Talk:Eboot.PBP: Difference between revisions

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m (clean up +moved "PlayView")
(PlayView game data structure)
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PlayView can be described as Guide Book for games (...there are other type of content).
PlayView can be described as Guide Book for games (...there are other type of content).


Using "ultra-high resolution (4K) digital data" it can be compatible 3D (for some title), PS Move (not yet?) on PS3.
Using "ultra-high resolution (4K) digital data" it can be compatible 3D (for some titles), PS Move+EYE Camera (for some titles) on PS3.


Demo video on PS3 (in English):
Demo video on PS3 (in English):
Line 174: Line 174:


==structure==
==structure==
==Game Data structure on PSP==
*from only one example, so this might change up to each title (especially for other than guide book content). However, it might work on the same way (with specific encryption/security) on PS VITA since this is from PSP title with possible transfer. This example title is also present on PS3 with different ID but might as well work on the same way.
It allow quick zoom, jump to other page and  hyperlink (images, video and music but the link video describe possible other sub element) and background music.
===Global Embedded images structure example for one page===
Each image contain 5 (or 6) layers of the same graphical content page (the demo video show other example structure)
Visually, each page display is equivalent as 2 pages on art book/ game manual paper version.
For this reason, added to the extra content, the size of game data can easily reach hundreds MB.
<!--//The table follow the example display on the video, but the images embedded order is reverse.//-->
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |  || style="background-color:#010ADA;" |Number Layer || style="background-color:#010ADA;" |Number Image || style="background-color:#010ADA;" |Note
|-
|rowspan="7" | Zoom in  ∇
|-
| 1 || 1  || (180x101) Might not be display or used as "thumbnail" when slide
|-
| 2 || 2  || Left: 256x202 Right: 104x202
|-
| 3 || 6  || Row :3
Top left:2 images as 256x256 + 1 as 208x256
Bottom left:2 images as 256x149 + 1 as 208x149
|-
| 4 || 24  || Row:6
5 as 256x256,1 as right side 160x256,
similar for center
bottom 256x42, bottom right 160x42 (as "depth effect"?)
|-
| 5 || 84  || Row: 13
12 as 256x256, 1 as 64x256
Bottom:12 as 256x84, 1 as 64x84
|
|-
| 6 || 299 || Row:23
22 as 256x256, 1 as 128x256
Bottom: 22 as 256x168, 1 as 128x168
Max_Zoom (you reach the most detail part of the picture)
|-
|}
===gvd.dat.edat:===
The file contain the image embedded as well as "database".
Can be divide in 2 parts:
*"TGDT0100"
*"Image ID.gvd"
====TGDT0100====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value & Note
|-
| 0000 || 8 || TGDT0100
|-
| 0008 || 4 || version?
|-
| 000C || 4 || size/start second part (first image id.gvd)
|-
| ...  ||  ||
|-
|}
====Image ID.gvd:====
Repeat for each page reference.
Can be divide into 3 part:
Name file referenced into XML, data base utility and the embedded images.
=====Name file.gvd=====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value & Note
|-
| 0000 || 16 || .name file.gvd
|-
| 0010 || xx || filled with zero (total length variable per page):
|-
|}
====DATA BASE Viewer====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 16|| 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 ||"GVEW0100JPEG0100"
|-
| 0010 || 8 || || Machine flag?
|-
| 0018 || 4 || 42 4C 4B 5F ||BLK_
|-
| 001C || 4 || xx xx xx xx|| Length Data Base (variable per game?)
|-
| 0020 || 16 || 00 00 00 01 00 00 00 00 || Machine flag?
|-
|colspan="5" style="text-align:center; background-color:#123ADA;" |Data Base
|-
| 0030 || 4  || xx || N
|-
| 003E || 4? || xx || Length of the image
|-
| 0043 || 4? || xx || Variable:Length padding of the image
|-
| 0040 || 4? || xx || N
|-
| 0050 || 20 || xx || Repeat for each image on the page
|-
| 00XX || 4  || 42 4C 4B 5F|| BLK_
|-
| 00XX || 4  || xx xx xx xx || Total length embedded images (with padding)
|-
| 00XX || 16 || 00 00 00 02 00 00 00 00 || Machine flag?
|-
|}
====Image JPG====
Embedded image (JPEG JFIF) per page
<!--// this might not be needed here if the viewer allow other type of image)
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 4 || FF D8 FF EO || Magic JPG
|-
| 0002 || 2 || FF E0 || marker: SOI Start Of Image
|-
| 0004 || 2 || 00 10 || Skipped
|-
| 0006 || 5 || 4A 46 49 46 00 || marker JPEG extension "JFIF"
|-
| 000C || 4 || ||
|-
| 0014 || 2 || FF DB || Define Quantization table
|-
| 0059 || 2 || FF DB ||
|-
| 009E || 2 || FF C0 ||
|-
| 00B1 || 2 || FF C4 || Huffman table
|-
| 0110 || ? || ||quantization table
|-
| 0270 || xx || ||
|-
| XXXX || 16 || FF D9|| APP0 marker: EOI end of image + padding (32 bits aligned?)
|-
| XXXX || XX || FF || padding align per 16
|-
|}
//-->
The same for other page (without header "TGDT0100")
===content.dat.edat===
The file contain the XML structure to transport elements such music background etc...
{| class="wikitable sortable"
|-
! style="background-color:#010ADA;" |Offset || style="background-color:#010ADA;" |Length || style="background-color:#010ADA;" |Value || style="background-color:#010ADA;" |Note
|-
| 0000 || 8 || ||TGDT0100
|-
| 0008 || 4 || ||version?
|-
| 000C || 4 || ||header size/start second part
|-
| ...
|-
|}
Second part contain the XML Structure/Sub element
*Image: JPEG (...)
*Video: hyperlink Mp4 format 480x272 (...)
*Music: background music + hyperlink : regular MP3 format ( 128 KBPS)

