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Thread: Tools_Guides_PSN Links_Games_Add-ons

  1. #21
    phantom76 is offline Senior Member Immortal
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    Quote Originally Posted by vincemeister55 View Post
    yo phantom, do you happen to know how to make The Midnight Show dlc for The Saboteur works for the blus version? I tried it using reactpsn then copy the "dlc" folder inside the bles folder then paste it to the blus folder in game data but it doesn't work.
    No sorry mate.
    The only thing I can suggest is to convert the game to the bles version.

    Let me know and I'll upload the needed files for you.

    UPDATE:
    Files have been added to the thread.
    Last edited by phantom76; 13th July 2012 at 05:19 AM.

  2. #22
    vincemeister55 is offline Senior Member PS3ISO Supporter
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    I get an error when installing the game data. It says some files are missing or something. Then I remembered that I've deleted some language files to save some hdd space. Maybe that's the cause. It sucks because I didn't backed up those files. I guess I'll have to play The Saboteur without it showing some tities. LOL

  3. #23
    phantom76 is offline Senior Member Immortal
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    Quote Originally Posted by vincemeister55 View Post
    I get an error when installing the game data. It says some files are missing or something. Then I remembered that I've deleted some language files to save some hdd space. Maybe that's the cause. It sucks because I didn't backed up those files. I guess I'll have to play The Saboteur without it showing some tities. LOL
    I did say to back up the file first. :-(
    Try deleting the game data, Then try to reinstall it.
    If that doesn't work let me know and I'll upload the whole complete game for you.
    Last edited by phantom76; 13th July 2012 at 11:18 PM.

  4. #24
    vincemeister55 is offline Senior Member PS3ISO Supporter
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    Okay man. Thanks. But I will try it again later.

  5. #25
    furientez's Avatar
    furientez is offline Senior Member PS3ISO Legend
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    thank you for high velocity,wheelman and splitsecond addons/dlcs`

  6. #26
    phantom76 is offline Senior Member Immortal
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    Quote Originally Posted by furientez View Post
    thank you for high velocity,wheelman and splitsecond addons/dlcs`
    You're welcome

  7. #27
    phantom76 is offline Senior Member Immortal
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    I'm still working on cleaning it up so it's easier to view.

    UPDATE:

    HAS NOW BEEN ADDED TO MY GUIDES SECTION, THE ONE IN THE GUIDES SECTION HAS BEEN CLEANED AND SORTED, THIS ONE HASN'T.

    Spoiler:

    NPDRM Package Information
    ===================

    Code:
    
    Table of Contents:
    -------------------
    
    1 - Introduction:
    NPDRM Packages
    DRM Type
    
    2 - Creating an NPDRM Package:
    
    3 - Creating NPDRM Content:
    Creating NPDRM SELF/NPDRM SPRX Files
    Creating NPDRM EDATA
    
    4 - Creating the NPDRM Package:
    The make_package_npdrm Command and the Configuration File
    Create a Game Data Package
    Create an HDD Boot Game Package
    Create a Patch Package for a Disc Boot Game
    Create a Patch Package for an HDD Boot Game
    Create a License Package
    Create a Custom Theme Package
    Validity Period of NPDRM Content
    make_package_npdrm Command
    
    5 - Using Multiple NPDRM Packages:
    Overwriting Files of the Same Name at Installation
    Changing the Attribute for Overwriting Content Information Files
    Examples of Titles Using Multiple Packages
    
    6 - Installing a Package File from the System Software:
    
    7 - Accessing Installed Content:
    Location of Installed Content
    Executing NPDRM PPU SELF
    Loading NPDRM SPU SELF
    Loading NPDRM SPRX
    Accessing NPDRM EDATA
    
    8 - Files with Deleted Rights and Testing of Such Files:
    
    9 - Notes:
    EBOOT.BIN Startup
    Release Check Mode
    NPDRM Package Name
    Overlap of an Content ID
    Files Outside NP DRM Management
    1 - INTRODUCTION.
    Spoiler:

    Code:
    1 - Introduction.
    =================
    
    This document describes the folder configurations of NPDRM packages; the procedure for creating
    NPDRM packages; the procedure for creating content programs and data (NPDRM SELF/NPDRM SPRX
    and NPDRM EDATA); as well as the requirements pertaining to their creation.
    
    NPDRM Packages:
    ---------------
    
    Contents of an NPDRM Package
    An NPDRM package is a file archived for the distribution of a program or data via the commerce service
    of the PlayStation®Store or the patch system.
    An NPDRM package can include program files and data files that require access rights management
    (NPDRM SELF/NPDRM SPRX and NPDRM EDATA, respectively) as well as data files that are outside
    such management.
    
    Note:
    -----
    The files that require access rights management are collectively referred to as "NPDRM files". They
    include program files (NPDRM SELF/NPDRM SPRX) and data files (NPDRM EDATA).
    Content ID
    Each NPDRM package has a Content ID, which serves as a key for managing access rights (entitlements).
    This means users purchase access rights of NPDRM packages with specific Content IDs. Thus, the same
    Content ID cannot be assigned to NPDRM packages with differing access right properties, as in, the demo
    version and product version.
    
    NPDRM Package Types:
    --------------------
    
    There are five types of NPDRM packages, as follows.
    
    (1) Game Data Package.
    A game data package is used to store data files whose access rights are managed by the
    PlayStation®Network commerce service and other files. This data format is used both for packages that
    are free and those that are for sale. When a package is received, it is shown on the system software as
    game data.
    
    (2) HDD Boot Game Package.
    An HDD boot game package is used to store the program and data files whose access rights are managed
    by the PlayStation®Network commerce service and other files. This data format is used both for packages
    that are free and those that are for sale. When a package is received, it is shown on and can be booted from
    the Game column of the system software.
    
