Editing Disc Identification/Serialization Data

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<div style="float:right">[[File:Anatomy of a PS4 Disc.jpg|200px|thumb|left|Anatomy of a PS4 Game Disc]]</div>
<div style="float:right">[[File:Anatomy of a PS4 Disc.jpg|175px|thumb|left|Anatomy of a PS4 Game Disc]]</div>


The [[Disc Identification/Serialization Data|Identification & Serialization Data]] from a PlayStation 4 [[Game Titles|Game Title]] contains several Information, which you can find not only on any Game Disc pressed for the [[Console Information|PlayStation 4]], but also similar for any [http://www.psdevwiki.com/ps3/ PlayStation 3] and/or any other Console-based Game Disc, and other Media pressed on CD, DVD and Blu-ray.
The [[Disk Identification/Serialisation Data|Identification & Serialisation Data]] from a PlayStation 4 [[Game Titles|Game Title]] contains several Information, which you can find not only on any Game Disc pressed for the [[Console Information|PlayStation 4]], but also similar for any PlayStation 3 and/or any other Console-based Disc Game, and other Media pressed on CD, DVD and Blu-ray.


== Disc Identification ==
== Productcode ==
=== Recognition during the [[Bootprocess]] ===
<div style="float:right">
'' Full code: [[Bootprocess]]''
[[File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|175px|thumb|left|CD showing IFPI-Codes in detail - there is no BCA visible]]<br>
 
[[File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|175px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single-layer]]<br>
==== Detecting the built-in [[Bluray Drive|Blu-ray Drive]] ====
[[File:IFPI Mastering SID Code dual layers.png|175px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual-layers]]<br>
<pre>
[[File:Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer.png|175px|thumb|left|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single-layer with IFPI logo]]
cd0 at ahcich0 bus 0 scbus1 target 0 lun 0
[[File:DVD showing CBA in detail - on the innerring is the IFPI.jpg|175px|thumb|left|DVD showing CBA in detail - on the inner ring is the IFPI]]<br>
cd0: <SONY PS-SYSTEM  402R 0063> Removable CD-ROM SCSI-0 device
[[File:Wii Disk showing CBA in detail - on the innerring is the IFPI.jpg|175px|thumb|left|Wii Disk showing CBA in detail - on the inner ring is the IFPI]]<br>
cd0: 150.000MB/s transfers (SATA 1.x, UDMA4, ATAPI 12bytes, uhub3: 4 ports with 4 removable, self powered
[[File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|175px|thumb|left|Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks]]<br>
PIO 8192bytes)
[[File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|175px|thumb|left|Wii Super Mario Galaxy PAL - BCA cropped]]
cd0: cd present [12218912 x 2048 byte records]
[[File:BCA.jpg|175px|thumb|left|BCA from a single-layer PS4 Game Disc together with the PIC Zone which contains several barcodes and other serial numbers]]
</pre>
[[File:Angular Marks.png|175px|thumb|left|A sketch about the Angular Marks on a optical disc]]
 
[[File:Russian BD-ROM C3.jpg|175px|thumb|left|Screenshot while reading a pressed Blu-ray Movie with Angular Marks]]
==== Inserting a Disc ====
</div>
<pre>
<118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscInsertionCallback() 686):
<118>  callback for disc insertion event has not been registered yet.
<118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscEjectionCallback() 727):
<118>  callback for disc insertion event has not been registered yet.
<118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscMountCallback() 578):
<118>  callback for mount event has been not registered yet.
<118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscUnmountCallback() 638):
<118>  callback for umount event has not been registered yet.
<118>MSG AutomounterMelUtil(int sceAutomounterMelUtil::_transMediaType2DiscType(int, uint64_t) 164):
<118>  game disc_type(0xff80/PS4Disc)
</pre>
 
==== Identifying the Disc ====
<pre>
<118>sceBdSchedConfigure 74 : The specified package file is on /dev/cd0.
g_bd_sched_init 2889 : BD scheduler is initialized.
g_bd_sched_init 2891 : bd_sched is built at 07:41:55 Aug 20 2014
g_bd_sched_init 2900 : geom name is cd0.sched..
g_bd_sched_init 2922 : /dev/cd0
GEOM_SCHED: Device cd0.sched. created.
bd_sched_ioctl_configure 3382 : /user/app/CUSA00016/app.pkg
bd_sched_ioctl_configure 3399 : /system_data/playgo/CUSA00016/bdcopy.pbm
bd_sched_ioctl_configure 3441 : /mnt/disc/app/CUSA00016/app.pkg
bd_sched_ioctl_configure 3469 : emap size=21857697792, physical=3166568448, logical=0
 
...
 
bd_sched_bd_reader 1859 : [Ripping] All data have read. 0 0
bd_sched_bd_reader 1864 : [Ripping] All data have written or existed on the HDD.
 
