Talk:Eboot.PBP: Difference between revisions

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m (→‎PlayView: xml example)
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*The same structure can be modulate to different resolution for different devices. However, it work on the same way (with specific encryption/security, more sub element etc...)
*The same structure can be modulate to different resolution for different devices. However, it work on the same way (with specific encryption/security, more sub element etc...)


*On more recent titles (1.01 version with ?): the structure and display on both device PS3/PSP can be as moving the pages of a book (see XML structure content.dat.edat) with specific background music for each page, not only as slide and even both display are possible.
*On more recent titles (1.01): the structure and display on both device PS3/PSP can be as moving the pages of a book (see XML structure content.dat.edat) with specific background music for each page, not only as slide and even both display are possible.


*Generally, each full screen page display as 2 pages on art book/ game manual paper version but other display can be also nice ( Gran Tourismo PlayView: long highway road, zoom ll let you reach other visual content).
*Generally, each full screen page display as 2 pages on art book/ game manual paper version but other display can be also nice ( Gran Tourismo PlayView: long highway road, zoom ll let you reach other visual content).
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===gvd.dat.edat:===
===gvd.dat.edat:===


Can be slightly different (structure as well as tgv.cfg, warning/logo/HUB screen format):
Can be slightly different up to disc_version.
<!--//as 1.01 for convenience description and because it was as release version in couple of "new" PlayView but "previous" but it can be only adaptive version since PlayView serve this purpose//-->
 
For convenience description, this term of "1.01" can also have "old" tgv.cfg etc...so should not be seen as strict define of an model.
 
However, PlayView version "1.00" and "1.01" difference are cosmetic order in this level of files described until content.dat.edat XML structure(to be picky) and tgv.cfg (format +warning/logo/HUB screen...).
 
 


{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |1.00(?)|| style="background-color:#02CDC7; color:#FFFFFF;" |1.01(?)
! style="background-color:#02CDC7; color:#FFFFFF;" |1.00|| style="background-color:#02CDC7; color:#FFFFFF;" |1.01
|-
|-
|TGDT0100 header 0x400 || TGDT0100 header 0x400
|TGDT0100 header 0x400 || TGDT0100 header 0x400
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//-->
//-->
The second page start.
The second page start.




===content.dat.edat:===
===content.dat.edat:===
The file contain the XML structure to transport elements such music background etc...
The file contain the XML structure to transport elements such video, music background etc...


*First part:
*First part:
Line 391: Line 395:
|}
|}


*Second part contain the XML Structure/Sub element example (can be slightly different):
*Second part contain the XML Structure/Sub element example (can be slightly different/simple):
 
{{Boxcode|content=<syntaxhighlight lang="xml">
content.flst page00.xml page01.xml page02.xml ...page09.xml <!--contain all the name file.gvd as XML in order of file appearance-->
<?xml version="1.0" encoding="utf-8"?>
<gigantic_image_content version="1.0">
    <image_files>
        <archive source="gvd.dat">
            <image width="3840" height="2160" id="i0001" source="page00.gvd" tile_type="normal"/> <!--See other example structure for W & H-->
            <image width="3840" height="2160" id="i0002" source="page01.gvd" tile_type="normal"/>
            <image width="3840" height="2160" id="i0003" source="page02.gvd" tile_type="normal"/>
                  ...
            <image width="3840" height="2160" id="i0010" source="page09.gvd" tile_type="normal"/> <!--until the last : here there are 10 pages-->
        </archive>
    </image_files>
    <structure>
        <root ref="i0001"/>
        <sequence transition="double_page_flip" id="s0001"> <!--visual effect as turning the page of paper book-->
            <item ref="i0002"/>  <!--Not all page need to have this double page flip effect-->
            <item ref="i0003"/>
        </sequence>
    </structure>
</gigantic_image_content>
 
...


</syntaxhighlight>}}


===Note===
===Note===
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===tgv.cfg: Config Viewer settings PSP &PS3:===
===tgv.cfg: Config Viewer settings PSP &PS3:===


Present on "early" titles, different for more "recent" titles.
Can be slightly different and/or function up to apps version/fw/machine in this format.


Per title and allow different settings for the title such background color...
Per title and allow different settings for the title such background color...can be different for some title.


