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https://github.com/DarkMatterCore/nxdumptool.git
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50deeeb41b
The directory layout is partially based on the C++ namespaces we're currently using. Other changes include: * devoptab: move directory into "core". * fatfs: move directory into "core". * GameCardTab: move portions of logic from PopulateList() into their own methods. * GameCardTab: use a macro to generate the properties table. * GameCardTab: use a macro to add ListItem elements. * GameCardTab: update AddApplicationMetadataItems() method to also display the number of DLCs available in the inserted gamecard for each application whenever possible. * Makefile: remove all extra entries from the INCLUDES variable. * nxdt_includes: move HOS version structs into their own header file. * tasks: move code for each individual task into its own file(s). * title: update titleGetGameCardApplicationMetadataEntries() to also count the number of DLCs available in the inserted gamecard for any given base application. * title: reorder gamecard application metadata entries by name before returning the buffer in titleGetGameCardApplicationMetadataEntries().
62 lines
2 KiB
C
62 lines
2 KiB
C
/*
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* aes.c
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*
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* Copyright (c) 2020-2024, DarkMatterCore <pabloacurielz@gmail.com>.
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*
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* This file is part of nxdumptool (https://github.com/DarkMatterCore/nxdumptool).
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*
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* nxdumptool is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* nxdumptool is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <core/nxdt_utils.h>
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void aes128EcbCrypt(void *dst, const void *src, const void *key, bool encrypt)
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{
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if (!dst || !src || !key) return;
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Aes128Context ctx = {0};
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aes128ContextCreate(&ctx, key, encrypt);
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if (encrypt)
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{
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aes128EncryptBlock(&ctx, dst, src);
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} else {
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aes128DecryptBlock(&ctx, dst, src);
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}
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}
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size_t aes128XtsNintendoCrypt(Aes128XtsContext *ctx, void *dst, const void *src, size_t size, u64 sector, size_t sector_size, bool encrypt)
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{
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if (!ctx || !dst || !src || !size || !sector_size || (size % sector_size) != 0)
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{
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LOG_MSG_ERROR("Invalid parameters!");
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return 0;
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}
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size_t i, crypt_res = 0;
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u64 cur_sector = sector;
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u8 *dst_u8 = (u8*)dst;
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const u8 *src_u8 = (const u8*)src;
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for(i = 0; i < size; i += sector_size, cur_sector++)
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{
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/* We have to force a sector reset on each new sector to actually enable Nintendo AES-XTS cipher tweak. */
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aes128XtsContextResetSector(ctx, cur_sector, true);
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crypt_res = (encrypt ? aes128XtsEncrypt(ctx, dst_u8 + i, src_u8 + i, sector_size) : aes128XtsDecrypt(ctx, dst_u8 + i, src_u8 + i, sector_size));
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if (crypt_res != sector_size) break;
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}
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return i;
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}
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