PARAM.SFO: Difference between revisions
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License text of the content, hidden by the system in actual firmwares | License text of the content, hidden by the system in actual firmwares | ||
===NP_COMMUNICATION_ID=== | === NP_COMMUNICATION_ID === | ||
{{Boxinfo3|content='''param_fmt''': utf-8<br />'''param_max_len''': 0x10 (16 bytes)<br />'''param_len''': 0xD (13 bytes)}} | {{Boxinfo3|content='''param_fmt''': utf-8<br />'''param_max_len''': 0x10 (16 bytes)<br />'''param_len''': 0xD (13 bytes)}} | ||
{{Boxtip1|content='''Used by''': HDD Game}} | {{Boxtip1|content='''Used by''': HDD Game}} | ||
'''N'''etwork '''P'''latform ''' | [[NP Communication ID|'''N'''etwork '''P'''latform '''Communication''' '''ID''']]. Also is the name of the folder containing the trophy installer: [[Trophy_files#Trophy_Installer | TROPHY.TRP]] | ||
The format is NPWRxxyyy_zz (e.g. NPWR00001_00) | The format is NPWRxxyyy_zz (e.g. NPWR00001_00) |
Revision as of 02:22, 18 January 2013
SFO (System File Object) are used in folders which content needs to be displayed in the XMB.
The basic file/folder structure of a PS3 content is composed by a SFO, the multimedia Content Information Files, and for special content like Game Saves or Trophy files there is a PARAM.PFD for security reasons, other type of content like games or apps needs an structure of subfolders with names as INSDIR, LICDIR, PKGDIR, TRPDIR, USRDIR, etc...
The values contained in a SFO can be simplyfied as inputs/outputs for/from the content:
- Boot modifyers (flags) that are sent to the content when is executed to activate special modes (e.g. audio and video modes of a game).
- Information texts about the content and his restrictions (e.g. title and version of a game).
SFX (System File in XML format) is similar than SFO but without the data related to his structure (the SFO metadata that has no real value).
The conversion between the 2 formats is direct because the important values contained in both formats are the same (version, param_key, param_fmt, param_max_len & param_data).
SFO's and SFX's can be chained in a structure of subfolders where the "main" SFO activates a special subfolder, and the subfolder contains another SFO that activates another subfolder and so on.
This structures are limited by the system and activated by a combination of CATEGORY and special flags on ATTRIBUTE.
In Blu-Ray discs, the "main" PARAM.SFO itself is activated by another flag inside PS3_DISC.SFB.
Internal Structure
header
Code Sample
index_table
This structure is repeated the number of times defined in index_table_entries in the header. All values are in Little Endian.
Code Sample
key_table
The entries of this table (and the next table) can vary depending of the kind of content. Are always ordered alphabetically (from A to Z), each entry of this table is NULL terminated with 1 blank byte (0x00) to separate them. The valid values used in the most common content types are grouped in Parameters Table for a fast reference.
The table has padding at the end to align their size to a multiply or 4, this padding is added after the last blank byte of the last entry. If the last entry (included his blank byte) matches with a multiply of 4 this padding doesn't exist.
data_table
This table has no padding between entries neither at the end, param_max_len for each entry is stored in the index_table and this sizes are fixed by each entry (e.g. RESOLUTION always has a param_max_len of 4 bytes), so the space in data_table can be considered reserved (filled with zeroes when not used).
- Integer entries uses all the reserved bytes, so the param_len is the same as param_max_len.
- utf-8 entries never uses all the reserved bytes, needs 1 blank byte after the last character of the text string, this blank byte can be considered part of the string to count the param_len bytes for this entry (e.g. the title "my homebrew " has a param_len of 12 bytes from the total of 128 reserved in param_max_len).
param_fmt | Format | Notes |
---|---|---|
04 00 | utf-8 Special Mode | Used in contents generated by the system, e.g: Game Saves (ACCOUNT_ID, PARAMS, PARAMS2, SAVEDATA_FILE_LIST, SAVEDATA_PARAMS)... and Trophies (PADDING) |
04 02 | utf-8 | Character string, NULL finished (0x00) |
04 04 | integer | 32 bits unsigned |
Internal Structure Examples
Both example files (SFO & SFX) are hand made (the structure is correct but are only a minimal example). Both contains the same info but in different format: only 1 entry (TITLE_ID) and the value for this entry (BLUS12345)
The difference between them is SFO contains the "metadata" info related with his structure, and SFX dont (its XML code).
SFO
0x00 00 50 53 46 01 01 00 00 24 00 00 00 30 00 00 00 | .PSF....$...0... | 0x10 01 00 00 00 00 00 04 02 0A 00 00 00 0F 00 00 00 | ................ | 0x20 00 00 00 00 54 49 54 4C 45 5F 49 44 00 00 00 00 | ....TITLE_ID.... | 0x30 42 4C 55 53 31 32 33 34 35 00 00 00 00 00 00 00 | BLUS12345....... |
Areas | Offset | Size | Name | Example | Value (conversion) | Notes |
---|---|---|---|---|---|---|
header | 0x00 | 0x04 | magic | 00 50 53 46 | PSF (utf-8) | |
0x04 | 0x04 | version | 01 01 00 00 | 1.01 (Big endian, decimal) | ||
0x08 | 0x04 | key_table_start | 24 00 00 00 | 0x24 (Big endian) | Start of key_table | |
0x0C | 0x04 | data_table_start | 30 00 00 00 | 0x30 (Big endian) | Start of data_table | |
0x10 | 0x04 | index_table_entries | 01 00 00 00 | 1 (Big endian, decimal) | Number of entries in the index_table | |
index_table | 0x14 | 0x02 | key_table_offset | 00 00 | 0x00 (Big endian) | (Start of param_key) - (Start of key_table) = 0x24-0x24 = 0 |
0x16 | 0x02 | param_fmt | 04 02 | Utf-8, refered to param_data | ||
0x18 | 0x04 | param_len | 0A 00 00 00 | 10 (Big endian, decimal) | param_data used length is BLUS12345 (9 bytes) + 1 blank byte NULL terminated = 10 bytes | |
0x1C | 0x04 | param_max_len | 0F 00 00 00 | 16 (Big endian, decimal) | TITLE_ID param_data has always 16 bytes length reserved | |
0x20 | 0x04 | data_table_offset | 00 00 00 00 | 0x00 (Big endian) | (Start of param_data) - (Start of data_table) = 0x30-0x30 = 0 | |
key_table | 0x24 | 0x09 | param_key | 5449544C455F494400 | TITLE_ID (utf-8) | key_table_offset is refered to this param_key |
0x2D | 0x03 | padding | 00 00 00 | 9 bytes used by the previous entries + 3 padding = aligned to 12 bytes | ||
data_table | 0x30 | 0x0F | param_data | 41424344313233343500 | BLUS12345 (utf-8) | param_fmt, param_len, param_max_len, and data_table_offset are refered to this param_data |
SFX
Code Sample
SFX Can be used as "templates" to generate SFO files
SFX Can be created using a SFO as the "source". See: SFO2SFX
SFO Requirements for HDD contents
This table contains all the param_key's known/found for an overview of the requirements needed by the PARAM.SFO of each content.
Columns of the table are named by the CATEGORY used by this content.
