x004) Yes Yes Yes Yes Yes Yes Yes No No No No No
CATEGORY utf8 3 (0x003) 4 (0x004) Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No
CONTENT_ID utf8 37 (0x025) 48 (0x030) Opt No No No No No No No No No No No
DETAIL utf8 variable 1024 (0x400) No No No No No No No No No Opt No No
GAMEDATA_ID utf8 ? 32 (0x020) ? ? ? ? ? ? ? ? ? ? ? ?
ITEM_PRIORITY int32 4 (0x004) No No Yes No No No No No No No No No
LANG int32 4 (0x004) No No No No No No No No No No No Yes
LICENSE utf8 variable 512 (0x200) Yes No Yes No No No No No No No No No
NP_COMMUNICATION_ID utf8 13 (0x00D) 16 (0x010) Opt No No No No No No No No No No No
NPCOMMID utf8 12 (0x00C) 16 (0x010) No No No No No No No No No No No Yes
PADDING utf8-S 0 (0x000) 8 (0x008) No No No No No No No No No No No Yes
PARAMS utf8-S 1024 (0x400) No No No No No No No No No Yes No No
PARAMS2 utf8-S 12 (0x00C) No No No No No No No No No Yes No No
PARENTAL_LEVEL_x int32 4 (0x004) Opt No No No No No No No No No No No
PARENTAL_LEVEL int32 4 (0x004) Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No
PARENTALLEVEL int32 4 (0x004) No Yes No No No No No No No No No Yes
PATCH_FILE utf8 ? 32 (0x020) ? ? ? ? ? ? ? ? ? ? ? ?
PS3_SYSTEM_VER utf8 8 (0x008) Yes Yes Yes Yes Yes Yes Yes Opt Yes No No No
REGION_DENY int32 4 (0x004) Opt No No Opt No No No No No No No No
RESOLUTION int32 4 (0x004) Yes Yes Yes No Yes Yes No No No No No No
SAVEDATA_DETAIL utf8 variable 1024 (0x400) No No No No No No No No No No Yes No
SAVEDATA_DIRECTORY utf8 variable 64 (0x040) No No No No No No No No No Yes Yes No
SAVEDATA_FILE_LIST utf8-S 3168 (0xC60) No No No No No No No No No No Yes No
SAVEDATA_LIST_PARAM utf8 variable 8 (0x008) No No No No No No No No No Yes No No
SAVEDATA_PARAMS utf8-S 128 (0x080) No No No No No No No No No No Yes No
SAVEDATA_TITLE utf8 variable 128 (0x080) No No No No No No No No No No Yes No
SOUND_FORMAT int32 4 (0x004) Yes Yes Yes No Yes Yes No No No No No No
SOURCE int32 4 (0x004) No No No No No No No No No No No Yes
SUB_TITLE utf8 variable 128 (0x080) No No No No No No No No No Opt No No
TARGET_APP_VER utf8 6 (0x006) 8 (0x008) No No No No No No No Opt No No No No
TITLE utf8 variable 128 (0x080) Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No
TITLE_ID utf8 10 (0x00A) 16 (0x010) Yes Yes Yes Yes Yes Yes Yes Yes Yes No No No
TITLE_xx utf8 variable 128 (0x080) Opt No Yes No No No No No No No No No
TITLEID0xx utf8 9 (0x009) 16 (0x010) No No No No No No No No No No No Yes
VERSION utf8 6 (0x006) 8 (0x008) Yes Yes Yes No Yes Yes Yes Yes Yes No No Yes
XMB_APPS int32 4 (0x004) ? ? ? ? ? ? ? ? ? ? ? ?
  • Trophy installers creates a PARAM.SFO without CATEGORY, for this reason in the previous table are represented with the icon Trophy platinum. Its placement in XMB up to firmware 4.25 was in Game column, in firmware 4.30 was moved to PlayStation Network column, this placement in XMB is not dependant of its CATEGORY. Trophy folders/files are created by a trophy installer (TROPHY.TRP). See: Trophy files

Parameters Descriptions

ACCOUNT_ID

Info
param_fmt: utf8-S
param_max_len: 0x10 (16 bytes)
param_len: 0x10 (16 bytes)
Tip
Used by: Save Data

PSN User Account stored as utf8-S. The string is compared with the user info in XRegistry.sys. The comparison can only return two values, right, or wrong, if the comparison returns right the SaveData is valid.

When the user/console has not been registered in PSN = 0000000000000000

When the savedata ownership has been removed (by official DEX feature "fake save data owner") = FFFFFFFFFFFFFFFF

ACCOUNTID (for trophies)

Info
param_fmt: utf8
param_max_len: 0x10 (16 bytes)
param_len: 0x10 (16 bytes)
Tip
Used by: Trophy

Same string than ACCOUNT_ID but stored as utf8 because the system uses it for normal functions (in this case is sent to PSN to synchronize the trophy data with your online account).

ANALOG_MODE

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: PS1 Game
Hexadecimal
(little endian)
Hexadecimal
(big endian)
Decimal Binary
(flags)
Feature
(notes)
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 Analog Mode Enabled
  • Analog Mode Enabled

Enables compatibility with the analog sticks of the Dualshock Controller.

Digital is single stick mode i.e. remapping the dpad, Analog is twin stick mode or flightstick mode

Note: DualShock3+SixAxis are the first to remove the analog button, but can be set in digital mode by software (hence the need of this setting)

  • Questions:
    • It works (and can be enabled) in PS2 classics ?
    • In case of working in PS2 classics... is needed ? (is posible Dualshock 2 enables it by default, so can be pointless)
    • On Cobra cfw (not classic) analog mode is auto selected when a PS2 game needs the function, digital mode is grayed out and cannot be highlighted.
    • Is posible to disable it ? (in PS1 classics the default mode seems to be disabled so can be pointless, but for PS2 Classic and in case of enabled by default it could be posible to disable)

APP_VER

Info
param_fmt: utf8
param_max_len: 0x8 (8 bytes)
param_len: 0x6 (6 bytes)
Tip
Used by: HDD Game, Minis Game, PSP Remasters Game, Game Data


Application version (or patch version). Not used in old games.

The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00 for the first stable version released.

  • Cummulative Patches

Game patches uses a bigger APP_VER as 01.01 for the first patch, but keeping the same TITLE_ID from the original release.

ATTRIBUTE

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game, PCEngine game, NEOGEO game, Game Data, Save Data

Contains a maximun of 32 flags that can be turned on/off to activate/deactivate special boot modes and features of the content.

Values are stored in "Little Endian" format inside the SFO, to represent the whole tables in a "human readable" format has been needed to convert them to "Big Endian" and then to "Binary".

