PARAM.SFO

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Revision as of 10:11, 17 January 2012 by Sandungas (talk | contribs) (removed/moved obsolete notes from the "Parameters table")
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SFO (System File O???) are used in folders wich content needs to be displayed in the XMB. In the same folder than the SFO are the "content files" (ICON0.PNG PIC0.PNG etc...) and in few cases (like in savegames) there is a PARAM.PFD for security reasons.

The parameters SFO contains can be simplyfied as imputs and outputs of the content:

  • Contains the information strings needed to display the content in the XMB and his restrictions (e.g. name and version of a game).
  • When executing the content, the SFO is sending "boot modifyers" (or flags) to the content to activate "speciall modes" (e.g. audio and video modes of a game).


SFX (System File in XML format) are used to create SFO's. Additionally SFX files are used in Blue-Ray disc games inside PS3_EXTRA folder to display content in XMB. In fact the values contained in both formats are the same and the conversion is easy from one format to the other

SFO and SFX can be "chained" in a structure of subfolders with a maximun of 3 levels (SFX format is used in level3).

Level2 SFO's can contain specific values than cant be used in Level1 (e.g. CATEGORY when used in level2 has lot of different and specific values). In the same way when ATTRIBUTE is used in level2 his valid values are completly different than when used in level1.


Internal Structure

Header

typdef struct Header
{
uint32_t Signature; /* Always PSF */
uint32_t Version; /* Usually 1.1 */
uint32_t Name_Table_Start; /* Start position of the Name_Table */
uint32_t Data_Table_Start; /* Start position of the Data_Table */
uint32_t Entries_Number; /* Number of entries */
};

Definition_Table

This structure repeats one time for every Entries_Number defined in the header. All values are in Little Endian

 typedef struct Definition_Table
 {
 uint16_t Name_Table_Offset; /* Offset of the Name of the entry, from start of Name_Table */
 uint16_t Data_Type; /* Type of data of the entry in the Data_Table */
 uint32_t Data_Used; /* Used Bytes by the entry in the Data_Table */
 uint32_t Data_Size; /* Total bytes reserved for the entry in the Data_Table */
 uint32_t Data_Table_Offset; /* Offset of the Data of the entry, from start of Data_Table */
 };
Valid Data Types Description Notes
04 00 Present but filled with zeroes In ACCOUNT_ID when not registered in PSN
04 02 utf-8
04 04 integer

Name_Table

The entries of this table (and the next table) can vary depending of the kind of content displayed in the XMB (in other words... are defined by CATEGORY and restricted by the system).

Each entry of the table needs 1 blank byte after the name to separate them

The table has padding at the end to fit the total size in bytes to a multiplier or 4, this padding is added after the last blank byte of the last entry. If the last entry (included his blank byte) matches with a multiplier of 4 this padding doesn't exist

Data_Table

This table has no padding between entries neither at the end, padding is not supported in any way, "Data_Size" is in the "Definition_Table" and the space is reserved for each entry

The number of "Data_Used" bytes for each entry is in the "Definition_Table", it matches the "Data_Size" when the entry is an integer (integer entries uses all the reserved bytes) but can vary with utf-8 entries (e.g. TITLE of the game), additionally utf-8 entries needs 1 blank byte after the last character of the text string, this byte can be considered part of the string to count the "Data_Used" bytes for the entry in the "Definition_Table"

Internall Structure Examples

SFO

This is an example of a hand made SFO structure, it contains only 1 entry (TITLE_ID), i choosed this one because is short enought to explain the structure in 4 lines, needs padding at the end of the Name_Table, and the Data_Used is smaller than the Data_Size

0x0000  00 50 53 46  01 01 00 00  24 00 00 00  30 00 00 00 | .PSF....$...0... |
0x0010  01 00 00 00  00 00 04 02  0A 00 00 00  0F 00 00 00 | ................ |
0x0020  00 00 00 00  54 49 54 4C  45 5F 49 44  00 00 00 00 | ....TITLE_ID.... |
0x0030  41 42 43 44  31 32 33 34  35 00 00 00  00 00 00 00 | ABCD12345....... |

All the blocks of the file are explained in the next list, it has separated sections for header and the three tables.

