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4,786 bytes added ,  16:38, 24 August 2013
translate eng.ver www.3dbrew.org/w/index.php?title=Savegames&oldid=7872
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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。)
   −
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.
+
==== Savegame keyY ====
   −
[[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.
+
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.
    +
===== Hashed keyY and [[2.2.0-4]] Savegame Encryption =====
   −
'''使用新加密方式的游戏:'''
+
[[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》
  −
* Mario Kart 7 《马里奥赛车7》
  −
* Need for Speed - The Run 《极品飞车-亡命狂飙》
     −
'''一些信息:'''
+
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。
+
 
* 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)。New games saves can be backed-up and restored (same key is used from one save to another).  
+
===== [[6.0.0-11]] Savegame keyY =====
* (wearleveling) 没有变化。
+
 
* 对两个文件使用异或将产生一些明文。
+
[[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)
+
 
 +
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.
 +
 
 +
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 ===
 +
    
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。
Line 45: Line 47:     
blockmap后2字节为最开始的8个字节,以及blockmap的CRC16校验码(开始值为0xFFFF(像modbus))。
 
blockmap后2字节为最开始的8个字节,以及blockmap的CRC16校验码(开始值为0xFFFF(像modbus))。
The 2 bytes that follow the blockmap are the CRC16 (with starting value 0xFFFF (like modbus)) of the first 8 bytes and the blockmap.
      
然后是journal。其结构如下:
 
然后是journal。其结构如下:
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</pre>
 
</pre>
   −
With magic being a constant 0x080d6ce0.
+
magic 是一个固定值 0x080d6ce0.
 +
 
 +
blockmap/journal入口的验校和是这样算出的:
 +
* 每个 byte 是一个 0x200 大小加密的块的验校和
 +
* 计算一个块的CRC16 (从 0xFFFF 开始) ,两个byte的CRC16一起进行异或运算,以产生 8bit 校验和
 +
 
 +
 
 +
=== AES MAC header ===
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Image偏移
 +
! 长度
 +
! 说明
 +
|-
 +
| 0x00
 +
| 0x10
 +
| 通过 0x20-byte SHA256 hash的[[AES]]MAC
 +
|-
 +
| 0x10
 +
| 0xF0
 +
| 填充0
 +
|}
 +
 
 +
这个AES MAC是用于"签名" DISA/DIFF header的. 每次更新游戏存档,存储在DISA/DIFF的hash都会更新.每次更改存档时,必然更新MAC. SHA256_Update()用于使用下面的加密方式计算这个 hash .
 +
 
 +
==== Savegame Types ====
 +
{| class="wikitable"
 +
|-
 +
! 类型
 +
! 说明
 +
|-
 +
| CTR-EXT0
 +
| SD/NAND [[Extdata]]
 +
|-
 +
| CTR-SYS0
 +
| [[System SaveData]]
 +
|-
 +
| CTR-NOR0
 +
| 卡带游戏存档
 +
|-
 +
| CTR-SAV0
 +
| 游戏存档
 +
|-
 +
| CTR-SIGN
 +
| SD卡游戏存档
 +
|-
 +
| CTR-9DB0
 +
| [[Title_Database|Title database]] extdata images
 +
|}
 +
 
 +
==== Extdata SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! 块的长度
 +
! 说明
 +
|-
 +
| 0x8
 +
| 游戏存档类型
 +
|-
 +
| 0x8
 +
| First word is the hex ID from image filename, second word is the hex ID of the sub-dir under the <ExtdataIDLow> directory (all-zero for Quota.dat)
 +
|-
 +
| 0x4
 +
| 1 for Quota.dat, 0 otherwise
 +
|-
 +
| 0x8
 +
| Same as the previous u64
 +
|-
 +
| 0x100
 +
| DIFF header
 +
|}
 +
 
 +
 
 +
==== System SaveData SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! Block Size
 +
! Description
 +
|-
 +
| 0x8
 +
| Savegame type
 +
|-
 +
| 0x8
 +
| [[FS:OpenFile|SaveID]]
 +
|-
 +
| 0x100
 +
| DISA header
 +
|}
 +
 
