ISO.BIN.EDAT: Difference between revisions

From PS3 Developer wiki
Jump to navigation Jump to search
m (→‎iso.bin structure (decrypted): nice find... there is a disaligment in the table now though, areas needs to be aligned to 0x400 (the block size))
m (→‎iso.bin Disc map: blocks 4 and 5 have lost the alignment to 0x400... there must be "something" at 0x1400 (the start of an area), preceded by some padding (the unused space from the previous area))
Line 49: Line 49:
| 0x0FFC || 4 bytes (0x4) || disc_start_offset  || 0x100000 ||
| 0x0FFC || 4 bytes (0x4) || disc_start_offset  || 0x100000 ||
|-
|-
| style="background-color:#DDDDDD;" | 4 || 0x1000 || 1568 bytes (0x620) || '''audio tracks table''' || || datas of audio tracks (2-99). offset, size, and more. See '''Audio tracks table''' below
| style="background-color:#DDDDDD;" | 4~ || 0x1000 || 1568 bytes (0x620) || '''audio tracks table''' || || datas of audio tracks (2-99). offset, size, and more. See '''Audio tracks table''' below
|-
|-
| rowspan="5" style="background-color:#DDDDDD;" | 5 || 0x1620 || 180 bytes (0xB4) || ''game params'' || || <!-- doesnt makes sense to start using a block with a padding, i bet it was an unused area in the file/s i was looking at when i made this table -->
| rowspan="5" style="background-color:#DDDDDD;" | 5~ || 0x1620 || 180 bytes (0xB4) || ''game params'' || || <!-- doesnt makes sense to start using a block with a padding, i bet it was an unused area in the file/s i was looking at when i made this table -->
|-
|-
| 0x16D4 || 2 bytes (0x02) || '''block size ?''' || 1024 || <--- this is wrong, but matches for the first disc
| 0x16D4 || 2 bytes (0x02) || '''block size ?''' || 1024 || <--- this is wrong, but matches for the first disc

Revision as of 17:05, 9 July 2017

iso.bin structure (decrypted)

All offsets are in little endian (except in the last table where there are two counters in decimal)

1 block = 1024 bytes (0x400)
1 cluster = 16 blocks = 1024*16 bytes =16384 bytes (0x4000)
disc_starts ----------> 0x000400 (disc1), 0x100400 (disc2), 0x200400 (disc3), 0x300400 (disc4), etc...
disc_tocs -----------> 0x000C00 (disc1), 0x100C00 (disc2), 0x200C00 (disc3), 0x300C00 (disc4), etc...
disc_map_tables ----> 0x004400 (disc1), 0x104400 (disc2), 0x204400 (disc3), 0x304400 (disc4), etc...

iso.bin Header

1 block = 1024 bytes (0x400)
Block Nº Offset Length Name Example Description
0
common_header
0x0000 16 bytes (0x10) magic PSTITLEIMG000000
0x0010 496 bytes (0x1F0) padding
0x0200 100 bytes (0x64) discs_start_offsets 00 04 00 00 25 chunks of 4 bytes ... each chunk = start position of each disc, in games with only 1 disc only the first 4 bytes are used
0x0264 16 bytes (0x10) game_id _SLES_12345 common identifyer for all discs
0x0274 396 bytes (0x18C) padding

iso.bin Disc map

64 clusters, 1024 blocks, 10485576 bytes (0x100000)

This structure is repeated one time for every disc of the game all them joined together consecutively, the whole space is reserved even when there is no data used

