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Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z


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79w ago - Following up on the previous updates, today PlayStation 3 developer Flat_z has revealed the Sony PlayStation 2 (PS2) Classics algorithm with details below.

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To quote: Ok, guys. Unfortunately I forced to admit that I have no more time to work on PS3 stuff because I'm very busy lately. So I decided to publish all information related to PS2 classics as JuanNadie did with the NPDRM algorithm one year ago.

Firstly I wanted to say that he was the first who started reverse-engineering on this subject and when he left the scene I decided to continue his work to keep it from going to waste. And so I would like to thank JuanNadie for his amazing contribution to the PS3 scene. Besides that, he gave me some piece of information on the subject.

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All PS2 classics runs within the ps2_netemu.self which represents a different kernel for execution these PS2 games but before it started the VSH module loads your individual data for PSN/SEN (such as act.dat and .rif file for your game). It is absolutely the same process as used for usual PSN games and the goal of it is getting the key used for decryption of PS2 content which includes an optional CONFIG file, ISO.BIN.EDAT and ISO.BIN.ENC.

The latest one is the actual encrypted disc image of the game. All mentioned files are encrypted with the same key (called klicensee) which is stored in encrypted form inside .rif file for your game and it decrypted with the specified key from key table stored in act.dat. When you get this key you can decrypt ISO.BIN.EDAT and see if it contains a game title (for example, SLUS-20062 for GTA 3). This will mean that key is correct. Since almost all the information regarding EDATs is known (see ps3devwiki.com/wiki/Talk:EDAT_files and ps3devwiki.com/wiki/Talk:NPDRM_Selfs) I will not going to explain it again.

Well, now there are two another formats along with EDAT. Let's call the first one as ENC (it represents the actual disc image) and the second as VME (encrypted virtual memory cards). They are encrypted using different algorithms. The ENC format is similar to EDAT and the VME format have a simple encryption layer.

As I said before, ENC file is similar to EDAT and it have the header like in EDAT (but with different magic) and composed of segments of 16384 bytes each (you can see it at the header). I just remind you that file header consists of file magic (PS2\x00), version number (major and minor: 01.01), license type (it always 0x02), application type (0x01), content id, QA digest (seems like to be a SHA-1 hash of the non-finalized file generated using the tool from SDK), CID-FN hash (an AES CMAC hash of concatenation of content id and file name using the third NPDRM OMAC key as CMAC key), header hash (an AES CMAC hash of the 0x60 bytes from the beginning of file using xored bytes of the first NPDRM OMAC key and the second NPDRM OMAC key as CMAC key), time information which includes start and end time of the validity period (they are usually zeroed, base ticks = 62135596800000000), file flags (always zeros), segment size (16384 bytes), data size of the file data, two unknown hashes of 16 bytes each, 40 bytes of unknown data (possible another unknown signature) and pair of an ECDSA signature (40 bytes using the second VSH curve and the VSH public key).

I also remind you that two unknown hashes for EDAT case are known and represents meta data sections hash and extended header hash (an AES CMAC hash of 160 bytes from the beginning of file), both hashes uses the hash key as CMAC key and it depends on the file flags and keys). I don't know exactly what hashes are there for ENC format but when we zeroed them it seems like they are not checked on current firmwares. The file header ends at the offset of 256 bytes.

Segments are divided into two types: a meta data section and a file data section. Each meta data section can include 512 entries (max) of 32 bytes each (16384 / 32 = 512) and associates with a particular file data section. So if we have a meta data section which consists of 512 entries then it will mean that there are 512 file data sections after it and each file data section have size of 16384 bytes.

Besides that, the first meta data segment located at the offset of 16384 bytes. I don't know what data are stored before it but we also tried to zero them (these bytes starting at the offset of 256 bytes and ending at the offset of 16384 bytes) and it works as usual. I guess that it can be the encrypted garbage because the alignment of file data should be equal to the segment size.