ATTRIBUTE flags
for bootable content
Hexadecimal Decimal Binary
(flags)
Feature
little endian big endian for bootable content
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 PSP Remote Play (v1)
02 00 00 00 00 00 00 02 2 00000000 00000000 00000000 00000010 PSP Export
04 00 00 00 00 00 00 04 4 00000000 00000000 00000000 00000100 PSP Remote Play (v2) requires: PSP Remote Play (v1)
08 00 00 00 00 00 00 08 8 00000000 00000000 00000000 00001000 XMB In-Game Forced Enabled
10 00 00 00 00 00 00 10 16 00000000 00000000 00000000 00010000 XMB In-Game Disabled
20 00 00 00 00 00 00 20 32 00000000 00000000 00000000 00100000 XMB In-Game Background Music
40 00 00 00 00 00 00 40 64 00000000 00000000 00000000 01000000 System Voice Chat ? (See note)
80 00 00 00 00 00 00 80 128 00000000 00000000 00000000 10000000 PSvita Remote Play
00 01 00 00 00 00 01 00 256 00000000 00000000 00000001 00000000 Move Controller Warning
00 02 00 00 00 00 02 00 512 00000000 00000000 00000010 00000000 Navigation Controller Warning requires: Move Controller Warning
00 04 00 00 00 00 04 00 1024 00000000 00000000 00000100 00000000 PlayStation Eye Cam Warning requires: Move Controller Warning
00 08 00 00 00 00 08 00 2048 00000000 00000000 00001000 00000000 Move Calibration Notification
00 10 00 00 00 00 10 00 4096 00000000 00000000 00010000 00000000 Stereoscopic 3D Warning
00 20 00 00 00 00 20 00 8192 00000000 00000000 00100000 00000000 Used by PlayStation Now Beta
00 40 00 00 00 00 40 00 16384 00000000 00000000 01000000 00000000 Not Used Yet
00 80 00 00 00 00 80 00 32768 00000000 00000000 10000000 00000000 Not Used Yet
00 00 01 00 00 01 00 00 65536 00000000 00000001 00000000 00000000 Install Disc
00 00 02 00 00 02 00 00 131072 00000000 00000010 00000000 00000000 Install Packages
00 00 04 00 00 04 00 00 262144 00000000 00000100 00000000 00000000 Unknown
00 00 08 00 00 08 00 00 524288 00000000 00001000 00000000 00000000 Game Purchase Enabled
00 00 10 00 00 10 00 00 1048576 00000000 00010000 00000000 00000000 Unknown (See note)
00 00 20 00 00 20 00 00 2097152 00000000 00100000 00000000 00000000 PCEngine (X0)
00 00 40 00 00 40 00 00 4194304 00000000 01000000 00000000 00000000 License Logo Disabled
00 00 80 00 00 80 00 00 8388608 00000000 10000000 00000000 00000000 Move Controller Enabled
00 00 00 01 01 00 00 00 16777216 00000001 00000000 00000000 00000000 Reserved (X1) requires: PCEngine ?
00 00 00 02 02 00 00 00 33554432 00000010 00000000 00000000 00000000 Reserved (X2) requires: PCEngine ?
00 00 00 03 03 00 00 00 50331648 00000011 00000000 00000000 00000000 Reserved (X3) requires: PCEngine ?
00 00 00 04 04 00 00 00 67108864 00000100 00000000 00000000 00000000 NeoGeo (X4) requires: PCEngine
00 00 00 05 05 00 00 00 83886080 00000101 00000000 00000000 00000000 Reserved (X5) requires: PCEngine ?
00 00 00 06 06 00 00 00 100663296 00000110 00000000 00000000 00000000 Reserved (X6) requires: PCEngine ?
00 00 00 07 07 00 00 00 117440512 00000111 00000000 00000000 00000000 Reserved (X7) requires: PCEngine ?
00 00 00 08 08 00 00 00 134217728 00001000 00000000 00000000 00000000 Not Used Yet
00 00 00 10 10 00 00 00 268435456 00010000 00000000 00000000 00000000 Not Used Yet
00 00 00 20 20 00 00 00 536870912 00100000 00000000 00000000 00000000 Not Used Yet
00 00 00 40 40 00 00 00 1073741824 01000000 00000000 00000000 00000000 Not Used Yet
00 00 00 80 80 00 00 00 2147483648 10000000 00000000 00000000 00000000 Not Used Yet
ATTRIBUTE flags
for non bootable content
Feature
for Save Data for Disc Subfolders for Patches
Copy Protected Subfolder Enabled Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Unknown
Not Used Yet Not Used Yet Unknown
Not Used Yet Not Used Yet param_key: RESOLUTION, SOUND_FORMAT, and ATTRIBUTE flag: Remote Play
Not Used Yet Not Used Yet Unknown
Not Used Yet Not Used Yet ATTRIBUTE flag: XMB In-Game
Not Used Yet Not Used Yet ATTRIBUTE flag: Move Controller warning
Not Used Yet Not Used Yet ATTRIBUTE flag: Stereoscopic 3D warning
Not Used Yet Not Used Yet ATTRIBUTE flag: Move Controller Enabled
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet
Not Used Yet Not Used Yet Not Used Yet

ATTRIBUTE flags for bootable content (1st byte) The flags stored at 1st byte seems to be related with firmware features

Portables
 · PSP Remote Play v1 (firmware v1.10)
 · PSP Remote Play v2 (firmware v1.80)
 · PSVita Remote Play (firmware v4.00)
Remote play is a feature that displays the PS3 screen on a PSP or a PSVita enabling remote operations over a wireless LAN. See: Remote Play
 · PSP Export (firmware v1.70)
Used in PS1 Classics, PSP Minis, and PSP Games. Allows the copy of the game to a PSP by pressing Dualshock triangle button over the game icon and selecting the option [Copy] in the side menu. This export process is closelly related with how the PS3 manages the downloads and installation of content from PSN using temporal subfolders in dev_hdd0/vsh/task/. See Project Database (PDB)
XMB In-Game (short Dualshock PS button press)
 · XMB In-Game Forced Enable (firmware v2.40)
Games released/compiled before firmware 2.40 doesnt uses "XMB In-Game" even when launched in higher firmwares. This flag enables "XMB In-Game" for these old games, the flag has no effect in games released after 2.40 because newer games has "XMB In-Game" enabled by default. See: XMB Modes.
 · XMB In-Game Disabled (firmware v2.40)
Disables "XMB In-Game", the flag works in all games and doesnt causes any problem, useful to free ram and to improve the loading time of the menu. See: XMB Modes.
 · XMB In-Game Background Music (firmware v2.40)
When enabled allows to play your own music from the files stored in your HDD by using the icon that appears in XMB Music column, is posible to play single songs or a playlist and then return to the game while your music is playing. See XMB In-game background music
 · System Voice Chat ?
Speculation: Not clear if the flag enables or disables voice chat, and not clear wich kind of voice chat (in the very probable case there are severals chat modes/types), supposed to be valid before Jun 2010, matching chronologigally the release of "home" (probably used in beta stages of the developing of chat functions inside "Home" enviroment to make internall tests related with voice chat). Enabling the flag manually for testing in different SFO's with different CATEGORY's didnt give any result

ATTRIBUTE flags for bootable content (2nd byte) The flags stored at 2nd byte seems to be related with warning and notification screens

Move
 · Move Controller Warning (firmware v3.40)
 · Navigation Controller Warning (firmware v3.40)
 · PlayStation Eye Cam Warning (firmware v3.40)
This warning screens are composed by several animated images loaded from dev_flash/vsh/resource/game_ext_plugin.rco, are displayed before the game is launched (around 3 seconds each), are an explain of the correct way to use "move controller", "navigation controller", and "eye cam" respectively. The game waits for them to appear so removing them improves the loading time, the presence of this 3 flags/screens has no effect over move controller support.
 · Move Calibration Notification (firmware v3.40)
This is a calibration screen composed by several animated images loaded from dev_flash/vsh/resource/sysconf/calibration/, appears when the controller has not been calibrated previously (or when is miss-configured).
 · Stereoscopic 3D Warning (implemented in firmware v3.40)
This is a warning screen (composed and loaded from ?) similar than the ones related with move peripherals, when enabled only appears if the PS3 is connected to a "Stereoscopic 3D" compatible TV.

ATTRIBUTE flags for bootable content (3rd byte) The flags stored at 3rd byte seems to be related with game & software features

Discs
 · Install Disc
Disables the main/primary icon of the disc PS3 Blu-ray Disc (only the extra/secondary icons are displayed), used when the disc only contains "Install Packages" and there is no bootable content on the disc main path in dev_bdvd/PS3_GAME/USRDIR/EBOOT.BIN.
 · Install Packages
Loads a secondary SFO from path: dev_bdvd/PS3_GAME/PKGDIR/PARAM.SFO (the flag in the main SFO in path dev_bdvd/PS3_GAME/PARAM.SFO PS3 Blu-ray Disc enables the secondary SFO in path dev_bdvd/PS3_GAME/PKGDIR/PARAM.SFO displayed as a bubble inside a disc PS3 Blu-ray Disc (installable contents)), the secondary SFO and the contents of this subfolder are mounted by XMB under the main disc icon in Game column. See BluRay Disc Structure
 · Game Purchase Enabled
Enables the [purchase] option that appears in side menu when pressing Dualshock triangle button over the icon in XMB. Is directly related with CONTENT_ID. When the content is purchased its CONTENT_ID is checked online to obtain the license. After the license is retrieved the game loads another PARAM.SFO from a subfolder with different values. E.g. main PARAM.SFO enables the purchase flag and could use the TITLE "Demo", when purchased other PARAM.SFO from a "C00" subfolder is loaded that could use the TITLE "Full".
 · flag 1048576 (decimal) (firmware <4.00?)
When activated, "XMB in Game" for software is used (when quitting an app that uses this flag the message displayed in XMB In-Game changes to: "Do you want to quit the software now?"), and disables [About this Game] option that appears in side menu when pressing Dualshock triangle button over the icon in XMB. This flag is used in combination with the parameter BOOTABLE = 2 to make the software boot in a special mode
 · PCEngine (firmware <3.41?)
 · License Logo Disabled (firmware <3.41?)
Disables the [About this Game] option that appears in side menu when pressing Dualshock triangle button over the icon in XMB. This flag also removes the needed of storing a LICENSE param_key in the PARAM.SFO, the consequence of removing LICENSE param_key is the size of the PARAM.SFO file is reduced drastically (LICENSE text is huge in comparison with the rest of the file... SFO's without LICENSE are much smaller). Used by games that have their own license and not the sony one (e.g: PCengine & NeoGeo)
 · Move Controller Enabled (firmware v3.40)

Enables Move Controller support for the game. See Move Motion Controller

Note Move Navigation Controller is supported in all games because is a reduced version of DualShock 3 and PlayStation Eye camera is enabled automatically when needed. This ones doesn't have/needs a flag

ATTRIBUTE flags for bootable content (4th byte)

 · NeoGeo (firmware <3.41?)

