Sony PlayStation 2 (PS2) Classics Algorithm Revealed by Flat_z


57w 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.

Download: Sony PlayStation 2 (PS2) Classics Algorithm

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.

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:

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

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: http://repo.or.cz/w/python-cryptoplus.git) 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) : https://mega.co.nz/#!gpdQxZZB!ZlZpYj8luKmJ5K892wHlTHvQ6khvtfEGxba5OJM3-Y4



data (CEX): https://mega.co.nz/#!B09nwJhQ!TMC3kxaNLKFzYVuSksPs-nEE_AgnAgS2RQ1BzeZBlTM



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

VMC key:

kudos to this man








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Comments 680 Comments - Go to Forum Thread »

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jojo1000's Avatar
#645 - jojo1000 - 20w ago
Hi, I am on Rebug 4.46. Everything works perfectly from Multiman using my external HDD. I have some games FTP'd into the internal hard drive. None are showing up in the multiman menu.

However, when I go into the multiman file manager and manually run the eboot.bin files, the games run perfectly.

Is there any work around to this. I would understand "if one of the games would have been corrupt" and not showing. But 4 games within the internal HDD are not showing up at all.

Any help would be greatly appreciated! Thank you so much in advance.

An update: dev_hdd0/game folder is where the games go with their PS3 Internal name (BSEXXXXXX). So I know I am doing this correctly.

Another Update: Games folders ARE labelled correctly. with PS3_GAME having the underscore. Going to try a Multiman "Fix Permissions" now and shall report back.

Update Again: Sorry, cannot fix permissions because I can't see the game in the list of games at all.

I need help now ... please.

EkE's Avatar
#644 - EkE - 21w ago
We have prepared a program for you, which you could make ODE ISO's for E3, Matrix, Cobra, 3K3y and Modbo.

See Changelog... If you play online games please use IRD files!

Download: konzolszerviz.com/ps3gen/KcOM_IRD_files.zip

PS3 News's Avatar
#643 - PS3 News - 21w ago
That link doesn't work, please mirror it thanks!

Update: Following up on his previous release, below is McLow's Cobra 4.46 XMB Mod as follows:

To quote Mclow: I just released a mod from xmbm+ and webMAN for Cobra CFW.

Modifications Include:

  • New Coldboot
  • New XMB Wave
  • New Info Screen
  • New GameBoot
  • Game Category completely organized

This is the first version but everything should work...





Tested on: Only Tested with Rogero 4.46 Cobra CFW

Installation: Just copy these two zip files on to a usb drive or via ftp on your PS3... and then install the zip files from multiman via file manager... restart ps3... ENJOY.

Download: PS3~dev_blind.zip / PS3~dev_hdd0.zip / PS3~dev_blind.zip (Mirror) / PS3~dev_hdd0.zip (Mirror) / Mirrors

Finally, below is a PS3ITA ODE Manager v0.1 for Cobra ODE by Rancid-o (via ps3ita.it/ps3ita-ode-manager-v0-1/) who states:

Download: Ps3ita Ode Manager v0.1 Iso / Ps3ita Ode Manager v0.1 Source Code

v0.1, 27/11/13

FEATURES:

  • Auto-eject: switch games without rebooting the console and ejecting manually the disc
  • Stealth: the manager is seen as the game "Catherine" and save the settings in your usb device
    * IMPORTANT: If you want save the settings made in Ps3ita Ode Manager, insert a usb device in the right usb port of PS3 (/dev_usb000) BEFORE running the Manager
  • Size Game: size of the game selected is shown in the main mený
  • Console id: your IDPS is shown in "Global Settings"
  • Cobra Fw Ver: firmware version installed in COBRA ODE is shown in "Global Settings"

ADDED FROM PS3ITA MANAGER (CFW):

  • FTP
  • File Manager
  • Change Gui (grid 4x3, 6x4, 8x6)
  • Change Background Color
  • Change Language
  • Adjust Video

NOT INCLUDED:

