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This page will have to be merged with the [[Rif]] one.
The PS4 content license files are like on PSP, PS3 and PSVita the .rif files.


The PS4 content license files are, like on PSP, PS3 and PS Vita, 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/application. On PSP, PS3 and PS Vita, there was one .rif per content (one for the game and one for each DLC)
* 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 determine where the license for a specific content is in the .rif, the 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. [[SceShellCore]] 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 that the .rif and .idx cannot be copied to another PS4 console.


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 RIF file that is paired with a .idx file, see [[#RIFA File|RIFA file]].
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 files]].
[[Rif/samples|Sample disc rif files]].


=== RIF Entry ===
=== RIF Entry ===
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| Unknown || <code>0x60</code> || 0x10 || - ||  
| Unknown || <code>0x60</code> || 0x10 || - ||  
|-
|-
| Entitlement Key || <code>0x70</code> || 0x10 || - || Usually zeroes
| Entitlement Key || <code>0x70</code> || 0x10 || - ||  
|-
|-
| Zeroes? || <code>0x80</code> || 0x10 || - ||  
| Zeroes? || <code>0x80</code> || 0x10 || - ||  
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! style="width: 40%" | Remark
! style="width: 40%" | Remark
|-
|-
| [[Entitlement Label]] || <code>0x00</code> || 16 || <code>PLAYROOM00000000</code> ||  
| [[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]]
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