 +
==== CTR-NOR0 SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! Block Size
 +
! Description
 +
|-
 +
| 0x8
 +
| Savegame type
 +
|-
 +
| 0x100
 +
| DISA header
 +
|}
 +
 
 +
==== CTR-SAV0 SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! Block Size
 +
! Description
 +
|-
 +
| 0x8
 +
| Savegame type
 +
|-
 +
|
 +
| Input data, for gamecard savegames this is the output SHA-256 hash from CTR-NOR0.
 +
|}
 +
 
 +
For gamecard savegames the output hash from this is used with the MAC. This save-type is also used for SD savegames, for SD saves the input data is the 0x100-byte DISA header. For SD savegames, the calculated output hash is used with CTR-SIGN.
 +
 
 +
==== CTR-SIGN SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! Block Size
 +
! Description
 +
|-
 +
| 0x8
 +
| Savegame type
 +
|-
 +
| 0x8
 +
| ProgramID/SaveID
 +
|-
 +
| 0x20
 +
| SHA-256 hash from CTR-SAV0
 +
|}
 +
This is used for SD savegames, the calculated hash from this is used with the MAC.
 +
 
 +
==== CTR-9DB0 SHA256 Blocks ====
 +
{| class="wikitable"
 +
|-
 +
! Block Size
 +
! Description
 +
|-
 +
| 0x8
 +
| Savegame type
 +
|-
 +
| 0x4
 +
| ID, each .db image has a separate ID.
 +
|-
 +
| 0x100
 +
| DIFF header
 +
|}
   −
The checksums in the blockmap/journal entries work as follows:
+
This is used for the /[[Title_Database|dbs]] .db extdata images.
* each byte is the checksum of an encrypted 0x200 bytes large block
  −
* to calculate the checksum, a CRC16 of the block (with starting value 0xFFFF) is calculated, and the two bytes of the CRC16 are XORed together to produce the 8bit checksum
      
=== Partitions ===
 
=== Partitions ===
   −
There can be multiple partitions on the chip.  
+
There can be multiple partitions in the image.
The partitions are represented by tables of DIFI blobs inside a DISA structure.
+
The partitions are represented by tables of DIFI blobs inside a DISA/DIFF structure.
The order of the DIFI blobs is the order of the partitions in the chip.
+
The order of the DIFI blobs is the order of the partitions in the image.
   −
'''DISA'''
+
==== DISA ====
   −
* If the uint32 @ 0x168 into the image in the DISA(the low 8-bits) is non-zero, then first table is is hashed, otherwise the second DIFI table is hashed.  
+
* This is located @ 0x100 in the image, following the MAC header.
 +
* If the uint32 @ 0x68 in the DISA(the low 8-bits) is non-zero, then the secondary table is is used, otherwise the primary table is used.  
 
* If the table has more then 1 DIFI then the uint32 @ 0x168 is the offset from the DATA partition to the file base (masked with 0xFFFFFFFE).
 
* If the table has more then 1 DIFI then the uint32 @ 0x168 is the offset from the DATA partition to the file base (masked with 0xFFFFFFFE).
* At offset 0x0 in the image is a 0x10-byte MAC over the 0x100-byte DISA/DIFF, it might be AES-CCM MAC but it's unknown for certain. The following 0xf0-bytes after the MAC normally must be zero, it's unknown whether this can ever be non-zero.
      
{| class="wikitable"
 
{| class="wikitable"
Line 101: Line 249:  
| 0x08
 
| 0x08
 
| 8
 
| 8
| Partition table size
+
| Total partition entries in a table
 
|-
 
|-
 
| 0x10
 
| 0x10
 
| 8
 
| 8
| Offset to primary partition table in DISA
+
| Offset to secondary partition table
 
|-
 
|-
 
| 0x18
 
| 0x18
 
| 8
 
| 8
| Offset to secondary partition table in DISA
+
| Offset to primary partition table
 
|-
 
|-
 
| 0x20
 
| 0x20
 
| 8
 
| 8
| Partition table's length
+
| Partition table size
 
|-
 
|-
 
| 0x28
 
| 0x28
Line 156: Line 304:  
|-
 
|-
 
| 0x8C
 
| 0x8C
| 4*29
+
| 0x74
| Unknown
+
| Reserved
 
|}
 
|}
    
* The hash in the DISA hashes the Active Table (starting from tables's offset to tables's offset + table length) with SHA256.
 