param_key | param_fmt | param_max_len | param_len | HG, AP, AM, AV, AT, CB, HM, BV, WT | 1P | 2G | 2P | MN | PE | GD | 2D | SD | MS | ╦ | PP | VT? |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bootable | System Data | Saves | Trophy | Transferable | ||||||||||||
ACCOUNT_ID | utf-8 Special Mode | 16 (0x10) | 16 (0x10) | No | No | No | No | No | No | No | No | Yes | No | No | No | No |
ACCOUNTID | utf-8 | 16 (0x10) | 16 (0x10) | No | No | No | No | No | No | No | No | No | No | Yes | No | No |
ANALOG_MODE | integer | 4 (0x4) | 4 (0x4) | No | Yes | No | No | No | No | No | No | No | No | No | No | ??? |
APP_VER | utf-8 | 8 (0x8) | 6 (0x6) | Opt | No | No | No | Yes | Yes | Opt | No | No | No | No | No | ?? |
ATTRIBUTE | integer | 4 (0x4) | 4 (0x4) | Opt | Yes | Yes | Opt | Yes | Yes | Opt | No | Yes | No | No | Yes | ? |
BOOTABLE | integer | 4 (0x4) | 4 (0x4) | Yes | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | Yes | |
CATEGORY | utf-8 | 4 (0x4) | 3 (0x3) | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | |
CONTENT_ID | utf-8 | 48 (0x30) | 37 (0x25) | Opt | No | No | No | No | No | No | No | No | No | No | No | |
DETAIL | utf-8 | 1024 (0x400) | variable | No | No | No | No | No | No | No | No | Opt | No | No | No | |
ITEM_PRIORITY | integer | 4 (0x4) | 4 (0x4) | No | No | Yes | No | No | No | No | No | No | No | No | No | |
LANG | integer | 4 (0x4) | 4 (0x4) | No | No | No | No | No | No | No | No | No | No | Yes | No | |
LICENSE | utf-8 | 512 (0x200) | variable | Yes | No | Yes | No | No | No | No | No | No | No | No | No | |
NP_COMMUNICATION_ID | utf-8 | 16 (0x10) | 13 (0xD) | Opt | No | No | No | No | No | No | No | No | No | No | No | |
NPCOMMID | utf-8 | 16 (0x10) | 12 (0xC) | No | No | No | No | No | No | No | No | No | No | Yes | No | |
PADDING | utf-8 Special Mode | 8 (0x8) | 0 (0x0) | No | No | No | No | No | No | No | No | No | No | Yes | No | |
PARAMS | utf-8 Special Mode | 1024 (0x400) | 1024 (0x400) | No | No | No | No | No | No | No | No | Yes | No | No | No | |
PARAMS2 | utf-8 Special Mode | 12 (0xC) | 12 (0xC) | No | No | No | No | No | No | No | No | Yes | No | No | No | |
PARENTAL_LEVEL_x | integer | 4 (0x4) | 4 (0x4) | Opt | No | No | No | No | No | No | No | No | No | No | No | |
PARENTAL_LEVEL | integer | 4 (0x4) | 4 (0x4) | Yes | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | |
PARENTALLEVEL | integer | 4 (0x4) | 4 (0x4) | No | Yes | No | No | No | No | No | No | No | No | Yes | No | |
PS3_SYSTEM_VER | utf-8 | 8 (0x8) | 8 (0x8) | Yes | Yes | Yes | Yes | Yes | Yes | Opt | Yes | No | No | No | Yes | |
REGION_DENY | integer | 4 (0x4) | 4 (0x4) | Opt | No | No | Opt | No | No | No | No | No | No | No | No | |
RESOLUTION | integer | 4 (0x4) | 4 (0x4) | Yes | Yes | Yes | No | Yes | Yes | No | No | No | No | No | No | |
SAVEDATA_DETAIL | utf-8 | 1024 (0x400) | variable | No | No | No | No | No | No | No | No | No | Yes | No | No | |
SAVEDATA_DIRECTORY | utf-8 | 64 (0x40) | variable | No | No | No | No | No | No | No | No | Yes | Yes | No | No | |
SAVEDATA_FILE_LIST | utf-8 Special Mode | 3168 (0xC60) | 3168 (0xC60) | No | No | No | No | No | No | No | No | No | Yes | No | No | |
SAVEDATA_LIST_PARAM | utf-8 | 8 (0x8) | variable | No | No | No | No | No | No | No | No | Yes | No | No | No | |
SAVEDATA_PARAMS | utf-8 Special Mode | 128 (0x80) | 128 (0x80) | No | No | No | No | No | No | No | No | No | Yes | No | No | |
SAVEDATA_TITLE | utf-8 | 128 (0x80) | variable | No | No | No | No | No | No | No | No | No | Yes | No | No | |
SOUND_FORMAT | integer | 4 (0x4) | 4 (0x4) | Yes | Yes | Yes | No | Yes | Yes | No | No | No | No | No | No | |
SOURCE | integer | 4 (0x4) | 4 (0x4) | No | No | No | No | No | No | No | No | No | No | Yes | No | |
SUB_TITLE | utf-8 | 128 (0x80) | variable | No | No | No | No | No | No | No | No | Opt | No | No | No | |
TARGET_APP_VER | utf-8 | 8 (0x8) | 6 (0x6) | No | No | No | No | No | No | Opt | No | No | No | No | No | |
TITLE | utf-8 | 128 (0x80) | variable | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | |
TITLE_ID | utf-8 | 16 (0x10) | 10 (0xA) | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | No | No | No | Yes | |
TITLE_xx | utf-8 | 128 (0x80) | variable | Opt | No | Yes | No | No | No | No | No | No | No | No | No | |
TITLEID0xx | utf-8 | 16 (0x10) | 9 (0x9) | No | No | No | No | No | No | No | No | No | No | Yes | No | |
VERSION | utf-8 | 8 (0x8) | 6 (0x6) | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes | No | No | Yes | Yes |
SFO Requirements for Trophies
Trophy installations uses a PARAM.SFO without CATEGORY, can be considered different than the others because XMB doesnt identify them based in his CATEGORY but the format is the same
His placement in XMB up to firmware 4.25 was in "Game" column... after 4.30 are placed in "PlayStation Network" column, this placement in XMB is not dependant of his CATEGORY
Trophy folders are generated by a trophy installer (TROPHY.TRP), for more info see: Trophy files
- The requirements of this type of PARAM.SFO are displayed in the previous table with a "fake" CATEGORY marked as: "╦"
Parameters Descriptions
ACCOUNT_ID
PSN User Account stored as utf-8 Special Mode. The string is compared with the info contained in XRegistry.sys. The comparison can only return two values, right, or wrong, if the comparison returns right the SaveData is valid.
Filled with zeroes when the user has not been registered in PSN.
ACCOUNTID
Same string than ACCOUNT_ID but stored as utf-8 because the system uses it for normal functions (in this case is sent to PSN to synchronize the trophy data with your online account).
ANALOG_MODE
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | Analog Mode Enabled |
- Analog Mode Enabled
Enables compatibility with the analog sticks of the Dualshock Controller.
APP_VER
Application version (or patch version). Not used in old games.
The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00 for the first stable version released.
- Cummulative Patches
Game patches uses a bigger APP_VER as 01.01 for the first patch, but keeping the same TITLE_ID from the original release.
ATTRIBUTE
Contains a maximun of 32 flags that can be turned on/off to activate/deactivate special boot modes and features of the content.
Values are stored in "Little Endian" format inside the SFO, to represent the whole tables in a "human readable" format has been needed to convert them to "Big Endian" and then to "Binary".
