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


Using "ultra- high resolution (4K) digital data", PSP or PS3 will display the images smoothly. It can be compatible 3D and PS Move (At CEDEC 2010, Teiji Yutaka demonstrated PlayView using the PlayStation Move controller in real time to increase and reduce the size of a still image of a park consisting of over 3 billion pixels) +EYE Camera on PS3 and can packed with other extra content(themes, DLC).
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 Turismo PlayView: long highway road, with zoom you reach other visual content).  
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.


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...)


There are various kind of content (guide book, sexy content, stand alone games) for PS3 and 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 games can contain and embebed Playview (e.g. the "wizard book" inside "Ni No Kuni" uses a custom game module named '''libTGV_v1.45.07.sprx''')


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 FW 6.39 or so, and PS3 FW around 3.70.
 
Title ID: Japan: PS3: NPJB60*** & NPJA60*** , for PSP: NPJH60***. Others: "4K gallery": NPEB01397)
 
Playview might requires PSP FW 6.39 or so, and PS3 FW min around 3.70.


Few full free content for PS3 & PSP are available online.
Few full free content for PS3 & PSP are available online.
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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?).
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.
PSP/PS3 Digital comic/strategy/guide/manual are not PlayView, see below.


Codename of playview is '''TGV''' (Tiny Gigantic Viewer) and the derivates with an added or removed letter (TG, GV, etc...)
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
*Demo on PS3 (in English) : http://www.youtube.com/watch?v=5LIdPOZGoDE
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*Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0
*Game on PS3 (Atelier Totori) : http://www.youtube.com/watch?v=HITguIxAPQ0


*Game on PS3 (Gran Turismo):  http://www.youtube.com/watch?v=wZhY3COwhhA
*[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]
 
* Game list in Japan for PS3,PSP&PS VITA : [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] / [https://store.sonyentertainmentnetwork.com/#!/ja-jp/playview/cid=PN.CH.JP-PN.CH.MIXED.JP-PLAYVIEWCONTENTS]
 
* 4K Gallery
EP4288-NPEB01397_00-4KGALLERY0000100 (1674.87 MB (1756225856 Bytes)
http://zeus.dl.playstation.net/cdn/EP4288/NPEB01397_00/NYCWHljxcSEpyxJAanqFEkWdeKPvAMAzSccWyivNVxZAoLqqxzODqNytbXCTkbhD.pkg
 
EP4288-NPEB01397_00-4KGALLERY0000100.rap
DA71FD8E03A13E3F254CD7478618AF66
 
dev_klic: 01811B5625EEF31A916E081FE38AC38E
 
=== example file name PS3 ===
 
*content.dat.edat: XML structure (link, selector, zoom, BGM music setting...)
*page01.gvd : tiles images for one page
*page02.gvd
...
*se.dat : sound effects
*title01.mp3 : BGM music
*title02.mp3
*tgv.cfg : file configuration of PlayView (optional, open with notepad++ or as text on linux)
*ui.dat.edat : boot screen, user interface images & setting related