Now I will explain what keys are used and how they are obtained. ENC/VME files are decrypted using the ENCDEC device so the decryption process are more faster than at EDAT case. While vSH checks files for their validity period, CMAC hashes and ECDSA signature and obtains the key for decryption from .rif file and it makes a system call #475 to LV2 (on older firmwares it was #471) along with the NPDRM information, klicensee, act.dat key and encrypted rif key. LV2 gets your console ID, encrypts the NPDRM constant using it as a key, decrypts the key from act.dat using the encrypted NPDRM constant and finally decrypts klicensee from .rif using the decrypted key from act.dat. Now we have a klicensee which will be used for later decryption process.

For EDAT case we can use free EDATs without .rif but for PS2 classics we should always use paid content and .rif file. So if you want to resign the game you need to generate .rif for the account on your console (I call this process as "personalization"). Don't forget that .rif file should be created for your act.dat (because it shares the account id) and console ID. Let's move on. When the PS3 gets the final decryption key it send a packet to the system manager inside LV1 which sets the inter-lpar parameter of type 3.

This parameter contains a version information and the klicensee. A system manager catches this packet and sends a request to the storage manager inside SS server #1 which then configures ENCDEC keys used for later decryption. It should be kept in mind that keys for decryption differs between CEX and DEX consoles so the storage manager checks the device type and uses different key slots for ENCDEC.

The configuration process started with running isolated SPU SB module which creates the final keys using klicensee as a key seed and send them back to the PPU which then send them to the device directly during the secure session. There are three types of keys: meta key, data key and vmc key and they are configured separately. The process of making keys consists of applying an AES 128 algorithm on the klicensee while using three different keys.

There are SHA-1 hashes of each of three keys (you should decrypt sb_iso_spu_module.self from 4.xx FW and find each of 16 bytes key by its SHA-1 hash):

For CEX mode:

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For DEX mode (you actually don't need it but anyways):

[Register or Login to view code]

Now we have all keys which are required to decrypt all files. So what we should also know?

ENC encryption uses an AES algorithm in CBC mode and the initialization vector of all zeros. The actual process of decryption of CONFIG and ISO.BIN.ENC started at seeking to the offset of 16384 bytes. There is a first meta data section so we should use the meta key as key for AES and decrypt the entire segment of 16384 bytes. As I said before each meta data sections contains of some entries and each entry have a size of 32 bytes. Each entry contains a SHA-1 hash (20 bytes) of the corresponding entire encrypted file data section and all these sections are located after this meta data section. After the SHA-1 hash we can see the section index of the corresponding file data section (4 bytes).

The rest is padded of zeros. After decryption of the meta data section we can decrypt all file data sections after it. Now we should use the data key! Before the actual decryption we can check the SHA-1 hash of each encrypted file data section and see if they matched to the hashes at entry table of the meta data section. If the actual file size of the disc image is not a multiple of 16834 bytes then we have less entries inside the latest meta data section.

After we finished the decryption of first 512 file data sections we can started decryption of the second meta data section and set of 512 file data sections after it and so on. I recommend to write decrypted meta data entries to another file than in the same file as file data section. It will make a process more easier. After decryption you should truncate your actual file to the data size specified at the header. Now you got an UDF disc image and you can mount it on your PC, for example.

So what is the next step? The next step is the decryption of encrypted virtual memory cards. Each PS2 classics package contains two empty encrypted virtual memory cards which located at SCEVMC0.VME and SCEVMC1.VME. As far I see they are identical for all games so we can use templates for all new virtual memory cards but only encrypts them with the new klicensee. To decrypt virtual memory cards you need to read an each segment of 16384 bytes and apply an AES encryption in CBC mode too but for this case you should use the VMC key. After decryption you should see Sony PS2 Memory Card Format 1.2.0.0 at the top of file.

Well, I attached a draft script for decryption of ENC/VME files. It was written for Python 2.7 and requires CryptoPlus (can be downloaded from: [Register or Login to view links]) and "ecdsa" (use EasyInstall or another package manager) libraries. I intentionally left all keys as SHA-1 hashes because of legal issues but you can find all keys by yourself using my hints. My script uses CONFIG/ISO.BIN.ENC/SCEVM0.VME/SCEVM1.VME file and klicensee file as input parameters. I hope that someone will create tools for that.

