#include "vgame.h" #include "image.h" #include "game.h" #include "aes.h" #include "ff.h" #define MAX_N_TEMPLATES 2048 // this leaves us with enough room (128kB reserved) #define NAME_CIA_HEADER "header.bin" #define NAME_CIA_CERT "cert.bin" #define NAME_CIA_TICKET "ticket.bin" #define NAME_CIA_TMD "tmd.bin" #define NAME_CIA_TMDCHUNK "tmdchunks.bin" #define NAME_CIA_META "meta.bin" #define NAME_CIA_CONTENT "%04X.%08lX.app" // index.id.app static u32 vgame_type = 0; static VirtualFile* templates = (VirtualFile*) VGAME_BUFFER; // first 128kb reserved static int n_templates = -1; static CiaStub* cia = (CiaStub*) (VGAME_BUFFER + 0xF4000); // 48kB reserved - should be enough by far u32 InitVGameDrive(void) { // prerequisite: game file mounted as image u32 type = GetMountState(); vgame_type = 0; if (type == GAME_CIA) { // for CIAs: load the CIA stub and keep it in memory CiaInfo info; if ((ReadImageBytes((u8*) cia, 0, 0x20) != 0) || (ValidateCiaHeader(&(cia->header)) != 0) || (GetCiaInfo(&info, &(cia->header)) != 0) || (ReadImageBytes((u8*) cia, 0, info.offset_content) != 0)) return 0; } else if ((type == GAME_NCCH) || (type == GAME_NCSD)) { } else return 0; // not a mounted game file vgame_type = type; return type; } u32 CheckVGameDrive(void) { if (vgame_type != GetMountState()) vgame_type = 0; // very basic sanity check return vgame_type; } bool BuildVGameCiaVDir(void) { CiaInfo info; if ((CheckVGameDrive() != GAME_CIA) || (GetCiaInfo(&info, &(cia->header)) != 0)) return false; // safety check // header strncpy(templates[n_templates].name, NAME_CIA_HEADER, 32); templates[n_templates].offset = 0; templates[n_templates].size = info.size_header; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; // certificates if (info.size_cert) { strncpy(templates[n_templates].name, NAME_CIA_CERT, 32); templates[n_templates].offset = info.offset_cert; templates[n_templates].size = info.size_cert; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; } // ticket if (info.size_ticket) { strncpy(templates[n_templates].name, NAME_CIA_TICKET, 32); templates[n_templates].offset = info.offset_ticket; templates[n_templates].size = info.size_ticket; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; } // TMD (the full thing) if (info.size_tmd) { strncpy(templates[n_templates].name, NAME_CIA_TMD, 32); templates[n_templates].offset = info.offset_tmd; templates[n_templates].size = info.size_tmd; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; } // TMD content chunks if (info.size_content_list) { strncpy(templates[n_templates].name, NAME_CIA_TMDCHUNK, 32); templates[n_templates].offset = info.offset_content_list; templates[n_templates].size = info.size_content_list; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; } // meta if (info.size_meta) { strncpy(templates[n_templates].name, NAME_CIA_META, 32); templates[n_templates].offset = info.offset_meta; templates[n_templates].size = info.size_meta; templates[n_templates].keyslot = 0xFF; templates[n_templates].flags = 0; n_templates++; } // contents if (info.size_content) { TmdContentChunk* content_list = cia->content_list; u32 content_count = getbe16(cia->tmd.content_count); u64 next_offset = info.offset_content; for (u32 i = 0; (i < content_count) && (i < CIA_MAX_CONTENTS); i++) { u64 size = getbe64(content_list[i].size); // bool encrypted = getbe16(content_list[i].type) & 0x1; snprintf(templates[n_templates].name, 32, NAME_CIA_CONTENT, getbe16(content_list[i].index), getbe32(content_list[i].id)); templates[n_templates].offset = (u32) next_offset; templates[n_templates].size = (u32) size; templates[n_templates].keyslot = 0xFF; // even for encrypted stuff templates[n_templates].flags = 0; // this handles encryption n_templates++; next_offset += size; } } return true; } bool ReadVGameDir(VirtualFile* vfile, const char* path) { (void) path; // not in use yet static int num = -1; if (!vfile) { // NULL pointer num = -1; // reset dir reader / internal number memset(templates, 0, sizeof(VirtualFile) * MAX_N_TEMPLATES); n_templates = 0; if (!BuildVGameCiaVDir()) // NCCH / NCSD !!! return false; return true; } if (++num < n_templates) { // copy current template to vfile memcpy(vfile, templates + num, sizeof(VirtualFile)); return true; } return false; } int ReadVGameFile(const VirtualFile* vfile, u8* buffer, u32 offset, u32 count) { u32 vfoffset = vfile->offset; int ret = ReadImageBytes(buffer, vfoffset + offset, count); if (ret != 0) return ret; /*if ((ret != 0) && (vfile->keyslot <= 0x40)) { // crypto // relies on first template being the header and everything aligned to AES_BLOCK_SIZE u32 offset_base = 0; // vfoffset - (*templates).offset; u8 ctr[16] = { 0 }; ctr[0] = (vfile->index & 0xFF); ctr[1] = (vfile->index >> 8); setup_aeskeyY(0x11, titlekey); use_aeskey(0x11); ctr_decrypt_boffset(buffer, buffer, bytes_read, offset - offset_base, AES_CNT_TITLEKEY_DECRYPT_MODE, ctr); }*/ return 0; }