Offset Size Content Conversion Value Notes
Header
0x0000 0x04 00 50 53 46 To utf-8 PSF Signature
0x0004 0x04 01 01 00 00 Big endian, decimal 1.1 Version (the point is added by the system)
0x0008 0x04 24 00 00 00 Big endian 0x0024 Start of Name_Table
0x000C 0x04 30 00 00 00 Big endian 0x0030 Start of Data_Table
0x0010 0x04 01 00 00 00 Big endian, decimal 1 Number of entries in the tables
Definition_Table
0x0014 0x02 0000 Big endian 0 (Start of "TITLE_ID") - (Start of Name_Table) = 0x0024-0x0024 = 0
0x0016 0x02 0402 Unknown Data_Type
0x0018 0x04 0A000000 Big endian, decimal 10 Data_Used (ABCD12345 are 9 bytes + 1 blank = 10)
0x001C 0x04 0F000000 Big endian, decimal 16 Data_Size
0x0020 0x04 00000000 Big endian 0 (Start of "ABCD12345") - (Start of Data_Table) = 0x0030-0x0030 = 0
Name_Table
0x0024 0x09 5449544C455F494400 To utf-8 TITLE_ID Name, included 1 blank byte at the end
0x002D 0x03 000000 Padding (9 from the previous entry + 3 padding = 12 bytes)
Data_Table
0x0030 0x0F 41424344313233343500000000000000 To utf-8 ABCD12345 Data, 16 bytes block size, 10 bytes used included 1 blank byte

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

SFX

This is a PARAM.SFX from the Blue-Ray "move demo disc", the disc contains some installable demos in format .PKG in the path /PS3_EXTRA/D000/DATA000.PKG & /PS3_EXTRA/D000/PARAM.SFX

The entryes and values are self explanatory, this files can be created easily by hand

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<paramsfo add_hidden="false">
  <param key="ATTRIBUTE" fmt="int32" max_len="4">0</param>
  <param key="CATEGORY" fmt="utf8" max_len="4">IP</param>
  <param key="PARENTAL_LEVEL" fmt="int32" max_len="4">2</param>
  <param key="TITLE" fmt="utf8" max_len="128">Beat Sketcher™</param>
  <param key="TITLE_05" fmt="utf8" max_len="128">Beat Sketcher™ A mano libera</param>
</paramsfo>

Parameters Table

Parameters are ordered inside the SFO alphabetically (from A to Z)

This table contains all the parameters known/found of the standard formats used in PS3. Columns of the table are named to match this formats