=== example structure PSP/PS3 ===
===example structure PSP(/PS3)===


<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers for 1 page]]</div>
<div style="float:right">[[File:Playview layers.jpg|200px|thumb|left| PlayView image layers for 1 page]]</div>
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{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! |  || Level Layer visual || Atelier Meruru Guide Book <!--//Meruru no Atelier Arland no Renkinjutsushi 3 Hatsutaiken Guide Book //-->: Number Image || Note || Grid (WxH) || Other example:<br />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)//--> || Other example:<br />Atelier Ayesha Guide Book<!--//Ayesha no Atelier Tasogare no Daichi no Renkinjutsushi Hatsutaiken Guide Book//-->
! 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  ∇
|rowspan="7" | Zoom in  ∇
|-
|-
| 0 ||  1(sum:&nbsp;180x101)  || (180x101) "thumbnail" when slide || 1x1 || 1&nbsp;image&nbsp;(240x135) || 1&nbsp;(200x112)
| 0 ||  1(sum: 180x101)  || (180x101) "thumbnail" when slide || 1x1 || 1 image (240x135) || 1 (200x112)
|-
|-
| 1 ||  2(sum:&nbsp;360x202)  || Left: 256x202 Right:&nbsp;104x202 || 2x1 || 4&nbsp;images&nbsp;(480x270) || 2&nbsp;(400x225)
| 1 ||  2(sum: 360x202)  || Left: 256x202 Right: 104x202 || 2x1 || 4 images (480x270) || 2 (400x225)
|-
|-
| 2 ||  6(sum:&nbsp;720x405)  || ||  3x2 || 12&nbsp;images&nbsp;(960x540) || 8&nbsp;(800x450)
| 2 ||  6(sum: 720x405)  || ||  3x2 || 12 images (960x540) || 8 (800x450)
|-
|-
| 3 ||  24(sum:&nbsp;1440x810) || ||  6x4 || 40&nbsp;images&nbsp;(1920x1080) || 28&nbsp;(1600x900)
| 3 ||  24(sum: 1440x810) || ||  6x4 || 40 images (1920x1080) || 28 (1600x900)
|-
|-
| 4 ||  84(sum:&nbsp;2880x1620)|| || 12x7 || 135&nbsp;images&nbsp;(3840x2160) || 104&nbsp;(3200x1800)
| 4 ||  84(sum: 2880x1620)|| || 12x7 || 135 images (3840x2160) || 104 (3200x1800)
|-
|-
| 5 || 299(sum:&nbsp;5760x3240)|| Max_Zoom, the&nbsp;"deepest"&nbsp;into&nbsp;the&nbsp;page || 23x13 || no || 375&nbsp;(6400x3600)
| 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) in the begin of the file which contains the image: gvd.dat.edat (see DATA BASE Viewer) and effects as double page flip are defined into the content.dat.edat (second part contains the structures XML).
*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) .
 
*Not all pages need to have the same resolution.
 
*Max resolution seen (PS3): 7680x4320


==Game Data==
==Game Data==
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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...).
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...).


:<small>*Tgvtools-v0.81xx / 4416 (FW 3.70.001), v.1.10xx / 5450 (FW 410.001), v.1.11xx / 5906 (FW 430.001) v1.50xx (Local build) / 5890 (FW 430.001)</small>
:<small>*Tgvtools-v0.81 (FW 3.70.001) and v.1.10 (FW 410.001)</small>
:<small>*Ni No Kuni internal PlayView book use Tgvtools-v0.81 (FW 3.70.001)</small>
:<small>*Ni No Kuni internal PlayVew book use Tgvtools-v0.81 (FW 3.70.001)</small>


See note for JPG extractor tool.
See note for JPG extractor tool.
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| 0010 || 4 || Offset file name.gvd (without header TGDT0100)
| 0010 || 4 || Offset file name.gvd (without header TGDT0100)
|-
|-
| 0014 || 4 || Length file name.gvd (0x00 is not counted)
| 0014 || 4 || Length file name.gvd (00 is not counted)
|-
|-
| 0018 || 4 || Offset Data Base Viewer
| 0018 || 4 || Offset Data Base Viewer
Line 158: Line 128:
|-
|-
|}
|}


