Files
ppsspp/docs/pkg_notes.md
T
Henrik RydgårdandClaude Opus 5 f0dafdee10 Show and remove installed game updates from the game info screen
An installed update silently replaces what the game boots, so the info
pane now says when there is one - version, size and where it lives - and
the context menu offers to remove it again.

Removing takes the whole PSP/GAME/<DISC_ID> folder when the update is all
that's in it. When a digital game shares the folder, only PBOOT.PBP goes,
since deleting the folder would take the game with it and nothing records
what the install wrote. The confirmation names the exact path either way.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018izZ1mGTWhz2RqeudqsDQR
2026-09-08 11:15:15 -06:00

15 KiB

The PKG package format (PSP game updates)

A .pkg is the NPDRM container Sony distributed downloadable content in - full PSN games, DLC, themes, and the thing these notes are about: game updates. An update package holds a patched EBOOT (PBOOT.PBP) plus whatever data files the patch replaces, and installing it drops them in ms0:/PSP/GAME/<DISC_ID>/. The patched EBOOT then runs with the original UMD (or the original PSN game) still supplying everything it doesn't override.

This document is what was learned decoding some update packages on 2026-08-21. Tools/pkg.py is a working parser/extractor built from it; PPSSPP reads and installs them itself now - see "How PPSSPP handles them" and the verification sections at the end.

Format reference: https://www.psdevwiki.com/ps3/PKG_files, cross-checked against pkg2zip.

File layout

+0x000  header            (0xC0 bytes, plaintext)
+0x0C0  extended header   (0x40 bytes, plaintext, PSP/Vita only)
+0x100  hashes/signatures
+0x280  metadata          (plaintext, offset and count are in the header)
 ...
+data_offset              encrypted area: item table, then filenames, then file contents

Header

+0x00  u32       "\x7FPKG" magic (0x7F504B47)
+0x04  u16       revision. 0x8000 retail, 0x0000 debug
+0x06  u16       type. 1 = PS3, 2 = PSP/Vita
+0x08  u32       metadata offset (0x280 in everything seen)
+0x0C  u32       metadata entry count
+0x10  u32       metadata size
+0x14  u32       item count
+0x18  u64       total package size
+0x20  u64       data offset - start of the encrypted area
+0x28  u64       data size
+0x30  char[0x30] content id, e.g. "JP0177-ULJM05681_00-PJD2UPDATEVR0101"
+0x60  u8[0x10]  QA digest
+0x70  u8[0x10]  riv - the AES counter block (see below)
+0x80  u8[0x40]  header CMAC and signatures

Extended header

Present on PSP and Vita packages, magic "\x7Fext" (0x7F657874) at +0xC0. The only field that matters for reading the package is the key index, a u32 at +0xE4 - or equivalently header[0xE7] & 7, which is how pkg2zip reads it. Every PSP package seen uses key index 1.

Metadata

A flat sequence of u32 id, u32 size, u8 value[size] records. The ones worth reading:

id Meaning
2 content type. 7 = PSP (also 0xE/0xF/0x10 for PC Engine / Minis / NeoGeo)
4 package size
6 title id
13 offset and size of the item table, inside the encrypted area
14 offset and size of PARAM.SFO, inside the encrypted area

Everything else (DRM type, SDK revision, QA digest, install dir) is informational.

Encryption

The whole area from data_offset on is AES-128-CTR, with the counter block starting at riv (header +0x70) and incrementing once per 16 bytes: the block at byte offset n of the encrypted area uses counter riv + n/16. Offsets in the item table are relative to data_offset, so that division is straightforward - no separate bookkeeping.

