PlayView
PlayView
Description
Generic
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. Specific background music, 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...). Few full free content for PS3 & PSP are available online.
PS3 games can contain embebed Playview (e.g. the "wizard book" inside "Ni No Kuni" uses a custom game module named libTGV_v1.45.07.sprx)
Playview might required PSP FW 6.39+, and PS3 FW around 3.70+.
Transfer from PSP PlayView to PS VITA (and export to PS3) is possible for some PlayView titles,
PSP/PS3 Digital comic/strategy/guide/manual are not PlayView.
Codename of playview is TGV (Tiny Gigantic Viewer) and his derivates with an added or removed letter (TG, GV, etc...)
- Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
- Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
example structure PSP(/PS3)
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 for wikify 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...).
- *Tgvtools-v0.81 (FW 3.70.001) and v.1.10 (FW 410.001)
- *Ni No Kuni internal PlayVew book use Tgvtools-v0.81 (FW 3.70.001)
See note for JPG extractor tool.
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" (Note:"GV3D0100GVMP0100" when 3D?) | |
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 | Start | |
Data Base | ||||
0028 | 4 | 00 00 00 20 | each entrance length: 0X20 | |
002C | 4 | 00 00 00 04 | each parameter length: 0X04 | |
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 | |
XXXX | 4 | 42 4C 4B 5F | "BLK_" | |
XXXX | 4 | xx xx xx xx | Total length embedded images (with FF padding) | |
Data Base | ||||
XXXX | 8 | 00 00 00 02 00 00 00 00 | End | |
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:
//'''''File list:contain all the name file.gvd as XML in order of file appearance''''' content.flst page00.xml page01.xml page02.xml ...page09.xml 0A<?xml version="1.0" encoding="utf-8"?> <gigantic_image_content version="1.0"> <image_files> <archive source="gvd.dat"> //'''''Width & Height of layer 0 on file (last layer visually), tile_type can be also Multiplane and Stereoscopy?''''' <image width="3840" height="2160" id="i0001" source="page00.gvd" tile_type="normal"/> <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"/> </archive> </image_files> //'''''Visual effect as turning the page of paper book''''' <structure> <root ref="i0001"/> <sequence transition="double_page_flip" id="s0001"> <item ref="i0002"/> <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 to:''' //'''''Max_Zoom can be adjusted here''''' <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 2 links to jump into other pages defined 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''''' <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''''': ''precise where the video appear, name is per page (first video on this page is 1)'' <embed width="900.000000" center_x="1200.123456" center_y="720.123456" height="500.123456" volume="1.000000" source="myvideo01.mp4" name="[v]video(1)"> <boundary offset_x="0.000000" max_overshoot="0.500000" offset_y="0.000000" scale="1.000000" max_zoom="INF" action="play" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/> </embed> //'''''Select to: values(right-angled with x & y) for the links defined above''''' </gigantic_image> ...
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)
- *not all PlayView on PS3 & PSP contains videos, 3D content video and stereo 3D are supported.
- Sound: (only se.dat?)
Some PS3/PSP PLayview can have specific sound assigned to actions such cancel.
Name | Offset | Size | Example | Remark |
Magic | 0x00 | 0x06 | 53 47 58 44 50 01 | "SGXDP" |
Header size | 0x06 | 0x04 | 00 00 60 01 | |
Body size | 0x0A | 0x8 | N.A |
- Music: Used on background, for each page or when linked/zoomed. MP3 format (128 KBPS)
- PSP EDAT files (videos & sound also): see tool on main page for decrypt.
- Tiles_type also as Multiplane and 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.
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 can be in different (and so variable values) format/name up to the title version.
