Disc Identification/Serialization Data: Difference between revisions

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<div style="float:right">[[File:CUSA-00002.jpg|150px|thumb|left|Picture of the bottom side from a PS4 Game Disc]]</div>
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 PlayStation 3 and/or any other Console-based Disc Game, and other Media pressed on CD, DVD and Blu-ray.
 
The Identification & Serialisation Data from a PS4 [[Game Titles|Game Title]] contains several Information, which you can find not only on any Game Disc pressed for the [[Console Information|PS4]], but also similar for any PS3 or any other Console-based Disc Game and other Media pressed on CD, {{G|DVD}} and Blu-ray.


== Source Identification Code ==
== 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, one Mould Code and one 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 can be used to trace the location from a manufacturing or mastering plant where the disc got pressed. These codes are located in the inner ring from any optical disc, outside the data section.
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 ===
=== Mastering Plant SID Codes ===
{| class="wikitable sortable center"  
{| class="wikitable sortable"
|-
|-
! style="background-color:#FFFFFF; color:#000000;" |'''Region'''
! Region !! Disc Type !! [[Console Information|Platform]] !! SID-Mould Code !! SID-Mastering Code(s) !! Mastering Plant !! [[Countries|Country]] !! Branch !! Remark
! style="background-color:#FFFFFF; color:#000000;" |'''Disc type'''
! style="background-color:#FFFFFF; color:#000000;" |'''[[Console Information|Platform]]'''
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mould code'''
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mastering code(s)'''
! style="background-color:#FFFFFF; color:#000000;" |'''Mastering plant'''
! style="background-color:#FFFFFF; color:#000000;" |'''[[Countries|Country]]'''
! style="background-color:#FFFFFF; color:#000000;" |'''Branch'''
! style="background-color:#FFFFFF; color:#000000;" |'''Remark'''
|-  
|-  
| rowspan="5" | Europe || rowspan="2" | CD || PSX || rowspan="5" | IFPI 94** || rowspan="3" | IFPI L551 to IFPI L560<ref>It's unknown if all 10 Mastering codes are used on Game Discs pressed both for the PlayStation (seen with IFPI L5'''55''') and PlayStation 2 (seen with IFPI L5'''56''' & IFPI L5'''57''').</ref> || rowspan="3" | Sony DADC Austria AG  || rowspan="3" | {{flag|AT}} || rowspan="3" | [http://en.wikipedia.org/wiki/Thalgau Thalgau], near Salzburg || <ref>Mould code on the bottom side of the Disc - Mastering code on the top side of the Disc, but mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is completely 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.</ref>
| rowspan="5" | Europe || rowspan="2" | CD || PSX || rowspan="5" | IFPI 94** || rowspan="3" | IFPI L551 to IFPI L560<ref>It's unknown if all 10 Mastering codes are used on Game Discs pressed both for the PlayStation (seen with IFPI L5'''55''') and PlayStation 2 (seen with IFPI L5'''56''' & IFPI L5'''57''').</ref> || rowspan="3" | Sony DADC Austria AG  || rowspan="3" | {{flag|AT}} || rowspan="3" | [http://en.wikipedia.org/wiki/Thalgau Thalgau], near Salzburg || <ref>Mould Code on the bottom side of the Disc - Mastering Code on the top side of the Disc, but 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>
|-
|-
| rowspan="2" | PS2 || <ref>Both Mould- & Mastering codes are on the bottom side from the Disc and also visible.</ref>
| rowspan="2" | PS2 || <ref>Both Mould- & Mastering codes were located on the bottom side from the Disc and those were also visible.</ref>
|-
|-
| DVD<ref>There were no differences between a Single-layer and a Dual-layer DVD-ROM.</ref> || <ref>Same as for PlayStation 2 Games pressed on CD-ROM (See 3rd reference).</ref>
| DVD<ref>There were no differences between a single-layer and a dual-layer DVD-ROM.</ref> || <ref>Same as for PlayStation 2 Games pressed on CD-ROM (See 3rd reference).</ref>
|-
|-
| rowspan="2" | Blu-ray<ref>There were no differences between a Single-layer and a Dual-layer BD-ROM.</ref> || PS3 || rowspan="2" | IFPI LY** || rowspan="2" | ? || rowspan="2" | ? || rowspan="2" | ? || <ref>Mould code on the top side of the Disc - Mastering Code on the bottom side of the Disc - both visible.</ref>
| rowspan="2" | Blu-ray<ref>There were no differences between a single-layer and a dual-layer BD-ROM.</ref> || PS3 || rowspan="2" | IFPI LY** || rowspan="2" | ? || rowspan="2" | ? || rowspan="2" | ? || <ref>Mould Code on the top side from the Disc - Mastering Code on the bottom side from the Disc - both were visible.</ref>
|-
|-
| PS4 || <ref>see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering Plant from Sony DADC in Thalgau, Austria (in German Language).</ref>
| PS4 || <ref>see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Austria (in German Language).</ref>
|-
|-
| North America || Blu-ray || PS4 || IFPI 1T** || IFPI L3** || Sony DADC US Inc. || {{flag|US}} || [http://en.wikipedia.org/wiki/Terre_Haute,_Indiana Terre Haute], Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture from the bottom inner ring of a North American PS4 Game Disc.</ref>
| North America || Blu-ray || PS4 || IFPI 1T** || IFPI L3** || Sony DADC US Inc. || {{flag|US}} || [http://en.wikipedia.org/wiki/Terre_Haute,_Indiana Terre Haute], Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture from the bottom inner ring of a North American PS4 Game Disc.</ref>
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<gallery>
<gallery>
File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|CD showing IFPI-Codes in detail - there is no BCA visible
File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|CD showing IFPI-Codes in detail - there is no BCA visible
File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single layer
File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single-layer
File:IFPI_Mastering_SID_Code_dual_layers.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual layers
File:IFPI_Mastering_SID_Code_dual_layers.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual-layers
File:Blu-Ray_Disc_PS4_GAME_IFPI-_Mastering_SID_Code_single_layer.png|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer with IFPI logo
File:Blu-Ray_Disc_PS4_GAME_IFPI-_Mastering_SID_Code_single_layer.png|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single-layer with IFPI logo
</gallery>
</gallery>