Two different keys are used within the same package, and each item says which one applies via its own psp_type byte (see the item table below):

Package / item Key
PS3 package, or PSP item with psp_type != 0x90 2e7b71d7c9c9a14ea3221f188828b8f8
PSP item with psp_type == 0x90 07f2c68290b50d2c33818d709b60e62b
Vita, key index 2/3/4 AES-ECB(vita_key_N, riv), key by index

That per-item split is the one thing that isn't obvious from the wiki page and will make a reader produce garbage filenames for most of a package while a couple of entries decode perfectly. In a game update it's the PBOOT.PBP and the patch data files that carry 0x90; the icons, PARAM.SFO, PS3LOGO.DAT, the directory entries and ISO.BIN.EDAT use the PS3 key.

Item table

item_count records of 0x20 bytes, at the item table offset from metadata id 13 (0 in every update package seen, i.e. right at the start of the encrypted area):

+0x00  u32  filename offset (relative to data_offset, always 16-byte aligned)
+0x04  u32  filename length
+0x08  u64  data offset (relative to data_offset, always 16-byte aligned)
+0x10  u64  data size
+0x18  u8   psp_type - 0x90 selects the PSP key, see above
+0x19  u8[2] padding
+0x1B  u8   flags
+0x1C  u32  padding

Filenames are stored in the encrypted area too, and are decrypted with the item's own key, not the package's main key.

flags is a content type, and in these packages it maps 1:1 onto how the file contents are encrypted - a decoder can tell what it is holding before looking at it:

flags Meaning Contents start with
2 NPDRM EDAT NPD\0 - only ever ISO.BIN.EDAT
3 plain file whatever it is (PNG, \0PSF, ...)
4 directory -
5 PSP EDAT \0PSPEDAT
8 PSP EDAT (.sprx modules) \0PSPEDAT
11 PBP \0PBP

The \0PSPEDAT files are the PGD-wrapped kind PPSSPP already decrypts at runtime, via sceNpDrmEdataSetupKey in Core/HLE/scePspNpDrm_user.cpp.

What an update package contains

Always this shape:

PARAM.SFO                      CATEGORY=PP, TITLE_ID, VERSION
PS3LOGO.DAT                    a PNG, despite the name
ICON0.PNG / PIC0.PNG / PIC2.PNG   sometimes
USRDIR/                        directory entry
USRDIR/CONTENT/                directory entry
USRDIR/CONTENT/PBOOT.PBP       the patched EBOOT
USRDIR/CONTENT/...             the patch data files
USRDIR/ISO.BIN.EDAT            272 bytes, NPD header

The outer PARAM.SFO is the package's - CATEGORY=PP (game patch), and its VERSION is the package version, not the patch version. The interesting SFO is the one inside PBOOT.PBP: that one has CATEGORY=PG, DISC_ID, DISC_VERSION, APP_VER (the patch version) and PSP_SYSTEM_VER (the firmware the patch needs), which is what a real PSP matches against the disc before deciding to boot the patch.

What the packages measured

  • All are content type 7, CATEGORY=PP. Some are for digital NP* titles, others for UMD UL*/UC* titles. PSP_SYSTEM_VER ranges 6.10 to 6.60.

  • Every single PBOOT.PBP uses PRX tag 0x2E5E10F0 in its DATA.PSP. PPSSPP already has that key - Core/ELF/PrxDecrypter.cpp, in the TAG_INFO2 table, commented "5.00 PSP-2000 (Game PSN Update 2 LBP)". So no new crypto is needed to run these.

  • Verified end to end rather than assumed: extract Hatsune Miku Project DIVA 2nd's update, rename PBOOT.PBP to EBOOT.PBP, and boot it headless with the UMD mounted -

    ./build/PPSSPPHeadless -i --graphics=software --memstick=<ms> \
        --mount="Hatsune Miku - Project Diva 2nd (Japan).iso" \
        <ms>/PSP/GAME/ULJM05681/EBOOT.PBP
    

    It logs Decrypting tag 2E5E10F0, loads the ELF (tag=ELF/PdvApp), resolves its imports, and reads Diva2Data.cpk / Diva2Script.cpk / Diva2Sound.cpk off disc0:. Runs without error. (--mount is what makes that work: Load_PSP_ELF_PBP in Core/PSPLoaders.cpp mounts the ISO on disc0:, umd: and umd1: when booting an ELF or PBP.)

pkg2zip cannot extract update packages, so it is not an alternative here. Its PSP path only recognises USRDIR/CONTENT/EBOOT.PBP (a full PSN game, which it converts to an ISO), PSP-KEY.EDAT and CONTENT.DAT, and continues past everything else - PBOOT.PBP and every patch file are silently dropped, with no warning that anything was skipped.

