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Old 02-03-2012   #21
Lady Anne Blunt
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Thanks you for your explanations, i wanted to write something about it but need to check fews others params s flag before and read again your post to make sur.

About region_deny, it s now complete thanks to you (i was thinking about table jump but still far to understand the process so may be later) and fit others infos such as .BIK files you mention recently or the official tools.
I ll delete somes examples of flag (such as Japan & Korea ) since it s not important.
My brain finally understood fews things about it.

About Category and the "2d" related to ps2, i guess there are also about ps1 and psp and will try to localize them and name them.

Again thanks you (and Deroad) for your precious and interesting work.
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Old 02-04-2012   #22
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Originally Posted by deroad View Post
lol
At first i did a long list of random names (our nicks) but later i noticed that the list was too long for only an example and anne or blunt was alphabetically was at the first position, so i removed us

Originally Posted by Lady Anne Blunt View Post
Thanks you for your explanations, i wanted to write something about it but need to check fews others params s flag before and read again your post to make sur.
Then take a look at "read SFO" deroad wrote, seems to work pretty fine (i had my doubts because in one of the first tests ignored VERSION... and i guess is because the padding at the end of "name_table")
This padding is a bit problematic, i added 3 screen captures from my hexeditor in the previous message, please take another look

Other interesting things i saw related... is the "SFO & SFX editor" from aldostools... its the first one that supports SFX files, nice

Originally Posted by Lady Anne Blunt View Post
About region_deny
I prefered not to erase the examples yesterday, to take a last look if all was o.k.
Its not too polite to erase things without an explain, and a bit confusing, but at this point its needed to erase texts, i will keep the photo of the dex as link out of the table

Btw... there are lot of things i wrote that needs to be erased later, are there only for reference/speculation to help further investigation

Originally Posted by Lady Anne Blunt View Post
...and fit others infos such as .BIK files you mention recently...
Im not sure if there is something related with "game modding" in the wiki, file formats in games, etc....
There is a lot to talk about it, and lot of tools related

.BIK can be considered part of this "game modding" but is speciall enoght to be considered appart because it can be said that is the "native" video format in the PS3 due to his characteristiques (note that all games developed by sony uses .BIK)

The format is well documented, and there is a free tool to manipulate them "raw video tools" and a GREAT program to rip games "squeezelang" that manages .BIK (and a lot of other things)

With "squeezelang" and "raw video tools" you have all needed to experiment ripping games

Originally Posted by Lady Anne Blunt View Post
About Category and the "2d" related to ps2, i guess there are also about ps1 and psp and will try to localize them and name them.
Where you found this "2D" exactly ? you said inside ps2 emu... but this is included in the firmware, there is an SFO over there ???

And game X0, X4 ... and "AR - Patches" ???

I have no idea where this SFO's can be, it will be very usefull if you give more info (or upload the files as example) of these, im not sure if are refered to programs ??

-------------------------

Btw... about regionall restrictions... the only one left is PARENTAL_LEVEL_X
This one needs to be similar than the other restrictions in some way, so not very difficult
And i think it can be based on this:
http://en.wikipedia.org/wiki/Pan_Eur...me_Information
http://en.wikipedia.org/wiki/Compute...g_Organization
http://en.wikipedia.org/wiki/Enterta...e_Rating_Board
Etc...

If not.... there must be some relationship betwing the rating systems and other restrictions (not much important to document this, but well... seems obvious)
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Old 02-04-2012   #23
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Originally Posted by sandungas View Post
Then take a look at "read SFO" deroad wrote, seems to work pretty fine (i had my doubts because in one of the first tests ignored VERSION... and i guess is because the padding at the end of "name_table")
This padding is a bit problematic, i added 3 screen captures from my hexeditor in the previous message, please take another look
i just posted a new version of the SFO reader http://ps3devwiki.com/wiki/Dev_Tools#SFO_Reader (compiled version for linux http://www.mediafire.com/?objleq5oikolrlo)

this is the new output ( @sandungas give a look to this SFO. this is used by PS2 emu):

Code:
[SFO HDR]     0x46535000
[SFO Version] 0x00000101
[SFO N]	      6 Value(s)
[SFO Values]  0x00000074
[SFO Params]  0x000000b4
[ SFO ]
[   1 ]         CATEGORY | Param: 2D
[   2 ]   PARENTAL_LEVEL | Param: 0x1
[   3 ]   PS3_SYSTEM_VER | Param: 01.3100
[   4 ]            TITLE | Param: PS2 System Data
[   5 ]         TITLE_ID | Param: NPIA00001
[   6 ]          VERSION | Param: 01.00