    (3) Patch Package.
    A patch package is a data format that is used on a disc boot game or an HDD boot game to update a
    program and/or data with the use of the PlayStation®3 patch system. Contents and settings of a patch
    package slightly differ between a disc boot game and an HDD boot game. A program or data file for
    managing access rights using the PlayStation®Network commerce service can be stored in a package, in
    addition to normal files. For information on the PlayStation®3 patch system, refer to the document "Patch
    Overview".
    
    (4) License Package.
    A license package is a data format that is used with the game purchase mechanism to support the
    distribution of free trial versions that have license keys available for purchase. A license package includes
    only the access rights file used by the system software and cannot include the system file (PARAM.SFO),
    content information files, or any other files. For information regarding game purchases, refer to the
    document "NP DRM Overview".
    
    (5) Custom Theme Package
    A custom theme package is a data format that is used to distribute theme files for custom themes through
    PlayStation®Store. A custom theme package includes only the theme file and cannot include the system
    file (PARAM.SFO), content information files, or any other files. For information regarding custom themes,
    refer to the document "Custom Theme Specifications".
    
    DRM Type:
    ---------
    
    The DRM (Digital Rights Management) type must be specified when creating an NPDRM package. The
    DRM type is set per content ID, and indicates the method of access rights management for the NPDRM
    files (NPDRM SELF/NPDRM SPRX/NPDRM EDATA) included in the package.
    
    (1) DRM Free.
    If "Free" is set for the DRM type, all the files included in the content (even the NPDRM files) become
    accessible to everyone.
    Specify "Free" for free content, such as demo and trial versions.
    
    (2) DRM Local.
    If "Local" is set for the DRM type, the NPDRM files included in the content fall under DRM management
    for the PlayStation®Network commerce service, and access to the files becomes limited to certain
    PlayStation®3.
    Content to be sold for a fee through PlayStation®Store must have the DRM type set to "Local" and must
    include at least one NPDRM file.
    Even if the DRM type is set to "Local" for the content, there is no access rights management for the files
    that are not NPDRM files. Files that require protection must always be created in the NPDRM SELF,
    NPDRM SPRX, or NPDRM EDATA formats.
    
    (3) DRM DiscBind.
    Content with "DiscBind" set for the DRM type fall under DRM management in the disc bound format; this
    means the game disc will be required upon startup even after the content has been installed. When selling
    the content at a cost in a game disc, make sure to specify this DRM type. For details, refer to the document
    "Game Disc Specifications".
    Currently, the disc bound format only functions properly for an HDD boot game package.
    A disc bound access right for a disc bound game is checked when the game is started up. Thus, when
    independently making the game data package or the license package in the disc bound format, the access
    right is not checked for these packages, and access will be denied. The disc bound format for additional
    game data will also function only while the HDD disc boot game of the disc bound format installed from
    the same game disc is running.
    2 - CREATE AN NPDRM PACKAGE.
    Spoiler:

    Code:
    2 Creating an NPDRM Package.
    ============================
    
    The following is an overview of the procedure for creating an NPDRM package. The received package is
    shown on the system software, so it is necessary to provide the files necessary for its display, including
    the system file (PARAM.SFO) and content information files.
    (1) Create and pre-encrypt program file(s) and data file(s)
    (2) Create content information file(s)
    (3) Create PARAM.SFO
    (4) Set directory configuration
    (5) Create settings file, and create NPDRM package
    
    (1) Create and pre-encrypt file(s).
    The number of files to be included in an NPDRM boot game package, as well as the subdirectory
    configuration, can be chosen freely. When managing the access rights of data files using the
    PlayStation®Network commerce service, the files must be pre-encrypted (NPDRM EDATA) using the
    make_edata_npdrm command. Encryption of other data files is optional.
    Program files can be included in an HDD boot game package, as well as in a patch package. Program files
    must be pre-encrypted (NPDRM SELF/NPDRM SPRX) using the make_fself_npdrm command. Also,
    the NPDRM SELF file to be booted first from the system software must have the fixed filename of
    EBOOT.BIN.
    Refer to Chapter 3 "Creating NPDRM Content" for instructions on how to use the make_edata_npdrm
    and make_fself_npdrm commands, and to Chapter 7 "Accessing Installed Content" on how to access
    NPDRM files.
    
    (2) Create content information file(s).
    Content information files contain images that are representative of the game content – these images are
    often used to represent game content on system software.
    • Still image icon file: ICON0.PNG, ICON0_00.PNG - ICON0_15.PNG
    • Animated image icon file: ICON1.PAM, ICON1_00.PAM - ICON1_15.PAM
    • Description graphic image file (high resolution): PIC0.PNG, PIC0_00.PNG - PIC0_15.PNG
    • Description graphic image file (standard resolution): PIC2.PNG, PIC2_00.PNG - PIC2_15.PNG
    • Background image file: PIC1.PNG, PIC1_00.PNG - PIC1_15.PNG
    • BGM file: SND0.AT3, SND0_00.AT3 - SND0_15.AT3
    Of the above, the only file required in the NPDRM package is the default still image icon file
    (ICON0.PNG). Inclusion of all other files is optional. For procedures on formatting and creating each of
    the above files, refer to the document "Content Information Specifications".
    
    (3) Create PARAM.SFO.
    PARAM.SFO is a file with the parameters necessary for displaying the package on the system software
    and for booting from the HDD. Create PARAM.SFO using the system file utility (ps3sys.exe) included in
    the package of the Disc Image Generator for PlayStation®3. Start up the system file utility and select the
    type of package to create from the File menu. A selection can be made from the following items.
    Type of Package Menu Item
    Game data package New System File for Game Data (Not a Game Patch)
    HDD boot game package New System File for HDD Game
    Patch package for a disc boot game New System File for Game Data (Game Patch of Disc Game)
    Patch package for an HDD boot game New System File for HDD Game
    For instructions on how to set each parameter, refer to the "Game Content Utility Overview" and the "Patch Overview".
    