====Image ID.gvd:====
====Image ID.gvd:====
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{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! style="background-color:#010ADA; color:#FFFFFF;" | Offset || style="background-color:#010ADA; color:#FFFFFF;" | Length (Hex) || style="background-color:#010ADA; color:#FFFFFF;" | Value || style="background-color:#010ADA; color:#FFFFFF;" | Note
! 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
|-
|colspan="5" style="text-align:center; background-color:#FFFFFF;" |
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" | '''GVD Header (Page)'''
|-
|-
| 0000 || 10|| 47 56 45 57 30 31 30 30 4A 50 45 47 30 31 30 30 || "GVEW0100JPEG0100"
| 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 || Source Image Width (Hex)
| 0010 || 4 || 00 00 xx xx || Length Width (hex) total layer 0 (variable per game)
|-
|-
| 0014 || 4 || 00 00 XX XX || Source Image Height (Hex)
| 0014 || 4 || 00 00 xx xx || Length Height (hex) total layer 0 (variable per game)
|-
|-
| 0018 || 4 || 42 4C 4B 5F || "BLK_"
| 0018 || 4 || 42 4C 4B 5F ||"BLK_"
|-
|-
| 001C || 4 || 00 00 XX XX || Length of Database (Hex) (№ of entries*0x20) + 0x08
| 001C || 4 || 00 00 xx xx|| Length Data Base (variable per game structure)
|-
|-
| 0020 || 8 || 00 00 00 01 00 00 00 00 || Static Value
| 0020 || 8 || 00 00 00 01 00 00 00 00 || Similar
|-
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" | '''Database'''
|colspan="5" style="text-align:center; background-color:#ADAADA;" |Data Base
|-
|-
| 0028 || 4 || 00 00 00 20 || Apps/machine code?  
| 0028 || 4 || 00 00 00 20 || Apps/machine code?  
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| 002C || 4 || 00 00 00 04 || Apps/machine code?
| 002C || 4 || 00 00 00 04 || Apps/machine code?
|-
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" | '''Database Entry'''
| 0030 || 4 || 00 00 00 xx || Grid position Width  (hex): as horizontal line, left to right.
|-
| 0030 || 4 || 00 00 00 XX || Horizontal position on grid from left to right (Hex)
|-
|-
| 0034 || 4 || 00 00 00 XX || Vertical position on grid from top to bottom (Hex)  
| 0034 || 4 || 00 00 00 xx || Grid position Height (hex): next position after each horizontal line.
|-
|-
| 0038 || 4 || 00 00 00 0X || Layer level
| 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)
| 003C || 4 || 00 00 xx xx || Length of the image (hex)
|-
|-
| 0040 || 4 || 00 00 00 XX || Length padding of the image (Hex)
| 0040 || 4 || 00 00 00 xx || Length padding of the image (hex)
|-
|-
| 0044 || 4 || 00 00 00 00 || Not used?
| 0044 || 4 || 00 00 00 00 || Not used?
|-
|-
| 0048 || 4 || 00 00 0X XX || Width image  (Hex)
| 0048 || 4 || 00 00 0x xx || Width image  (hex)
|-
| 004C || 4 || 00 00 0X XX || Height image (Hex)
|-
| 0050 || 20 || ... || Repeat for each entry
|-
|colspan="5" style="text-align:center; background-color:#ADADAD;" | ''End of Database Entry''
|-
|colspan="5" style="text-align:center; background-color:#FFFFFF;" |
|-
|colspan="5" style="text-align:center; background-color:#ADADAD;" | ''End of Database''
|-
|-
| XXXX || 4 || 42 4C 4B 5F || "BLK_"
| 004C || 4 || 00 00 0x xx || Height image (hex)
|-
|-
| XXXX || || XX XX XX XX || Length of all embedded images including pad (Hex)
| 0050 || ... || ... || Repeat last 0x20 for each image on the page
|-
|-
| XXXX || 8  || 00 00 00 02 00 00 00 00 || Static Value
|colspan="5" style="text-align:center; background-color:#ADAADA;" |Data Base
|-
|-
|colspan="5" style="text-align:center; background-color:#ADADAD;" | ''End of GVD Header''
| XXXX || 4  || 42 4C 4B 5F|| "BLK_"
|-
|-
|colspan="5" style="text-align:center; background-color:#FFFFFF;" |
| XXXX || 4  || xx xx xx xx || Total length embedded images (with FF padding)
|-
|-
|colspan="5" style="text-align:center; background-color:#ADAADA;" | '''Grid Image Data'''
| XXXX || 8  || 00 00 00 02 00 00 00 00 || Similar
|-
|-
| XXXX || ... || FF D8 ... || JPEG data (Starting from layer 0, left to right, top to bottom)
| XXXX || xx || FF D8 ...|| First JPEG (first from level layer on file 0, top left to right)
|-
|-
| XXXX || ... || ... || FF pad if grid image, 00 pad if next is data base viewer (16 byte alignment)
| XXXX || xx || || Padding with FF (16 bytes alignment<!--//not mandatory//-->)
|-
|-
| XXXX || ... || ... || Repeat for each grid image (Start either next name file.gvd/data base viewer)
| XXXX || xx || || Second JPEG  until last image for the page. Start either next name file.gvd/data base viewer
|-
|-
|colspan="5" style="text-align:center; background-color:#ADADAD;" | ''End of Grid Image Data''
| XXXX || xx || xx xx || Padding with 00 for alignment if next is data base viewer
|-
|-
|}
|}
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=====Images JPG=====
=====Images JPG=====
Embedded image (JPEG JFIF) per page.
Embedded image (JPEG JFIF) per page.
 
