NPDRM: Difference between revisions

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[[Category:Software]]{{Wikify}}
{{Wikify}}


'''The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it this page'''
'''The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it to this page.'''


To merge on wiki:
* [http://www.emunewz.net/forum/showthread.php?tid=8134 PSP NPDRM explanation by Hykem]
* [http://wololo.net/talk/viewtopic.php?f=67&t=40656 How to find dev klicensee in NPDRM SELF - SPRX by '''Mysis''']


Once the user is trying to start a [[SELF File Format and Decryption|SELF]], the [[VSH|vsh]] looks for the [[SELF_File_Format_and_Decryption#App_Info|appinfo header type]]; if the [[SELF_Types|type is 8]], then the [[SELF_File_Format_and_Decryption#Control_Information|control digest element type 3]] (NPD element) is located. From this NPD header the vsh gets the [[License Types]] (network license, local or free).
See also [https://wiki.henkaku.xyz/vita/SceNpDrm PS Vita NPDRM] and PSP NPDRM.


*'''Type 1''' (Network License): if a remote paid content is to be loaded, the vsh loads the act.dat and the rif associated to the content (will download to vsh process memory).
= PS3 NPDRM SELF - SPRX decryption steps =


*'''Type 2''' (Local): For this paid content too, the vsh locate a file with the same title id on NPD element (CONTENT_ID), then the signature is checked (last 0x28 bytes of both RIF and act.dat).
Once that the user is trying to start a [[SELF - SPRX]], the [[VSH]] looks for the [[SELF_-_SPRX#Program_Identification_Header|Program Identification Header]]. If the [[Program Type]] is NPDRM, then the [[SELF_-_SPRX#Supplemental_Header_Table|Supplemental Header Table NPDRM header]] is located. From this [[NPD]] header the [[VSH]] gets the [[#DRM Type]].


*'''Type 3''' (Free): if a free content (no license check: no need for rif/act.dat) is detected then a [[Keys#klic_free_key|generic klicense]] will be use for further steps (go to LV2).  
If a Network DRM content is to be loaded, the [[VSH]] loads the act.dat and the .rif associated to the content (it will download .rif to VSH process memory).


Using the RIF_KEY with the [[Keys#RIF.27s_act.dat_index_decryption_key|act.dat index decryption key]], it will obtain the actdatIndex, and finally having the actDat key index, the execution pass to [[LV2_Functions_and_Syscalls#LV2_Syscalls|LV2 Syscalls 471.]]
For Local DRM content too, the [[VSH]] locates a file with the same CONTENT ID as in NPDRM header, then the signatures are checked (RIF offset 0x70 and act.dat offset 0x1010). Using the [[Keys#NPDRM_Keys|np_act_data_index_dec_key]], it will decrypt the actdatIndex stored in RIF.


This function has different parameters depending if the content is debug, paid (type 1 & 2) or free (type 3):
If a Free DRM (DRM type 3) content is detected then there is no license check, so no need for .rif/act.dat, and a generic klicensee [[Keys#NPDRM_Keys|klic_ps3_free]] will be used for further steps.


<div style="width:600px; overflow:auto">
Then the execution passes to [[LV2_Functions_and_Syscalls#LV2_Syscalls|LV2 Syscall no 471 sys_npdrm_regist_ekc]].
PAID: syscall471(npd.type, &npd.titleID, NULL, &actdat.keyTable[rif.actDatIndex], &rif.key, npd.license, &npd);
<source lang="C">
FREE: syscall471(npd.type, &npd.titleID, freeklicensee, NULL, NULL, npd.license, &npd);
// is it titleID or content_id?
</div>
int sys_npdrm_regist_ekc(uint32_t type, char* titleID, void* klicensee, uint8_t* actdat, uint8_t* rif, int32_t licenseType, uint8_t* magicVersion);</source>
:<small>*PAID can also include free games/apps too but require this licensing check</small>
This function has different parameters depending on the [[#DRM Type]]:
* Local/Network DRM content: <source lang="C">sys_npdrm_regist_ekc(npd.type, &npd.titleID, NULL, &actdat.keyTable[rif.actDatIndex], &rif.key, npd.license, &npd);</source>
* Free DRM content: <source lang="C">sys_npdrm_regist_ekc(npd.type, &npd.titleID, klic_ps3_free, NULL, NULL, npd.license, &npd);</source>