    (4) Set directory configuration.
    Place the above files in the following directory configuration.
    Figure 1 Directory Configuration for the NPDRM Package
    (target directory)/
    PARAM.SFO
    ICON0.PNG
    ICON0_00.PNG
    PIC0.PNG
    Content information files
    USRDIR/ … User directory
    EBOOT.BIN … Game boot file(filename fixed)
    (Only for HDD boot game package)
    (Game Executable Files)
    (Game Data Files)
    Executable files other than the file above
    (Only for HDD boot game package)
    System file
    Data files, etc.
    Place PARAM.SFO and content information files directly under the target directory, and create a
    subdirectory with the name USRDIR. In an HDD boot game package for an application that uses the game
    purchase mechanism, content information can be placed in a subdirectory named "C00", which becomes
    visible only when the game has been purchased. Other files and subdirectories cannot be placed here.
    Place any created files under the USRDIR subdirectory. It is possible to create subdirectories inside the
    USRDIR subdirectory.
    When including EBOOT.BIN, place it directly under the USRDIR subdirectory. Other program files can be
    placed anywhere in the USRDIR subdirectory.
    
    Note:
    -----
    The HDD boot game package always contains EBOOT.BIN.
    
    (5) Create settings file, and create NPDRM package
    Create a settings file containing the Content ID, k_licensee, DRM type, content type, and package version.
    Use the make_package_npdrm command and create an NPDRM package. For details, refer to Chapter 4
    "Creating the NPDRM Package".
    3 - CREATING NPDRM CONTENT.
    Spoiler:

    Code:
    3 - Creating NPDRM Content.
    ===========================
    
    Creating NPDRM SELF/NPDRM SPRX Files.
    -------------------------------------
    
    SELF and SPRX are PlayStation®3 executable file formats with SCE digital signatures.
    NPDRM SELF and NPDRM SPRX are SELF and SPRX files whose execution rights are managed per user
    account by the NP DRM (Digital Rights Management) function. The formats are a little different from
    normal SELF/SPRX files. Program files that are distributed using the PlayStation®Network commerce
    service must be NPDRM SELF or NPDRM SPRX files.
    
    How to Create NPDRM SELF/NPDRM SPRX Files.
    ------------------------------------------
    NPDRM SELF and NPDRM SPRX files are created by using the make_fself_npdrm command instead
    of the make_fself command. An example is shown below. This command is used by specifying the
    input ELF file for the first argument and the filename of the output NPDRM SELF file for the second
    argument.
    
    Example for NPDRM PPU SELF:
    make_fself_npdrm hello.ppu.elf hello.ppu.self
    
    The above will convert hello.ppu.elf to an NPDRM PPU SELF file with the filename hello.ppu.self.
    
    Example for NPDRM SPU SELF:
    make_fself_npdrm hello.spu.elf hello.spu.self
    
    The above will convert hello.spu.elf to an NPDRM SPU SELF file with the filename hello.spu.self.
    
    Example for NPDRM SPRX:
    make_fself_npdrm hello.prx hello.sprx
    
    The above will convert hello.prx to an NPDRM SPRX file with the filename hello.sprx.
    
    Note:
    -----
    
    The SELF and SPRX formats are described in the following document.
    - "Application Requirements" (Application_Requirements)
    NPDRM SELF/NPDRM SPRX are identified by their extensions ".self" or ".sprx" (not case-sensitive).
    
    make_fself_npdrm Command Options.
    ---------------------------------
    
    make_fself_npdrm provides the following options.
    
     -u (--uncompressed): creates an uncompressed NPDRM SELF/NPDRM SPRX
     -c (--compressed): creates a compressed NPDRM SELF/NPDRM SPRX
     -v (--version): displays the make_fself_npdrm command version
    
    The NPDRM SELF/NPDRM SPRX file can be compressed, and the decompression of a compressed
    NPDRM SELF/NPDRM SPRX file will be performed automatically. With HDD boot game packages and
    patch packages, the file size (and download time) can be reduced through compression.
    
    If an option is not specified, make_fself_npdrm will create by default an uncompressed NPDRM
    SELF/NPDRM SPRX file.
    
    Upon master submittal, the files can be either compressed or uncompressed.
    
    
    Example for an Uncompressed NPDRM SELF:
    make_fself_npdrm -u hello.elf hello.self
    
    The above will convert hello.elf to an uncompressed NPDRM SELF file with the filename hello.self.
    
    Example for a Compressed NPDRM SELF:
    make_fself_npdrm -c hello.elf hello.self
    
    The above will convert hello.elf to a compressed NPDRM SELF file with the filename hello.self.
    
    Creating NPDRM EDATA.
    ---------------------
    
    NPDRM EDATA is a read-only encrypted file whose access rights are managed by the NP DRM function.
    Use this type of file when data accesses are to be restricted using DRM.
    
    How to Create NPDRM EDATA.
    --------------------------
    
    NPDRM EDATA is created by using the make_edata_npdrm command.
    
    Example:
    make_edata_npdrm gamedata1.dat gamedata1.edat
    
    This example converts the data file gamedata1.dat to an NPDRM EDATA file called gamedata1.edat. This
    command is used by specifying the input data file for the first argument and the filename of the output
    NPDRM EDATA for the second argument.
    The -b option can be used to specify the block size in kilobytes (KB) for encryption and signature
    validation. Also, if the -z option is specified, data compression will be performed.
    