<!--// this will be needed here)
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
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|-
|-
|}
|}
 
//-->
The second page start (new Playview version: 1.gvd file= 1 page).
The second page start.




===content.dat(.edat):===
===content.dat(.edat):===
The file contains a file list, and XML files giving the structure to transport elements such video, music background etc...
The file contain the XML structure to transport elements such video, music background etc...
(thiis file format can vary up to PlayView version)


*First part header:
*First part header:
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| 000C || 4 || Total Length first part/start second part
| 000C || 4 || Total Length first part/start second part
|-
|-
| 0010 || 4 || Offset (without header) on file list
| 0010 || 4 || Offset (without header)
|-
|-
| 0014 || 4 || Length filename (without 0x00)
| 0014 || 4 || Length
|-
|-
| 0018 || 4 || Offset (without this header) of the file (XML)
| 0018 || 4 || Offset  
|-
|-
| 001C || 4 || Length file (XML) without 0x00
| 001C || 4 || Length
|-
|-
| 0020 || xx|| Repeat last 0x10
| 0020 || xx|| Repeat last 0x10
Line 319: Line 273:
|}
|}


Then come the file list
*Second part XML:


*Second part XML:
On 1.01:
{{Boxcode|float=left|width=auto|height=600px|title=On 1.01|code=<syntaxhighlight lang="xml">
 
<!--contain all the name file.gvd as XML in order of file appearance-->
{{Boxcode|content=<syntaxhighlight lang="xml">
content.flst page00.xml page01.xml page02.xml ...page09.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"?>
0A<?xml version="1.0" encoding="utf-8"?>
<gigantic_image_content version="1.0">
<gigantic_image_content version="1.0">
     <image_files>
     <image_files>
         <archive source="gvd.dat">
         <archive source="gvd.dat">
<!--See other example structure for W & H and Other tile_type as Multiplane and Stereoscopy?-->
             <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="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="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="i0003" source="page02.gvd" tile_type="normal"/>
                   ...
                   ...
             <image width="3840" height="2160" id="i0010" source="page09.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>
         </archive>
     </image_files>
     </image_files>
Line 356: Line 309:
     </home>
     </home>


<!--Limit of the values (ZOOM IN:limited by the images). Here you can adjust/unlock/lock the level of max/min_zoom (between 1 to 0 ∞)-->
<!--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>
     <limit>
         <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"  
         <boundary offset_x="0.000000" max_overshoot="0.000000" offset_y="0.000000" scale="1.000000"  
Line 362: Line 315:
     </limit>
     </limit>


<!--Links to other pages. Here you create 2 links, enter by selector (ID_YYYYMMDDHHMMSSSSS
<!--Links to other pages. Here you create 2 links, enter by selector-->
for internal use/(not checked on file attribute or only if file list XML don t load properly?)-->
     <link width="3840.000000" crossfade_range="1.000000" target="page01.xml" center_x="1920.000000"  
     <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_YYYYMMDDHHMMSSSSS" name="[l]link(1)">
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"  
         <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"/>
max_zoom="INF" action="enable" max_invisibility="INF" min_zoom="0.500000" max_stretch="INF"/>
Line 395: Line 347:
...
...


