Difference between revisions of "FastFiles and Zone files (BO2)"
From COD Engine Research
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Aerosoul94 (Talk | contribs) (→FastFile Keys) |
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0xA3, 0x92, 0x75, 0xFD, | 0xA3, 0x92, 0x75, 0xFD, | ||
0x3E, 0xA7, 0x13, 0x39 | 0x3E, 0xA7, 0x13, 0x39 | ||
+ | === Wii U === | ||
+ | 0xB3, 0xBD, 0x6B, 0x2C, | ||
+ | 0x82, 0x42, 0x8D, 0x11, | ||
+ | 0xB8, 0x88, 0x2D, 0x4C, | ||
+ | 0x6D, 0x18, 0xCC, 0x79, | ||
+ | 0xE2, 0x70, 0x9F, 0x6B, | ||
+ | 0xD4, 0x39, 0x91, 0x35, | ||
+ | 0xFD, 0xDE, 0x14, 0xE6, | ||
+ | 0x8F, 0x3A, 0xBC, 0xCE | ||
=== PC === | === PC === | ||
Thanks to master131. | Thanks to master131. | ||
Line 55: | Line 64: | ||
0x30, 0xBF, 0x88, 0xB6, | 0x30, 0xBF, 0x88, 0xB6, | ||
0x5E, 0xDC, 0x50, 0xBE | 0x5E, 0xDC, 0x50, 0xBE | ||
+ | |||
== Zone File == | == Zone File == | ||
=== Header === | === Header === |
Latest revision as of 16:18, 30 January 2015
Contents
FastFile Structure
struct DB_Header { char magic[8]; int version; }; struct DB_AuthSignature { char bytes[256]; }; struct DB_AuthHeader { char magic[8]; int reserved; char fastfileName[32]; DB_AuthSignature signedSubheaderHash; };
Encryption & Compression
PS3
After the zone file 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 compression, then encrypted using salsa20.
FastFile Keys
XBOX 360
Thanks to Chocolate.
0x0E, 0x50, 0xF4, 0x9F, 0x41, 0x23, 0x17, 0x09, 0x60, 0x38, 0x66, 0x56, 0x22, 0xDD, 0x09, 0x13, 0x32, 0xA2, 0x09, 0xBA, 0x0A, 0x05, 0xA0, 0x0E, 0x13, 0x77, 0xCE, 0xDB, 0x0A, 0x3C, 0xB1, 0xD3
PS3
0xC8, 0x0B, 0x0E, 0x0C, 0x15, 0x4B, 0xFF, 0x91, 0x76, 0xA0, 0xC5, 0xC8, 0xD2, 0x4F, 0xA5, 0xE3, 0xEE, 0x09, 0xEE, 0x90, 0x6F, 0x72, 0x90, 0x80, 0xA3, 0x92, 0x75, 0xFD, 0x3E, 0xA7, 0x13, 0x39
Wii U
0xB3, 0xBD, 0x6B, 0x2C, 0x82, 0x42, 0x8D, 0x11, 0xB8, 0x88, 0x2D, 0x4C, 0x6D, 0x18, 0xCC, 0x79, 0xE2, 0x70, 0x9F, 0x6B, 0xD4, 0x39, 0x91, 0x35, 0xFD, 0xDE, 0x14, 0xE6, 0x8F, 0x3A, 0xBC, 0xCE
PC
Thanks to master131.
0x64, 0x1D, 0x8A, 0x2F, 0xE3, 0x1D, 0x3A, 0xA6, 0x36, 0x22, 0xBB, 0xC9, 0xCE, 0x85, 0x87, 0x22, 0x9D, 0x42, 0xB0, 0xF8, 0xED, 0x9B, 0x92, 0x41, 0x30, 0xBF, 0x88, 0xB6, 0x5E, 0xDC, 0x50, 0xBE
Zone File
Header
enum { XFILE_BLOCK_TEMP = 0, XFILE_BLOCK_RUNTIME_VIRTUAL = 1, XFILE_BLOCK_RUNTIME_PHYSICAL = 2, XFILE_BLOCK_DELAY_VIRTUAL = 3, XFILE_BLOCK_DELAY_PHYSICAL = 4, XFILE_BLOCK_VIRTUAL = 5, XFILE_BLOCK_PHYSICAL = 6, XFILE_BLOCK_STREAMER_RESERVE = 7, MAX_XFILE_COUNT }; struct XFile { unsigned int size; unsigned int externalSize; unsigned int blockSize[MAX_XFILE_COUNT]; };
Asset List