The lv2 keeps a memory table with contentID and the associated key:
The lv2 keeps a memory table with contentID and the associated klicensee:
*Paid content: the rif.key is converted to the klicensee (by using a constant value on lv2, [[IDPS|IDPS]] and the act.dat) and once transformed it is stored on memory table.
* Local/Network DRM content: lv2 AES128 decrypts the encrypted klicensee from RIF by using [[Keys#NPDRM_Keys|NPDRM IDPS Seed]], [[IDPS]], act.dat and some other keys. Once transformed, klicensee is stored in a memory table.
*free content: copies the titleID and the generic klicensee to the table.
* Free DRM content: lv2 copies the titleID and the generic klicensee (klic_ps3_free) to a memory table.


From there, the lv1 hypervisor, by loading [[Hypervisor_Reverse_Engineering#appldr|appldr]], will transform the key by using the [[Keys#ps3_klic_dec_key|ps3_klic_dec_key]] and finally remove the NPDRM layer of the SELF/SPRX to start the [[SELF - SPRX]] decryption.


From there, the lv1 hypervisor by loading [[Hypervisor_Reverse_Engineering#appldr|Appldr]], will transform (again) this key by using the [[Keys#klic_dec_key|klic_dec_key]] and finally remove the NPDRM layer for start the [[SELF File Format and Decryption|SELF]] decryption.
= PS3 NPDRM EDAT decryption steps =


==act.dat header(encrypted) structure==
See [[EDAT files]].


{| class="wikitable sortable"
= DRM Type =
|-
| style="background-color:#123EDA; color:#FFFFFF;" |'''Name'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Offset'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Size'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Example'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Remark'''
|-
| Version Number || 0x0 || 0x4 || 00000001 ||
|-
| License Type || 0x4 || 0x4 || 00000001 ||
|-
| User Number || 0x8 || 0x8 || N.A ||
|-
| KeyTable Retail || 0x10 || 0x800 || N.A ||
|-
| KeyTable Debug? || 0x810 || 0x800 || N.A ||
|-
| Signature || 0x1010 || 0x28 || N.A ||
|-
|}


 
A temporary name was "License type".
==rif file(encrypted) structure==
 
The rif holds the klicensee for both SELF and paid [[EDAT_files|EDAT]].


{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
| style="background-color:#123EDA; color:#FFFFFF;" |'''Name'''
! Value !! Type !! Remarks
| style="background-color:#123EDA; color:#FFFFFF;" |'''Offset'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Size'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Example'''
| style="background-color:#123EDA; color:#FFFFFF;" |'''Remark'''
|-
|-
| Version Number || 0x0 || 0x4 || 00 00 00 01 ||  
| 0 || Unknown (official name) || It does not require any license. Set in [[EDAT_files|SDATA files]].
|-
|-
| License Type || 0x4 || 0x4 || 00 01 00 02 ||
| 1 || Network || It requires network authentication every time the content is launched. See [http://en.wikipedia.org/wiki/PlayStation_Network_outage#Inability_to_use_PlayStation_3_content inability example].
|-
|-
| User Number || 0x8 || 0x8 || 00 00 00 00 00 00 00 02 || Used on Rap2Rif header
| 2 || Local || It requires first time activation online (paid content but also demo and free of charge content).
|-
|-
| [[PARAM.SFO#CONTENT_ID|CONTENT ID]] || 0x10 || 0x30 || N.A || Content ID
| 3 || Free || On PS3, it does not require any license file nor console activation (act.dat). PS3 disc bind contents use this DRM Type. On PSP, when a .rif is present for Free DRM Type, the RIF NP Account ID is replaced by a Magic Gate Memory Stick command result and the RIF encrypted account keyring index is replaced by the sha1 digest of this Magic Gate Memory Stick command result.
|-
|-
| Random Padding || 0x40 || 0xC || N.A ||
| 4 || PSP || This type exists according to PS3 make_package_npdrm.exe revision 1972. However, no .rif holding this DRM Type was ever seen.
|-
|-
| act.dat index key || 0x4C || 0x4 || N.A ||
| 0xD || Free (PSP2/PSM) || Used for Free contents but with license (.rif) requirement, unlike DRM Type 3. Requires either pd0:license/rifname.rif (for Welcome Park) or /app/TITLEID/sce_sys/package/temp.bin (for .pkg installed from PS Store).
|-
|-
| encrypted klic || 0x50 || 0x10 || N.A  ||
| 0x100 || Network (PSP/PSP2) || Seen in PSP and PS Vita OS. On PSP, extends the RIF ECDSA signed data with IDPS and Fuse ID. On PS Vita, forces OpenPSID comparison in RIF and thus RIF RSA signature verification.
|-
|-
| bought on/ start || 0x60 || 0x8 || 00 00 01 2F 41 5C 00 00 || For human readable, convert to decimal and use one [http://www.epochconverter.com/ Epoch-Unix converter] time format online.
| 0x400 || GameCard (PSP2) || Requires a .rif stored in the gamecard filesystem and the gamecard  to be inserted for authentication.
|-
|-
| expires in || 0x68 || 0x8 || 00 00 00 00 00 00 00 00 || If zeroed,-, there is no time limit. Used on PS+ for example.
| 0x2000 || Unknown (PS3) || Seen in EP0001-NPEB00560_00-GRAW2PS3REMPKG01.rif.
|-
| Signature || 0x70 || 0x28 || 11 || Patched on some cfw. See Rif_Junk on Rap2Rif by '''Flatz'''
|-
|}
|}


