Param.sfo
Description[edit | edit source]
SFO (System File Object) are files used in folders whose content needs to be displayed in the PSP XMB. It is also present on PS3, PS Vita and PS4.
- The values contained in a SFO can be simplified as inputs/outputs for/from the content:
- Boot modifyers (most of the int32 datas) that are sent to the content when it is executed to activate specific features or settings (e.g. audio and video modes of a game).
- Information texts (most of the utf8 datas) about the content and its 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 its structure (the SFO metadata that has no real value).
The conversion between the two formats is direct because the important values contained in both formats are the same (version, param_key, param_fmt, param_max_len and 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.
Internal Structure[edit | edit source]
Header[edit | edit source]
At offset 0x0, length 0x14 (20 bytes) Template:Boxcode
index_table[edit | edit source]
At offset 0x14, composed by a number of entries defined with tables_entries in the header, each entry is 0x10 length (16 bytes). Values are in Little Endian.
Every entry belongs to a key name in the key_table and defines a data area in the data_table.
fmt | Data Type | Description | Notes | |
---|---|---|---|---|
In SFO | In SFX | |||
04 00 | No? | Template:Cellcolors utf8-S | utf8 Special Mode, NOT NULL terminated | Used in SFO's generated by the system and/or linked to an user (Game Saves and Trophies). See Template:Talk page. |
04 02 | utf8 | Template:Cellcolors utf8 | utf8 character string, NULL terminated (0x00) | Can be used any character from the system fonts. The NULL byte is counted as part of the used bytes in len. |
04 04 | int32 | Template:Cellcolors int32 | integer 32 bits unsigned | Allways has a length of 4 bytes in len and max_len (even in the case some bytes are not used, all them are marked as used). |
key_table[edit | edit source]
Composed by a number of key entries defined with tables_entries in the header, are short utf8 strings in capitals, NULL terminated (0x00), and ordered alphabetically (from A to Z). This alphabetically order defines the order of the associated entries in the other two tables (index_table, and data_table).
The end offset of this table needs to be aligned to a multiply of 32bits (4 bytes), this is made with a padding at the end of key_table when needed (in a few SFO's the table is aligned naturally as a coincidence caused by the length of the key names used, when this happens there is no padding needed).
data_table[edit | edit source]
Composed by a number of data entries defined with tables_entries in the header, every entry in this table is defined by the associated entry in the index_table by using: fmt, len, max_len, and offset. There is no padding between entries neither at the end of this table.
Some data entries can be filled with zeroes (not used, but available for being used). This entries can be considered reserved, and are marked with len = 0 in the associated entry in the index_table.
Internal Structure Examples[edit | edit source]
Both example files (SFO and 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 biggest difference between SFO and SFX is that SFX does not contain:
- SFO header
- Key and Data offsets
- Data used length
This structure was taken from PS3 SFO There is no TITLE_ID inside PSP SFO
SFO[edit | edit source]
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F 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 | Notes |
---|---|---|---|---|---|
header | 0x00 | 0x04 | magic | PSF | |
0x04 | 0x04 | version | 01 01 00 00 | 1.01 | |
0x08 | 0x04 | key_table_start | 24 00 00 00 | Absolute start offset of key_table = 0x24 | |
0x0C | 0x04 | data_table_start | 30 00 00 00 | Absolute start offset of data_table = 0x30 | |
0x10 | 0x04 | tables_entries | 01 00 00 00 | Number of entries in index_table, key_table, and data_table = 1 | |
index_table | 0x14 | 0x02 | key_1_offset | 00 00 | key_1 relative offset. (Absolute start offset of key_1) - (Absolute start offset of key_table) = 0x24-0x24 = 0 |
0x16 | 0x02 | data_1_fmt | 04 02 | data_1 data type = utf8 | |
0x18 | 0x04 | data_1_len | 0A 00 00 00 | data_1 used length (BLUS12345 = 9 bytes + 1 byte NULL termination) = 10 bytes | |
0x1C | 0x04 | data_1_max_len | 0F 00 00 00 | data_1 total length. TITLE_ID is always = 16 bytes | |
0x20 | 0x04 | data_1_offset | 00 00 00 00 | data_1 relative offset. (Absolute start offset of data_1) - (Absolute start offset of data_table) = 0x30-0x30 = 0 | |
key_table | 0x24 | 0x09 | key_1 | TITLE_ID | Relative offset defined in the index_table |
padding | 0x2D | 0x03 | padding | 00 00 00 | 9 bytes used by the previous entries + 3 padding = 12 (aligned to 4 bytes) |
data_table | 0x30 | 0x0F | data_1 | BLUS12345 | Data type, used length, total length, and relative offset defined in the index_table |
SFX[edit | edit source]
- Notes
- The function of add_hidden="false" is unknown
Parameters Descriptions[edit | edit source]
BOOTABLE[edit | edit source]
This flag tells the PSP if the game is bootable or not?
CATEGORY[edit | edit source]
A category table is needed here.
UG - PSP GAME ?