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]
*{{icon content pspminis}} minis: X1 (same on PS3)
 
=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.


*[http://rghost.net/48647164 Here is a simple example of MANUAL in game], for the first time on any homebrew, for PS Seismograph.
*{{icon content ps1}} Playstation® (for PS1 classic game): Don't have attributes


*If the homebrew/game is other than HG (SFO category), the software manual will still be available on Game column.
*{{icon content pcengine}} PCENGINE: X0 (same for PS3)


*If you want to add multiple languages, it seems to follow theses [[Content_Information_Files#Languages| Languages code]]
*{{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)


*Not working on 3.55, working on 4.21 and above.
Only X3 seems missing, X5, X6, X7 might not be used yet.


*only for HDD Contents? up to only 999 pages?
== CONFIG ==


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


By editing PARAM.SFO: on Disc Game: The icon of software manual can appear on PS3 games but
Size: 60 bytes, string in ASCII: "PS1EmuConfigFile", "disc_no"
  not loading the manual.
(edited SFO category as MN instead of DG, the utility icon don t appear with HG)


===DOCUMENT.DAT on PSP===
Generated/overwrited at each boot of the game, configure the PS1 emulator for: ?


3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)
== KEYS.BIN ==
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 [http://www.vitadevwiki.com/index.php?title=Packages_%28.PKG%29#Game_Packages|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.
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.
For export on PS3 3.55: XMB option


=Others: PARAM.SFO attribut (PSP)=
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)


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


*{{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)
== DOCUMENT.DAT ==
Software manual of games (minis, PSP remaster and ps1 classic).


*{{icon content pspminis}} minis: X1 (same on PS3)
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).


*{{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)
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)


*{{icon content neogeo}} NEOGEO : X2 (it s X4 on PS3, NEOGEO game don t have export so that can be the reason why Attribut are different)
3 different version supported? ( ps1 classic-MINIS-old format used on homebrew)


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


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


[[File:Default.jpeg]] <div style="float:right">[[File:PlayView4K-SonyPS3.jpg|250px|thumb|left| PlayView on PS3]]</div>
(http://forums.qj.net/psp-development-forum/88463-release-update-psp-docmaker-gui.html /  http://www.mediafire.com/?d2mobmwlrlw)


==Description==
Others remarks:
===Generic===
<div style="float:right">[[File:8tnu0100000fayu8.jpg|200px|thumb|left| Game used to advertise PlayView]]</div>


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).
Max 100 pages as display?
 
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.
 
*Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
 
*Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
 
*[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]
 
===example structure PSP(/PS3)===
 
<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers for 1 page]]</div>
 
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.
 
 
 
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |  || style="background-color:#02CDC7; color:#FFFFFF;" |Level Layer visual || style="background-color:#02CDC7; color:#FFFFFF;" |Atelier Meruru Guide Book <!--//Meruru no Atelier Arland no Renkinjutsushi 3 Hatsutaiken Guide Book //--> : Number Image|| style="background-color:#02CDC7; color:#FFFFFF;" | Note || style="background-color:#02CDC7; color:#FFFFFF;" | Grid (WxH) || style="background-color:#02CDC7; color:#FFFFFF;" |Other example: Atelier Totori Plus(PSP&PS3) or Atelier Meruru Plus <!--//Atelier Totori Plus Official PlayView or Meruru no Atelier Plus: Arland no Renkinjutsushi 3 - Official PlayView (PSP&PS3)//-->|| style="background-color:#02CDC7; color:#FFFFFF;" |Other example: Atelier Ayesha Guide Book<!--//Ayesha no Atelier Tasogare no Daichi no Renkinjutsushi Hatsutaiken Guide Book//-->
|-
|rowspan="7" | 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)  .
= Misc: Digital Comic PSP =


==Game Data==
On PS3, digital comic can also be repacked and run as {{icon content pspremaster}} or {{icon content pspminis}}.
 
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...).
 
See note for JPG extractor tool.
 
===gvd.dat(.edat):===
 
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |1.00|| style="background-color:#02CDC7; 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 || 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=====
{| 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 || 10 || .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 || 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
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" |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
|-
|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 || xx || || 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 || 2 || FF D8 || 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 || 10 || 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.
 
 
===content.dat(.edat):===
The file contain the XML structure to transport elements such video, music background etc...
 
*First part header:
 
{| 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
|-
|}
 
*Second part XML:
 
On 1.01:
 
{{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-->
0A<?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>
 
 
<!--One page example-->
 
0A<?xml version="1.0" encoding="utf-8"?>
<gigantic_image version="1.0">
<!--Define when opening the page, limited by value below.-->
    <home>
        <view offset_x="0.000000" offset_y="0.000000" zoom="1.000000"/> 
    </home>
 
<!--Limit of the values (max:limited by the images). Here you can adjust/unlock the level of max_zoom user can have on this page -->
    <limit>
        <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"
        max_zoom="2.000000" max_invisibility="INF" min_zoom="1.000000"/>
    </limit>
 
