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The IDPS is a 16 bytes value that contains console specific information. | |||
= Description = | = Description = | ||
The IDPS is a sequence of | The IDPS is a sequence of bytes which is used as a unical per-console Identifier. The IDPS is stored and certified in [[Flash:Encrypted Individual Data - eEID|EID]]. | ||
= Structure = | = Structure = | ||
<pre> | <pre> | ||
Chassis Check | |||
⇓ | |||
00000000 00 00 00 01 00 89 00 0B 14 00 EF DD CA 25 52 66 .....‰....ïÝÊ%Rf | 00000000 00 00 00 01 00 89 00 0B 14 00 EF DD CA 25 52 66 .....‰....ïÝÊ%Rf | ||
⇑ ⇑ ⇑ ⇑ | ⇑ ⇑ ⇑ ⇑ | ||
Product Code Product Sub Code | Product Code Model type | ||
(Internal:Product Code) (Internal: Product Sub Code) | |||
</pre> | </pre> | ||
5th and 6th byte represent [[Product Code]]. | |||
< | 7th and 8th byte represent [[Product Sub Code]] <!--// Note that CECHAxx is type 0x01 and CECHBxx is type 0x02 but they both have a COK-001 motherboard... (Changing 0x02 to 0x01 in CECH-B will enable wifi options in menu. But there is still missing hardware), and at the opposite... CECH-25xx models are type 0x0B but with 2 possible motherboards: JSD-001 or JTP-001//--> | ||
= | 9th byte represents <abbr title="To convert it to chassis revision, right shift it by 2 : (0x14 >> 0x2) = 5">chassis check</abbr> | ||
10th byte represents an unknown model identifier | |||
remaining bytes seam to be an identifier generated from some per console data | |||
== Dummy Reference Tool IDPS == | == Dummy Reference Tool IDPS == | ||
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<pre>0x00, 0x00, 0x00, 0x01, 0x00, 0x81, 0x00, 0x01, 0x03, 0xFF, 0xFF, 0xFF, 0x18, 0x43, 0xC1, 0x4D</pre> | <pre>0x00, 0x00, 0x00, 0x01, 0x00, 0x81, 0x00, 0x01, 0x03, 0xFF, 0xFF, 0xFF, 0x18, 0x43, 0xC1, 0x4D</pre> | ||
This is the dummy IDPS that is used | This is the dummy IDPS that is used when some Reference Tool PS3's IDPS fails to be decrypted from flash. That IDPS belongs to a Reference Tool DECR-1000A. The Reference Tool IDPS from above is static. aim_iso uses it. Retail/3.55 doesn't have it. | ||
<pre> | |||
00 00 00 01 <- Magic | |||
00 89 <- Product Code | |||
00 0B <- Product Sub Code | |||
14 <- Chassis Check | |||
00 EF DD <- unk0, FF FF FF in the dummy IDPS | |||
CA 25 52 66 <- unk1, some unique ID | |||
</pre> | |||
Source: [http://rmscrypt.wordpress.com/2011/05/16/idps-what-the-hell-is-that-thing/ rms' blogtext]. | Source: [http://rmscrypt.wordpress.com/2011/05/16/idps-what-the-hell-is-that-thing/ rms' blogtext]. | ||
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<pre>0x00, 0x00, 0x00, 0x01, 0x00, 0x81, 0x00, 0x01, 0x0C, 0x40, 0x00, 0xB1, 0x0E, 0x69, 0x69, 0x78</pre> | <pre>0x00, 0x00, 0x00, 0x01, 0x00, 0x81, 0x00, 0x01, 0x0C, 0x40, 0x00, 0xB1, 0x0E, 0x69, 0x69, 0x78</pre> | ||
Found | Found into the emulator_drm.sprx (iso self inside). | ||
== IDPS Regex == | |||
=== PS3 === | |||
0{7}10{2}8[456789ACE]000[6789ABCD][01F][04][0123][0123456789ABCDEF]{13} | |||
Based on 300+ PS3 IDPS dumps. | |||
== | == Chassis Check == | ||
The Chassis Check seems to be still a secret, or at least it's not 100% clear what it represents. So my immediate question was of course: if it's not clear what this means, how does the scene even know that it's called "Chassis Check" at all? Where does this information come from? According to the analysis of many different models of PSP, PS3, PSVita and PS4, it is clear that the only possible values are 0x3, 0x4, 0xC, 0x10, 0x14 and 0xF4 (and 0x90 for PSVita). | |||