ATTRIBUTE flags for savedata (1st byte)

 · Copy Protected

Disables the [Copy] option that appears in side menu when pressing Dualshock triangle button over the gamesave icon in XMB. In other words... disables the gamesave export feature. Used only in PS3 Game Saves (CATEGORY: SD). See Game Saves.

Note in PS3 Game Saves the PARAM.SFO is always included in the list of protected files that is stored inside PARAM.PFD, so after removing the copy protection flag in the .SFO is needed to generate a valid .PFD. See PARAM.PFD

ATTRIBUTE flags for disc subfolders (1st byte)

 · Subfolder Activated
Used in Discs subfolders (CATEGORY: TR, VR, DP, XR) to activate another subfolder. This secondary subfolder can contain another SFO (or a .SFX) and are loaded in cascade, all the SFO's in the subfolders structures contains an ATTRIBUTE = 1. In other words... the flag simply indicates the presence of items under this path.

ATTRIBUTE flags for patches (3rd byte)

 · Overwrite RESOLUTION, SOUND_FORMAT, Remote Play For remote play: with this flag you ll need to add one of the flag related to remote play. E.G. 262272 (0x40080) for PS VITA only added (God of War Collection 1.01 with PARAM.HIP explaining it s not compatible with PSP)
 · Overwrite XMB In-Game Expect to overwrite only flags nº: 4, 5, and 6. Verifyed in killzone 3 (BCES01007) patch v01.14 with a value for ATTRIBUTE: 20 00 10 00 (overwrites the original value of ATTRIBUTE, and enables "XMB In-Game Background Music"). Other posible values not verifyed yet: 08 00 10 00 (for overwriting of "XMB In-Game Forced Enabled"), and 20 00 10 00 (for overwriting of "XMB In-Game Disabled")
 · Overwrite Move Controller warning screen Expect to overwrite only flag N09, N10 (+09), N11 (+09)
 · Overwrite 3D warning screen Expect to overwrite only flag N13
 · Overwrite Move Controller Compatible
  • This list contains a short description of all the ATTRIBUTE flags known, there is no room in this page for explaining in detail all this functions but there are several links to other pages that expands the info, please help completing the identification of all flags (with short descriptions and links to other wiki pages when posible/needed), also try to not add too much speculation and in case of speculation use question marks, for an open discussion, any usefull notes or brainstorming use Discussion page.

BOOTABLE

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game

Specifyes if the content is bootable or not, and the boot mode.

Hexadecimal Decimal Binary
(flags)
Feature
little endian big endian
00 00 00 00 00 00 00 00 0 00000000 00000000 00000000 00000000 Not Bootable
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 Bootable (mode 1)
02 00 00 00 00 00 00 02 2 00000000 00000000 00000000 00000010 Bootable (mode 2)

Not Bootable

  • Looks pointless because the SFO's for contents that are not bootable simply doesnt includes the parameter BOOTABLE (like savegames or trophies where BOOTABLE doesnt exists and if you include it manually the system ignores it), but in some specific cases the PARAM.SFO contains the parameter BOOTABLE with a value of 0 (e.g: in SFO's of CATEGORY PP... for PSP transferable games, where the game is not intended to boot on PS3, is only stored temporally in PS3 ready to be transfered to a PSP)

Bootable (mode 1)

  • Used in all games that "boots" on PS3 (and all apps that boots on PS3, with the exception of the ones using bootable = 2 explained below)

Bootable (mode 2)

  • After 4.00 firmware XMB can identify some bootable contents as "software" by using this flag ("bootable games" and "bootable software" should be considered different based on this flag, or they boots in different modes), is used in combination with the ATTRIBUTE flag 1048576 (in decimal), this flag displays an specific message from game_ext_plugin.rco/english.xml when quitting the software <Text name="msg_need_quit_to_operate_ask">To perform this operation, you must quit [%1]. Do you want to quit the software now?</Text>, and "About this Game" is removed from the option side menu (infobar)
  • Note the XMB mesages enabled with the ATTRIBUTE flag are specific for software (not for games), and the data type of BOOTABLE is int32 (flags), when looking at BOOTABLE flags in binary the flags are different (BOOTABLE flag 2 doesnt contains flag 1)
  • The use of this flag is not completly known/documented, feel free to experiment and return back to edit wiki with new info

CATEGORY

Info
param_fmt: utf8
param_max_len: 0x4 (4 bytes)
param_len: 0x3 (3 bytes)
Tip
Used by: All but Trophy

The next table represents the columns where the content is placed in the XMB and the CATEGORY asociated.

PS3 HDD Game Structure
FileSystem Path in device
dev_hdd0/game/<TITLE_ID>/
XMB Icon CATEGORY Since Generated by Description and Examples
Photo Music Video TV/Video Services Game Network PlayStation Network Name
PARAM.SFO PS3 icon AP App Photo Install Package PlayMemories
PS3 icon AM App Music Install Package Qriocity Music Unlimited
PS3 icon AV App Video Install Package Netflix, LoveFilm, Maxdome
PS3 icon BV Broadcast? Video Install Package
PS3 icon AT App TV Install Package QOOK TV, Now TV, Torne (TV/Video Services Column hidden when no installed content)
PS3 icon WT Web? TV 3.70 Install Package Animaxtv, 4oD etc...starts Web Browser from LINK.XML with corresponding online page.
PS3 icon CB CELL? BE? Install Package Life with PlayStation, Folding@home
PS3 icon AS App Store ? 4.46+ ? Install Package PlayStation Now
PS3 icon HM Home Install Package PlayStation Home
PS3 icon --- --- SF Store Frontend? Install Package PlayStation Store
PS3 icon HG HDD Game 1.00 Install Package Combined with ATTRIBUTE generates "subcategories" e.g:PCEngine icon and NeoGeo icon
PS2 icon 2G PS2 Game 1.31 PS2 DVD (Digital Versatile Disc) PS2 Discs installed in internal HDD, only in "backward compatible" PS3's. See: Emulation
PS2 icon 2P PS2 PSN ? 3.70 Install Package "PS2 Classics". Re-edited PS2 games released as a .pkg in "PlayStation Store"
PS1 icon 1P PS1 PSN ? 1.70 Install Package "PS1 Classics". Re-edited PS1 games released as a .pkg in "PlayStation Store"
PSP Minis icon MN PSP Minis 3.15 Install Package "PSP Minis". Format inherited from PSP
PSP Remaster icon PE PSP Emulator 3.70 Install Package "PSP Remasters". Re-edited PSP games released as a .pkg in a "Install Disc"
PSP icon PP PSP Install Package Not bootable, but can be copyed to a PSP or PS VITA (? as option suggest it on XMB)
PS3 icon GD Game Data PS3 Blu-ray Disc and Install Package PS3 disc installs, Game updates, Game DLC, Game common user data (e.g: GT5)
PS2 icon 2D PS2 Data 1.31 PS2 DVD (Digital Versatile Disc) and Install Package PS2 Emulator Data, DLC for PS2 Disc games (related with CATEGORY 2G). See: Emulation
C00/ PARAM.SFO Used with CATEGORY: HG, and others ? Demo
L00/ (up to 05) PARAM.SFO Used with CATEGORY: HG, and others ? Restricted content based in License Area Number
USRDIR/ EBOOT.BIN Used with CATEGORY: All above except 2G and 2D 1.00 Main executable
USRDIR/ IMAGE.DAT Used with CATEGORY: 2G and 2D 1.31 PS2 Virtual HDD
DRMDIR/ PKG_DIGEST.DAT 2.80 Installation folder security hashes
HTMLDIR/ Empty ? Example: Torne
SHOPDIR/ ? Unknown, used in NPJA90001
MANUAL/ 001.DDS (up to 999) 4.21 Game/app manuals made with pictures
FileSystem Path in device
dev_hdd0/home/<userid>/
XMB Icon CATEGORY Since Generated by Description and Examples
Photo Music Video TV/Video Services Game Network PlayStation Network Name
savedata/ SAVEDIR PARAM.SFO PS3 icon SD Save Data 1.00 PS3 icon See: Game Saves - PS3
PARAM.PFD
minis_savedata/ SAVEDIR PARAM.SFO PSP Minis icon MS Memory Stick? 3.15 PSP Minis icon See: Game Saves - Minis
PSP Remaster icon MS Memory Stick? PSP Remaster icon See: Game Saves - PSP Remaster
psp2_backup/ etc... PSvita icon No 4.00 Transfer PSvita contents. Not bootable, import/export to PSvita
  • Notes
    • PS1 Game Saves and PS2 Game Saves are stored in a Virtual Memory Card (<Virtual MemCard>.VM1 for PS1 and <Virtual MemCard>.VM2 for PS2) without a PARAM.SFO
    • PS Store icon on XMB Video and Game columns might only appear according to your settings

Template:PS3 Game Disc Structure

CONTENT_ID

Info
param_fmt: utf8
param_max_len: 0x30 (48 bytes)
param_len: 0x25 (37 bytes)
Tip
Used by: HDD Game

Content ID

Content Identificator for Gamepurchase feature. Used in games that runs in "demo mode" and can be purchased (unlocked) by pressing triangle over its icon in XMB.