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== Burst cutting area ==
== Burst Cutting Area ==
The (narrow) burst cutting area ((N)BCA) can be used for adding additional information such as serial numbers or any 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 pressed disc (for example on game discs for the Nintendo GameCube, Wii & Wii U). Therefore it isn't possible 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.


* Location: inner ring, inside data section
* Location: inner ring, inside data section
Line 52: Line 42:
* Data size: 12 bytes (minimum) to 188 bytes (maximum) (in steps of 16 bytes)
* Data size: 12 bytes (minimum) to 188 bytes (maximum) (in steps of 16 bytes)


Sometimes blank recordable & rewritable discs (such as DVD-R/RW/RAM) uses also a BCA-code were 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 this was a part from the {{G|AACS}} copy protection).
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 ===
=== 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:


* Physical media class and version,  
* Physical media class and version,  
* Physical address of the start of the Data Zone
* Physical address of the start of the Data Zone
* Physical address of the start of the outer zone (if this is a single layer media, this is the lead-out)
* Physical address of the start of the outer Zone (if this is a single-layer media, this is the lead-out)
* Number of layers
* Number of layers
* Recording Density
* Recording Density
* Write power information
* Write power Information


=== Gallery ===
=== Gallery ===
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File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks
File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks
File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|Wii Super Mario Galaxy PAL - BCA cropped
File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|Wii Super Mario Galaxy PAL - BCA cropped
File:BCA.jpg|BCA from a single layer PS4 Game Disc together with the PIC Zone which contains some barcodes and other serial numbers
File:BCA.jpg|BCA from a single-layer PS4 Game Disc together with the PIC Zone which contains several barcodes and other serial numbers
</gallery>
</gallery>


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<div style="float:right">[[File:Russian BD-ROM C3.jpg|200px|thumb|left|Screenshot while reading a pressed BD-ROM movie with Region 3. It tries to read the Sectors but it will got stock at the Angular Marks ("'''Bad Sector(s) found!'''"). So it forces the Drive (if supported) to read those Sector(s) in the RAW file system ("'''Modified volume recognition sequence!'''") instead of UDF, with success.]]</div>
<div style="float:right">[[File:Russian BD-ROM C3.jpg|200px|thumb|left|Screenshot while reading a pressed BD-ROM movie with Region 3. It tries to read the Sectors but it will got stock at the Angular Marks ("'''Bad Sector(s) found!'''"). So it forces the Drive (if supported) to read those Sector(s) in the RAW file system ("'''Modified volume recognition sequence!'''") instead of UDF, with success.]]</div>


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 some very old outdated optical disc drives without 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.
'''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 Entertainment) use these Marks for their 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.


