Will a Ps4 Read a Physical Pirated Dvd
Anatomy of a PS4 Game Disc
The Identification & Serialization Data from a PlayStation 4 Game Title contains several Information, which you tin can find non only on any Game Disc pressed for the PlayStation 4, merely also similar for whatever PlayStation iii and/or any other Console-based Game Disc, and other Media pressed on CD, DVD and Blu-ray.
Contents
- 1 Disc Identification
- 1.1 Recognition during the Bootprocess
- i.i.1 Detecting the built-in Blu-ray Drive
- i.1.2 Inserting a Disc
- one.ane.3 Identifying the Disc
- 1.1 Recognition during the Bootprocess
- 2 Serialization Data
- 2.1 Productcode
- 2.1.ane Layout
- 2.2 Source Identification Code
- two.2.one Mastering Found SID-Codes
- 2.2.two See also
- 2.three Matrix Number
- 2.3.1 Grandmother
- ii.3.ii Male parent
- 2.3.3 Mother
- ii.iii.4 Son
- 2.iii.5 Code Illustration
- 2.iii.vi Examples
- ii.4 Toolstamp
- 2.4.1 Examples
- two.5 Burst Cutting Area
- two.v.one PIC Zone
- 2.5.ii See also
- two.vi Angular Marks
- ii.6.1 Run across also
- 2.7 ROM Mark
- 2.7.1 Notes
- 2.7.ii Information
- 2.seven.iii Patents and references
- 2.8 Trivia
- 2.9 References
- 2.10 Generic
- 2.1 Productcode
Disc Identification [edit]
Recognition during the Bootprocess [edit]
Full code: Bootprocess
Detecting the congenital-in Blu-ray Drive [edit]
cd0 at ahcich0 bus 0 scbus1 target 0 lun 0 cd0: <SONY PS-Organization 402R 0063> Removable CD-ROM SCSI-0 device cd0: 150.000MB/s transfers (SATA one.x, UDMA4, ATAPI 12bytes, uhub3: 4 ports with 4 removable, self powered PIO 8192bytes) cd0: cd nowadays [12218912 x 2048 byte records]
Inserting a Disc [edit]
<118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscInsertionCallback() 686): <118> callback for disc insertion event has non been registered even so. <118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscEjectionCallback() 727): <118> callback for disc insertion event has not been registered yet. <118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscMountCallback() 578): <118> callback for mount event has been not registered yet. <118>MSG AutomounterMelUtil(int32_t sceAutomounterMelUtil::unregisterDiscUnmountCallback() 638): <118> callback for umount event has non been registered even so. <118>MSG AutomounterMelUtil(int sceAutomounterMelUtil::_transMediaType2DiscType(int, uint64_t) 164): <118> game disc_type(0xff80/PS4Disc)
Identifying the Disc [edit]
<118>sceBdSchedConfigure 74 : The specified package file is on /dev/cd0. g_bd_sched_init 2889 : BD scheduler is initialized. g_bd_sched_init 2891 : bd_sched is built at 07:41:55 Aug 20 2014 g_bd_sched_init 2900 : geom name is cd0.sched.. g_bd_sched_init 2922 : /dev/cd0 GEOM_SCHED: Device cd0.sched. created. bd_sched_ioctl_configure 3382 : /user/app/CUSA00016/app.pkg bd_sched_ioctl_configure 3399 : /system_data/playgo/CUSA00016/bdcopy.pbm bd_sched_ioctl_configure 3441 : /mnt/disc/app/CUSA00016/app.pkg bd_sched_ioctl_configure 3469 : emap size=21857697792, concrete=3166568448, logical=0 ... bd_sched_bd_reader 1859 : [Ripping] All data have read. 0 0 bd_sched_bd_reader 1864 : [Ripping] All data have written or existed on the HDD. ... <118>Job 00000001 : BD Copy Sync <118>Task 00000001 : BD Copy No Sync
Serialization Data [edit]
Productcode [edit]
CD showing IFPI-Codes in detail - at that place is no BCA visible
Blu-Ray Disc PS3 GAME IFPI- Mastering SID Lawmaking single-layer
Blu-Ray Disc PS3 GAME IFPI- Mastering SID Codes dual-layers
Blu-Ray Disc PS4 GAME IFPI- Mastering SID Lawmaking single-layer with IFPI logo
DVD showing CBA in particular - on the inner ring is the IFPI
Wii Disc showing CBA in item - on the inner ring is the IFPI
Wii Super Mario Galaxy PAL - showing IFPI, BCA & Angular Marks
Wii Super Mario Galaxy PAL - BCA cropped
Complete inner ring from a Japanese PS3 Game Disc showing the Mastering Code together with the IFPI logo, the Matrix Code (Productcode) & the Toolstamp (in clockwise direction)
A sketch about the Angular Marks on a optical disc
Screenshot while reading a pressed Blu-ray Movie with Angular Marks
Main article: Productcode
Layout [edit]
unique ASCII of length 9 to identify, used for PS1/PSX, PS2/PStwo, PS3, PS4, PSP, PSP2/Vita.