...
 
<118>Task 00000001 : BD Copy Sync
<118>Task 00000001 : BD Copy No Sync
</pre>


== Serialization Data ==
=== Productcode ===
''Main article: [[Productcode]]''
''Main article: [[Productcode]]''


==== Layout ====
== Source Identification Code ==
unique ASCII of length 9 to identify, used for PS1/PSX, PS2/PStwo, PS3, PS4, PSP, PSP2/Vita.
The '''Source Identification Code''' (SID-Code) can be found on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used for acceptance sampling. It contains two codes, a ''Mould Code'' and a ''Mastering Code''. Each code consists the digits "IFPI" (named by the '''I'''nternational '''F'''ederation of the '''P'''honographic '''I'''ndustry) followed by a four or (less often) five digit code. These two codes are located in the inner ring from any optical disc (outside the data section) and can be used to trace the location from a manufacturing or mastering plant, where the disc got pressed.
 
format: XXXXYYYYY  (lettercode for XXXX / numbers for YYYYY)
 
=== Source Identification Code ===
The '''Source Identification Code''' (SID-Code) can be found on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used for acceptance sampling. It contains two codes, a ''Mould Code'' and a ''Mastering Code''. Each code consists the digits "IFPI" (named by the '''I'''nternational '''F'''ederation of the '''P'''honographic '''I'''ndustry) followed by a four or (less often) five-digit code. These two codes are located in the inner ring from any optical disc (outside the data section) and can be used to trace the location from a manufacturing or mastering plant, where the disc got pressed.
 
==== Mastering Plant SID-Codes ====
'''Note:''' There were no distinctions between a single-layer and a dual-layer Game Disc pressed on DVD, UMD and BD. Furthermore both PS2 and PS3 Game Titles pressed in {{flagonly|AT}} Austria shares the same Mastering Code since Sony DADC Austria AG moved the stampers from Anif to Thalgau until the end of March 2013, independently that the Mastering Code differs between PS2 and PS3 Game Titles.
 
<div style="float:left">
[[File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|200px|thumb|left|CD showing IFPI-Codes in detail - there is no BCA visible]]
[[File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|200px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single-layer]]
[[File:IFPI Mastering SID Code dual layers.png|200px|thumb|left|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual-layers]]
[[File:Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer.png|200px|thumb|left|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single-layer with IFPI logo]]
[[File:DVD showing CBA in detail - on the innerring is the IFPI.jpg|200px|thumb|left|DVD showing CBA in detail - on the inner ring is the IFPI]]
[[File:Wii Disk showing CBA in detail - on the innerring is the IFPI.jpg|200px|thumb|left|Wii Disc showing CBA in detail - on the inner ring is the IFPI]]
</div>
<div style="float:right">
[[File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|200px|thumb|left|Wii Super Mario Galaxy PAL - showing IFPI, BCA & Angular Marks]]
[[File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|200px|thumb|left|Wii Super Mario Galaxy PAL - BCA cropped]]
[[File:BCA.jpg|200px|thumb|left|Complete inner ring from a Japanese PS3 Game Disc showing the Mastering Code together with the IFPI logo, the Matrix Code ([[Productcode]]) & the Toolstamp (in clockwise direction)]]
[[File:Angular Marks.png|200px|thumb|left|A sketch about the Angular Marks on a optical disc]]
[[File:Russian BD-ROM C3.jpg|200px|thumb|left|Screenshot while reading a pressed Blu-ray Movie with Angular Marks]]
</div>


