Disc Identification/Serialization Data: Difference between revisions

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[[Category:Software]]{{Wikify}}
The Identification & Serialisation Data from a PlayStation 4 Game Title contains several Informations, which you can find not only on any Game Disc pressed for the PlayStation 4, but also similar for any PlayStation 3 or any other Console-based Disc Game and other Media pressed on CD, DVD and on Blu-ray.


If the discs are made unique or serialized such that a typical [[Bluray Drive|readout device]] can identify the unique information, many optical disc applications ([http://www.jp.playstation.com/psvita/special/compatibility/umd/ UMD Passport], [http://www.psdevwiki.com/ps3/PS3_DISC.SFB PS3 Disc benefits],[http://us.playstation.com/digitalupgrade PS4 Digital Upgrade Program]) can be enhanced or made more secure.
== Title ID Spine Code ==
<div style="float:right">[[File:CUSA-00002_PROMO.jpg|150px|thumb|left|Picture from a PS4 Promo Disc, where you can also recognize the Title ID printed with other Information.]]</div>


== IFPI Code ==
The Title ID (there is no official name about this numeric coding from Sony) defines a internal numeric coding system and can be compared to a part/catalogue number or a ISBN number on a book. With this code, which every Game contains, it is possible to identify every Game whichever released. Sony used already this system for releasing their Games on PlayStation, PlayStation 2 and PlayStation 3, both for disc-based games and for their digital pendants, released in the PlayStation Store.
'''I'''nternational '''F'''ederation of the '''P'''honographic '''I'''ndustry


synonym: SID-Code ('''S'''ource '''ID'''entification Code)
While Sony used different codes for different region areas in Japan, North America, Europe, Hong Kong and Asia for their games released on PlayStation, PlayStation 2 and PlayStation 3, it seems that there were no regional differences on games released for the PlayStation 4 in general, but every game use another codes compared to the same game released in another region. Also it seems that there are no differences from Games released directly from Sony Computer Entertainment (First Party) or from Third party developers (Licensed). And for this time, released Games for the PS4 shares the same code both on the pressed disc game version and for the digital version released in the PlayStation Store.


Used for marketing strategy, quality control and Anti-Piracy Compliance Program, there are two kinds of codes: a Mastering Code and a Mold Code. These 2 codes can be used to trace the location where discs are made.
You can find these codes on several positions for example printed in the spine from a Game cover and printed on the top of the pressed Disc but also located in the [[PARAM.SFO]] and probably used as a folder structure for Games installed on the [[Harddrive]].


=== Examples ===


{{Boxtip1|content= Each '''Mastering SID Code''' that is assigned will consist of the digits “IFPI” followed by a four or five digit code commencing with the letter “L”.}}
* Games released for the PlayStation 4 contains a numeric coding system in the format ''"CUSA-XXXXX"'' (while the "XXXXX" contains a 5-digit-code for every released game).


{{Boxtip1|content='''Mould SID Code''' will consist of the letters “IFPI” followed by a four or five digit code.
* For the regional differences, every game shares the same ''"CUSA-XXXXX"'' format, but for example the european Version from the Launch Title ''"Killzone: Shadow Fall"'' are listed with the ''"CUSA-'''00002'''"'' code, while the North American version from the same game are listed with the ''"CUSA-'''00190'''"'' code.
The first two digits (in the case of a four digit SID Code) or the first three digits (in the case of a five digit SID Code) are assigned to the operator of the manufacturing or mastering plant.
The last two digits of this code are allocated to give each mould on the site.
Using alphanumeric digits consisting of the numbers 0 through 9 and the letters of the Western alphabet A through Z,excluding “I”, “O”, “S” and “Q”, the plant has the ability to assign unique codes to 1,024 different mould code.}}