format: XXXXYYYYY (lettercode for XXXX / numbers for YYYYY)
Source Identification Code [edit]
The Source Identification Code (SID-Code) can exist institute on almost all pressed optical discs worldwide since 1994, originally planned as a piracy safeguard, but it's likewise used for acceptance sampling. It contains two codes, a Mould Lawmaking and a Mastering Lawmaking. Each lawmaking consists the digits "IFPI" (named past the International Federation of the Phonographic Industry) followed by a four or (less oft) five-digit lawmaking. These two codes are located in the inner ring from whatever optical disc (outside the data section) and can be used to trace the location from a manufacturing or mastering plant, where the disc got pressed.
Mastering Plant SID-Codes [edit]
Annotation: There were no distinctions between a unmarried-layer and a dual-layer Game Disc pressed on DVD, UMD and BD. Furthermore both PS2 and PS3 Game Titles pressed in Austria shares the same Mastering Code since Sony DADC Austria AG moved the stampers from Anif to Thalgau until the end of March 2013, independently that the Mastering Code differs betwixt PS2 and PS3 Game Titles.
Region | Disc Type | Platform | SID-Mould Code | Inner Ring Side | SID-Mastering Lawmaking(s) | Inner Ring Side | Mastering Constitute | Land | Facility | Remark |
---|---|---|---|---|---|---|---|---|---|---|
Japan | CD | PSX | IFPI 45** | Bottom | IFPI L272 IFPI L274 IFPI L275 IFPI L276 | on Superlative | Sony DADC Nihon Inc. | | Shizuoka - Haibara District, Shizuoka Prefecture | [ane] |
Japan | CD | PS2 | IFPI 45** | ? | IFPI L274 IFPI L275 | ? | Sony DADC Japan Inc. | | Shizuoka - Haibara District, Shizuoka Prefecture | |
Japan | DVD | PS2 | IFPI 45** | ? | IFPI L271 IFPI L272 IFPI L275 | ? | Sony DADC Nihon Inc. | | Shizuoka - Haibara District, Shizuoka Prefecture | |
Japan | UMD | PSP | ? | ? | IFPI L271 | ? | ? | ? | ? | |
Japan | BD | PS3 | IFPI 45** | on Top | IFPI L279 IFPI L280 | Bottom | Sony DADC Japan Inc. | | Shizuoka - Haibara District, Shizuoka Prefecture | |
Japan | BD | PS4 | IFPI 45** | on Peak | IFPI L280 | Lesser | Sony DADC Nippon Inc. | | Shizuoka - Haibara District, Shizuoka Prefecture | |
Japan | BD | PS5 | ? | ? | ? | ? | ? | ? | ? | |
Japan | BDXL | PS5 | ? | ? | ? | ? | ? | ? | ? | |
North America | CD | PSX | IFPI l** IFPI 51** IFPI 72** | Bottom | IFPI L330 IFPI L336 IFPI L424 | on Elevation | Sony DADC U.s. Inc. | | IFPI 50** = Pitman, New Bailiwick of jersey IFPI 51** = Terre Haute, Indiana IFPI 72** = ? | [2] |
Northward America | CD | PS2 | IFPI fifty** | ? | IFPI L327 IFPI L330 | ? | Sony DADC US Inc. | | Pitman, New Jersey | |
North America | DVD | PS2 | IFPI QW** | ? | IFPI L327 IFPI L330 IFPI L331 IFPI L332 | ? | Sony DADC US Inc. | | Terre Haute, Indiana | |
N America | UMD | PSP | ? | ? | IFPI L330 IFPI L331 IFPI L332 IFPI L333 | ? | ? | ? | ? | |
Due north America | BD | PS3 | IFPI QW** | on Summit | IFPI L321 IFPI L322 IFPI L323 IFPI L324 IFPI L325 | Bottom | Sony DADC United states Inc. | | Terre Haute, Indiana | |
North America | BD | PS4 | ? | ? | IFPI L325 | Bottom | Sony DADC United states Inc. | | Terre Haute, Indiana | [iii] |
Due north America | BD | PS5 | ? | ? | ? | ? | ? | ? | ? | |
N America | BDXL | PS5 | ? | ? | ? | ? | ? | ? | ? | |