ATTRIBUTE In Bootable content
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
Firmware (date) |
Flag Nº (flag required) |
---|---|---|---|---|---|---|
Firmware features | ||||||
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | PSP Remote Play (v1) | 1.10 (Nov 2006) | 01 |
02 00 00 00 | 00 00 00 02 | 2 | 00000000 00000000 00000000 00000010 | PSP Export | 1.70 (Apr 2007) | 02 |
04 00 00 00 | 00 00 00 04 | 4 | 00000000 00000000 00000000 00000100 | PSP Remote Play (v2) | 1.80 (May 2007) | 03 (01) |
08 00 00 00 | 00 00 00 08 | 8 | 00000000 00000000 00000000 00001000 | XMB In-Game (v2) Forced Enabled | 2.40 (Jul 2008) | 04 |
10 00 00 00 | 00 00 00 10 | 16 | 00000000 00000000 00000000 00010000 | XMB In-Game (v2) Disabled | 2.40 (Jul 2008) | 05 |
20 00 00 00 | 00 00 00 20 | 32 | 00000000 00000000 00000000 00100000 | XMB In-Game (v2) Background Music | 2.40 (Jul 2008) | 06 |
40 00 00 00 | 00 00 00 40 | 64 | 00000000 00000000 00000000 01000000 | XMB In-Game Chat Voice Disabled? | 07 | |
80 00 00 00 | 00 00 00 80 | 128 | 00000000 00000000 00000000 10000000 | PSvita Remote Play only | 4.00 (Nov 2011) | 08 |
Firmware Screens ??? | ||||||
00 01 00 00 | 00 00 01 00 | 256 | 00000000 00000000 00000001 00000000 | Move Controller (warning screen) | 3.40 (Jun 2010) | 09 |
00 02 00 00 | 00 00 02 00 | 512 | 00000000 00000000 00000010 00000000 | Navigation Controller (warning screen) | 3.40 (Jun 2010) | 10 (09) |
00 04 00 00 | 00 00 04 00 | 1024 | 00000000 00000000 00000100 00000000 | Eye Cam (warning screen) | 3.40 (Jun 2010) | 11 (09) |
00 08 00 00 | 00 00 08 00 | 2048 | 00000000 00000000 00001000 00000000 | Calibration (notification screen) | 3.40 (Jun 2010) | 12 |
00 10 00 00 | 00 00 10 00 | 4096 | 00000000 00000000 00010000 00000000 | 3D (warning screen) | 3.40 (Jun 2010) | 13 |
00 20 00 00 | 00 00 20 00 | 8192 | 00000000 00000000 00100000 00000000 | Not used yet ? | 14 | |
00 40 00 00 | 00 00 40 00 | 16384 | 00000000 00000000 01000000 00000000 | Not used yet ? | 15 | |
00 80 00 00 | 00 00 80 00 | 32768 | 00000000 00000000 10000000 00000000 | Not used yet ? | 16 | |
Game & Software Features ??? | ||||||
00 00 01 00 | 00 01 00 00 | 65536 | 00000000 00000001 00000000 00000000 | Install Disc | 17 | |
00 00 02 00 | 00 02 00 00 | 131072 | 00000000 00000010 00000000 00000000 | Install Packages | 18 | |
00 00 04 00 | 00 04 00 00 | 262144 | 00000000 00000100 00000000 00000000 | Unknown ! | 19 | |
00 00 08 00 | 00 08 00 00 | 524288 | 00000000 00001000 00000000 00000000 | Game Purchase Enabled | 20 | |
00 00 10 00 | 00 10 00 00 | 1048576 | 00000000 00010000 00000000 00000000 | Unknown!(XMB in Game for software) | 21 | |
00 00 20 00 | 00 20 00 00 | 2097152 | 00000000 00100000 00000000 00000000 | PCEngine (X0) | works in 3.41 | 22 |
00 00 40 00 | 00 40 00 00 | 4194304 | 00000000 01000000 00000000 00000000 | License Text Hidden | 23 | |
00 00 80 00 | 00 80 00 00 | 8388608 | 00000000 10000000 00000000 00000000 | Move Controller Compatible | 3.40 (Jun 2010) | 24 |
??? | ||||||
00 00 00 01 | 01 00 00 00 | 16777216 | 00000001 00000000 00000000 00000000 | Reserved (X1) | 25 (22) | |
00 00 00 02 | 02 00 00 00 | 33554432 | 00000010 00000000 00000000 00000000 | Reserved (X2) | 26 (22) | |
00 00 00 03 | 03 00 00 00 | 50331648 | 00000011 00000000 00000000 00000000 | Reserved (X3) | 25+26 (22) | |
00 00 00 04 | 04 00 00 00 | 67108864 | 00000100 00000000 00000000 00000000 | NeoGeo (X4) | works in 3.41 | 27 (22) |
00 00 00 05 | 05 00 00 00 | 83886080 | 00000101 00000000 00000000 00000000 | Reserved (X5) | 25+27 (22) | |
00 00 00 06 | 06 00 00 00 | 100663296 | 00000110 00000000 00000000 00000000 | Reserved (X6) | 26+27 (22) | |
00 00 00 07 | 07 00 00 00 | 117440512 | 00000111 00000000 00000000 00000000 | Reserved (X7) | 25+26+27 (22) | |
00 00 00 08 | 08 00 00 00 | 134217728 | 00001000 00000000 00000000 00000000 | Not used yet ? | 28 | |
00 00 00 10 | 10 00 00 00 | 268435456 | 00010000 00000000 00000000 00000000 | Not used yet ? | 29 | |
00 00 00 20 | 20 00 00 00 | 536870912 | 00100000 00000000 00000000 00000000 | Not used yet ? | 30 | |
00 00 00 40 | 40 00 00 00 | 1073741824 | 01000000 00000000 00000000 00000000 | Not used yet ? | 31 | |
00 00 00 80 | 80 00 00 00 | 2147483648 | 10000000 00000000 00000000 00000000 | Not used yet ? | 32 |
- PSP Remote Play v1 and v2
Remote play is a feature that displays the PS3 screen on a PSP to enable remote operation over a wireless LAN. There are two PSP Remote Play modes, "v1" is in low quality using MPEG4 SP/ATRAC codecs, and "v2" uses MPEG4 AVC/AAC. See: Remote Play page and Official video in youtube.
- PSP Export
Allows the copy of the content to a PSP by pressing triangle over his icon in XMB and the option "copy" in the side menu. Used by "PS1 Game", "Minis Game" and "PSP Game".
From FW 4.00, this option have been removed and the copy to a psp (or install on XMB) is from "bubbles" PKG (the flag is still used there). After been copied, you can still keep the pkg.
- XMB In-Game v2 Forced Enable
XMB In-Game v2 was implemented in firmware 2.40, before 2.40 there was an old XMB In-Game v1. Games released before firmware 2.40 uses "XMB In-Game v1" even when launched in higher firmwares. This flag activates "XMB In-Game v2" for this old games, it has no effect in games released after 2.40 because this ones has XMB In-Game v2 activated by default. See: Official introduction video of the feature in fw 2.40.
If pressing home button for few seconds, XMB In-Game V1 will appear in recent games. Some games such as Fritz chess got even 3 different XMB In Game: V2 when the game is launched, V1 during autosave feature screen, and a kind of V1.5 after (ICONS barely visible and no background visible)
- XMB In-Game v2 Disabled
Replaces "XMB In-Game v2" by "XMB In-Game v1", works with all games, useful to free ram and to improve the loading time of the menu.
- XMB In-Game v2 Background Music
Allows to pause the game (with the PS button), play your own music from the files stored in your HDD, and return to the game while your music is playing. This feature enables a SPU (inside CELL) that runs an specific thread to play the music independently of the other game threads (is a feature of the firmware, not of the game)
- PSvita Remote Play only 480p (852x480)
Used for first time by "patch v3.52" for "torne" (IP9100-BCJB95006_00-TORNE0PATCH00352-A0352-V0352-PE). Previously torne had 2 flags for the two PSP remote play modes. This patch was released few days after PS3 firmware 4.00, in his chagelog there is a clear reference to PSvita connectivity with PS3 but its not verifyed (and cant be tested in a firmware before 4.00)
- Move/Navigation/Eye (warning screens)
This warning screens are displayed before the game is launched (around 3 seconds each), are an explain of the correct way to use the "move controller", "navigation controller", and "eye cam" respectively. The game waits for them to appear so is a good idea to remove them to improve the loading time, the removing of this 3 screens has no effect over the controller, move controller will work without them.
- Calibration (notification screen)
This is a calibration screen that appears when the controller has not been calibrated previously (or when is miss-configured).
- Stereoscopic 3D (warning screen)
This is a warning screen similar than the ones related with move peripherals, only appears when the TV is "3D compatible".
- Install Disc
Hides the primary icon of the disc (only the secondary icon is displayed), used when the disc contains only "Install Packages" and there is no bootable content on the "main" path (PS3_GAME/USRDIR/EBOOT.BIN).
- Install Packages
Activates the subfolder structure PS3_GAME/PKGDIR in discs by loading another SFO from this subfolder (the system loads the "main" SFO from PS3_GAME, and then "jumps" to the "secondary" SFO), every time one of these SFO's inside substructures/subfolders is loaded... a new subicon/mount point is loaded in XMB. See the "fake disc structure" examples in CATEGORY For Disc contents
- Game Purchase Enabled
Activates the option to purchase the content by pressing triangle over his icon in XMB. is directly related with CONTENT_ID. When the content is purchased his CONTENT_ID is checked online to obtain the license. After the license is retrieved the game loads another PARAM.SFO from a subfolder with different values (e.g. PARAM.SFO from the subfolder, as C00, with the TITLE "Full" is loaded, and the main PARAM.SFO with the TITLE "Demo" is ignored)
- Move Controller Compatible
Enables support for the Move Controller (Navigation Controller and Eye Cam doesn't have/needs a flag)
- License Text Hidden
Removes the "About this Game" option in Side Menu (by pressing triangle over the icon in XMB). This option ignores the LICENSE text. Used by games that has his own license and not the sony one (e.g: PCengine & NeoGeo)
- Unknown flag n21: When activated, "XMB in Game" for software is used (e.g.:"Do you want to quit the software now?" similar for apps category) and "About this Game" option is removed (on HDD category)
ATTRIBUTE in Patches
When a patch for a game (e.g: a disc game) is installed, the game boots from the "patch installation" folder, XMB loads from this folder his Content Information Files, a new PARAM.SFO, and a new EBOOT.BIN
After one of this installations PS3 loads both PARAM.SFO's (the "original.sfo" one from disc + the new from the "patch.sfo" folder)... some values are taken from the "original.sfo" (e.g: BOOTABLE, RESOLUTION, SOUND_FORMAT... are not present in patches)... and others are taken from the "patch.sfo" (e.g: APP_VER increases in every patch)
Patches uses a system of "overwrite flag/param_key" that makes the PS3 ignore the "original.sfo" value and use the value from the "patch.sfo"... this can be used in combination with the "standard flags" (one flag indicates the value must be taken from the patch... and the other flag activates the feature)
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
00 00 01 00 | 00 01 00 00 | 65536 | 00000000 00000001 00000000 00000000 | Overwrite: ???unknown??? |
00 00 02 00 | 00 02 00 00 | 131072 | 00000000 00000010 00000000 00000000 | Overwrite: ???unknown??? |
00 00 04 00 | 00 04 00 00 | 262144 | 00000000 00000100 00000000 00000000 | Overwrite: RESOLUTION, SOUND_FORMAT, Remote Play |
00 00 08 00 | 00 08 00 00 | 524288 | 00000000 00001000 00000000 00000000 | Overwrite: ???unknown??? |
00 00 10 00 | 00 10 00 00 | 1048576 | 00000000 00010000 00000000 00000000 | Overwrite: ATTRIBUTE flag: XMB In-Game |
00 00 20 00 | 00 20 00 00 | 2097152 | 00000000 00100000 00000000 00000000 | Overwrite: ATTRIBUTE flag: Move Controller warning screen |
00 00 40 00 | 00 40 00 00 | 4194304 | 00000000 01000000 00000000 00000000 | Overwrite: ATTRIBUTE flag: 3D warning screen |
00 00 80 00 | 00 80 00 00 | 8388608 | 00000000 10000000 00000000 00000000 | Overwrite: ATTRIBUTE flag: Move Controller Compatible |
- Overwrite: ???unknown???
