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Last active November 7, 2019 08:03
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010 Hex Editor Template for .psv

.psv Structure viewer

This little specification allows to view the structure of .psv files in 010 Editor.


This allows you to get a quick overview of the keys, the signature, and the sha256 hash.

In order to use this specification you need to:

  1. Download this file to
  2. Install 010 Editor.
  3. Open your .psv file in 010 Editor.
  4. In the top menu, press Templates then Open Template and open the file that you saved in step 1).

Enjoy the colors! :)

This template looks best with the 'Blue Sky (Light)' theme.

//--- 010 Editor v8.0 Binary Template
// File:
// Authors: devnoname120
// Version: 1
// Purpose: Template for exploring .psv files
// Category: Drives
// File Mask: *.psv
// ID Bytes: 50 53 56 00
// History: None
// More information here:
* Motivation: One unified .psv format for archiving (preserving) Vita games.
* The goal is to preserve as much of the original game structure while ensuring
* the all the information needed to decrypt and extract data can be derived
* from just the file and a hacked Vita.
* We want something akin to .nds or .3ds/.cia or .iso but for Vita games. The
* unique challenge is that Vita cart games require a per-cart key to decrypt
* and digital games require a similar key from activation. With just the raw
* game image, it is not possible to extract the game data.
* What's wrong with using .vpk? VPK is designed for homebrew. The patches to
* enable homebrew strips out a lot of the game executable metadata as well as
* change the system state to be different than a Vita running an original game.
* This leads to many subtle as well as major bugs (saves not working, some
* games require additional patches to run, saves are not compatible with
* non-hacked Vitas, etc).
* Why not just ZIP the original files? Why not strip PFS as well to make data
* mining/emulation easy? Why not make a compressed format? One reason is that
* by stripping more than necessary (like, for example PFS), we might be losing
* information that we currently do not think is important. An example of this
* is when SNES games are first dumped and Earthbound was not dumped properly
* and people did not know about the anti-piracy checks until much later. There
* may be, for example, games that do timing checks or checks on the file
* modification time or something. Either explicitly for anti-piracy or
* implicitly due to bad programming (a lot of older consoles are infamous for
* the latter case). By preserving as much of the original structure as
* possible, we ensure that we can somehow play these games in a future where no
* more Vitas exist.
* Different tools (data extraction, backup loaders, archival storage, etc)
* might require different use cases. Someone might for example want to strip
* PFS and compress the game data for more efficient storage. We invite them to
* extend this format though flags BUT just as you shouldn't store all your
* photos in level-9 compressed JPEG, your code in executables, or any data you
* care about in a lossy format, you should archive your games in its original
* form. You can easily go from a RAW image to a JPEG but you cannot go back.
#define PSV_MAGIC (0x00565350) // 'PSV\0'
#define FLAG_TRIMMED (1 << 0) // if set, the file is trimmed and 'image_size' is the actual size
#define FLAG_DIGITAL (1 << 1) // if set, RIF is present and an encrypted PKG file follows
#define FLAG_COMPRESSED (1 << 2) // undefined if set with `FLAG_TRIMMED` or `FLAG_DIGITAL`. if set, the data must start with a compression header (not currently defined)
#define FLAG_LICENSE_ONLY (FLAG_TRIMMED | FLAG_DIGITAL) // if set, the actual PKG is NOT stored and only RIF is present. 'image_size' will be size of actual package.
typedef struct {
uint32 type; // 0x1 indicates header for digital content
uint32 flags; // 1 == game, 2 == DLC, etc (not yet specified)
uint64 license_size; // size of RIF that follows
uchar rif[license_size]; // rif file
} digital_header_t;
typedef struct {
uint32 type; // 0x2 indicates header for compression
uint32 compression_algorithm; // not yet specified
uint64 uncompressed_size;
} compression_header_t;
typedef union {
uint32 type;
} opt_header_t;
typedef struct {
} block_t;
typedef struct {
uchar key[0x10];
} key_t;
typedef struct {
uchar signature[0x14];
} signature_t;
typedef struct {
uchar sha256[0x20];
} sha256_t;
string BufRead(uint32 nElem, uchar buf[]) {
string s;
local int i;
for (i=0; i<nElem; i++)
SPrintf(s, "%s%x", s, buf[i]);
return s;
string KeyRead(key_t &key) {
return BufRead(sizeof(key), key.key);
string SignatureRead(signature_t &sig) {
return BufRead(sizeof(sig), sig.signature);
string Sha256Read(sha256_t &hash) {
return BufRead(sizeof(hash), hash.sha256);
struct {
local int back_color = GetBackColor();
uint32 magic <fgcolor=cDkBlue>; // 'PSV\0'
uint32 version <fgcolor=cPurple>; // 0x00 = first version
uint32 flags <fgcolor=cBlue>; // see below
key_t key1 <fgcolor=cDkGreen, read=KeyRead>; // for klicensee decryption
key_t key2 <fgcolor=cDkGreen, read=KeyRead>; // for klicensee decryption
signature_t signature <fgcolor=cRed, read=SignatureRead>; // same as in RIF
sha256_t hash <fgcolor=0x00C0C0, read=Sha256Read>; // optional consistancy check. sha256 over complete data (including any trimmed bytes) if cart dump, sha256 over the pkg if digital dump.
uint64 image_size <fgcolor=cDkGray>; // if trimmed, this will be actual size
uint64 image_offset_sector; // image (dump/pkg) offset in multiple of 512 bytes. must be > 0 if an actual image exists. == 0 if no image is included.
// FIXME Not necessarily in that order
if (flags & FLAG_DIGITAL)
digital_header_t digital_header;
if (flags & FLAG_COMPRESSED)
compression_header_t compression_header;
// Alignment
uchar padding[SD_SECTOR_ALIGNMENT - (FTell() % SD_SECTOR_ALIGNMENT)] <fgcolor=cLtGray>;
local uint64 sizeInBlocks = image_size / SD_DEFAULT_SECTOR_SIZE;
block_t blocks[sizeInBlocks];
} psv_file_header_t;
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