</syntaxhighlight>}}{{clear}}
</syntaxhighlight>}}


===Note===
===Note===


*Image: JPEG (not progressive)
*Image: JPEG (...)<!--//Not really specific. here for setting/tools/tips etc..,Images JPG for marker only//-->


*Video:
*Video:
Line 424: Line 376:
| Audio Channels      || Stereo  || Stereo
| Audio Channels      || Stereo  || Stereo
|-
|-
| Specific tags     ||        ||  
| Specific markers     ||        ||  
|-
|-
|}
|}
   
   
::<small>*no auto scale on PSP? (fw 6.60 videos utility is more picky than fw 6.39)</small>
::<small>*no auto scale on PSP? (fw 6.60 videos utility is more picky than fw 6.39)</small>
::<small>*not all PlayView on PS3 & PSP contains videos (3D content video and stereo 3D are supported).</small>
::<small>*not all PlayView on PS3 & PSP contains videos, 3D content video and stereo 3D are supported.</small>
 
 
*Music: Used on background, for each page or when linked/zoomed. MP3 format (128 KBPS but any shoud do)


*text: (sys_ressource.dat) with embedded .xml & [[XMB Fonts|fonts]] (.ttf) for string (align, coord x & y, size and colors)


*Sound Effects: se.dat (packed .vag) assigned for (seen on build v1.50):
*Sound: (only se.dat?)
 
<pre>
upper_column
lower_column
left_column
right_column
help_open
help_close
cursor_appear
cursor_move
cursor_error
cursor_cancel
decide
cancel
start_movie
stop_movie
help_movie
enter_movie_mode
enter_movie_mode_playing
leave_movie_mode
zoom_in
zoom_out
return_to_main
out_of_range
ready_to_zoom
ready_to_play
error
zoom_in_negative
zoom_out_negative
cant_return_to_main
notice_big
notice_normal
left_flip
right_flip
store_ready
help_move_right
help_move_left
go_to_store
back_from_store
web_browser_ready
web_browser_open
web_browser_close
left_flip_4k
right_flip_4k
</pre>


Some PS3/PSP PLayview can have specific sound assigned to actions such cancel.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 492: Line 396:
| style="background-color:#123ADA; color:#FFFFFF;" |'''Remark'''
| style="background-color:#123ADA; color:#FFFFFF;" |'''Remark'''
|-
|-
| Magic      || 0x00 || 0x06 || 53 47 58 44 50 01 or 53 47 58 44 81 41 || "SGXDP" or "SGXD.A"
| Magic      || 0x00 || 0x06 || 53 47 58 44 50 01 || "SGXDP"
|-
|-
| Header size || 0x06 || 0x04 || 00 00 60 01 || 0x160
| Header size || 0x06 || 0x04 || 00 00 60 01 ||
|-
|-
| Body size  || 0x0A || 0x8 || N.A ||
| Body size  || 0x0A || 0x8 || N.A ||
Line 500: Line 404:
|}
|}
   
   
*Dev_Klicense is located (always?) in between the title ID (+0x00 NULL finished) and the TGV_BUILD_INFO.
 
*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.
*PSP EDAT files (videos & sound also): see tool on main page for decrypt.


*Tiles_type (.xml on content.dat) also as [http://en.wikipedia.org/wiki/Multiplane_camera Multiplane] and [http://en.wikipedia.org/wiki/Stereoscopy Stereoscopy] or 3D PlayView (with an header for .gvd as GV3D0100GVMP0100)?
*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?
*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 [https://anonfiles.com/file/c70ac8535cc097ca13541e00261f8952 MPO splitter by Christian Steinruecken.]
http://rghost.net/48813321 (include Code-Compile-Credit. Drag and drop your file with embedded .JPG)


==PlayView Config==
==PlayView Config==


Following Config PSP & PS3 and config User Interface description are not complete and don t necessary complete each other (and up to PlayView core version and title).
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===
===Config PSP & PS3: tgv.cfg===


This file might be in different format up to the title version (some settings might only work with specific plateforms/flags & PlayView core version or TV.
This file can be in different format up to the title.


Allow different settings for the title such background color.
Allow different settings for the title such background color.