The format is: XXYYYY-NP_COMMUNICATION_ID-LICENSE_ID where:

  • XX is ?
  • YYYY is ?
  • - is a separator character (mandatory)
  • NP_COMMUNICATION_ID is explained in NP_COMMUNICATION_ID
  • - is a separator character (mandatory)
  • LICENSE_ID is ?

This games has a minimal folder structure with two PARAM.SFO like this:

NPxx12345
|--- PARAM.SFO <--- ATTRIBUTE (00000800), CATEGORY (HG), TITLE (GAME Trial) ... & others
|--- USRDIR
|    |--- EBOOT.BIN
|--- C00
     |--- PARAM.SFO <--- ATTRIBUTE (00000800), CATEGORY (HG), TITLE (GAME Full) ... & others

DETAIL

Info
param_fmt: utf8
param_max_len: 0x400 (1024 bytes)
param_len: variable
Tip
Used by: Save Data

Text lines displayed under SUBTITLE text. Used only for SaveData to store long texts from the game like the name of the level you was playing, the equipment of your character (in a RPG), or the car you was driving (in a race simulator), etc...

When the text is too long to fit in the screen it scrolls vertically from bottom to top, if the Data_Used_Size is not correct this scroll doesn't flow properly.

The special byte "0A" displaces the text to the next line (a linefeed), this can be used to create long texts composed by several horizontall lines.

SAVEDATA_DETAIL (for minis savedata)

Info
param_fmt: utf8
param_max_len: 0x400 (1024 bytes)
param_len: variable
Tip
Used by: Minis Save Data

Used to store texts generated by the game, the format s the same than DETAIL

GAMEDATA_ID

Info
param_fmt: utf8
param_max_len: 0x20 (32 bytes)
param_len: variable
Tip
Used by: Unknown (not bootable?)

Found in explore_plugin (checked at: /app_home/PS3_GAME/PARAM.SFO), and XMB databases (accessed as Game:Game.gameDataID)

ITEM_PRIORITY

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, PS2 Game (probably others)

Used to order the contents vertically in XMB columns, contents with any value of ITEM_PRIORITY are displayed at top of XMB column, and after them all the other contents without ITEM_PRIORITY

Contents with bigger values in ITEM_PRIORITY are placed at top of the list, the scale is from 0x00000000 (at bottom) up to 0xFFFFFFFF (at top)

LANG

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: Trophy

Language used when the "trophy config file" TROPCONF.SFM was installed. Template:XMB languages

LICENSE

Info
param_fmt: utf8
param_max_len: 0x200 (512 bytes)
param_len: variable
Tip
Used by: HDD Game

License text of the content, hidden by the system in actual firmwares

NP_COMMUNICATION_ID

Info
param_fmt: utf8
param_max_len: 0x10 (16 bytes)
param_len: 0xD (13 bytes)
Tip
Used by: HDD Game

Network Platform Communication ID. Also is the name of the folder containing the trophy installer: TROPHY.TRP

The format is 4 letters + 5 numbers with optionally a subid (usually 0) : NPWRyyyyy_zz (e.g. NPWR00001_00)

NPCOMMID (for trophies)

Info
param_fmt: utf8
param_max_len: 0x10 (16 bytes)
param_len: 0xC (12 bytes)
Tip
Used by: Trophy

Same than NP_COMMUNICATION_ID but with a param_len of 12 bytes

PADDING

Info
param_fmt: utf8-S
param_max_len: 0x8 (8 bytes)
param_len: 0x0 (0 bytes)
Tip
Used by: Trophy

Unknown

PARAMS

Info
param_fmt: utf8-S
param_max_len: 0x400 (1024 bytes)
param_len: 0x400 (1024 bytes)
Tip
Used by: PS3 Save Data
  • Intended to store:
    • Counters (number of times the .SFO was updated, etc...)
    • User/console ID's
    • Some more unknown and reserved areas. See Discussion page
Usage Offset length Example Description Notes
features 0x00 1 (0x1) 01 Unknown values found: always 1
0x01 1 (0x1) 08 PS3 SaveData features ? Some kind of "savedata feature flags" in binary (like the type of savedata system screen, its visibility, etc...). Values found: 1,2,3,5,7,8
or "PARAMS version" with the added value from the byte before (v1.8 in this example)
0x02 1 (0x1) 01 Unknown values found: 1,2
0x03 1 (0x1) 03 Cummulated counter slot nº Position of a "cummulated counter taken from another SFO when they was merged". values found: 2,3
0x04 1 (0x1) 03 SFO Updates counter slot nº Position of the "number of times the SFO was updated". Values found: 2,3
0x05 3 (0x3) zero filled Reserved Not used yet
counters 0x08 4 (0x4) 00000000 Counter slot 1 ? values found: always 0
0x0C 4 (0x4) E1010000 Counter slot 2 In most old games used as a SFO Updates counter
In most new games used as a Cummulated counter (e.g: after completing the game a counter from the SAVE can be moved to the PROFILE)
0x10 4 (0x4) CF130000 Counter slot 3 In most old games not used
In most new games used as a SFO Updates counter (so the previous counter is available to store other data)
0x14 4 (0x4) 01000000 Counter slot 4 ? values found: always 1
ID's 0x18 4 (0x4) 01000000 User ID Local User identifier (same name used to store the user files in dev_hdd0/home/<User ID>)
0x1C 16 (0x10) FEDCBA9876543210FEDCBA9876543210 PSID Local PS3 identifier, aka Open PSID, or offline PSID
0x2C 4 (0x4) 01000000 User ID Local User identifier (same name used to store the user files in dev_hdd0/home/<User ID>)
0x30 16 (0x10) 0123456789ABCDEF0123456789ABCDEF ACCOUNT_ID Network User identifier (PSN account)
0x40 960 (0x3C0) zero filled Reserved Not used yet
  • Notes:
    • The SFO parameter ACCOUNT_ID is the same than the ACCOUNT_ID inside PARAMS. When the parameters PARAMS & ACCOUNT_ID are present in the SFO the string can be found twice in the file (always happens in savegames). When the user has not been registered an account in PSN its ACCOUNT_ID is filled with zeroes
    • When the SFO is generated the user/console data is taken from XRegistry.sys
    • The system displays the time when the savedata was updated by reading the timestamp of PARAM.SFO


  • Speculation:
    • In the case one of the first bytes at the begining is used to store flags (second byte mostly because is the one that changes most in the samples found) there is a limited number of firmware features related with savegames that needs to work in a different mode based on a flag (this flags should be using as settings of the gamesave), some posible features enabled/disabled by this flags could be:
      • Times the savedata was exported/imported to a external device (counters)
      • Trophy disabled (not posible to unlock trophies from this gamesave, because was imported from external device and/or belongs to other user/console)
      • Fake savedata owner (feature available in debugs)
      • load trophy data when game boots (some games displays the list of trophies inside a game screen)
      • savedata system screen replaced/hidden (some games uses their own savedata screen instead of the system screens, in this case the system needs to disable the default screens or make it invisible, like in tomb raider)
    • Another option is the first bytes at the begining are configuring the internal structure of the PARAMS area, by defining the counters types or his positions
    • An another option is the first bytes are simply the version of the savegame (1.1, 1.2, 1.3, and so on...) this "gamesave versions" could be defining some requirements of the whole PARAM.SFO structure, or/and the security used by the related PARAM.PFD and other secured files in the gamesave

PARAMS2

Info
param_fmt: utf8-S
param_max_len: 0xC (12 bytes)
param_len: 0xC (12 bytes)
Tip
Used by: Save Data

Unknown, usually filled with zeroes

PARENTAL_LEVEL

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, Minis Game, PSP Remasters Game, Game Data, Save Data, Minis Save Data

It is a scale to rate the content for the different users based in user profile settings and international rating systems as: PEGI, ESRB, CERO, etc...

