Talk:Eboot.PBP: Difference between revisions

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=Structure folder/files around EBOOT.PBP=
= Structure folder/files around EBOOT.PBP =


Note: might not be complete structure tree.


'''Dev_HDD0/game/NPXX.12345/'''
'''Dev_HDD0/game/NPXX.12345/'''
Line 6: Line 7:
  |-ICON0.PNG (ICON on PS3 XMB)
  |-ICON0.PNG (ICON on PS3 XMB)
  |
  |
  |-PARAM.SFO (SFO used by PS3: [http://www.ps3devwiki.com/wiki/PARAM.SFO#CATEGORY_For_HDD_contents CATEGORY_For_HDD_contents])
  |-PARAM.SFO (SFO used by PS3: [[PARAM.SFO#CATEGORY_For_HDD_contents|CATEGORY_For_HDD_contents]])
  |
  |
  |-PIC0.PNG
  |-PIC0.PNG
Line 27: Line 28:
       |
       |
       |
       |
       |- SAVEDATA (dir):[http://www.ps3devwiki.com/wiki/Game_Saves#Game_Saves_Minis about minis/ ps1 classic save ] and [http://www.ps3devwiki.com/wiki/PlayStation_Card_Adapter Memory card adapter]
       |- SAVEDATA (dir): [[Game_Saves#Game_Saves_Minis|about minis/ ps1 classic save]] and [[PlayStation_Card_Adapter|Memory card adapter]]
       |    |  
       |    |  
       |    |-ICON0.PNG  (used for PSP save data)
       |    |-ICON0.PNG  (used for PSP save data)
Line 37: Line 38:
       |-CONFIG (generated after first boot)
       |-CONFIG (generated after first boot)
       |
       |
       |-ISO.BIN.EDAT: [http://www.ps3devwiki.com/wiki/Iso.bin.edat Iso.bin.edat] (1Ko file when update PBOOT.PBP) see also [http://www.ps3devwiki.com/wiki/Talk:EDAT_files EDAT files]
       |-ISO.BIN.EDAT: [[ISO.BIN.EDAT]] (1Ko file when update PBOOT.PBP)
       |     
       |     
       |-MINIS.EDAT (used on MINIS game)
       |-MINIS.EDAT (used on MINIS game)
Line 53: Line 54:
       |-save.tmp (empty dir only on MINIS after first save?)
       |-save.tmp (empty dir only on MINIS after first save?)


= Files related to EBOOT.PBP =


== PARAM.SFO attribute (PSP) ==


'''By group content format:'''


(Might not be complete structure tree/)  
*{{icon content psp}} 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)
 
About [http://www.ps3devwiki.com/wiki/Talk:NPDRM_Selfs#Part_2_-_responce NPDRM and PSP]
 
=Files related to EBOOT.PBP=


==DOCUMENT.DAT==
*{{icon content pspminis}} minis: X1 (same on PS3)
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)
*{{icon content ps1}} Playstation® (for PS1 classic game): Don't have attributes


Can be replaced by other DOCUMENT.DAT of others same game category (Minis and PSP remaster can be interchanged).
*{{icon content pcengine}} PCENGINE: X0 (same for PS3)


===DOCUMENT.DAT on PS3===
*{{icon content neogeo}} NEOGEO: X2 (it is X4 on PS3, NEOGEO games don't have export so that can be the reason why attributes are different)


*PARAM.SFO:
Only X3 seems missing, X5, X6, X7 might not be used yet.


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


===DOCUMENT.DAT on PSP===
Infos about [Emulation|PS1 Emulation]


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
Size: 60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"
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:
Generated/overwrited at each boot of the game, configure the PS1 emulator for: ?


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


Others:
Max 100 pages as display?
===DOCUMENT.DAT on PSVITA===
See [http://www.vitadevwiki.com/index.php?title=Packages_(.PKG)| game manual in png format]
==CONFIG==
Infos about [http://www.ps3devwiki.com/wiki/Emulation 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.
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 (from PS3 XMB, export/method option differs up to the FW)
If you have this file, you can put it into the folder CONTENT to make your PS1 classic game working after being exported.