* location: innerring outside datasection
* About the difference between First party released Games or Licensed, Games released directly from Sony Computer Entertainment (SCE) for the PlayStation (2) are listed in the ''"S'''C'''ES-XXXX"'' format, while Games directly released from Sony for the PlayStation 3 are listed with the ''"B'''C'''ES-XXXX"'' code (in this example from Sony Computer Entertainment '''Europe''' (SCEE)). Other Third party Games are listed with ''"S'''L'''ES-XXXX"'' (for PlayStation (2)) and with ''"B'''L'''ES-XXXX"'' (for PlayStation 3).
* length:
* But it seems that all Games released for the PlayStation 4 will use the same ''"'''CUSA'''-XXXXX"'' format (''Killzone: Shadow Fall, european Version = "'''CUSA'''-00002" & FIFA 14, european Version = "'''CUSA'''-00128"), while the european Version from Killzone 3, released for the PlayStation 3 are listed with the B'''C'''ES-01007 instead of a B'''L'''ES-XXXXX format'').
* sample:
 
* Games released both on disc and in the PlayStation Store shares the same Title ID (european PSN-Versions from Killzone: Shadow Fall = ''"EP9000-'''CUSA00002'''_00-KZ4RELEASE000041"'' and FIFA 14 = ''"EP0006-'''CUSA00128'''_00-FIFAFOOTBALL2014"'').
 
=== Notes ===
 
There is a good overview in the PS3 Section about the [http://www.psdevwiki.com/ps3/PARAM.SFO#TITLE_ID Title ID] where you can imagine how easy the new numeric coding system works on the PS4 now.
 
It is also unknown if Game Saves from a disc-based Game works also for the PSN version.


<gallery>
File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|CD showing IFPI-Codes in detail - there is no BCA visible
File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single layer
File:IFPI_Mastering_SID_Code_dual_layers.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual layers
File:Blu-Ray_Disc_PS4_GAME_IFPI-_Mastering_SID_Code_single_layer.png|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer with IFPI logo
</gallery>
=== Sony DACD prefixes ===
* DVSS - Single-layer DVDs
* DVDL - Dual-layer DVDs
* BVSS - Single-layer Blu-ray Discs
* BVDL - Dual-layer Blu-ray Discs
* DRSS - DVD-ROM software titles
* PSRM - PlayStation titles
* PTRM - PlayStation 2 CD-ROM titles
* PDSS - PlayStation 2 DVD-ROM titles
* PDDL - PlayStation 2 DVD-ROM Dual-layer titles
* UPSS - PlayStation Portable UMD Single-layer titles
* UPDL - PlayStation Portable UMD Dual-layer titles
* BPSS - PlayStation 3 Blu-ray Disc Single-layer titles
* BPDL - PlayStation 3 Blu-ray Disc Dual-layer titles


PS4 ?
== Source Identification Code ==
The Source Identification Code (SID-Code) is foundable on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used as a quality control measure. It contains two Codes, one Mastering Code and one Mould Code (replaced on PlayStation 4 Game Discs with the PS4 logo). 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 (commencing with the letter “L”). These two codes can be used to trace the location from a manufacturing or mastering plant where the disc got pressed. The Mastering Code is located in the innering from any optical Disc outside the datasection.