This table might not be complete.
This table is not complete.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 531: Line 442:
PSP default: 0.01
PSP default: 0.01
||
||
Percentage of margin to secure around the selection frame
|-
|-
|key_repeat_delay || range: [0.0, 1.0]
|key_repeat_delay || range: [0.0, 1.0]
Line 545: Line 455:
||
||
|-
|-
|clear_color_normal || e.g. default: 0xffffffff || RGBX color outside the viewer (can be display by setting limit min_zoom) : background color
|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_dialog || e.g. default: 0x00000000 || RGBX color
Line 630: Line 540:
|bg_image_off || default: 0 || Hide background image (when slide)
|bg_image_off || default: 0 || Hide background image (when slide)
|-
|-
|default_language_psp ||PSP only default: 0 || Language for home button (quit game):  
|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
 
See [[Content_Information_Files#Languages | Languages]] up to the ones available on PSP
|-
|start_button || 0 || Function assignment of the start button
 
0 : Back to top ("return_to_main" sound assignement)
 
1 : 2D/3D switching
|-
|web_browser || 1 ||Mode of a Web browser:
 
0: Web browser invalid (PSP default)
 
1: Web component mode (PS3 default window display)
 
2: Web browser mode (full screen display)
|-
|video_default_zoom || ||
|-
|enable_tiling_4k_output || Default: 0 ||enable 4K display function:
 
0: OFF, 1: ON
|-
|force_tiling_4k_output_available || ||
|-
|use_rgb_for_tiling_4k_output || ||
|-
|tiling_4k_preload_policy || ||
|-
|enable_fullscreen_on_4k_tv || ||
|-
|force_auto_4k || ||
|-
|override_page_transition_pattern || Default: 0 ||force the pattern of page transition:
 
0: follow the specification of the content
 
1: double_page_flip. Effects such as page turning
 
2: stack_from_left. Picture overlapping like a picture-story show goes in and out to the left
 
3: stack_from_right. Picture overlapping as picture cards to enter and exit to the right
 
4: slide. The new incoming image slides at the same time went out image that is currently displayed slide.
 
|-
|background_image_file ||  background_image_file = background.jpg || Specify the file name to be used as a background image.
 
(JPEG, .jpg, and PNG, .png, are available)
 
Only the background color is used if you do not specify.
|-
|background_image_layout || Default: 0 || Arrangement method when using the background image
 
0 :
 
1 :
 
2 :
|-
|-
|}
|}


===Config User Interface: ui.dat (edat)===
===Config User Interface: ui===


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


Can be divided into 2 part:
Can be divide into 3 part:


*First part:
*First part:
Line 707: Line 558:
| 0000 || 8 || "TGDT0100"  
| 0000 || 8 || "TGDT0100"  
|-
|-
| 0008 || 4 || № of entries
| 0008 || 4 || Total data entry (next 0x10) in hex
|-
|-
| 000C || 4 || Total Length first part/start second part
| 000C || 4 || Total Length first part/start second part
|-
|-
| 0010 || 4 || Offset filename (without the header: first are the .cfg files and theirs naming header, followed by the .png)
| 0010 || 4 || Offset (without header)
|-
|-
| 0014 || 4 || Length filename (count don t include NULL finished (0x00))
| 0014 || 4 || Length
|-
|-
| 0018 || 4 || Offset file
| 0018 || 4 || Offset  
|-
|-
| 001C || 4 || Length file
| 001C || 4 || Length
|-
|-
| 0020 || xx|| Repeat last 0x10 for each entrance
| 0020 || xx|| Repeat last 0x10
|-
|-
|}
|}


*Second part:
*Second part (example):
(filename+file)
<div style="height:650px; overflow:auto">
contains multiple .cfg and .png files
{{Boxcode|content=<syntaxhighlight lang="xml">


