Editing LIC.DAT
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Latest revision | Your text | ||
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= Description = | |||
*Paths | *Paths | ||
**dev_bdvd/'''PS3_GAME'''/LICDIR/'''LIC.DAT''' | **dev_bdvd/'''PS3_GAME'''/LICDIR/'''LIC.DAT''' | ||
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**etc... | **etc... | ||
Checked within Level 2 Kernel and possible via lv2syscall476<br>. | |||
File size is always 0x10000 Bytes. | |||
{ | |||
See also {{talk}} page. | |||
= Example = | |||
00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA........ | |||
00000010 00 00 09 00 00 00 08 00 00 00 01 00 00 00 00 01 ................ | |||
00000020 8C D3 A9 D8 00 00 00 00 00 00 00 00 00 00 00 00 ................ | |||
... | |||
00000800 01 42 4C 45 53 30 31 36 32 33 00 00 00 00 00 00 .BLUS31156...... | |||
... | |||
= Structure = | |||
The structure is a consequence of how the file is generated in PC and validated by the PS3. | The structure is a consequence of how the file is generated in PC and validated by the PS3. | ||
*CRC32 generation (in PC) | *CRC32 generation (in PC) | ||
<!--previous steps of how is generated the file could be longer to explain and not so easy to deduce--> | <!--previous steps of how is generated the file could be longer to explain and not so easy to deduce--> | ||
**A temporal file<!--or debug LIC.DAT for master disc?--> is created composed by: ''header'' + ''license table''. The crc32 value stored at | **A temporal file<!--or debug LIC.DAT for master disc?--> is created composed by: ''header'' + ''license table''. The crc32 value stored at offset 0x20 is filled with zeroes and works as a placeholder | ||
**Now is calculated the crc32 of the temporal file | **Now is calculated the crc32 of the temporal file | ||
**The crc32 calculated in previous step is stored at | **The crc32 calculated in previous step is stored at offset 0x20 replacing the zeroes placeholder | ||
**A padding is added after the '''lic_table_end''' offset to increase the final size of LIC.DAT up to 0x10000 | **A padding is added after the '''lic_table_end''' offset to increase the final size of LIC.DAT up to 0x10000 | ||
*CRC32 validation (in PS3) | *CRC32 validation (in PS3) | ||
**LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to '''lic_table_end''' offset) | **LIC.DAT is readed from disc, and copyed to a different location excluding the padding at the end of the file (cropped from first byte of file up to '''lic_table_end''' offset) | ||
**The crc32 value stored at | **The crc32 value stored at offset 0x20 is replaced by zeroes | ||
**Now is calculated the crc32 of the edited file | **Now is calculated the crc32 of the edited file | ||
**The crc32 calculated in previous step is validated against the crc32 value stored at | **The crc32 calculated in previous step is validated against the crc32 value stored at offset 0x20 of the original LIC.DAT | ||
== Header == | |||
{|class="wikitable" | {|class="wikitable" | ||
! Offset !! Length !! Example !! Name !! Description | ! Offset !! Length !! Example !! Name !! Description | ||
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| 0x8 || 0x4 || 0x00000001 || '''version''' || DAT structure version | | 0x8 || 0x4 || 0x00000001 || '''version''' || DAT structure version | ||
|- | |- | ||
| 0xC || 0x4 || 0x80000000 || '''flag''' || 0x80000000 = | | 0xC || 0x4 || 0x80000000 || '''flag''' <!--type of what, master/retail disc?... or type of the EBOOT.BIN asociated with the first license in the table?--> || 0x80000000 = retail (used in LIC.DAT under directory PS3_GAME)<br>0x00000000 = debug (used in LIC.DAT under directory PS3_GM01, PS3_GM02, etc...) | ||
