Anyone W/ Any Experience W/ Keystone Injection?

pinky

Retired
I'm trying to get my first keystone injected game/save to work, but I've run into some difficulties. I tried dumping a fake signed game, then creating a keystone injected pkg. after that, I restored my original ps4 saves, which was quite the task (see my other question thread). ps4 saves = corrupt. I then made two more saves and tested the disc version. to no surprise, the saves were corrupt. do I need to redump the actual disc in order to 0 out the passphrase for the keystone and make legit saves work? ...or am I missing something? I think the keystone was 0'd out. I didn't get an error. is there any way to check this? right now, I'm redumping the disc, then I'll have to restore the save and possibly savedata.db. it would appear that saves are only recognized if they're in the savedata.db. this includes restored saves. once they're corrupted, the system will attempt to restore them and fail (at least was the case with star ocean 5, the game I'm dumping). the saves had no icon, so I assume that that's generated from the appmeta? I'm now keeping two versions of the game on my laptop one created by fake signed generator and one with a 0'd out keystone. I really hope I can get this to work.
 
To make your saves work you need the keystone from the game that actually generated those saves on you PS4, whether legit of fpkg. Reinstall the game or run the original disc if that's the case and dump the keystone.
If you first played on a decryptable fpkg you can just extract the keystone file from your pc and inject into whatever pkg you want.

Once you load the injected fpkg on your PS4 your saves should be recognized, note that you need to use the pkgtool to inject the keystone, manual injection does not work. You need to use:
orbis-pub-cmd.exe pkg_file_add --passcode 00000000000000000000000000000000 --force G:\Games\PS4\CUSA00074-app\sce_sys\keystone sce_sys/keystone G:\Games\PS4\EP0001-CUSA00074_00-CHILDOFLIGHT0001-A0100-V0103.pkg
 
alright, we have success! apparently, the keystone wasn't retained from the original disc, possibly not for fake signed games. I've only tested saves I made at the beginning of the game. my real saves haven't been tested yet. I did restore the saves to my other games, so I'll try a disc rip for those. do you know if the savedata.db and the saves themselves are sufficient? that's what I transferred over. I did find a way around the savedata.db. if you create however many saves you have (can be at the beginning of the game), then restore your original saves, the savedata will show up as the saves at the beginning of the game, but you can load the saves and have them be your actual saves. this will update the savedata.db. I did test this when restoring saves back to retail form. :D
 
alright, I answered my own question. yes, the savedata.db and the saves are all you need. technically, you could get by with just the saves, but in order to eliminate the need for creating saves, you should restore the savedata.db as well. the saves will be without icons which can be remedied by loading a save, then immediately saving over the original save. those icons, I'd imagine, are in the appmeta. now, I just tested the tales of zestiria saves which came in that form. they work with the original disc. I'm about to create the fake signed pkg. if this works, I'll do final fantasy x hd remastered which is all of my retail games (aside from bloodborne which I don't have a save for). the digital games of mine have no saves and are using legit passphrases anyway. I did rip all of them though. :D
 
alright, we have success with one of my original saves and tales of zestiria. I just have ff x hd remastered to do. I guess as per these tests a fake signed game doesn't work.
 
on a side note, I still have over 2TBs left on a 10TB hdd. I was able to fit 6 hdds on to it and still have that much left over.

anyone dump final fantasy x hd remaster? I dumped it once before, having to do it again. like the ps3 version, every spell is individually encrypted, so from dumping to installation, it takes around 2 hours total.

btw, my mm legacy collection save came up corrupted. it's a legit save with a legit, digital version of the game. I did restore all saves from my computer to the ps4, overriding the saves already on there which would've been the same. I did use the db and sg payload to dump all saves. I'm not sure what could've happened. most saves seem to be the same size which is somewhere between 10-12MBs, and it was the correct size. maybe it was just normal corruption? I'm going to try just restoring that one save. I tried my trials fusion and final fantasy vii saves - both worked! when I say same size, I mean the size it shows on the ps4. it might've gotten corrupted during the transfer. I think the size of saves and apps may be determined in some sort of database considering app2usb seems to show the same size even if only a forwarder is placed in the app folder. hmm....
 
