Difference between revisions of "FastFiles and Zone files (BO1)"
From COD Engine Research
Aerosoul94 (Talk | contribs) (→Zone File) |
Aerosoul94 (Talk | contribs) m (→Header) |
||
Line 66: | Line 66: | ||
{ | { | ||
int size; | int size; | ||
− | int | + | int externalSize; |
int blockSize[MAX_XFILE_COUNT]; | int blockSize[MAX_XFILE_COUNT]; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | |||
=== Asset List === | === Asset List === | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> |
Latest revision as of 06:34, 12 January 2015
Contents
FastFile Structure
struct DB_Header { char magic[8]; // "IWff0100" int version; }; struct DB_AuthSignature { char bytes[256]; }; struct DB_AuthHeader { int unknown; char magic[8]; // "PHEEBs71" int reserved; char fastfileName[32]; DB_AuthSignature signedSubheaderHash; };
Encryption & Compression
PS3
After the zone is created, it is split into blocks. The first block is the 0x28 byte XFile header . After that, each block is 0x7FC0 bytes. Each block is first compressed using best zlib compression and encrypted using salsa20.
Salsa20 Keys
PS3
0x0C, 0x99, 0xB3, 0xDD, 0xB8, 0xD6, 0xD0, 0x84, 0x5D, 0x11, 0x47, 0xE4, 0x70, 0xF2, 0x8A, 0x8B, 0xF2, 0xAE, 0x69, 0xA8, 0xA9, 0xF5, 0x34, 0x76, 0x7B, 0x54, 0xE9, 0x18, 0x0F, 0xF5, 0x53, 0x70
XBOX 360
0x1a, 0xc1, 0xd1, 0x2d, 0x52, 0x7c, 0x59, 0xb4, 0x0e, 0xca, 0x61, 0x91, 0x20, 0xff, 0x82, 0x17, 0xcc, 0xff, 0x09, 0xcd, 0x16, 0x89, 0x6f, 0x81, 0xb8, 0x29, 0xc7, 0xf5, 0x27, 0x93, 0x40, 0x5d
Zone File
Header
enum { XFILE_BLOCK_TEMP = 0, XFILE_BLOCK_RUNTIME = 1, XFILE_BLOCK_LARGE_RUNTIME = 2, XFILE_BLOCK_PHYSICAL_RUNTIME = 3, XFILE_BLOCK_VIRTUAL = 4, XFILE_BLOCK_LARGE = 5, XFILE_BLOCK_PHYSICAL = 6, MAX_XFILE_COUNT }; struct XFile { int size; int externalSize; int blockSize[MAX_XFILE_COUNT]; };
Asset List
struct XAsset { XAssetType type; XAssetHeader * header; }; struct ScriptStringList { int count; const char **strings; }; struct XAssetList { ScriptStringList stringList; int assetCount; XAsset *assets; };