Variable Name Data_Size Data_Type TR SD HG GP GD 1P 2P MN Notes
ACCOUNTID 16 utf-8 Yes No No ??? No No ??? No
ACCOUNT_ID 16 integer No Yes No ??? No No ??? No
ANALOG_MODE 4 integer No No No ??? No Yes ??? No
APP_VER 8 utf-8 No No Opt ??? No No ??? Yes Not used in old games
ATTRIBUTE 4 integer No Yes Yes ??? No Yes ??? Yes
BOOTABLE 4 integer No No Yes ??? No Yes ??? Yes
CATEGORY 4 utf-8 No Yes Yes ??? Yes Yes ??? Yes
LANG 4 integer Yes No No ??? No No ??? No
DETAIL 1024 utf-8 No Opt No ??? No No ??? No
LICENSE 512 utf-8 No No Yes ??? No No ??? No
NPCOMMID 16 utf-8 Yes No No ??? No No ??? No
NP_COMMUNICATION_ID 16 utf-8 No No Opt ??? No No ??? No
PADDING 8 integer Yes No No ??? No No ??? No
PARAMS 1024 integer No Yes No ??? No No ??? No
PARAMS2 12 integer No Yes No ??? No No ??? No Unknown
PARENTALLEVEL 4 integer Yes No No ??? No Yes ??? No
PARENTAL_LEVEL 4 integer No Yes Yes ??? Yes No ??? Yes
PS3_SYSTEM_VER 8 utf-8 No No Yes ??? No Yes ??? Yes
RESOLUTION 4 integer No No Yes ??? No Yes ??? Yes
SAVEDATA_DIRECTORY 64 utf-8 No Yes No ??? No No ??? No
SAVEDATA_LIST_PARAM 8 utf-8 No Yes No ??? No No ??? No
SOUND_FORMAT 4 integer No No Yes ??? No Yes ??? Yes
SOURCE 4 integer Yes No No ??? No No ??? No
SUB_TITLE 128 utf-8 No Opt No ??? No No ??? No
TITLE 128 utf-8 No Yes Yes ??? Yes Yes ??? Yes
TITLEID000, 001, 002... 16 utf-8 Yes No No ??? No No ??? No
TITLE_00, 01, 02... 128 utf-8 No No Opt ??? No No ??? No
TITLE_ID 16 utf-8 No No Yes ??? Yes Yes ??? Yes
VERSION 8 utf-8 No No Yes ??? Yes Yes ??? Yes this one has the same name than the next, but uses 6 bytes
VERSION 8 utf-8 Yes No No ??? No No ??? No this one uses only 3 bytes

Notes:

  • Columns at the right are named by his CATEGORY
  • TR.- is used in the table for trophies to keep the colums width, but is not a valid CATEGORY, actually trophies dont have CATEGORY
  • SD.- Save Data
  • HG.- HDD Game (same for DG or "Disc Game" refered to an originall Blue Ray disc game)
  • GP.- Game Patch. needed example
  • GD.- Game Data
  • 1P.- PS1 classics (PlayStation One games)
  • 2P.- PS2 Classics (PlayStation 2 games) needed example
  • MN.- Mini

Parameters Descriptions

ACCOUNTID & ACCOUNT_ID

PSN User Account (blank when not registered in PSN

ANALOG_MODE

Used in PS1 games to make them compatibles with the analog sticks of the Dualshock Controller

APP_VER

ATTRIBUTE

  Data type: Int32
  Block fixed size: 4 bytes
  Bytes used: 4

This parameter contains a maximun of 32 flags that can be turned on/off to activate/deactivate speciall boot modes for the content.

Values are stored in "Little Indian" format, by converting them to "Big Indian" and then to binary is easyer to see in a "human readable" format how are ordered from older to newer (note that the list separates them in 4 blocks, each of this blocks are "filled" from top to bottom). The older flags are related to PSP in the first block because PSP is older than PS3.

Flags can be used in groups, to remove or add a flag from the group is needed to make an addition or a substraction of the values.