The higher the level the higher the restriction e.g:

  • A game rated 11 will be displayed with an "locked" icon in XMB and requires the "unlock PIN" for a user with level 1.
  • A game rated 1 can be played by all levels, from 1 to 11.
  • Level 0 is disabled.
Hexadecimal
(little endian)
Hexadecimal
(big endian)
Decimal Rating
00 00 00 00 00 00 00 00 0 Disabled
01 00 00 00 00 00 00 01 1 Lower restriction
02 00 00 00 00 00 00 02 2
03 00 00 00 00 00 00 03 3
04 00 00 00 00 00 00 04 4
05 00 00 00 00 00 00 05 5
06 00 00 00 00 00 00 06 6
07 00 00 00 00 00 00 07 7
08 00 00 00 00 00 00 08 8
09 00 00 00 00 00 00 09 9
0A 00 00 00 00 00 00 0A 10
0B 00 00 00 00 00 00 0B 11 Higher restriction

PARENTAL_LEVEL_x (by license area)

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game

Used to restrict the content to a specific License Area. See Regions

The "x" at the end of the name PARENTAL_LEVEL_x defines the License Area wich is one of this list.

parameter License Area Name License Area Number Regions
PARENTAL_LEVEL_A SCEA 01 US, Canada (North America), Mexico, Central America, South America
PARENTAL_LEVEL_C SCH 05 China
PARENTAL_LEVEL_E SCEE 02 Europe/Middle East/Africa, U.K./Ireland, Australia/New Zealand (Oceania), Russia, Ukraine, India, Central Asia
PARENTAL_LEVEL_H SCEH 03 Singapore/Malaysia (Southeast Asia), Taiwan, Hong Kong
PARENTAL_LEVEL_J SCEJ 00 Japan
PARENTAL_LEVEL_K SCEK 04 Korea (South Korea)
  • All this parameters are used in group, ordered alphabetically, and preceded by a "standard" PARENTAL_LEVEL with the value 00000000 (disabled)
  • Valid values are the same than PARENTAL_LEVEL (an scale from 1 to 11) with the only difference that the value for disable is FFFFFFFF
---example string---
00000000 05000000 0A000000 01000000 FFFFFFFF 06000000 0B000000
---example explain---
PARENTAL_LEVEL = 00000000 (disabled)
PARENTAL_LEVEL_A = 05000000 (level 5)
PARENTAL_LEVEL_C = 0A000000 (level 10)
PARENTAL_LEVEL_E = 01000000 (level 1)
PARENTAL_LEVEL_H = FFFFFFFF (disabled)
PARENTAL_LEVEL_J = 06000000 (level 6)
PARENTAL_LEVEL_K = 0B000000 (level 11)

PARENTALLEVEL (for trophies and PS1 games)

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: PS1 Game, Trophy

Same than PARENTAL_LEVEL

PATCH_FILE

Info
param_fmt: utf8
param_max_len: 0x20 (32 bytes)
param_len: variable
Tip
Used by: Unknown (patches?)

Found in explore_plugin (checked at: /app_home/PS3_GAME/PARAM.SFO), and XMB databases (accessed as Game:Game.patchFile)

PS3_SYSTEM_VER

Info
param_fmt: utf8
param_max_len: 0x8 (8 bytes)
param_len: 0x8 (8 bytes)
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game, Game Data

Minimum PS3 System Software required for the content to be bootable.

The format is XX.YYYY where "XX" and "YYYY" are numbers, and the point "." is included in the string, e.g: 03.4100.

REGION_DENY

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game

Regions restrictions for the content, added in firmware 3.30

There are 12 valid Regions, each region has a position assigned in the binary string, marked with an "1" when the region is prohibited, or a "0". when is allowed.

Hexadecimal
(little endian)
Hexadecimal
(big endian)
Binary
(flags)
Region Nº Target Territory Notes
FE FF FF FF FF FF FF FE 11111111 11111111 11111111 11111110 0 Japan
FD FF FF FF FF FF FF FD 11111111 11111111 11111111 11111101 1 US, Canada (North America) Used in Netflix
FB FF FF FF FF FF FF FB 11111111 11111111 11111111 11111011 2 Europe / Middle East / Africa
F7 FF FF FF FF FF FF F7 11111111 11111111 11111111 11110111 3 Korea (South Korea)
EF FF FF FF FF FF FF EF 11111111 11111111 11111111 11101111 4 U.K. / Ireland
DF FF FF FF FF FF FF DF 11111111 11111111 11111111 11011111 5 Mexico, Central America, South America
BF FF FF FF FF FF FF BF 11111111 11111111 11111111 10111111 6 Australia / New Zealand (Oceania)
7F FF FF FF FF FF FF 7F 11111111 11111111 11111111 01111111 7 Singapore / Malaysia (Southeast Asia)
FF FE FF FF FF FF FE FF 11111111 11111111 11111110 11111111 8 Taiwan
FF FD FF FF FF FF FD FF 11111111 11111111 11111101 11111111 9 Russia, Ukraine, India, Central Asia
FF FB FF FF FF FF FB FF 11111111 11111111 11111011 11111111 10 China
FF F7 FF FF FF FF F7 FF 11111111 11111111 11110111 11111111 11 Hong Kong
Examples
01 F0 FF FF FF FF F0 01 11111111 11111111 11110000 00000001 From 1 to 11 [Photo] of a PS3 DEX with Allowed Region=1-11 (region 0 not allowed)

RESOLUTION

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, PS1 Classics Game, Minis Game, PSP Remasters Game

TV video modes supported by the content.

When there are several flags activated the PS3 will use the one with higher quality supported by the TV.

Hexadecimal
(little endian)
Hexadecimal
(big endian)
Decimal Binary
(flags)
Feature
(notes)
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 480 (4:3)
02 00 00 00 00 00 00 02 2 00000000 00000000 00000000 00000010 576 (4:3)
04 00 00 00 00 00 00 04 4 00000000 00000000 00000000 00000100 720 (16:9)
08 00 00 00 00 00 00 08 8 00000000 00000000 00000000 00001000 1080 (16:9)
10 00 00 00 00 00 00 10 16 00000000 00000000 00000000 00010000 480 (16:9)
20 00 00 00 00 00 00 20 32 00000000 00000000 00000000 00100000 576 (16:9)
Examples
3F 00 00 00 00 00 00 3F 63 00000000 00000000 00000000 00111111 All video modes supported
  • Tests
    • PS2 games remastered in PS3 format (not "ps2 classics") like "resident evil 4 HD" (CATEGORY=HG and TITLE_ID=NPEB00342) doesnt supports 1080 mode by default (or at least this one). 1080 mode in combination with SOUND_FORMAT (all SOUND_FORMAT modes enabled) the RESOLUTION flags are readed but the PS3 crashes
    • Note the resolution for originall PS1 disc games can vary (See: Emulation Resolution). The RESOLUTION flags used in PARAM.SFO's of "PS1 Classics Game" from PSN seems to be specific and not fixed sizes (e.g: 01 00 00 00). This will need another table if more are found
  • There are special RESOLUTION values for PS1 and PS2 Classics, and PSP Remasters ?. The resolution for original PS1 disc games can vary (See: Emulation Resolution). The RESOLUTION flags used in PARAM.SFO's of "PS1 Classics Game" from PSN seems to be specific (e.g: 01 00 00 00). This will need another table if more are found

SAVEDATA_DIRECTORY

Info
param_fmt: utf8
param_max_len: 0x40 (64 bytes)
param_len: variable
Tip
Used by: Save Data, Minis Save Data

Name of the folder where the game stores its SaveData. The format is: TITLE_IDxxxxx (9 bytes + 22 bytes max), e.g;: BLUS00001_savedata_01 where:

  • TITLE_ID Identifier of the content. Explained in TITLE_ID.
  • xxxxx Are texts (with variable lenght) to difference all the SaveDatas generated from the same game by the same user.

SAVEDATA_FILE_LIST

Info
param_fmt: utf8-S
param_max_len: 0xC60 (3168 bytes)
param_len: 0xC60 (3168 bytes)
Tip
Used by: Minis Save Data

Contains a list with an space reserved for 99 entries, each entry 32 bytes long, for a total size of 3168 bytes (99 * 32 = 3168)

Entries refer to other files from the folder, example of one entry:

0x0550  53 45 43 55  52 45 2E 42  49 4E 00 00  00 72 93 A5 | SECURE.BIN...... |
0x0560  8B 8A D4 FA  8E B8 2B 3F  A6 61 BC ED  A6 00 00 00 | .z....+?.a...... |
53 45 43 55  52 45 2E 42  49 4E <------------------------ file name
72 93 A5 8B  8A D4 FA 8E  B8 2B 3F A6  61 BC ED A6 <----- file hash ??? (changes when the file is updated)

SAVEDATA_LIST_PARAM

Info
param_fmt: utf8
param_max_len: 0x8 (8 bytes)
param_len: variable
Tip
Used by: PS3 Save Data

In most of the savegames (when the game doesnt uses it) is filled with zeroes with a param_len of 1 byte (the null termination)

This area is available for the game to store "any" data, the purposes of this data is to avoid tampering with the files generated by the game, the usage of this area is optional for the game developers and can be considered a more deep security layer under the PARAM.PFD layer

Because the data is generated and recovered by the game, its type or usage can be different for each game, the next table contains some valid examples found:

TITLE_ID Title SAVEDATA_LIST_PARAM Notes
Example Method
BCAS20108, BCES00569, BCUS98114 Gran turismo 5 GAMEDAT Copypasted ?
BLES01739, BLJS10228, BLUS31052 Dead Island Riptide IIBJFMO, ALFJASP, HMDASLM, PTRONAS Copypasted + scrambled ?
BLES00153, BLES00171, BLES00172, BLUS30055 The Orange Box 141312 Folder Size in sectors See the example in Discussion page
BCES01007 Killzone 3 CONFIG Copypasted ?
BLES00776 Venetica 3-47755 ?
BLES00839 Prince of Persia, forgotten sands 1ACBKM3, 1ACBKM6 ?
BLES00919 Majin and the forsaken kindgom LP ?
BLES01060 Crysis 2 0000000 ?
BLES01081 Yakuza 4 SYSTEM, CLEAR ?
BLES01306 Tintin LYN ?
BLES01310 Hunted: The Demon's Forge UNKNOWN ?
NPEB00347 Dead Space Extraction INGAME ?