  • Sound
  • Favorites
  • Compatibility with PSX Game (Cobra not supported it)

FOR DEV:

  • Build iso from source code: modified in makefile SCETOOL_PATH, GENPS3ISO_PATH and type "make iso"

THANKS TO:

  • Franzes (gamesonic admin): to have contacted the Cobra Team. Thanks Friend!!
  • Cobra Team Sales: for sending us free a Cobra ODE unit for our test!
  • Estwald and D_Skywalk: I learned a lot with the source of Iris Manager, thanks guys (Rancid-o)

seeman's Avatar
#642 - seeman - 21w ago
i just released a mod from xmbm+ and webman for cobra cfw... with new coldboot new wave new info screen new gameboot etc... the came category is now complete organized...

this is the first version but everything should work... just install pkg and start the app and isntall the mod!

http://www.share-online.biz/dl/V3N07MWM5D

try it out... i will upload a video later or a photo

PS3 News's Avatar
#641 - PS3 News - 22w ago
Below is a Cobra CFW PSP Launcher v2.0 (Remasters MOD) by atreyu187 which will load your games in PSP Remaster mode, as Cobra's Launcher only support the PSP Mini's method of playing PSP games. This release can be installed alongside the official Cobra launcher without any conflicts.

Download: Cobra-CFW PSP-Launcher v2.0 [Remasters MOD.rar / Cobra-CFW PSP-Launcher v2.0 [Remasters MOD.pkg (Mirror - via https://www.dropbox.com/sh/lt5ggtuwnskcmor/SYg9kcp2V2)

To quote: Here is a little update to Cobra PSP launcher. This is the initial release as I am testing adding the additional MINIS2.EDAT and MINIS2.TXT file for applying "fixes" found on ps3devwiki in the next release. Anyhow this will attempt load your games in Remasters mode for those pesky "black screen" games.

I have had some success with this loader that the standard one did not so I figured it deserved an initial release for others to play with. I have also found decrypting eboot.bin files then creating your PSP ISO's does "fix" certain "black screen" games into working without a hitch. Hopefully I can make a nice guide for this or the addition of the other "Remasters" files like used in the PSN PKG files we could make and apply a fix as needed with each game.

I have changed the ICON0.PNG to something more "Cobra" since it doesn't change to the PSP files in the way like the official "Minis" launcher does. Also this will install in tandem without conflict with the official Cobra PSP v2.0 Launcher. I have resigned the eboot.bin, changed the ContentID, the folder to reflect this as well as the SFO file.

The title for the XMB has had [Remasters] added to tell between the two modes. Also if you look it no longer has the "Minis" tag but the "Remasters" tag. AD-HOC is enabled with this mode but at the time untested till I test with one of my PSN games and test withe one of the PSP games I have on my other system.

Anyhow I hope this is of some help to others and anyone can feel free to add or just ask questions as another persective is a good way of advancement of this to see even more great games working without that tiny screen and hurting your hands with the PSP's all to slender design, IMO of course but I can finally get my copy of Crisis Core: Final Fantasy VII undub finally working right.

Also here is the current version of the Cobra Config Manager and ODE ISOCheck v0.1d from mirakel (via boerse.bz/multimedia/konsolen/sony/playstation-3/ps3-jailbreak-optical-drive-emulator/1576803-cobra-ode-faq-tutorials-support.html)

Download: Config_Manager.zip / ODE_ISOCheck_01d.zip

PSP Remaster Launcher for Cobra Mixed CFW by jjkkyu

Download: PSP_Remaster_Launcher.pkg

I made an easy pkg to launch pspiso under Remaster mode on Cobra Mixed CFW. This pkg is modded based on Cobra-USB PSP Launcher, so install it will overwrite the original PSP Launcher.

I also add adboc party and right analog stick support in this pkg. Enjoy, friends.

Update: I create the new pair pkg, now you can install both on your xmb, and the psp icon will only link to the remaster one.

Download: PSP_Remaster_Launcher_Fixed.pkg / PSP_Launcher_Fixed.pkg













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