Revision as of 14:13, 9 December 2012

Structure folder/files around EBOOT.PBP

Dev_HDD0/game/NPXX.12345/

|-ICON0.PNG (ICON on PS3 XMB)
|
|-PARAM.SFO (SFO used by PS3: CATEGORY_For_HDD_contents)
|
|-PIC0.PNG
|
|-PIC1.PNG
|
|-PIC2.PNG
|
|-PS3LOGO.DAT 
|
|- USRDIR:
      |
      |-CONTENT (dir): (this folder is sent when using export)
      |     |
      |     |-DOCUMENT.DAT (software manual)
      |     |-EBOOT.PBP (more infos on main page)---SFO inside used by PSP
      |     |-PBOOT.PBP (udpate game. SFO category is PG, used with main SFO as PP)      
      |     |-KEYS.BIN (see above)
      |     |-other possible files related to the game when it s update PBOOT.PBP
      |
      |
      |- SAVEDATA (dir):about minis/ ps1 classic save  and Memory card adapter
      |     | 
      |     |-ICON0.PNG   (used for PSP save data)
      |     |-PARAM.SFO   (Category: MS, used for PSP save data)
      |     |-SCEVMC0.VMP (memory card save in PSP format for slot 1)
      |     |-SCEVMC1.VMP (memory card save in PSP format for slot 2)
      |     |-CONFIG.BIN  (probably generated by the PSP)
      |
      |-CONFIG (generated after first boot)
      |
      |-ISO.BIN.EDAT: Iso.bin.edat (1Ko file when update PBOOT.PBP) see also EDAT files
      |    
      |-MINIS.EDAT (used on MINIS game)
      |
      |-MINIS2.EDAT (used on PSP remaster)
      |
      |-load_tmp: (dir only on MINIS after first boot?) 
      |      | 
      |      |-ICON0.PNG
      |      |-PARAM.SFO (Category: MS)
      |      |-PIC1.PNG
      |      |-SECURE.BIN
      |      |-SND0.AT3
      |
      |-save.tmp (empty dir only on MINIS after first save?)



(Might not be complete structure tree/)

About NPDRM and PSP

Files related to EBOOT.PBP

DOCUMENT.DAT

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

By pressing home button during the game, ICON of software manual will appear near the game icon to of the ps3 (as option when it s PS1 classic)

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

DOCUMENT.DAT on PS3

  • PARAM.SFO:
 for DG game:  The icon of software game can appear on PS3 games but 
 not loading the manual.
(edited SFO category as MN instead, the utility icon don t appear with HG)

DOCUMENT.DAT on PSP

3 different version supported? ( ps1 classic-MINIS-old format used on homebrew) Can be loaded from psp XMB (if it is from MINIS, not from PS1 classic) without having to boot the game or even a working game.

Create your homebrew manual or walktrough by using PSP DocMaker GUI:

( http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html / http://www.mediafire.com/?d2mobmwlrlw )

Others: Max 100 pages as display?

DOCUMENT.DAT on PSVITA

See game manual in png format

CONFIG

Infos about PS1 Emulation

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

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

KEYS.BIN

16 bytes.

If you have this file, you can put it into the folder CONTENT to make your PS1 classic game working after being exported to the PSP (with CFW or LCFW).

On PSP scene: for the purpose of running ps1 iso, it seems the need of this keys.bin file was patched (to match the same game, attached to "PSP.base") and later no needed anymore.

For MINIS and export?

