XDVDFS
XDVDFS (Also known as XISO) is the image format used for Xbox Game Discs. It is stored in the data area.
Format
Each sector is 2048 bytes.
Filesystem
[FIXME]
Volume descriptor
32 sectors which are zero-filled. The Volume descriptor is 4096 bytes, but split into 2x 2048 sections.
- Section 1: The first data is the magic at sector 32. It is always "MICROSOFT*XBOX*MEDIA". [FIXME]
- Section 2: The first data is the magic at sector 32. It is always "MICROSOFT*XBOX*MEDIA". [FIXME]
Examples
[FIXME] [FIXME] [FIXME]
Wave 1
Developers used xblayout to create DVD layout. Then generated the final image using xbpremaster. The final image was submitted to Microsoft.
- Azurik: Rise of Perathia (NTSC)
- xblayout version: 1.0.3926.1
- xbpremaster version: 1.0.3926.1
- Genma Onimusha (PAL)
- xblayout version: 1.0.4039.1
- xbpremaster version: 1.0.4039.2
- Max Payne (PAL)
- xblayout version: 1.0.4134.1
- xbpremaster version: 1.0.4242.1
- Petit Copter (Japanese)
- xblayout version: 1.0.4361.1
- xbpremaster version: 1.0.4361.2
- 007 - Agent Under Fire (PAL)
- xblayout version: 1.0.4432.1
- xbpremaster version: 1.0.4432.1
Wave 2
[FIXME]. Developers used a new version of xblayout and submitted the layout + content to Microsoft
All games with xblayout > 4808 use a new random padding algorithm.
Microsoft generated the final image.
- Metal Gear Solid 2 - Substance (NTSC)
- xblayout version: 1.0.4721.1
- Blade II (NTSC)
- xblayout version: 1.0.4808.1
- Battle Engine Aquila (PAL)
- xblayout version: 1.0.4831.1
Wave 3
[FIXME]. Same as wave 2
- Metal Gear Solid 2 - Substance (PAL)
- xblayout version: 1.0.5120.1
- Shenmue II (PAL)
- xblayout version: 1.0.5120.1
Wave 4
[FIXME]. Same as wave 3, but developers now had to use the xbgamedisc tool instead of xblayout. The mastering tool used by microsoft also leaves a version identifier now.
- Star Wars - Knights of the Old Republic (PAL)
- xbgamedisc version: 2.1.0.5233.1
- mastering tool version: 2.1.0.5233.1
- Indiana Jones and the Emperor's Tomb (PAL)
- xbgamedisc version: 2.1.0.5233.1
- mastering tool version: 2.1.0.5233.1
- Dynasty Warriors 4 (PAL)
- xbgamedisc version: 2.1.0.5344.1
- mastering tool version: 2.1.0.5344.1
- The Matrix - Path of Neo (PAL)
- xbgamedisc version: 2.1.0.5849.1
- mastering tool version: 2.1.0.5849.1
- The Suffering - Ties That Bind
- xbgamedisc version: 2.1.0.5849.1
- mastering tool version: 2.1.0.5849.1
- Reservoir Dogs (PAL)
- xbgamedisc version: 2.1.0.5849.1
- mastering tool version: 2.1.0.5849.1
Directory Entry
Version 4361
File entry flags:
- READONLY = 0x01
- HIDDEN = 0x02
- SYSTEM = 0x04
- DIRECTORY = 0x10
- ARCHIVE = 0x20
- NORMAL = 0x80
File data blocks
Version 4361
Incomplete sectors are padded with 0x00 bytes.
Random blocks
Version 3926 - 4808
Seeded and then starting to emit bytes in data area. Filled with the following algorithm:
// State uint32_t a; uint32_t b; uint32_t c; // Helper static uint32_t Value(void) { uint64_t result; result = c; result += 1; result *= b; result %= 0xFFFFFFFB; c = result & 0xFFFFFFFF; return c ^ a; } // buffer must be at even address, length must be multiple of 2 void Fill(uint16_t* buffer, size_t length) { while(length >= 2) { *buffer++ = Value() >> 8; length -= 2; } } void Seed() { const uint32_t b_seeds[8] = { 0x52F690D5, 0x534D7DDE, 0x5B71A70F, 0x66793320, 0x9B7E5ED5, 0xA465265E, 0xA53F1D11, 0xB154430F }; FILETIME ft; GetSystemTimeAsFileTime(&ft); uint32_t seed = ft.dwLowDateTime ^ ft.dwHighDateTime; a = 0; b = b_seeds[seed & 7]; c = seed; a = Value(); }
The RNG is seeded when the mastering tool / wizard is started. The first portion of the code to use this random number generator is the code which generates layer 0 and layer 1.
Version 4831 - 5849
The algorithm was switched to RC4-256-drop-2048.
#include <openssl/rc4.h> RC4_KEY rc4key; void Fill(uint8_t* buffer, size_t length) { // We need a zero buffer as OpenSSL will want to XOR the keystream with data. // The XDVDFS random data is the keystream without changes, so we let XOR OpenSSL XOR with 0x00 bytes. uint8_t zero_buffer[length]; memset(zero_buffer, 0x00, length); RC4(&rc4key, length, zero_buffer, buffer); } void Seed() { union { uint8_t raw[16]; struct { struct _FILETIME SystemTimeAsFileTime; // first 8 bytes, little-endian uint64_t tsc; // later 8 bytes, little-endian }; } key; // Initialize seed key.tsc = rdtsc(); GetSystemTimeAsFileTime(&key.SystemTimeAsFileTime); RC4_set_key(&rc4key, 16, &key); // Drop the first 2048 bytes of the RC4 keystream uint8_t discard_buffer[2048]; Fill(discard_buffer, 2048); }
The RNG is seeded when the mastering tool / wizard is started. The first portion of the code to use this random number generator is the code which generates layer 0 and layer 1.
Security blocks
Version 4361
Treated like random block.