More info: http://www.ps3hax.net/showthread.php?t=60459

SAVEDATA_PARAMS

Info
param_fmt: utf8-S
param_max_len: 0x80 (128 bytes)
param_len: 0x80 (128 bytes)
Tip
Used by: Minis Save Data

Example

Offset length Example Description Notes
0x11B0 16 (0x10) 41000000000000000000000000000000 Unknown allways the same value found ("A" in utf8)
0x11C0 16 (0x10) FEDCBA9876543210FEDCBA9876543210 Unknown changes when the savedata is updated
0x11D0 16 (0x10) 0123456789ABCDEF0123456789ABCDEF Unknown changes when the savedata is updated
0x11E0 16 (0x10) 00000000000000000000000000000000 Unknown allways the same value found (blank)
0x11F0 16 (0x10) 00000000000000000000000000000000 Unknown allways the same value found (blank)
0x1200 16 (0x10) 00000000000000000000000000000000 Unknown allways the same value found (blank)
0x1210 16 (0x10) 00000000000000000000000000000000 Unknown allways the same value found (blank)
0x1220 16 (0x10) ABCDEF0123456789ABCDEF0123456789 Unknown changes when the savedata is updated

SOUND_FORMAT

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game

Sound modes supported by the content.

Hexadecimal
(little endian)
Hexadecimal
(big endian)
Decimal Binary
(flags)
Feature
(notes)
Flag Nº
(flag required)
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 [LPCM] 2.0 01
02 00 00 00 00 00 00 02 2 00000000 00000000 00000000 00000010 02
04 00 00 00 00 00 00 04 4 00000000 00000000 00000000 00000100 [LPCM] 5.1 03
10 00 00 00 00 00 00 10 16 00000000 00000000 00000000 00010000 [LPCM] 7.1 05
00 01 00 00 00 00 01 00 256 00000000 00000000 00000001 00000000 [Dolby Digital] 5.1 09 (02)
00 02 00 00 00 00 02 00 512 00000000 00000000 00000010 00000000 [Digital Theater Systems (DTS)] 5.1 10 (02)
Examples
15 00 00 00 00 00 00 15 21 00000000 00000000 00000000 00010101 All LPCM modes 1+3+5
02 01 00 00 00 00 01 02 258 00000000 00000000 00000001 00000010 Only Dolby Digital 5.1 2+9
17 01 00 00 00 00 01 17 279 00000000 00000000 00000001 00010111 All LPCM modes + Dolby Digital 5.1 1+2+3+5+9
02 02 00 00 00 00 02 02 514 00000000 00000000 00000010 00000010 Only Digital Theater Systems (DTS) 5.1 2+10
17 03 00 00 00 00 03 17 791 00000000 00000000 00000011 00010111 All sound modes 1+2+3+5+9+10
  • Tests
    • PS2 games remastered in PS3 format (not "ps2 classics") like "resident evil 4 HD" (CATEGORY=HG and TITLE_ID=NPEB00342) only supports LPCM 2.0 by default. In the first tests was impossible to activate other sound modes (the flags are ignored). In combination with RESOLUTION (all RESOLUTION modes enabled) the SOUND_FORMAT flags are readed but the PS3 crashes
  • Other SOUND_FORMAT values availables in non retail (Debug, AV/Test, etc...) consoles ?

SOURCE

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: Trophy

Unknown, usually filled with zeroes

SUB_TITLE

Info
param_fmt: utf8
param_max_len: 0x80 (128 bytes)
param_len: variable
Tip
Used by: Save Data

The line of text displayed under TITLE text, used only in SaveData to store short texts from the game like your player name, your play time, photo used or your rank in the game

When the text is too long to fit in the screen it scrolls horizontally from right to left, if the Data_Used_Size is not correct this scroll doesn't flow properly. The same behaviour happens with TITLE, TITLE_xx, TITLEID0xx and TITLE_ID

SAVEDATA_TITLE (for minis savedata)

Info
param_fmt: utf8
param_max_len: 0x80 (128 bytes)
param_len: variable
Tip
Used by: Minis Save Data

Subtitle of the Save, the format is the same than SUBTITLE


TARGET_APP_VER

Info
param_fmt: utf8
param_max_len: 0x8 (8 bytes)
param_len: 0x6 (6 bytes)
Tip
Used by: Game Data

Target application version for incremental patches. Patches containing TARGET_APP_VER can be installed over the game with the same APP_VER.

The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00

TITLE

Info
param_fmt: utf8
param_max_len: 0x80 (128 bytes)
param_len: variable
Tip
Used by: All but Trophy

Default "title of the game" for all languages. The text is displayed right to the ICON0.PNG.

The special byte "0A" displaces the text to the next line (a linefeed), this can be used to create long texts composed by several horizontall lines, the maximun number of horizontal text lines allowed for the TITLE is 3 (in other words... you can use the "linefeed" byte 2 times)

TITLE_xx (for localized languages)

Info
param_fmt: utf8
param_max_len: 0x80 (128 bytes)
param_len: variable
Tip
Used by: HDD Game

Same than TITLE but for localized languages.

An .SFO can contain several TITLE_xx where xx is a number for a regional code.

The "default" TITLE is always present when other "localized" TITLE_xx are used.

Template:XMB languages

TITLE_ID

Info
param_fmt: utf8
param_max_len: 0x10 (16 bytes)
param_len: 0xA (10 bytes)
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game, Game Data

Identifier of the content, in the format ABCD12345. Must be the same ID inside the Makefile when compiling the .SELF, or/and when creating the .PKG (also known as Productcode)

TITLE_ID for Physical Media (in format: ABCD12345)
Media
(A)
Rights
(B)
Region
(C)
Type
(D)
??
(12)
License Number
(345)
B=PS3 Bluray
P=PS4 Bluray
S=PS1, PS2, PS3 CD/DVD
U=PSP UMD
V=PSvita Card
X=PS3 Bluray + Extras (PSvita crossbuy)
C=Copyrighted by sony
L=Licensed to sony
A=Asia
C=China
E=Europe
H=Hong Kong
J=Japan
K
=Korea
P=Japan (PS1/PS2)
U=USA
B=Peripheral Software
C=System Firmware
D=Demo
M=Malayan Release
S=Retail release
T=(closed) Betas [Pre-Production Discs] [1]
V=Multi Region PS3 CS disc
X=Install disc? (Demos, Store Videos)
Z=Region locked PS3 CS disc
?? From 001 to 999
(in chronological order)
PE=PS1 and PS2 CS disc for Europe, Australia & Gulf area
PT=PS1 and PS2 CS disc for Japan & Asia
PU=PS1 and PS2 CS disc for USA & Canada

For more detailed info see Template talk:TITLE ID for Physical Media


TITLE_ID for Digital Media (in format: ABCD12345)
Network
Environment

(AB)
Region
(C)
Type
(D)
??
(12)
License Number
(345)
NP=Retail A=Asia
E=Europe
H=Hong Kong
J=Japan
K
=Korea
U=USA

I=Internal ? (Sony)
X=Firmware/SDK Sample
A=First Party PS3 (Demo/Retail)
B=Licensed PS3 (Demo/Retail)
C=First Party PS2 Classic (Demo/Retail)
D=Licensed PS2 Classic (Demo/Retail)
E=Licensed PS1 Classic (PAL) (Demo/Retail)
F=First Party PS1 Classic (PAL) (Demo/Retail)
G=First Party PSP (Demo/Retail)
H=Licensed PSP (Demo/Retail)
I=First Party PS1 Classic (NTSC) (Demo/Retail)
J=Licensed PS1 Classic (NTSC) (Demo/Retail)
K=First Party Game related Content
L=Licensed Game related Content / Video
M=Music
N=Game Soundtracks
O=Other
P=PS3 App
Q=PS3 Theme / Avatar
R=PS3 Theme
S=System
T=?
U=?
V=?
W=First Party PSP Remasters
X=First Party PSP Minis
Y=Third Party PSP Remasters
Z=Third Party PSP minis
?? From 001 to 999
(in chronological order)


  • Other TITLE_ID's. See Discussion page
    • TEST12345 (in savedata). When mounting a disc in a backup manager using the option "direct boot", the mounted disc use the TITLE_ID from backup manager (TITLE_ID from backup manager has not been unloaded properly and the disc adopts it). The savedata of this game will use TEST12345. When several different games are mounted and "direct launched", the savedata will be corrupted/invalid (because the overwriting of PARAM.SFO). TEST12345 seems to a common TITLE_ID used in all backup managers, the name probably is derived from official tools or internal firmware functions (Described as tips with ps3.gen.exe:"setting the TITLE_ID to TEST-XXXXX or disc version to "00.00" enable the program to build the disc image even when errors are found).
    • TEST***** All the disc images generated for debug PS3's in the development stages of the game

TITLEID0xx (for trophies with localized languages)

Info
param_fmt: utf8
param_max_len: 0x10 (16 bytes)
param_len: 0x9 (9 bytes)
Tip
Used by: Trophy

SFO's for trophies contains a full list of 16 TITLEID0xx for all languages where xx is a number for a language code.