Little Endian Big Endian Flags (Binary ) Description
01 00 00 00 00 00 00 01 00000000 00000000 00000000 00000001 PSP Remote Play in MPEG4 SP/ATRAC
02 00 00 00 00 00 00 02 00000000 00000000 00000000 00000010 PSP Export
04 00 00 00 00 00 00 04 00000000 00000000 00000000 00000100 PSP Remote Play in MPEG4 AVC/AAC
08 00 00 00 00 00 00 08 00000000 00000000 00000000 00001000 Unknown !
10 00 00 00 00 00 00 10 00000000 00000000 00000000 00010000 Unknown !
20 00 00 00 00 00 00 20 00000000 00000000 00000000 00100000 "XMB in-game"
40 00 00 00 00 00 00 40 00000000 00000000 00000000 01000000 Not used yet ?
80 00 00 00 00 00 00 80 00000000 00000000 00000000 10000000 Not used yet ?
00 01 00 00 00 00 01 00 00000000 00000000 00000001 00000000 Move Controller Warning Screen
00 02 00 00 00 00 02 00 00000000 00000000 00000010 00000000 Navigation Controller Warning Screen
00 04 00 00 00 00 04 00 00000000 00000000 00000100 00000000 Eye Cam Warning Screen
00 08 00 00 00 00 08 00 00000000 00000000 00001000 00000000 Calibration Notification
00 10 00 00 00 00 10 00 00000000 00000000 00010000 00000000 Stereoscopic 3D Warning Screen
00 20 00 00 00 00 20 00 00000000 00000000 00100000 00000000 Not used yet ?
00 40 00 00 00 00 40 00 00000000 00000000 01000000 00000000 Not used yet ?
00 80 00 00 00 00 80 00 00000000 00000000 10000000 00000000 Not used yet ?
00 00 01 00 00 01 00 00 00000000 00000001 00000000 00000000 Unknown !
00 00 02 00 00 02 00 00 00000000 00000010 00000000 00000000 Installable Packages in path PS3_GAME\PKGDIR\PKG**
00 00 04 00 00 04 00 00 00000000 00000100 00000000 00000000 Game patch overwrite atribute (resolution, sound format, remote play)
00 00 08 00 00 08 00 00 00000000 00001000 00000000 00000000 Enable game purchase (depends of variable "CONTENT_ID")
00 00 10 00 00 10 00 00 00000000 00010000 00000000 00000000 Game patch overwrite atribute (XMB in-game)
00 00 20 00 00 20 00 00 00000000 00100000 00000000 00000000 Game patch overwrite atribute (move screen)
00 00 40 00 00 40 00 00 00000000 01000000 00000000 00000000 Game patch overwrite atribute (3D screen)
00 00 80 00 00 80 00 00 00000000 10000000 00000000 00000000 Move compatible / Game patch overwrite atribute (Move controller)
00 00 00 01 01 00 00 00 00000001 00000000 00000000 00000000 Not used yet ?
00 00 00 02 02 00 00 00 00000010 00000000 00000000 00000000 Not used yet ?
00 00 00 04 04 00 00 00 00000100 00000000 00000000 00000000 Not used yet ?
00 00 00 08 08 00 00 00 00001000 00000000 00000000 00000000 Not used yet ?
00 00 00 10 10 00 00 00 00010000 00000000 00000000 00000000 Not used yet ?
00 00 00 20 20 00 00 00 00100000 00000000 00000000 00000000 Not used yet ?
00 00 00 40 40 00 00 00 01000000 00000000 00000000 00000000 Not used yet ?
00 00 00 80 80 00 00 00 10000000 00000000 00000000 00000000 Not used yet ?


Some examples. If you find a game with a flag in his ATTRIBUTE that is not yet in the table, please add it

Little Endian Big Endian Flags (Binary ) Game Flags Description
05 17 80 00 00 80 17 05 00000000 10000000 00010111 00000101 killzone 3 7 Move compatible + 3D screen + 3 move screens + 2 Remote Play modes
20 00 02 00 00 02 00 20 00000000 00000010 00000000 00100000 Dead Space 2 2 Installable Packages + "XMB in-game"


  • PSP Remote Play

The format "MPEG4 AVC/AAC" only works when the other format "MPEG4 SP/ATRAC" is activated

  • PSP Export

Can be activate depend to CATEGORY (HG and others?) and works only if "feel free to fill" checked by "feel free to fill"

  • XMB In-game

Is a feature that lets you pause the game (with the PS button) and play your own music from the files stored in your HDD The formats supported are the same than the native ones, it support playlists and all the normall functions of the music player. It was introduced in firmware 2.40

  • Move Controller warning screen

This screen (and the other warning screens) are displayed before the game is launched, them explains the correct way to use the move controller, navigation controller, and eye cam respectively

Each of this screens are displayed around 3 seconds, the game waits for them to appear so is a good idea to remove them to improve the loading time, the removing of any of the 3 screens has no effect of the controller support and the controller will work without them

A example of a bad use of this screens is "3.56 FJW cfw" that patches all SFO's to activate 2 of this flags to force all his users to see 2 logos (i cant comment one of them, and the other the gargoile) causing a delay in the timing to boot a game or program >:P

