Talk:Eboot.PBP: Difference between revisions

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There are various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category). However, it work on the same way (with specific encryption/security, resolution/more sub element such sound channel etc...)
There are various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category). However, it work on the same way (with specific encryption/security, resolution/more sub element such sound channel etc...)
PS3 game can also contain their internal Playview (e.g. Ni No Kuni)
Playview might required FW 6.39 or so, and PS3 FW around 3.70.


Few full free content for PS3 & PSP are available online.
Few full free content for PS3 & PSP are available online.

Revision as of 00:51, 18 September 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/MANUAL on PS3

MANUAL

(Not related to .pbp but for completion/comparison):

The icon of software manual will appear by pressing PS button on XMB in game and load the .dds by simply creating this folder "MANUAL". No need of any flags or encryption.

Press square to zoom in/zoom out, X or PS button to close it.

NP***12345/MANUAL/001.DDS, 002.DDS    //XMB in English (United Kingdom & English United States)
NP***12345/MANUAL/02/001.DDS, 002.DDS //XMB in French
NP***12345/MANUAL/03/001.DDS, 002.DDS //XMB in Spanish
...
  • MANUAL can be use as read me, extra artwork, guide, extra infos etc... and load them without having to quit the app/homebrew/PSN game.
  • The images, DDS format, need to be compressed as DXT1, resolution (1920x1080) work on HDTV and SDTV.
  • If the homebrew/game is other than HG (SFO category), the software manual will still be available on Game column.
  • If you want to add multiple languages, it seems to follow theses Languages code
  • Not working on 3.55, working on 4.21 and above.
  • only for HDD Contents? up to only 999 pages?

DOCUMENT.DAT

By editing PARAM.SFO: on Disc Game:  The icon of software manual can appear on PS3 games but 
 not loading the manual.
(edited SFO category as MN instead of DG, 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 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 icon PSP™: X3,X5,X6,X7 (used also for unsupported/ Corrupted data like Unknown folder on PS3, X1 can be also in this folder and it is a bit different issue, in 2 case at least)
  • PSP Minis icon minis: X1 (same on PS3)
  • PS1 icon Playstation® (for ps1 classic game) : Don t have attributes
  • PCEngine icon PCENGINE : X0 (same for PS3)
  • NeoGeo icon 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

Default.jpeg

PlayView on PS3

Description

Generic

Game used to advertise PlayView

PlayView can be described as guide book for games. Using "ultra- high resolution (4K) digital data", PSP or PS3 will display the images with no effort. It can be compatible 3D and PS Move+EYE Camera on PS3 and can include possible extra content(themes, DLC).

Most of the time, each full screen page display is equivalent to 2 paper pages of an art book/game manual but other display have been release (Gran Tourismo PlayView: long highway road, with zoom you reach other visual content). Specific background music or sound and videos per page can be apply.

There are various kind of content, but it can be distinguish as for PS3 or PSP (Some games titles are present in both category). However, it work on the same way (with specific encryption/security, resolution/more sub element such sound channel etc...)

PS3 game can also contain their internal Playview (e.g. Ni No Kuni)

Playview might required FW 6.39 or so, and PS3 FW around 3.70.

Few full free content for PS3 & PSP are available online.

Transfer from PSP PlayView to PS VITA is possible for some PlayView titles (export PS3 to PSP also is possible but as not bootable, transfer with UMD passport?).

PSP/PS3 Digital comic/strategy/guide/manual are not PlayView, see below.

example structure PSP(/PS3)

PlayView image layers for 1 page

Structure and display on both device PS3/PSP can be like flipping the pages of a book (see youtube game link and XML structure content.dat.edat) with specific background music for each page.

For one page (one page equivalent of 2 paper pages):

  • Each page contain 6 (or 5) layers with the same graphical content, the layer display is according to the level you zoom.
  • Aspect ratio is 1.77 (16:9) (all PSP models).
  • The demo video linked/image show a little different structure (tile sizes only as 256x256 and grid) . Described as"authoring", it s easy to understand/manipulate/modulate.