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 (example):
ui_main_o.cfg\00ui_version =100 selection_frame_division =0 startup_page_num =5 '''''//Variable number of screen before the title start''''' help_page_num =1 guide_alignment =3 #help_sd_magnification =1.00 #guide_sd_magnification =1.00 #player_sd_magnification =1.00 #safearea_ratio =0.89f # guide param guide_base_t =13 guide_base_b =13 guide_base_l =41 guide_base_r =14 guide_margin_t =13 guide_margin_b =13 guide_margin_l =41 guide_margin_i =7 guide_margin_r =14 # video guide param player_guide_icon_x =36 player_guide_icon_y =12 player_guide_play_time_x =73 player_guide_play_time_y =12 player_guide_whole_time_x =252 player_guide_whole_time_y =12 player_guide_progress_x =106 player_guide_progress_y =12 player_guide_progress_left_pos =2 player_guide_progress_right_pos =2 player_guide_font_w =7 player_guide_font_interval_w =6 # main o image(PS3:HD or PSP) # startup # start startup01 = KIDOJI_480x272 //'''''Boot screen''''' startup02 = KENKO_480x272 //'''''Health screen''''' startup03 = SHIYOJO_480x272 //'''''Instruction screen''''' startup04 = LOGO_PSP //'''''Logo screen''''' startup05 = PSP_LOGO //'''''Second logo screen''''' # frame # start frame_focus_on = focus_focused # guide # start guide_h = guide_h guide_ds = guide_ds guide_dm = guide_dm guide_s = guide_s guide_af = guide_af_o guide_ao = guide_ao_o guide_av = guide_av_o guide_am = guide_am_o guide_c = guide_c_o guide_lr = guide_lr guide_base = guide_base # help # start help01_text = help_p_o # player # start player_base = player_panel_base player_play = player_play player_pause = player_pause player_forward1 = player_forward1 player_forward2 = player_forward2 player_forward3 = player_forward3 player_rewind1 = player_rewind1 player_rewind2 = player_rewind2 player_rewind3 = player_rewind3 player_slow = player_slow player_numeric = player_letters player_progress_bar = player_progress_bar player_progress_frame = player_progress_base \00ui_main_x.cfg\00ui_version =100 selection_frame_division =0 startup_page_num =5 help_page_num =1 guide_alignment =3 #help_sd_magnification =1.00 #guide_sd_magnification =1.00 #player_sd_magnification =1.00 #safearea_ratio =0.89f # guide param guide_base_t =13 guide_base_b =13 guide_base_l =41 guide_base_r =14 guide_margin_t =13 guide_margin_b =13 guide_margin_l =41 guide_margin_i =7 guide_margin_r =14 # video guide param player_guide_icon_x =36 player_guide_icon_y =12 player_guide_play_time_x =73 player_guide_play_time_y =12 player_guide_whole_time_x =252 player_guide_whole_time_y =12 player_guide_progress_x =106 player_guide_progress_y =12 player_guide_progress_left_pos =2 player_guide_progress_right_pos =2 player_guide_font_w =7 player_guide_font_interval_w =6 # main x image(PS3:HD or PSP) # startup # start startup01 = KIDOJI startup02 = KENKO startup03 = SHIYOJO startup04 = LOGO1 startup05 = LOGO2 # frame # start frame_focus_on = focus_focused # guide # start guide_h = guide_h guide_ds = guide_ds guide_dm = guide_dm guide_s = guide_s guide_af = guide_af_x guide_ao = guide_ao_x guide_av = guide_av_x guide_am = guide_am_x guide_c = guide_c_x guide_lr = guide_lr guide_base = guide_base # help # start help01_text = help_p_x # player # start player_base = player_panel_base player_play = player_play player_pause = player_pause player_forward1 = player_forward1 player_forward2 = player_forward2 player_forward3 = player_forward3 player_rewind1 = player_rewind1 player_rewind2 = player_rewind2 player_rewind3 = player_rewind3 player_slow = player_slow player_numeric = player_letters player_progress_bar = player_progress_bar player_progress_frame = player_progress_base
- Third part example:
Title id.png followed by the image itself:
.KIDOJI_480x272.png .KENKO_480x272.png .SHIYOJO_480x272.png .LOGO_PSP.png .PSP_LOGO.png .focus_focused.png .help_p_o.png .help_p_x.png .guide_base.png .guide_h.png .guide_ds,png .guide_dm.png .guide_s.png .guide_lr.png .guide_af_o.png .guide_af_x.png .guide_ao_o.png .guide_ao_x.png .guide_c_o.png .guide_c_x.png .guide_av_o.png .guide_av_x.png .guide_am_o.png .guide_am_x.png .player_panel_base.png .player_play.png .player_pause.png .player_forward1.png .player_forward2.png .player_forward3.png .player_rewind1.png .player_rewind2.png .player_rewind3.png .player_slow.png .player_letters.png .player_progress_base.png .player_progress_bar.png