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SELF stands for Signed Executable and Linkable Format. SELF is the file format used by the executables on the PS3 and PS Vita. SPRX stands for Signed Playstation Relocatable eXecutable. SPRX is a file extension, derived from PRX, of SELF files that are loaded as "libraries" rather than "applications". SELF files of applications are often named "EBOOT.BIN" as in "encrypted BOOT.BIN" as a legacy of PS1, PS2 and PSP executables filenames.
SELF stands for Signed Executable and Linkable Format. SPRX stands for Signed Playstation Relocatable eXecutable. They are the format used by the executables on the PS3 and PSVita.


[[File:Self.png|thumb|alt=A screenshot of f0f's presentation at CCC2010.]]
[[File:Self.png|thumb|alt=A screenshot of f0f's presentation at CCC2010.]]
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= Introduction =
= Introduction =


SELF consists of a [[Certified File]] header with an Extended Header followed by the encapsulated ELF file. ELF sections can be compressed using gzip. A SELF is usually encrypted and signed, but [[#fSELF|fSELF]] are unsigned SELFs. ELF sections can be encrypted using AES128 and signed using ECDSA160 or RSA2048 + HMAC-SHA1 or HMAC-SHA256. A SELF has a specific header called Extended header where it stores all the parameters for this program.
It consists of a CF header with an extended header followed by the encapsulated ELF file. ELF sections can be compressed using gzip. SELFs are encrypted and signed, unlike fSELFs. ELF sections are encrypted using AES128 and signed using ECDSA160 or RSA2048 + HMAC-SHA1 or HMAC-SHA256. SELF file has a specific header called Extended header where it stores all the parameters for this program.


*Extended Header
*Extended Header
Extended Header consists of information regarding the structure and offsets of the SELF. The first part is in plaintext until the Encryption Root Header.
It consists of information regarding the structure and offsets of the SELF. The first part is in plaintext until you reach Encryption Root Header.


*Encryption Root Header
*Encryption Root Header
Encryption Root Header is encrypted under an AES256CBC layer. It contains key and IV to further decrypt the Certification data using AES128 (CBC or CTR).
Encryption Root Header is itself encrypted under AES256CBC. It contains key and ivec to further decrypt the Certification data using AES128(CBC or CTR).


*Certification data
*Certification data
Certification Header, Certification Body and CF Signature are encrypted under an AES128 (CBC or CTR) layer with the Encryption Root Header key and IV.
The Certification Header, Certification Body and Certification Footer are encrypted under this AES128 layer and are decrypted with the key above.


*Certification Header
*Certification Header
Signature is an ECDSA160/RSA2048 signature of the SHA1/SHA256 digest of the SELF file starting at offset 0 and ending at offset sign_offset.
Certification Header contains the info required to authenticate the Certification. The Certification Footer signature is ECDSA160 of the SHA1 digest of the SELF file starting at offset 0x0 and ending at offset footer_offset, or RSA2048 ?of the same data?.


*Data Segments
*Data Sections
Data segments can be encrypted and/or compressed. SHA1/HMAC-SHA1/HMAC-SHA256 is used to ensure that they have not been modified.
The data sections can be encrypted and/or compressed. SHA1/HMAC-SHA1/HMAC-SHA256 is used to ensure that they have not been modified.


= Cryptography =
= Cryptography =
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Basically here are the steps being involved by the loaders:  
Basically here are the steps being involved by the loaders:  


Loaders all have a static key and iv called respectively <abbr title="ERK - 256bit Encryption Round Key">erk</abbr> and <abbr title="RIV - 128bit Reset Initialization Vector">riv</abbr>. Those are keys for the first decryption step which is to decrypt the Encryption Root Header using <abbr title="AES256CBC - Advanced Encryption Standard - 256 bit - Cipher-block chaining">AES256CBC</abbr>. When the SELF is protected by [[NPDRM]] ?instead of using static keys?, erk and riv are derived by decrypting klicensee using "NP_klic_key".
Loaders all have a static key and iv called respectively <abbr title="ERK - 256bit Encryption Round Key">erk</abbr> and <abbr title="RIV - 128bit Reset Initialization Vector">riv</abbr>. Those are keys for the first decryption step which is to decrypt the very first 0x40 bytes of the SELF's metadata using <abbr title="AES256CBC - Advanced Encryption Standard - 256 bit - Cipher-block chaining">AES256CBC</abbr>. When the SELF is protected by [[NPDRM]] ?instead of using static keys?, erk and riv are derived by decrypting klicensee using "NP_klic_key".