Last edited by deroad; 02-04-2012 at 08:07 AM.
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Old 02-04-2012   #24
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So there was a bug there with this padding ? nice is fixed
I supposed it was this padding, i think you can consider the app finished (at least the reader part, the rest are improvements)

If you want some suggestion for the output info...
[SFO HDR] <--- better in UTF8 and not converted to big endian (PSF)
[SFO Values] & [SFO Params] <--- these are offsets of the tables, information from the structure, not really usefull for the end user, can be removed

Some details that can be added... take a look at how SFX are build: http://www.ps3devwiki.com/wiki/PARAM.SFO#SFX
All the info needed to build a SFO is inside an SFX (fmt, max_len, and value)
-"value" is what actually your program displays
-"fmt", and "max_len" can be taken at the first table

I think you can display this three values because is all the interesting data (other than data related with the structure), and can be usefull for future improvements (like a SFO<--->SFX converter... or a SFO builder based in standard SFX patterns)
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Old 02-04-2012   #25
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Originally Posted by sandungas View Post
So there was a bug there with this padding ? nice is fixed
I supposed it was this padding, i think you can consider the app finished (at least the reader part, the rest are improvements)

If you want some suggestion for the output info...
[SFO HDR] <--- better in UTF8 and not converted to big endian (PSF)
[SFO Values] & [SFO Params] <--- these are offsets of the tables, information from the structure, not really usefull for the end user, can be removed

Some details that can be added... take a look at how SFX are build: http://www.ps3devwiki.com/wiki/PARAM.SFO#SFX
All the info needed to build a SFO is inside an SFX (fmt, max_len, and value)
-"value" is what actually your program displays
-"fmt", and "max_len" can be taken at the first table

I think you can display this three values because is all the interesting data (other than data related with the structure), and can be usefull for future improvements (like a SFO<--->SFX converter... or a SFO builder based in standard SFX patterns)
as you requested, i build a really simple sfo_sfx_converter
since i used C and C++ to build it (i really hate the c FILE function) i decided to upload my entire ps3tools folder with all the tools compiled and obviously the sfo_sfx_converter

(if you call sfo_sfx_converter -d, you will see sfo stuff)
http://www.mediafire.com/?u198mdksubj6c9c
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Old 02-04-2012   #26
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Thanks you for your udpates,

I m still trying to figure out (for what i can) a lot of things you added

About category such as x0, x4 (Don t remenber if it was me who added AR patch but will check what i can) it can be found on the official tool (when you create hdd game)

Not sur also if NPSX-00000 will fit one of those category (and don t have this one, but may be Deroad?)

About "2d" related to ps2 emulator (Sony release long time ago a update of theirs ps2emu on at least Japanese psn), it s here (the complete pkg):

http://www.mediafire.com/file/6y7o7166ud129d5/ps2+.pkg

But need more investigation than the little i did.

The infos about Attribut unknow flags wasn t the way i wanted to get them but still better than nothing (i checked dozens of official sfo games but no luck untill now)

Simple edit on thoses binary to activate the unknown flags and after check the log windows errors on official generator sfo tool (when trying to save as)

Probably more infos can be find by cooking the generator tool under hexa ( uggly and limited but still can have somes interesting plain text)


The psp export from recents scenes releases (and how to trigger it properly) is also still pretty cryptic ( which flags can be used with this one) and will refuse to appear on xmb for example when you edit the ICON ( my suggest on the wiki) or how it s work (encryption and creation of somes files or even may be the complete game to fit on your psp)
I ll try to understand more next couples of days.

Also one thing catch my attention was about the sfo for somes (recent only?) psn games and why they refuse to be overwritted.