=== Pressing Plant SID Codes ===
=== Mastering plant SID Codes ===


{| class="wikitable sortable"
{| class="wikitable sortable"  
|-
|-
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mould Codes Factory'''
! style="background-color:#FFFFFF; color:#000000;" |'''[[SKU_Models#Regioning|Region (Suffix)]]'''
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mastering codes'''
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mould Code'''
! style="background-color:#FFFFFF; color:#000000;" |'''Factory'''
! style="background-color:#FFFFFF; color:#000000;" |'''SID-Mastering code(s)'''
! style="background-color:#FFFFFF; color:#000000;" |'''[[Countries]]'''
! style="background-color:#FFFFFF; color:#000000;" |'''Mastering plant'''
! style="background-color:#FFFFFF; color:#000000;" |'''[[Countries|Country]]'''
! style="background-color:#FFFFFF; color:#000000;" |'''Disk type'''
! style="background-color:#FFFFFF; color:#000000;" |'''Disk type'''
! style="background-color:#FFFFFF; color:#000000;" |'''Remark'''
! style="background-color:#FFFFFF; color:#000000;" |'''Remark'''
|-  
|-  
| IFPI 94** || IFPI L551 to IFPI L560  || Sony DADC Austria AG  || {{flag|AT}} || PS4 || [http://en.wikipedia.org/wiki/Thalgau Thalgau], near Salzburg
| Europe (04) || IFPI 94** || IFPI L551 to IFPI L560  || Sony DADC Austria AG  || {{flag|AT}} || PSX/PS3/PS4? || [http://en.wikipedia.org/wiki/Thalgau Thalgau], near Salzburg
|-
|-
| Europe (04) || IFPI LY** || IFPI LZ08 || QOL Fi Group || {{flag|FR}} || PS4 || IFPI LY'''25''' = CUSA-00002 (Killzone: Shadow Fall) & IFPI LY'''26''' = CUSA-00128 (FIFA 14)
|-
| Europe (04) || IFPI L5** || ? || Sony DADC Austria AG  || {{flag|AT}} || PS2 || [http://en.wikipedia.org/wiki/Anif Anif], near Salzburg
|}
|}


=== Patents and references ===
=== Gallery ===
* http://www.google.com/#q=ifpi+patent
<gallery>
* [http://home.lyse.net/bki/met/ifpi-codes.html Pressing Plant SID Codes]
File:CD showing IFPI-Codes in detail - there is no BCA visible.jpg|CD showing IFPI-Codes in detail - there is no BCA visible
File:Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes single layer.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Code single layer
File:IFPI_Mastering_SID_Code_dual_layers.png|Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual layers
File:Blu-Ray_Disc_PS4_GAME_IFPI-_Mastering_SID_Code_single_layer.png|Blu-Ray Disc PS4 GAME IFPI- Mastering SID Code single layer with IFPI logo
</gallery>
 
=== References ===
* [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.ip.philips.com/data/downloadables/3/0/6/sid_implementationguide.pdf SID 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]
 
 
== Burst cutting area ==
The (narrow) burst cutting area ((N)BCA) can be used for adding additional information such as serial numbers or any 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 pressed disc (for example on game discs for the Nintendo GameCube, Wii and Wii U). Therefore it isn't possible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop.
 
* Location: innerring inside datasection
* Radius: 1.2 mm (zone between 22.3 ±0.4 mm to 23.5 mm ±0.5 mm (single-layer), 21.0 ±0.4 mm to 22.2 mm ±0.5 mm (dual-layer))
* datasize: 12 bytes (minimum) to 188 bytes (maximum) (in steps of 16 bytes)
 
Sometimes blank recordable & rewritable discs (such as DVD-R/RW/RAM, BD-R/RE/XL) uses also a BCA-code were informations about the [http://en.wikipedia.org/wiki/CPRM CPRM] and other DRM-policies were stored.
 
On Blu-ray discs a Pre-recorded Media Serial Number (PMSN) can be stored in the BCA (but extremly unlikely on PS3/PS4 game discs because this was a part from the AACS copy protection).


== Cutting Burst Area (CBA)==
=== PIC Zone ===
synonym: Burst Cutting Area (BCA), Narrow Burst Cutting Area (NBCA)


{{Boxtip1|content= The '''BCA''' is used to add unique information, such as the serial number, to the individual disc after completion of the manufacturing process. The BCA–code is recorded in [http://en.wikipedia.org/wiki/Constant_angular_velocity CAV mode]. Then BCA-code is written as a series of low-reflectance stripes arranged in circumferential direction.}}
This (pre-recorded) PIC zone, which is included within the BCA (Datasize: 0x73 bytes), contains general information about the disc that includes, but is not restricted to:


The zone between radius 21.0 mm and 22.2 mm is reserved to be used as an optional BCA.
* Physical media class and version,
* Physical address of the start of the Data Zone
* Physical address of the start of the outer zone (if this is a single layer media, this is the lead-out)
* Number of layers
* Recording Density
* Write power information