(...<!--//List as sample for "early" titles, comments left in Japanese :), note for user experience or link//-->)
(...<!--//List as sample for "early" titles, comments left in Japanese :), note for user experience or link//-->)
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|bg_image_off || default: 0 || Hide background image (when slide)
|bg_image_off || default: 0 || Hide background image (when slide)
|-
|-
|default_language_psp ||PSP only default: 0 || Language for home button (quit game): See [http://www.ps3devwiki.com/wiki/Content_Information_Files#Languages Languages] up to the ones available on PSP
|default_language_psp ||PSP only default: 0 || Language for home button (quit game): See [[Content_Information_Files#Languages | Languages]] up to the ones available on PSP
|-
|-
|}
|}

Revision as of 17:26, 24 February 2013

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. For export on 3.55: XMB option For export on 4.xx+: PKG as bubble first. (note: install on PS3 also, the "fix" pkg can be use the regular install pkg)

For Minis and export, you can use the same tool linked on main page to make it as ISO running on your (cfw) psp.

Others: PARAM.SFO attribut (PSP)

By group content format:

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.

PlayView

Description

Game used to advertise PlayView


  • PlayView can be described as Guide Book for games (...there are other type of content and even some "kind of" stand alone games).
  • Using "ultra-high resolution (4K) digital data" it can be, up to the game, compatible 3D and PS Move+EYE Camera on PS3.
  • Transfer from PSP PlayView to PS VITA is possible for most of the PSP PlayView title
  • Including possible extra content on PS3 (e.g.:themes, DLC)

Game List

Game list in Japan for PS3,PSP&PS VITA

  • Various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category)
  • Digital guide/manual, digital strategy guide, comic for US PS3/PSP title: not PlayView(?)

example structure PSP(/PS3)

Overall View on PSP(/PS3)

Generic

  • The same structure can be modulate to different resolution for different devices. However, it work on the same way (with specific encryption/security, more sub element etc...)
  • On more recent titles (1.01): the structure and display on both device PS3/PSP can be as moving the pages of a book (see XML structure content.dat.edat) with specific background music for each page, not only as slide and even both display are possible.
  • Generally, each full screen page display as 2 pages on art book/ game manual paper version but other display can be also nice ( Gran Tourismo PlayView: long highway road, zoom ll let you reach other visual content).

Global Embedded images structure example

For one page:

  • Each page contain 6 (or 5) layers with the same graphical content, the layer display is according to the level you zoom.
  • Level Layer order showed on video are reversed compare to the gvd.dat.edat: see DATA BASE Viewer.
  • The video linked show a little different structure on the PS3 (tile sizes only as 256x256 and grid) . Described as"authoring", it s easy to understand/manipulate.
PlayView image layers
Level Layer visual Number Image on file Grid (WxH) other structure example (PSP&PS3)
Zoom in ∇
0 1 (total: 180x101) (180x101) "thumbnail" when slide 1x1 1 image (total: 240x135)
1 2 (total: 360x202) Left: 256x202 Right: 104x202 2x1 4 images (total: 480x270)
2 6 (total: 720x405) 3x2 12 images (total: 960x540)
3 24 (total: 1440x810) 6x4 40 images (total: 1920x1080)
4 84 (total: 2880x1620) 12x7 135 images (total: 3840x2160)
5 299 (total: 5760x3240) Max_Zoom the "deepest" into the page 23x13 no
  • Aspect ratio is 1.77 (16:9) : all PSP models.

gvd.dat.edat:

Can be slightly different up to disc_version.

For convenience description, this term of "1.01" can also have "old" tgv.cfg etc...so should not be seen as strict define of an model.

However, PlayView version "1.00" and "1.01" difference are cosmetic order in this level of files described until content.dat.edat XML structure(to be picky) and tgv.cfg (format +warning/logo/HUB screen...).


1.00 1.01
TGDT0100 header 0x400 TGDT0100 header 0x400
Image ID.gvd for the first page all name file.gvd+ padding
second image id.gvd DATA BASE Viewer +padding
End Of File: 00 End Of File: 00

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

  • "TGDT0100"
  • "Image ID.gvd"


TGDT0100

Offset Length Value & note
0000 8 "TGDT0100"
0008 4 Total data entry (next 0x10) in hex
000C 4 Total Length first part/start second part (first image id.gvd)
0010 4 Offset file name.gvd (without header TGDT0100)
0014 4 Length file name.gvd (00 is not counted)
0018 4 Offset Data Base Viewer
001C 4 Length Data base Viewer file
0020 xx Repeat last 0x10 for page
0XXX xx Filled with 00 until the first image ID.gvd start


Image ID.gvd:

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


Name file.gvd
Offset Length Value & note
0000 10 .name file.gvd
0010 00 Padding with zero for alignment (if variable per page: DATA BASE Viewer start at next offset 0X00 or according to the structure used)