    Examples:
    make_edata_npdrm gamedata2.dat gamedata2.edat –b4
    make_edata_npdrm gamedata3.dat gamedata3.edat –b32 -z
    
    The -b option can set the block size to 1, 2, 4, 8, 16, or 32. When omitted, the default value of 16KB is used.
    Generally speaking, the larger the block size, the smaller the size of the management data and the greater
    the access efficiency. When relatively small amounts of data are read using random access, the read
    efficiency can be improved if the block size is set to match the size of a single read and the block boundary
    matches the read starting position and size.
    When the -z option is used to compress the data, there are situations in which the file size may become larger.
    
    NPDRM EDATA of the Old Format.
    ------------------------------
    
    The format of NPDRM EDATA has been updated to NPDRM EDATA version 3 from SDK 3.1.0.
    
    The use of this updated version is recommended unless there is a special reason to use the old version
    NPDRM EDATA. A format compatible to a version used in earlier SDKs can be obtained by specifying the --format2 or --format1 option.
    
    The version of NPDRM EDATA can be confirmed as file version by specifying the –i option
    explained below.
    
    Other Options.
    --------------
    
    The options of the make_edata_npdrm command are as follows:
    
     -p (--progress): display progress as a percentage.
     -x (--extract): extract the original data from the created NPDRM EDATA.
     -i (--info): obtain information on the created NPDRM EDATA. There is no need to specify the output file.
    
    The output example when using the -i option is as follows:
    
    make_edata_npdrm -i gamedata1.edat
    format type: NPDRM EDATA
    file version: version 3
    file size: 32240 bytes
    data length: 31927 bytes
    block size: 16 KB (2 blocks)
    created by: make_edata_npdrm 3.1.0.W
    
    File size corresponds to the size of the NPDRM EDATA file, and data length refers to the valid data
    size (size of the original data). If the file is compressed, data length may be larger than file size.
    
    Note:
    -----
    
    Data is not yet encrypted when it is created with the make_edata_npdrm command. It is encrypted
    after QA evaluation when the content is moved to the production environment.
    NPDRM EDATA is identified by the extension ".edat" (not case-sensitive).
    4 - CREATING THE NPDRM PACKAGE.
    Spoiler:

    Code:
    4 - Creating the NPDRM Package.
    ==============================
    
    The make_package_npdrm Command and the Configuration File.
    ----------------------------------------------------------
    
    The NPDRM package is created by using the make_package_npdrm command. An example is shown
    below:
    
    make_package_npdrm configuration-file target-directory
    
    This example collects together the files in target-directory and converts them into an NPDRM
    package. After conversion, the NPDRM package is saved with the filename "ContentID".pkg.
    
    In target-directory, create a subdirectory named "USRDIR" and place the files for installation. The
    NPDRM SELF (.self), NPDRM SPRX (.sprx), and NPDRM EDATA (.edat) files will be identified by their
    extensions. (Extensions are not case-sensitive.)
    
    Note:
    -----
    
    The default for the make_package_npdrm command is to search a maximum of 4096 directories and
    65536 files under target-directory. If more files will be included in the package, specify the
    --nofindlimit option.
    
    Note:
    -----
    
    NPDRM packages intended for distribution through PlayStation®Store should be designed so that each
    package is no larger than 5 GB.
    
    Configuration File.
    -------------------
    
    The configuration file specified as the first argument is a text file that specifies the parameters required for
    creating the NPDRM package.
    
    Example of a configuration file:
    
    ContentID = IV0002-NPXS00020_00-HDDBOOTSAMPLE001
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = GameExec
    PackageVersion = 01.00
    
    Each line of the configuration file is in the form "item name = setting" with "=" used as a delimiter. The
    items that can be specified are the Content ID, k_licensee, DRM type, content type, package type (for a
    patch package), package version, and validity period. The following table shows the values that can be set
    for each item.
    
    Table 1 Settings in the Configuration File:
    
    ContentID - Specify the Content ID as a string. For details about the Content ID, refer to the
    document "PlayStation®Network Overview".
    
    Klicensee - Specify the k_licensee as a hexadecimal string beginning with 0x. k_licensee has an
    important role in the NP DRM functionality. For details about k_licensee, refer to the
    document "NP DRM Overview".
    
    DRMType - Specify the DRM type. Specify "Local" for content sold through the PlayStation®Store.
    Specify "Free" for demo and trial versions.
    Specify "DiscBind" for content in the disc bound format.
    
    ContentType - This is a parameter to specify the type of content, as seen from the system software.
    Specify "GameData" for game data and for a patch package of a disc boot game. Specify
    "Game_Exec" for an HDD boot game and for a patch package of an HDD boot game.
    Specify "License" for a license package. Specify "Theme" for a custom theme package.
    
    
    LimitedTimeStart/LimitedTimeEnd - Set the NPDRM content's period of validity. Specify the start time and expiration time
    in the W3C date and time format (W3CDTF). Refer to the section "Validity Period of NPDRM Content" for more information.
    
    PackageType - This parameter specifies the type of package.
    Specify "DiscGamePatch" for a patch package of a disc boot game.
    Specify "HDDGamePatch" for a patch package of an HDD boot game.
    To distribute a free trial package and a paid-for key to unlock the features, specify
    "Demo" for the free package and "Key" for the paid-for package. For more information,
    refer to the chapter "Using Multiple NPDRM Packages".
    In all other cases, this item does not need to be specified.
    
    PackageVersion - Set the version number for accurate tracking of the submitted package.
    The version number consists of a two-digit integer and two digits after the decimal
    point. Set the master version number according to "Master version" described in the
    Technical Requirements Checklist for PlayStation®3 Software (TRC).
    
    APP_VER - If the APP_VER value in PARAM.SFO is to be updated, set the new value in the format "xx.yy" (2 integer digits and 
    2 decimal digits).
    
    PS3_SYSTEM_VER - If the PS3_SYSTEM_VER value in PARAM.SFO is to be updated with a patch package,
    set the new value in the format "xx.yyyy" (2 integer digits and 4 decimal digits).
    