See here for some keys.bin examples

Others: PARAM.SFO attribut (PSP)

By group content format:

PSP™: X3,X5,X6,X7 (per default, used for unsupported/ Corrupted data as Unknown folder on PS3, X1 can be also in this folder and it is a bit different issue, in 2 case at least, but no matter)

minis: X1 (same on PS3)

Playstation® (for ps1 classic game) : Don t have attributes

PCENGINE : X0 (same for PS3)

NEOGEO : X2 (it s X4 on PS3, NEOGEO game don t have export so that can be the reason why Attribut are different)

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

Decrypting Tools

  • PSARdumper

http://dl.qj.net/psp/homebrew-applications/psardumper-for-ofw-660.html

Note: This PSAR dumper is for firmware packages

  • PRXdecrypter

http://dl.qj.net/psp/homebrew-applications/prxdecrypter-v26b.html

Is a modification of psardumper that can decrypt other files as MODULES.PRX or EBOOT.BIN

  • PBP Unpacker

http://dl.qj.net/psp/tools-utilities-on-pc/pbp-unpacker-v094.html


PlayView

Description

Game used to advertise PlayView


PlayView can be described as Guide Book for games (...there are other type of content).

Using "ultra-high resolution (4K) digital data" it can be compatible 3D (for some titles), PS Move+EYE Camera (for some titles) on PS3.

Demo video on PS3 (in English):

Transfer from PSP PlayView to PS VITA is possible for most of the PSP PlayView title with UMD passeport (?)

Speculation: export function, PS3 to PSP, for some titles but final release might have cancel it for commercial (and technical?) reasons.

Including possible extra content on PS3 (for example:themes)

Game List

Various kind of content, but it can be distinguish as for PS3 or PSP.

Note: some games titles are present in both category (e.g.PS3: NPJB-60006, PSP : NPJH-60004)

Game list in Japan for PS3,PSP&PS VITA

structure

Game Data structure on PSP

  • from only one example, so this might change up to each title (especially for other than guide book content). However, it might work on the same way (with specific encryption/security) on PS VITA since this is from PSP title with possible transfer. This example title is also present on PS3 with different ID but might as well work on the same way.

It allow quick zoom, jump to other page and hyperlink (images, video and music but the link video describe possible other sub element) and background music.

Global Embedded images structure example for one page

Each image contain 5 (or 6) layers of the same graphical content page (the demo video show other example structure) Visually, each page display is equivalent as 2 pages on art book/ game manual paper version. For this reason, added to the extra content, the size of game data can easily reach hundreds MB.



Number Layer Number Image Note
Zoom in ∇
1 1 (180x101) Might not be display or used as "thumbnail" when slide
2 2 Left: 256x202 Right: 104x202
3 6 Row :3

Top left:2 images as 256x256 + 1 as 208x256 Bottom left:2 images as 256x149 + 1 as 208x149

4 24 Row:6

5 as 256x256,1 as right side 160x256, similar for center bottom 256x42, bottom right 160x42 (as "depth effect"?)

5 84 Row: 13

12 as 256x256, 1 as 64x256 Bottom:12 as 256x84, 1 as 64x84

6 299 Row:23

22 as 256x256, 1 as 128x256 Bottom: 22 as 256x168, 1 as 128x168

Max_Zoom (you reach the most detail part of the picture)

gvd.dat.edat:

The file contain the image embedded as well as "database". Can be divide in 2 parts:

  • "TGDT0100"
  • "Image ID.gvd"

TGDT0100

Offset Length Value & Note
0000 8 TGDT0100
0008 4 version?
000C 4 size/start second part (first image id.gvd)
...


Image ID.gvd:

Repeat for each page reference. Can be divide into 3 part: Name file referenced into XML, data base utility and the embedded images.


Name file.gvd
Offset Length Value & Note
0000 16 .name file.gvd
0010 xx filled with zero (total length variable per page):


DATA BASE Viewer

Offset Length Value Note
0000 16 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 "GVEW0100JPEG0100"
0010 8 Machine flag?
0018 4 42 4C 4B 5F BLK_
001C 4 xx xx xx xx Length Data Base (variable per game?)
0020 16 00 00 00 01 00 00 00 00 Machine flag?
Data Base
0030 4 xx N
003E 4? xx Length of the image
0043 4? xx Variable:Length padding of the image
0040 4? xx N
0050 20 xx Repeat for each image on the page
00XX 4 42 4C 4B 5F BLK_
00XX 4 xx xx xx xx Total length embedded images (with padding)
00XX 16 00 00 00 02 00 00 00 00 Machine flag?

Image JPG

Embedded image (JPEG JFIF) per page


The same for other page (without header "TGDT0100")

content.dat.edat

The file contain the XML structure to transport elements such music background etc...

Offset Length Value Note
0000 8 TGDT0100
0008 4 version?
000C 4 header size/start second part
...

Second part contain the XML Structure/Sub element

  • Image: JPEG (...)
  • Video: hyperlink Mp4 format 480x272 (...)
  • Music: background music + hyperlink : regular MP3 format ( 128 KBPS)