=Others: PARAM.SFO attribut (PSP)=
For export on PS3 3.55: XMB option


'''By group content format:'''
For export on PS3 4.xx+: PKG as bubble first. (note: install on PS3 also, the "fix" pkg can be use the regular install pkg)


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


minis: X1 (same on PS3)
== DOCUMENT.DAT ==
Software manual of games (minis, PSP remaster and ps1 classic).


Playstation® (for ps1 classic game) : Don t have attributes
By pressing PS 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).


PCENGINE : X0 (same for PS3)
Can be replaced by other DOCUMENT.DAT of others same game category (Minis and PSP remaster can be interchanged).


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


Only X3 seems missing, X5,X6,X7 might not be used yet.
3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)


=PlayView=
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.


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


<div style="float:right">[[File:8tnu0100000fayu8.jpg|200px|thumb|left| Game used to advertise PlayView]]</div>
(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html /  http://www.mediafire.com/?d2mobmwlrlw)


Others remarks:


*PlayView can be described as Guide Book for games (...there are other type of content and even some "kind of" stand alone games).
Max 100 pages as display?
 
*Using "ultra-high resolution (4K) digital data" it can be, up to the game, compatible 3D and PS Move+EYE Camera on PS3.
 
*Demo video on PS3 (in English): http://www.youtube.com/watch?v=5LIdPOZGoDE
 
*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==
 
[http://search.jp.playstation.com/search?site=FIZ02WOB&design=2&group=1&charset=UTF-8&period1=0&period3=0&genre=0&option=13&optionCond=0&count=100 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 for US PS3 title: not PlayView(?) <!--//it s not because SDAT instead of EDAT, not npdrm self, images are not embedded, no zoom etc... but "official" US PlayView was supposed to happen or may be already on PSP//-->
 
 
==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 version with ?): the structure and display on both device PS3/PSP can be as moving the pages of a book 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.
 
<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers]]</div>
 
{| class="wikitable sortable"
|-
! style="background-color:#25a49b; color:#FFFFFF;" |  || style="background-color:#25a49b; color:#FFFFFF;" |Level Layer visual || style="background-color:#25a49b; color:#FFFFFF;" |Number Image || style="background-color:#25a49b; color:#FFFFFF;" | on file || style="background-color:#25a49b; color:#FFFFFF;" | Grid (WxH) || style="background-color:#25a49b; color:#FFFFFF;" |other structure example (PSP&PS3)
|-
|rowspan="7" | 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
|-
|}
 
===gvd.dat.edat:===
 
Can be slightly different (structure as well as tgv.cfg, warning/logo/HUB screen format):
<!--//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//-->
 
{| class="wikitable sortable"
|-
! style="background-color:#25a49b; color:#FFFFFF;" |1.00(?)|| style="background-color:#25a49b; color:#FFFFFF;" |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====
 
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |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 || 00|| Filled with zero 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=====
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value & note
|-
| 0000 || 16 || .name file.gvd <!--//XML .ID difference for . //-->
|-
| 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=====
 
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value || style="background-color:#010ADA; color:#FFFFFF;" |Note
|-
| 0000 || 16|| 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |Data Base
|-
| 0028 || 4 || 00 00 00 20 || machine code?
|-
| 002C || 4 || 00 00 00 04 || 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |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 || FF || || Padding with FF (16 bytes alignment<!--//not mandatory//-->)
|-
| 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.
<!--// this will be needed here)
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |Value || style="background-color:#010ADA; color:#FFFFFF;" |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
|-
| XXXX || XX || FF || padding align per 16 is not mandatory but can create visual "disorder"
|-
|}
//-->
The second page start.
 


= Misc: Digital Comic PSP =


===content.dat.edat:===
On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
The file contain the XML structure to transport elements such music background etc...
{| class="wikitable sortable"
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Offset || style="background-color:#010ADA; color:#FFFFFF;" |Length || style="background-color:#010ADA; color:#FFFFFF;" |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
|-
|}


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) .


Second part contain the XML Structure/Sub element:
It is simple to manipulate and make your own .PNG (no need to be specific) slow slide show pack as PKG for your game column.