=== Mastering Plant SID-Codes ===
'''Note:''' There were no distinctions between a single-layer and a dual-layer Game Disc pressed both on DVD and BD.
{| class="wikitable sortable mw-datatable"
{| class="wikitable sortable mw-datatable"
|-
|-
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| Japan || DVD || PS2 || IFPI 45** || ? || IFPI L271<br>IFPI L272<br>IFPI L275 || ? || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture ||  
| Japan || DVD || PS2 || IFPI 45** || ? || IFPI L271<br>IFPI L272<br>IFPI L275 || ? || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture ||  
|-
|-
| Japan || UMD || PSP || ? || ? || IFPI L271 || ? || ? || ? || ? ||  
| Japan || BD || PS3 || IFPI 45** || on Top || IFPI L280 || Bottom || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture ||  
|-
|-
| Japan || BD || PS3 || IFPI 45** || on Top || IFPI L279<br>IFPI L280 || Bottom || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture ||
| Japan || BD || PS4 || ? || ? || ? || ? || ? || ? || ? ||  
|-
| Japan || BD || PS4 || IFPI 45** || on Top || IFPI L280 || Bottom || Sony DADC Japan Inc. || {{flag|JP}} || Shizuoka - Haibara District, Shizuoka Prefecture ||
|-
| Japan || BDXL || PS5 || ? || ? || ? || ? || ? || ? || ? ||  
|-
|-
| North America || CD || PSX || IFPI 50**<br>IFPI 51**<br>IFPI 72** || Bottom || IFPI L330<br>IFPI L336<br>IFPI L424 || on Top || Sony DADC US Inc. || {{flag|US}} || IFPI 50** = Pitman, New Jersey<br>IFPI 51** = Terre Haute, Indiana<br>IFPI 72** = ? || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Greatest Hits''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref>
| North America || CD || PSX || IFPI 50**<br>IFPI 51**<br>IFPI 72** || Bottom || IFPI L330<br>IFPI L336<br>IFPI L424 || on Top || Sony DADC US Inc. || {{flag|US}} || IFPI 50** = Pitman, New Jersey<br>IFPI 51** = Terre Haute, Indiana<br>IFPI 72** = ? || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Greatest Hits''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref>
Line 108: Line 44:
|-
|-
| North America || DVD || PS2 || IFPI QW** || ? || IFPI L327<br>IFPI L330<br>IFPI L331<br>IFPI L332 || ? || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana ||  
| North America || DVD || PS2 || IFPI QW** || ? || IFPI L327<br>IFPI L330<br>IFPI L331<br>IFPI L332 || ? || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana ||  
|-
| North America || UMD || PSP || ? || ? || IFPI L330<br>IFPI L331<br>IFPI L332<br>IFPI L333 || ? || ? || ? || ? ||
|-
|-
| North America || BD || PS3 || IFPI QW** || on Top || IFPI L321<br>IFPI L322<br>IFPI L323<br>IFPI L324<br>IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana ||  
| North America || BD || PS3 || IFPI QW** || on Top || IFPI L321<br>IFPI L322<br>IFPI L323<br>IFPI L324<br>IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana ||  
Line 115: Line 49:
| North America || BD || PS4 || ? || ? || IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture about the bottom inner ring from a North American PS4 single-layer Game Disc.</ref>
| North America || BD || PS4 || ? || ? || IFPI L325 || Bottom || Sony DADC US Inc. || {{flag|US}} || Terre Haute, Indiana || <ref>see http://img849.imageshack.us/img849/5543/9vvd.jpg - Picture about the bottom inner ring from a North American PS4 single-layer Game Disc.</ref>
|-
|-
| North America || BDXL || PS5 || ? || ? || ? || ? || ? || ? || ? ||
| Europe || CD || PSX || IFPI 94** || Bottom || IFPI L553<br>IFPI L555 || on Top || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Platinum''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref>
|-
| Europe || CD || PSX || IFPI 94** || Bottom || IFPI L553<br>IFPI L555 || on Top || Sony DADC Austria AG || {{flag|AT}} || July 1995 ~ July 2005 in Anif, near Salzburg || <ref>Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly '''Platinum''' and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the actual Game itself.</ref>
|-
| Europe || CD || PS2 || IFPI 94** || ? || IFPI L558 || ? || Sony DADC Austria AG || {{flag|AT}} || September 2000 ~ ? in Anif, near Salzburg ||
|-
| Europe || DVD || PS2 || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || Sony DADC Austria AG || {{flag|AT}} || September 2000 ~ March 2013 in Anif, near Salzburg<br>April 2013 ~ October 2013 in Thalgau, near Salzburg ||
|-
|-
| Europe || UMD || PSP || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || Sony DADC Austria AG || {{flag|AT}} || August 2005 ~ ? in Anif, near Salzburg ||  
| Europe || CD || PS2 || IFPI 94** || ? || IFPI L558 || ? || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg ||  
|-
|-
| Europe || BD || PS3 || IFPI 94** || on Top || IFPI LY23<br>IFPI LY24<br>IFPI LY25<br>IFPI LY26<br>IFPI LY27 || Bottom || Sony DADC Austria AG || {{flag|AT}} || <abbr title="Beginning with Master Discs (for internal researches) and later with Promo Discs (January/February 2006)">February 2005</abbr> ~ March 2013 in Anif, near Salzburg<br>April 2013 ~ in Thalgau, near Salzburg ||  
| Europe || DVD || PS2 || IFPI 94** || Bottom || IFPI L556<br>IFPI L557<br>IFPI L558 || Bottom || Sony DADC Austria AG || {{flag|AT}} || Anif, near Salzburg ||  
|-
|-
| Europe || BD || PS4 || IFPI 94** || on Top || IFPI LY24<br>IFPI LY25<br>IFPI LY26<br>IFPI LY27 || Bottom || Sony DADC Austria AG || {{flag|AT}} || September 2013 ~ in Thalgau, near Salzburg || <ref>see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Austria (in German Language).</ref>
| Europe || BD || PS3 || IFPI 94** || on Top || IFPI LY23<br>IFPI LY24<br>IFPI LY25<br>IFPI LY26<br>IFPI LY27 || Bottom || ? || ? || ? ||  
|-
|-
| Europe || BDXL || PS5 || IFPI 94** || on Top || IFPI LY23<br>IFPI LY26<br>IFPI LY27<br>IFPI LY28 || Bottom || Sony DADC Austria AG || {{flag|AT}} || September 2020 ~ in Thalgau, near Salzburg ||
| Europe || BD || PS4 || IFPI 94** || on Top || IFPI LY25<br>IFPI LY26 || Bottom || ? || ? || ? || <ref>see http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Austria (in German Language).</ref>
|}
|}