    Create a Game Data Package.
    ---------------------------
    
    A game data package stores the content information file and PARAM.SFO, which are required to display
    the package content as game data; and the data file for managing access rights using the
    PlayStation®Network commerce service. The following is an example of a configuration file for a game data package.
    
    ContentID = IV0002-NPXS00021_00-SAMPLE0000000001
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Free
    ContentType = GameData
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 2 Settings in the Configuration File:
    
    ContentType - Specify "GameData" for the content type.
    PackageType - Do not specify.
    
    Create an HDD Boot Game Package.
    --------------------------------
    
    An HDD boot game package includes the content information file and PARAM.SFO, which are required
    to display the package content as an HDD boot game; a program file (which includes EBOOT.BIN) for
    managing access rights using the PlayStation®Network commerce service; and data files. The following is
    an example of a configuration file for an HDD boot game package.
    
    ContentID = IV0002-NPXS00020_00-HDDBOOTSAMPLE001
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = GameExec
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 3 Settings in the Configuration File:
    
    ContentType - Specify "GameExec" for the content type
    PackageType - Do not specify
    
    Create a Patch Package for a Disc Boot Game.
    --------------------------------------------
    
    A patch package for a disc boot game is displayed on the system software as game data. Because of this,
    the patch package stores the content information file and PARAM.SFO, which are required to display the
    package content as game data; as well as the program for managing access rights using the
    PlayStation®Network commerce service. Add the specification, "PackageType = DiscGamePatch", in the
    configuration file. The following is a configuration file example of a patch package for a disc boot game.
    
    ContentID = IV0002-NPXS00021_00-PATCHSAMPLE00001
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Free
    ContentType = GameData
    PackageType = DiscGamePatch
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 4 Settings in the Configuration File:
    
    DRMType - Specify "Free" for the DRM type.
    ContentType - Specify "GameData" for the content type.
    PackageType - Specify "DiscGamePatch" for the package type.
    PS3_SYSTEM_VER - To update the PS3_SYSTEM_VER value in PARAM.SFO, set the new value in the format "xx.yyyy".
    
    
    Create a Patch Package for an HDD Boot Game.
    --------------------------------------------
    
    A patch package for an HDD boot game is overwritten to the existing HDD boot game and displayed on
    the Game column of the system software. Because of this, the patch package stores the content
    information file and PARAM.SFO, which are required to display the package content as an HDD boot
    game; as well as a program for managing access rights using the PlayStation®Network commerce service.
    Add the specification, "PackageType = HDDGamePatch", to the configuration file created for the
    applicable HDD boot game package. The following is a configuration file example of a patch package for
    an HDD boot game.
    
    ContentID = IV0002-NPXS00020_00-HDDBOOTSAMPLE001
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = GameExec
    PackageType = HDDGamePatch
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 5 Settings in the Configuration File:
    
    ContentID - Specify the configuration value of the applicable patch-target package.
    Klicensee - Specify the configuration value of the applicable patch-target package.
    DRMType - Specify the configuration value of the applicable patch-target package.
    ContentType - Specify "GameExec" for the content type.
    PackageType - Specify "HDDGamePatch" for the package type.
    PS3_SYSTEM_VER - To update the PS3_SYSTEM_VER value in PARAM.SFO, set the new value in the format "xx.yyyy".
    
    A patch package of an HDD boot game overwrites the patch-target program and/or data, and it does not
    entail the granting of additional access rights. Because of this, take note that for contents sold via the
    PlayStation®Store, which require access rights management, the same configuration values (ContentID,
    Klicensee, DRMType, ContentType) as the patch-target program must be used in the patch package.
    
    Create a License Package.
    -------------------------
    
    A license package has the key to unlock features in an application that uses the game purchase
    mechanism. It is not necessary to include any files in the license package itself and the package can be
    created just by creating a configuration file as described below.
    
    ContentID = IV0002-NPXS00021_00-GAMEPURCHASE0002
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = License
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 6 Settings in the Configuration File:
    
    DRMType - Specify "Local" for the DRM type.
    ContentType - Specify "License" for the content type.
    PackageType - Do not specify.
    
    
    Create a Custom Theme Package.
    ------------------------------
    
    A custom theme package is a package with the theme file for a custom theme. Only a pre-encrypted theme
    file is stored in a custom theme package. In the following example, the make_edata_npdrm command is
    executed on a theme file with the name sample.p3t to create a pre-encrypted file called
    sample.p3t.edat.
    
    make_edata_npdrm sample.p3t sample.p3t.edat
    
    The following is an example of a configuration file:
    
    ContentID = IV0002-NPXS00021_00-PS3THEMESAMPLE01
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = Theme
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 7 Settings in the Configuration File:
    
    DRMType - Specify "Local" for the DRM type.
    ContentType - Specify "Theme" for the content type.
    PackageType - Do not specify.
    
    Use the make_package_npdrm command and create an NPDRM package, specifying the configuration
    file to the first argument, and the pre-encrypted theme file to the second argument.
    
    The following is an example:
    
    make_package_npdrm configuration file sample.p3t.edat
    
    
    Validity Period of NPDRM Content.
    ---------------------------------
    
    When creating a package, it is possible to specify the validity period of the NPDRM content in the
    package. When this parameter is set, the validity period is checked when the NPDRM content is accessed.
    For more information, refer to the document "NP DRM Overview".
    
    W3C Date and Time Formats (W3CDTF).
    -----------------------------------
    
    W3CDTF is a simplified version of ISO 8601, the international standard for expressing dates and times,
    and has been published in a NOTE by the W3 Consortium. The recommended format for specifying the
    validity period in the make_package_npdrm command is the W3CDTF format of
    YYYY-MM-DDThh:mmTZD. In this format, 3:30 PM on April 1, 2008 (Japan time) is expressed
    "2008-04-01T15:30+09:00". Refer to http://www.w3.org/TR/NOTE-datetime for details of W3CDTF.
    