*Doing [https://en.wikipedia.org/wiki/Arithmetic_shift right shift] by 2 results in: | |||
**0x3 >> 2 gives 0 | |||
**0x4 >> 2 gives 1 | |||
**0xC >> 2 gives 3 | |||
**0x10 >> 2 gives 4 | |||
**0x14 >> 2 gives 5 | |||
**0xF4 >> 2 gives 61 <-- that's an exception, found in refurbished PS3 | |||
We clearly see that most of PS3 models released at the same period have the same Chassis Check, and that the more the console is released late, the more high the Chassis Check is. | |||
*Chasis check speculation (bytes 9th and 10th): | |||
**9th byte (most common: 0x04, 0x10, 0x14, 0xF4), 0x03 in the "Dummy IDPS" | |||
***First [https://en.wikipedia.org/wiki/Nibble nibble] values: 0, 1, or F | |||
***Second [https://en.wikipedia.org/wiki/Nibble nibble] values: 0, or 4, 3 in the Dummy Reference Tool IDPS | |||
**10th byte (seems to be a counter, biggest value found 0x22), 0x40 in the Dummy PSP IDPS, 0xFF in the Dummy Reference Tool IDPS | |||
***First [https://en.wikipedia.org/wiki/Nibble nibble] values: 0, 1, or 2 | |||
***Second [https://en.wikipedia.org/wiki/Nibble nibble] values: too random to find a pattern | |||
*Next 6 bytes speculation | |||
**11th and 12th: (0xFF 0xFF in the Dummy Reference Tool IDPS) | |||
**13th, 14th, 15th, 16th: per console identifyer ? a hash / encryption of previous bytes ? encrypted timestamp ? | |||
= Location = | = Location = | ||
== | == NAND/NOR == | ||
The | The IDPS can be found in EID0 and EID5. See [[Flash:Encrypted_Individual_Data_-_eEID#EID0|Flash]] (NAND @ 0x80870 / NOR @ 0x2F070). | ||
== | == registry? == | ||
?It can also be found in registry/application_persistent file inside playstation Store folder (as DeviceID)? | |||
== PSN == | |||
=== idpstealer (patched since FW 4.70 and deprecated since ps3exploit) === | |||
<div style="border-width: 1px; border-style:dashed; border-color:#000000; padding: 10px; background-color:#FFFFFF; color:#000000; "> | <div style="border-width: 1px; border-style:dashed; border-color:#000000; padding: 10px; background-color:#FFFFFF; color:#000000; "> | ||
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Starting proxy server on 192.168.1.13:1337 | Starting proxy server on 192.168.1.13:1337 | ||
IDPS have been successfully written to: idps.bin | IDPS have been successfully written to: idps.bin | ||
https://dl.dropboxusercontent.com/u/35197530/zip/idpstealer.7z | |||
https://web.archive.org/web/20160309135920/http://pastie.org/private/wlakfucps3bc21dfuosdtg | |||
* This method no longer works because now Sony uses '''OpenPSID''' instead of '''IDPS''' although the key/algorithm remains the same. | |||
* This should work also on PS4 and PSVita, but with a different key (not known/public atm) | |||
= Changing IDPS = | |||
Theory: If you give a slim console a fat IDPS, would that console have 3.15 OtherOS functionality? | |||
I would say it would, because most likely the check is done in firmware to either en/disable that option. However, it would still require a console that can be downgraded to that version (only CECH-20xx/DYN-001, because CECH-21xx/SUR-001 use different drivers for RSX). So classic OtherOS on a CellBE 45nm/RSX 40nm would be impossible (of course you can use OtherOS++). | |||
= Obtaining IDPS of a PS3 = | = Obtaining IDPS of a PS3 = | ||
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== Bruteforce == | == Bruteforce == | ||
