Editing Disc Identification/Serialization Data
Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
<div style="float:right">[[File:Anatomy of a PS4 Disc.jpg|200px|thumb|left|Anatomy of a PS4 Game Disc]]</div> | <div style="float:right">[[File:Anatomy of a PS4 Disc.jpg|200px|thumb|left|Anatomy of a PS4 Game Disc]]</div> | ||
The [[ | The [[Disk Identification/Serialisation Data|Identification & Serialisation Data]] from a PlayStation 4 [[Game Titles|Game Title]] contains several Information, which you can find not only on any Game Disc pressed for the [[Console Information|PlayStation 4]], but also similar for any [http://www.psdevwiki.com/ps3/ PlayStation 3] and/or any other Console-based Game Disc, and other Media pressed on CD, DVD and Blu-ray. | ||
== | == Productcode == | ||
= | <div style="float:right"> | ||
[[File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|200px|thumb|left|CD showing IFPI-Codes in detail - there is no BCA visible]]<br> | |||
[[File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|200px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single-layer]]<br> | |||
[[File:IFPI Mastering SID Code dual layers.png|200px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual-layers]]<br> | |||
< | [[File:Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer.png|200px|thumb|left|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single-layer with IFPI logo]] | ||
[[File:DVD showing CBA in detail - on the innerring is the IFPI.jpg|200px|thumb|left|DVD showing CBA in detail - on the inner ring is the IFPI]]<br> | |||
[[File:Wii Disk showing CBA in detail - on the innerring is the IFPI.jpg|200px|thumb|left|Wii Disk showing CBA in detail - on the inner ring is the IFPI]]<br> | |||
[[File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|200px|thumb|left|Wii Super Mario Galaxy PAL - showing IFPI, BCA & Angular Marks]]<br> | |||
[[File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|200px|thumb|left|Wii Super Mario Galaxy PAL - BCA cropped]] | |||
[[File:BCA.jpg|200px|thumb|left|Complete inner ring from a Japanese PS3 Game Disc showing the Mastering Code together with the IFPI logo, the Matrix Code ([[Productcode]]) & the Toolstamp (in clockwise direction)]] | |||
< | [[File:Angular Marks.png|200px|thumb|left|A sketch about the Angular Marks on a optical disc]] | ||
[[File:Russian BD-ROM C3.jpg|200px|thumb|left|Screenshot while reading a pressed Blu-ray Movie with Angular Marks]] | |||
</div> | |||
< | |||
< | |||
. | |||
</ | |||
''Main article: [[Productcode]]'' | ''Main article: [[Productcode]]'' | ||
=== Layout === | |||
unique ASCII of length 9 to identify, used for PS1/PSX, PS2/PStwo, PS3, PS4, PSP, PSP2/Vita. | unique ASCII of length 9 to identify, used for PS1/PSX, PS2/PStwo, PS3, PS4, PSP, PSP2/Vita. | ||
format: XXXXYYYYY (lettercode for XXXX / numbers for YYYYY) | format: XXXXYYYYY (lettercode for XXXX / numbers for YYYYY) | ||
== Source Identification Code == | |||
The '''Source Identification Code''' (SID-Code) can be found on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used for acceptance sampling. It contains two codes, a ''Mould Code'' and a ''Mastering Code''. Each code consists the digits "IFPI" (named by the '''I'''nternational '''F'''ederation of the '''P'''honographic '''I'''ndustry) followed by a four or (less often) five-digit code. These two codes are located in the inner ring from any optical disc (outside the data section) and can be used to trace the location from a manufacturing or mastering plant, where the disc got pressed. | The '''Source Identification Code''' (SID-Code) can be found on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used for acceptance sampling. It contains two codes, a ''Mould Code'' and a ''Mastering Code''. Each code consists the digits "IFPI" (named by the '''I'''nternational '''F'''ederation of the '''P'''honographic '''I'''ndustry) followed by a four or (less often) five-digit code. These two codes are located in the inner ring from any optical disc (outside the data section) and can be used to trace the location from a manufacturing or mastering plant, where the disc got pressed. | ||
=== Mastering Plant SID-Codes === | |||
'''Note:''' There were no distinctions between a single-layer and a dual-layer Game Disc pressed on DVD, UMD and BD. | '''Note:''' There were no distinctions between a single-layer and a dual-layer Game Disc pressed on DVD, UMD and BD. | ||
{| class="wikitable sortable mw-datatable" | {| class="wikitable sortable mw-datatable" | ||
Line 99: | Line 46: | ||
