Post by stew on May 22, 2018 18:46:22 GMT
I thought we could start off by providing some explanation for how the game is "put together" so to speak. I'll try to come back and add screenshots when I have time.
The PS3 Package
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The top-level folder mostly contains images to be shown while the game is booting up. The game logo, copyright, Dolby trademarks, PS3 logo, the still shot that shows before the game loads...
In addition, there is a file called PARAM.SFO, which has a licensing statement, and includes the game's Sony-provided code (NPUA80275 for the english Journey), the application version, and some other data.
There is also a file called SND0.AT3. No idea what this is for, but like the other files, it's likely used for loading and launching the game. Maybe involved in decrypting the game's EBOOT.
TROPDIR
Inside of this folder you'll find a TROPHY.TRP, which is the filename and format Sony uses to describe trophies, including the name, the description, the order, whether or not it's a hidden trophy, and so forth.
USDIR
This directory is where the game lives. All PS3 games will have an EBOOT.BIN file in this folder, which is the executable file that the PS3 will launch. Other than this one requirement, everything else from this point on is specific to Journey.
The Journey Code
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EBOOT.BIN
The Eboot file is where the game engine lives. This will need a separate thread to explain well. As opposed to the other mods, a modded Eboot file can only be run on a hacked PS3. It's theoretically possible to get around this but at this time it's not an option.
Put simply, the Eboot is split into 3 nearly equal parts: Assembly code, Lua scripts, and Data. The Assembly code isn't very interesting. There's a LOT of Data that hasn't been dug through, but it also doesn't seem very interesting. The Lua scripts will likely contain everything you would ever want to mod in the Eboot. There is currently a tool I've made to extract all of the Lua scripts into plain english so that it's easy to make changes; hopefully soon I'll finish the tool to rebuild it back into an Eboot. Once this is done it should be easy to make modded Eboot files.
Data
The Data folder includes most of the texture data and level data. All of these files can be edited and played WITHOUT hacking your PS3. Meaning it's much safer to change, though it still takes time to install your modified version, and if you're going to play online remember the golden rule of "don't be a jerk". Some changes will give a companion a broken experience with weird glitches / bugs, so let's not try to ruin their experience of a wonderful vanilla game please.
Inside of the Data folder are these subfolders:
- Guard : Unknown purpose.
- Meshes : PSSG files containing the main character's model, textures, and animations.
- Prx : Contains "elfUAGold.sprx" and "HotLoadUAGold.sprx" -- both of these files are concerned with loading assets as needed, usually between levels.
- Save : Contains an image file for what the save file icon will be.
- Scripts : Contains DecorationMesh files and Hull files for each level. Decorations are what the objects in a level "look like"; Hulls are the barriers that prevent you from walking through a rock wall.
- Sounds : Sound effects and music used in the game.
- Terrain : Height map for the sand in each level.
- Textures : Image files for most UI elements, and a sand color map for each level
- Wads : Contains most models, textures, animations, and lighting effects used in the game.