* location: innerring inside datasection
=== Gallery ===
* radius: 22.3 to 23.5mm
* datasize: 12 bytes to 188 bytes in steps of 16 bytes
* sample:
<gallery>
<gallery>
File:DVD showing CBA in detail - on the innerring is the IFPI.jpg|DVD showing CBA in detail - on the innerring is the IFPI
File:DVD showing CBA in detail - on the innerring is the IFPI.jpg|DVD showing CBA in detail - on the innerring is the IFPI
Wii Disk showing CBA in detail - on the innerring is the IFPI.jpg|Wii Disk showing CBA in detail - on the innerring is the IFPI
File:Wii Disk showing CBA in detail - on the innerring is the IFPI.jpg|Wii Disk showing CBA in detail - on the innerring is the IFPI
File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks
File:Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks.jpg|Wii Super Mario Galaxy PAL - showing IFPI - BCA and Angular Marks
File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|Wii Super Mario Galaxy PAL - BCA cropped
File:Wii Super Mario Galaxy PAL - BCA cropped.jpg|Wii Super Mario Galaxy PAL - BCA cropped
File:BCA.jpg|BCA from a single layer PS4 Game Disc
</gallery>
</gallery>
=== Patents and references ===
* [http://www.google.co.uk/patents/EP1873768A1 Optical disk reproducing device] (capable of reading information from the NBCA)


== PIC Zone ==
=== References ===
'''P'''ermanent '''I'''nformation & '''C'''ontrol data
* [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.aacsla.com/specifications/AACS_Spec_BD_Prerecorded_Final_0.951.pdf Advanced Access Content System (AACS): Blu-ray Disc Pre-recorded Book]


{{Boxtip1|content= This (pre-recorded) '''PIC zone''' contains general information about the disc that includes, but is not restricted to: Physical media class and version,
== Angular Marks ==
Physical address of the start of the Data Zone,
<div style="float:right">[[File:Angular Marks.png|100px|thumb|left|Angular Marks]]</div>
Physical address of the start of the outer zone (if this is a single layer media, this is the lead-out),
Number of layers,


Recording Density,  
Angular Marks are also a security measure to avoid piracy. It works similar to the BCA but with the difference that these Marks were located in the data area of a disc/outside the BCA. It can be compared to the old Bad Sector copy protection, were the CD-ROM got pressed with zero-filled Physical Sector Numbers, which are unreadable for some writers without RAW writing function.


Write power information
It is known that Sony (Pictures Entertainment) use these Marks to avoid illegal copies on Blu-ray Movies (which is easy to bypass), but there are no informations about the application on PS3/PS4 game discs pressed on BD-ROM.
}}


* location: within the Cutting Burst Area (CBA)
=== References ===
* datasize: 0x73 bytes
* [http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ Anatomy of an Optical Medium Authentication (Part 1)]
* sample:
=== Patents and references ===
* http://www.google.com/#q=pic+zone+patent


== Angular Marks ==
* location: in the data area, outside the Cutting Burst Area (CBA)
* sample:
<gallery>
File:Angular Marks.png|Angular Marks
</gallery>
=== Patents and references ===
* http://www.google.com/#q=angular+mark+patent
* http://debugmo.de/2008/11/anatomy-of-an-optical-medium-authentication/ (also CBA info)


== ROM Mark ==
== ROM Mark ==
Line 134: Line 127:
* [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15194 Blu-ray Disc Marking System Explained]
* [http://www.cdrinfo.com/Sections/News/Details.aspx?NewsId=15194 Blu-ray Disc Marking System Explained]
* [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 the pictures of the bottom side of a PS4 Game Disk:
* CUSA-00002 (Killzone: Shadow Fall) [http://i.imgur.com/idQLaJ6.jpg JPG] @ 8072x8192px [https://mega.co.nz/#!wIUVCbzQ!UEzoF0W7q4cqpnawluiyGhP5bxk-jeiTcKPzAZsCoZQ TIF] @ 11758x11933px
* CUSA-00128 (FIFA 14) [http://i.imgur.com/Mng56am.jpg JPG] @ 5664x5712px [https://mega.co.nz/#!wVNmyY4C!OCy0bQ0juaaF2fxH0K2PyAvmr5N5DIonwJKUt7hA3fE TIF] @ 5664x5712px