Level Layer visual Atelier Meruru Guide Book  : Number Image Note Grid (WxH) Other example: Atelier Totori Plus(PSP&PS3) or Atelier Meruru Plus Other example: Atelier Ayesha Guide Book
Zoom in ∇
0 1(sum: 180x101) (180x101) "thumbnail" when slide 1x1 1 image (240x135) 1 (200x112)
1 2(sum: 360x202) Left: 256x202 Right: 104x202 2x1 4 images (480x270) 2 (400x225)
2 6(sum: 720x405) 3x2 12 images (960x540) 8 (800x450)
3 24(sum: 1440x810) 6x4 40 images (1920x1080) 28 (1600x900)
4 84(sum: 2880x1620) 12x7 135 images (3840x2160) 104 (3200x1800)
5 299(sum: 5760x3240) Max_Zoom, the "deepest" into the page 23x13 no 375 (6400x3600)
  • Level Layer order are reversed (layer 0 being the max_zoom) on the file who contain the image: gvd.dat.edat file (see DATA BASE Viewer) and effect as double page flip are defined into the content.dat.edat (second part contan the structure XML) .

Game Data

Can be slightly different and for convenience description, this term of "1.01" (based on disc_version from PSP title) is used but it not meant to be strict since there are not strictly two different model at this level of files (neither as PS3/PSP)

However, PlayView version "1.00" and "1.01" difference are cosmetic order (or divided file on some PS3 title) until content.dat.edat XML structure (to be picky) and PlayView setting (format +warning/logo/user interface screen...).

gvd.dat(.edat):

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

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

  • "TGDT0100"
  • "Image ID.gvd"


TGDT0100

Offset Length Value & note
0000 8 "TGDT0100"
0008 4 Total data entry (next 0x10) in hex
000C 4 Total Length first part/start second part (first image id.gvd)
0010 4 Offset file name.gvd (without header TGDT0100)
0014 4 Length file name.gvd (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 header:
Offset Length Value & Note
0000 8 "TGDT0100"
0008 4 Total data entry (next 0x10) in hex
000C 4 Total Length first part/start second part
0010 4 Offset (without header)
0014 4 Length
0018 4 Offset
001C 4 Length
0020 xx Repeat last 0x10
  • Second part XML:

On 1.01:

Code Sample

Note

  • Image: JPEG (...)
  • Video:
Property PSP PS3
Extension .mp4 .mp4
Frame Size 480*272 1280*720
Display Aspect 480*272 1280*720
Video Compression h264 h264
Frame Rate 29.970 29.970
Audio Format mpeg4aac mpeg4aac
Audio Frequency (Hz) 41000 48000
Audio Channels Stereo Stereo
Specific markers
no auto scale on PSP? (fw 6.60 videos utility is more picky than fw 6.39 so the need to define this here), not all PlayView on 
PS3 & PSP got videos and some can use 3D content video and stereo 3D.
  • Music: MP3 format (128 KBPS)
  • PSP EDAT files (videos & sound also): see tool on main page for decrypt.
  • Web Brower link in-game for PS3 PlayView?

PlayView Config

PlayView apps itself can be configured per game/machine. Indeed one aspect of this Tiny Gigantic Viewer being authoring, it need to be quick and easy to port (...) the game data but also the apps to fit into different content/machine/user.

Following Config PSP & PS3 and config User Interface description are not necessary complete and don t necessary complete each other.

Config PSP & PS3: tgv.cfg

This file can be in different format up to the title.

Allow different settings for the title such background color.

This table is not complete.

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

PS3 default: 0.15

PSP default: 0.01

key_repeat_delay range: [0.0, 1.0]

PS3 default: 0.266667

PSP default: 0.233333

key_repeat_interval range: [0.0, 1.0]

PS3 default: 0.083333

PSP default: 0.05

clear_color_normal e.g. default: 0xffffffff RGBX color outside the viewer: background color
clear_color_dialog e.g. default: 0x00000000 RGBX color
clear_color_margin e.g. default: 0x00000000 RGBA color outside Aspect ratio screen
disable_debug_menu default: 0 (1/0)
disable_debug_hud default: 0
enable_stick_guide (1/0)

PS3 default: 1

PSP default: 0

page_flip_speed_factor range: [0.01, 10.0]

PS3 default: 2.0

PSP default: 2.0

fixed_aspect_ratio_width = 16

fixed_aspect_ratio_height = 9

range: [0, 4096]

PS3 only default: 0

On PS3, Aspect ratio can be adjust. See above setting about color normal and margin.
viewport_shrink_factor range: [0.1, 1.0]

PS3 only default: 1.0

Rate full screen/viewer : Works also on PSP (as resolution on full screen)
force_16_9_letter_box_if_4_3_sdtv default: 0
letter_box_margin_color default: 0x00000000
enable_screenshot_utility = 1

screenshot_photo_title = photo_title

screenshot_game_title = game_title

screenshot_add_date_time = 1

screenshot_add_overlay = 1

(0/1)
max_num_sgx_streams 2
guide_alignment default: 5

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

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

6= Center

selection_frame_draw_margin

PS3 default: 0

PSP default: 0

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

PS3 default: 3.0

PSP default: 1.0

back_speed_factor range: [0.01, 10.0]

PS3 default: 1.0

PSP default: 0.58

back_home_speed_factor range: [0.01, 10.0]

PS3 default: 0.7

PSP default: 0.58

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

Config User Interface: ui

This file format and name can be different up to the title.