Thanks again for the work.
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Old 02-05-2012   #27
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I still have some doubts of how patches works, there are several things related (and i have no idea of this AR, X0, X4 etc... maybe later will have sense)

NPXS***** for what i saw in google... is the TITLE_ID used by "tru blue" dongles to update the firmware (inside the dongle microcontroller chip)
The process seems not to be related with the SFO (is a normal one like the ones used in HG or DG)... the only "rare" thing in the one i saw is they used a VERSION = 0.99 (maybe to mark it as a beta version, but has no importance)

CATEGORY 2D is added to the table, i verifyed it thx, now the table is reordered with "system data related stuff" at the top
I think the table is more clear, and ready for more additions, nice
*I can add the "mount points" for CATTEGORY's used in discs to the table... but im not sure if is a good idea, and i dont want to make the table huge (maybe later)

ATTRIBUTE flags are a pain to test
You can turn "on" them, but nothing assures you that you will notice the activated function... additionally, some flags are dependant of other structures, so will not work without the rest "tweaks"
The best chance is to look in "rare" content like speciall patches, speciall re-mastered editions of discs, games with speciall functions, or system data packages etc...
I suspect there must be something related with "ps vita", but im not sure in what position
If you notice the order (in a timeline this features was released) they separated the table in 4 parts
At the top, the first 8 flags seems to be related with PSP
The next 8 are warning screens
The next 8 are system functions ?
...well... is not exactly like this, but it looks (im not sure yet)... this is why i marked some ones as "unknown" (this unknowns actually exists based in the order, but not documented)

------------

The behaviour you noticed with icons of "PS1" & "PSP Mini" packages has an explain (im not sure if what im gonna explain is exactly what you noticed, but i think it will help)

Most important thing... this 2 formats are inherited from PSP... and the same game can be played/exported in/to both consoles
The originall format (native in PSP) is an EBOOT.PBP that contains this files inside:
-PARAM.SFO (pretty similar than the one used in PS3, but with different parameters added or removed)
-DATA.PSP... or DATA.PSAR i dont remember (main program)
-"Content Information Files" (ICON0.PNG etc...)

For PS3 is the same EBOOT.PBP re-packaged (in .PKG format) this way:
-PARAM.SFO
-EBOOT.PBP (inside it the previous structure with another SFO, icons, etc...)
-"Content Information Files" (ICON0.PNG etc...)

In PS3 the SFO (the one used for the .PKG, not the one inside .PBP) launches the related emulator using CATEGORY (P1 or MN).... and is the emulator who "mounts" the contents of EBOOT.PBP (it has an .ISO inside)
When you download the game from PSN you are installing the .PKG in the PS3 (like decompressing the .PKG), and when you transfer the game to PSP the file you are sending is only the EBOOT.PBP (this explains why you cant transfer it from PSP to PS3, because you cant "recreate" the originall .PKG)

So are different icons/SFO the ones inside the .PKG, and the ones inside the .PBP
I prefer not to add stuff from PSP to the PARAM.SFO & CONTENT_INFORMATION_FILES pages to avoid confussion

Edit:
What i wrote about "the SFO launching the emulator with CATEGORY (P1 or MN)" is not very accurate...
There must be a flag inside the .self that launches the emulator... the CATEGORY P1 and MN displays an specific icon in XMB (a little image overlayed in the bottom-right corner of the icon)

Last edited by sandungas; 02-05-2012 at 05:43 AM.
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Old 02-05-2012   #28
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thanks you for your reply,

The "NPSX-xxxxx" was more about a old internal sony (but finally less or more leak) pkg related to LV0 (but i dont have the files so it s really big guess and finally i understand the sfo inside isn t related to X0 or X4)

I suspect the title_id is checked (even from the creation of the sfo) so may be TrueBlue for convenience didn t change it.

About X0 or X4, i created manually the files with the official tool generator and checked the flags automatically added to the file.
The problem with thoses category is they are sub category and will appear as HG (but without LICENSE)



About psp export, i was aware about the different sfo, content information file and eboot on psp and ps3.
It s more about how the psp export is being check and will refuse to appear if you edit or add content information files on the ps3 folder as editing an ICON or added at3 sound (so it s even not the content who will be copy).
That s not really important but as you suggest it can be informations to be documented (dependances and limitations between flags)

My idea around that psp export was based on the recents scenes releases (not the ones using react) the game even after being copy on psp will not wor when it s fine on ps3.
Last time i checked on the eboot.php, it was because files related to activation were missing.

As you said, no real need to put too much psp infos, i ll have more carefull look and try to figure out the problem (at least if it s from the release or the ps3 why this function don t work properly)

Thanks you again


Edit: i m a bit confuse about the eboot and keys from ps3 to psp , don t paid attention about what i said (the possible encryptio) i ll check more things (computer side).