  • Navigation Controller, and Eye Cam warning screens

Only works when "Move Controller" warning screen is activated

  • Calibration Notification

This flag makes appear a calibration screen, but only when the controller has not been calibrated previously (or when is missconfigured)

  • Stereoscopic 3D Warning Screen

This is a warning screen similar than the ones related with move peripherals, but only appear when you are using a 3D compatible TV (is intended to give you some seconds to catch your 3D glasses)

  • Installable Packages in path PS3_GAME\PKGDIR\PKG** (where ** is a number from 00 to 99)

This is one of the 2 ways to install packages (used in Blue-Ray discs), it can be said that the flags is "activating" the sub-folder PKGDIR, inside PKGDIR there is another SFO that can be considered an "Level2 SFO"

The ATTRIBUTE of this "Level2 SFO" is always an "1" (different of the values explained in this table that are only applicables to "Level1 SFO's"

  • Enable game purchase

Only works if the category is a DG/HD and checked by "feel free to fill". Can change somes settings as titles, parental lock level, resolutions, and others Content Informations Files (probably related to expirations and such) after you purchased the game.

  • Move compatible

Enables support for the Move Controller (Navigation Controller and Eye Cam are activated at the same time that the Move Controller and doesn't have/need a flag)

BOOTABLE

  Data type: Int32
  Block fixed size: 4 bytes
  Bytes used: 4
Little Endian Big Endian Flags (Binary ) Description
00 00 00 00 00 00 00 00 00000000 00000000 00000000 00000000 Not bootable
01 00 00 00 00 00 00 01 00000000 00000000 00000000 00000001 Bootable

CATEGORY

LANG

The language used when the trophy file was installed.

DETAIL

Third and next lines of text under the icon in XMB

LICENSE

NP_COMMUNICATION_ID

Data type: utf-8
Block fixed size: 16 bytes
Bytes used: 16

Comm ID for Bootable message

NPCOMMID

Data type: utf-8
Block fixed size: 16 bytes
Bytes used: 16

Used in trophies with the format NPWRxxyyy_zz (e.g. NPWR00153_00)

PADDING

PARAMS

Sections length (in bytes) Example Content Notes
Section 1 24 030401020300000000000000 0800000000000000 03000000 Unknown (3 sections, divided in 12+8+4 bytes ?)
Section 2 4 01000000 User Account nº
Section 3 16 123456789ABCDEF123456789ABCDEF Console ID Not PSID nor IDPS (needs verification)
Section 4 4 01000000 User Account nº
Section 5 16 123456789ABCDEF123456789ABCDEF PSN User account ID Blanked if the account has not been registered in PSN
Section 6 960 00000000........ Unknown Big chunk of zeroes, probably used or reserved for other formats

Used in Games, CATEGORY type: "SD" SaveData

Most of the values of this parameter are verified against the info contained in XRegistry.sys

Is the most weird parameter of all the list, because is the only one that contains severall strings, one of this strings is another parameter (ACCOUNT_ID), and his size is huge for being an integer.

Based in the name... the way it works can be related with other parameters like: PARAMS2, HYBRID_PARAM, and COMMERCE_PARAM (all this parameters can be considered unknown by now)

PARENTALLEVEL, PARENTAL_LEVEL & PARENTAL_LEVEL_x

  Data type: Int32
  Block fixed size: 4 bytes
  Bytes used: 4

PARENTAL_LEVEL is a scale from 0 to 11 to restrict the access to the content for the different users of the console (can be configured for kids in his user profile).

PARENTALLEVEL is specific to trophies and ps1 (the missing "_" seems to be a typo of the developers)... both are similar and uses the values from the next table.

