NPDRM: Difference between revisions
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'''The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it to this page''' | '''The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it to this page.''' | ||
To merge on wiki: | To merge on wiki: | ||
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= PS3 NPDRM SELF - SPRX decryption steps = | = PS3 NPDRM SELF - SPRX decryption steps = | ||
Once the user is trying to start a [[SELF - SPRX|SELF]], the [[VSH|vsh]] looks for the [[SELF_-_SPRX#Program_Identification_Header|Program Identification Header]]. If the [[Program Type]] is NPDRM, then the [[SELF_-_SPRX#Supplemental_Header_Table|Supplemental Header Table NPDRM header]] is located. From this [[NPD]] header the [[VSH|vsh]] gets the [[NPDRM_Selfs#License_Type]]. | Once that the user is trying to start a [[SELF - SPRX|SELF]], the [[VSH|vsh]] looks for the [[SELF_-_SPRX#Program_Identification_Header|Program Identification Header]]. If the [[Program Type]] is NPDRM, then the [[SELF_-_SPRX#Supplemental_Header_Table|Supplemental Header Table NPDRM header]] is located. From this [[NPD]] header the [[VSH|vsh]] gets the [[NPDRM_Selfs#License_Type]]. | ||
If a Network Licensed content is to be loaded, the [[VSH|vsh]] loads the act.dat and the .rif associated to the content (will download .rif to vsh process memory). | If a Network Licensed content is to be loaded, the [[VSH|vsh]] loads the act.dat and the .rif associated to the content (will download .rif to vsh process memory). | ||
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See [[EDAT files]]. | See [[EDAT files]]. | ||
= | = DRM Type = | ||
A temporary name was "License type". | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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! Value !! Type !! Remarks | ! Value !! Type !! Remarks | ||
|- | |- | ||
| 0 || Debug || SDAT | | 0 || Debug || Used in SDAT files. | ||
|- | |- | ||
| 1 || Network | | 1 || Network || It requires network authentication every time the content is launched. See [http://en.wikipedia.org/wiki/PlayStation_Network_outage#Inability_to_use_PlayStation_3_content inability example]. | ||
|- | |- | ||
| 2 || Local | | 2 || Local || It requires first time activation online (paid content but also demo and free of charge content). | ||
|- | |- | ||
| 3 || Free || | | 3 || Free || On PS3, it does not require any license file nor console activation (act.dat). | ||
|} | |} | ||
= Tools = | = Tools = | ||
* Tools to convert RAP to klicensee: [[Dev_Tools#ReactPSN_.rap_to_.rif_converter|download links | * Tools to convert RAP to klicensee: [[Dev_Tools#ReactPSN_.rap_to_.rif_converter|download links and usage]] | ||
{{File Formats}}<noinclude>[[Category:Main]]</noinclude> | {{File Formats}}<noinclude>[[Category:Main]]</noinclude> |
Revision as of 21:28, 8 February 2022
This article is marked for rewrite/restructuring in proper wiki format. You can help PS3 Developer wiki by editing it. |
The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it to this page.
To merge on wiki:
See also PS Vita NPDRM and PSP NPDRM.
PS3 NPDRM SELF - SPRX decryption steps
Once that the user is trying to start a SELF, the vsh looks for the Program Identification Header. If the Program Type is NPDRM, then the Supplemental Header Table NPDRM header is located. From this NPD header the vsh gets the NPDRM_Selfs#License_Type.
If a Network Licensed content is to be loaded, the vsh loads the act.dat and the .rif associated to the content (will download .rif to vsh process memory).
For Local Licensed content too, the vsh locates a file with the same CONTENT ID as in NPDRM header, then the signatures are checked (last 0x28 bytes of both RIF and act.dat).
If a Free content (no license check: no need for .rif/act.dat) is detected then a generic klicensee will be use for further steps (go to LV2).
Using the RIF_KEY with the act.dat index decryption key, it will obtain the actdatIndex, then the execution passes to LV2 Syscalls 471.
This function has different parameters depending of the License Type:
PAID: syscall471(npd.type, &npd.titleID, NULL, &actdat.keyTable[rif.actDatIndex], &rif.key, npd.license, &npd); FREE: syscall471(npd.type, &npd.titleID, freeklicensee, NULL, NULL, npd.license, &npd);
- *PAID can also include free games/apps too but require this licensing check
The lv2 keeps a memory table with contentID and the associated key:
- Licensed content: the encrypted klicensee is converted to the klicensee (by using a constant value on lv2, IDPS and the act.dat) and once transformed it is stored in memory table.
- Free content: copies the titleID and the generic klicensee to the table.
From there, the lv1 hypervisor by loading Appldr, will transform (again) this key by using the klic_dec_key and finally remove the NPDRM layer to start the SELF - SPRX decryption.
PS3 NPDRM EDAT decryption steps
See EDAT files.
DRM Type
A temporary name was "License type".
Value | Type | Remarks |
---|---|---|
0 | Debug | Used in SDAT files. |
1 | Network | It requires network authentication every time the content is launched. See inability example. |
2 | Local | It requires first time activation online (paid content but also demo and free of charge content). |
3 | Free | On PS3, it does not require any license file nor console activation (act.dat). |
Tools
- Tools to convert RAP to klicensee: download links and usage
|