*[http://pastie.org/private/yltlfwubsz8w5pyhmojyfg '''Rap2Rif''' source code by '''Flatz''' ]
NPDRM contents decryption requires a key, the key licensee or klicensee. Depending on the content's DRM Type, klicensee is got in different ways:
* DRM type Network: klicensee is generated using associated RIF downloaded on-load from PS Store + ?to detail?
* DRM type Local: klicensee is generated using associated RIF downloaded on-installation from PS Store + act.dat + console's IDPS
* DRM type Free: klicensee is the constant PS3 Free klicensee (see [[Keys#NPDRM_Keys|NPDRM keys]] and [[Keys#Appldr|appldr keys]])
* DRM type Free (PSP2/PSM): klicensee is derived from associated RIF stored in the NPDRM PKG file
* DRM type GameCard: klicensee is derived from associated RIF stored in the gamecard and gamecard authentication command
 
Free games/applications, e.g. demos and free additional contents can either use Free, Free (PSP2/PSM) or Local DRM Types.
 
= License Flags =
 
License Flags are guessed to be either 4 or 6 bytes long (leaving DRM Type either 2 or 4 bytes long).
 
See [[RIF]].
 
* 1 by default
* 0x200 for preordered content that is not usable yet. Seen in EP1004-BLES01807_00-GTAVDLCATOMICBLI.rif, EP1004-NPEB01283_00-GTAVDIGITALDOWNL.rif and EP1004-NPEP00231_00-TGRANDTHEF000001.rif.
 
= Tools =
 
* Tools to convert RAP to klicensee: [[Dev_Tools#ReactPSN_.rap_to_.rif_converter|download links and usage]]


*[http://pastie.org/private/pmnmsnqg6zbfnk9xactbw#1 '''Rap2Rif Key''' souce code by '''Flatz''']


*[[Dev_Tools#ReactPSN_.rap_-.3E_.rif_converter|Link download & usage]]
{{File Formats}}<noinclude>[[Category:Main]]</noinclude>

Latest revision as of 20:54, 24 June 2023

The info on this page is an extract (and simplify) of talk page, conversations and forum posts, please digest the info and move it to this page.

To merge on wiki:

See also PS Vita NPDRM and PSP NPDRM.

PS3 NPDRM SELF - SPRX decryption steps[edit | edit source]

Once that the user is trying to start a SELF - SPRX, the VSH looks for the Program Identification Header. If the Program Type is NPDRM, then the Supplemental Header Table NPDRM header is located. From this NPD header the VSH gets the #DRM Type.

If a Network DRM content is to be loaded, the VSH loads the act.dat and the .rif associated to the content (it will download .rif to VSH process memory).

For Local DRM content too, the VSH locates a file with the same CONTENT ID as in NPDRM header, then the signatures are checked (RIF offset 0x70 and act.dat offset 0x1010). Using the np_act_data_index_dec_key, it will decrypt the actdatIndex stored in RIF.

If a Free DRM (DRM type 3) content is detected then there is no license check, so no need for .rif/act.dat, and a generic klicensee klic_ps3_free will be used for further steps.