TITLE ?
- Overwrite: ???unknown???
PARENTAL_LEVEL ?
- Overwrite RESOLUTION, SOUND_FORMAT, Remote Play
For remote play: with this flag you ll need to add one of the flag related to remote play.
E.G. 262272 (0x40080) for PS VITA only added (God of War Collection 1.01 with PARAM.HIP explaining it s not compatible with PSP)
- Overwrite: ???unknown???
- Overwrite XMB In-Game
wich one?, there are 4... all them?
- Overwrite Move Controller warning screen
- Overwrite 3D warning screen
- Overwrite Move Controller Compatible
ATTRIBUTE in SaveData
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | Save Data Copy Protected |
- Save Data Copy Protected
Used only in SaveData (SD), not in MInis SaveData (MS). Removes the option "copy" from the side menu when pressing triangle over his icon in XMB.
ATTRIBUTE in Discs Subfolders
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | Subfolder Activated |
- Subfolder Activated
Used in Discs subfolders (CATEGORY TR, VR, DP, XR) to activate another subfolder.
BOOTABLE
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | Bootable |
- Bootable
If the content is bootable or not, useful when you are going to make a data pkg.
CATEGORY
The next table represents the columns where the content is placed in the XMB and the CATEGORY asociated.
Content Icon | Standard name | Since | Up to | Source/generated by: | Notes & Examples | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PSvita | VT? | PSvita ? | 4.00 | 4.31+ | .PKG ? | PSvita contents. Not bootable, import/export to PSvita | |||||||
System Data | GD | Game Data | PS3 Disc and .PKG | PS3 disc installs, Game updates, Game DLC, Game common user data (e.g: GT5) | |||||||||
2D | PS2 Data | 1.31 | 4.31+ | PS2 Disc and .PKG | PS2 Emulator Data, DLC for PS2 Disc games (related with CATEGORY 2G). See: Emulation | ||||||||
Game Saves | SD | Save Data | 1.00 | 4.31+ | PS3 game | See: Game Saves - PS3 | |||||||
MS | Memory Stick? | 3.15 | 4.31+ | PSP Minis game | See: Game Saves - Minis | ||||||||
MS | Memory Stick? | PSP Remaster game | See: Game Saves - PSP Remaster | ||||||||||
HDD Bootable | AP | App Photo | .PKG | PlayMemories | |||||||||
AM | App Music | .PKG | Qriocity Music Unlimited | ||||||||||
AV | App Video | .PKG | Netflix, LoveFilm, Maxdome | ||||||||||
BV | Broadcast? Video | .PKG | |||||||||||
AT | App TV | .PKG | QOOK TV, Now TV, Torne (TV/Video Services Column hidden when no installed content) | ||||||||||
WT | Web? TV | .PKG | Animaxtv etc. starts WebBrowser with corresponding page animaxtv | ||||||||||
CB | CELL? BE? | .PKG | Life with PlayStation, Folding@home | ||||||||||
HM | Home | .PKG | PlayStation Home | ||||||||||
--- | --- | SF | Store Frontend? | .PKG | PlayStation Store | ||||||||
HG | HDD Game | 1.00 | 4.31+ | .PKG | Combined with ATTRIBUTE generates "subcategories" e.g: and | ||||||||
2G | PS2 Game | PS2 Disc Installation | PS2 Discs installed in internal HDD, only in "backward compatible" PS3's. See: Emulation | ||||||||||
2P | PS2 PSN ? | 3.70 | 4.31+ | .PKG | "PS2 Classics". Re-edited PS2 games released as a .pkg in "PlayStation Store" | ||||||||
1P | PS1 PSN ? | 1.70 | 4.31+ | .PKG | "PS1 Classics". Re-edited PS1 games released as a .pkg in "PlayStation Store" | ||||||||
MN | Minis | 3.15 | 4.31+ | .PKG | "PSP Minis". Format inherited from PSP | ||||||||
PE | PSP Emulator | 3.70 | 4.31+ | .PKG | "PSP Remasters". Re-edited PSP games released as a .pkg in a "Install Disc" | ||||||||
Transferable | PP | PSP | .PKG | Not bootable, but can be copyed to a PSP or PS VITA (? as option suggest it on XMB) | |||||||||
Ps3 Disc | DG | Disc Game | 1.00 | 4.31+ | PS3 Disc | Main content of a Game Disc | |||||||
AR | Autoinstall Root | PS3 Disc | Game Patches and Installable Packages | ||||||||||
DP (IP) | Disc Package (Install package) | PS3 Disc | Installable Packages | ||||||||||
XR (IP) | Extra Root (Install package) | PS3 Disc | Installable Packages | ||||||||||
XR (TI) | Extra Root (Theme Item) | PS3 Disc | Themes | ||||||||||
XR (VI) | Extra Root (Video Item) | PS3 Disc | Videos | ||||||||||
VR (VI) | Video Root (Video Item) | PS3 Disc | Videos | ||||||||||
TR (**) | Theme Root | PS3 Disc | Themes | ||||||||||
DM | Disc Movie | PS3 Disc | Main content of a Movie Disc |
- Notes
- Values inside parentheses indicates the structure has another subfolder with another PARAM.SFO.
- PS1 Game Saves and PS2 Game Saves are stored in a Virtual Memory Card (<Virtual MemCard>.VM1 for PS1 and <Virtual MemCard>.VM2 for PS2) without a PARAM.SFO
These are "fake Blu-Ray discs" with the minimal values inside SFO's/SFX's needed for the structure to work, and the needed HYBRID_FLAG's inside the main PS3_DISC.SFB. All the files are 100% hand made from scratch and tested.
Game discs in folder PS3_GAME The basic structure of a game disc.
0GAM00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0GAM00001) |--- PS3_GAME |--- PARAM.SFO <--- CATEGORY (DG), TITLE_ID (0GAM00001) |--- USRDIR |--- EBOOT.BIN
Movie discs in folder PS3_VPRM This is the part of a Blue-Ray movie structure related with the PS3 system... the rest are the standard folders/files of a Blue-Ray movie and is not needed to be explained here.
0MOV00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (v), TITLE_ID (blank) |--- PS3_VPRM |--- PARAM.SFO <--- CATEGORY (DM)
E.G.: BLJM93009
Game discs in folder PS3_CONTENT Themes folder is mounted as a "secondary icon" under the "main game icon". Doesn't need/admit an SFO/SFX, the icon contained in the theme is resized and displayed inside a bubble, also the TITLE of the Theme is used for the content.
0CONT00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (TV), TITLE_ID (0CONT00001) |--- PS3_CONTENT |--- THEMEDIR | |--- PARAM.SFO <--- ATTRIBUTE (01000000), CATEGORY (TR), TITLE (Themes) | |--- D000 | |--- DATA001.P3T | |--- DATA002.P3T |--- VIDEODIR |--- PARAM.SFO <--- ATTRIBUTE (01000000), CATEGORY (VR), TITLE (Videos) |--- D001 | |--- PARAM.SFO <--- CATEGORY (VI), TITLE (Video 1) | |--- DATA000.MP4 |--- D002 |--- PARAM.SFO <--- CATEGORY (VI), TITLE (Video 2) |--- DATA000.MP4
Game discs in folder PS3_GAME/PKGDIR Can be considered an "expansion" of the basic blu-ray structure of a game disc, activated by the flag 00000200 in the ATTRIBUTE of the PARAM.SFO inside PS3_GAME. Packages are displayed in subfolders inside bubbles with his icons resized.