==== See also ====
=== See also ===
* [http://www.ifpi.org/content/library/sid-code-implementation-guide.pdf SID code implementation guide]
* [http://www.ifpi.org/content/library/sid-code-implementation-guide.pdf SID code implementation guide]
* [http://www.musik-sammler.de/wiki/index.php?title=Herstellungsland_%28CDs_/_DVDs%29#Liste_der_SID-_.28IFPI-.29_Codes List of SID- (IFPI-) Codes]
* [http://www.musik-sammler.de/wiki/index.php?title=Herstellungsland_%28CDs_/_DVDs%29#Liste_der_SID-_.28IFPI-.29_Codes List of SID- (IFPI-) Codes]


=== Matrix Number ===
The '''Matrix Number''' (also known as the '''Matrix Code'''<!--// not to be cunfused with the greenish Code from the Matrix Trilogy ;) //-->) defines an '''internal''' alphanumeric code system during the ''Mastering Process''.
==== Grandmother ====
When any project get finished, such as audio files for a Audio-CD, movie and/or game files for a DVD/Blu-ray Disc, the Mastering Plant creates a [http://en.wikipedia.org/wiki/Compact_Disc_manufacturing#Glass_mastering Glass-master Disc]. Literally speaking, those aren't Discs like any from retail because in most instances, a Mastering Plant use die glass plates similar to those used in printing. Such a die glass plate are also called '''Grandmother Disc''' because this is the very first ''Disc'' storing the files from a finished project.


==== Father ====
== Burst Cutting Area ==
Because those ''Grandmother Discs'' are fragile (and mostly larger compared to a retail Disc), you can't use it as a template to press Master Discs for the retail market. Therefore a Mastering Plant creates a ''negative'' copy from the die glass plate with the difference that this new plate consists of metal (mostly from Nickel and Zinc). This new ''metal plate'' is called the '''Father Disc''' (also known as the '''Metal-master Disc'''). After the ''Father Disc'' was created, the ''Grandmother Disc'' gets fully destroyed.
 
==== Mother ====
Since the ''Father Disc'' was created and more durable due to their metal ingredients, it would be technically possible using this one template for Replication of retail Discs. But because a Mastering Plant wants to press on several machines simultaneously for faster replication (and to save that one metal plate as a backup), they produce a exact copy from the ''Father Disc'' commonly between 20 and 50 times through [http://en.wikipedia.org/wiki/Galvanization galvanization]. Those copies are called the '''Mother Disc(s)''', since those are only copies with the same metal surface like used for the ''Father Disc'', with the difference that those ''Mother Disc(s)'' are again ''positive'' copies due to the galvanization method (similar to the ''Grandmother Disc'').
 
==== Son ====
After several ''Mother Disc(s)'' were created, it needs to create again ''negative'' copies to use them finally for replication. Those called '''Son Disc(s)''' (or '''stamper''') have already the same form like a retail Disc including the central opening and can be finally used for the replication process. Those ''stampers'' keeping their properties for ordinary five years, but even if some gets consumed, it's still possible to create copies from one of the ''Mother Disc(s)'' or even from the ''Father Disc'' itself, if needed.
 