Then the result is used as key and iv to decrypt the rest of the Certification data using <abbr title="AESCTR - Advanced Encryption Standard - Counter Mode">AES128CTR</abbr> (PS3) or AES128CBC (PS Vita). Finally the decrypted Certification data contains the key and iv for each data segments which are still decrypted following the Segment Certification Header information. This security model is based on the fact that the Certification Root Header once decrypted by the static AES256CBC key in the loader should never be the same from one binary to the other. The same goes for any other value used as an AES128 key or iv.
Then the result is used as key and iv to decrypt the rest of the Certification data using <abbr title="AESCTR - Advanced Encryption Standard - Counter Mode">AES128CTR</abbr> (PS3) or AES128CBC (PSVita). Finally the decrypted Certification data contains the key and iv for each data sections which are still decrypted following the Segment Certification Header information. This security model is based on the fact that the Certification Root Header once decrypted by the static AES256CBC key in the loader should never be the same from one binary to the other. The same goes for any other value used as an AES128 key or iv.


Loaders are also involved with inflating the binaries using zlib.
Loaders are also involved with inflating the binaries using zlib.


The SELF authenticity is based on other independent steps, <abbr title="HMAC-SHA1 - Hash-based Message Authentication Code - Secure Hash Algorithm 1">HMAC-SHA1</abbr> or HMAC-SHA256 of the data segments and <abbr title="ECDSA - Elliptic Curve Digital Signature Algorithm">ECDSA160</abbr> or RSA2048 for the signature of the header and the Certification data.
The SELF authenticity is based on other independent steps, <abbr title="HMAC-SHA1 - Hash-based Message Authentication Code - Secure Hash Algorithm 1">HMAC-SHA1</abbr> or HMAC-SHA256 of the data sections and <abbr title="ECDSA - Elliptic Curve Digital Signature Algorithm">ECDSA160</abbr> or RSA2048 for the signature of the header and the Certification data.


== Short references ==
== Short references ==
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= fSELF =
= fSELF =


fSELF stands for fake signed ELF. It is the format output by Software Development Kits and ran on activated TestKits and DevKits. As it name suggests, a fSELF is not signed and usually not encrypted. If a fSELF was signed, that would imply that SDK embeds the private keys required to sign it.
fSELF stands for fake signed ELF. It is the format ouput by developer SDK. As it name suggests, it is not signed nor encrypted. If it was, that would imply SDK embeds private keys to sign it and keys to encrypt it.


A fSELF has Attribute set to 0x8000. ?always?
A fSELF has Attribute set to 0x8000. ?always?


A fSELF has usually less rights than a System SELF but more than a finalized Non-System SELF. The OS recognizes a fSELF by looking at its program-authority-id.
A fSELF has usually less rights than a System SELF. The OS recognizes a fSELF by looking at its program-authority-id.


To document more...
To document more...
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== PS3 ==
== PS3 ==


Files with extensions: eboot.bin, *.self, *.sprx.
Files with extensions: eboot.bin, .self, .sprx.


See also [[SELFs inside ELFs]].
See also [[SELFs inside ELFs]].


== PS Vita ==
== PSVita ==


Files with extensions: eboot.bin, *.self, *.suprx, *.skprx, *.skarx.
Files with extensions: eboot.bin, .self, .suprx, .skprx.


= File Format =
= File Format =


Notes:
Notes:
* Warning: PS3 uses big endian, PS Vita uses little endian.
* Warning: PS3 uses big endian, PSVita uses little endian.
* Encapsulated ELF header fields are useless (only the EI_CLASS EI_DATA and EI_VERSION fields are checked).
* Encapsulated ELF header fields are useless (only the EI_CLASS EI_DATA and EI_VERSION fields are checked).


