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那么怎么在3DS上运用这种解密方法呢?首先,将游戏存档切成以512字节为单位长度的片段,然后将除了只包含FF以外的片段以二进制方式查看。现在寻找最常见的公共片段,那就是你的关键字序列。现在用你原始的游戏存档和这些关键字序列进行异或操作,你将得到一个完全解密的游戏存档。对关键字序列进行异或操作以产生加密的游戏存档。(译者注:异或运算的一个重要性质是,a^b^b=a;即使用同样的关键字b对a进行两次异或将得到a本身,所以使用关键字序列对加密的游戏存档异或会得到明文,再异或一次又得到加密的存档。)
 
那么怎么在3DS上运用这种解密方法呢?首先,将游戏存档切成以512字节为单位长度的片段,然后将除了只包含FF以外的片段以二进制方式查看。现在寻找最常见的公共片段,那就是你的关键字序列。现在用你原始的游戏存档和这些关键字序列进行异或操作,你将得到一个完全解密的游戏存档。对关键字序列进行异或操作以产生加密的游戏存档。(译者注:异或运算的一个重要性质是,a^b^b=a;即使用同样的关键字b对a进行两次异或将得到a本身,所以使用关键字序列对加密的游戏存档异或会得到明文,再异或一次又得到加密的存档。)
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所有的游戏卡和SD卡存储的游戏都是用AES-CTR加密的. The gamecard savegame [[AES|keyslot]] keyY is unique for every region of each game. A flag stored in the [[NCSD]] determines the method used to generate this keyY. This same flag is also used for determining which CTR method is used as well. The keyY when the flag is clear is generated from data stored in the main [[NCCH#CXI|CXI]], and data retrieved from gamecard commands. When the flag is set, a hash is generated for the keyY over the data from the CXI, and an ID retrieved from a gamecard command. The base CTR for gamecard savegames is all-zero. SD savegames use a CTR where the base CTR is fixed per savegame, however the CTR doesn't repeat in the image.
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==== Savegame keyY ====
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[[2.0.0-4]](以及之后)的系统中,可以使用不同的游戏卡CTR方式,修正了上述缺陷。在 [[2.2.0-4]] 中,系统检查[[NCSD]]标志.如果被置位,使用新的CRT方式,否则就使用0x200-byte CRT.发布 [[2.2.0-4]]之后的所有游戏[[NCSD]]都被置位了,CRT不再在image中重复.
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所有的游戏卡和SD卡存储的游戏都是用AES-CTR加密的.  The base CTR for gamecard savegames is all-zero. The gamecard savegame [[AES|keyslot]] keyY is unique for every region of each game. The [[NCSD]] partition flags determine the method used to generate this keyY. When the save [[NCSD]] flags checked by the running NATIVE_FIRM are all-zero, the system will use the repeating CTR, otherwise a proper CTR which never repeats within the image is used. When all of the flags checked by the running NATIVE_FIRM are clear, the keyY is a 8-byte block decrypted from the main [[NCCH#CXI|CXI]] + two u32 IDs read from gamecard commands.
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===== Hashed keyY and [[2.2.0-4]] Savegame Encryption =====
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'''使用新加密方式的游戏(原文已无此段):'''
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[[NCSD]] partition的特定标志位被置位时,用CXI数据hash计算一个 SHA-256  (same data used with the original plain keyY), and the 0x40-bytes read from a gamecard command(this 0x40-byte data is also read by [[Process_Services_PXI|GetRomId]]). hash的前0x10-byte用做keyY。当标志位[7]被置位时,CTR不再使用原先的CTR方式使用,在存档镜像中不会使用重复数据。[[2.2.0-4]] 升级后,所有零售版有NCSD的游戏image都被发现在使用这种加密方式。 (含[[2.2.0-4]]以上的[[System Update CFA|System update partition]]), .
* Super Mario 3D Land 《超级马里奥3D大陆》
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* Mario Kart 7 《马里奥赛车7》
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* Need for Speed - The Run 《极品飞车-亡命狂飙》
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'''一些信息(原文已无此段):'''
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This keyY generation method was implemented with [[2.0.0-2]] via NCSD partition flag[3], however the proper CTR wasn't implemented for flag[7] until [[2.2.0-4]]. The hashed keyY flag[3] implemented with [[2.0.0-2]] was likely never used with retail gamecards.
* 旧游戏仍使用0x200字节的异或加密方式。
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* 新游戏存档可以被备份和再储存(同样的密钥将被一个个存档使用)。
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===== [[6.0.0-11]] Savegame keyY =====
* (wearleveling) 没有变化。
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* 对两个文件使用异或将产生一些明文。
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[[6.0.0-11]] implemented support for generating the savegame keyY with a new method, this method is much more complex than previous keyY methods. This is enabled via new [[NCSD]] partition flags, all retail games which have the NCSD image finalized after the [[6.0.0-11]] release(and [[6.0.0-11]]+ in the system update partition) will have these flags set for using this new method.
* 0x1000字节后,异或操作将停止。(所以 0x1000 可能是最大长度,但还未证实)
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A SHA-256 hash is calculated over the data used with the above hashed keyY method, other data is hashed here as well. An [[AES]] MAC is then calculated over this hash, the output MAC is used for the savegame keyY.
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The keyY used for calculating this AES MAC is initialized while NATIVE_FIRM is loading, this keyY is generated via the [[RSA]] engine. The RSA slot used here is slot0(key-data for slot0 is initialized by bootrom), this RSA slot0 key-data is overwritten once the system boots any [[NCCH#CXI|CXIs]] from NAND like [[NS]].
    
=== Wear leveling ===
 
=== Wear leveling ===
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3DS在游戏存档闪存芯片上引入了wear leveling 方案。这是通过使用blockmap和journal来实现的。blockmap在闪存上偏移量为0,其后是journal。初始状态由blockmap指定,然后journal对其进行应用。
 
3DS在游戏存档闪存芯片上引入了wear leveling 方案。这是通过使用blockmap和journal来实现的。blockmap在闪存上偏移量为0,其后是journal。初始状态由blockmap指定,然后journal对其进行应用。
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* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.
 
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.
* When the active-table field low 8-bits is non-zero, the secondary partition is used. Otherwise, the primary partition is used.
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
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| 0x20
 
| 0x20
 
| 8
 
| 8
| Active table (and the offset to the filebase)
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| File Base Offset
 
|-
 
|-
 
| 0x28
 
| 0x28
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| 0x30
 
| 0x30
 
| 4
 
| 4
| Reserved0
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| Active Partition Table (0 = Primary, 1 = Secondary)
 
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|-
 
| 0x34
 
| 0x34
 
| 0x20
 
| 0x20
| Hash of the active partition table
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| Hash of the Active Partition Table
 
|-
 
|-
 
| 0x54
 
| 0x54
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