How PPSSPP handles them

Four pieces:

  • Core/Util/PkgUnpack.cpp reads a package: header, item table, both PARAM.SFOs, and the decryption. PkgReader::Open() gives you a PkgInfo with the disc ID, disc version and patch version; InstallPkg() writes the payload out. Sits next to PSARUnpack.cpp, and like it needs nothing but the AES already in ext/libkirk.
  • UI/InstallPkgScreen.cpp is what opening a .pkg gets you, the same way a .zip gets InstallZipScreen - it shows what the update patches, what it'll take up on disk, and where it's going. The size is exact rather than an estimate: package contents aren't compressed, so summing the item table is the answer. GameManager::InstallPkgOnThread() does the work.
  • GameScreen shows an installed update in the info pane, and offers "Delete Game Update" in its context menu. Deleting takes the whole PSP/GAME/<DISC_ID> folder when the update is all that's in it, and only PBOOT.PBP when a digital game shares the folder - nothing records what an install wrote, so the executable is the only part still identifiable afterwards.
  • FindGameUpdatePBOOT() in Core/PSPLoaders.cpp is the boot-time half. Starting a disc looks for ms0:/PSP/GAME/<DISC_ID>/PBOOT.PBP, and boots that instead of disc0:/PSP_GAME/SYSDIR/EBOOT.BIN if it's there, leaving the disc mounted.

PPSSPPHeadless --install-pkg=DIR <file.pkg> does an install without the UI, which is how the above got tested. It prints what the package is and installs into DIR exactly (the app picks PSP/GAME/<DISC_ID> itself).

Install layout

The package's own PS3-style wrapping is stripped: USRDIR/CONTENT/<x> and USRDIR/<x> both become <x> in the game folder, and the USRDIR and USRDIR/CONTENT directory entries are dropped rather than created. The root-level files - PARAM.SFO, PS3LOGO.DAT, ICON0.PNG, PIC0.PNG, PIC2.PNG - are store metadata and are not installed. Writing that PARAM.SFO in particular would be actively wrong: a folder holding a PARAM.SFO and no EBOOT.PBP is what PPSSPP identifies as save data, so the update would show up in the savedata list.

Which updates get used

The update's DISC_ID has to match the disc's, or it's ignored with a warning - that's what keeps an update from being applied to the wrong game.

DISC_VERSION is advisory. An update is built against one specific disc revision, and PPSSPP logs a warning when they differ, but still boots it: refusing outright is a worse failure mode than letting the user find out, since they installed it deliberately. This is not what a real PSP does. It comes up in practice - the LittleBigPlanet v2.05 update targets disc version 1.00, and the common European dump is 1.01, and it works.

There's no setting to turn this off. Anyone who has a PBOOT.PBP sitting in a game folder either installed it here or copied it off a real memory stick, and in both cases booting it is what they were after.

Verified

  • All packages parse and install through the C++ path, byte-identical to Tools/pkg.py - each one reports its disc ID and versions and writes its payload without an error.
  • Hatsune Miku Project DIVA 2nd (ULJM05681): install the v1.01 update, boot the UMD, PPSSPP boots PBOOT.PBP and the game reads its CPKs off disc0:.
  • LittleBigPlanet (UCES01264): install the v2.05 update, boot the v1.01 UMD, and the patched game opens ms0:/PSP/GAME/UCES01264/PATCH.ARC alongside the disc's own lbp_archive.arc - the update is actually in use, not just booted.
  • python3 test.py -g --graphics=software: no failures, so restructuring the disc boot path didn't disturb anything.
  • Truncated and item-table-corrupted packages are refused with a message rather than crashing. Corruption inside file data still installs - nothing here verifies the package CMAC, same as every other PKG tool.
  • The browser listing, install screen and install itself were checked by hand in the app.