Can be divide into 3 part:

  • 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 (repeat 2x PSP/PS3):

(not complete, only example for the boot screen images used)

Code Sample
  • Third part:

Contain the images (.png) +id header referenced above such startup01, help etc...

Digital Comic PSP

Similar than the few stand alone digital game manual on PS3.

On PS3, digital comic can also be repack and run as PSP Remaster icon or PSP Minis icon.

Customization might be extremely limited by size of image (around 2MB?) per page/sum loaded although there are may be some possible setting (if not due to internal use) on emulation for PS3 and one SFO parameter on PSP. XML structure link seems also limited to only two xmlurl / action per page (left/right as backward/forward) .

it s simple to manipulate and make your owns .PNG (no need to be specific) slow slide show pack as PKG for your game column.

Pages can be added by simply expand the structure inside USRDIR/packages/comic name/

Structure tree

PSP_GAME/
    |
    |-SYSDIR/
    |
    |-USRDIR/
          |
          |-font/
          |   |  
          |   |-latin_22_serif_r.pgf files, latin_22_serif_i.pgf files,...
          |
          |-images/
          |   |  
          |   |-.bmp, .gim and .tga files used for GUI.
          |
          |-module/
          |   |  
          |   |-libfont.prx
          |   |  
          |   |-libmp3.prx
          |   |  
          |   |-libpsmfplayer.prx
          |   |  
          |   |-libsecure.prx
          |   | 
          |   |-psmf.prx
          |   |  
          |   |-psnet_ap_dialog_dummy.prx
          |
          |-packages/
          |   |
          |   |-comic name dir/
          |   |   |
          |   |   |-templates/
          |   |   |   |
          |   |   |   |-page1layout.xml, page2layout.xml, ...
          |   |   |
          |   |   |-_default_white_bg.jpg
          |   |   |
          |   |   |-001.PNG, 002.PNG, ...
          |   |   |
          |   |   |-AppTemplate.xml
          |   |   |
          |   |   |-packageInfo.xml
          |   |   |
          |   |   |-page00000001.xml, page00000002.xml, ...
          |   |
          |   |-background.jpg
          |   |     
          |   |-home_page.xml
          |
          |-AppTemplate.xml
                |
                |-config.txt
                |
                |-NTemplateMain.xml

Notes

  • AppTemplate.xml : Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
  • config.txt : home page URL, umd and ms root directory, ...
  • NTemplateMain.xml :

USRDIR/font

PGF format for fonts is the format used on the psp

http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html

USRDIR/images

Images in game used for GUI.

USRDIR/module

libfont.prx, libmp3.prx, libsmfplayer.prx...

USRDIR/packages

  • background.jpg
  • home_page.xml

USRDIR/packages/comic name/

  • _default_white_bg.jpg : used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
  • 001.PNG, 002.PNG, ... : are images specific to the comic book.
  • AppTemplate.xml : Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
  • packageInfo.xml : contains Application Id, Name,...and Package Id
  • page00000001.xml, page00000002.xml, ... :

USRDIR/packages/comic name/template

  • page1layout.xml, page2layout.xml, p3layout.xml ... : contains buttons assigned

Digital Manual PS3

Not related to .pbp but for completion/comparison, we can make a quick review here (or re/move later if there are custom manual or not documented well enough to got generic structure) . Named as Digimanual or Manual (Digital), they are stand alone pkg hdd games included in disc (PKGDIR for example) or available online.

Structure tree

NPUO30***/ (only from few US example)
    |
    |-ICON0.PNG (See Content Information files for HDD Game)
    |
    |-PARAM.SFO (SFO category HG)
    |
    |-PS3LOGO.DAT
    |
    |-USRDIR/
          |
          |-digiman.sdat
          |
          |-digiman_content.sdat
          |
          |-digiman_content_en.sdat (can also have others languages as digiman_content_es.sdat..)
          |
          |-EBOOT.BIN
          |
          |-assets/
                |
                |-image/ (can contain sub-directory such "screenshots"...)
                |    |
                |    |-.jpg and .png
                |
                |-sound/
                |    |
                |    |-.wav
                |    
                |-video/
                     |
                     |-.usm