==== Code Illustration ====
Those codes are also detectable in the inner ring (outside the data section) nearby the [[Disc Identification/Serialization Data#Source Identification Code|Mastering Plant SID-Code]], with regional distinctions but with the same rule. Every code gets printed separately (with a hyphen between the codes from the ''Father''- and the ''Mother Disc''), while dual-layer Discs shares only the code from the ''Father Disc''. In spite of that, physical [[Game Titles]] released in Japan for both on the PlayStation 3 and [[Console Information|PlayStation 4]] contains the [[Productcode]] instead of a '''Matrix Code''' (which is a characteristic feature for the Japanese market using [[Productcode]]s and other catalogue numbers for serialization). This Code is also parted with a hyphen because of the same rule (but without any difference between single-layer and dual-layer Discs because there is only one [[Productcode]] printed two times on a dual-layer Disc). However, beginning with PS5 Discs, Sony began to print the [[Productcode]] together with the standard '''Matrix Numbers''' outside of the Japanese market as well.
 
{| class="wikitable sortable mw-datatable"
|-
! Disc (Plate) !! Gender !! Surface !! Template !! [http://en.wikipedia.org/wiki/Reproducibility Reproducible] !! Japan !! North America !! Europe
|-
| Grandmother || Female || style="background-color:#FF9090;" | (Die) Glass || style="background-color:#FF9090;" | Positive || style="background-color:#FF9090;" | No || colspan="3" align="center" | Not Available
|-
| Father || Male || style="background-color:#FFFFBB;" | Metal || style="background-color:#90FF90;" | Negative || style="background-color:#FFFFBB;" | Possible || [[Productcode]] || four-digit code mixed with letters and numbers || eleven-digit code beginning with a single letter following by ten numbers
|-
| Mother || Female || style="background-color:#FFFFBB;" | Metal || style="background-color:#FF9090;" | Positive || style="background-color:#FF9090;" | No || [[Productcode]] || eight-digit code mixed with letters and numbers || four-digit code beginning with a single letter following by three numbers
|-
| Son || Male || style="background-color:#90FF90;" | Metal || style="background-color:#90FF90;" | Negative || style="background-color:#90FF90;" | Yes || one-digit code with a number only || one-digit code with a number only || four-digit code with numbers only (filled with three zeros)
|}
 
==== Examples ====
{| class="wikitable sortable mw-datatable"
|-
! [[Game Titles|Game Title]] !! Layer-type !! Region !! Father !! - !! Mother !!  !! Son
|-
| NAtURAL DOCtRINE || Single-layer || Japan || PLJS || - || 70001 ||  || 1
|-
| [http://img849.imageshack.us/img849/5543/9vvd.jpg] || Single-layer || North America || B4SS || - || 000710A1 ||  || 3
|-
| FIFA 14 || Single-layer || Europe || A0102211631 || - || A511 ||  || 2000
|-
| rowspan="2" | Killzone: Shadow Fall || rowspan="2" | Dual-layer || rowspan="2" | Europe || rowspan="2" | A0102222087 || rowspan="2" | - || A911 ||  || 6000
|-
| B911 ||  || 9000
|}
 
=== Toolstamp ===
Similar to the [[Disc Identification/Serialization Data#Matrix Number|Matrix Code]], the '''Toolstamp''' also defines an '''internal''' alphanumeric code system during the ''Mastering Process''. As the name implies, every Game Disc gets an additional stamper code which stands for the machine who reproduced the retail Game Disc using the [[Disc Identification/Serialization Data#Son|Son Disc]] as a template. It helps the Mastering Plant for faster troubleshooting when there are any errors reading from several retail Discs, for example. So they can replace and/or destroy the '''stamper'''. This is a common method when a '''stamper''' wears out, for example.
 
==== Examples ====
{| class="wikitable sortable mw-datatable"
|-
! [[Game Titles|Game Title]] !! Layer-type !! Region !! Code Illustration !! Color !! Example
|-
| NAtURAL DOCtRINE || Single-layer || Japan || two-digit code with numbers only || Black || 04
|-
| [http://img849.imageshack.us/img849/5543/9vvd.jpg] || Single-layer || North America || three-digit code mixed with letters and numbers || White || A11
|-
| FIFA 14 || Single-layer || Europe || four-digit code mixed with letters and numbers || Black || 4A00
|-
| rowspan="2" | Killzone: Shadow Fall || rowspan="2" | Dual-layer || rowspan="2" | Europe || rowspan="2" | four-digit code mixed with letters and numbers || rowspan="2" | Black || 6A00
|-
| 2A00
|}
 
=== Burst Cutting Area ===
The (Narrow) '''Burst Cutting Area''' ((N)BCA) can be used for adding further Information such as serial numbers or any other Information about the manufacturing process etc. The BCA-Code is written using a [http://en.wikipedia.org/wiki/Nd:YAG_laser Nd:YAG laser] and can be also used as a security measure to avoid illegal copies from a original pressed disc (as used on Game Discs both for the Nintendo GameCube & the Nintendo Wii). Therefore it's impossible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop.
The (Narrow) '''Burst Cutting Area''' ((N)BCA) can be used for adding further Information such as serial numbers or any other Information about the manufacturing process etc. The BCA-Code is written using a [http://en.wikipedia.org/wiki/Nd:YAG_laser Nd:YAG laser] and can be also used as a security measure to avoid illegal copies from a original pressed disc (as used on Game Discs both for the Nintendo GameCube & the Nintendo Wii). Therefore it's impossible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop.