DATA BASE Viewer
Offset Length Value Note
0000 10 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 "GVEW0100JPEG0100"
0010 4 00 00 xx xx Length Width (hex) total layer 0 (variable per game)
0014 4 00 00 xx xx Length Height (hex) total layer 0 (variable per game)
0018 4 42 4C 4B 5F "BLK_"
001C 4 00 00 xx xx Length Data Base (variable per game structure)
0020 8 00 00 00 01 00 00 00 00 Similar
Data Base
0028 4 00 00 00 20 Apps/machine code?
002C 4 00 00 00 04 Apps/machine code?
0030 4 00 00 00 xx Grid position Width (hex): as horizontal line, left to right.
0034 4 00 00 00 xx Grid position Height (hex): next position after each horizontal line.
0038 4 00 00 00 0x Layer level: layer 0 (max zoom) appear first.
003C 4 00 00 xx xx Length of the image (hex)
0040 4 00 00 00 xx Length padding of the image (hex)
0044 4 00 00 00 00 Not used?
0048 4 00 00 0x xx Width image (hex)
004C 4 00 00 0x xx Height image (hex)
0050 ... ... Repeat last 0x20 for each image on the page
Data Base
XXXX 4 42 4C 4B 5F "BLK_"
XXXX 4 xx xx xx xx Total length embedded images (with FF padding)
XXXX 8 00 00 00 02 00 00 00 00 Similar
XXXX xx FF D8 ... First JPEG (first from level layer on file 0, top left to right)
XXXX xx Padding with FF (16 bytes alignment)
XXXX xx Second JPEG until last image for the page. Start either next name file.gvd/data base viewer
XXXX xx xx xx Padding with 00 for alignment if next is data base viewer
Images JPG

Embedded image (JPEG JFIF) per page. The second page start.


content.dat.edat:

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

  • First part:
Offset Length Value & Note
0000 8 "TGDT0100"
0008 4 Total data entry (next 0x10) in hex
000C 4 Total Length first part/start second part
0010 4 Offset (without header)
0014 4 Length
0018 4 Offset
001C 4 Length
0020 xx Repeat last 0x10
  • Second part contain the XML Structure/Sub element example (can be slightly different/simple):
Code Sample

Note

  • Image: JPEG (...)
  • Video: hyper link to Mp4 format 480x272 on PSP, 1280x720 on PS3 (...)
  • Music: background music + hyper link : regular MP3 format (128 KBPS)
  • PSP EDAT files (videos & sound also): see tool on main page for decrypt.

tgv.cfg: Config Viewer settings PSP &PS3:

Can be slightly different and/or function up to apps version/fw/machine in this format.

Per title and allow different settings for the title such background color...can be different for some title.

(...)

Settings Values Comments & note
selection_mode_by_enter_button (0/1) default: 0
selection_frame_margin range: [0.0, 0.25]

PS3 default: 0.15

PSP default: 0.01

key_repeat_delay range: [0.0, 1.0]

PS3 default: 0.266667

PSP default: 0.233333

key_repeat_interval range: [0.0, 1.0]

PS3 default: 0.083333

PSP default: 0.05

clear_color_normal default: 0xffffffff RGBX color outside the viewer: background color when slide
clear_color_dialog default: 0x00000000
clear_color_margin default: 0x00000000
disable_debug_menu default: 0 (1/0)
disable_debug_hud default: 0
enable_stick_guide (1/0)

PS3 default: 1

PSP default: 0

page_flip_speed_factor range: [0.01, 10.0]

PS3 default: 2.0

PSP default: 2.0

fixed_aspect_ratio_width

fixed_aspect_ratio_height

range: [0, 4096]

PS3 only default: 0

viewport_shrink_factor range: [0.1, 1.0]

PS3 only default: 1.0

Rate full screen/viewer : Works on PSP (as resolution on full screen)
force_16_9_letter_box_if_4_3_sdtv default: 0
letter_box_margin_color default: 0x00000000
enable_screenshot_utility

screenshot_photo_title = photo_title

screenshot_game_title = game_title

screenshot_add_date_time

screenshot_add_overlay

(0/1)
max_num_sgx_streams 2
guide_alignment default: 5

0= Top left, 1= Top, 2= Bottom left,

3= Bottom left, 4= Bottom, 5= Bottom right,

6= Center

selection_frame_draw_margin

PS3 default: 0

PSP default: 0

selection_frame_draw_division default: 0
xy_motion_speed_limit_factor range: [0.01, 10.0]

PS3 default: 3.0

PSP default: 1.0

back_speed_factor range: [0.01, 10.0]

PS3 default: 1.0

PSP default: 0.58

back_home_speed_factor range: [0.01, 10.0]

PS3 default: 0.7

PSP default: 0.58

bg_image_off default: 0 Hide background image (when slide)
default_language_psp PSP only default: 0 Language for home button (quit game): See Languages up to the ones available on PSP