LIC.DAT: Difference between revisions
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= Structure = | = Structure = | ||
The structure is a consequence of how the file is generated in PC and validated by the PS3. | |||
The | *CRC32 generation (in PC) | ||
<!--previous steps of how is generated the file could be longer to explain and not so easy to deduce--> | |||
**A temporal file<!--or debug LIC.DAT for master disc?--> is created composed by: ''header'' + ''license table''. The crc32 value stored at offset 0x20 is filled with zeroes and works as a placeholder | |||
**Now is calculated the crc32 of the temporal file | |||
**The crc32 calculated in previous step is stored at offset 0x20 replacing the zeroes placeholder | |||
**A padding is added after the '''lic_table_end''' offset to increase the final size of LIC.DAT up to 0x10000 | |||
*CRC32 validation | *CRC32 validation (in PS3) | ||
**LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to '''lic_table_end''' offset) | **LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to '''lic_table_end''' offset) | ||
**The crc32 value stored at offset 0x20 is replaced by zeroes | **The crc32 value stored at offset 0x20 is replaced by zeroes | ||
**Now is calculated the crc32 of the edited file | **Now is calculated the crc32 of the edited file | ||
**The crc32 calculated in previous step is validated against the crc32 value stored at offset 0x20 of the original LIC.DAT | **The crc32 calculated in previous step is validated against the crc32 value stored at offset 0x20 of the original LIC.DAT | ||
== Header == | == Header == |
Revision as of 07:03, 11 September 2018
Description
- Paths
- dev_bdvd/PS3_GAME/LICDIR/LIC.DAT
- dev_bdvd/PS3_GM01/LICDIR/LIC.DAT
- dev_bdvd/PS3_GM02/LICDIR/LIC.DAT
- etc...
Checked within Level 2 Kernel and possible via lv2syscall476
.
File size is always 0x10000 Bytes.
See also Discussion page.
Example
00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA........ 00000010 00 00 09 00 00 00 08 00 00 00 01 00 00 00 00 01 ................ 00000020 8C D3 A9 D8 00 00 00 00 00 00 00 00 00 00 00 00 ................ ... 00000800 01 42 4C 45 53 30 31 36 32 33 00 00 00 00 00 00 .BLES01623...... ...
Structure
The structure is a consequence of how the file is generated in PC and validated by the PS3.
- CRC32 generation (in PC)
- A temporal file is created composed by: header + license table. The crc32 value stored at offset 0x20 is filled with zeroes and works as a placeholder
- Now is calculated the crc32 of the temporal file
- The crc32 calculated in previous step is stored at offset 0x20 replacing the zeroes placeholder
- A padding is added after the lic_table_end offset to increase the final size of LIC.DAT up to 0x10000
- CRC32 validation (in PS3)
- LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to lic_table_end offset)
- The crc32 value stored at offset 0x20 is replaced by zeroes
- Now is calculated the crc32 of the edited file
- The crc32 calculated in previous step is validated against the crc32 value stored at offset 0x20 of the original LIC.DAT
Header
Offset | Length | Example | Name | Description |
---|---|---|---|---|
0x0 | 0x8 | 'PS3LICDA' | magic | LIC.DAT identifyer |
0x8 | 0x4 | 0x00000001 | version | DAT structure version |
0xC | 0x4 | 0x80000000 | flag | 0x80000000 = retail (used in LIC.DAT under directory PS3_GAME) 0x00000000 = debug (used in LIC.DAT under directory PS3_GM01, PS3_GM02, etc...) |
0x10 | 0x4 | 0x00000900 | lic_table_end | License table, absolute end offset. Calculated by: license table start + (license amounts * license size) |
0x14 | 0x4 | 0x00000800 | lic_table_start | License table, absolute start offset. Always found 0x800 (static) |
0x18 | 0x4 | 0x00000100 | lic_size | License size. Always found 0x100 (static) |
0x1C | 0x4 | 0x00000001 | lic_num | License amount. Values found: 0x1 (single boot discs), 0x2 (dual boot discs), 0x3 (triple boot discs) |
0x20 | 0x4 | 0x8CD3A9D8 | crc32 | CRC32 from the first byte of LIC.DAT till the end of license table (includes the CRC32 placeholder filled with zeroes) |
0x24 | ? | 0x0000... | padding | is unknown where the header ends, probablly aligned to 0x200 but there are much more zeroes after it |
License table
Composed by one or more license entries.