| Japan || BD || PS3 || IFPI 45** || on Top || IFPI L279<br>IFPI L280 || Bottom || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture || | | Japan || BD || PS3 || IFPI 45** || on Top || IFPI L279<br>IFPI L280 || Bottom || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture || | ||
|- | |- | ||
| Japan || BD || PS4 | | Japan || BD || PS4 || ? || ? || ? || ? || ? || ? || ? || | ||
|- | |- | ||
| North America || CD || PSX || IFPI 50**<br>IFPI 51**<br>IFPI 72** || Bottom || IFPI L330<br>IFPI L336<br>IFPI L424 || on Top || Sony DADC US Inc. || {{flag|US}} || IFPI 50** = Pitman, New Jersey<br>IFPI 51** = Terre Haute, Indiana<br>IFPI 72** = ? || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Greatest Hits''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref> | | North America || CD || PSX || IFPI 50**<br>IFPI 51**<br>IFPI 72** || Bottom || IFPI L330<br>IFPI L336<br>IFPI L424 || on Top || Sony DADC US Inc. || {{flag|US}} || IFPI 50** = Pitman, New Jersey<br>IFPI 51** = Terre Haute, Indiana<br>IFPI 72** = ? || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Greatest Hits''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref> | ||
Line 115: | Line 60: | ||
| North America || BD || PS4 || ? || ? || IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture about the bottom inner ring from a North American PS4 single-layer Game Disc.</ref> | | North America || BD || PS4 || ? || ? || IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture about the bottom inner ring from a North American PS4 single-layer Game Disc.</ref> | ||
|- | |- | ||
| Europe || CD || PSX || IFPI 94** || Bottom || IFPI L553<br>IFPI L555 || on Top || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Platinum''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref> | |||
| Europe || CD || PSX || IFPI 94** || Bottom || IFPI L553<br>IFPI L555 || on Top || Sony DADC Austria AG || {{flag|AT}} || | |||
|- | |- | ||
| Europe || CD || PS2 || IFPI 94** || ? || IFPI L558 || ? || Sony DADC Austria AG || {{flag|AT}} || | | Europe || CD || PS2 || IFPI 94** || ? || IFPI L558 || ? || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg || | ||
|- | |- | ||
| Europe || DVD || PS2 || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || Sony DADC Austria AG || {{flag|AT}} || | | Europe || DVD || PS2 || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg || | ||
|- | |- | ||
| Europe || UMD || PSP || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || | | Europe || UMD || PSP || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || ? || ? || ? || | ||
|- | |- | ||
| Europe || BD || PS3 || IFPI 94** || on Top || IFPI LY23<br>IFPI LY24<br>IFPI LY25<br>IFPI LY26<br>IFPI LY27 || Bottom || | | Europe || BD || PS3 || IFPI 94** || on Top || IFPI LY23<br>IFPI LY24<br>IFPI LY25<br>IFPI LY26<br>IFPI LY27 || Bottom || ? || ? || ? || | ||
|- | |- | ||
| Europe || BD || PS4 || IFPI 94** || on Top || | | Europe || BD || PS4 || IFPI 94** || on Top || IFPI LY25<br>IFPI LY26 || Bottom || ? || ? || ? || <ref>see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Austria (in German Language).</ref> | ||
|} | |} | ||
=== See also === | |||
* [http://www.ifpi.org/content/library/sid-code-implementation-guide.pdf SID code implementation guide] | * [http://www.ifpi.org/content/library/sid-code-implementation-guide.pdf SID code implementation guide] | ||
* [http://www.musik-sammler.de/wiki/index.php?title=Herstellungsland_%28CDs_/_DVDs%29#Liste_der_SID-_.28IFPI-.29_Codes List of SID- (IFPI-) Codes] | * [http://www.musik-sammler.de/wiki/index.php?title=Herstellungsland_%28CDs_/_DVDs%29#Liste_der_SID-_.28IFPI-.29_Codes List of SID- (IFPI-) Codes] | ||
== Matrix Number == | |||
The '''Matrix Number''' (also known as the '''Matrix Code'''<!--// not to be cunfused with the greenish Code from the Matrix Trilogy ;) //-->) defines an '''internal''' alphanumeric code system during the ''Mastering Process''. | The '''Matrix Number''' (also known as the '''Matrix Code'''<!--// not to be cunfused with the greenish Code from the Matrix Trilogy ;) //-->) defines an '''internal''' alphanumeric code system during the ''Mastering Process''. | ||
=== Grandmother === | |||