To use the script you need to create a file with name vsh.curves and put the contents of the curve table from VSH (get it from ps3devwiki.com/wiki/Keys at vsh pub + curvetable) and replace all hashes of keys by their real values (see FIXME comments). Also replace three NPDRM OMAC keys and VSH public key by their values from ps3devwiki.com/wiki/Keys.

I think that creation of PS2 remastering tool can lead us to getting the fully working games on our consoles but it requires testing. I recommend to create a static klicensee which can be used to encrypt all images in the same manner (static klicensee can also be implemented by patching VSH/LV2 at runtime, for example). After generating a klicensee you should create all keys based on it.

To build an encrypted disc image you should dump the original disc image and then append zero bytes to the end to make it multiple of 16384 bytes. Then you need to encrypt each of 512 segments using the generated data key. Then you should calculate SHA-1 hashes of each encrypted segment and generate meta data section for each pair of segment hash and segment index. After this you need to encrypt meta data section and so on. At the end you need to write an original disc image size to the header, write a content id for it and generate hashes at the file header.

After building ISO.BIN.ENC file you should create a file with the title id and pad it with zero bytes from the right side to get 12 bytes total. Then you need to create an EDAT container for this file. Hint: you can see a correct title id when mounting a disc image on your PC and looking at SYSTEM.CNF of it.

Unfortunately, I hadn't time to see what the CONFIG file does so I will skip this step. I only know that this file is optional or can be empty inside (after decryption). You are not required (and you simply can't do it) to generate a valid ECDSA signature for files because all custom firmwares are patched to skip the ECDSA check. Will be nice to be able to generate a game package for your PS2 game too if everything will works fine. Remember, that some flags at PS2 pkg format can be different.

Credits to: graf_chokolo, fail0verflow, JuanNadie, ps3dev.net, glevand and all my friends (you know who you are).

Finally, from zecoxao: i found the meta key and data key for cex, as for the vmc key, no clue where it is, the two are both in my previous post. you can check the sha1 of those in any site or with any program that supports it. somebody may post those on the wiki, if they want.

i'm happy... this is good and concise info time to search for more #poop

meta (CEX) : [Register or Login to view links]

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data (CEX): [Register or Login to view links]

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From flatz: It is at sb_iso_spu_module.elf too. First two bytes are 64 E3...

VMC key:

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kudos to this man








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PS3 News's Avatar
#704 - PS3 News - 4w ago
21 - 8 - 2014: Cobra ODE News - Update

We have updated the 2.2 fw archives to correct errors in the names of the update files for Cobra ODE ver 5.30A and files relating to PSX auto patching. The PDF for 5.xx board include in archive have been updated as well. We have also updated the user manual to reflect these changes.

Users kindly ensure that update files should be named as follow for 5.30A Hardware:

Chipset M2S010 file name should be v5p30A10.spi or Chipset M2S025 file name should be v5p30A25.spi

Download: Cobra ODE Firmware v2.2 Fixed / [Register or Login to view links] / [Register or Login to view links] (Mirror)

Also from Roor comes HCL - Humble Cobra Laucher with details below as follows:

Download: [Register or Login to view links]

Hi. Since last week I've been working on my own Cobra Manager. I begun it because I wanted a fast-loading, easy to use Manager for my games; that I feel comfortable with.

It is still "under development" but it already does all what the official Cobra Manager does, more and in a faster way.

If someone is interested in testing, please let me know and I'll send you a first "private" beta tomorrow night. I'm quite limited in testings, as I only have one PS3. So it has only been tested with Cobra ODE 4.30A in my Slim PS3.

I'm posting some pictures I took with my phone last night (my screenshot capability is zero right now).

Thanks in advance,

Roor.

Update: Hi. After being tested by some users, I'm releasing my first version of HCL (Humble Cobra Launcher).