* The hash in the DISA hashes the Active Table (starting from tables's offset to tables's offset + table length) with SHA256.
 +
* The partition offsets are absolute offsets in the image.
 +
* The SAVE partition offset is usually 0x1000. The SAVE/DATA partitions begins with the DPFS partitions, the relative offset for the IVFC partition data is specified by the DPFS header.
   −
* The partitions offsets points to a 0x1000 long block which isn't understood yet. The actual information starts after that block.
+
The DIFIs table at offset 0x200 in the image has 2 DIFIs when the DATA partition isn't used, 4 DIFIs otherwise. Each partition table contains the SAVE DIFI entry and optionally the DATA entry. The secondary partition table is located at offset 0x200 in the image, and the primary table follows the secondary table.
   −
The DIFIs table @ 0x200 (into the image) is written twice, (Meaning, if there's 4 DIFI blobs then the table is 2 DIFIs long).
+
The non-active table is for backup.
   −
The second table is for backup. The active table is mentioned at 0x13C into the image (1=First table, other=Second Table)
+
==== DIFF ====
 
  −
'''DIFF'''
  −
 
  −
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is *only* used with extdata, not regular savegames.
  −
 
  −
* When the active-table field low 8-bits is non-zero, the primary partition is used. Otherwise, the secondary partition is used.
      +
* This is the [[extdata]] equivalent of DISA, for extdata which use FS. DIFF is only used for extdata.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 190: Line 335:  
| 0x08
 
| 0x08
 
| 8
 
| 8
| Primary partition table offset
+
| Secondary partition table offset
 
|-
 
|-
 
| 0x10
 
| 0x10
 
| 8
 
| 8
| Secondary partition table offset
+
| Primary partition table offset
 
|-
 
|-
 
| 0x18
 
| 0x18
Line 201: Line 346:  
|-
 
|-
 
| 0x20
 
| 0x20
 +
| 8
 +
| File Base Offset
 +
|-
 +
| 0x28
 +
| 8
 +
| File Base Size
 +
|-
 +
| 0x30
 
| 4
 
| 4
| Active table (and the offset to the filebase)
+
| Active Partition Table (0 = Primary, 1 = Secondary)
|-
  −
| 0x24
  −
| 0x20
  −
| Unknown
   
|-
 
|-
 
| 0x34
 
| 0x34
 
| 0x20
 
| 0x20
| Hash of the active partition table
+
| Hash of the Active Partition Table
 
|-
 
|-
 
| 0x54
 
| 0x54
| 0x1ac
+
| 0xAC
| Unknown
+
| Reserved1
 
|}
 
|}
   −
'''DIFI'''
+
==== DIFI ====
   −
These 0x130 large blobs describe the partitions. Every DIFI blob describes a partition. Partitions are catted together, so after the end of one partition is the beginning of the next.
+
These 0x12C-byte blobs describe the partitions. Following each partition is an unused 0xFFFFFFFF cleartext word in the raw image. Every DIFI blob describes a partition. Partitions are catted together, so after the end of one partition is the beginning of the next.
 
  −
Actually DIFI blobs are 0x12C large because the last 4 are not used and appear 0xFFFFFFFF at the encrypted image.
      
For most games there's only 1 partition (The SAVE partition) and some (like Asphalt 3D, Steel Diver & Lego Star Wars III) has 2 partitions.
 
For most games there's only 1 partition (The SAVE partition) and some (like Asphalt 3D, Steel Diver & Lego Star Wars III) has 2 partitions.
   −
* 2 Partitions means that the files inside the SAVE partition is on the other partition (we would call it DATA partition).
+
* 2 Partitions means that the files inside the SAVE partition is on the DATA partition.
 
