Non Volatile Storage: Difference between revisions
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| 0 || 2 || 0 || 0x1C8000 || 0x800 || match | | 0 || 2 || 0 || 0x1C8000 || 0x800 || match | ||
|- | |- | ||
| 0 || 3 || 0 || 0x1C8800 || 0x800 || | | 0 || 3 || 0 || 0x1C8800 || 0x800 || match? (impossible to know with only retail data) | ||
|- | |- | ||
| 0 || 4 || 0 || 0x1C9000 || 0x3000 || | | 0 || 4 || 0 || 0x1C9000 || 0x3000 || |
Revision as of 21:30, 12 September 2016
Same as PS3's NVS, used for storing tokens and flags. You can access it by using the function icc_nvs_read.
Seems that a total of 5 regions(blocks) exist, probably in 2 banks (the main bank and the backup bank, also seen on PS3)
The kernel accesses only the 5th and the 2nd region, however it's possible to read the other 3.
Most, if not all, of the NVS regions can be accessed also in sflash.
Mapping of the area (NVS service)
Bank # | Block # | Start Offset | Start Offset in Sflash | Size | Notes |
---|---|---|---|---|---|
0 | 0 | 0 | 0x1C4000 | 0x3000 | |
0 | 1 | 0 | 0x1C7000 | 0x1000 | match |
0 | 2 | 0 | 0x1C8000 | 0x800 | match |
0 | 3 | 0 | 0x1C8800 | 0x800 | match? (impossible to know with only retail data) |
0 | 4 | 0 | 0x1C9000 | 0x3000 |
Mapping of the detailed area (NVS service)
//TODO