Cluster Nº Block Nº Offset Length Name Example Notes
0
Disc map header
1 0x0400 16 bytes (0x10) magic PSISOIMG0000 In "PSP Minis" It's NPUMDIMG (NP UMD Image) ..... probably another for "ps2 classics" (speculation)
0x0410 1008 bytes (0x3F0) padding
2 0x0800 16 bytes (0x10) disc_id _SLES_12345 in games with several discs each disc has a different id
0x0810 1008 bytes (0x3F0) padding
3 0x0C00 1020 bytes (0x3FС) disc_TOC variable Table of content, like CUE sheet, supports upto 99 entries (102 entries total). See Disc toc table below
0x0FFC 4 bytes (0x4) disc_start_offset 0x100000
4~ 0x1000 1568 bytes (0x620) audio tracks table datas of audio tracks (2-99). offset, size, and more. See Audio tracks table below
5~ 0x1620 180 bytes (0xB4) game params
0x16D4 2 bytes (0x02) block size ? 1024 <--- this is wrong, but matches for the first disc
0x16D6 2 bytes (0x02) number of clusters 64 its always 64 clusters (so seems to be right)
0x16D8 2 bytes (0x02) number of blocks ? 1024 <--- this is wrong, but matches for the first disc
0x16DA 294 bytes (0x126) padding
6 0x1800 1024 bytes (0x400) not used
7 0x1C00 1024 bytes (0x400) not used
8 0x2000 1024 bytes (0x400) not used
9 0x2400 1024 bytes (0x400) not used
10 0x2800 1024 bytes (0x400) not used
11 0x2C00 1024 bytes (0x400) not used
12 0x3000 1024 bytes (0x400) not used
13 0x3400 1024 bytes (0x400) not used
14 0x3800 1024 bytes (0x400) not used
15 0x3C00 1024 bytes (0x400) not used
16 0x4000 16 bytes (0x10) checksum 1CCE0033 60C6E8A6 B36A972D 00EAFDBF seems to be the checksum of this block, and because this block is always unused... this checksum is always the same
0x4010 1008 bytes (0x3F0) padding
1
Disc map table
17 0x4400 variable Disc map table divided in chunks of 32 bytes. See Disc map table table below
Up to 32
Up to 64
Disc map table

disc_TOC

Entry structure:

Offset Length Name Example Notes
0x00 1 byte (0x01) TYPE 0x41/0x01 entry flags
0x01 1 byte (0x01) TNO 00 always zero
0x02 1 byte (0x01) POINT 0xA0/0xA1/0xA2/0x01/0x02/0x03/etc increases
0x03 1 byte (0x01) MIN varies decimal
0x04 1 byte (0x01) SEC varies decimal
0x05 1 byte (0x01) FRAME varies decimal
0x06 1 byte (0x01) ZERO 00 always zero
0x07 1 byte (0x01) PMIN varies decimal
0x08 1 byte (0x01) PSEC varies decimal
0x09 1 byte (0x01) PFRAME varies decimal

Audio tracks table

Entry structure:

Offset Length Name Example Notes
0x00 ? offset
? ? size
? ? and more \o/

iso.bin Disc map table

The table has an area reserved of 1032192 bytes. Divided in 32256 entries, of 32 bytes each entry. The number of used entryes in the file_table can vary (seems to be dependant of the .iso contents). The number of entries availables to store data is affected by a checksum (16 bytes) that is present only in the the last block of each cluster (in block nº16 of every cluster) When this checksum is between used entryes... his length is 32 bytes (it "steals" the area of one entry) Seems to be a checksum of this block... when the block is filled with zeroes the checksum is : 1CCE0033 60C6E8A6 B36A972D 00EAFDBF

The first 4 bytes of each entry (file offset from start of .iso root) increases for each entry in a amount of bytes determined by the previous entryes.... in other words... the second file in the .iso is displaced the number of bytes used by the first file... and the third file is displaced in a amount of bytes used by the addition of the sizes of first and second file

Entry Nº Offset Length Name Example Notes
1 0x00 4 bytes (0x04) file_offset 0 file offset from start of .iso root (for the first entry is always 0)
0x04 2 bytes (0x02) file_size variable this size determines the displacement of the next file (in the next entry)
0x06 2 bytes (0x02) file_type ? 01 00 usually 1... and 0 for the last entry
0x08 16 bytes (0x10) file_checksum ? variable unknown
0x18 8 bytes (0x08) padding
Up to 32256 same structure than the previous entry

iso.bin Common Disc table

Composed by a variable number of entries (depends of the number of files/folders inside the discs), 12 bytes each entry

Entry Nº Offset Length Name Example Notes
1 0x00 4 bytes (0x04) file_offset ? 0 always increases
0x04 2 bytes (0x02) file_type ? 01 01 always 01 01
0x06 3 bytes (0x03) counter 1 some kind of counter, in decimal, always increases <-------- related with "sectors" inside the .iso ?
0x09 3 bytes (0x03) counter 2 another counter, in decimal, always increases, its in relationship with the previous counter (this one is always 200 bytes bigger than the previous one)

There are 2 "special" entries to mark the "start of a disc" (FFFFFFFF 00000000 FFFFFFFF), and the "end of a disc" (FFFFFFFF FFFFFFFF FFFFFFFF). Between the start and the end, there are a variable number of entries.