== Generic ==
== Generic ==

Revision as of 16:11, 22 December 2013

The Identification & Serialisation Data from a PlayStation 4 Game Title contains several Informations, which you can find not only on any Game Disc pressed for the PlayStation 4, but also similar for any PlayStation 3 or any other Console-based Disc Game and other Media pressed on CD, DVD and on Blu-ray.

Title ID Spine Code

Picture from a PS4 Promo Disc, where you can also recognize the Title ID printed with other Information.

The Title ID (there is no official name about this numeric coding from Sony) defines a internal numeric coding system and can be compared to a part/catalogue number or a ISBN number on a book. With this code, which every Game contains, it is possible to identify every Game whichever released. Sony used already this system for releasing their Games on PlayStation, PlayStation 2 and PlayStation 3, both for disc-based games and for their digital pendants, released in the PlayStation Store.

While Sony used different codes for different region areas in Japan, North America, Europe, Hong Kong and Asia for their games released on PlayStation, PlayStation 2 and PlayStation 3, it seems that there were no regional differences on games released for the PlayStation 4 in general, but every game use another codes compared to the same game released in another region. Also it seems that there are no differences from Games released directly from Sony Computer Entertainment (First Party) or from Third party developers (Licensed). And for this time, released Games for the PS4 shares the same code both on the pressed disc game version and for the digital version released in the PlayStation Store.

You can find these codes on several positions for example printed in the spine from a Game cover and printed on the top of the pressed Disc but also located in the PARAM.SFO and probably used as a folder structure for Games installed on the Harddrive.

Examples

  • Games released for the PlayStation 4 contains a numeric coding system in the format "CUSA-XXXXX" (while the "XXXXX" contains a 5-digit-code for every released game).
  • For the regional differences, every game shares the same "CUSA-XXXXX" format, but for example the european Version from the Launch Title "Killzone: Shadow Fall" are listed with the "CUSA-00002" code, while the North American version from the same game are listed with the "CUSA-00190" code.
  • About the difference between First party released Games or Licensed, Games released directly from Sony Computer Entertainment (SCE) for the PlayStation (2) are listed in the "SCES-XXXX" format, while Games directly released from Sony for the PlayStation 3 are listed with the "BCES-XXXX" code (in this example from Sony Computer Entertainment Europe (SCEE)). Other Third party Games are listed with "SLES-XXXX" (for PlayStation (2)) and with "BLES-XXXX" (for PlayStation 3).
  • But it seems that all Games released for the PlayStation 4 will use the same "CUSA-XXXXX" format (Killzone: Shadow Fall, european Version = "CUSA-00002" & FIFA 14, european Version = "CUSA-00128"), while the european Version from Killzone 3, released for the PlayStation 3 are listed with the BCES-01007 instead of a BLES-XXXXX format).
  • Games released both on disc and in the PlayStation Store shares the same Title ID (european PSN-Versions from Killzone: Shadow Fall = "EP9000-CUSA00002_00-KZ4RELEASE000041" and FIFA 14 = "EP0006-CUSA00128_00-FIFAFOOTBALL2014").

Notes

There is a good overview in the PS3 Section about the Title ID where you can imagine how easy the new numeric coding system works on the PS4 now.

It is also unknown if Game Saves from a disc-based Game works also for the PSN version.


Source Identification Code

The Source Identification Code (SID-Code) is foundable on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's also used as a quality control measure. It contains two Codes, one Mastering Code and one Mould Code (replaced on PlayStation 4 Game Discs with the PS4 logo). Each Code consists the digits “IFPI” (named by the International Federation of the Phonographic Industry) followed by a four or (less often) five digit code (commencing with the letter “L”). These two codes can be used to trace the location from a manufacturing or mastering plant where the disc got pressed. The Mastering Code is located in the innering from any optical Disc outside the datasection.