When any project get finished, such as audio files for a Audio-CD, movie and/or game files for a DVD/Blu-ray Disc, the Mastering Plant creates a [http://en.wikipedia.org/wiki/Compact_Disc_manufacturing#Glass_mastering Glass-master Disc]. Literally speaking, those aren't Discs like any from retail because in most instances, a Mastering Plant use die glass plates similar to those used in printing. Such a die glass plate are also called '''Grandmother Disc''' because this is the very first ''Disc'' storing the files from a finished project. | When any project get finished, such as audio files for a Audio-CD, movie and/or game files for a DVD/Blu-ray Disc, the Mastering Plant creates a [http://en.wikipedia.org/wiki/Compact_Disc_manufacturing#Glass_mastering Glass-master Disc]. Literally speaking, those aren't Discs like any from retail because in most instances, a Mastering Plant use die glass plates similar to those used in printing. Such a die glass plate are also called '''Grandmother Disc''' because this is the very first ''Disc'' storing the files from a finished project. | ||
=== Father === | |||
Because those ''Grandmother Discs'' are fragile (and mostly larger compared to a retail Disc), you can't use it as a template to press Master Discs for the retail market. Therefore a Mastering Plant creates a ''negative'' copy from the die glass plate with the difference that this new plate consists of metal (mostly from Nickel and Zinc). This new ''metal plate'' is called the '''Father Disc''' (also known as the '''Metal-master Disc'''). After the ''Father Disc'' was created, the ''Grandmother Disc'' gets fully destroyed. | Because those ''Grandmother Discs'' are fragile (and mostly larger compared to a retail Disc), you can't use it as a template to press Master Discs for the retail market. Therefore a Mastering Plant creates a ''negative'' copy from the die glass plate with the difference that this new plate consists of metal (mostly from Nickel and Zinc). This new ''metal plate'' is called the '''Father Disc''' (also known as the '''Metal-master Disc'''). After the ''Father Disc'' was created, the ''Grandmother Disc'' gets fully destroyed. | ||
=== Mother === | |||
Since the ''Father Disc'' was created and more durable due to their metal ingredients, it would be technically possible using this one template for Replication of retail Discs. But because a Mastering Plant wants to press on several machines simultaneously for faster replication (and to save that one metal plate as a backup), they produce a exact copy from the ''Father Disc'' commonly between 20 and 50 times through [http://en.wikipedia.org/wiki/Galvanization galvanization]. Those copies are called the '''Mother Disc(s)''', since those are only copies with the same metal surface like used for the ''Father Disc'', with the difference that those ''Mother Disc(s)'' are again ''positive'' copies due to the galvanization method (similar to the ''Grandmother Disc''). | Since the ''Father Disc'' was created and more durable due to their metal ingredients, it would be technically possible using this one template for Replication of retail Discs. But because a Mastering Plant wants to press on several machines simultaneously for faster replication (and to save that one metal plate as a backup), they produce a exact copy from the ''Father Disc'' commonly between 20 and 50 times through [http://en.wikipedia.org/wiki/Galvanization galvanization]. Those copies are called the '''Mother Disc(s)''', since those are only copies with the same metal surface like used for the ''Father Disc'', with the difference that those ''Mother Disc(s)'' are again ''positive'' copies due to the galvanization method (similar to the ''Grandmother Disc''). | ||
=== Son === | |||
After several ''Mother Disc(s)'' were created, it needs to create again ''negative'' copies to use them finally for replication. Those called '''Son Disc(s)''' (or '''stamper''') have already the same form like a retail Disc including the central opening and can be finally used for the replication process. Those ''stampers'' keeping their properties for ordinary five years, but even if some gets consumed, it's still possible to create copies from one of the ''Mother Disc(s)'' or even from the ''Father Disc'' itself, if needed. | After several ''Mother Disc(s)'' were created, it needs to create again ''negative'' copies to use them finally for replication. Those called '''Son Disc(s)''' (or '''stamper''') have already the same form like a retail Disc including the central opening and can be finally used for the replication process. Those ''stampers'' keeping their properties for ordinary five years, but even if some gets consumed, it's still possible to create copies from one of the ''Mother Disc(s)'' or even from the ''Father Disc'' itself, if needed. | ||
=== Code Explanation === | |||
