LIC.DAT: Difference between revisions

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=Description=
=Description=
Location: /dev_bdvd/PS3_GAME/LICDIR/LIC.DAT (soon LIC.EDAT)
*Paths
**dev_bdvd/'''PS3_GAME'''/LICDIR/'''LIC.DAT'''
**dev_bdvd/'''PS3_GM01'''/LICDIR/'''LIC.DAT'''
**dev_bdvd/'''PS3_GM02'''/LICDIR/'''LIC.DAT'''
**etc...


Checked within Level 2 Kernel and possible via lv2syscall476<br>
Checked within Level 2 Kernel and possible via lv2syscall476<br>
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See also {{talk}} page
See also {{talk}} page


= example =
=Example=


  00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA........
  00000000 50 53 33 4C 49 43 44 41 00 00 00 01 80 00 00 00 PS3LICDA........
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  ...
  ...


= structure =
=Structure=
The structure is dependant of how the file is generated in PC and processed by the PS3
The structure is dependant of how the file is generated in PC and processed by the PS3


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The CRC32 hash stored in the final LIC.DAT file.... is the hash of the file generated in step 1 (with the crc32 area on the header filled with zeroes) and a total size smaller than  0x10000 (because doesnt have the padding added at the end of step 2) <!-- yes, thats weird -->
The CRC32 hash stored in the final LIC.DAT file.... is the hash of the file generated in step 1 (with the crc32 area on the header filled with zeroes) and a total size smaller than  0x10000 (because doesnt have the padding added at the end of step 2) <!-- yes, thats weird -->


== header ==
==Header==


{|class="wikitable"
{|class="wikitable"
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| 0x1C || 0x4 || 0x00000001 || License amount || Values found: 0x1 (single boot discs), 0x2 (dual boot discs), 0x3 (triple boot discs)
| 0x1C || 0x4 || 0x00000001 || License amount || Values found: 0x1 (single boot discs), 0x2 (dual boot discs), 0x3 (triple boot discs)
|-
|-
| 0x20 || 0x4 || 0xD8A9D38C || crc32 || CRC32 from the first byte of LIC.DAT till the end of license table (using a CRC32 value filled with zeroes in the header)
| 0x20 || 0x4 || 0xD8A9D38C || 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 || is unknown where the header ends, probablly aligned to 0x200 but there are much more zeroes after it
| 0x24 || ? || 0x0000... || padding || is unknown where the header ends, probablly aligned to 0x200 but there are much more zeroes after it
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==License table==
==License table==
Composed by one or more licenses entries
Composed by one or more license entries


=== License entry ===
===License entry===


{|class="wikitable"
{|class="wikitable"

Revision as of 21:28, 28 August 2015

Description

  • Paths
    • dev_bdvd/PS3_GAME/LICDIR/LIC.DAT
    • dev_bdvd/PS3_GM01/LICDIR/LIC.DAT
    • dev_bdvd/PS3_GM02/LICDIR/LIC.DAT
    • etc...

Checked within Level 2 Kernel and possible via lv2syscall476

Final File size is: 0x10000 Bytes

See also Discussion 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 .BLES01623......
...

Structure

The structure is dependant of how the file is generated in PC and processed by the PS3

Generation - The file is created in 2 steps, the file generated in first step contains the header (with a crc32 filled with zeroes intended as a placeholder) and the licenses table, in second step is calculated the crc32 of the file and is added in the header, and filled with zeroes at the end up to 0x10000

Processing - PS3 first reads the file LIC.DAT (header + licenses table, not included the padding at end), then it makes a copy of it (because is needed to edit it)... then it reads the crc32 area from the header and stores it separatedlly, then it fills the crc32 area with zeroes... and finally... it calculates the crc32 of the edited file

The CRC32 hash stored in the final LIC.DAT file.... is the hash of the file generated in step 1 (with the crc32 area on the header filled with zeroes) and a total size smaller than 0x10000 (because doesnt have the padding added at the end of step 2)

Header

Offset Length Example Name Description
0x0 0x8 'PS3LICDA' Magic LIC.DAT identifyer
0x8 0x4 0x1 Version DAT structure version
0xC 0x4 0x80000000 Disc type ? 0x80000000 = retail (used in LIC.DAT under directory PS3_GAME)
0x00000000 = debug (used in LIC.DAT under directory PS3_GM01, PS3_GM02, etc...)
0x10 0x4 0x00000900 License table, absolute end offset Calculated by: license table start + (license amounts * license size)
0x14 0x4 0x00000800 License table, absolute start offset Always found 0x800 (static)
0x18 0x4 0x00000100 License size Always found 0x100 (static)
0x1C 0x4 0x00000001 License amount Values found: 0x1 (single boot discs), 0x2 (dual boot discs), 0x3 (triple boot discs)
0x20 0x4 0xD8A9D38C 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 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

License entry

Relative Offset Length Example Name Description
0x0 0x1 0x1 ID type 0x01 = Title ID
0x02 = SKU ID
0x03 = Content ID
0x1 varies BLES01623 ID Bootable content identifyer (EBOOT.BIN related)
varies varies 0x0000.... padding padding to fill the entry with zeroes up to the "license size" specifyed in the header

The first byte indicates type and size of following text:

  • 0x01 means 0xA bytes, a regular TitleID (ex. BLES01623) with \0 terminating
  • 0x02 means 0x2A bytes, a regular SKU ID (ex. UP0002-BLES01623_00-0000111122223333-E001) with \0 terminating
  • 0x03 means 0x25 bytes, a regular npdrm ContentID (ex. UP0002-BLES01623_00-0000111122223333) with \0 terminating

Padding

Padding addded at bottom of LIC.DAT file, to make the total size a multiplyer of X bluray disc sectors... and to protect the laser lens because otherway is too tiny and hard to locate by the laser

This padding is added as the last step when generating the file, and removed as the first step when processing it by PS3