You can verify the IDPS of a PS3 console through 2 ways: | You can verify the IDPS of a PS3 console through 2 ways : param.sfo of savedata or HDD backup from PS3. You would need to bruteforce 7 bytes, if you could take care of all the possibilities for Chassis Check. | ||
Problem: "My old PS3 received the YLOD, however I have a hard drive backup of it, but not longer have the actual unit, but I do have a new PS3. I want to recover all my data to my new PS3, but need to be able to dump all the data from archive2.dat to create a fresh backup with all the data to restore to the new unit. Anyone have any suggestions or know of a way I could crack the IDPS used to encrypt my backup ?" | |||
How is the current state (or former experience) with bruteforcing the IDPS from the IDPS hash of a PARAM.SFO file (second hash iirc). I mean most of the information is known so in the best case you chose your region and model and only have to bruteforce the last six bytes (if the Chassis Check was known better). If the scene could establish some kind of standard or bruteforce blueprint, like a blank PARAM.SFO of the PS3 singstar app, which should look the same on every console, someone could even work on a rainbow table for IDPS. Just some thoughts from zecoxao, someone who just entered the PS3 dev scene, so don't be too harsh please ;) | |||
The easiest would be of course param.sfo of savedata, by manually verifying a certain sha1-hmac made from the file PARAM.PFD with idps as key. I was just looking into that and did a small PoC in c#, which BFs my IDPS. But even with all optimizations (especially for C#) and running on all cores with parallelization it isn't really THAT fast. Moreover, I even cheated and only bruteforced the last six bytes of my (known) IDPS. It's currently still running xD. Using openCL would help, because graphic cards are naturally faster than CPUs. Currently looking into that, but I never worked with openCL before and can't even find a hmac/sha1 kernel for openCL. Like nobody every did that before ... ;) [https://searchcode.com/codesearch/view/45893397/ useful?] | |||
= Tools = | |||
== PS3 Identification tools == | |||
= | === Multiman === | ||
== PS3 Model Detection == | IDPS is displayed under setting information in MultiMan. | ||
=== [Homebrew-App] PS3 Model Detection === | |||
Source: http://www.ps3hax.net/2011/01/homebrew-app-ps3-model-detection/] | Source: http://www.ps3hax.net/2011/01/homebrew-app-ps3-model-detection/] | ||
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* Also, it named bytes 0-2 "Byte 0", byte 3 "Byte 1", byte 4 "Byte 2", byte 5 "Byte 3", byte 6 "Byte 4", byte 7 "Byte 5", byte 8 "Byte 6", byte 9 "Byte 7" etc. | * Also, it named bytes 0-2 "Byte 0", byte 3 "Byte 1", byte 4 "Byte 2", byte 5 "Byte 3", byte 6 "Byte 4", byte 7 "Byte 5", byte 8 "Byte 6", byte 9 "Byte 7" etc. | ||
== IDPS Viewer == | === [Homebrew-App] IDPS Viewer === | ||
Source [http://www.tortuga-cove.com/hacking/31-ps3/8396-released-idps-viewer link] | Source [http://www.tortuga-cove.com/hacking/31-ps3/8396-released-idps-viewer link] | ||
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* Save IDPS (16 bytes from EID) into dev_hdd0/IDPS.bin file | * Save IDPS (16 bytes from EID) into dev_hdd0/IDPS.bin file | ||
{{Flash}} | {{Flash}} | ||
{{Development}}<noinclude>[[Category:Main]]</noinclude> | {{Development}}<noinclude>[[Category:Main]]</noinclude> |