Europe | CD | PSX | IFPI 94** | Bottom | IFPI L553 IFPI L555 | on Top | Sony DADC Austria AG | | July 1995 ~ July 2005 in Anif, near Salzburg | [4] |
Europe | CD | PS2 | IFPI 94** | ? | IFPI L558 | ? | Sony DADC Austria AG | | September 2000 ~ ? in Anif, near Salzburg | |
Europe | DVD | PS2 | IFPI 94** | Bottom | IFPI L556 IFPI L557 IFPI L558 | Bottom | Sony DADC Austria AG | | September 2000 ~ March 2013 in Anif, near Salzburg April 2013 ~ October 2013 in Thalgau, near Salzburg | |
Europe | UMD | PSP | IFPI 94** | Bottom | IFPI L556 IFPI L557 IFPI L558 | Bottom | Sony DADC Austria AG | | August 2005 ~ ? in Anif, about Salzburg | |
Europe | BD | PS3 | IFPI 94** | on Top | IFPI LY23 IFPI LY24 IFPI LY25 IFPI LY26 IFPI LY27 | Bottom | Sony DADC Austria AG | | February 2005 ~ March 2013 in Anif, almost Salzburg Apr 2013 ~ in Thalgau, about Salzburg | |
Europe | BD | PS4 | IFPI 94** | on Summit | IFPI LY24 IFPI LY25 IFPI LY26 IFPI LY27 | Lesser | Sony DADC Austria AG | | September 2013 ~ in Thalgau, virtually Salzburg | [5] |
Europe | BD | PS5 | ? | ? | ? | ? | ? | ? | ? | |
Europe | BDXL | PS5 | IFPI 94** | on Tiptop | IFPI LY26 IFPI LY27 | Bottom | Sony DADC Republic of austria AG | | September 2020 ~ in Thalgau, near Salzburg |
Meet also [edit]
- SID code implementation guide
- List of SID- (IFPI-) Codes
Matrix Number [edit]
The Matrix Number (also known as the Matrix Code) defines an internal alphanumeric code arrangement during the Mastering Process.
Grandmother [edit]
When any project get finished, such as audio files for a Sound-CD, picture show and/or game files for a DVD/Blu-ray Disc, the Mastering Plant creates a Glass-master Disc. Literally speaking, those aren't Discs like whatsoever from retail because in most instances, a Mastering Constitute use die drinking glass plates similar to those used in printing. Such a die drinking glass plate are also called Grandmother Disc because this is the very first Disc storing the files from a finished projection.
Begetter [edit]
Considering those Grandmother Discs are fragile (and mostly larger compared to a retail Disc), you can't utilise it as a template to press Master Discs for the retail market. Therefore a Mastering Found creates a negative copy from the dice drinking glass plate with the difference that this new plate consists of metal (mostly from Nickel and Zinc). This new metal plate is called the Male parent Disc (also known as the Metallic-chief Disc). After the Father Disc was created, the Grandmother Disc gets fully destroyed.
Mother [edit]
Since the Father Disc was created and more durable due to their metal ingredients, it would be technically possible using this one template for Replication of retail Discs. But because a Mastering Constitute wants to press on several machines simultaneously for faster replication (and to save that one metal plate equally a backup), they produce a verbal copy from the Begetter Disc commonly between 20 and fifty times through galvanization. Those copies are called the Mother Disc(s), since those are only copies with the same metal surface like used for the Father Disc, with the difference that those Mother Disc(southward) are again positive copies due to the galvanization method (similar to the Grandmother Disc).