(might be also variable up to PlayView version: ui_main_version_o and ui_main_version_x)
{{Boxcode|width=auto|height=650px|float=left|code=<syntaxhighlight lang="xml">
ui_main_o.cfg\00ui_version    =100
ui_main_o.cfg\00ui_version    =100
selection_frame_division    =0
selection_frame_division    =0
Line 803: Line 652:
player_progress_bar = player_progress_bar
player_progress_bar = player_progress_bar
player_progress_frame = player_progress_base
player_progress_frame = player_progress_base
\00ui_main_x.cfg\00ui_version    =100
\00ui_main_x.cfg\00ui_version    =100
selection_frame_division    =0
selection_frame_division    =0
Line 880: Line 727:
player_progress_frame = player_progress_base
player_progress_frame = player_progress_base


</syntaxhighlight>}}{{clear}}
</syntaxhighlight>}}
</div>
*Third part:
 
Title id.png followed by the image itself  (contains boot screens, menu user etc..)
 
= Misc: =
==Digital Comic PSP==
 
Not related to PlayView but for completion/comparison, we can make a quick review here.
 
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) .
 
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/====


After the .cfg files, contains start up screens: HD 1920x1080 for warning screen and 1280x720 for game logo, SD= 640x480) menu user etc.. in .png (zip compression) or gtf [[Multimedia Formats and Tools|Formats]]) on old PlayView version.
*_default_white_bg.jpg : used when the 0xx.PNG is not loaded properly (generic image used in other psp comic?)


<gallery widths="150px" heights="150px">
*001.PNG, 002.PNG, ... : are images specific to the comic book.  
File:PlayView-PS3_help_JP-ui.dat.0001.PNG|PS3 User Interface
File:PlayView-PS3_help_UK-ui.dat.0001.PNG|PS3 User Interface (special title without zoom function)
File:PlayView-PSP_help_JP-ui.dat.0007.PNG|PSP User Interface
</gallery>


==Homebrew==
*AppTemplate.xml : Contains application name of the comic, font (size, type, style ...), buttonMap (L2/R2 included and related status), ...
===TLOU===
A ugly custom PlayView about TLOU - left behind comic books


[[File:PlayView-ui.dat.dec.0001.PNG|thumbnail|right|Custom PlayView boot screen]]
*packageInfo.xml : contains Application Id, Name,...and Package Id


*https://www.sendspace.com/file/jdfwze
*page00000001.xml, page00000002.xml, ... :  
*http://xncsuvult5.1fichier.com/ [https://www.mirrorcreator.com/files/0XGL3THR/JP0101-PLYV00001_00-PLYV000000000000.pkg_links]
*http://www.mirrorupload.net/file/IJQTPA4E/#!JP0101-PLYV00001_00-PLYV000000000000.pkg


(if need to make your owns, we can speak about it on IRC PS3SANCTUARY, [http://playstationhax.it] or [http://www.psdevwiki.com/ps4/User:Ada_L0ve_Lace wiki messageboard]
====USRDIR/packages/comic name/template====


*edat: dev_klic: 41444100000000000000000000414441 (http://www.mediafire.com/download/oc1474bsc9oaesa/TrueAncestor_EDAT_Rebuilder_v1.45.zip)
*page1layout.xml, page2layout.xml, p3layout.xml ... : contains buttons assigned
*note: on .gvd header, padding data is not used for convenience, instead the whole image size (so with this zeroed padding) is used.
----


*[[PlayView#example_file_name_PS3|See example_file_name_PS3]] (and same as [[PlayView#example_structure_PSP.2FPS3|example: Atelier Totori/Meruru plus]] for the layering/tiling resolution used)
==Digital Manual PS3==
Not related to PlayView 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.


==Tools==
==Structure tree==


*Image2GVD application http://tizzyt-archive.blogspot.com/2014/08/image2gvd.html Make an regular image file to a .gvd file ready to be used on PlayView
*https://web.archive.org/web/*/http://playstationhax.xyz/forums/topic/82-image2gvd/
*Src: http://pastebin.com/PJbjJ3f5
*a free, open source Playview extractor (tested with Ni No Kuni): https://github.com/joernlenoch/playview-extractor


{{Reverse engineering}}<noinclude>[[Category:Main]]</noinclude>
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
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