Little Endian Big Endian Decimal Description
00 00 00 00 00 00 00 00 0 Disabled
01 00 00 00 00 00 00 01 1 Smaller
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

PARENTAL_LEVEL_x is used to define specific restrictions to a region, where the "x" is a letter of the next list

Parameter Internall code Region
PARENTAL_LEVEL_A SCEA America
PARENTAL_LEVEL_C SCH China
PARENTAL_LEVEL_E SCEE Europe
PARENTAL_LEVEL_H SCEH Hong Kong
PARENTAL_LEVEL_J SCEJ Japan
PARENTAL_LEVEL_K SCEK Korea

The valid values for PARENTAL_LEVEL_x are... ??? (added to the previous table if possible)

PS3_SYSTEM_VER

Minimun firmware required to run the Game/App

RESOLUTION

  Data type: Int32
  Block fixed size: 4 bytes
  Bytes used: 4

Video modes flags

Little Endian Big Endian Flags (Binary ) Description
01 00 00 00 00 00 00 01 00000000 00000000 00000000 00000001 480 (4:3)
02 00 00 00 00 00 00 02 00000000 00000000 00000000 00000010 576 (4:3)
04 00 00 00 00 00 00 04 00000000 00000000 00000000 00000100 720 (16:9)
08 00 00 00 00 00 00 08 00000000 00000000 00000000 00001000 1080 (16:9)
10 00 00 00 00 00 00 10 00000000 00000000 00000000 00010000 480 (16:9)
20 00 00 00 00 00 00 20 00000000 00000000 00000000 00100000 576 (16:9)
40 00 00 00 00 00 00 40 00000000 00000000 00000000 01000000 Not used yet ?
80 00 00 00 00 00 00 80 00000000 00000000 00000000 10000000 Not used yet ?

SAVEDATA_DIRECTORY

Name of the folder for store SaveData (game saves)

SAVEDATA_LIST_PARAM

SOUND_FORMAT

  Data type: Int32
  Block fixed size: 4 bytes
  Bytes used: 4

Sound modes flags

Little Endian Big Endian Flags (Binary ) Description
01 00 00 00 00 00 00 01 00000000 00000000 00000000 00000001 LPCM 2.0
04 00 00 00 00 00 00 04 00000000 00000000 00000000 00000100 LPCM 5.1
10 00 00 00 00 00 00 10 00000000 00000000 00000000 00010000 LPCM 7.1
02 01 00 00 00 00 01 02 00000000 00000000 00000001 00000010 Dolby Digital 5.1 ???
02 02 00 00 00 00 02 02 00000000 00000000 00000010 00000010 DTS Digital Surround ???

SOURCE

Used in trophies

SUB_TITLE

Used in SaveData. Secondary text line under the icon in XMB

TITLE & TITLE_xx

  <value name="TITLE" type="string">
  Title of this Homebrew
  </value>

TITLE is the default title of the homebrew for all languages (usually in english). First line of text right to the icon in XMB

For localized languages can be added severall TITLE_xx (where "xx" is a number that correspond to languages) e.g: TITLE_08 is the title of the hombrew in russian

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

Depends on fews parameters,Category as DG or HG and regions or type.
Examples:

BCAS23005 Asian version of FF XIII
BLJM60362 Japanese version of FF XIII-2

Same game (Dead Space) but for differents market with differents languages files:
BLES00308
BLES00309

Most of the Bd games will start by BLES (European Market), BLUS (US market) or BLJM/BC.. '(Asian market) +5 digits (Chronological order)

Hdd games or apps will start by NP

Fews title_id names are reserved/restricted and don t apply to this classic way and used By Sony for certains purposes.
Examples:

Title ID as TEST-xxxxx (x as a number) with disc version set as 00.00

Others examples:

TITLEID000 & TITLEID0xx

Used in trophies, where the xx is a number that defines a specific language

00 = default

others = localized languages

TITLE_ID

VERSION

Tools

Suggestions... (this will be erased later)

This section will be long, we need to reuse the old texts as most as possible but making the explains more "generall"

To separate PSL1GHT PARAM.SFO & PS3SYS PARAM.SFO part for an other page (under Talk page) to gain spaces. Also if you have an idea about what is HYBRID_PARAM or COMMERCE_PARAM thanks you.