=== Gallery ===
=== Gallery ===
Line 99: Line 89:
== ROM Mark ==
== ROM Mark ==
=== Notes ===
=== 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 the same Languages and Subtitles for releasing in several European markets. Therefore it is like a copy protection between all Mastering plants and those are able to verify if there were some other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission, like on some Third World markets with illegal copies in China and so on). But it seems that there is only one Mastering plant for each Region who got the license to press PS4 Game Discs. As like, it would be redundant that PS4 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.
 
{{Boxtip1|content=The '''ROM Mark''' contains the Volume ID required to decrypt content encrypted using [http://en.wikipedia.org/wiki/Advanced_Access_Content_System AACS.]}}
{{Boxtip1|content=The '''ROM Mark''' contains the Volume ID required to decrypt content encrypted using [http://en.wikipedia.org/wiki/Advanced_Access_Content_System AACS.]}}
So the ROM Mark can be also used as a security measure against piracy, which works together with 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 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 ===
=== 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.


Only licensed BD-ROM manufacturers have access to the equipment that can make these unique ROM Marks (physical-layer to store key cryptographic secrets).
Only licensed BD-ROM manufacturers have access to the equipment that can make these unique ROM Marks (physical-layer to store key cryptographic secrets).
Line 112: Line 100:
Although every machine used to laser-cut a master disc is theoretically the same, the motor that spins the blank disc and moves the laser along a spiral track varies slightly in speed and precision. So if a digital marker is put in the middle of a recording, its physical position on the master disc - and every disc then pressed - will be a unique fingerprint of the cutting machine.
Although every machine used to laser-cut a master disc is theoretically the same, the motor that spins the blank disc and moves the laser along a spiral track varies slightly in speed and precision. So if a digital marker is put in the middle of a recording, its physical position on the master disc - and every disc then pressed - will be a unique fingerprint of the cutting machine.


* location:
* Location: ?
* length:
* Length: ?
* sample:
* Sample: ?
=== Patents and references ===
=== Patents and references ===
* http://www.google.com/#q=rom+mark+patent
* http://www.google.com/#q=rom+mark+patent
Line 123: Line 111:


== Trivia ==
== Trivia ==
If you got horny about the pictures from the bottom side of a PS4 Game Disk:
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-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
* ''CUSA-00128 (FIFA 14)'':: [http://i.imgur.com/x17Uz8M.jpg JPG] @ 3686x3633px - [https://mega.co.nz/#!lQUhXS5a!e7tO0Wfe0Fk0wot9sK4D_Qa9PWgFBC2beNo8xZdbW_Q TIF] @ 12166x11990px




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== Generic ==
== 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>
  <div style="float:left; width:90%;"><strong>References:</strong><br /><hr><br />
<div style="float:left; width:90%;"><strong>References:</strong><br /><hr><br />
<div style="border-width: 1px; border-style:dashed; border-color:#000FFF; padding: 10px; background-color:#FFFFF0; color:#000000; ">
<div style="border-width: 1px; border-style:dashed; border-color:#000FFF; padding: 10px; background-color:#FFFFF0; color:#000000;">
* [http://www.sonydad.com/inc/tech/pid.html Postscribed ID]
* [http://www.sonydad.com/inc/tech/pid.html Postscribed ID]
* http://www.blu-raydisc.com/assets/downloadablefile/bd-romwhitepaper20070308-15270.pdf (including page 40 SID, page 41 BCA, page 45 PIC Zone)
* http://www.blu-raydisc.com/assets/downloadablefile/bd-romwhitepaper20070308-15270.pdf (including page 40 - ''SID'', page 41 - ''BCA'', page 45 - ''PIC Zone'')
* [http://www.aacsla.com/specifications/ AACS specifications]
* [http://www.aacsla.com/specifications/ AACS specifications]
----
* [http://www.patexia.com/us-patents/07278031 Patent 07278031 - Secure distribution of portable game software] & [https://patentimages.storage.googleapis.com/US7278031B1/US07278031-20071002-D00005.png a sketch from the given Patent]
* [http://www.patexia.com/us-patents/07278031 Patent 07278031 - Secure distribution of portable game software] & [https://patentimages.storage.googleapis.com/US7278031B1/US07278031-20071002-D00005.png img]
* [http://en.wikipedia.org/wiki/Blu-ray_Disc_Founders Thomson Patent:]
* [http://en.wikipedia.org/wiki/Blu-ray_Disc_Founders Thomson Patent:]
* [http://www.google.co.uk/patents/WO2009105215A2 Optical disc with pre-recorded and recordable regions] (A proposed alternative for CBA: disabled at factory, enabled at a point of sale)
* [http://www.google.co.uk/patents/WO2009105215A2 Optical disc with pre-recorded and recordable regions] (A proposed alternative for CBA: disabled at factory, enabled at a point of sale)

Revision as of 18:55, 9 February 2014

The Identification & Serialisation Data from a PlayStation 4 Game Title contains several Information, which you can find not only on any Game Disc pressed for the PlayStation 4, but also similar for any PlayStation 3 and/or any other Console-based Disc Game, and other Media pressed on CD, DVD and Blu-ray.