Basically another homebrew that works in the line like SonicMan, Cobra Manager, GameSonic and similar.

It was created during last week, and designed specifically for Cobra ODE. My plan is to make a couple of weekly releases until I find myself satisfied with the product; and then to make updates from time to time based on new Cobra ODE releases and features.

In order to use it, just place the manager.iso file in your COBRA folder, and make sure to set your Cobra.cfg to use homebrew.

If you have a PS3 Slim, like me, I recommend setting your EJECT.DELAY=10000 in Cobra.Cfg and set your PS3 to to auto start games when discs are inserted.

Here are the current features (HCL V0.1):

  • Compatible with the latest Cobra MCU.
  • Very fast loading times, compared to other Managers.
  • PS1 and PS2 game covers included. (covers are autodetected based on GameVolume name. Will be improved later).
  • Separate menus for every Cobra flavour : PS1, PS2, PS3, DVD and BLURAY.
  • Many integrated tools (disabled on this first release).
  • As stealth as possible. HCL is recognized as "PS MOVE STARTER PACK". And doesn't touch PS3 HDD at all.
  • Cache mode: If you plug a FAT32 formated USB Drive, Covers, Icons and even Cobra's Fodlers are cached into your USB. It takes a bit longer the first time, but it makes HCL boot a lot faster from then on.
  • Some graphical glitches, which will be fixed on next release.

Future features (weekly updates expected):

  • File Browser (ready right now, but being tested).
  • Disc Ripper (ready right now, but being improved with "multithreading" in order to make it even faster).
  • PKG Installer (still under study)
  • Integration with some Emulators and Players.
  • Automatic detection of PS1 and PS2 covers (right now you need to set the "disc names" to the name code, in order to get this working).
  • Save Settings and Cache inside PS3 HDD (once it is considered stealth enough).
  • Sound Effects.
  • Graphical Enhancements.
  • Faster navigation.

Please write feedback.

Cheers.

D4RKN355's Avatar
#703 - D4RKN355 - 4w ago
i was attemp to play Sengoku Basara 4 but the game seem to be not working and freezed at the loading screen. after that, my friend told me to go to game setting menu in multiman's game selection screen and tick all the choices at the left except BD Mirror, Discboot and USB patch.

i then booted the game at xbm screen and the screen showed a bunch of japanese and cannot process further so i quit the game. after i quit the game, i couldn't find my multiman icon anymore.

now i am stuck and cannot play any games at the moment. Is there anyway to fix this ?

Update: i installed multiman and sorted out the problem.

PS3 News's Avatar
#702 - PS3 News - 4w ago
19 - 8 - 2014: Cobra ODE News - Update, Cobra ODE v2.2 Released

We are happy to release the 2.2 update for all Cobra versions including the 5.1B and 5.3A PCB revisions V5.x boards, we have increased USB read speeds by 40%* and further improved the success rate of swapping discs for the bypass.

Furthermore, we have added support for 4.60 ofw bypass and new bypass tools (applicable to all Cobra ODE versions v3.x, 4.x and 5.x)

We have also added a another nice features, auto region patching for psx games.

Various fixes for stability and configuration have been added, please refer to the changelog in the mcu update folder.

V5.30A users please note that a bug has been fixed in the 2.1 firmware which caused ISO's not to load if the drive door was not toggled open and then closed. Please ensure you update to the 2.2 Cobra ODE fw asap.

We have now successfully bypassed 4.60 ofw on older PS3 consoles (PATA, SATA FAT, 2k, 2k5 and 3k models). An additional hardware module (Cobra DMC) is required and will be sold bundled with 5.10B or 5.3A versions of the Cobra ODE.

The Cobra DMC hardware module also supports in tradition with Cobra philosophy all previous versions of the Cobra ODE (V3.x and 4.x) hardware and may be purchased from your local reseller soon.

Resellers may contact us at: [email]sales@team-cobra-ode.com[/email] to order the additional Cobra DMC hardware modules.

The cobra 2.3 firmware will be released simultaneously with release of the DMC hardware module.