When the packages are installed, the file PARAM.SFO from PKGDIR is renamed to DISC.SFO and copyed inside the installation folder with the purpose of ??? (unknown, his info is not displayed in XMB, see also DISC.SFO on PS3_EXTRA for possible use)
0PKG00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0PKG00001) |--- PS3_GAME |--- PARAM.SFO <--- ATTRIBUTE (00000200), CATEGORY (DG) |--- PKGDIR |--- PARAM.SFO <--- ATTRIBUTE (0100000), CATEGORY (DP), TITLE (Packages) |--- PKG01 | |--- PARAM.SFO <--- CATEGORY (IP), TITLE (Package 1) | |--- INSTALL.PKG |--- PKG02 |--- PARAM.SFO <--- CATEGORY (IP), TITLE (Package 2) |--- INSTALL.PKG
Game discs in folder PS3_GAME/INSDIR Can be considered an "expansion" of the basic blu-ray structure of a game disc, activated by default ?
Used for "game patches" and "game expansion packs". The PARAM.SFO inside "INSDIR" contains the "APP_VER" of the bigger patch of the folder. Note that "download content" packages doesnt contains "APP_VER" so his installation doesnt updates the main game. For this reason "APP_VER" is only related with patches and is only needed when there are patches in the folder.
0INS00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0INS00001) |--- PS3_GAME |--- PARAM.SFO <--- CATEGORY (DG) |--- INSDIR |--- PARAM.SFO <--- APP_VER (01.02), CATEGORY (AR) |--- DATA000.PKG |--- DATA001.PKG
Game discs in folder PS3_EXTRA Icon sizes is the same used in "PStore news" menu ([big squares of 486x405 pixels]). see: Content Information Files
Similar as PKGDIR, the file PARAM.SFO from PKGDIR (seems typo error) is renamed to DISC.SFO (e.g.: BLJM60372 Biohazard revival)
The purpose of this DISC.SFO seems to force the user to start the installed game with the original disc with this message on XMB:
"to play this game, you must insert the following disc. Insert the disc, and then start the game again. (8001003E) Install disc"
(can be resolve by launching BD emulator, remove the disc.sfo file or using the original disc)
(Install disc being the name inside the SFO.)
0EXT00001 |--- PS3_DISC.SFB <--- HYBRID_FLAG (g), TITLE_ID (0EXT00001) |--- PS3_GAME | |--- PARAM.SFO <--- CATEGORY (DG) |--- PS3_EXTRA |--- PARAM.SFO <--- ATTRIBUTE (0100000), CATEGORY (XR), TITLE (Extras) |--- D001 | |--- PARAM.SFX <--- CATEGORY (IP), TITLE (Package 1) | |--- DATA000.PKG |--- D002 | |--- PARAM.SFX <--- CATEGORY (IP), TITLE (Package 2) | |--- DATA000.PKG |--- D003 | |--- PARAM.SFX <--- CATEGORY (VI), TITLE (Video 1) | |--- DATA000.MP4 |--- D004 | |--- PARAM.SFX <--- CATEGORY (VI), TITLE (Video 2) | |--- DATA000.MP4 |--- D005 | |--- PARAM.SFX <--- CATEGORY (TI), TITLE (Theme 1) | |--- DATA000.P3T |--- D006 |--- PARAM.SFX <--- CATEGORY (TI), TITLE (Theme 2) |--- DATA000.P3T
You can download this structures to experiment with them or to look how SFO's SFX's are built ---> [Blu-Ray fake discs by sandungas]
CONTENT_ID
Content Identificator for Gamepurchase feature. Used in games that runs in "demo mode" and can be purchased (unlocked) by pressing triangle over his icon in XMB.
The format is: XXYYYY-NP_COMMUNICATION_ID-LICENSE_ID where:
- XX is ?
- YYYY is ?
- - is a separator character (mandatory)
- NP_COMMUNICATION_ID is explained in NP_COMMUNICATION_ID
- - is a separator character (mandatory)
- LICENSE_ID is ?
This games has a minimal folder structure with two PARAM.SFO like this:
NPxx12345 |--- PARAM.SFO <--- ATTRIBUTE (00000800), CATEGORY (HG), TITLE (GAME Trial) ... & others |--- USRDIR | |--- EBOOT.BIN |--- C00 |--- PARAM.SFO <--- ATTRIBUTE (00000800), CATEGORY (HG), TITLE (GAME Full) ... & others
DETAIL
Text lines displayed under SUBTITLE text. Used only for SaveData to store long texts from the game like the name of the level you was playing, the equipment of your character (in a RPG), or the car you was driving (in a race simulator), etc...
When the text is too long to fit in the screen it scrolls vertically from bottom to top, if the Data_Used_Size is not correct this scroll doesn't flow properly.
The special byte "0A" displaces the text to the next line (a linefeed), this can be used to create long texts composed by several horizontall lines.
ITEM_PRIORITY
Used only in category "2G" for "PS2 game discs" that can be installed in the PS3 internal HDD. Always filled with zeroes in the examples found
LANG
Language used when the "trophy config file" TROPCONF.SFM was installed. Valid values for languages are the same ones used for Regional codes
LICENSE
License text of the content, hidden by the system in actual firmwares
NP_COMMUNICATION_ID
Network Platform Communication ID. Also is the name of the folder containing the trophy installer: TROPHY.TRP
The format is NPWRxxyyy_zz (e.g. NPWR00001_00)
NPCOMMID
Same than NP_COMMUNICATION_ID but with a param_len of 12 bytes
PADDING
Unknown
PARAMS
Intended to store user (and console?) specific data.
Offset | length | Example | Description | Notes |
---|---|---|---|---|
0x0000 | 12 (0xC) | 030401020300000000000000 | Unknown | |
0x000C | 4 (0x4) | 08000000 | Unknown | |
0x0010 | 4 (0x4) | 7D000000 | Unknown | |
0x0014 | 4 (0x4) | 03000000 | Unknown | |
0x0018 | 4 (0x4) | 01000000 | userid | User identification number from XRegistry.sys |
0x001C | 16 (0x10) | FEDCBA9876543210FEDCBA9876543210 | psid | More info: PSID |
0x002C | 4 (0x4) | 01000000 | userid | User identification number from XRegistry.sys |
0x0030 | 16 (0x10) | 0123456789ABCDEF0123456789ABCDEF | accountid | PSN account identification from XRegistry.sys |
0x0040 | 960 (0x3C0) | 00000000........ | Unknown | Big chunk of zeroes, probably used or reserved for other formats |
- Notes:
- The string used in the paramater ACCOUNT_ID is the same than accountid inside PARAMS. When PARAMS & ACCOUNT_ID are present in the SFO the string can be found twice in the file.
PARAMS2
Unknown, usually filled with zeroes
PARENTAL_LEVEL_x
Used to restrict the content to a specific License Area
The "x" at the end of the name PARENTAL_LEVEL_x defines the License Area wich is one of this list.
param_key | License Area | Regions |
---|---|---|
PARENTAL_LEVEL_A | SCEA | US, Canada (North America), Mexico, Central America, South America |
PARENTAL_LEVEL_C | SCH | China |
PARENTAL_LEVEL_E | SCEE | Europe/Middle East/Africa, U.K./Ireland, Australia/New Zealand (Oceania), Russia, Ukraine, India, Central Asia |
PARENTAL_LEVEL_H | SCEH | Singapore/Malaysia (Southeast Asia), Taiwan, Hong Kong |
PARENTAL_LEVEL_J | SCEJ | Japan |
PARENTAL_LEVEL_K | SCEK | Korea (South Korea) |
- All this param_key's are used in group, and preceded by a "standard" PARENTAL_LEVEL with the value 00000000 (disabled)
- Valid values are the same than PARENTAL_LEVEL (an scale from 1 to 11) with the only difference that the value for disable is FFFFFFFF
---example string--- 00000000 05000000 0A000000 01000000 FFFFFFFF 06000000 0B000000 ---example explain--- PARENTAL_LEVEL = 00000000 (disabled) PARENTAL_LEVEL_A = 05000000 (level 5) PARENTAL_LEVEL_C = 0A000000 (level 10) PARENTAL_LEVEL_E = 01000000 (level 1) PARENTAL_LEVEL_H = FFFFFFFF (disabled) PARENTAL_LEVEL_J = 06000000 (level 6) PARENTAL_LEVEL_K = 0B000000 (level 11)
PARENTAL_LEVEL
It is a scale to rate the content for the different users based in user profile settings and international rating systems as: [| PEGI], [| ESRB], [| CERO], etc...