Line 211: Line 74:
Sometimes blank recordable & rewritable discs (such as {{G|DVD}}-R/RW/RAM) also contains a BCA-Code, while Information about the [http://en.wikipedia.org/wiki/CPRM CPRM] and other [[DRM]]-policies were stored.
Sometimes blank recordable & rewritable discs (such as {{G|DVD}}-R/RW/RAM) also contains a BCA-Code, while Information about the [http://en.wikipedia.org/wiki/CPRM CPRM] and other [[DRM]]-policies were stored.


A Pre-recorded Media Serial Number (PMSN), located inside the BCA, can be stored on a {{G|Blu-ray Disc}} (but extremely unlikely on PS3/PS4 Game Discs because there was an idea from the [http://en.wikipedia.org/wiki/Blu-ray_Disc_Association Blu-ray Disc Association (BDA)] during the early development stages from the {{G|Blu-ray Disc}} to avoid online functions (BD-Live) from Blu-ray Movies burned on recordable Media - but which was <!--// as [[User:Roxanne]] knows //--> never in use since BD-Live works also on recordable Media even when the {{G|AACS}} copy protection is fully removed).
A Pre-recorded Media Serial Number (PMSN), located inside the BCA, can be stored on a {{G|Blu-ray Disc}} (but extremely unlikely on PS3/PS4 Game Discs because this is a part from the {{G|AACS}} copy protection).


==== PIC Zone ====
=== PIC Zone ===
This (pre-recorded) '''PIC Zone''', which is included within the BCA (Data size: 0x73 bytes), contains general Information about the disc that includes, but is not restricted to:
This (pre-recorded) '''PIC Zone''', which is included within the BCA (Data size: 0x73 bytes), contains general Information about the disc that includes, but is not restricted to:


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* Write power Information
* Write power Information


==== See also ====
=== See also ===
* [http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-267.pdf Standard ECMA-267 - 3rd Edition - April 2001]
* [http://www.ecma-international.org/publications/files/ECMA-ST/Ecma-267.pdf Standard ECMA-267 - 3rd Edition - April 2001]
* [http://www.blu-raydisc.com/Assets/Downloadablefile/BD-ROMwhitepaper20070308-15270.pdf Physical Format Specifications for BD-ROM White Paper - 6<sup>th</sup> Edition - October, 2010]
* [http://www.blu-raydisc.com/Assets/Downloadablefile/BD-ROMwhitepaper20070308-15270.pdf Physical Format Specifications for BD-ROM White Paper - 6<sup>th</sup> Edition - October, 2010]
* [http://www.aacsla.com/specifications/AACS_Spec_BD_Prerecorded_Final_0.951.pdf Advanced Access Content System (AACS): Blu-ray Disc Pre-recorded Book]
* [http://www.aacsla.com/specifications/AACS_Spec_BD_Prerecorded_Final_0.951.pdf Advanced Access Content System (AACS): Blu-ray Disc Pre-recorded Book]
* [http://nwert.wordpress.com/2013/06/29/reading-bca-the-hard-way/ reading BCA - the hard way] by '''[[User:naehrwert|naehrwert]]'''


=== Angular Marks ===
 
'''Angular Marks''' are also a security measure to avoid piracy. It makes the difference that these Marks were located in the data area of a disc (outside the BCA). It works similar to the old Bad Sector copy protection, were the {{G|CD-ROM}} got pressed with zero-filled Physical Sector Numbers, which were unreadable for very old outdated optical disc drives without a RAW-writing function. Instead, the sectors are readable (error correction will fix the angular marks), but a special feature of the DVD controller allows recovering the bit-exact position and size of the laser mark. The result is then stored signed in the BCA, so that the reader can validate it. Since the laser marks are written after producing the discs, the marks cannot be as accurately as required to pass a given BCA. This method is used on the Nintendo GameCube<!--// and this is not GC devwiki.com ;) //-->, for example. This can be circumvented by placing strings of zeros in the actual bitstream, which - to the reader - look identical to an angular laser mark.
== Angular Marks ==
'''Angular Marks''' are also a security measure to avoid piracy. It makes the difference that these Marks were located in the data area of a disc (outside the BCA). It works similar to the old Bad Sector copy protection, were the {{G|CD-ROM}} got pressed with zero-filled Physical Sector Numbers, which were unreadable for very old outdated optical disc drives without a RAW-writing function. Instead, the sectors are readable (error correction will fix the angular marks), but a special feature of the DVD controller allows recovering the bit-exact position and size of the laser mark. The result is then stored signed in the BCA, so that the reader can validate it. Since the laser marks are written after producing the discs, the marks cannot be as accurately as required to pass a given BCA. This method is used on the Nintendo Gamecube<!--// and this is not GC devwiki.com ;)//-->, for example. This can be circumvented by placing strings of zeros in the actual bitstream, which - to the reader - look identical to an angular laser mark.


