Editing PSSE

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PSSE stands for PlayStation Suite Encrypted. It is an encryption layer that encrypts the PSM game's filesystem.  
PSSE stands for PlayStation Suite Encrypted. It is an encryption layer that encrypts the PSM game's filesystem.  


The encryption layer is comparable to the PS Vita Protected [[Filesystem]] (PFS) in many ways; however, it seemed that there was a bug at Sony, where besides executable files, the first directory level of a PSM app is not encrypted with PSSE, whose directory level is below the root of RO/. Similarly, the PSM SaveData is not encrypted by such layer either.
The encryption layer is comparable to the PS Vita [[Filesystem]] in many ways; however, it seemed that there was a bug at Sony, where besides executable files, the first directory level of a PSM app is not encrypted with PSSE, whose directory level is below the root of RO/. Similarly, the PSM SaveData is not encrypted by such layer either.


== Data Structure ==
== Data Structure ==
{| class="wikitable" style="font-size:small; text-align: center;border;"
{| class="wikitable" style="font-size:small; text-align: center;border:3px ridge #123AAA;"
|-
|-
|'''offset'''  
| style="background-color:#FFFFFF; color:#123AAA;" |'''offset'''  
|'''value'''  
| style="background-color:#FFFFFF; color:#123AAA;" |'''value'''  
|'''description'''  
| style="background-color:#FFFFFF; color:#123AAA;" |'''description'''  
|-
|-
|0x00||0x50535345 (ASCII "PSSE" / "PSME")||Magic Number / File Header
|0x00||0x50535345 (ASCII "PSSE" / "PSME")||Magic Number / File Header
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|0x4|| int32 || Version  
|0x4|| int32 || Version  
|-
|-
|0x8 || int64 || Decrypted file size
|0x8 || int32 || Decrypted file size
|-
|0x10 || int32 || PSSE Type (always 0x1)
|-
|-
|0x14|| char[0x24] [[System_File_Object_(SFO)_(PSF)#CONTENT_ID|CONTENT_ID]]||Contents of /RW/System/content_id
|0x14|| char[0x24] [[System_File_Object_(SFO)_(PSF)#CONTENT_ID|CONTENT_ID]]||Contents of /RW/System/content_id
|-
|0x40|| char[0x10] || MD5 Of Original File (Plaintext)
|-
|0x50 || char[0x20] || Encrypted Filename
|-
|-
|0x70|| char[0x10] ||Encrypted IV
|0x70|| char[0x10] ||Encrypted IV
|-
|-
|0x80|| char[0x200] ||RSA Signature?
|0x680||Content Data|| Actural encrypted file data
|-
|0x280|| char[0x20] || HMAC hash of (encrypted) first block, (Vita), key is in RIF
|-
|0x2A0||char[0x1E0] || Reserved (all 0's)
|-
|0x480|| char[0x20] || HMAC hash of (encrypted) first block, (Android) key is in RIF
|-
|0x4A0|| char[0x1E0] || Reserved (all 0's)
|-
|0x680|| char[until next multiple of 0x8000] || encrypted block data
|-
|-
|}
|}
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AES-128-CBC decrypt 0x10 bytes from 0x70 using [[Keys#PSSE_Header_IV|PSSE Header IV]] and [[Keys#PSSE_Header_Key|PSSE Header Key]]
AES-128-CBC decrypt 0x10 bytes from 0x70 using [[Keys#PSSE_Header_IV|PSSE Header IV]] and [[Keys#PSSE_Header_Key|PSSE Header Key]]
the resulting decryption is the Contents IV, now take 0x10 bytes from 0x120 of the game's NoPsmDrm RIF, this is the Content Key
the resulting decryption is the Contents IV, now take 0x10 bytes from 0x120 of the game's NoPsmDrm RIF, this is the Content Key
(if its one of the DLL's in the PSM Runtime Package, then the content key is [[Keys#Runtime_PSSE_App_Key|Runtime PSSE App Key]])


the content data section (0x680 onwards) is made up of blocks, each 0x8000 bytes in size
the content data section (0x680 onwards) is made up of blocks, each 0x8000 bytes in size
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A script that implements the above algorithm can be found here:
A script that implements the above algorithm can be found here:
https://github.com/KuromeSan/psse-decrypt
https://github.com/KuromeSan/psse-decrypt/blob/master/decrypt.py
it is in the public domain, so feel free to use it for whatever you want
it is in the public domain, so feel free to use it for whatever you want
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