Editing Content License
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The PS4 content license files are like on PSP, PS3 and | The PS4 content license files are like on PSP, PS3 and PS4 the .rif files.<br /> | ||
But for the first time, the format has been a lot changed: | |||
But for the first time, the format has been | * There is only 1 .rif file (and .idx) per game/app. On PSP, PS3 and PSVita, there were 1 .rif per content (1 for the game + 1 for each DLC) | ||
* There is only | |||
* This is handled by adding each DLC license to the game .rif. To know where the license is in the .rif, PS4 generates a .idx file (RIF index). | * This is handled by adding each DLC license to the game .rif. To know where the license is in the .rif, PS4 generates a .idx file (RIF index). | ||
* When the .rif is downloaded from PSN by SceShellcore, it is added to the current .rif file of the game (if existing).<br />Then the .idx is generated. ShellCore calls npdrm_ioctl to get a 0x10 bytes HMAC-SHA256 per console key from SAMU.<br />The HMAC is computed over the RIF data and is written to the .idx entry.<br />The aim is both to ensure .rif integrity and to make sure the .rif and .idx can't be copied to another PS4 console. | * When the .rif is downloaded from PSN by SceShellcore, it is added to the current .rif file of the game (if existing).<br />Then the .idx is generated. ShellCore calls npdrm_ioctl to get a 0x10 bytes HMAC-SHA256 per console key from SAMU.<br />The HMAC is computed over the RIF data and is written to the .idx entry.<br />The aim is both to ensure .rif integrity and to make sure the .rif and .idx can't be copied to another PS4 console. |