    (The above reference was available on January 14, 2011. Note, however, that it is possible for the
    applicable page to be moved or modified.)
    
    Set the Validity Period.
    ------------------------
    
    To set the validity period of NPDRM content in a package, add the start time and expiration time to the
    configuration file. This is "LimitedTimeStart = YYYY-MM-DDThh:mmTZD" and "LimitedTimeEnd = YYYY-MM-DDThh:mmTZD", respectively.
    
    The following is an example:
    
    ContentID = IV0002-NPXS00020_00-LIMITEDTIME00002
    Klicensee = 0x00000000000000000000000000000000
    DRMType = Local
    ContentType = GameExec
    LimitedTimeStart = 2008-04-01T02:00+09:00
    LimitedTimeEnd = 2008-07-01T05:00+09:00
    PackageVersion = 01.00
    
    Note the following:
    -------------------
    
    Table 8 Settings in the Configuration File:
    
    LimitedTimeStart - Specify the time the validity period starts.
    LimitedTimeEnd - Specify the time the validity period expires.
    
    Note:
    -----
    
    The validity period set here cannot be changed after distribution of the package starts. Set the validity period carefully.
    
    make_package_npdrm Command.
    ---------------------------
    
    Rewrite of PARAM.SFO:
    ---------------------
    
    Although PARAM.SFO must be created and placed under the target directory before the command to
    create a package is executed, some of its configuration values will be changed by themake_package_npdrm command.
    
    • The value of PS3_SYSTEM_VER will be updated if the SDK used to create the program is new. The
    value will also be updated if "PS3_SYSTEM_VER = xx.yyyy" is specified in the configuration file.
    
    • The value of APP_VER will be rewritten by specifying "APP_VER = xx.yy" in the configuration file
    
    • The value of VERSION will be rewritten as the value of PackageVersion
    
    make_package_npdrm Command Options:
    -----------------------------------
    
    Use the --check option to check the validity of the NPDRM package created:
    
    make_package_npdrm --check NPDRM package.pkg
    
    Use the --list option to display the list of files in the NPDRM package created:
    
    make_package_npdrm --list NPDRM package.pkg
    
    Use the -- extract option to extract the created NPDRM package:
    
    make_package_npdrm -- extract NPDRM package.pkg
    
    Use the --extract-tropdir option to access the trophy-related files in the NPDRM package:
    
    make_package_npdrm --extract-tropdir NPDRM package.pkg
    
    Use the --no-entitlement option to create an NPDRM package for debug purposes (this NPDRM
    package will be saved under the filename "ContentID"-DBG.pkg). When a NPDRM package created in
    this manner is installed and the resulting file is accessed, a "no entitlement" error will return:
    
    make_package_npdrm --no-entitlement NPDRM package.pkg
    
    Use the --help option for information regarding other options.
    
    Note:
    -----
    
    When the --check option is used, "PackageType = RenameDirectory" is displayed. This simply
    indicates that the file is temporarily renamed so that it appears as a corrupt file on the system software
    (to prevent problems caused by power-downs during installation).







    5 TO 9 (STILL CLEANING IT UP)
    Spoiler:




    5 Using Multiple NPDRM Packages.
    ================================


    A title can use multiple NPDRM packages. These packages are all installed to the same directory and it is
    necessary to make sure that inconsistencies do not occur due to the installation order. For packages
    bought from the system software PlayStation®Store, it is also necessary for the packages to be correctly
    displayed on the system software regardless of which package is installed first. For this reason,
    PARAM.SFO and content information files are included in all packages.

    Note on inconsistency arising from the installation order:
    ----------------------------------------------------------


    When including files of the same filename but differing versions, or when a package that requires a file in
    another package exists, an inconsistency may occur depending on the installation order.

    Overwriting Files of the Same Name at Installation.
    ---------------------------------------------------


    Files in the USRDIR directory are overwritten if files of the same name exist in the packages installed
    subsequently. If a package includes files that will overwrite some of the existing files, inconsistencies will
    occur if the packages are installed in the incorrect order.

    The overwrite attribute of PARAM.SFO and content information files depends on the package type. For
    HDD boot game packages, these files are overwritten; for game data packages, these files are not.

    Using Game Data Packages of Disc Boot Games.
    --------------------------------------------


    Considering the case where the game data package may be installed before the disc game is booted, store
    PARAM.SFO and content information files for game data in the game data package. These files will not be
    overwritten when they are already provided by the game content utility or other packages, and will be
    installed only if they are new installations. These installed files can be modified by the game content
    utility.

    Using Game Data Packages of HDD Boot Games.
    -------------------------------------------


    Store the PARAM.SFO and content information files for the HDD boot game to the HDD boot game
    package. To the game data package, store the PARAM.SFO and content information files for game data.

    When the HDD boot game package is installed, the icon is displayed in the Game column of the system
    software. If the game data package is then installed, PARAM.SFO and the content information files will
    not be overwritten by the new files.

    In contrast, if the HDD boot game package is not installed and the game data package is first installed, the
    game data package will be displayed as game data on the system software. If the HDD boot game package
    is installed at this point, PARAM.SFO and the content information files will be overwritten, after which
    the HDD boot game will be displayed in the Game column of the system software.

    Game data packages are installed to the same directory as the HDD boot game package; in order to access
    them from a program in the HDD boot game package, it is necessary to specify the directory using the
    game content utility. For details regarding such accesses, refer to the document "Game Content Utility Overview".

    Changing the Attribute for Overwriting Content Information Files.
    -----------------------------------------------------------------


    Whether or not to overwrite existing content information files can be specified in the configuration file
    when creating a package with the make_package_npdrm command. This feature is provided for the
    combination of a free trial version (HDD boot game package) and a paid-for key (game data package).

    Note:
    -----


    Only the following overwrite policies are currently available. There are no plans to implement any version
    management policies.

    Overwrite Content Information Files Using the Game Data Package.
    ----------------------------------------------------------------


    When a game data package is created with "PackageType = Key" specified in the configuration file, all
    existing content information files will be overwritten when the package is installed. This kind of package
    can be used to update the display of game data on the system software.

    Do Not Overwrite Content Information Files with the HDD Boot Game Package.
    --------------------------------------------------------------------------


    When an HDD boot game package is created with "PackageType = Demo" specified in the configuration
    file, the overwrite attribute will be set to "do not overwrite". The content information files of this HDD
    boot game package will have a lower priority than the files of the game data package with "PackageType
    = Key" specified. In other words, the content information files in the game data package will be displayed
    even if the HDD boot game package is installed after the game data package. (However, the PARAM.SFO
    file of the HDD boot game package is always prioritized, so the HDD boot game will be displayed in the
    Game column of the system software when the HDD boot game package is installed.)

    Examples of Titles Using Multiple Packages.
    -------------------------------------------


    Update Content for Display on the System Software.
    --------------------------------------------------


    Add "PackageType = Key" to the configuration file to create a package that updates the display on the
    system software when installed.

    Free Trial Package with Paid Key Package.
    -----------------------------------------


    Titles consisting of a free trial package with limited functionality (the HDD boot game package) and a key
    package with the key (NPDRM EDATA) to undo the restrictions (the game data package) can be created.
    Using a combination of "PackageType = Demo" and "PackageType = Key" prioritizes the content
    information files in the key package over the files in the trial package for display, so the files can be
    displayed with TRIAL in the trial version and without TRIAL after the key is paid for. However, note that
    the string in PARAM.SFO cannot be modified.

    ================================================== ================================================== ============

    6 Installing a Package File from the System Software.
    ================================================== ===


    Select "Install Package Files" in the Game column of the Reference Tool or Debugging Station system
    software to install package files located on an optical disc, Memory Stick™, USB mass storage device, or
    the host machine directly (without accessing the server). For information regarding uploads and
    downloads via the development environment, refer to the document "PlayStation®Network Commerce
    Programming Guide".

    The installation procedure is as follows:

    (1) Save the package file(s) to the root directory of the storage media device, or to the root directory of
    the host machine.

    (2) Insert or connect the storage media device to the Reference Tool.

    (3) Select "Install Package Files" in the system software Game column. A list of package files in the
    applicable directory will be displayed. Select one of the package files to start installation.
    Package files can also be installed all at once. Press the triangle button while "Install Package Files"
    is selected and select "Install All Packages" from the menu that appears to start installation.
    With "Install All Packages", the installer will search for package files (with a pkg extension) on the
    storage media devices in order of optical disc, Memory Stick™, USB mass storage device, and host
    machine, and install up to 128 package files located in the root directory of the device/host
    machine with the package file (with the extension, "pkg") that is found first.

    Please note that given the limitations of the FAT32 file system, the size of a package file must be smaller
    than 4GB.

    ================================================== ================================================== =============

    7 Accessing Installed Content.
    ==============================

    This chapter explains how to use the PlayStation®Network commerce service to access content that was
    downloaded and installed.

    Location of Installed Content.
    ------------------------------

    Since downloaded content is stored on the internal hard disk drive as game data, the game content utility
    can be used to get the path name and to confirm that the file exists. For details, refer to the document
    "Game Content Utility Overview".

    Executing NPDRM PPU SELF.
    -------------------------

    An NPDRM SELF program is started up by calling sceNpDrmProcessExitSpawn2(), which is a
    function designed specifically for NPDRM SELF files. This function is basically exitspawn() with the
    added functionality of checking access rights using k_licensee. For details, refer to the document "NP
    DRM Reference".

    Note:
    -----

    An NPDRM SELF program cannot be started up directly from the debugger.
    It must be started up via a program that calls sceNpDrmProcessExitSpawn2().

    Booting from the System Software (HDD Boot Games).
    --------------------------------------------------

    Content purchased from the PlayStation®Store will be displayed in the Game column of the system
    software and can be booted from this menu. For this feature to work, it is necessary to create the NPDRM
    package as an HDD boot game package.

    Loading NPDRM SPU SELF.
    -----------------------

    A program in the NPDRM SPU SELF format can be loaded using sys_spu_image_open() after its key
    is registered with sceNpDrmIsAvailable(). After the load, it can be used as a normal SPU SELF.

    On the other hand, when loading the SPU ELF embedded in an NPDRM PPU program from memory
    with sys_spu_image_import(), an access rights check is unnecessary because the program is not
    NPDRM SPU SELF (check access rights for the NPDRM PPU program, which carried out the embedding, instead).

    Loading NPDRM SPRX.
    -------------------

    An NPDRM SPRX program is loaded by registering the key with sceNpDrmIsAvailable() and then
    calling sys_prx_load_module(). After loading, it can be used like a normal PRX.

    Accessing NPDRM EDATA.
    ----------------------

    NPDRM EDATA files are opened by calling sceNpDrmOpen(), which is a function designed specifically
    for NPDRM EDATA. Once a file is opened, it can be accessed using normal file access functions (such as
    cellFsRead(), cellFsLseek(), cellFsClose(), etc.). For details, refer to the document "NP DRM
    Reference".

    sceNpDrmOpen() is cellFsOpen() with the added functionality of checking access rights using
    k_licensee. When sceNpDrmOpen() is used to open a file, the data is automatically decrypted for
    subsequent accesses. Also, compressed NPDRM EDATA is automatically decompressed.