Those codes are also detectable in the inner ring (outside the data section) nearby the [[ | Those codes are also detectable in the inner ring (outside the data section) nearby the [[Disk Identification/Serialisation Data#Source Identification Code|Mastering Plant SID-Code]], with regional distinctions but with the same rule. Every code gets printed separately (with a hyphen between the codes from the ''Father''- and the ''Mother Disc''), while dual-layer Discs shares only the code from the ''Father Disc''. In spite of that, physical [[Game Titles]] released in Japan for both on the PlayStation 3 and [[Console Information|PlayStation 4]] contains the [[Productcode]] instead of a '''Matrix Code''', which is also parted with a hyphen because of the same rule (but without any difference between single-layer and dual-layer Discs because there is only one [[Productcode]] printed two times on a dual-layer Disc). | ||
{| class="wikitable sortable mw-datatable" | {| class="wikitable sortable mw-datatable" | ||
Line 164: | Line 106: | ||
| Mother || Female || style="background-color:#FFFFBB;" | Metal || style="background-color:#FF9090;" | Positive || style="background-color:#FF9090;" | No || [[Productcode]] || eight-digit code mixed with letters and numbers || four-digit code beginning with a single letter following by three numbers | | Mother || Female || style="background-color:#FFFFBB;" | Metal || style="background-color:#FF9090;" | Positive || style="background-color:#FF9090;" | No || [[Productcode]] || eight-digit code mixed with letters and numbers || four-digit code beginning with a single letter following by three numbers | ||
|- | |- | ||
| Son || Male || style="background-color:#90FF90;" | Metal || style="background-color:#90FF90;" | Negative || style="background-color:#90FF90;" | Yes || one-digit code with a number only || one-digit code with a number only || four-digit code with numbers only | | Son || Male || style="background-color:#90FF90;" | Metal || style="background-color:#90FF90;" | Negative || style="background-color:#90FF90;" | Yes || one-digit code with a number only || one-digit code with a number only || four-digit code with numbers only | ||
|} | |} | ||
=== Examples === | |||
{| class="wikitable sortable mw-datatable" | {| class="wikitable sortable mw-datatable" | ||
|- | |- | ||
Line 176: | Line 118: | ||
| [http://img849.imageshack.us/img849/5543/9vvd.jpg] || Single-layer || North America || B4SS || - || 000710A1 || || 3 | | [http://img849.imageshack.us/img849/5543/9vvd.jpg] || Single-layer || North America || B4SS || - || 000710A1 || || 3 | ||
|- | |- | ||
| FIFA 14 || Single-layer || Europe || A0102211631 || - || A511 || | | FIFA 14 || Single-layer || Europe || A0102211631 || - || A511 || || 2000 | ||
|- | |- | ||
| rowspan="2" | Killzone: Shadow Fall || rowspan="2" | Dual-layer || rowspan="2" | Europe || rowspan="2" | A0102222087 || rowspan="2" | - || A911 || || 6000 | | rowspan="2" | Killzone: Shadow Fall || rowspan="2" | Dual-layer || rowspan="2" | Europe || rowspan="2" | A0102222087 || rowspan="2" | - || A911 || || 6000 | ||
Line 183: | Line 125: | ||
|} | |} | ||
== Burst Cutting Area == | |||
The (Narrow) '''Burst Cutting Area''' ((N)BCA) can be used for adding further Information such as serial numbers or any other Information about the manufacturing process etc. The BCA-Code is written using a [http://en.wikipedia.org/wiki/Nd:YAG_laser Nd:YAG laser] and can be also used as a security measure to avoid illegal copies from a original pressed disc (as used on Game Discs both for the Nintendo GameCube & the Nintendo Wii). Therefore it's impossible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop. | The (Narrow) '''Burst Cutting Area''' ((N)BCA) can be used for adding further Information such as serial numbers or any other Information about the manufacturing process etc. The BCA-Code is written using a [http://en.wikipedia.org/wiki/Nd:YAG_laser Nd:YAG laser] and can be also used as a security measure to avoid illegal copies from a original pressed disc (as used on Game Discs both for the Nintendo GameCube & the Nintendo Wii). Therefore it's impossible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop. | ||
Line 211: | Line 135: | ||
Sometimes blank recordable & rewritable discs (such as {{G|DVD}}-R/RW/RAM) also contains a BCA-Code, while Information about the [http://en.wikipedia.org/wiki/CPRM CPRM] and other [[DRM]]-policies were stored. | Sometimes blank recordable & rewritable discs (such as {{G|DVD}}-R/RW/RAM) also contains a BCA-Code, while Information about the [http://en.wikipedia.org/wiki/CPRM CPRM] and other [[DRM]]-policies were stored. | ||