The higher the level the higher the restriction e.g:
- A game rated 11 will be displayed with an "locked" icon in XMB and requires the "unlock PIN" for a user with level 1.
- A game rated 1 can be played by all levels, from 1 to 11.
- Level 0 is disabled.
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Rating |
---|---|---|---|
00 00 00 00 | 00 00 00 00 | 0 | Disabled |
01 00 00 00 | 00 00 00 01 | 1 | Lower restriction |
02 00 00 00 | 00 00 00 02 | 2 | |
03 00 00 00 | 00 00 00 03 | 3 | |
04 00 00 00 | 00 00 00 04 | 4 | |
05 00 00 00 | 00 00 00 05 | 5 | |
06 00 00 00 | 00 00 00 06 | 6 | |
07 00 00 00 | 00 00 00 07 | 7 | |
08 00 00 00 | 00 00 00 08 | 8 | |
09 00 00 00 | 00 00 00 09 | 9 | |
0A 00 00 00 | 00 00 00 0A | 10 | |
0B 00 00 00 | 00 00 00 0B | 11 | Higher restriction |
PARENTALLEVEL
Same than PARENTAL_LEVEL
PS3_SYSTEM_VER
Minimum PS3 System Software required for the content to be bootable.
The format is XX.YYYY where "XX" and "YYYY" are numbers, and the point "." is included in the string, e.g: 03.4100.
REGION_DENY
Regions restrictions for the content, added in firmware 3.30
There are 12 valid Regions, each region has a position assigned in the binary string, marked with an "1" when the region is prohibited, or a "0". when is allowed.
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Binary (flags) |
Region Nº | Target Territory | Notes | |
---|---|---|---|---|---|---|
FE FF FF FF | FF FF FF FE | 11111111 11111111 11111111 11111110 | 0 | Japan | ||
FD FF FF FF | FF FF FF FD | 11111111 11111111 11111111 11111101 | 1 | US, Canada (North America) | Used in Netflix | |
FB FF FF FF | FF FF FF FB | 11111111 11111111 11111111 11111011 | 2 | Europe / Middle East / Africa | ||
F7 FF FF FF | FF FF FF F7 | 11111111 11111111 11111111 11110111 | 3 | Korea (South Korea) | ||
EF FF FF FF | FF FF FF EF | 11111111 11111111 11111111 11101111 | 4 | U.K. / Ireland | ||
DF FF FF FF | FF FF FF DF | 11111111 11111111 11111111 11011111 | 5 | Mexico, Central America, South America | ||
BF FF FF FF | FF FF FF BF | 11111111 11111111 11111111 10111111 | 6 | Australia / New Zealand (Oceania) | ||
7F FF FF FF | FF FF FF 7F | 11111111 11111111 11111111 01111111 | 7 | Singapore / Malaysia (Southeast Asia) | ||
FF FE FF FF | FF FF FE FF | 11111111 11111111 11111110 11111111 | 8 | Taiwan | ||
FF FD FF FF | FF FF FD FF | 11111111 11111111 11111101 11111111 | 9 | Russia, Ukraine, India, Central Asia | ||
FF FB FF FF | FF FF FB FF | 11111111 11111111 11111011 11111111 | 10 | China | ||
FF F7 FF FF | FF FF F7 FF | 11111111 11111111 11110111 11111111 | 11 | Hong Kong | ||
Examples | ||||||
01 F0 FF FF | FF FF F0 01 | 11111111 11111111 11110000 00000001 | From 1 to 11 | [Photo] of a PS3 DEX with Allowed Region=1-11 (region 0 not allowed) |
RESOLUTION
TV video modes supported by the content.
When there are several flags activated the PS3 will use the one with higher quality supported by the TV.
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | 480 (4:3) |
02 00 00 00 | 00 00 00 02 | 2 | 00000000 00000000 00000000 00000010 | 576 (4:3) |
04 00 00 00 | 00 00 00 04 | 4 | 00000000 00000000 00000000 00000100 | 720 (16:9) |
08 00 00 00 | 00 00 00 08 | 8 | 00000000 00000000 00000000 00001000 | 1080 (16:9) |
10 00 00 00 | 00 00 00 10 | 16 | 00000000 00000000 00000000 00010000 | 480 (16:9) |
20 00 00 00 | 00 00 00 20 | 32 | 00000000 00000000 00000000 00100000 | 576 (16:9) |
Examples | ||||
3F 00 00 00 | 00 00 00 3F | 63 | 00000000 00000000 00000000 00111111 | All video modes supported |
- Tests
- PS2 games remastered in PS3 format (not "ps2 classics") like "resident evil 4 HD" (CATEGORY=HG and TITLE_ID=NPEB00342) doesnt supports 1080 mode by default (or at least this one). 1080 mode in combination with SOUND_FORMAT (all SOUND_FORMAT modes enabled) the RESOLUTION flags are readed but the PS3 crashes
- Note the resolution for originall PS1 disc games can vary (See: Emulation Resolution). The RESOLUTION flags used in PARAM.SFO's of "PS1 Classics Game" from PSN seems to be specific and not fixed sizes (e.g: 01 00 00 00). This will need another table if more are found
SAVEDATA_DETAIL
Used to store texts generated by the game, the format s the same than DETAIL
SAVEDATA_DIRECTORY
Name of the folder where the game stores his SaveData. The format is: TITLE_IDxxxxx (9 bytes + 22 bytes max), e.g;: BLUS00001_savedata_01 where:
- TITLE_ID Identifier of the content. Explained in TITLE_ID.
- xxxxx Are texts (with variable lenght) to difference all the SaveDatas generated from the same game by the same user.
SAVEDATA_FILE_LIST
Contains a list with an space reserved for 99 entries, each entry 32 bytes long, for a total size of 3168 bytes (99 * 32 = 3168)
Entries refer to other files from the folder, example of one entry:
0x0550 53 45 43 55 52 45 2E 42 49 4E 00 00 00 72 93 A5 | SECURE.BIN...... | 0x0560 8B 8A D4 FA 8E B8 2B 3F A6 61 BC ED A6 00 00 00 | .z....+?.a...... |
53 45 43 55 52 45 2E 42 49 4E <------------------------ file name 72 93 A5 8B 8A D4 FA 8E B8 2B 3F A6 61 BC ED A6 <----- file hash ??? (changes when the file is updated)
SAVEDATA_LIST_PARAM
Partially unknown, usually filled with zeroes with a param_len of 1 byte
- Gran turismo 5 contains the string "GAMEDAT"
- The Orange Box: BLES00153, BLES00171, BLES00172, BLUS30055
When the disc boots, the EBOOT.BIN loads APP_CHOOSER.SELF, is a "game selector" and contains 5 games: half life 2, half life 2ep1, half life 2ep2, Portal, and Team fortress 2
Each of this games has his own .SELF and his own SAVECONTENTPS3 folder (each game uses different Content Information Files when generating his savedata). There is another savedata folder generated/loaded by the selector that is common. In some games (e.g: portal 1) there are several savedata folders to store: the "game settings", "autosave", and "manual save"
All the PARAM.SFO's generated in this savedata folders contains SAVEDATA_LIST_PARAM with a param_len of 7 bytes, and his values are strings of 6 numbers + a zero (NULL terminated)The value stored by this game in SAVEDATA_LIST_PARAM is the "size of the folder on disk". This size is dependant of the filesystem (512 bytes cluster size in UFS2), and how many clusters are taken as the "minimun chunk" (that seems to be 2 clusters)
Because the writing process standards (and from the point of view of available clusters for the next writing operation) when a single byte is used in a cluster, this whole cluster is considered "not available for next writing process of a new file". This means e.g: that a file with a size 513 bytes uses 2 complete clusters (512 bytes in the first cluster and 1 byte in the second cluster, both clusters are reserved for this file)
To calculate the number of clusters used by a folder... is needed to calculate the number of clusters used by each file inside the folder, this includes the files that uses a number of clusters that is not even and needs to be "rounded-up". e.g: a file with size 1 byte (that is supposed to fit in 1 cluster) uses 2 clusters because the number "1" is not even. In few words, the number of clusters used by a file needs to be "rounded-up to next even number"
- This save game is a good example because always contains the same values in SAVEDATA_LIST_PARAM (the second one from euro region, that is only the game settings, lol):
- BLES00153-PORCONF-0 [Link 1] [Link 2]
File name | real file size (in bytes) | theorical disk size (in clusters) | cluster round-up to even number | real disk size (in bytes) |