Mastering plant SID Codes

Region (Suffix) SID-Mould Code SID-Mastering code(s) Mastering plant Country Disk type Remark
Europe (04) IFPI 94** IFPI L551 to IFPI L560 Sony DADC Austria AG
Austria.png Austria
PSX/PS3/PS4? Thalgau, near Salzburg
Europe (04) IFPI LY** IFPI LZ08 QOL Fi Group
France.png France
PS4 IFPI LY25 = CUSA-00002 (Killzone: Shadow Fall) & IFPI LY26 = CUSA-00128 (FIFA 14)
Europe (04) IFPI L5** ? Sony DADC Austria AG
Austria.png Austria
PS2 Anif, near Salzburg

Gallery

References


Burst cutting area

The (narrow) burst cutting area ((N)BCA) can be used for adding additional information such as serial numbers or any information about the manufacturing process etc. The BCA-code is written using a Nd:YAG laser and can be also used as a security measure to avoid illegal copies from a pressed disc (for example on game discs for the Nintendo GameCube, Wii and Wii U). Therefore it isn't possible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop.

  • Location: innerring inside datasection
  • Radius: 1.2 mm (zone between 22.3 ±0.4 mm to 23.5 mm ±0.5 mm (single-layer), 21.0 ±0.4 mm to 22.2 mm ±0.5 mm (dual-layer))
  • datasize: 12 bytes (minimum) to 188 bytes (maximum) (in steps of 16 bytes)

Sometimes blank recordable & rewritable discs (such as DVD-R/RW/RAM, BD-R/RE/XL) uses also a BCA-code were informations about the CPRM and other DRM-policies were stored.

On Blu-ray discs a Pre-recorded Media Serial Number (PMSN) can be stored in the BCA (but extremly unlikely on PS3/PS4 game discs because this was a part from the AACS copy protection).

PIC Zone

This (pre-recorded) PIC zone, which is included within the BCA (Datasize: 0x73 bytes), contains general information about the disc that includes, but is not restricted to:

  • Physical media class and version,
  • Physical address of the start of the Data Zone
  • Physical address of the start of the outer zone (if this is a single layer media, this is the lead-out)
  • Number of layers
  • Recording Density
  • Write power information

Gallery

References

Angular Marks

Angular Marks

Angular Marks are also a security measure to avoid piracy. It works similar to the BCA but with the difference that these Marks were located in the data area of a disc/outside the BCA. It can be compared to the old Bad Sector copy protection, were the CD-ROM got pressed with zero-filled Physical Sector Numbers, which are unreadable for some writers without RAW writing function.

It is known that Sony (Pictures Entertainment) use these Marks to avoid illegal copies on Blu-ray Movies (which is easy to bypass), but there are no informations about the application on PS3/PS4 game discs pressed on BD-ROM.

References


ROM Mark

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.

Only licensed BD-ROM manufacturers have access to the equipment that can make these unique ROM Marks (physical-layer to store key cryptographic secrets).

Although every machine used to laser-cut a master disc is theoretically the same, the motor that spins the blank disc and moves the laser along a spiral track varies slightly in speed and precision. So if a digital marker is put in the middle of a recording, its physical position on the master disc - and every disc then pressed - will be a unique fingerprint of the cutting machine.

Tip
The ROM Mark contains the Volume ID required to decrypt content encrypted using AACS.
  • location:
  • length:
  • sample:

Patents and references


Trivia

If you got horny about the pictures of the bottom side of a PS4 Game Disk:

  • CUSA-00002 (Killzone: Shadow Fall) JPG @ 8072x8192px TIF @ 11758x11933px
  • CUSA-00128 (FIFA 14) JPG @ 5664x5712px TIF @ 5664x5712px


Generic

References