|- | |- | ||
| 0x10 || 0x4 || 0x00000900 || '''lic_table_end''' || License table absolute end offset. Calculated by: '' | | 0x10 || 0x4 || 0x00000900 || '''lic_table_end''' || License table, absolute end offset. Calculated by: ''license table start + (license amounts * license size)'' | ||
|- | |- | ||
| 0x14 || 0x4 || 0x00000800 || '''lic_table_start''' || License table absolute start offset. Always found 0x800 (static) | | 0x14 || 0x4 || 0x00000800 || '''lic_table_start''' || License table, absolute start offset. Always found 0x800 (static) | ||
|- | |- | ||
| 0x18 || 0x4 || 0x00000100 || '''lic_size''' || | | 0x18 || 0x4 || 0x00000100 || '''lic_size''' || License size. Always found 0x100 (static) | ||
|- | |- | ||
| 0x1C || 0x4 || 0x00000001 || '''lic_num''' || | | 0x1C || 0x4 || 0x00000001 || '''lic_num''' || License amount. Values found: 0x1 (single boot discs), 0x2 (dual boot discs), 0x3 (triple boot discs) | ||
|- | |- | ||
| 0x20 || 0x4 || 0x8CD3A9D8 || '''crc32''' || CRC32 of | | 0x20 || 0x4 || 0x8CD3A9D8 || '''crc32''' || CRC32 from the first byte of LIC.DAT till the end of license table (includes the CRC32 placeholder filled with zeroes) | ||
|- | |- | ||
| 0x24 || ? || 0x0000... || '''padding''' || | | 0x24 || ? || 0x0000... || '''padding''' || is unknown where the header ends, probablly aligned to 0x200 but there are much more zeroes after it | ||
|} | |} | ||
== License table == | |||
Composed by one or more license entries. | Composed by one or more license entries. | ||
=== License entry === | |||
{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
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| 0x1 || 0x0A (if '''id_type''' = 0x01)<br>0x2A (if '''id_type''' = 0x02)<br>0x25 (if '''id_type''' = 0x03) || 'BLES01623' || '''id''' || Bootable content identifyer (EBOOT.BIN related) | | 0x1 || 0x0A (if '''id_type''' = 0x01)<br>0x2A (if '''id_type''' = 0x02)<br>0x25 (if '''id_type''' = 0x03) || 'BLES01623' || '''id''' || Bootable content identifyer (EBOOT.BIN related) | ||
|- | |- | ||
| 0x0B (if '''id_type''' = 0x01)<br>0x2B (if '''id_type''' = 0x02)<br>0x26 (if '''id_type''' = 0x03) || up to | | 0x0B (if '''id_type''' = 0x01)<br>0x2B (if '''id_type''' = 0x02)<br>0x26 (if '''id_type''' = 0x03) || up to '''lic_size''' || 0x0000.... || '''padding''' || padding to fill the entry with zeroes up to the "license size" specifyed in the header | ||
|} | |} | ||
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* 0x03 means 0x25 bytes, a regular npdrm ContentID (ex. UP0002-BLES01623_00-0000111122223333) with \0 terminating | * 0x03 means 0x25 bytes, a regular npdrm ContentID (ex. UP0002-BLES01623_00-0000111122223333) with \0 terminating | ||
== Padding == | |||
Padding added at bottom of LIC.DAT file is to make the total size a multiplier of bluray disc sectors, and to protect the laser lens because otherway it is too tiny and so stressing for the laser. | |||
This padding is added in the last step when the file is generated in PC, and removed in the first step before the crc32 hash is validated by the PS3. | This padding is added in the last step when the file is generated in PC, and removed in the first step before the crc32 hash is validated by the PS3. | ||
= Multiboot PS3 Game Discs = | |||
There is a special type of PS3 game disc that contains several EBOOT.BIN with several LIC.DAT | |||
There is a special type of PS3 game disc that contains several EBOOT.BIN with several LIC.DAT. These LIC.DAT files are a bit special because contains the TITLE_ID of all the EBOOT.BIN. The first game found using this disc structure was: ''Metal Gear Solid The Legacy Collection'' (BLJM-91001 on PS3_DISC.SFB), and the second one: ''Fighting edition'' (BLES-02129 on PS3_DISC.SFB). | |||