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</pre>
</pre>


== Special SELF samples ==
== Special SELFs ==


=== Warhawk public beta release 012 ===
=== Warhawk public beta release 012 ===


Oldest official game SELF (although not even NPDRM protected!!!) found by now: 2007-06-08.
Oldest official game SELF (not NPDRM !!!) I have found for now: 2007-06-08.


*https://web.archive.org/web/*/http://download-prod.online.scea.com/medius-patch/warhawk-pubeta/warhawk//*
*https://web.archive.org/web/*/http://download-prod.online.scea.com/medius-patch/warhawk-pubeta/warhawk//*
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! field !! offset !! type !! notes
! field !! offset !! type !! notes
|-
|-
| Extended Header version || 0x0 || u64 || 3 for PS3, 4 for PS Vita
| Extended Header version || 0x0 || u64 || 3 for PS3, 4 for PSVita
|-
|-
| Program Identification Header offset || 0x8 || u64 || Offset to Program Identification Header.
| Program Identification Header offset || 0x8 || u64 || Offset to Program Identification Header.
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=== Comments ===
=== Comments ===


The real ELF data is located after the Extended Header (see Extended Header size in [[Certified File#Header|Certified File Header]]). It is encrypted, unless [[Certified File]] attribute is 0x8000 (fake CF). unfself works by cutting the SCE header from the fSELF and if needed decompressing segments.
The real ELF data is located after the Extended Header (see Extended Header size in [[Certified File#Header|Certified File Header]]). It is encrypted, unless [[Certified File]] attribute is 0x8000 (fake CF). unfself works by cutting the SCE header from the fSELF and if needed decompressing sections.


== Program Identification Header ==
== Program Identification Header ==


Temporary name was App Info. Official name is Program Identification Header.
Temp name was App Info. Official name is Program Identification Header.


=== Struct ===
=== Struct ===
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[http://www.openwatcom.com/ftp/devel/docs/elf-64-gen.pdf ELF-64 Object File Format]
[http://www.openwatcom.com/ftp/devel/docs/elf-64-gen.pdf ELF-64 Object File Format]


==== PS Vita ====
==== PSVita ====


<source lang="C">
<source lang="C">
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|}
|}


See also [https://wiki.henkaku.xyz/vita/images/a/a2/Vita_SDK_specifications.pdf yifan lu's outdated specifications for PS Vita fSELF]
See also specifications:
[https://wiki.henkaku.xyz/vita/images/a/a2/Vita_SDK_specifications.pdf yifanlu specs]


=== SCE specific ELF types (e_type) ===
=== SCE specific ELF types (e_type) ===
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#define ET_SCE_PSPRELEXEC 0xFFA0 /* SCE PSP Relocatable Executable */
#define ET_SCE_PSPRELEXEC 0xFFA0 /* SCE PSP Relocatable Executable */
#define ET_SCE_PPURELEXEC 0xFFA4 /* SCE PPU Relocatable Executable */
#define ET_SCE_PPURELEXEC 0xFFA4 /* SCE PPU Relocatable Executable */
#define ET_SCE_ARMRELEXEC 0xFFA5 /* ?SCE ARM Relocatable Executable (PS Vita System Software earlier or equal 0.931.010) */
#define ET_SCE_ARMRELEXEC 0xFFA5 /* ?SCE ARM Relocatable Executable (PSVita FW <=0.931) */
#define ET_SCE_PSPOVERLAY 0xFFA8 /* ? */
#define ET_SCE_PSPOVERLAY 0xFFA8 /* ? */
</source>
</source>
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</source>
</source>


==== PS Vita ====
==== PSVita ====


<source lang="C">
<source lang="C">
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== Segment Extended Header ==
== Segment Extended Header ==


Temporary name was Section Info. Official name is segment_ext_header.
Temp name was SELF Section Info. Official name is segment_ext_header.


Segment Extended Header is a table which maps each phdr/shdr entry to the actual offset/size within the encrypted Certified File. Indeed, because segments can be compressed, they might not match the values listed within the ELF phdr/shdr.
A table which maps each phdr entry to the actual offset/size within the encrypted CF. Indeed, because sections can be compressed, they might not match the values listed within the ELF phdr/shdr.


