From COD Engine Research
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FastFiles are the CoD engine's way of storing Zone files. FastFiles (FFs) almost always have some sort of RSA2048 signature, a zlib compression along the way, and then on later CoDs some encryption. The Zones are a library of assets. Every FF in every CoD game starts the same way...

Name Offset Type Description
Magic 0x0 char[8] "IWffu100" for unsigned fastfiles, "IWff0100" for signed fastfiles, and "TAff0100" for treyarch's Black Ops 2 fastfile's.
Version 0x8 int See below.

So by reading the version of the input FF, you can tell what system and game the FF is from.

CoD4 WaW MW2 BO1 MW3 BO2 Ghosts CoD: Online Advanced Warfare
Xbox 360 0x1 0x183 0x10D 0x1D9 0x70 0x92 0x22E n/a 0x72E
Playstation 3 0x1 0x183 0x10D 0x1D9 0x70 0x92 0x22E n/a 0x72E
Wii 0x1A2 0x19B n/a 0x1DD 0x6B n/a n/a n/a n/a
PC 0x5 0x183 0x114 0x1D9 0x1 0x93 0x135 0x13C 0x72E

Pointers in Zone Files

Infinity Ward implemented their own way of loading data that can already be found earlier in the zone file. What should be an address in memory is instead stored either as -1, -2, or as an offset. If the pointer is -1 or -2, than the data follows the header, typically in order. If the pointer is not -1 or -2, the first 4 bits are extracted and used as an index for the g_streamBlocks array. The other bits are the offset and is added to the data pointer in g_streamBlocks. The offset is only correct after the zone file has been loaded in memory. This is because some data is relocated which changes the size of the zone. Some differences:

  • strings are aligned by 4 bytes
  • asset headers are stored in pools
  • sound, image, and shader programs are stored in pools
  • zone header is removed