<strike>Total size of the file is always 0x10000, license "slots" starts at 0x800 so... 0x10000 - 0x800 = 0xF800 (available size) and 0xF800 / 0x100 = 0xF8 (available license slots). So the maximun number of bootable contents in a "multiboot disc" is limited to 248</strike> --> Wrong, the path PS3_GM01, PS3_GM02, etc... only allows for 2 digits... so up to 99 + main bootable content in PS3_GAME makes a total of 100. | |||
== | == Exemple of Dualboot: Metal Gear Solid The Legacy Collection (BLJM-91001) == | ||
Dual boot disc structure, using folders '''PS3_GAME''', and '''PS3_GM01'''. | Dual boot disc structure, using folders '''PS3_GAME''', and '''PS3_GM01'''. | ||
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*dev_bdvd/PS3_GAME/LICDIR/LIC.DAT | *dev_bdvd/PS3_GAME/LICDIR/LIC.DAT | ||
**Header | **Header | ||
*** | ***<span style="background:#4C4943;">Magic:</span> "PS3LICDA" | ||
*** | ***<span style="background:#766572;">Version:</span> 1 | ||
*** | ***<span style="background:#66ff66;">Flag:</span> 0x80000000 (retail) | ||
*** | ***<span style="background:#ff66ff;">licenses ending:</span> 0x0A00 | ||
*** | ***<span style="background:#f6ff6f;">beginning of licenses:</span> 0x0800 | ||
*** | ***<span style="background:#6f66f6;">license size (static):</span> 0x0100 | ||
*** | ***<span style="background:#6ffff6;">license amounts:</span> 2 | ||
*** | ***<span style="background:#C1C132;">CRC32:</span> 01 0F 95 0E | ||
**First | **Licenses | ||
*** | ***First license, type 0x01 = BLJM61001 @ offset 0x800 (for EBOOT.BIN under directory PS3_GAME) | ||
***Second license, type 0x01 = BLJM60351 @ offset 0x900 (for EBOOT.BIN under directory PS3_GM01) | |||
| | ||
00000000 <span style="background:# | 00000000 <span style="background:#4C4943;">50 53 33 4C 49 43 44 41</span> <span style="background:#766572;">00 00 00 01</span> <span style="background:#66ff66;">80 00 00 00</span> PS3LICDA....€... | ||
00000010 <span style="background:#ff66ff;">00 00 0A 00</span> <span style="background:#f6ff6f;">00 00 08 00</span> <span style="background:# | 00000010 <span style="background:#ff66ff;">00 00 0A 00</span> <span style="background:#f6ff6f;">00 00 08 00</span> <span style="background:#6f66f6;">00 00 01 00</span> <span style="background:#6ffff6;">00 00 00 02</span> ................ | ||
00000020 <span style="background:#C1C132;">01 0F 95 0E</span> 00 00 00 00 00 00 00 00 00 00 00 00 ..•............. | 00000020 <span style="background:#C1C132;">01 0F 95 0E</span> 00 00 00 00 00 00 00 00 00 00 00 00 ..•............. | ||
... | ... | ||
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*dev_bdvd/PS3_GM01/LICDIR/LIC.DAT: | *dev_bdvd/PS3_GM01/LICDIR/LIC.DAT: | ||
**The only | **The file is the same, only is changed the flag to debug = 0x00000000 (and the crc32 because the flag is included before hash is calculated) | ||
**This means the file LIC.DAT under directory PS3_GAME is different than any of the others under paths PS3_GM01, PS3_GM_02, etc... | **This means the file LIC.DAT under directory PS3_GAME is different than any of the others under paths PS3_GM01, PS3_GM_02, etc... (because the flag in main is retail and in the others is debug). But all the others are exactlly the same file because all them have the flag debug. | ||
== Example of Tripleboot: Fighting edition (BLES-02129) == | |||
Triple boot disc structure, using folders '''PS3_GAME''', '''PS3_GM01''', and '''PS3_GM02''' | Triple boot disc structure, using folders '''PS3_GAME''', '''PS3_GM01''', and '''PS3_GM02''' |