Thanks you for the resolution, i found somes strings inside officials tools (200 or 270 can t remenber for sur, probably kind of psp related)
I try to trigger the unknow flags but seens to be erase after if you add/delete somes others resolutions (one case it s seens only related to 720) I ll do more around that 2 areas and post at least the offset and official tool related to resolution (so you can have a better look than me)
But main reason was thanks you for your work around title_id and also sorry about trophy info, i didn t knew the trivial thing about language was in a really coool and complete page for trophy (feel fine to delete things like this i can add, most f the time it s more to show concern but can be finally too much or dumb sorry)

thanks you

Deorad (but also Sandungas or any other): i was trying to check syscall related to psp export (psp game being copy to ps3 to psp), but didn t see. Or i m looking somewhere wrong?

Sandungas, can you have a look (offset: 0x0008132) on genelib.dll from generator tools v3.12 about possible attribut about logo dissabled or a bit after about System Voice.
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Old 02-10-2012   #29
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This X0 & X4 CATEGORY's look really interesting, even more when you say there are related with HG... and even more when there is no LICENSE
All this makes me think in a old theory i refused time ago (subfolders inside "game" column ) but well... without an example, tests or reverse engineering from system side is only speculation and i have not much to say, but is a good find, dont erase them from the wiki

The "PSP Export" flag in ATTRIBUTE i think is related to multimedia formats (audio, video & music)
Most of the flags for "speciall content features" has a direct function in XMB (e.g. by pressing triangle over the icon the system offers you speciall options, like game purchase, etc...)
This flag can be tested with the "fake blu-ray structures" i uploaded the other day (in the SFO's that controlls the videos.MP4)

I have few things to update in the wiki, i probably will do today (before this i need to test 1 new flag)
Most of the new stuff is related to a "digital terrestrial TV decoder" only distributed in japan that comes with a speciall disc with a program called "torne", heheheh this program was hiding some secrets
Code:
http://www.ps3attitude.com/new/2010/01/ps3-digital-tv-japan/
http://www.youtube.com/watch?v=Q7vdfUIGznE
http://www.youtube.com/watch?v=TeyqKPal6LQ&feature=related
With RESOLUTION, maybe you mean flags 20 & 27 ?
20 is 1 flag
27 are 4 flags (20 + 4 + 2 + 1)
The programs that can read SFO's (SFO editor by hellcat , SFO reader by deroad, etc...) shows the values in "big endian", but inside the file are stored in "little endian", i listed both in the table because i prefered not to depend of programs
http://www.ps3devwiki.com/wiki/PARAM.SFO#RESOLUTION
I copyed this ones from "SFO editor" made by hellcat, im not sure if others can be valid but there is space for 32 flags

Dont worry to add info in pages that are not finished (most of the wiki is not finished), just try to be precise and give most details as possible for others to verify it
Somebody will move or rewrite it later, or if its an obsolete example removed (if needed)
I did this a lot in the PARAM.SFO page, it was the only way to "clean up" my notes i had in my PC writed months ago (actually all my notes are erased in my PC thanks to this and all i had is in ps3devwiki, nice)... sorry for this to the wiki readers btw, but i had no other way to do it

With officiall tools... is better not to base the discoveryes on these, even considering that are leaked lot of times and spreaded over and over in internet. Cant be included in ps3devwiki because is copyrighted stuff
Is better to appart of them, and are no really needed, we can use examples from discs or packages, or reverse engineering the firmware functions
This is why i began by "reversing" the SFO structure ---> then "recicle" all the info from old programs (like SFO editor) ---> then recicle all the info from google forums ---> looking/deducing how discs and packages works ---> lot of experiments
SFO format is inherited from PSP (lot of years old and used for firmware modifications in some way in PSP), it has no kind of protection itself. In PS3 they decided to use the same format and you can look his SFO's from day 1 (in the exported savegames), later is reused again in PSvita, so i consider the format is old and known enought to be almost 100% public, but still... is better not to depend of officiall tools, the point of all this is to replace all them

Last edited by sandungas; 02-10-2012 at 09:47 AM.
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Old 02-10-2012   #30
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i can always edit the app to show both. (le and be)

Deorad (but also Sandungas or any other): i was trying to check syscall related to psp export (psp game being copy to ps3 to psp), but didn t see. Or i m looking somewhere wrong?
well i don't know a single thing on the psp export, but i can tell you that you should check the Hypervisor Reverse Engineering page on the wiki and the syscalls page, if you are looking for certain syscalls.

Last edited by deroad; 02-10-2012 at 10:33 AM.
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