There is also an added string at the end of the last disc (after the last FFFFFFFF FFFFFFFF FFFFFFFF entry)... is a 40 bytes unknown area (in my example my game had 4 discs so maybe this area is divided in chunks of 10 bytes for each disc)

So as an example... for a game with 4 discs this table is:

  • first entry of disc 1 ---> FFFFFFFF 00000000 FFFFFFFF (start of disc 1)
  • next entries of disc 1 --> data from disc.... the number is variable
  • last entry of disc 1 ---> FFFFFFFF FFFFFFFF FFFFFFFF (end of disc 1)
  • first entry of disc 2 ---> FFFFFFFF 00000000 FFFFFFFF (start of disc 2)
  • next entries of disc 2 --> data from disc.... the number is variable
  • last entry of disc 2 ---> FFFFFFFF FFFFFFFF FFFFFFFF (end of disc 2)
  • first entry of disc 3 ---> FFFFFFFF 00000000 FFFFFFFF (start of disc 3)
  • next entries of disc 3 --> data from disc.... the number is variable
  • last entry of disc 3 ---> FFFFFFFF FFFFFFFF FFFFFFFF (end of disc 3)
  • first entry of disc 4 ---> FFFFFFFF 00000000 FFFFFFFF (start of disc 4)
  • next entries of disc 4 --> data from disc.... the number is variable
  • last entry of disc 4 ---> FFFFFFFF FFFFFFFF FFFFFFFF (end of disc 4)
  • unknown area of 40 bytes (10 bytes for each disc ?)

Minis ISO.BIN structure

Header

Name Offset Size Example Remark
Magic! 0x0 0x8 NPUMDIMG
unk1 0x8 0x4 N.A (be)
Block Size 0xC 0x4 N.A (be)
ContentID 0x10 0x24 UP4123-NPUZ00119_00-ANGRYBIRDSGAME01
Padding1 0x34 0xC ({0x0}filled)
Common1 0x40 0x4 0x00 0x08 0x00 0xE0
Padding2 0x44 0x4 ({0x0}filled)
unk2 0x48 0x4 N.A (be)
Padding3 0x4c 0x8 ({0x0}filled)
LBA Start 0x54 0x4 N.A (be)
Padding4 0x58 0x4 ({0x0}filled)
unk3 0x5C 0x4 N.A (be)
Padding5 0x60 0x4 ({0x0}filled)
LBA End 0x64 0x4 N.A (be)
unk4 0x68 0x4 N.A (be)
Np_Table Offset 0x6C 0x4 N.A (be)
GameID 0x70 0xA NPUZ-00119
Common2 0x7A 0x26 N.A
Header Key 0xA0 0x10 N.A.
Padding6 0xB0 0x50 N.A({0x0} filled)

Iso Block Table (1st decrypted but compressed block)

Name Offset Size Example Remark
Block MAC 0x100 0x10 N.A
Block Offset 0x110 0x4 N.A (be)
Block Size 0x114 0x4 N.A (be)
Padding 0x118 0x8 00000000

Until X blocks where X is the block number

Minis MINIS.BIN structure

Header

Name Offset Size Example Remark
Magic! 0x0 0x8 NPUMDIMG
unk1(be) 0x8 0x4 N.A
Block Size(be) 0xC 0x4 N.A
ContentID 0x10 0x24 UP4123-NPUZ00119_00-ANGRYBIRDSGAME01
Padding 0x34 0x8 ({0x0} filled)
Encrypted Version Key 0x40 0x10 N.A AES-CBC Encrypted

Notes

  • You can decrypt any eboot.pbp from a mini OR pspremaster OR psn paid eboot(?) with npdpc
  • You can use any header on an iso.bin, and the ps3 won't even try to check it
  • (be) means that the generated table values will have to be endian swapped when using npdpc (now possible thanks to arnold)
  • [arnold's code]
  • [kirk lib]

Decrypting owned ISO.BIN.EDATs and MINIS.EDATs

Warning
These source codes won't work without further modification!