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 International Federation of the Phonographic Industry) 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

Region Disc Type Platform SID-Mould Code SID-Mastering Code(s) Mastering Plant Country Branch Remark
Europe CD PSX IFPI 94** IFPI L551 to IFPI L560[1] Sony DADC Austria AG
Austria.png Austria
Thalgau, near Salzburg [2]
PS2 [3]
DVD[4] [5]
Blu-ray[6] PS3 IFPI LY** ? ? ? [7]
PS4 [8]
North America Blu-ray PS4 IFPI 1T** IFPI L3** Sony DADC US Inc.
United States.png United States
Terre Haute, Indiana [9]

Gallery

See also


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 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.

  • Location: inner ring, inside data section
  • Radius: 1.2 mm (zone between 22.3 ±0.4 mm to 23.5 mm ±0.5 mm (single-layer), 21.0 ±0.4 mm to 22.2 mm ±0.5 mm (dual-layer))
  • Data size: 12 bytes (minimum) to 188 bytes (maximum) (in steps of 16 bytes)

Sometimes blank recordable & rewritable discs (such as DVD-R/RW/RAM) also contains a BCA-Code, while Information about the CPRM and other DRM-policies were stored.

A Pre-recorded Media Serial Number (PMSN), located inside the BCA, can be stored on a Blu-ray Disc (but extremely unlikely on PS3/PS4 Game Discs because this is a part from the 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:

  • Physical media class and version,
  • Physical address of the start of the Data Zone
  • Physical address of the start of the outer Zone (if this is a single-layer media, this is the lead-out)
  • Number of layers
  • Recording Density
  • Write power Information

Gallery

See also


Angular Marks

Screenshot while reading a pressed BD-ROM movie with Region 3. It tries to read the Sectors but it will got stock at the Angular Marks ("Bad Sector(s) found!"). So it forces the Drive (if supported) to read those Sector(s) in the RAW file system ("Modified volume recognition sequence!") instead of UDF, with success.

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 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, 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[10] 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.

Gallery

See also


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.

Tip
The ROM Mark contains the Volume ID required to decrypt content encrypted using AACS.

So the ROM Mark can be also used as a security measure against piracy, which works together with 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.

Only licensed BD-ROM manufacturers have access to the equipment that can make these unique ROM Marks (physical-layer to store key cryptographic secrets).

Although every machine used to laser-cut a master disc is theoretically the same, the motor that spins the blank disc and moves the laser along a spiral track varies slightly in speed and precision. So if a digital marker is put in the middle of a recording, its physical position on the master disc - and every disc then pressed - will be a unique fingerprint of the cutting machine.

  • Location: ?
  • Length: ?
  • Sample: ?

Patents and references


Trivia

If you got horny about those pictures of the bottom side from a PS4 Game Disc:

  • CUSA-00002 (Killzone: Shadow Fall): JPG @ 4843x4915px - TIF @ 11758x11933px
  • CUSA-00128 (FIFA 14):: JPG @ 3686x3633px - TIF @ 12166x11990px


References

  1. It's unknown if all 10 Mastering codes are used on Game Discs pressed both for the PlayStation (seen with IFPI L555) and PlayStation 2 (seen with IFPI L556 & IFPI L557).
  2. Mould Code on the bottom side of the Disc - Mastering Code on the top side of the Disc, but 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.
  3. Both Mould- & Mastering codes were located on the bottom side from the Disc and those were also visible.
  4. There were no differences between a single-layer and a dual-layer DVD-ROM.
  5. Same as for PlayStation 2 Games pressed on CD-ROM (See 3rd reference).
  6. There were no differences between a single-layer and a dual-layer BD-ROM.
  7. Mould Code on the top side from the Disc - Mastering Code on the bottom side from the Disc - both were visible.
  8. see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Austria (in German Language).
  9. see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture from the bottom inner ring of a North American PS4 Game Disc.
  10. see http://psdevwiki.com/ps3/ - AACS specifications and BD patents


Generic

References