It is known<ref>see http://psdevwiki.com/ps3/ - AACS specifications and BD patents</ref> that [[Sony]] (Pictures Home Entertainment) use these Marks for their retail Blu-ray Movies to avoid illegal copies (which is easy to bypass), but there are no Information about the applicability on PS3/PS4 Game Discs pressed on BD-ROM.
It is known<ref>see http://psdevwiki.com/ps3/ - AACS specifications and BD patents</ref> that [[Sony]] (Pictures Home Entertainment) use these Marks for their retail Blu-ray Movies to avoid illegal copies (which is easy to bypass), but there are no Information about the applicability on PS3/PS4 Game Discs pressed on BD-ROM.


==== See also ====
=== See also ===
* [http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ Anatomy of an Optical Medium Authentication (Part 1)]
* [http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ Anatomy of an Optical Medium Authentication (Part 1)]


=== ROM Mark ===
 
==== Notes ====
== ROM Mark ==
=== Notes ===
It is unknown if any PS3/PS4 Game Discs contains a ROM Mark because these Marks were only in use when there were several Mastering plants who got the order to press identical DVD's and/or Blu-ray's (for example when one plant in Portugal and another one in Finland got the orders to press the same Blu-ray Movie with identical Languages and Subtitles for releasing in several European markets. Therefore it works like a copy protection between all Mastering plants and those are able to verify if there were other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission (like on Third World markets with illegal copies in China, for example). But it seems that there is only one Mastering plant for each Region who owns the License to press PS4 Game Discs. As like, it would be redundant that PS4 Game Discs contains a ROM Mark.
It is unknown if any PS3/PS4 Game Discs contains a ROM Mark because these Marks were only in use when there were several Mastering plants who got the order to press identical DVD's and/or Blu-ray's (for example when one plant in Portugal and another one in Finland got the orders to press the same Blu-ray Movie with identical Languages and Subtitles for releasing in several European markets. Therefore it works like a copy protection between all Mastering plants and those are able to verify if there were other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission (like on Third World markets with illegal copies in China, for example). But it seems that there is only one Mastering plant for each Region who owns the License to press PS4 Game Discs. As like, it would be redundant that PS4 Game Discs contains a ROM Mark.


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So the ROM Mark can be also used as a security measure against piracy, which works together with {{G|AACS}} and already in use with several pressed Blu-ray movies. Of course it would be possible that the ROM Mark communicates with any other file(s) on a PS3/PS4 Game Disc, but with which one (EBOOT.BIN/INSTALL.PKG)? Therefore the following can be thought of as a general Information.
So the ROM Mark can be also used as a security measure against piracy, which works together with {{G|AACS}} and already in use with several pressed Blu-ray movies. Of course it would be possible that the ROM Mark communicates with any other file(s) on a PS3/PS4 Game Disc, but with which one (EBOOT.BIN/INSTALL.PKG)? Therefore the following can be thought of as a general Information.


==== Information ====
=== Information ===
'''ROM Mark''' or '''BD-ROM Mark''' is a serialization technology designed to make it more difficult for replication plants to do unlogged over-runs (being sold out the back door, without the copyright holder's knowledge) on a pressing.
'''ROM Mark''' or '''BD-ROM Mark''' is a serialization technology designed to make it more difficult for replication plants to do unlogged over-runs (being sold out the back door, without the copyright holder's knowledge) on a pressing.


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* Length: ?
* Length: ?
* Sample: ?
* Sample: ?
 