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


*Image: JPEG (...)<!--//here for setting/tools/tips etc..,Images JPG for marker only//-->
=== Structure tree ===


*Video: hyper link to Mp4 format 480x272 on PSP, 1280x720 on PS3 (...) <!--//no auto scale on PSP/ psp ofw 6.60 videos is more picky than fw 6.39) //-->
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


*Music: background music + hyper link : regular MP3 format (128 KBPS) <!--//each page can have own background music//-->
=== Notes ===


*AppTemplate.xml: Contains application name of the app, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...


===tgv.cfg: Config Viewer settings PSP &PS3:===
*config.txt: home page URL, umd and ms root directory, ...


Present on "early" titles, different for more "recent" titles.
*NTemplateMain.xml:


Per title and allow different settings for the title such background color...
===USRDIR===


(...<!--//List as sample for "early" titles, comments left in Japanese :), note for user experience or link//-->)
==== USRDIR/font ====


{| class="wikitable sortable"
PGF is the font format used on the PSP.
|-
! style="background-color:#010ADA; color:#FFFFFF;" |Settings|| style="background-color:#010ADA; color:#FFFFFF;" |Values ||style="background-color:#010ADA; color:#FFFFFF;" |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
[http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html]
||
|-
|key_repeat_delay || range: [0.0, 1.0]
PS3 default: 0.266667


PSP default: 0.233333
==== USRDIR/images ====
||
|-
|key_repeat_interval ||range: [0.0, 1.0]
PS3 default: 0.083333


PSP default: 0.05
Images in game used for GUI.
||
|-
|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
==== USRDIR/module ====
||
|-
|page_flip_speed_factor || range: [0.01, 10.0]
PS3 default: 2.0


PSP default: 2.0
libfont.prx, libmp3.prx, libsmfplayer.prx...
||
|-
|fixed_aspect_ratio_width


fixed_aspect_ratio_height
==== USRDIR/packages ====
|| 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
*background.jpg


screenshot_game_title = game_title
*home_page.xml


screenshot_add_date_time
===== USRDIR/packages/comic name/ =====


screenshot_add_overlay
*_default_white_bg.jpg: used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
|| (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,
*001.PNG, 002.PNG, ...: are images specific to the comic book.


6= Center
*AppTemplate.xml: Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
|-
|selection_frame_draw_margin ||
PS3 default: 0


PSP default: 0
*packageInfo.xml: Contains Application Id, Name,...and Package Id
||
|-
| selection_frame_draw_division || default: 0 ||
|-
| xy_motion_speed_limit_factor || range: [0.01, 10.0]
PS3 default: 3.0


PSP default: 1.0
*page00000001.xml, page00000002.xml, ... :  
||
|-
| back_speed_factor || range: [0.01, 10.0]
PS3 default: 1.0


PSP default: 0.58
===== USRDIR/packages/comic name/template =====
||
|-
| back_home_speed_factor ||range: [0.01, 10.0]
PS3 default: 0.7


PSP default: 0.58
*page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned
||
----
|-
|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
|-
|}

Latest revision as of 01:44, 4 February 2022

Structure folder/files around EBOOT.PBP[edit source]

Note: might not be complete structure tree.

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)
      |    
      |-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?)

Files related to EBOOT.PBP[edit source]

PARAM.SFO attribute (PSP)[edit source]

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 is X4 on PS3, NEOGEO games don't have export so that can be the reason why attributes are different)

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

CONFIG[edit source]

Infos about [Emulation|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[edit source]

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 PS3 3.55: XMB option

For export on PS3 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.

DOCUMENT.DAT[edit source]

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

By pressing PS 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).

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)

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 remarks:

Max 100 pages as display?

Misc: Digital Comic PSP[edit source]

On PS3, digital comic can also be repacked 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 is simple to manipulate and make your own .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[edit source]

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[edit source]

  • 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[edit source]

USRDIR/font[edit source]

PGF is the font format used on the PSP.

[1]

USRDIR/images[edit source]

Images in game used for GUI.

USRDIR/module[edit source]

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

USRDIR/packages[edit source]

  • background.jpg
  • home_page.xml
USRDIR/packages/comic name/[edit source]
  • _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[edit source]
  • page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned