Difference between revisions of "Savegames"
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This page describes the format of savegames contained in NAND. NAND savegames do not use an container with the entire file encrypted. Various areas of the saveimage is uninitialized data, resulting in encrypted data in those areas (like 3DS did). | This page describes the format of savegames contained in NAND. NAND savegames do not use an container with the entire file encrypted. Various areas of the saveimage is uninitialized data, resulting in encrypted data in those areas (like 3DS did). | ||
+ | |||
+ | == Main header == | ||
+ | |||
+ | The header is 0x4000 bytes long. | ||
+ | |||
+ | There are 2 headers stored at 0x0 and 0x4000, presumably for commit and rollback purposes. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Image offset | ||
+ | ! Length | ||
+ | ! Description | ||
+ | |- | ||
+ | | 0x000 | ||
+ | | 0x100 | ||
+ | | AES-CMAC header | ||
+ | |- | ||
+ | | 0x100 | ||
+ | | 0x200 | ||
+ | | DISF header | ||
+ | |- | ||
+ | | 0x300 | ||
+ | | 0x44 | ||
+ | | Duplex header | ||
+ | |- | ||
+ | | 0x344 | ||
+ | | 0xC4 | ||
+ | | Integrity verification header | ||
+ | |- | ||
+ | | 0x408 | ||
+ | | 0x200 | ||
+ | | Journal header | ||
+ | |- | ||
+ | | 0x608 | ||
+ | | 0x48 | ||
+ | | Save header | ||
+ | |- | ||
+ | | 0x650 | ||
+ | | 0x40 | ||
+ | | Main data remap header | ||
+ | |- | ||
+ | | 0x690 | ||
+ | | 0x40 | ||
+ | | Meta data remap header | ||
+ | |- | ||
+ | | 0x6D0 | ||
+ | | 0x8 | ||
+ | | Unknown | ||
+ | |- | ||
+ | | 0x6D8 | ||
+ | | 0x200 | ||
+ | | Extra data A | ||
+ | |- | ||
+ | | 0x8D8 | ||
+ | | 0x200 | ||
+ | | Extra data B | ||
+ | |- | ||
+ | | 0xAD8 | ||
+ | | 0x3528 | ||
+ | | Additional storage | ||
+ | |} | ||
+ | |||
+ | The additional storage at the end of the header is used to store any extra header data. This data's structure is determined by offsets stored in the main part of the header. | ||
=== AES CMAC header === | === AES CMAC header === | ||
Line 327: | Line 390: | ||
|} | |} | ||
− | + | == Files == | |
− | + | === File Offset Table === | |
* Indexes 0 and 1 are reserved to point towards the folder and file tables. | * Indexes 0 and 1 are reserved to point towards the folder and file tables. | ||
− | + | ==== File Offset Table Entry ==== | |
{| class="wikitable" | {| class="wikitable" | ||
Line 354: | Line 417: | ||
|} | |} | ||
− | + | === File/Folder Table Entry === | |
* The root file/folder index is generally 2 | * The root file/folder index is generally 2 |
Revision as of 23:09, 26 September 2018
This page describes the format of savegames contained in NAND. NAND savegames do not use an container with the entire file encrypted. Various areas of the saveimage is uninitialized data, resulting in encrypted data in those areas (like 3DS did).
Main header
The header is 0x4000 bytes long.
There are 2 headers stored at 0x0 and 0x4000, presumably for commit and rollback purposes.
Image offset | Length | Description |
---|---|---|
0x000 | 0x100 | AES-CMAC header |
0x100 | 0x200 | DISF header |
0x300 | 0x44 | Duplex header |
0x344 | 0xC4 | Integrity verification header |
0x408 | 0x200 | Journal header |
0x608 | 0x48 | Save header |
0x650 | 0x40 | Main data remap header |
0x690 | 0x40 | Meta data remap header |
0x6D0 | 0x8 | Unknown |
0x6D8 | 0x200 | Extra data A |
0x8D8 | 0x200 | Extra data B |
0xAD8 | 0x3528 | Additional storage |
The additional storage at the end of the header is used to store any extra header data. This data's structure is determined by offsets stored in the main part of the header.
AES CMAC header
Image offset | Length | Description |
---|---|---|
0x00 | 0x10 | AES-CMAC over DISF header (size 0x200) |
0x10 | 0xF0 | Zero padding |
The final CMAC key used for this is generated using GenerateAesKek with a kek source and the device key, along with and LoadAesKey and a set key seed.
DISF
- This is located @ 0x100 in the image, following the CMAC header.
Start | Length | Description |
---|---|---|
0x000 | 4 | Magic ("DISF") |
0x004 | 4 | Magic Number (0x40000) |
0x008 | 32 | Hash of start of DPFS to end of 0x4000 block (usually/always? 0x300-0x3FFF) |
0x028 | 8 | Primary Partition Table Offset |
0x030 | 8 | Primary Partition Table Size |
0x038 | 8 | Secondary Partition Table Offset |
0x040 | 8 | Secondary Partition Table Size |
0x048 | 8 | Save Partition Offset |
0x050 | 8 | Save Partition Size |
0x258 | End |
DPFS
- This is located @ 0x300 in the image, following DISF.
- Block sizes are log2
Start | Length | Description |
---|---|---|
0x00 | 4 | Magic ("DPFS") |
0x04 | 4 | Magic Number (0x10000) |
0x08 | 8 | Offset 0 |
0x10 | 8 | Size 0 |
0x18 | 4 | Block Size 0, in log 2 |
0x1C | 8 | Offset 1 |
0x24 | 8 | Size 1 |
0x2C | 4 | Block Size 1, in log 2 |
0x30 | 8 | Offset 2 |
0x38 | 8 | Size 2 |
0x40 | 4 | Block Size 2, in log 2 |
IVFC
- Generally follows DPFS, similar to 3DS.
Start | Length | Description |
---|---|---|
0x00 | 4 | Magic ("IVFC") |
0x04 | 4 | Magic Number (0x20000) |
0x08 | 8 | Master hash size? |
0x10 | 8 | Level 1 offset |
0x18 | 8 | Level 1 size |
0x20 | 4 | Level 1 block size, in log2 |
0x24 | 4 | Reserved |
0x28 | 8 | Level 2 offset |
0x30 | 8 | Level 2 size |
0x38 | 4 | Level 2 block size, in log2. |
0x3C | 4 | Reserved |
0x40 | 8 | Level 3 offset |
0x48 | 8 | Level 3 size |
0x50 | 4 | Level 3 block size, in log2. |
0x54 | 4 | Reserved |
0x58 | 8 | Level 4 offset |
0x60 | 8 | Level 4 size |
0x68 | 4 | Level 4 block size, in log2. |
0x6C | 4 | Reserved |
0x70 | 48 | Unknown, reserved? |
0xA0 | 32 | Hash |
JNGL
- Generally follows IVFC
Start | Length | Description |
---|---|---|
0x00 | 4 | Magic ("JNGL") |
0x04 | 4 | Magic Number (0x10000) |
0x08 | 8 | Savedata Size |
0x10 | 8 | Unknown, Size |
0x18 | 8 | Savedata Blocksize? |
0x20 | 4 | Unknown |
0x24 | 4 | Unknown |
0x28 | 8 | Unknown |
0x30 | 464 | Padding? |
SAVE
- Generally follows JNGL, structure is different from 3DS.
Start | Length | Description |
---|---|---|
0x00 | 4 | Magic ("SAVE") |
0x04 | 4 | Magic Number (0x60000) |
0x08 | 8 | Unknown, number |
0x10 | 8 | Unknown, block size |
0x18 | 8 | Unknown, block size |
0x20 | 8 | Unknown |
RMAP
- There are generally two RMAP blocks in sequence.
Start | Length | Description |
---|---|---|
0x00 | 4 | Magic ("RMAP") |
0x04 | 4 | Magic Number (0x10000) |
Files
File Offset Table
- Indexes 0 and 1 are reserved to point towards the folder and file tables.
File Offset Table Entry
Start | Length | Description |
---|---|---|
0x00 | 3 | Data offset, in blocks |
0x03 | 1 | Unknown, 80 |
0x04 | 4 | Unknown, 0 |
File/Folder Table Entry
- The root file/folder index is generally 2
Start | Length | Description |
---|---|---|
0x00 | 4 | Parent Folder Index |
0x04 | 64 | Filename |
0x44 | 4 | File/Folder Index? |
0x48 | 4 | File offset index in offset table, 0 for folders |
0x4c | 8 | File size, or number of files for folders |
0x54 | 8 | Unknown |
0x5c | 4 | Next File Index, same as folder index for folders |