These examples work with every EDAT type.

Decrypting with SCE SDK

#define PSP_EMULATOR_KLIC {{0x2A, 0x6A, 0xFB, 0xCF, 0x43, 0xD1, 0x57, 0x9F, 0x7D, 0x73, 0x87, 0x41, 0xA1, 0x3B, 0xD4, 0x2E}}
#define BUF_SIZE      (16*1024)
#define NP_POOL_SIZE  (128*1024)

#include <np.h>
#include <np/drm.h>
#include <stdio.h>
#include <cell/cell_fs.h>
#include <cell/sysmodule.h>

int main ()
{
uint8_t np_pool[NP_POOL_SIZE];
uint8_t read_buf[BUF_SIZE];
int ret;
int fd1,fd2;
uint64_t file_size;
uint64_t sw;
char *edata_file,*raw_file; //raw_file will be created if it does not exist
SceNpDrmKey k_licensee = PSP_EMULATOR_KLIC;

ret = cellSysmoduleLoadModule(CELL_SYSMODULE_FS);
ret = cellSysmoduleLoadModule(CELL_SYSMODULE_SYSUTIL_NP);
printf("sceNpInit()\n");
ret = sceNpInit(NP_POOL_SIZE, np_pool);

printf(" Open '%s' as NPDRM file\n", edata_file);
ret = sceNpDrmIsAvailable2(&k_licensee, edata_file);
if (ret != CELL_OK) {
	printf("EDAT not activated\n");
	return ret;
}
SceNpDrmOpenArg arg;
	arg.flag = SCE_NP_DRM_OPEN_FLAG;
	ret = cellFsOpen(edata_file, CELL_FS_O_RDONLY, &fd1, &arg, sizeof(arg));
	if (ret != CELL_FS_OK) {
		printf("Error opening for reading\n");
		return ret;
	}
printf("Opening file to dump to '%s'\n", raw_file);
	ret = cellFsOpen(raw_file, CELL_FS_O_RDWR|CELL_FS_O_CREAT, &fd2, NULL, 0);
	if (ret != CELL_FS_OK) {
		printf("Error opening file\n");
		cellFsClose(fd2);
		return ret;
	}
printf("\n[ dump edata ]\n");
	for (uint64_t r = 0; r < file_size; r += BUF_SIZE) {
		uint64_t rsize;
		uint64_t remain = file_size - r;
		if (remain > BUF_SIZE) { remain = BUF_SIZE; }

		ret = cellFsRead(fd1, read_buf, remain, &rsize);
		if (ret != CELL_OK || rsize != remain) {
			printf("Read error ('%s'): ret = 0x%08x, size = %llx, %llx\n",
					edata_file, ret, remain, rsize);
			if (ret == CELL_OK) { ret = -1; }
			cellFsClose(fd1);
			cellFsClose(fd2);
			return ret;
		}

		printf("dump data: (0x%08llx - 0x%08llx)  ", r, r + remain);
		ret = cellFsWrite(fd2, (const void *)read_buf, (size_t)remain, &sw);
		if (ret != CELL_FS_OK) {
			cellFsClose(fd1);
			cellFsClose(fd2);
			printf("ERROR\n");
			return -1;
		}
		printf("OK\n");
	}

	/* file close */
ret = cellFsClose(fd1);
ret = cellFsClose(fd2);
ret = sceNpTerm();
ret = cellSysmoduleUnloadModule(CELL_SYSMODULE_SYSUTIL_NP);
ret = cellSysmoduleUnloadModule(CELL_SYSMODULE_FS);
return ret;
}

Decrypting with PSL1GHT

Decrypted Content

Please help with your own uploads to better understand the structure.