All them can contain data, or only the default TITLEID000. The ones without data are marked with a Data_Used_Size = 0 bytes

The text contained inside default TITLEID000 is the same than TITLE_ID

Template:XMB languages

VERSION

Info
param_fmt: utf8
param_max_len: 0x8 (8 bytes)
param_len: 0x6 (6 bytes)... or 0x3 (3 bytes) when used in trophy
Tip
Used by: HDD Game, PS1 Game, Minis Game, PSP Remasters Game, Game Data, Trophy

Disc revision, or Package revision. The number increases when the content is re-released or re-packaged for whatever reason that doesn't affect the main executable (e.g. when a disc game reaches platinum sales, or "game of the year edition" including extra contents).

When the main executable is updated, the APP_VER increases (this can be done with patches)... but the VERSION of the patch (or the re-released disc) returns to 01.00.

Additionally this gives the possibility to release different versions of the same patch (used when the original patch contains a bug, needs to be replaced, and is not cumulative)

The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00.

  • When used in a SFO for a trophy it has a param_len of 3 bytes, with the format: X.Y e.g: 1.0

XMB_APPS

Info
param_fmt: int32
param_max_len: 0x4 (4 bytes)
param_len: 0x4 (4 bytes)
Tip
Used by: Unknown (bootable?)

Found in explore_plugin (checked at: /app_home/PS3_GAME/PARAM.SFO), and XMB databases (accessed as Game:Game.xmbApps)

Hexadecimal Decimal Binary
(flags)
Feature (notes)
little endian big endian
01 00 00 00 00 00 00 01 1 00000000 00000000 00000000 00000001 ?
02 00 00 00 00 00 00 02 2 00000000 00000000 00000000 00000010 ?
04 00 00 00 00 00 00 04 4 00000000 00000000 00000000 00000100 ?
08 00 00 00 00 00 00 08 8 00000000 00000000 00000000 00001000 ?
10 00 00 00 00 00 00 10 16 00000000 00000000 00000000 00010000 ?
20 00 00 00 00 00 00 20 32 00000000 00000000 00000000 00100000 ?
40 00 00 00 00 00 00 40 64 00000000 00000000 00000000 01000000 ?
80 00 00 00 00 00 00 80 128 00000000 00000000 00000000 10000000 ?
Etc...

Examples

Blu-Ray disc structure details

Template:PS3 Game Disc Structure

PS3 Blu Ray

These are "fake Blu-Ray discs" with the minimal values inside SFO's/SFX's needed for the structure to work, and the needed HYBRID_FLAG's inside the main PS3_DISC.SFB. All the files are 100% hand made from scratch and tested.


Game discs in folder PS3_GAME The basic structure of a game disc.

0GAM00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0GAM00001)
|--- PS3_GAME
     |--- PARAM.SFO <--- CATEGORY (DG), TITLE_ID (0GAM00001)
     |--- USRDIR
          |--- EBOOT.BIN

Movie discs in folder PS3_VPRM This is the part of a Blue-Ray movie structure related with the PS3 system. Described as "hybrid disc" when contains a game+movie e.g: Metal Gear Solid HD Collection (BLUS30847)

0MOV00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (v), TITLE_ID (blank)
|--- AACS
|    |--- DUPLICATE (2.cer 2.tbl 1.lst 1.cc1 3.inf)
|    |--- (2.cer 2.tbl 1.lst 1.cc1 3.inf)
|--- BDMV
|    |--- AUXDATA
|    |    |--- sound.bdmv
|    |--- BACKUP
|    |    |--- CLIPINF
|    |    |    |--- (11.clpi)
|    |    |--- PLAYLIST
|    |    |    |--- (6.mpls)
|    |    |--- index.bdmv
|    |    |--- MovieObject.bdmv
|    |--- CLIPINF
|    |    |--- (11.clpi)
|    |--- META
|    |    |--- DL
|    |         |--- bdmt_eng.xml
|    |         |--- thumb_L.jpg
|    |         |--- thumb_S.jpg
|    |--- PLAYLIST
|    |    |--- (6.mpls)
|    |--- STREAM
|    |    |--- (11.m2ts)
|    |--- index.bdmv
|    |--- MovieObject.bdmv
|--- CERTIFICATE
|--- PS3_VPRM
     |--- PARAM.SFO <--- CATEGORY (DM)

Game discs in folder PS3_CONTENT

PS3 Blu Ray video content

PS3 Blu Ray install content

Themes folder is mounted as a "secondary icon" under the "main game icon". Doesn't need/admit an SFO/SFX, the icon contained in the theme is resized and displayed inside a bubble, also the TITLE of the Theme is used for the content.

Video folder is mounted on video column. Videos can not be copied to the internal or external storage.

0CONT00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (TV), TITLE_ID (0CONT00001)
|--- PS3_CONTENT
     |--- THEMEDIR
     |    |--- PARAM.SFO <--- ATTRIBUTE (01000000), CATEGORY (TR), TITLE (Themes)
     |    |--- D000
     |         |--- DATA001.P3T
     |         |--- DATA002.P3T
     |--- VIDEODIR
          |--- PARAM.SFO <--- ATTRIBUTE (01000000), CATEGORY (VR), TITLE (Videos)
          |--- D001
          |    |--- PARAM.SFO <--- CATEGORY (VI), TITLE (Video 1)
          |    |--- DATA000.MP4
          |--- D002
               |--- PARAM.SFO <--- CATEGORY (VI), TITLE (Video 2)
               |--- DATA000.MP4

Game discs in folder PS3_GAME/PKGDIR

PS3 Blu Ray install content

Can be considered an "expansion" of the basic blu-ray structure of a game disc, activated by the flag 00000200 in the ATTRIBUTE of the PARAM.SFO inside PS3_GAME. Packages are displayed in subfolders inside bubbles with its icons resized.

When the packages are installed, the file PARAM.SFO from PKGDIR is renamed to DISC.SFO and copyed inside the installation folder.

0PKG00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0PKG00001)
|--- PS3_GAME
     |--- PARAM.SFO <--- ATTRIBUTE (00000200), CATEGORY (DG)
     |--- PKGDIR
          |--- PARAM.SFO <--- ATTRIBUTE (0100000), CATEGORY (DP), TITLE (Packages)
          |--- PKG01
          |    |--- PARAM.SFO <--- CATEGORY (IP), TITLE (Package 1)
          |    |--- INSTALL.PKG
          |--- PKG02
               |--- PARAM.SFO <--- CATEGORY (IP), TITLE (Package 2)
               |--- INSTALL.PKG

Game discs in folder PS3_GAME/INSDIR Can be considered an expansion of the basic blu-ray game disc structure, activated by default with the "g" HYBRID_FLAG from PS3_DISC.SFB

The presence of INSDIR forces a mandatory installation (warning screen with "Yes" or "No", if selecting "No" the game doesnt boots) performed in main XMB (before starting the game). When the installation is completed the game boots

Inside game_ext_plugin.rco/english.xml
<Text name="msg_game_cannot_start_wo_install_need_area_install_ask">This game cannot be started unless it is installed on the system storage.
To install on the system storage you must create a game partition of %1.
Do you want to start installing?</Text>

Used for "game patches" and "game expansion packs". The PARAM.SFO inside "INSDIR" contains the "APP_VER" of the bigger patch of the folder. Note that "download content" packages doesnt contains "APP_VER" so its installation doesnt updates the main game. For this reason "APP_VER" is only related with patches. Other types of PKG can be installed but the main game will reload the message above because it was expecting to have a game patch.

0INS00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0INS00001)
|--- PS3_GAME
     |--- PARAM.SFO <--- CATEGORY (DG)
     |--- INSDIR
          |--- PARAM.SFO <--- APP_VER (01.02), CATEGORY (AR)
          |--- DATA000.PKG
          |--- DATA001.PKG

Game discs in folder PS3_EXTRA Icon sizes is the same used in "PStore news" menu ([big squares of 486x405 pixels]). see: Content Information Files

Similar as PKGDIR, the file PARAM.SFO from PKGDIR (seems typo error) is renamed to DISC.SFO.