Then the execution passes to LV2 Syscall no 471 sys_npdrm_regist_ekc.

// is it titleID or content_id?
int sys_npdrm_regist_ekc(uint32_t type, char* titleID, void* klicensee, uint8_t* actdat, uint8_t* rif, int32_t licenseType, uint8_t* magicVersion);

This function has different parameters depending on the #DRM Type:

  • Local/Network DRM content:
    sys_npdrm_regist_ekc(npd.type, &npd.titleID, NULL, &actdat.keyTable[rif.actDatIndex], &rif.key, npd.license, &npd);
    
  • Free DRM content:
    sys_npdrm_regist_ekc(npd.type, &npd.titleID, klic_ps3_free, NULL, NULL, npd.license, &npd);
    

The lv2 keeps a memory table with contentID and the associated klicensee:

  • Local/Network DRM content: lv2 AES128 decrypts the encrypted klicensee from RIF by using NPDRM IDPS Seed, IDPS, act.dat and some other keys. Once transformed, klicensee is stored in a memory table.
  • Free DRM content: lv2 copies the titleID and the generic klicensee (klic_ps3_free) to a memory table.

From there, the lv1 hypervisor, by loading appldr, will transform the key by using the ps3_klic_dec_key and finally remove the NPDRM layer of the SELF/SPRX to start the SELF - SPRX decryption.

PS3 NPDRM EDAT decryption steps[edit | edit source]

See EDAT files.

DRM Type[edit | edit source]

A temporary name was "License type".

Value Type Remarks
0 Unknown (official name) It does not require any license. Set in SDATA files.
1 Network It requires network authentication every time the content is launched. See inability example.
2 Local It requires first time activation online (paid content but also demo and free of charge content).
3 Free On PS3, it does not require any license file nor console activation (act.dat). PS3 disc bind contents use this DRM Type. On PSP, when a .rif is present for Free DRM Type, the RIF NP Account ID is replaced by a Magic Gate Memory Stick command result and the RIF encrypted account keyring index is replaced by the sha1 digest of this Magic Gate Memory Stick command result.
4 PSP This type exists according to PS3 make_package_npdrm.exe revision 1972. However, no .rif holding this DRM Type was ever seen.
0xD Free (PSP2/PSM) Used for Free contents but with license (.rif) requirement, unlike DRM Type 3. Requires either pd0:license/rifname.rif (for Welcome Park) or /app/TITLEID/sce_sys/package/temp.bin (for .pkg installed from PS Store).
0x100 Network (PSP/PSP2) Seen in PSP and PS Vita OS. On PSP, extends the RIF ECDSA signed data with IDPS and Fuse ID. On PS Vita, forces OpenPSID comparison in RIF and thus RIF RSA signature verification.
0x400 GameCard (PSP2) Requires a .rif stored in the gamecard filesystem and the gamecard to be inserted for authentication.
0x2000 Unknown (PS3) Seen in EP0001-NPEB00560_00-GRAW2PS3REMPKG01.rif.

NPDRM contents decryption requires a key, the key licensee or klicensee. Depending on the content's DRM Type, klicensee is got in different ways:

  • DRM type Network: klicensee is generated using associated RIF downloaded on-load from PS Store + ?to detail?
  • DRM type Local: klicensee is generated using associated RIF downloaded on-installation from PS Store + act.dat + console's IDPS
  • DRM type Free: klicensee is the constant PS3 Free klicensee (see NPDRM keys and appldr keys)
  • DRM type Free (PSP2/PSM): klicensee is derived from associated RIF stored in the NPDRM PKG file
  • DRM type GameCard: klicensee is derived from associated RIF stored in the gamecard and gamecard authentication command

Free games/applications, e.g. demos and free additional contents can either use Free, Free (PSP2/PSM) or Local DRM Types.

License Flags[edit | edit source]

License Flags are guessed to be either 4 or 6 bytes long (leaving DRM Type either 2 or 4 bytes long).

See RIF.

  • 1 by default
  • 0x200 for preordered content that is not usable yet. Seen in EP1004-BLES01807_00-GTAVDLCATOMICBLI.rif, EP1004-NPEB01283_00-GTAVDIGITALDOWNL.rif and EP1004-NPEP00231_00-TGRANDTHEF000001.rif.

Tools[edit | edit source]