A Pre-recorded Media Serial Number (PMSN), located inside the BCA, can be stored on a {{G|Blu-ray Disc}} (but extremely unlikely on PS3/PS4 Game Discs because | A Pre-recorded Media Serial Number (PMSN), located inside the BCA, can be stored on a {{G|Blu-ray Disc}} (but extremely unlikely on PS3/PS4 Game Discs because this is a part from the {{G|AACS}} copy protection). | ||
=== PIC Zone === | |||
This (pre-recorded) '''PIC Zone''', which is included within the BCA (Data size: 0x73 bytes), contains general Information about the disc that includes, but is not restricted to: | This (pre-recorded) '''PIC Zone''', which is included within the BCA (Data size: 0x73 bytes), contains general Information about the disc that includes, but is not restricted to: | ||
Line 223: | Line 147: | ||
* Write power Information | * Write power Information | ||
=== See also === | |||
* [http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-267.pdf Standard ECMA-267 - 3rd Edition - April 2001] | * [http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-267.pdf Standard ECMA-267 - 3rd Edition - April 2001] | ||
* [http://www.blu-raydisc.com/Assets/Downloadablefile/BD-ROMwhitepaper20070308-15270.pdf Physical Format Specifications for BD-ROM White Paper - 6<sup>th</sup> Edition - October, 2010] | * [http://www.blu-raydisc.com/Assets/Downloadablefile/BD-ROMwhitepaper20070308-15270.pdf Physical Format Specifications for BD-ROM White Paper - 6<sup>th</sup> Edition - October, 2010] | ||
Line 229: | Line 153: | ||
* [http://nwert.wordpress.com/2013/06/29/reading-bca-the-hard-way/ reading BCA - the hard way] by '''[[User:naehrwert|naehrwert]]''' | * [http://nwert.wordpress.com/2013/06/29/reading-bca-the-hard-way/ reading BCA - the hard way] by '''[[User:naehrwert|naehrwert]]''' | ||
'''Angular Marks''' are also a security measure to avoid piracy. It makes the difference that these Marks were located in the data area of a disc (outside the BCA). It works similar to the old Bad Sector copy protection, were the {{G|CD-ROM}} got pressed with zero-filled Physical Sector Numbers, which were unreadable for very old outdated optical disc drives without a RAW-writing function. Instead, the sectors are readable (error correction will fix the angular marks), but a special feature of the DVD controller allows recovering the bit-exact position and size of the laser mark. The result is then stored signed in the BCA, so that the reader can validate it. Since the laser marks are written after producing the discs, the marks cannot be as accurately as required to pass a given BCA. This method is used on the Nintendo | == Angular Marks == | ||
'''Angular Marks''' are also a security measure to avoid piracy. It makes the difference that these Marks were located in the data area of a disc (outside the BCA). It works similar to the old Bad Sector copy protection, were the {{G|CD-ROM}} got pressed with zero-filled Physical Sector Numbers, which were unreadable for very old outdated optical disc drives without a RAW-writing function. Instead, the sectors are readable (error correction will fix the angular marks), but a special feature of the DVD controller allows recovering the bit-exact position and size of the laser mark. The result is then stored signed in the BCA, so that the reader can validate it. Since the laser marks are written after producing the discs, the marks cannot be as accurately as required to pass a given BCA. This method is used on the Nintendo Gamecube<!--// and this is not GC devwiki.com ;)//-->, for example. This can be circumvented by placing strings of zeros in the actual bitstream, which - to the reader - look identical to an angular laser mark. | |||
It is known<ref>see http://psdevwiki.com/ps3/ - AACS specifications and BD patents</ref> that [[Sony]] (Pictures Home Entertainment) use these Marks for their retail Blu-ray Movies to avoid illegal copies (which is easy to bypass), but there are no Information about the applicability on PS3/PS4 Game Discs pressed on BD-ROM. | It is known<ref>see http://psdevwiki.com/ps3/ - AACS specifications and BD patents</ref> that [[Sony]] (Pictures Home Entertainment) use these Marks for their retail Blu-ray Movies to avoid illegal copies (which is easy to bypass), but there are no Information about the applicability on PS3/PS4 Game Discs pressed on BD-ROM. | ||
=== See also === | |||
* [http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ Anatomy of an Optical Medium Authentication (Part 1)] | * [http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ Anatomy of an Optical Medium Authentication (Part 1)] | ||