Son [edit]
After several Female parent Disc(s) were created, information technology needs to create once more negative copies to use them finally for replication. Those called Son Disc(s) (or stamper) have already the same form like a retail Disc including the fundamental opening and can be finally used for the replication procedure. Those stampers keeping their properties for ordinary five years, but fifty-fifty if some gets consumed, it's still possible to create copies from 1 of the Female parent Disc(s) or even from the Father Disc itself, if needed.
Code Illustration [edit]
Those codes are besides detectable in the inner ring (outside the data section) nearby the Mastering Establish SID-Lawmaking, with regional distinctions only with the aforementioned dominion. Every code gets printed separately (with a hyphen between the codes from the Father- and the Mother Disc), while dual-layer Discs shares only the code from the Father Disc. In spite of that, physical Game Titles released in Japan for both on the PlayStation three and PlayStation four contains the Productcode instead of a Matrix Code (which is a characteristic characteristic for the Japanese market using Productcodes and other catalogue numbers for serialization). This Code is also parted with a hyphen considering of the same dominion (but without any difference between unmarried-layer and dual-layer Discs considering there is simply one Productcode printed ii times on a dual-layer Disc).
Disc (Plate) | Gender | Surface | Template | Reproducible | Japan | Due north America | Europe |
---|---|---|---|---|---|---|---|
Grandmother | Female | (Die) Drinking glass | Positive | No | Non Available | ||
Father | Male | Metallic | Negative | Possible | Productcode | iv-digit code mixed with messages and numbers | eleven-digit code outset with a unmarried letter following by ten numbers |
Mother | Female | Metal | Positive | No | Productcode | viii-digit code mixed with letters and numbers | four-digit code beginning with a single letter following by iii numbers |
Son | Male | Metal | Negative | Yes | one-digit code with a number simply | one-digit code with a number just | four-digit code with numbers only (filled with three zeros) |
Examples [edit]
Game Title | Layer-type | Region | Father | - | Female parent | Son | |
---|---|---|---|---|---|---|---|
NAtURAL DOCtRINE | Single-layer | Japan | PLJS | - | 70001 | 1 | |
[1] | Single-layer | N America | B4SS | - | 000710A1 | three | |
FIFA 14 | Unmarried-layer | Europe | A0102211631 | - | A511 | 2000 | |
Killzone: Shadow Autumn | Dual-layer | Europe | A0102222087 | - | A911 | 6000 | |
B911 | 9000 |
Toolstamp [edit]
Similar to the Matrix Code, the Toolstamp also defines an internal alphanumeric lawmaking system during the Mastering Process. As the name implies, every Game Disc gets an additional stamper code which stands for the machine who reproduced the retail Game Disc using the Son Disc equally a template. It helps the Mastering Plant for faster troubleshooting when in that location are whatever errors reading from several retail Discs, for example. So they can supersede and/or destroy the stamper. This is a common method when a stamper wears out, for example.
Examples [edit]
Game Title | Layer-type | Region | Code Illustration | Colour | Example |
---|---|---|---|---|---|
NAtURAL DOCtRINE | Single-layer | Japan | two-digit lawmaking with numbers only | Black | 04 |
[2] | Single-layer | North America | three-digit lawmaking mixed with letters and numbers | White | A11 |
FIFA xiv | Single-layer | Europe | four-digit code mixed with letters and numbers | Black | 4A00 |
Killzone: Shadow Fall | Dual-layer | Europe | four-digit code mixed with letters and numbers | Black | 6A00 |
2A00 |
Burst Cutting Area [edit]
The (Narrow) Outburst Cutting Area ((N)BCA) can be used for adding further Information such as serial numbers or any other Information about the manufacturing process etc. The BCA-Lawmaking is written using a Nd:YAG laser and can be also used as a security measure to avert illegal copies from a original pressed disc (as used on Game Discs both for the Nintendo GameCube & the Nintendo Wii). Therefore it's impossible to reproduce/copy the BCA with a standard optical disc drive running on a PC/Laptop.
- Location: inner ring, inside data section
- Radius: i.2 mm (zone betwixt 22.iii ±0.four mm to 23.5 mm ±0.5 mm (single-layer), 21.0 ±0.4 mm to 22.two mm ±0.5 mm (dual-layer))
- Data size: 12 bytes (minimum) to 188 bytes (maximum) (in steps of sixteen bytes)
Sometimes bare recordable & rewritable discs (such as DVD-R/RW/RAM) as well contains a BCA-Lawmaking, while Data about the CPRM and other DRM-policies were stored.
A Pre-recorded Media Serial Number (PMSN), located within the BCA, can exist stored on a Blu-ray Disc (but extremely unlikely on PS3/PS4 Game Discs because there was an thought from the Blu-ray Disc Association (BDA) during the early development stages from the Blu-ray Disc to avoid online functions (BD-Live) from Blu-ray Movies burned on recordable Media - but which was never in employ since BD-Live works also on recordable Media even when the AACS copy protection is fully removed).
PIC Zone [edit]
This (pre-recorded) PIC Zone, which is included within the BCA (Data size: 0x73 bytes), contains general Data well-nigh the disc that includes, just is not restricted to:
- Physical media class and version,
- Concrete address of the start of the Data Zone
- Physical address of the first of the outer Zone (if this is a unmarried-layer media, this is the lead-out)
- Number of layers
- Recording Density
- Write ability Information
Come across also [edit]
- Standard ECMA-267 - tertiary Edition - April 2001
- Physical Format Specifications for BD-ROM White Paper - vith Edition - Oct, 2010
- Advanced Admission Content System (AACS): Blu-ray Disc Pre-recorded Book
- reading BCA - the difficult way by naehrwert
Angular Marks [edit]
Angular Marks are also a security measure to avert piracy. It makes the difference that these Marks were located in the data area of a disc (outside the BCA). Information technology works similar to the old Bad Sector copy protection, were the CD-ROM got pressed with zip-filled Physical Sector Numbers, which were unreadable for very old outdated optical disc drives without a RAW-writing function. Instead, the sectors are readable (error correction will prepare the angular marks), merely a special characteristic of the DVD controller allows recovering the bit-exact position and size of the laser mark. The result is then stored signed in the BCA, so that the reader can validate it. Since the laser marks are written after producing the discs, the marks cannot be as accurately as required to pass a given BCA. This method is used on the Nintendo GameCube, for example. This can exist circumvented past placing strings of zeros in the actual bitstream, which - to the reader - wait identical to an athwart light amplification by stimulated emission of radiation marking.
It is known[6] that Sony (Pictures Habitation Entertainment) use these Marks for their retail Blu-ray Movies to avoid illegal copies (which is easy to bypass), just there are no Information about the applicability on PS3/PS4 Game Discs pressed on BD-ROM.
See also [edit]
- Beefcake of an Optical Medium Authentication (Role 1)
ROM Mark [edit]
Notes [edit]
It is unknown if any PS3/PS4 Game Discs contains a ROM Mark considering these Marks were merely in utilise when there were several Mastering plants who got the order to press identical DVD'south and/or Blu-ray'southward (for instance when ane plant in Portugal and another one in Republic of finland got the orders to press the same Blu-ray Movie with identical Languages and Subtitles for releasing in several European markets. Therefore it works like a copy protection between all Mastering plants and those are able to verify if at that place were other (unlicensed) Mastering plants who reproduces a DVD and/or Blu-ray without permission (like on 3rd World markets with illegal copies in China, for example). But it seems that there is only i Mastering plant for each Region who owns the License to press PS4 Game Discs. As similar, it would exist redundant that PS4 Game Discs contains a ROM Mark.
The ROM Marker contains the Volume ID required to decrypt content encrypted using AACS.
And so the ROM Marker can be likewise used equally a security measure confronting piracy, which works together with AACS and already in utilize with several pressed Blu-ray movies. Of course information technology would exist possible that the ROM Mark communicates with any other file(due south) on a PS3/PS4 Game Disc, but with which one (EBOOT.BIN/INSTALL.PKG)? Therefore the following tin can be thought of equally a full general Information.
Information [edit]
ROM Mark or BD-ROM Mark is a serialization engineering science designed to make it more difficult for replication plants to do unlogged over-runs (existence sold out the back door, without the copyright holder's knowledge) on a pressing.
Only licensed BD-ROM manufacturers have access to the equipment that tin can make these unique ROM Marks (physical-layer to store key cryptographic secrets).
Although every machine used to light amplification by stimulated emission of radiation-cut a primary disc is theoretically the same, the motor that spins the bare disc and moves the light amplification by stimulated emission of radiation forth a screw track varies slightly in speed and precision. And so if a digital marking is put in the middle of a recording, its concrete position on the principal disc - and every disc then pressed - volition exist a unique fingerprint of the cutting machine.
