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nxdumptool/source/core/aes.c
Pablo Curiel 50deeeb41b Improve directory layout while we still can.
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().
2024-04-30 23:01:42 +02:00

62 lines
2 KiB
C

/*
* aes.c
*
* Copyright (c) 2020-2024, DarkMatterCore <pabloacurielz@gmail.com>.
*
* This file is part of nxdumptool (https://github.com/DarkMatterCore/nxdumptool).
*
* nxdumptool is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* nxdumptool is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <core/nxdt_utils.h>
void aes128EcbCrypt(void *dst, const void *src, const void *key, bool encrypt)
{
if (!dst || !src || !key) return;
Aes128Context ctx = {0};
aes128ContextCreate(&ctx, key, encrypt);
if (encrypt)
{
aes128EncryptBlock(&ctx, dst, src);
} else {
aes128DecryptBlock(&ctx, dst, src);
}
}
size_t aes128XtsNintendoCrypt(Aes128XtsContext *ctx, void *dst, const void *src, size_t size, u64 sector, size_t sector_size, bool encrypt)
{
if (!ctx || !dst || !src || !size || !sector_size || (size % sector_size) != 0)
{
LOG_MSG_ERROR("Invalid parameters!");
return 0;
}
size_t i, crypt_res = 0;
u64 cur_sector = sector;
u8 *dst_u8 = (u8*)dst;
const u8 *src_u8 = (const u8*)src;
for(i = 0; i < size; i += sector_size, cur_sector++)
{
/* We have to force a sector reset on each new sector to actually enable Nintendo AES-XTS cipher tweak. */
aes128XtsContextResetSector(ctx, cur_sector, true);
crypt_res = (encrypt ? aes128XtsEncrypt(ctx, dst_u8 + i, src_u8 + i, sector_size) : aes128XtsDecrypt(ctx, dst_u8 + i, src_u8 + i, sector_size));
if (crypt_res != sector_size) break;
}
return i;
}