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The PS4 content license files are like on PSP, PS3 and PSVita the .rif files. | |||
But for the first time, the format has been changed a lot: | |||
* There is only one .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) | |||
But for the first time, the format has changed a lot: | * 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). | ||
* There is only one .rif file (and .idx) per game/ | * 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. | ||
* This is handled by adding each DLC license to the game .rif. To | |||
* When the .rif is downloaded from | |||
Then the .idx is generated. | |||
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 files an be found in: | The files an be found in: | ||
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This is a .rif that is not paired with a .idx file. | This is a .rif that is not paired with a .idx file. | ||
For a | For a rif file that is paired with a .idx file, see [[#RIFA File|RIFA file]]. | ||
The .rif file embeds one or more [[RIF Entry|RIF entry]]. | The .rif file embeds one or more [[RIF Entry|RIF entry]]. | ||
[[Rif/samples|Sample disc | [[Rif/samples|Sample disc rif files]]. | ||
=== RIF Entry === | === RIF Entry === | ||
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| Unknown || <code>0x00</code> || 0x10 || - || | | Unknown || <code>0x00</code> || 0x10 || - || | ||
|- | |- | ||
| | | Unknown || <code>0x10</code> || 0x10 || - || | ||
|- | |- | ||
| | | Unknown || <code>0x20</code> || 0x10 || - || | ||
|- | |- | ||
| Content Key Seed || <code>0x30</code> || 0x10 || - || Used to generate PFS key | | Content Key Seed || <code>0x30</code> || 0x10 || - || Used to generate PFS key | ||
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| Unknown || <code>0x60</code> || 0x10 || - || | | Unknown || <code>0x60</code> || 0x10 || - || | ||
|- | |- | ||
| Entitlement Key || <code>0x70</code> || 0x10 || - || | | Entitlement Key || <code>0x70</code> || 0x10 || - || | ||
|- | |- | ||
| | | Unknown || <code>0x80</code> || 0x10 || - || | ||
|} | |} | ||
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! style="width: 40%" | Remark | ! style="width: 40%" | Remark | ||
|- | |- | ||
| [[Entitlement | | [[Entitlement label]] || <code>0x00</code> || 16 || <code>PLAYROOM00000000</code> || | ||
|- | |- | ||
| RIF Offset || <code>0x10</code> || 8 || <code>00 04 00 00 00 00 00 00</code> || Offset into [[#RIFA File|RIFA file]] | | RIF Offset || <code>0x10</code> || 8 || <code>00 04 00 00 00 00 00 00</code> || Offset into [[#RIFA File|RIFA file]] |