0EXT00001
|--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0EXT00001)
|--- PS3_GAME
|    |--- PARAM.SFO <--- CATEGORY (DG)
|--- PS3_EXTRA
     |--- PARAM.SFO <--- ATTRIBUTE (0100000), CATEGORY (XR), TITLE (Extras)
     |--- D001
     |    |--- PARAM.SFX <--- CATEGORY (IP), TITLE (Package 1)
     |    |--- DATA000.PKG
     |--- D002
     |    |--- PARAM.SFX <--- CATEGORY (IP), TITLE (Package 2)
     |    |--- DATA000.PKG
     |--- D003
     |    |--- PARAM.SFX <--- CATEGORY (VI), TITLE (Video 1)
     |    |--- DATA000.MP4
     |--- D004
     |    |--- PARAM.SFX <--- CATEGORY (VI), TITLE (Video 2)
     |    |--- DATA000.MP4
     |--- D005
     |    |--- PARAM.SFX <--- CATEGORY (TI), TITLE (Theme 1)
     |    |--- DATA000.P3T
     |--- D006
          |--- PARAM.SFX <--- CATEGORY (TI), TITLE (Theme 2)
          |--- DATA000.P3T

dev_bdvd/PS3_GM01/ is a folder at the same level than PS3_GAME, is used for multiboot game discs (the only disc structure that supports direct multiboot). Each eboot is mounted using its own PS3 Blu-ray Disc icon. This discs uses speciall LIC.DAT files, see: LIC.DAT page

The two numbers at the end of the name PS3_GM01 looks like a counter, but only PS3_GM01 is supported (other numbers are not supported... yet)


You can download this structures to experiment with them or to look how SFO's SFX's are built ---> [Blu-Ray fake discs by sandungas]

  • Remove-insert again disc might be required to make structures appears.
  • DISC.SFO seems to force the user to start the installed game with the original disc with this message on XMB:
"to play this game, you must insert the following disc. Insert the disc, and then start the game 
again.  (8001003E) Install disc"

This can/should be resolved by launching BD emulator, removing the disc.sfo file, or using Lxx folders. See Discussion page

Tips & Tricks

This section is to add more extended explains about features that cant been easily clasifyed inside other sections

Replacing a PARAM.SFO manually

When replacing a PARAM.SFO manually in the internall HDD (using a file manager, FTP, etc...) the system ignores it. This happens because the system is storing a "duplicated" copy of the old one.

To be sure that the new PARAM.SFO has been loaded you can change the TITLE (Paid attention also to TITLE_xx) , this way you can see the new name displayed in XMB, is a good idea to use something that identifyes the change as "My test 01".

  • The most convenient and quick way to "refresh" the XMB is as simple as booting the game one time (by pressing X button over its icon)... inside the game press "PS" button and exit with "quit"... then return to the XMB and the new PARAM.SFO has been loaded. So in resume... the XMB is refreshed when you boot it for first time so you need to boot it one time and quit to load the new PARAM.SFO.
  • The other solution is by using the option "rebuild database" from the recovery menu (this re-indexes all the files in the internall HDD), is long but can fix rare problems. This can be used when the PARAM.SFO you are playing with is not BOOTABLE (you cant boot it to "refresh" the XMB)

When replacing a PARAM.SFO manually in a Game Disc (to be loaded later by a backup manager) sometimes the system ignores it. This happens because the system is storing a "duplicated" copy of the old disc structure included its PARAM.SFO (iirc). The trick to "refresh the XMB" is again by booting the game (pressing X in the main icon)... for this to work is needed to have a EBOOT.BIN in the main path inside USRDIR folder (e.g: the EBOOT.BIN from the "move demo disc" just plays a video in .MP4 and is tiny)

Creating a frankenstein PARAM.SFO

PS3 Blu Ray "corrupted data"

The first step is to go to the parameters table to look wich param_key's are mandatory and wich ones can be removed or zeroed (note this table has a lot of YES that probably are OPT, is just that this ones has not been verifyed or found)

  • When you generate a non proper file you can have a nice icon of "corrupted data", but in some cases the game boots normally. In other cases when adding or removing param_key's the file is "partially" corrupted because there is a "break point" in the structure and the file is "partially" loaded (the PS3 loads the values before the structure "break point" normally, but after this point the values shown as corrupted or missing). Try to boot from app_home if needed.
  • When adding "non-standard" param_key's to a SFO for an specific type of content (that only admits a few ones) the SFO is loaded without problems but firmware ignores them because are "not-expected" (e.g. when adding SUB_TITLE to a SFO for category "HG").
  • The minimal structure tested (and working) for a homebrew can be copied/downloaded at the bottom of the page, its not "standard" but the PS3 doesn't complain, and probably can be reduced even more.
  • If Error 80028F08:

can be resolved by pressing triangle one time and launch the game from start or back from the ICON.

Creating Discs

The "fake blu-ray" structures that can be downloaded from this page uses two "dirty tricks" that was usefull to identify the critic values needed to work, but can be a bit confusing to replicate them.

The first one is the removing of TITLE and TITLE_ID from most of the SFO's, this can generate a strange behaviour mostly for the primary icon. The second one is the ATTRIBUTE flag to hide the main icon. The other factor involved in this weird behaviours are the "backup managers" that are hardcoded to look for files and format in some specific structures.

When playing with this fake blu-rays use a USB pendrive (is faster to connect/disconnect to ps3/pc) with a "GAMEZ" folder in the root, and remember to "dismount" the game before disconecting the USB to avoid the XMB to go crazy, also remember the XMB sometimes keeps a backup copy of the old PARAM.SFO

For install packages (max: 100, FW min: 1.80) you can use PS3_EXTRA or PKGDIR both will work but are displayed different

For themes ( max: 200, FW min: 2.50) and videos (max: 200, FW min: 2.40) use PS3_EXTRA or PS3_CONTENT remember themes includes its own icon and title, videos are mounted in video colum when using PS3_CONTENT pretty nice for chapters of series, video manuals, etc...

(Max items & FW min are theory, not tested)

For patches use INSDIR, its installation is more automated

Creating Patches

The type of patch is defined by its APP_VER, TARGET_APP_VER, and VERSION. There is no way to update an installed content without APP_VER The standard way to install a patch is by using the same TITLE_ID of the previous release and a bigger APP_VER, when the patch is installed its PARAM.SFO replaces the old one, consequently its APP_VER increases

But there are some tricks related with this patching system that can be used to add files to the install folder without keeping this standard:

  • Using a "blank" APP_VER

This is as easy as filling the value for APP_VER in the patch with zeroes, the undesired effect is the app will have no version. The benefit is this will work for installing cummulating files as "themes", "roms" etc...

  • Using the same APP_VER and TARGET_APP_VER in the patch and in the app

This will replace the PARAM.SFO by other with the same values, so is similar than the previous one, but keeping its version. Additionally this assures you that the files are compatibles with this version of the app (e.g: a theme that only works with a specific version)

Tools, manuals and external links

Sorry if im missing some link, several things of this page was copy-pasted months ago by googling in random forums.

  • Tools

SFO_tools_-_linux-64bit-compiles.rar (23.61 KB)

https://github.com/an0nym0u5/PSL1GHT/commit/75013299710d2bde224e2052284461a665a071bf

read_sfo.tar.bz2 (6.33 KB)

PS3SFOEdit.zip (47.59 KB)

SFO reader

Another SFO reader

SFO Test(217.99KB) Deroad SFO test homebrew ( really useful for fast test, can boot under X category so it refresh the SFO and avoid stuck SFO and games, XMB in game is not "visible")

SFO Test (113.69KB) resigned for cfw 4.21 & repacked with different id (SFOT00001) for convenience (and not overwrite 3.55 version)

[PkgView] (by ifcaro): The fastest, lighter, and intuitive PKG extractor ever. Very usefull to extract individual files or to take a look inside the PKG without extracting

[2] SFO PS3 reader By Matthieu Milan

  • Sources and links

http://www.ps3hax.net/showthread.php?t=28704

http://ps3dev.wikispaces.com/PARAM.SFO

https://github.com/ps3dev/PSL1GHT/blob/master/tools/ps3py/sfo.py (old way) https://github.com/an0nym0u5/PSL1GHT/tree/master/tools/make_sfo (new/better way)

read_sfo.tar.bz2 (6.32 KB)

http://ps3tutorials.wikispaces.com/Edit+the+sfo.xml+Tutorial

http://mc.pp.se/psp/psf.xhtml (SFO parameters used in PSP)

  • Examples

A little collection of SFO's ordered by categories http://www.sendspace.com/file/oy270g

Just a collection of PARAM (.bin .pfd .sfo .tpf) files: http://www.mirrorcreator.com/files/0OAXGOHN/PARAM.rar_links

CATEGORY "2P"(PSN Converted PS2 game/saves) SFO examples http://dl.dropbox.com/u/60710927/XMBMPLUS/DEVELOPMENT_SOURCES/PS2_GAME_SFO/PS2_GAME_SFO.rar. There are three files, one SFO file taken from the PS2 Game directory and two SFO files taken from two different saves generated by that game.