+
* The DISA/DIFF headers support a maximum of 2 partitions.
* No more than 2 partitions have been seen yet (and can't be because of the DISA known structure).
      
{| class="wikitable"
 
{| class="wikitable"
Line 245: Line 391:  
| 0x08
 
| 0x08
 
| 8
 
| 8
| Offset to "IVFC" blob in DIFI (usually 0x44)
+
| Offset to "IVFC" blob in DIFI (Always 0x44)
 
|-
 
|-
 
| 0x10
 
| 0x10
Line 253: Line 399:  
| 0x18
 
| 0x18
 
| 8
 
| 8
| Offset to "DPFS" blob in DIFI (usually 0xBC)
+
| Offset to "DPFS" blob in DIFI (Always 0xBC)
 
|-
 
|-
 
| 0x20
 
| 0x20
Line 261: Line 407:  
| 0x28
 
| 0x28
 
| 8
 
| 8
| Offset to the hash in DIFI (usually 0x010C)
+
| Offset to the hash in DIFI (Always 0x10C)
 
|-
 
|-
 
| 0x30
 
| 0x30
Line 276: Line 422:  
|}
 
|}
   −
'''IVFC'''
+
==== IVFC ====
    
{| class="wikitable"
 
{| class="wikitable"
Line 293: Line 439:  
|-
 
|-
 
| 0x08
 
| 0x08
| 8
+
| 0x8
| Unknown (0x20?)
+
| Master hash size
 
|-
 
|-
 
| 0x10
 
| 0x10
| 8
+
| 0x8
| First Hash Offset
+
| Level 1 relative offset
 
|-
 
|-
 
| 0x18
 
| 0x18
| 8
+
| 0x8
| First Hash Length
+
| Level 1 hashdata size
 
|-
 
|-
 
| 0x20
 
| 0x20
| 8
+
| 0x4
| First Hash Block Size (1<<value)
+
| Level 1 block size, in log2
 +
|-
 +
| 0x24
 +
| 0x4
 +
| Reserved
 
|-
 
|-
 
| 0x28
 
| 0x28
| 8
+
| 0x8
| Second Hash Offset
+
| Level 2 relative offset
 
|-
 
|-
 
| 0x30
 
| 0x30
| 8
+
| 0x8
| Second Hash Length
+
| Level 2 hashdata size
 
|-
 
|-
 
| 0x38
 
| 0x38
| 8
+
| 0x4
| Second Hash Block Size (1<<value)
+
| Level 2 block size, in log2.
 +
|-
 +
| 0x3C
 +
| 0x4
 +
| Reserved
 
|-
 
|-
 
| 0x40
 
| 0x40
| 8
+
| 0x8
| HashTable Offset
+
| Level 3 relative offset
 
|-
 
|-
 
| 0x48
 
| 0x48
| 8
+
| 0x8
| HashTable Length
+
| Level 3 hashdata size
 
|-
 
|-
 
| 0x50
 
| 0x50
| 8
+
| 0x4
| HashTable Block Size (1<<value)
+
| Level 3 block size, in log2.
 +
|-
 +
| 0x54
 +
| 0x4
 +
| Reserved
 
|-
 
|-
 
| 0x58
 
| 0x58
 
| 8
 
| 8
| FileSystem Offset
+
| Level 4 filesystem relative offset
 
|-
 
|-
 
| 0x60
 
| 0x60
 
| 8
 
| 8
| FileSystem Length
+
| Level 4 filesystem size
 
|-
 
|-
 
| 0x68
 
| 0x68
 
| 8
 
| 8
| FileSystem Block Size (1<<value)
+
| Level 4 filesystem block size, in log2.
 
|-
 
|-
 
| 0x70
 
| 0x70
Line 350: Line 508:  
|}
 
|}
   −
* First & Second hash are not understood yet.
+
* This savegame IVFC is almost identical to the [[RomFS]] IVFC, except for the additional filesystem level. Exactly like RomFS, each level except level4 is a hash-table where each hash entry hashes the data in the next level, padded to the log2 block size.
   −
'''DPFS'''
+
==== DPFS ====
    
