There's a common key used to generate output at compile time, when the cci/ctx files are made. Why do you say 128 bit AES CTR though? --[[User:Jl12|Jl12]]
: Because 128-bit AES CTR is used to encrypt those formats. --[[User:Neimod|Neimod]] 15:40, 18 June 2011 (CEST)
I know *something* is used to encrypt but do we know it is 128 bit AES CTR? --[[User:Jl12|Jl12]]
Frankly I don't think it was AES. I think it's using RSA for encryption. Besides it already used it once for the 2048-bit signature as you said. Wouldn't it make way more sense to also use it for the encryption scheme. --[[User:Jl12|Jl12]]
: Lol. --[[User:Neimod|Neimod]] 16:06, 20 June 2011 (CEST)
What's funny? So I guess it's just based purely on speculation? You should say so. That way nobody believes something that isn't right. --[[User:Jl12|Jl12]] 22:28, 20 June 2011 (CEST)
: RSA is only used for the signature. After that a symmetric block cipher called AES is used in CTR mode. --[[User:Neimod|Neimod]] 23:32, 20 June 2011 (CEST)
How did you get this data? Did you find some way to dump 3DS cartridges? --[[User:Popoffka|Popoffka]] 09:15, 1 June 2011 (CEST)
:::The ExeFS contains only the ARM11 code and the banner. To know the offset of the ARM11 code you would need to scan the ExeFS for the file ".code".
:::As for the homebrew file format, I think it's a little too early for that. Whatever happens, happens. --[[User:Neimod|Neimod]] 23:12, 6 September 2011 (CEST)
Hi Neimod, love your work! my question is: The extended header suppose to start right after the NCCH header so why there is twice the space? (extended header size is usually 1024 and plain region offset is usually 5*512 = 2560 -> 2048 after the end of the ncch) thanks. --[[User:Elisherer|Elisherer]] 11:46, 6 September 2011 (CEST)
:::Ah that, I'm not sure what that 0x400-byte region is. --[[User:Neimod|Neimod]] 23:12, 6 September 2011 (CEST)
::::So... how did you get that "Example dependency list from the extended header" obviously it's encrypted...? --[[User:Elisherer|Elisherer]] 13:22, 7 September 2011 (CEST)
I have a simple question why Neimod are thinking the code is compressed? I think LZSS is not good for binary images.
:Because they just are. --[[User:Neimod|Neimod]] 17:40, 6 September 2011 (CEST)
:Game editors want to fit their game in the smallest ROM chip size possible, to reduce manufacturing costs. Also, encrypting blocks of zeros/FF is bad practices, compression avoids it. --[[User:Luigi2us|Luigi2us]] 18:17, 6 September 2011 (CEST)