Links to Samples of Decrypted ISO.BIN.EDATs

Angry Birds(USA)   NPUZ00119      http://www.multiupload.nl/UM81ZBTR8E
Angry Birds(EUR)   NPEZ00232      http://www.multiupload.nl/D1HUZ7SWDT
4x4 Jam(EUR)       NPEZ00205      http://www.multiupload.nl/02QCPA3O7E
Arcade Essentials  NPEZ00204(EUR) http://www.multiupload.nl/OMW6QFBQCY
Brick Breaker(EUR) NPEZ00168      http://www.multiupload.nl/CWKCVYPSWV
Golf Mania(EUR)    NPEZ00424      http://www.multiupload.nl/DQN196Z5CK
Zenonia(EUR)       NPEZ00250      http://www.multiupload.nl/DHO3Z4E1MG         
Abe's Oddysee(EUR) SLES00664      http://www.multiupload.nl/KCGKIBQTAR
Final Fantasy VII  SCES00867(EUR) http://www.multiupload.nl/WBWFB2B8ZX
Final Fantasy VIII SLES02080(EUR) http://www.multiupload.nl/JT8IVA1ZQH

Links to Samples of Decrypted MINIS.EDATs

4x4 Jam(EUR)       NPEZ00205      http://www.multiupload.nl/R62SRQO1MX
Angry Birds(USA)   NPUZ00119      http://www.multiupload.nl/6PJP0E6JHH
Angry Birds(EUR)   NPEZ00232      http://www.multiupload.nl/EAGC8J7OEW
Arcade Essentials  NPEZ00204(EUR) http://www.multiupload.nl/2NHPQFDF8O
Brick Breaker(EUR) NPEZ00168      http://www.multiupload.nl/Q3Y87ZT3GH
Golf Mania(EUR)    NPEZ00424      http://www.multiupload.nl/6960196VTY
Zenonia(EUR)       NPEZ00250      http://www.multiupload.nl/HQEIXG8MGO

Samples of Decrypted MINIS2.EDATs

Monster Hunter Portable 3rd HD Remaster

VERSION = 0xFFFFFFFF
S3D.ENABLE = 2
SDRAM_SIZE = 02800000
MIPS_CODE_BLOCK_SIZE = 8192

K-ON Houkago Live HD Ver

VERSION = 0xFFFFFFFF
AW.EXT_MODE = 3
AW.EXT_CMD = 2
SDRAM_SIZE = 02800000
ADDITIONAL_KEY_ASSIGN = 8000000000000000
S3D.ENABLE = 1
ADHOC.EMUPA_TITLE_ID = ULJM05709

Shin Sangoku Musou Multi Raid 2 HD Ver

VERSION = 0xFFFFFFFF
AW.EXT_MODE = 3
AW.EXT_CMD = 2
SDRAM_SIZE = 02800000
ADDITIONAL_KEY_ASSIGN = 0000000047C6C544
S3D.ENABLE = 1
ADHOC.EMUPA_TITLE_ID = ULJM05637
AW.VRAM_MODE = 1
SAVEDATA_LOAD_CACHE_TARGET_NAME = ULJM05637DQUEST

Eiyuu Densetsu: Sora no Kiseki FC Kai HD Edition

VERSION = 0xFFFFFFFF
SDRAM_SIZE = 03000000
ADDITIONAL_KEY_ASSIGN = 0000000047C6C544
S3D.ENABLE = 1
AW.EXT_MODE = 3
AW.EXT_CMD = 3
ADHOC_PARTY = 0
VSYNC_OFFSET_US = 2000

Eiyuu Densetsu: Sora no Kiseki SC Kai HD Edition

VERSION = 0xFFFFFFFF
SDRAM_SIZE = 04000000
CODE_SIZE_LIMIT = 00800000
ADDITIONAL_KEY_ASSIGN = 8000000000000000
S3D.ENABLE = 2
AW.EXT_MODE = 3
AW.EXT_CMD = 3
ADHOC_PARTY = 0
VSYNC_OFFSET_US = 2000

About PS2 Classics

There are some new formats present in PS2 Classics. The first one is ISO.BIN.ENC, the second one is .dxt, which is inside CONTENT folder and there's also a single file named CONFIG. You can see more about this when you first install a PS2 Classic. There's also a problem with the Data while trying to execute the instalable file. The message Unsupported Data appears on the screen when highliting the file and the error 80028F14 is shown while trying to start.

This was made with the Max Payne game. There could probably be other formats present aswell


ISO.BIN.EDAT

For PSN PS2-Classics Games ISO.BIN.EDAT only contains the Title Id of the disc.
Example:

SLES-12345