<!--Links to other pages. Here you create 2 links, enter by selector-->
    <link width="3840.000000" crossfade_range="1.000000" target="page01.xml" center_x="1920.000000"
center_y="1080.000000" height="2160.000000" separate="true" id="ID_YYYYMMDDHHMMSS001" name="[l]link(1)">
        <boundary offset_x="0.000000" max_overshoot="0.500000" offset_y="0.000000" scale="1.000000"
max_zoom="INF" action="enable" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/>
    </link>
    <link width="3840.000000" crossfade_range="1.000000" target="page02.xml" center_x="1920.000000"
center_y="1080.000000" height="2160.000000" separate="true" id="ID_YYYYMMDDHHMMSS002" name="[l]link(2)">
        <boundary offset_x="0.000000" max_overshoot="0.500000" offset_y="0.000000" scale="1.000000"
max_zoom="INF" action="enable" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/>
    </link>
 
<!--Embed to music and videos-->
<!--music-->
    <embed width="1.000000" center_x="1.000000" center_y="1.000000" height="1.000000"
        volume="0.600000" source="mymusic01.mp3" name="[BGM]">
        <boundary offset_x="0.000000" max_overshoot="INF" offset_y="0.000000" scale="1.000000"
        max_zoom="INF" action="play" max_invisibility="INF" min_zoom="0.000000" max_stretch="INF"/>
    </embed>
 
<!--videos-->
    ...
 
 
<!--Selector values(right-angled with x & y) for the links defined above-->   
    ...
 
</gigantic_image>
 
...
 
</syntaxhighlight>}}
 
===Note===
 
*Image: JPEG (...)<!--//Not really specific. here for setting/tools/tips etc..,Images JPG for marker only//-->
 
*Video:
{| class="wikitable sortable"
|-
! 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) <!--//Not specific. each page can have own background music//-->
 
*PSP EDAT files (videos & sound also): see tool on main page for decrypt.
 
*Sequence transition also as [http://en.wikipedia.org/wiki/Multiplane_camera Multiplane] and [http://en.wikipedia.org/wiki/Stereoscopy Stereoscopy]?
 
*Web Brower link in-game for PS3 PlayView?
 
*This tiny tool can extract embedded .JPG (some gvd.dat can have more than 10 000 images), heavily based on an MPO splitter by Christian Steinruecken.
 
http://rghost.net/48813321 (include Code-Compile-Credit. Drag and drop your file with embedded .JPG)
 
==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.
 
{| class="wikitable sortable"
|-
! style="background-color:#02CDC7; color:#FFFFFF;" |Settings|| style="background-color:#02CDC7; color:#FFFFFF;" |Values ||style="background-color:#02CDC7; 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
||
|-
|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, [http://en.wikipedia.org/wiki/Aspect_ratio 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 [[Content_Information_Files#Languages | 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:
 
{| 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
|-
|}
 
*Second part (repeat 2x PSP/PS3):
(not complete, only example for the boot screen images used)
 
{{Boxcode|content=<syntaxhighlight lang="xml">
 
ui_main_o.cfg ui_version    =100
 
selection_frame_division    =0
startup_page_num    =5  <!--Variable number of screen before the title start: here, Atelier Totori Plus Youtube video linked above display 5 images-->
...
# startup
# start
startup01 = KIDOJI      <!--Boot screen-->
startup02 = KENKO        <!--Health  screen-->
startup03 = SHIYOJO      <!--Instruction screen-->
startup04 = LOGO1        <!--Logo screen-->
startup05 = LOGO2        <!--Second logo screen-->
...
</syntaxhighlight>}}
 
*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 {{icon content pspremaster}} or {{icon content pspminis}}.


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


=== Structure tree ===


  PSP_GAME/
  PSP_GAME/
Line 792: Line 182:
                 |-NTemplateMain.xml
                 |-NTemplateMain.xml


==Notes==
=== Notes ===


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


*NTemplateMain.xml :
*NTemplateMain.xml:


===USRDIR/font===
===USRDIR===


PGF format for fonts is the format used on the psp
==== USRDIR/font ====


http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html
PGF is the font format used on the PSP.


===USRDIR/images===
[http://dl.qj.net/psp/tools-utilities-on-pc/ttf2pgf-font-converter.html]
 
==== USRDIR/images ====


Images in game used for GUI.
Images in game used for GUI.


===USRDIR/module===
==== USRDIR/module ====


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


===USRDIR/packages===
==== USRDIR/packages ====


*background.jpg
*background.jpg
Line 820: Line 212:
*home_page.xml
*home_page.xml


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


*_default_white_bg.jpg : used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)
*_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.  
*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), ...
*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
*packageInfo.xml: Contains Application Id, Name,...and Package Id


*page00000001.xml, page00000002.xml, ... :  
*page00000001.xml, page00000002.xml, ... :  


====USRDIR/packages/comic name/template====
===== 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==


 
*page1layout.xml, page2layout.xml, p3layout.xml ...: Contains buttons assigned
NPUO30***/ (only from few US example)
----
    |
    |-ICON0.PNG (See[[Content_Information_Files#HDD_Game| 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

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