    There is no access management for the NPDRM EDATA file itself. It can be opened as a normal file by
    using cellFsOpen(), in which case the data is read in its encrypted and compressed state. Note that
    data can also be written to the file, but it is possible for the file to become a corrupt NPDRM EDATA file if
    some of the data gets overwritten, in which case it may not be possible to decrypt the file.

    Note:
    -----

    NPDRM EDATA encryption is performed immediately before the file is moved to the production
    environment. The file is not encrypted during testing, and its content can be read.
    As long as it is opened with sceNpDrmOpen(), it can be accessed from an application regardless of its
    encryption state. The processing load is also adjusted to be the same.

    ================================================== ================================================== ============

    8 Files with Deleted Rights and Testing of Such Files.
    ================================================== ====

    The NPDRM files in the NPDRM packages purchased from the PlayStation®Store will have access rights
    deleted (and become inaccessible) if the PlayStation®3 system is deactivated or the purchaser-user is
    deleted or invalidated. In particular, if a title has an HDD boot game package and a game data package, it
    is possible for different users to have bought the respective NPDRM packages, and for the rights to just
    some of the NPDRM files to be lost. In such cases, the files exist but cannot be accessed. Therefore, when
    checking entitlements that have been purchased, check to see that the files exist and that they can be
    accessed.

    To test this behavior on the Reference Tool and the Debugging Station, specify the --no-entitlement
    option for the make_package_npdrm command (see "make_package_npdrm Command Options") to
    create an NPDRM package with no rights. This option creates an NPDRM package for debugging that will
    return an error if the PlayStation®3 system is deactivated and an NPDRM file for which the user has no
    rights is attempted for access. When an NPDRM package for debugging is installed, the files will exist but
    cannot be accessed. Access rights can be modified per NPDRM package for testing.

    Set any value other than "Off" to NPDRM Debug of Debug Settings in the system software to simplify the
    access rights check for packages. This creates a test environment in which access rights to all the NPDRM
    files have been lost, except as described below.

    The NPDRM files installed from a package with the parameter "DRMType = Free" do not have access
    rights to begin with, and so the setting of NPDRM Debug will have no effect. Also, the NPDRM files
    installed together with an HDD boot game package (specifically, the NPDRM files with the same content
    ID as the HDD boot game in execution) will have access rights enabled, and all other NPDRM files will not.

    ================================================== ================================================== =============

    9 Notes.
    ========

    EBOOT.BIN Startup.
    ------------------

    EBOOT.BIN installed by the HDD boot game package is for startup from system software. It cannot be
    started up by sceNpDrmProcessExitSpawn2() from a game process.

    In a scheme where the main menu and the game itself consist of separate programs, where they mutually
    activate each other, and where communication goes back and forth between the two, you will be unable to
    return when EBOOT.BIN handles the main menu. In this case, you will need to start up the main menu
    program from EBOOT.BIN and use that as the base.

    Release Check Mode.
    -------------------

    In the system software Settings column, when "Debug Settings" --> "Release Check Mode" is set to
    "Release Mode", only the NPDRM files installed in NPDRM packages can be accessed. In this mode, the
    behavior of NPDRM files can be tested, including whether or not they were correctly packaged in the
    NPDRM package.

    When "Release Check Mode" is set to "Development Mode", it is possible to test an NPDRM SELF file
    created with the make_fself_npdrm command. (On PlayStation®3, only the NPDRM files installed as
    SCE-encrypted NPDRM packages with SCE signatures have rights protection.)

    NPDRM Package Name.
    -------------------

    The filename of the NPDRM package includes the Content ID specified upon file creation. Note that
    operation when changing this filename cannot be guaranteed.

    Overlap of an Content ID.
    -------------------------

    The Content ID assigned to each NPDRM package serves as a key for managing access rights
    (entitlements) of contents. Thus, a unique value must usually be set per content (package).

    Setting the same Content ID to multiple packages of differing DRM types will result in files (with differing
    types of access rights) existing upon installation of these packages. Files with differing access right types
    may then interfere with each other and prevent proper operation. As a general rule, make sure that
    Content IDs do not overlap.

    As an exception, it is possible to set the same Content ID and DRM type to multiple packages for the
    purpose of managing their access rights all together. An example of this would be an HDD boot game and
    its patch packages. By setting the same Content ID and DRM type to them, access rights can be singularly
    managed. This will prevent, for example, the startup of a patch when the access right to the game itself
    has been deleted.

    Files Outside NP DRM Management.
    --------------------------------

    An NPDRM package can include files other than NPDRM files, but they will not be included under NP
    DRM management. When NPDRM packages are created with DRMType set to Free, all files including
    NPDRM files are outside NP DRM management. These will not be included in the rights information
    check, so make sure that this setting is not used for saleable content whose rights must be protected. In
    particular, when distributing for-fee NPDRM packages in the PlayStation®Store, include at least one
    NPDRM file and check its entitlement. (The rights of packages of additional for-fee data should be
    checked using the NPDRM EDATA format.)

    ================================================== ================================================== =============[/B]
    Last edited by phantom76; 17th July 2012 at 08:19 PM.

  8. #28
    romaan's Avatar
    romaan is offline Universal Moderator Athanatos
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    nice work
    Would You like to Say Thanks Or +Rep Please Click Icon at Bottom Left of My Post
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    phantom76 is offline Senior Member Immortal
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    Quote Originally Posted by romaan View Post
    nice work
    Cheers mate. :-)

    It's all coming together slowly, Hopefully it will be helpful to some, And hopefully it will cut down on the amount of people asking basic questions.

  10. #30
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    Quote Originally Posted by phantom76 View Post
    Cheers mate. :-)

    It's all coming together slowly, Hopefully it will be helpful to some, And hopefully it will cut down on the amount of people asking basic questions.
    good luck
    Would You like to Say Thanks Or +Rep Please Click Icon at Bottom Left of My Post
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