---|---|---|---|---|
ICON0.PNG | 12.461 | 12461/512=24,3... = 25 | 25+1= 26 | 26*512= 13.312 |
PARAM.PFD | 32.768 | 32768/512= 64 | 64*512= 32.768 | |
PARAM.SFO | 2.736 | 2736/512=5,3... = 6 | 6*512= 3.072 | |
PIC1.PNG | 89.268 | 89268/512=174,3... = 175 | 175+1= 176 | 176*512= 90.112 |
POR-0.CFG | 893 | 893/512=1,7... = 2 | 2*512= 1.024 | |
POR-0.CHK | 16 | 16/512=0,03... = 1 | 1+1= 2 | 2*512= 1.024 |
Folder contents total | ||||
138.142 | 273 clusters | 276 clusters | 141312 (SAVEDATA_LIST_PARAM) |
- The process is:
- 1.- Divide by the cluster size
- 2.- Round-up cluster number (if needed)
- 3.- Multiply by the same cluster size (to know the amount of bytes reserved for this clusters)
This can be simplifyed by using 1024 (2 clusters)... because this way there is no need of step 2 (the "round-up")... but i have no idea if naming this "chunk" of 2 clusters a "page"... or why UFS2 filesystem takes them 2 by 2... i prefer to left this example as is, feel free to correct me
Also, there is a simple "trick" that can be used to display the files divided in clusters of the size you want (maybe are others but this is the faster way i found). By formatting a usb pendrive in advanced mode, using the cluster size your need, then moving the folder there (by using FAT32 with 1024 bytes cluster the value reported by your operative system is the same one stored inside SAVE_DATA_LIST)
SAVEDATA_PARAMS
Example
Offset | length | Example | Description | Notes |
---|---|---|---|---|
0x11B0 | 16 (0x10) | 41000000000000000000000000000000 | Unknown | allways the same value found ("A" in utf-8) |
0x11C0 | 16 (0x10) | FEDCBA9876543210FEDCBA9876543210 | Unknown | changes when the savedata is updated |
0x11D0 | 16 (0x10) | 0123456789ABCDEF0123456789ABCDEF | Unknown | changes when the savedata is updated |
0x11E0 | 16 (0x10) | 00000000000000000000000000000000 | Unknown | allways the same value found (blank) |
0x11F0 | 16 (0x10) | 00000000000000000000000000000000 | Unknown | allways the same value found (blank) |
0x1200 | 16 (0x10) | 00000000000000000000000000000000 | Unknown | allways the same value found (blank) |
0x1210 | 16 (0x10) | 00000000000000000000000000000000 | Unknown | allways the same value found (blank) |
0x1220 | 16 (0x10) | ABCDEF0123456789ABCDEF0123456789 | Unknown | changes when the savedata is updated |
SAVEDATA_TITLE
Subtitle of the Save, the format is the same than SUBTITLE
SOUND_FORMAT
Sound modes supported by the content.
Hexadecimal (little endian) |
Hexadecimal (big endian) |
Decimal | Binary (flags) |
Feature (notes) |
Flag Nº (flag required) |
---|---|---|---|---|---|
01 00 00 00 | 00 00 00 01 | 1 | 00000000 00000000 00000000 00000001 | [LPCM] 2.0 | 01 |
02 00 00 00 | 00 00 00 02 | 2 | 00000000 00000000 00000000 00000010 | 02 | |
04 00 00 00 | 00 00 00 04 | 4 | 00000000 00000000 00000000 00000100 | [LPCM] 5.1 | 03 |
10 00 00 00 | 00 00 00 10 | 16 | 00000000 00000000 00000000 00010000 | [LPCM] 7.1 | 05 |
00 01 00 00 | 00 00 01 00 | 256 | 00000000 00000000 00000001 00000000 | [Dolby Digital] 5.1 | 09 (02) |
00 02 00 00 | 00 00 02 00 | 512 | 00000000 00000000 00000010 00000000 | [Digital Theater Systems (DTS)] 5.1 | 10 (02) |
Examples | |||||
15 00 00 00 | 00 00 00 15 | 21 | 00000000 00000000 00000000 00010101 | All LPCM modes | 1+3+5 |
02 01 00 00 | 00 00 01 02 | 258 | 00000000 00000000 00000001 00000010 | Only Dolby Digital 5.1 | 2+9 |
17 01 00 00 | 00 00 01 17 | 279 | 00000000 00000000 00000001 00010111 | All LPCM modes + Dolby Digital 5.1 | 1+2+3+5+9 |
02 02 00 00 | 00 00 02 02 | 514 | 00000000 00000000 00000010 00000010 | Only Digital Theater Systems (DTS) 5.1 | 2+10 |
17 03 00 00 | 00 00 03 17 | 791 | 00000000 00000000 00000011 00010111 | All sound modes | 1+2+3+5+9+10 |
- Tests
- PS2 games remastered in PS3 format (not "ps2 classics") like "resident evil 4 HD" (CATEGORY=HG and TITLE_ID=NPEB00342) only supports LPCM 2.0 by default. In the first tests was impossible to activate other sound modes (the flags are ignored). In combination with RESOLUTION (all RESOLUTION modes enabled) the SOUND_FORMAT flags are readed but the PS3 crashes
SOURCE
Unknown, usually filled with zeroes
SUB_TITLE
The line of text displayed under TITLE text, used only in SaveData to store short texts from the game like your player name, your play time, photo used or your rank in the game
When the text is too long to fit in the screen it scrolls horizontally from right to left, if the Data_Used_Size is not correct this scroll doesn't flow properly. The same behaviour happens with TITLE, TITLE_xx, TITLEID0xx and TITLE_ID
TARGET_APP_VER
Target application version for incremental patches. Patches containing TARGET_APP_VER can be installed over the game with the same APP_VER.
The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00
TITLE
Default "title of the game" for all languages. The text is displayed right to the ICON0.PNG.
The special byte "0A" displaces the text to the next line (a linefeed), this can be used to create long texts composed by several horizontall lines, the maximun number of horizontal text lines allowed for the TITLE is 3 (in other words... you can use the "linefeed" byte 2 times)
TITLE_ID
Identifier of the content, in the format WXYZ12345. Must be the same ID inside the Makefile when compiling the .SELF, or/and when creating the .PKG
Physical Media |
Media | License | Region | Type | ??? | License Number | Physical Media Examples |
---|---|---|---|---|---|---|---|
B=Blu-ray S=CD/DVD U=UMD |
C=First Party L=Licensed |
A=Asia E=Europe K=Hong Kong J=Japan U=USA |
B=Peripheral Software D=Demo M=Malayan Release S=Retail release |
??? | chronological order | -------bluray, all licenses, all regions, retail------- BCAS20***, BCAS25*** BLAS5**** BCES0**** BLES0**** BCKS1**** BLKS2**** BCJS3**** BLJS10***, BLJS50***, BLJS93*** BLUS3**** BCUS94***, BCUS98*** -------bluray, all licenses, all regions, malayan------- BLJM55***, BLJM60***, BLJM85*** | |
Digital Media |
Network Environment | Region | License | ??? | License Number | Digital Media Examples | |
NP=Retail | A=Asia E=Europe H=Southeast Asia K=Hong Kong I=Internal (Sony) J=Japan U=USA X=Firmware/SDK Sample |
A=First Party PS3 (Demo/Retail) B=Licensed PS3 (Demo/Retail) C=First Party PS2 Classic (Demo/Retail) D=Licensed PS2 Classic (Demo/Retail) E=Licensed PS1 Classic (PAL) (Demo/Retail) F=First Party PS1 Classic (PAL) (Demo/Retail) G=? H=? I=First Party PS1 Classic (NTSC) (Demo/Retail) J=Licensed PS1 Classic (NTSC) (Demo/Retail) K=? L=? M=Music N=? O=PS Plus (Dynamic) Themes P=(Dynamic) Themes Q=? R=? S=System T=? U=? V=? W=? X=? Y=? Z=PSP minis |
??? | chronological order | NPIA00*** NPIA09*** NPIA91*** NP[!I]A00*** NPXS0[!0]*** (FW Components) NPXS00*** (SDK Samples) etc... |
- Other TITLE_ID's
- TEST12345 (in savedata). When mounting a disc in a backup manager using the option "direct boot", the mounted disc use the TITLE_ID from backup manager (TITLE_ID from backup manager has not been unloaded properly and the disc adopts it). The savedata of this game will use TEST12345. When several different games are mounted and "direct launched", the savedata will be corrupted/invalid (because the overwriting of PARAM.SFO). TEST12345 seems to a common TITLE_ID used in all backup managers, the name probably is derived from official tools or internal firmware functions (Described as tips with ps3.gen.exe:"setting the TITLE_ID to TEST-XXXXX or disc version to "00.00" enable the program to build the disc image even when errors are found).