I think I may have figured out what the problem was with that fake signed/kestone dump, 'cause the save became corrupted from a retail dump as well. I think the problem is the system_data, the savedata.db, or the savedata_meta. apparently, certain games require all three being for the same save; most games seem to need only the save itself. I have a 0'd out keystone dump for each game I have a save with. the others are merely dumps turned into pkgs. I'm hoping that if I play one of those games I can just extract the original pkg and dump the saves with the sg and db payload. I tested every save - all work now.

also, I found something odd which may be the reason for failed patch pkg creation. for some reason,, every game with this problem has a different version than V0100. it's higher than the patch itself, so I'm not sure if this is a bug with the dumper, gengp4, or orbis. it might also be a mistake by sony. I believe this is a full game with a patch already applied to it which might be to eliminate the need to download all patches after purchasing a game.
 
I may have mentioned this, but I may have been incorrect about the keystones and fake signed games. when I transferred over a retail rip of star ocean 5, which I didn't try until my last retail game was ripped, the save came up corrupted, possibly due to the savedata.db. anyway, if I had known to transfer over that file, I might've known whether or not a fake signed rip worked. I'm thinking that it does. however, I'm reripping all games (still need to do bloodborne). I'm not going to override my digital games with fake signed versions though since it would be pointless. I'll only do that once I rid myself of this banned account. I am using the original patch rips though which now have to be repackaged in order to work with my new 0'd out keystone games. otherwise, you get an error at pkg installation. it will error at the end of the process. the update will be installed even though it says otherwise, and the game will run. however, I think the update is skipped. it must be added to the app.db at least considering it will say that the same version is installed. it's been a long process, but I'm almost done. ;)
 
Do You have activated console? Because You mentioned about banned account. If yes then why You messing with save database instead of using export/import save option from menu?

On reddit there is section with uploaded keystones. This could save You some time. ;)
 
the reason is that the saves no longer existed or were corrupted somehow, possibly from a rebuild of the savedata.db. the database, perhaps all of them, were rebuilt automatically after installing 5.05. I also don't know how saves are managed using the export/import method, so I didn't try doing that. it's not such a big deal. though, I have to use my laptop downstairs in order to use a proxy for some reason. one weird thing about my ps4 is that it seems to remember two, perhaps more, SSiD passwords. I heard that the ps4 could only manage one, but mine doesn't. it remembers both my 2.4GHz band and my sandisk connect's. the system actually started downloading the latest firmware before I was done with network settings and could enable a proxy. the download failed instantly though due to having update blocker enabled. :D
 
System show saves to the user which can be selected manually and during copying to USB encrypting them by some sh*t. In oposite way similar. This will save You pain in the ass manually editing save database.

However, I don't know if saves with blank keystones (?) are showed in the menu. And of course keystones must match: those used for exported saves and those which You have in gamedir/app.pkg.
 
I believe that 0'd out keystone saves do show up, at least in system storage, but I'm not sure about transferring them. it might be like rebuilding the game database. I believe a debug rif is used with the fake pkg generator. those games shouldn't appear when doing this, which is why I'm keeping a copy of my app.db. I'm not sure how the save system works exactly. a 0'd out keystone may just be negating the encryption. I noticed this with a ripped ps4 game. there's no header in the EBOOT.BIN, and suprx come out as prx like the psp, so maybe this is something that's not decrypted like the game itself. the pkg itself is 0'd out too, so when you extract or repack, you need the passphrase to read all 0s. the keystone seems to be unaffected by this for some reason. I'm wondering what happens to a legit save when you save in a 0'd out keystone, fake signed game?
 
@Berion , I plan to make usb backups of the saves once I'm finished backing up bloodborne. I found another couple corrupted saves. what's weird is that some saves can get by with just the saves themselves. some require the system_data folder or the savedata_meta folder. I'm not sure what these two corrupted saves needed. I didn't inject the actual saves or the savedata_meta. I just replaced the save as a whole. one of these saves was for street fighter v. it's not such a big deal though as there was no progress in either game. the six games I have saves for I've managed to inject the savedata. I might have to redump street fighter v since an issue occurred while repacking the pkg. I've 0'd out the keystone, soon to be, for every game I own including the downloadable ones. I also have copies of each game with their original keystone in case it's ever possible to use them. I hope that saves made with a 0'd out keystone are usable with a backup of a normal keystone. I asked this question and no one seems to know the answer to it.
 