- Location: ?
- Length: ?
- Sample: ?
Patents and references [edit]
- http://www.google.com/#q=rom+marking+patent
- Blu-ray and HD DVD Content Protection
- Blu-ray Disc Mark System Explained
- Blu-Ray Disc Copy Protection - Whitepaper October 2006
Trivia [edit]
- If y'all got horny most those pictures of the lesser side from a PS4 Game Disc:
- CUSA-00002 (Killzone: Shadow Fall): JPG @ 4843x4915px - TIF @ 11758x11933px
- CUSA-00128 (FIFA fourteen):: JPG @ 3686x3633px - TIF @ 12166x11990px
- http://killscreendaily.com/articles/heres-why-marilyn-mansons-latest-album-distributed-playstation-disc/
- When called-for a PlayStation 4 Game Title on BD-R (not sure if a BD-RE works too) and inserting it in the PlayStation 4, the system will display that the "Disc is not supported on this device" (CE-34876-8 with the question marking logo). If yous attempt to start the Game from the Menu, which has the aforementioned Files you burned on your BD-R, the "smooth blending" appears for approximately 0.v seconds and then it says that "There is no disc inserted" (CE-33191-vii). If you try to first any other Game which doesn't share the same Files burned on your BD-R, information technology will immediately say that the "Incorrect Disc is inserted" (CE-34867-8 - but which seems that this terminal Error Lawmaking is normal since this gets displayed even when y'all inserting a BDMV in the PlayStation 4). This "shine blending" appears but at the outset try but if you lot remove and insert the Disc again, or restarting the PlayStation iv, the same effect volition happen again. Also after trying to offset the Game from BD-R, the Game volition leap on the left side from the Menu, every bit the same happens when you play a Game ordinarily from a PS4 BD-ROM (showing the Game which was played at last).
References [edit]
- ↑ Mastering Code is mirrored (probably printed from the bottom side as usual but the bottom from a PlayStation Disc is unabridged blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (mostly PlayStation the Best and a few Standard Games) because the surface area from the Mastering Code is covert with the Disc Cover from the actual Game itself.
- ↑ Mastering Code is mirrored (probably printed from the bottom side as usual merely the bottom from a PlayStation Disc is unabridged blackened). As well but those Game Discs with a silver-printed surface contains a visible Mastering Code (by and large Greatest Hits and a few Standard Games) considering the expanse from the Mastering Lawmaking is covert with the Disc Cover from the actual Game itself.
- ↑ see http://img849.imageshack.united states/img849/5543/9vvd.jpg - Moving picture about the bottom inner ring from a N American PS4 single-layer Game Disc.
- ↑ Mastering Code is mirrored (probably printed from the bottom side equally usual but the lesser from a PlayStation Disc is entire blackened). Also only those Game Discs with a silver-printed surface contains a visible Mastering Code (by and large Platinum and a few Standard Games) because the area from the Mastering Code is covert with the Disc Cover from the bodily Game itself.
- ↑ run into http://salzburg.orf.at/news/stories/2616253/ - Report about the Mastering plant from Sony DADC in Thalgau, Republic of austria (in German Language).
- ↑ see http://psdevwiki.com/ps3/ - AACS specifications and BD patents
Generic [edit]
Opposite Engineering science | |||||||||
---|---|---|---|---|---|---|---|---|---|
Reverse Engineering science | Bootprocess · DataBases · Disc Identification/Serialization Data · Files on the PS4 · IOCTL · Libraries · Partitions · Syscalls · Kernel Patches · sealedkey / pfsSKKey · VTRM · Bugs & Vulnerabilities · Working Exploits · SBL Kernel module · Kernel Devices · Registry · Build Strings | | |||||||
Dumps & Strings |
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Advice |
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Keys & Digests | Activation AFV · Activation ACF · Bruteforcing · Crypto / DRM · Keys · Digests | ||||||||
Emulation | PS1 Emulation · PS1 Classics Emulator Compatibility Listing · PS2 Emulation · PS2 Classics Emulator Compatibility List · PSP Emulation · PSP Emulator Compatibility Listing · PS3 Emulation · PS3 Emulator Compatibility List |
Source: https://www.psdevwiki.com/ps4/Disc_Identification/Serialization_Data
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