Digital (NP*) titles

About half of the packages patch a digital title rather than a UMD, and that half is tested too.

The one that settles the question is Super Robot Taisen Operation Extend (NPJH50521), because it's a real NPUMDIMG EBOOT.PBP rather than a decrypted ISO dump - NPDRM: PSAR ID: 4d55504e, mounted on disc0: by the NPDRM block device, with the game's own 560 MB EBOOT sitting in the same folder as the update. All eight of its update revisions were installed and booted in turn, and each one loads a distinguishably different executable:

disc executable  .text 0x419b1c
v1.01 0x41fb8c   v1.02 0x4233dc   v1.03 0x42952c   v1.04 0x42a53c
v1.05 0x42a61c   v1.06 0x42a59c   v1.07 0x42b48c   v1.08 0x42b7dc

So ISO.BIN.EDAT does not re-key the PBOOT, which was the open worry: a digital title's patched executable is encrypted exactly like a UMD one, and needs nothing PPSSPP doesn't already have.

DISC_VERSION being advisory matters far more than expected. Most of the pairs hit a mismatch, because the dumps in circulation are later disc revisions than the updates were built against. Refusing outright would make most of them unusable. Elminage Original was the one clean exact-match case, disc 1.01 against an update for 1.01, and it boots without a warning.

Known limitation: PGD-wrapped .sprx modules don't load

Package payloads are full of \0PSPEDAT files. That's fine for data: sceNpDrmEdataSetupKey() in Core/HLE/scePspNpDrm_user.cpp wraps an open file descriptor with the 0x04100002/0x04100001 ioctl pair, and the game reads plaintext.

A few packages ship \0PSPEDAT executables - .sprx modules - and that path is not implemented. God Eater 2 (NPJH50832, 45 of them) installs cleanly, boots its PBOOT.PBP, and then loops forever on:

E Loader: SCE_KERNEL_ERROR_UNSUPPORTED_PRX_TYPE=sceKernelLoadModuleNpDrm(
    ms0:/PSP/GAME/NPJH50832/system.sprx, 00000000, 00000000): failed to load
E sceModule: Wrong magic number 50535000

Shiren 4 Plus (NPJH50698, one .sprx holding the whole game behind a 62 KB loader) fails identically. Tales of the World Radiant Mythology 3 (NPJH50353, two) doesn't reach its modules within 100 seconds of headless boot, so it gets past startup - it presumably hits the same wall whenever it does load them.

sceKernelLoadModuleNpDrm() in Core/HLE/sceKernelModule.cpp is a one-line forward to sceKernelLoadModule(), which sees something that isn't ELF magic and gives up. Fixing it means unwrapping the EDAT before handing the bytes to the ELF loader, using the licensee key the game has already set via sceNpDrmSetLicenseeKey - the same material the data path uses.

This is a pre-existing emulator gap rather than something the installer gets wrong: until now nothing put such a file on the memory stick, so it was unreachable. The unpatched God Eater 2 never calls sceKernelLoadModuleNpDrm at all - the update is what introduces the modules - so for that title the update is currently better not installed, since the unpatched game boots. It's also why a "God Eater 2 DLC Update v1.40 Decrypted for PPSSPP Emulator" folder circulates: the PBOOT.PBP in it is byte-for-byte what InstallPkg() writes, and the only difference is that its .sprx files have been unwrapped to plain ELF by hand.

Still not tested

  • Nothing here plays past a title screen. The runs are 25-second headless boots, so "the update is in use" means the patched executable is what loaded and ran - not that a patched asset was read. LittleBigPlanet's PATCH.ARC covers that for a UMD title; there's no equivalent observation for a digital one yet.