enum XAssetType { ASSET_TYPE_XMODELPIECES = 0x0, ASSET_TYPE_PHYSPRESET = 0x1, ASSET_TYPE_PHYSCONSTRAINTS = 0x2, ASSET_TYPE_DESTRUCTIBLEDEF = 0x3, ASSET_TYPE_XANIMPARTS = 0x4, ASSET_TYPE_XMODEL = 0x5, ASSET_TYPE_MATERIAL = 0x6, ASSET_TYPE_TECHNIQUE_SET = 0x7, ASSET_TYPE_IMAGE = 0x8, ASSET_TYPE_SOUND = 0x9, ASSET_TYPE_SOUND_PATCH = 0xA, ASSET_TYPE_CLIPMAP = 0xB, ASSET_TYPE_CLIPMAP_PVS = 0xC, ASSET_TYPE_COMWORLD = 0xD, ASSET_TYPE_GAMEWORLD_SP = 0xE, ASSET_TYPE_GAMEWORLD_MP = 0xF, ASSET_TYPE_MAP_ENTS = 0x10, ASSET_TYPE_GFXWORLD = 0x11, ASSET_TYPE_LIGHT_DEF = 0x12, ASSET_TYPE_UI_MAP = 0x13, ASSET_TYPE_FONT = 0x14, ASSET_TYPE_FONTICON = 0x15, ASSET_TYPE_MENULIST = 0x16, ASSET_TYPE_MENU = 0x17, ASSET_TYPE_LOCALIZE_ENTRY = 0x18, ASSET_TYPE_WEAPON = 0x19, ASSET_TYPE_WEAPONDEF = 0x1A, ASSET_TYPE_WEAPON_VARIANT = 0x1B, ASSET_TYPE_WEAPON_FULL = 0x1C, ASSET_TYPE_ATTACHMENT = 0x1D, ASSET_TYPE_ATTACHMENT_UNIQUE = 0x1E, ASSET_TYPE_WEAPON_CAMO = 0x1F, ASSET_TYPE_SNDDRIVER_GLOBALS = 0x20, ASSET_TYPE_FX = 0x21, ASSET_TYPE_IMPACT_FX = 0x22, ASSET_TYPE_AITYPE = 0x23, ASSET_TYPE_MPTYPE = 0x24, ASSET_TYPE_MPBODY = 0x25, ASSET_TYPE_MPHEAD = 0x26, ASSET_TYPE_CHARACTER = 0x27, ASSET_TYPE_XMODELALIAS = 0x28, ASSET_TYPE_RAWFILE = 0x29, ASSET_TYPE_STRINGTABLE = 0x2A, ASSET_TYPE_LEADERBOARD = 0x2B, ASSET_TYPE_XGLOBALS = 0x2C, ASSET_TYPE_DDL = 0x2D, ASSET_TYPE_GLASSES = 0x2E, ASSET_TYPE_EMBLEMSET = 0x2F, ASSET_TYPE_SCRIPTPARSETREE = 0x30, ASSET_TYPE_KEYVALUEPAIRS = 0x31, ASSET_TYPE_VEHICLEDEF = 0x32, ASSET_TYPE_MEMORYBLOCK = 0x33, ASSET_TYPE_ADDON_MAP_ENTS = 0x34, ASSET_TYPE_TRACER = 0x35, ASSET_TYPE_SKINNEDVERTS = 0x36, ASSET_TYPE_QDB = 0x37, ASSET_TYPE_SLUG = 0x38, ASSET_TYPE_FOOTSTEP_TABLE = 0x39, ASSET_TYPE_FOOTSTEPFX_TABLE = 0x3A, ASSET_TYPE_ZBARRIER = 0x3B, ASSET_TYPE_COUNT = 0x3C, ASSET_TYPE_STRING = 0x3C, ASSET_TYPE_ASSETLIST = 0x3D, ASSET_TYPE_REPORT = 0x3E, ASSET_TYPE_DEPEND = 0x3F, ASSET_TYPE_FULL_COUNT = 0x40, }; union XAssetHeader { XModelPieces *xmodelPieces; PhysPreset *physPreset; PhysConstraints *physConstraints; DestructibleDef *destructibleDef; XAnimParts *parts; XModel *model; Material *material; MaterialPixelShader *pixelShader; MaterialVertexShader *vertexShader; MaterialTechniqueSet *techniqueSet; GfxImage *image; SndBank *sound; SndPatch *soundPatch; clipMap_t *clipMap; ComWorld *comWorld; GameWorldSp *gameWorldSp; GameWorldMp *gameWorldMp; MapEnts *mapEnts; GfxWorld *gfxWorld; GfxLightDef *lightDef; Font_s *font; FontIcon *fontIcon; MenuList *menuList; menuDef_t *menu; LocalizeEntry *localize; WeaponVariantDef *weapon; WeaponAttachment *attachment; WeaponAttachmentUnique *attachmentUnique; WeaponCamo *weaponCamo; SndDriverGlobals *sndDriverGlobals; FxEffectDef *fx; FxImpactTable *impactFx; RawFile *rawfile; StringTable *stringTable; LeaderboardDef *leaderboardDef; XGlobals *xGlobals; ddlRoot_t *ddlRoot; Glasses *glasses; TextureList *textureList; EmblemSet *emblemSet; ScriptParseTree *scriptParseTree; KeyValuePairs *keyValuePairs; VehicleDef *vehicleDef; MemoryBlock *memoryBlock; AddonMapEnts *addonMapEnts; TracerDef *tracerDef; SkinnedVertsDef *skinnedVertsDef; Qdb *qdb; Slug *slug; FootstepTableDef *footstepTableDef; FootstepFXTableDef *footstepFXTableDef; ZBarrierDef *zbarrierDef; void *data; }; struct ScriptStringList { int count; const char **strings; }; struct XAsset { XAssetType type; XAssetHeader header; }; struct XAssetList { ScriptStringList stringList; int dependCount; const char **depends; int assetCount; XAsset *assets; };