{| class="wikitable"
 
{| class="wikitable"
Line 370: Line 528:  
| 0x08
 
| 0x08
 
| 8
 
| 8
| Offset To First table
+
| Offset to first table
 
|-
 
|-
 
| 0x10
 
| 0x10
Line 382: Line 540:  
| 0x20
 
| 0x20
 
| 8
 
| 8
| Offset To Second table
+
| Offset to second table
 
|-
 
|-
 
| 0x28
 
| 0x28
Line 394: Line 552:  
| 0x38
 
| 0x38
 
| 8
 
| 8
| Offset to Data
+
| IVFC partition offset
 
|-
 
|-
 
| 0x40
 
| 0x40
 
| 8
 
| 8
| Data Length
+
| IVFC partition size
 
|-
 
|-
 
| 0x48
 
| 0x48
 
| 8
 
| 8
| Data block size (1<<value)
+
| IVFC partition block size (1<<value)
 
|-
 
|-
 
|}
 
|}
    
* Every block this table point to is written twice (concatenated). You can see that the offset to the next block is twice the length (except the data which always begin after 0x1000).
 
* Every block this table point to is written twice (concatenated). You can see that the offset to the next block is twice the length (except the data which always begin after 0x1000).
 +
* The offsets contained in the DPFS and IVFC are relative to the partition offset in the DISA/DIFF. The offsets from the IVFC are additionally added with the IVFC partition offset from the DPFS.
   −
The first partition's data starts at 0x2000. First comes the hashtable (usually start @ 0x40 into the partition) and then the filesystem.
+
The first partition's data usually starts at 0x2000. First comes the hashtable (usually start @ 0x40 into the partition) and then the filesystem.
   −
The hashtable entries' size is 2^x where x is the 'Hashed block size' from the IVFC block.
+
The hashtable entries' size is 2^x where x is the 'Filesystem block size' from the IVFC block.
   −
'''Hash'''
+
'''DIFI Hash'''
   −
After the DIFI,IVFC & DPFS comes a 0x20 long hash, it is unknown what it's hashing.
+
The last 0x20-bytes of the partition following the DIFI, IVFC and DPFS is a SHA256 hash. The offset to this hash is stored in the DIFI. This hashes the IVFC level 1, with the buffer which is hashed aligned to the IVFC level 1 log2 block-size.
    
'''Summary Drawing'''
 
'''Summary Drawing'''
Line 476: Line 635:  
00002620: 00000000 00000000 00000000 00000000  ................
 
00002620: 00000000 00000000 00000000 00000000  ................
 
00002630: 01000000 73797374 656D2E64 61740000  ....system.dat..
 
00002630: 01000000 73797374 656D2E64 61740000  ....system.dat..
00002640: 00000000 00000000 D57B1100 02000000  ........Õ{......
+
00002640: 00000000 00000000 D57B1100 02000000  ........?{......
 
00002650: 22000000 00000000 E8121500 00000000  ".......è.......
 
00002650: 22000000 00000000 E8121500 00000000  ".......è.......
 
00002660: 01000000 73617665 30302E62 696E0000  ....save00.bin..
 
00002660: 01000000 73617665 30302E62 696E0000  ....save00.bin..
 
00002670: 00000000 01000000 69921100 03000000  ........i’......
 
00002670: 00000000 01000000 69921100 03000000  ........i’......
00002680: DC140000 00000000 04000000 00000000  Ü...............
+
00002680: DC140000 00000000 04000000 00000000  ü...............
 
