LIC.DAT: Difference between revisions

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= structure =
= structure =
The structure is dependant of how the file is created and processed by the PS3. The file is generated in 2 steps, in the first step is generated the header (with a crc32 filled with zeroes as a placeholder) and the licenses table, in second step the crc32 is calculated, added in the header, and filled with zeroes at the end up to 0x10000
The structure is dependant of how the file is generated in PC and processed by the PS3


PS3 first reads the file LIC.DAT (header + licenses table, not included the padding at end)... then it makes a copy of it (because is needed to edit it)... then it reads the crc32 area from the header and stores it separatedlly... then it fills the crc32 area with zeroes... and finally... it calculates the crc32 of the edited file
Generation - The file is created in 2 steps, the file generated in first step contains the header (with a crc32 filled with zeroes intended as a placeholder) and the licenses table, in second step is calculated the crc32 of the file and is added in the header, and filled with zeroes at the end up to 0x10000
 
Processing - PS3 first reads the file LIC.DAT (header + licenses table, not included the padding at end), then it makes a copy of it (because is needed to edit it)... then it reads the crc32 area from the header and stores it separatedlly, then it fills the crc32 area with zeroes... and finally... it calculates the crc32 of the edited file
 
The CRC32 hash stored in the final LIC.DAT file.... is the hash of the file generated in step 1 (with the crc32 area on the header filled with zeroes) and a total size smaller than  0x10000 (because doesnt have the padding added at the end of step 2) <!-- yes, thats weird -->


== header ==
== header ==

Revision as of 17:56, 28 August 2015

Description

Location: /dev_bdvd/PS3_GAME/LICDIR/LIC.DAT (soon LIC.EDAT)

Checked within Level 2 Kernel and possible via lv2syscall476

Final File size is: 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 dependant of how the file is generated in PC and processed by the PS3

Generation - The file is created in 2 steps, the file generated in first step contains the header (with a crc32 filled with zeroes intended as a placeholder) and the licenses table, in second step is calculated the crc32 of the file and is added in the header, and filled with zeroes at the end up to 0x10000

Processing - PS3 first reads the file LIC.DAT (header + licenses table, not included the padding at end), then it makes a copy of it (because is needed to edit it)... then it reads the crc32 area from the header and stores it separatedlly, then it fills the crc32 area with zeroes... and finally... it calculates the crc32 of the edited file

The CRC32 hash stored in the final LIC.DAT file.... is the hash of the file generated in step 1 (with the crc32 area on the header filled with zeroes) and a total size smaller than 0x10000 (because doesnt have the padding added at the end of step 2)

header

Offset Length Example Name Description
0x0 0x8 'PS3LICDA' Magic
0x8 0x4 0x1 Version DAT version or license version ?
0xC 0x4 0x80000000 License type ? 0x00000000 = debug
0x80000000 = retail
0x10 0x4 0x00000900 License table, absolute end offset chunks end (can be calculated with the formula: chunks start + chunk amounts * chunk size)
0x14 0x4 0x00000800 License table, absolute start offset chunks start (static)
0x18 0x4 0x00000100 License size chunk size (static)
0x1C 0x4 0x00000001 License amount chunk amounts
0x20 0x4 0xD8A9D38C crc32 CRC32 from the first byte till the end of last chunk (without CRC32 value)

License table

chunk

Offset Length Value Description
0x800+i*0x100 0x1 0x1 kind of ID
0x801+i*0x100 ID depending 'BLES01623' Title ID / Contend ID

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