Photo's of the Cobra DMC will follow next week.

NOTE: Cobra ODE v3.x and 4.x users already on 2.1 firmware can ignore the FPGA update files.

Download:






cobra.cfg Config Tool v2.2 by SDeath

I have made a new program for you guys so you can create the cobra.cfg in a few easy steps. It is setup with default settings and you can just click the options you want.

I have 2 sections, Basic Settings and Advanced Settings, only use the Advanced settings if you where told to do so by a member with more experience or if you know what you are doing.

All options have tooltips if you want to know more about what they do. By default the following is set:

  • COBRA Browser
  • Eject Disc On selection in Browser/Manager
  • Add "Return to Manager" in XMB
  • MCU Underclock

For users on a 4k and on OFW 4.55 and everybody else on OFW 4.60 enable that option too in the basic settings. If you want to use the Manager just enable that.

After setting the right settings press Generate and select the destination of the cobra.cfg so the COBRA folder on the external HDD, if it already exist it will be overwritten.

v2.2 Changelog:

  • Added support for the latest config options introduced in firmware 2.2, 2.1 and 2.0.
  • Changed version number to the same as the firmware version it reflects.

Download: [Register or Login to view links] / [Register or Login to view links]

Easy Batch Generate/Merge COBRA ISO's Tool (Including OFW 4.55/4.60 ISO's + Swap Disc) by SDeath

Easy Batch Generate ISOs Package 2.2 Full / Light v2.2 20-08-2014 (dd-mm-yyyy) Changelog:

  • Updated to the latest version v2.2 firmware, v1.3 bypass files and genps3iso v2.5, released today by the COBRA Team.
  • Full Package includes 1574 IRD files and 7914 swap files.

Download: [Register or Login to view links] / [Register or Login to view links]

Easy Batch Generate ISO's Instruction Movie / Easy Batch Generate ISOs Tutorial





Updated Source Code:

[Register or Login to view code]

Tutorial: How to Prepare the HDD (with Preconfigured Packages) by SDeath

To make things easy for you I have setup 3 pre-configured HDD packages to prepare your HDD, this way you are sure all the needed files are there on the HDD.

The Packages:

  • HDD Package 2.2 Browser Stealth* (recommended): [Register or Login to view links]
  • HDD Package 2.2 Browser SuperStealth*: [Register or Login to view links]
  • HDD Package 2.2 Manager: [Register or Login to view links]

*Stealth will show the COBRA Browser in the Games and Video section of the XMB, SuperStealth will only show the COBRA Browser in the Video section.

All 3 packages include the Browser and the Manager, from update 2.0 onward it's very easy to switch between the two, just a small edit in the cobra.cfg. The differences between the packages is just how the cobra.cfg is setup. The Manager now also supports disc dumping so that's why I think it should also be included in the Browser packages.

Instructions:

01 - Download one of the above packages.
02 - Extract the contents to the root of the HDD.
03 - Copy the games to the folder PS3_GAMES.
04 - Adjust the cobra.cfg to your needs, since FW 2.1 most used options like Return to Manager and Eject On Selection are enabled by default, the other options like 4.55 or LED disable you need to adjust yourself.
05 - Safe eject the HDD and connect to the external PCB USB port.
Done!

Tips:

If you downloaded one of my Browser packages you can switch easily to the manager by changing this line:

[Register or Login to view code]

To this:

[Register or Login to view code]

And if you used my Manager package you have to do the revers to switch to the Browser so change this line:

[Register or Login to view code]

To this:

[Register or Login to view code]

Changelog v2.2:

  • Updated to the new 2.2 firmware, the packages also include the files for PSX auto region patching

File versions used:

  • Firmware 2.2
  • Browser/Manager 1.6
  • cobra.db 14-06-2014

racer0018's Avatar
#701 - racer0018 - 4w ago
I don't have a super slim to test it on. I sold my only one.

misiozol's Avatar
#700 - misiozol - 5w ago
Install newest multiman base package but before delete old one completely.

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