</pre>
 
</pre>
   Line 515: Line 674:  
| 0x24
 
| 0x24
 
| 4
 
| 4
| Unknown
+
| Media-size for the below sections
 
|-
 
|-
 
| 0x28
 
| 0x28
Line 527: Line 686:  
| 0x34
 
| 0x34
 
| 4
 
| 4
| FolderMap Media Size
+
| Unknown, FolderMap size-related
 
|-
 
|-
 
| 0x38
 
| 0x38
Line 539: Line 698:  
| 0x44
 
| 0x44
 
| 4
 
| 4
| FileMap Media Size
+
| Unknown, FileMap size-related
 
|-
 
|-
 
| 0x48
 
| 0x48
Line 551: Line 710:  
| 0x54
 
| 0x54
 
| 4
 
| 4
| BlockMap Media Size
+
| Uknown, BlockMap size-related
 
|-
 
|-
 
| 0x58
 
| 0x58
Line 563: Line 722:  
| 0x64
 
| 0x64
 
| 4
 
| 4
| File store media size
+
| Unknown, File store size-related
 
|-
 
|-
 
| 0x68
 
| 0x68
Line 579: Line 738:  
| 0x74
 
| 0x74
 
| 4
 
| 4
| Folders Table Media size
+
| Unknown, Folders Table size-related
 
|-
 
|-
 
| 0x78
 
| 0x78
Line 595: Line 754:  
| 0x84
 
| 0x84
 
| 4
 
| 4
| Files Table Media size
+
| Unknown, Files Table size-related
 
|-
 
|-
 
|}
 
|}
Line 606: Line 765:  
[[File:Sfsave_drawing.png]]
 
[[File:Sfsave_drawing.png]]
   −
=== Initialization ===
+
=== 初始化 ===
   −
When a save FLASH contains all xFFFF blocks it's assumed uninitialized by the game cartridges and it initializes default data in place, without prompting the user.  
+
当一个存储FLASH包含所有xFFFF块,它假定由游戏墨盒未初始化,初始化默认数据的地方,不提示用户的情况下。0xFFFFFFFF的块未初始化的数据。当创建一个非游戏卡的秘技和其他图像/文件,它的最初所有0xFFFFFFFF的,直到它的一些块格式化,加密数据覆盖。
 +
When a save FLASH contains all xFFFF blocks it's assumed uninitialized by the game cartridges and it initializes default data in place, without prompting the user. The 0xFFFFFFFF blocks are uninitialized data. When creating a non-gamecard savegame and other images/files, it's initially all 0xFFFFFFFF until it's formatted where some of the blocks are overwritten with encrypted data.
   −
I got a new game SplinterCell3D-Pal and I downloaded the save and it was 128KB of 0xFF, except the first 0x10 bytes which were the letter 'Z' (uppercase) --[[User:Elisherer|Elisherer]] 22:41, 15 October 2011 (CEST)
+
我得到了一个新的游戏 SplinterCell3D-Pal ,它的128KB存档除去开头的0x10 byte是‘Z’(大写),其余都为0xFF --[[User:Elisherer|Elisherer]] 22:41 2011年10月15日(CEST)
   −
=== Fun Facts ===
+
=== 事实 ===
   −
If you have facts that you found out by looking at the binary files please share them here:
+
如果你发现二进制文件的一些事实把它们分享到这里:
   −
* From one save to another the game backups the last files that were in the partition and the entire image header in "random" locations.. --[[User:Elisherer|Elisherer]] 22:41, 15 October 2011 (CEST)
+
* 从一个存档到这个游戏在这个分区的另一个游戏备份,后者全部image的头部变为随机位置.. --[[User:Elisherer|Elisherer]] 22:41 2011年10月15日(CEST)
 +
从一个“随机”位置在分区和整个图像头的最后一个文件,保存到另一个游戏备份..
 +
=== 工具 ===
    +
* [https://github.com/3dshax/3ds/tree/master/3dsfuse 3dsfuse] 支持读写游戏存档。在mount的FUSE文件系统中,/output.sav是raw FLASH save-image。When the save was modified, a separate tool to update the MAC must be used with /clean.sav, prior to writing output.sav to a gamecard.
 +
* [[3DSExplorer]] supports reading of savegames, it doesn't support reading the new encrypted savegames and maybe in the future it will support modifying (some of the modyfing code is already implemented).
 
[[セーブデータ|Japanese]]
 
[[セーブデータ|Japanese]]
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