- TEST***** All the disc images generated for debug PS3's in the development stages of the game
See the talk page for some examples: Talk:PARAM.SFO#TITLE_ID
TITLE_xx
Same than TITLE but for localized languages.
An .SFO can contain several TITLE_xx where xx is a number for a regional code. See: Content Information Files.
The "default" TITLE is always present when other "localized" TITLE_xx are used.
TITLEID0xx
SFO's for trophies contains a full list of 16 TITLEID0xx for all languages where xx is a number for a regional code. See: Content Information Files.
All them can contain data, or only the default TITLEID000. The ones without data are marked with a Data_Used_Size = 0 bytes
The text contained inside default TITLEID000 is the same than TITLE_ID
VERSION
param_max_len: 0x8 (8 bytes)
param_len: 0x6 (6 bytes)... or 0x3 (3 bytes) when used in trophy
Disc revision, or Package revision. The number increases when the content is re-released or re-packaged for whatever reason that doesn't affect the main executable (e.g. when a disc game reaches platinum sales, or "game of the year edition" including extra contents).
When the main executable is updated, the APP_VER increases (this can be done with patches)... but the VERSION of the patch (or the re-released disc) returns to 01.00.
Additionally this gives the possibility to release different versions of the same patch (used when the original patch contains a bug, needs to be replaced, and is not cumulative)
The format is XX.YY where "XX" and "YY" are numbers, and the point "." is included in the string, e.g: 01.00.
- When used in a SFO for a trophy it has a param_len of 3 bytes, with the format: X.Y e.g: 1.0
Tips & Tricks
This section is to add more extended explains about features that cant been easily clasifyed inside other sections
Replacing a PARAM.SFO manually
When replacing a PARAM.SFO manually in the internall HDD (using a file manager, FTP, etc...) the system ignores it. This happens because the system is storing a "duplicated" copy of the old one.
To be sure that the new PARAM.SFO has been loaded you can change the TITLE (Paid attention also to TITLE_xx) , this way you can see the new name displayed in XMB, is a good idea to use something that identifyes the change as "My test 01".
- The most convenient and quick way to "refresh" the XMB is as simple as booting the game one time (by pressing X button over his icon)... inside the game press "PS" button and exit with "quit"... then return to the XMB and the new PARAM.SFO has been loaded. So in resume... the XMB is refreshed when you boot it for first time so you need to boot it one time and quit to load the new PARAM.SFO.
- The other solution is by using the option "rebuild database" from the recovery menu (this re-indexes all the files in the internall HDD), is long but can fix rare problems. This can be used when the PARAM.SFO you are playing with is not BOOTABLE (you cant boot it to "refresh" the XMB)
When replacing a PARAM.SFO manually in a Game Disc (to be loaded later by a backup manager) sometimes the system ignores it. This happens because the system is storing a "duplicated" copy of the old disc structure included his PARAM.SFO (iirc). The trick to "refresh the XMB" is again by booting the game (pressing X in the main icon)... for this to work is needed to have a EBOOT.BIN in the main path inside USRDIR folder (e.g: the EBOOT.BIN from the "move demo disc" just plays a video in .MP4 and is tiny)
Creating a frankenstein PARAM.SFO
The first step is to go to the Parameters Table to look wich param_key's are mandatory and wich ones can be removed or zeroed (note this table has a lot of YES that probably are OPT, is just that this ones has not been verifyed or found)
- When you generate a non proper file you can have a nice icon of "corrupted data", but in some cases the game boots normally. In other cases when adding or removing param_key's the file is "partially" corrupted because there is a "break point" in the structure and the file is "partially" loaded (the PS3 loads the values before the structure "break point" normally, but after this point the values shown as corrupted or missing).
- When adding "non-standard" param_key's to a SFO for an specific type of content (that only admits a few ones) the SFO is loaded without problems but firmware ignores them because are "not-expected" (e.g. when adding SUB_TITLE to a SFO for category "HG").
- The minimal structure tested (and working) for a homebrew can be copied/downloaded at the bottom of the page, its not "standard" but the PS3 doesn't complain, and probably can be reduced even more.
- If Error 80028F08:
can be resolved by pressing triangle one time and launch the game from start or back from the ICON.
Creating Discs
The "fake blu-ray" structures that can be downloaded from this page uses two "dirty tricks" that was usefull to identify the critic values needed to work, but can be a bit confusing to replicate them.
The first one is the removing of TITLE and TITLE_ID from most of the SFO's, this can generate a strange behaviour mostly for the primary icon. The second one is the ATTRIBUTE flag to hide the main icon. The other factor involved in this weird behaviours are the "backup managers" that are hardcoded to look for files and format in some specific structures.
When playing with this fake blu-rays use a USB pendrive (is faster to connect/disconnect to ps3/pc) with a "GAMEZ" folder in the root, and remember to "dismount" the game before disconecting the USB to avoid the XMB to go crazy, also remember the XMB sometimes keeps a backup copy of the old PARAM.SFO
For install packages (max: 100, FW min: 1.80) you can use PS3_EXTRA or PKGDIR both will work but are displayed different
For themes ( max: 200, FW min: 2.50) and videos (max: 200, FW min: 2.40) use PS3_EXTRA or PS3_CONTENT remember themes includes his own icon and title, videos are mounted in video colum when using PS3_CONTENT pretty nice for chapters of series, video manuals, etc...
(Max items & FW min are theory, not tested)
For patches use INSDIR, his installation is more automated
Creating Patches
The type of patch is defined by his APP_VER, TARGET_APP_VER, and VERSION. There is no way to update an installed content without APP_VER The standard way to install a patch is by using the same TITLE_ID of the previous release and a bigger APP_VER, when the patch is installed his PARAM.SFO replaces the old one, consequently his APP_VER increases
But there are some tricks related with this patching system that can be used to add files to the install folder without keeping this standard:
- Using a "blank" APP_VER
This is as easy as filling the value for APP_VER in the patch with zeroes, the undesired effect is the app will have no version. The benefit is this will work for installing cummulating files as "themes", "roms" etc...
- Using the same APP_VER and TARGET_APP_VER in the patch and in the app
This will replace the PARAM.SFO by other with the same values, so is similar than the previous one, but keeping his version. Additionally this assures you that the files are compatibles with this version of the app (e.g: a theme that only works with a specific version)
Tools, manuals and external links
Sorry if im missing some link, several things of this page was copy-pasted months ago by googling in random forums.
- Tools
SFO_tools_-_linux-64bit-compiles.rar (23.61 KB)
https://github.com/an0nym0u5/PSL1GHT/commit/75013299710d2bde224e2052284461a665a071bf
SFO Test(217.99KB) Deroad SFO test homebrew ( really useful for fast test, can boot under X category so it refresh the SFO and avoid stuck SFO and games, XMB in game is not "visible")
SFO Test (113.69KB) resigned for cfw 4.21 & repacked with different id (SFOT00001) for convenience (and not overwrite 3.55 version)
[PkgView] (by ifcaro): The fastest, lighter, and intuitive PKG extractor ever. Very usefull to extract individual files or to take a look inside the PKG without extracting
- Sources
http://www.ps3hax.net/showthread.php?t=28704
http://ps3dev.wikispaces.com/PARAM.SFO
https://github.com/ps3dev/PSL1GHT/blob/master/tools/ps3py/sfo.py (old way) https://github.com/an0nym0u5/PSL1GHT/tree/master/tools/make_sfo (new/better way) read_sfo.tar.bz2 (6.32 KB)
http://ps3tutorials.wikispaces.com/Edit+the+sfo.xml+Tutorial
- Examples
A little collection of SFO's ordered by categories http://www.sendspace.com/file/oy270g
Just a collection of PARAM (.bin .pfd .sfo .tpf) files: http://www.mirrorcreator.com/files/0OAXGOHN/PARAM.rar_links
CATEGORY "2P"(PSN Converted PS2 game/saves) SFO examples http://dl.dropbox.com/u/60710927/XMBMPLUS/DEVELOPMENT_SOURCES/PS2_GAME_SFO/PS2_GAME_SFO.rar. There are three files, one SFO file taken from the PS2 Game directory and two SFO files taken from two different saves generated by that game.