There is one of these entries for each ELF phdr (ELF Program Segment Header) entry in the ELF file so that the console knows where to decrypt the data from, because it might also be compressed.
There is one of these entries for each ELF phdr (ELF Program Segment Header) entry in the ELF file so that the console knows where to decrypt the data from (because it might also be compressed).


=== Struct ===
=== Struct ===
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== Supplemental Header Table ==
== Supplemental Header Table ==


Temporary name was Control Information. Official name is supplemental_header_table.
Temp name was Control Information. Official name is supplemental_header_table.


=== Struct ===
=== Struct ===
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  typedef struct {
  typedef struct {
   uint32_t type; // 1=PS3 plaintext_capability; 2=PS3 ELF digest; 3=PS3 NPDRM, 4=PS Vita ELF digest; 5=PS Vita NPDRM; 6=PS Vita boot param; 7=PS Vita shared secret
   uint32_t type; // 1=PS3 plaintext_capability; 2=PS3 ELF digest; 3=PS3 NPDRM, 4=PSVita ELF digest; 5=PSVita NPDRM; 6=PSVita boot param; 7=PSVita shared secret
   uint32_t size;
   uint32_t size;
   uint64_t next; // 1 if another Supplemental Header element follows else 0
   uint64_t next; // 1 if another Supplemental Header element follows else 0
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     // type 2, 0x40 bytes
     // type 2, 0x40 bytes
     struct { // 0x30 bytes of data
     struct { // 0x30 bytes of data
       uint8_t constant[0x14]; // same for every PS3/PS Vita SELF, hardcoded in make_fself.exe: 627CB1808AB938E32C8C091708726A579E2586E4
       uint8_t constant[0x14]; // same for every PSVita/PS3 SELF, hardcoded in make_fself.exe: 627CB1808AB938E32C8C091708726A579E2586E4
       uint8_t elf_digest[0x14]; // SHA-1. Hash F2C552BF716ED24759CBE8A0A9A6DB9965F3811C is blacklisted by appldr
       uint8_t elf_digest[0x14]; // SHA-1. Hash F2C552BF716ED24759CBE8A0A9A6DB9965F3811C is blacklisted by appldr
       uint64_t required_system_version; // filled on Sony authentication server, contains decimal PS3_SYSTEM_VER value from PARAM.SFO
       uint64_t required_system_version; // filled on Sony auth server, contains decimal PS3_SYSTEM_VER value from PARAM.SFO
     } PS3_elf_digest_header_40;
     } PS3_elf_digest_header_40;


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     // type 4, 0x50 bytes
     // type 4, 0x50 bytes
     struct { // 0x40 bytes of data
     struct { // 0x40 bytes of data
       uint8_t constant[0x14]; // same for every PS3/PS Vita SELF, hardcoded in make_fself.exe: 627CB1808AB938E32C8C091708726A579E2586E4
       uint8_t constant[0x14]; // same for every PSVita/PS3 SELF, hardcoded in make_fself.exe: 627CB1808AB938E32C8C091708726A579E2586E4
       uint8_t elf_digest[0x20]; // SHA-256 of source ELF file.
       uint8_t elf_digest[0x20]; // SHA-256 of source ELF file.
       uint8_t padding[8];
       uint8_t padding[8];
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** Decrypt the data using the algorithm, key and ivec from the Segment Certification specified by keyIndex and ivecIndex in the Segment Certification Header.
** Decrypt the data using the algorithm, key and ivec from the Segment Certification specified by keyIndex and ivecIndex in the Segment Certification Header.
** Uncompress the data using the algorithm specified in the Segment Certification Header.
** Uncompress the data using the algorithm specified in the Segment Certification Header.
** Write the output data to the ELF file as the program section specified by segment_id in the Segment Certification Header.
** Write the output data to the ELF file as the program section specified by program_idx in the Segment Certification Header.


= Tools =
= Tools =
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=== some tool by geohot (2009) ===
=== some tool by geohot (2009) ===


To be documented.
To document.


=== scetool by fail0verflow (?2010?) ===
=== scetool by fail0verflow (?2010?) ===


To be documented.
To document.


=== some tool by xorloser ===
=== some tool by xorloser ===


To be documented.
To document.




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