License entry
Relative Offset | Length | Example | Name | Description |
---|---|---|---|---|
0x0 | 0x1 | 0x1 | id_type | 0x01 = Title ID 0x02 = SKU ID 0x03 = Content ID |
0x1 | 0x0A (if id_type = 0x01) 0x2A (if id_type = 0x02) 0x25 (if id_type = 0x03) |
'BLES01623' | id | Bootable content identifyer (EBOOT.BIN related) |
0x0B (if id_type = 0x01) 0x2B (if id_type = 0x02) 0x26 (if id_type = 0x03) |
up to lic_size | 0x0000.... | padding | padding to fill the entry with zeroes up to the "license size" specifyed in the header |
Explanation: The first byte indicates type and size of following text:
- 0x01 means 0xA bytes, a regular TitleID (ex. BLES01623) with \0 terminating
- 0x02 means 0x2A bytes, a regular SKU ID (ex. UP0002-BLES01623_00-0000111122223333-E001) with \0 terminating
- 0x03 means 0x25 bytes, a regular npdrm ContentID (ex. UP0002-BLES01623_00-0000111122223333) with \0 terminating
Padding
Padding added at bottom of LIC.DAT file is to make the total size a multiplier of bluray disc sectors, and to protect the laser lens because otherway it is too tiny and so stressing for the laser.
This padding is added in the last step when the file is generated in PC, and removed in the first step before the crc32 hash is validated by the PS3.
Multiboot PS3 Game Discs
There is a special type of PS3 game disc that contains several EBOOT.BIN with several LIC.DAT. These LIC.DAT files are a bit special because contains the TITLE_ID of all the EBOOT.BIN. The first game found using this disc structure was: Metal Gear Solid The Legacy Collection (BLJM-91001 on PS3_DISC.SFB), and the second one: Fighting edition (BLES-02129 on PS3_DISC.SFB).
Total size of the file is always 0x10000, license "slots" starts at 0x800 so... 0x10000 - 0x800 = 0xF800 (available size) and 0xF800 / 0x100 = 0xF8 (available license slots). So the maximun number of bootable contents in a "multiboot disc" is limited to 248 --> Wrong, the path PS3_GM01, PS3_GM02, etc... only allows for 2 digits... so up to 99 + main bootable content in PS3_GAME makes a total of 100.
Exemple of Dualboot: Metal Gear Solid The Legacy Collection (BLJM-91001)
Dual boot disc structure, using folders PS3_GAME, and PS3_GM01.
- dev_bdvd/PS3_GAME/LICDIR/LIC.DAT
- Header
- Magic: "PS3LICDA"
- Version: 1
- Flag: 0x80000000 (retail)
- licenses ending: 0x0A00
- beginning of licenses: 0x0800
- license size (static): 0x0100
- license amounts: 2
- CRC32: 01 0F 95 0E
- Licenses
- First license, type 0x01 = BLJM61001 @ offset 0x800 (for EBOOT.BIN under directory PS3_GAME)
- Second license, type 0x01 = BLJM60351 @ offset 0x900 (for EBOOT.BIN under directory PS3_GM01)
- Header
00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA....€... 00000010 00 00 0A 00 00 00 08 00 00 00 01 00 00 00 00 02 ................ 00000020 01 0F 95 0E 00 00 00 00 00 00 00 00 00 00 00 00 ..•............. ... 00000800 01 42 4C 4A 4D 36 31 30 30 31 00 00 00 00 00 00 .BLJM61001...... ... 00000900 01 42 4C 4A 4D 36 30 33 35 31 00 00 00 00 00 00 .BLJM60351...... ... 0000FFF0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
- dev_bdvd/PS3_GM01/LICDIR/LIC.DAT:
- The file is the same, only is changed the flag to debug = 0x00000000 (and the crc32 because the flag is included before hash is calculated)
- This means the file LIC.DAT under directory PS3_GAME is different than any of the others under paths PS3_GM01, PS3_GM_02, etc... (because the flag in main is retail and in the others is debug). But all the others are exactlly the same file because all them have the flag debug.
Example of Tripleboot: Fighting edition (BLES-02129)
Triple boot disc structure, using folders PS3_GAME, PS3_GM01, and PS3_GM02
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