== ROM Mark == | |||
=== Notes === | |||
It is unknown if any PS3/PS4 Game Discs contains a ROM Mark because these Marks were only in use when there were several Mastering plants who got the order to press identical DVD's and/or Blu-ray's (for example when one plant in Portugal and another one in Finland got the orders to press the same Blu-ray Movie with identical Languages and Subtitles for releasing in several European markets. Therefore it works like a copy protection between all Mastering plants and those are able to verify if there were other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission (like on Third World markets with illegal copies in China, for example). But it seems that there is only one Mastering plant for each Region who owns the License to press PS4 Game Discs. As like, it would be redundant that PS4 Game Discs contains a ROM Mark. | It is unknown if any PS3/PS4 Game Discs contains a ROM Mark because these Marks were only in use when there were several Mastering plants who got the order to press identical DVD's and/or Blu-ray's (for example when one plant in Portugal and another one in Finland got the orders to press the same Blu-ray Movie with identical Languages and Subtitles for releasing in several European markets. Therefore it works like a copy protection between all Mastering plants and those are able to verify if there were other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission (like on Third World markets with illegal copies in China, for example). But it seems that there is only one Mastering plant for each Region who owns the License to press PS4 Game Discs. As like, it would be redundant that PS4 Game Discs contains a ROM Mark. | ||
Line 245: | Line 171: | ||
So the ROM Mark can be also used as a security measure against piracy, which works together with {{G|AACS}} and already in use with several pressed Blu-ray movies. Of course it would be possible that the ROM Mark communicates with any other file(s) on a PS3/PS4 Game Disc, but with which one (EBOOT.BIN/INSTALL.PKG)? Therefore the following can be thought of as a general Information. | So the ROM Mark can be also used as a security measure against piracy, which works together with {{G|AACS}} and already in use with several pressed Blu-ray movies. Of course it would be possible that the ROM Mark communicates with any other file(s) on a PS3/PS4 Game Disc, but with which one (EBOOT.BIN/INSTALL.PKG)? Therefore the following can be thought of as a general Information. | ||
=== Information === | |||
'''ROM Mark''' or '''BD-ROM Mark''' is a serialization technology designed to make it more difficult for replication plants to do unlogged over-runs (being sold out the back door, without the copyright holder's knowledge) on a pressing. | '''ROM Mark''' or '''BD-ROM Mark''' is a serialization technology designed to make it more difficult for replication plants to do unlogged over-runs (being sold out the back door, without the copyright holder's knowledge) on a pressing. | ||
Line 255: | Line 181: | ||
* Length: ? | * Length: ? | ||
* Sample: ? | * Sample: ? | ||
=== Patents and references === | |||
* http://www.google.com/#q=rom+mark+patent | * http://www.google.com/#q=rom+mark+patent | ||
* [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15046 Blu-ray and HD DVD Content Protection] | * [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15046 Blu-ray and HD DVD Content Protection] | ||
Line 262: | Line 187: | ||
* [http://www.dell.com/downloads/global/vectors/brcp.pdf Blu-Ray Disc Copy Protection - Whitepaper October 2006] | * [http://www.dell.com/downloads/global/vectors/brcp.pdf Blu-Ray Disc Copy Protection - Whitepaper October 2006] | ||
=== References | == Trivia == | ||
If you got horny about those pictures of the bottom side from a PS4 Game Disc: | |||
* ''CUSA-00002 (Killzone: Shadow Fall)'': [http://i.imgur.com/idQLaJ6.jpg JPG] @ 4843x4915px - [https://mega.co.nz/#!wIUVCbzQ!UEzoF0W7q4cqpnawluiyGhP5bxk-jeiTcKPzAZsCoZQ TIF] @ 11758x11933px | |||
* ''CUSA-00128 (FIFA 14)'':: [http://i.imgur.com/x17Uz8M.jpg JPG] @ 3686x3633px - [https://mega.co.nz/#!lQUhXS5a!e7tO0Wfe0Fk0wot9sK4D_Qa9PWgFBC2beNo8xZdbW_Q TIF] @ 12166x11990px | |||
== References == | |||
{{reflist}} | {{reflist}} | ||
== Generic == | |||
<div style="float:left; width:100%;"> | <div style="float:left; width:100%;"> | ||
<div style="float: left; width: 70px;">[[image:Main allpages.png|References|64x64px|left]]</div> | <div style="float: left; width: 70px;">[[image:Main allpages.png|References|64x64px|left]]</div> |