=== Patents and references ===
==== Patents and references ====
* http://www.google.com/#q=rom+mark+patent
* http://www.google.com/#q=rom+mark+patent
* [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15046 Blu-ray and HD DVD Content Protection]
* [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15046 Blu-ray and HD DVD Content Protection]
Line 262: Line 125:
* [http://www.dell.com/downloads/global/vectors/brcp.pdf Blu-Ray Disc Copy Protection - Whitepaper October 2006]
* [http://www.dell.com/downloads/global/vectors/brcp.pdf Blu-Ray Disc Copy Protection - Whitepaper October 2006]


=== Trivia ===
* If you got horny about those pictures of the bottom side from a PS4 Game Disc:
** ''CUSA-00002 (Killzone: Shadow Fall)'': [https://www.psdevwiki.com/ps4/File:idQLaJ6.jpg JPG] @ 4843x4915px - [https://mega.co.nz/#!wIUVCbzQ!UEzoF0W7q4cqpnawluiyGhP5bxk-jeiTcKPzAZsCoZQ TIF] @ 11758x11933px
** ''CUSA-00128 (FIFA 14)'':: [https://www.psdevwiki.com/ps4/File:x17Uz8M.jpg JPG] @ 3686x3633px - [https://mega.co.nz/#!lQUhXS5a!e7tO0Wfe0Fk0wot9sK4D_Qa9PWgFBC2beNo8xZdbW_Q TIF] @ 12166x11990px
* http://killscreendaily.com/articles/heres-why-marilyn-mansons-latest-album-distributed-playstation-disc/
* When burning a PlayStation 4 Game Title on BD-R (not sure if a BD-RE works too) and inserting it in the PlayStation 4, the system will display that the "''Disc is not supported on this device''" (CE-34876-8 with the question mark logo). If you try to start the Game from the Menu, which has the same Files you burned on your BD-R, the "smooth blending" appears for approximately 0.5 seconds and then it says that "''There is no disc inserted''" (CE-33191-7). If you try to start any other Game which doesn't share the same Files burned on your BD-R, it will immediately say that the "''Wrong Disc is inserted''" (CE-34867-8 - but which seems that this last Error Code is normal since this gets displayed even when you inserting a BDMV in the PlayStation 4). This "smooth blending" appears only at the first try but if you remove and insert the Disc again, or restarting the PlayStation 4, the same effect will happen again. Also after trying to start the Game from BD-R, the Game will jump on the left side from the Menu, as the same happens when you play a Game normally from a PS4 BD-ROM (showing the Game which was played at last).


=== References ===
== Trivia ==
If you got horny about those pictures of the bottom side from a PS4 Game Disc:
* ''CUSA-00002 (Killzone: Shadow Fall)'': [http://i.imgur.com/idQLaJ6.jpg JPG] @ 4843x4915px - [https://mega.co.nz/#!wIUVCbzQ!UEzoF0W7q4cqpnawluiyGhP5bxk-jeiTcKPzAZsCoZQ TIF] @ 11758x11933px
* ''CUSA-00128 (FIFA 14)'':: [http://i.imgur.com/x17Uz8M.jpg JPG] @ 3686x3633px - [https://mega.co.nz/#!lQUhXS5a!e7tO0Wfe0Fk0wot9sK4D_Qa9PWgFBC2beNo8xZdbW_Q TIF] @ 12166x11990px
 
 
== References ==
{{reflist}}
{{reflist}}


=== Generic ===
 
== Generic ==
<div style="float:left; width:100%;">
<div style="float:left; width:100%;">
<div style="float: left; width: 70px;">[[image:Main allpages.png|References|64x64px|left]]</div>
<div style="float: left; width: 70px;">[[image:Main allpages.png|References|64x64px|left]]</div>
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* [http://www.patexia.com/us-patents/07278031 Patent 07278031 - Secure distribution of portable game software] & [https://patentimages.storage.googleapis.com/US7278031B1/US07278031-20071002-D00005.png a sketch from the given Patent]
* [http://www.patexia.com/us-patents/07278031 Patent 07278031 - Secure distribution of portable game software] & [https://patentimages.storage.googleapis.com/US7278031B1/US07278031-20071002-D00005.png a sketch from the given Patent]
* http://en.wikipedia.org/wiki/Blu-ray_Disc_Founders
* http://en.wikipedia.org/wiki/Blu-ray_Disc_Founders
* Thomson Patent: [http://www.google.co.uk/patents/WO2009105215A2 Optical disc with pre-recorded and recordable regions] (a proposed alternative for CBA: disabled at factory, enabled at a point of sale)
* Thomson Patent:
* SCEI Patent: [https://www.google.co.uk/patents/US20130007892 A game playing system includes a use permission tag:] a patent that could effectively prevent the use of second-hand game (e.g.: using {{G|NFC}})
[http://www.google.co.uk/patents/WO2009105215A2 Optical disc with pre-recorded and recordable regions] (A proposed alternative for CBA: disabled at factory, enabled at a point of sale)
* {{SCEI}} patent:  
[https://www.google.co.uk/patents/US20130007892 A game playing system includes a use permission tag:] a (possible) {{G|NFC}} patent that could effectively prevent the use of second-hand game.
</div></div></div><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />
</div></div></div><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><br />


{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>[[Category:Main]]</noinclude>
<noinclude>[[Category:Main]]</noinclude>
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