@Berion , I just backed up my savedata via the official way. for some reason, the system_data folder isn't backed up. however, the raw saves are backed up. I'm not sure if there's any difference between them and the saves I backed up via ftp. they look the same at least. there's an account folder, and I believe it's the account id (I'm not sure as I deleted that account entirely from my ps3, psv/pstv, and even my pc), so I can't compare it. the id doesn't sound familiar though. it did error on the ff 15 demo. I assume that that's due to it being in the unknown folder, perhaps due to it being a demo? everything else seemed to transfer. the title id is CUSA04568. I have it in my backed up saves (ftp). ;)
 
They are not the same for sure. Every time You export save, it's come with tiny *.bin file and the save itself, and always different then from previous export.

What "system_data" contain?
 
They are not the same for sure. Every time You export save, it's come with tiny *.bin file and the save itself, and always different then from previous export.

What "system_data" contain?

a lot of saves you ftp are bin files actually. the system_data folder contains the save data database and cloud save files as well as an upload.bin or something to that effect. files you export also don't contain the savedata_meta folder, so I assume they're determined by the bin files.
 
I hope that saves made with a 0'd out keystone are usable with a backup of a normal keystone. I asked this question and no one seems to know the answer to it.
As I said in my first post on this thread saves are linked to the PKG that generated them, if you start a game from an FPKG for instance then later on try to play that same game from an original disc the save will show as corrupt, same if it was the other way around. Got it? So no, they're not usable or interchangeable.
Only repackaging the intended game with the source's keystone fixes that corruption. I see that you keep meddling with savedata_meta and other .db save related files, to my experience they're irrelevant if you have backed up the raw save folders. If a save was deleted due to corruption you can just FTP it back to the PS4 HDD, rebuild database and it'll all be there again (app.db needs to be backed up and restored as well after rebuilding database otherwise all ''fpkg shortcuts on vsh'' let's put it that way disappear).
 
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As I said in my first post on this thread saves are linked to the PKG that generated them, if you start a game from an FPKG for instance then later on try to play that same game from an original disc the save will show as corrupt, same if it was the other way around. Got it? So no, they're not usable or interchangeable.
Only repackaging the intended game with the source's keystone fixes that corruption. I see that you keep meddling with savedata_meta and other .db save related files, to my experience they're irrelevant with you have backed up the raw save folders. If a save was deleted due to corruption you can just FTP it back to the PS4 HDD, rebuild database and it'll all be there again (app.db needs to be backed up and restored as well after rebuilding database otherwise all ''fpkg shortcuts on vsh'' let's put it that way disappear).

I see. I figured it might be that way. that's why I kept a copy with the original keystone. for some reason, the two games with corrupted saves were fixed when I transferred over the save database and meta which is why I think they're important. however, neither was transferred over when you backup to an external device. the only possibility I can think of for the corruption is during the transfer. the first time i transferred over the save I overrode the save that was already present. I believe the second time I deleted the folders themselves, then transferred over the saves. one thing I noticed about the db and sg payload is that not all files are transferred. one of my games had like 15 files attached to the save, but that payload only transferred half of them. I'm assuming that it can tell what needs to be backed up either that or there's a file that's attached to the save slot and having more than one that contradict one another causes corruption. however, mega man only has two files, so I don't know what could've happened there. I guess it could've been normal corruption during ftp, but I did try it twice.
 
@Bereuza How they are linked? Keystone involved in somekined save signing or "part" of PFS?
I'm not that knowledgeable to state for sure, whether it uses the keystone information to sign the .bin or if it uses keystone hashes for PFS encryption I don't know, fact is that PKG keystone and saves are directly connected. Zer0xFF could explain it better, don't know if he's a member here though.
 

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