FastFiles and Zone files (MW2)

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Main FastFile Structure

 //Note, on PS3 all values are << 1
 enum language_t
 {
   LANGUAGE_ENGLISH = 0x1,
   LANGUAGE_FRENCH = 0x2,
   LANGUAGE_GERMAN = 0x3,
   LANGUAGE_ITALIAN = 0x4,
   LANGUAGE_SPANISH = 0x5,
   LANGUAGE_BRITISH = 0x6,
   LANGUAGE_RUSSIAN = 0x7,
   LANGUAGE_POLISH = 0x8,
   LANGUAGE_KOREAN = 0x9,
   LANGUAGE_TAIWANESE = 0xA,
   LANGUAGE_JAPANESE = 0xB,
   LANGUAGE_CHINESE = 0xC,
   LANGUAGE_THAI = 0xD,
   LANGUAGE_LEET = 0xE,
   LANGUAGE_CZECH = 0xF,
   MAX_LANGUAGES
 };
 
 //Entry point for the FF.
 struct DB_AuthHeader
 {
   char magic[8];
   int version;
   bool allowOnlineUpdate;
   unsigned __int64 fileCreationTime;
   language_t region;
   int entryCount;
   Entry entries[];
   int fileSize;
   int maxFileSize;
 };

Magic

The magic is a string that is 8 characters long. It is either "IWff0100" or "IWffu100". It indicates what is read after maxFileSize. If it is "IWff0100" then this FF is signed. If it is "IWffu100", then this FF is unsigned.

Version

Helps to dictate the version of the FF, so Modern Warfare 3 FastFiles cannot be loaded on Modern Warfare 2. The Modern Warfare 2 version is 0x10D for console systems and 0x114 for PC.

 if (version > 0x10D)
  Com_Error("Fastfile for zone '%s' is newer than client executable (version %d, expecting %d)", version, 0x10D);
 else if (version < 0x10D)
  Com_Error("Fastfile for zone '%s' is out of date (version %d, expecting %d)", version, 0x10D);

AllowOnlineUpdate

Whether or not assets in this FF may be replaced by an FF loaded at a later time.

Entries

These are still not entirely understood. Most FF systems simply parse past them.

Xbox 360

 for (int32 i = 0; i < 0x0f; i++)
 {
   if (((1 << i) & language) == 0)
     continue;
   else
     ReadBytes(((entryCount << 1) + entryCount) << 2);
 }

PS3

 readBytes(entryCount * 0x14);

File Sizes

The fileSize is the size of the FF, everything included. The maxFileSize is the highest number that fileSize can be, and in most FFs they are equal.

Subheader

The rest of the FF is read depending on what the main FF magic was. If the magic was "IWff0100" then the FF is signed. If it was "IWffu100", the FF is unsigned.

Unsigned Files

PS3 only supports unsigned fastfiles. For Xbox 360, only single player FastFiles are unsigned. Unsigned FastFiles are very simple. The only data remaining is compressed zlib data. Decompressing the data yields the zone file.

Signed Files

 struct DB_AuthHash
 {
   char bytes[32];
 };
 
 struct DB_AuthSignatureHash
 {
   char bytes[256];
 };
 
 struct DB_AuthSubheader
 {
   char fastfileName[32];
   int reserved;
   DB_AuthHash masterBlockHashes[244];
 };
 
 struct DB_AuthXBlock
 {
 #ifdef XBOX
   DB_AuthHash blockSignature[0x100];
   char blockData[0x200000];
 #elif defined PS3
   char blockData[0x10000];
 #endif
 };
 
 //Sub DB_AuthHeader, continuation on the earlier.
 struct DB_AuthHeader
 {
   char magic[8];
   int reserved;
   DB_AuthHash subheaderHash;
   DB_AuthSignatureHash signedSubheaderHash;
   DB_AuthSubHeader subheader;
   DB_AuthXBlock xBlocks[];
 };

The signatures on the XBlocks are checked as the FastFile loads. Then the sub-header master block hashes are checked, followed by the signedSubheaderHash, and lastly the subheaderHash. If any fail, then the loading of the FF is aborted. Only Activision and the game developers can generate the RSA signatures.

Magic

The subheader magic is always "IWffs100".

XBlocks

XBlocks are used until they are no longer needed. If the compressed data can fit into 1, then only 1 will exist.

Compression

PS3

After the zone file is created, it is split into blocks each 0x10000 bytes. Each block is compressed using default zlib compression. The size of the compressed block is stored as an unsigned 16 bit integer over the zlib header (0x78DA). Compressed blocks are concatenated and appended to the fastfile.

Xbox 360

Once the zone file is created, the entire zone is compressed using default zlib compression. If the FastFile is unsigned (single player) then the data is simply concatenated to the header. Signed files split the data up into 0x200000 byte XBlocks, each with a 0x2000 byte hash block.

Zone File

The zone file is the decompressed data from an FF.

Header

The XFile header is loaded first. It contains XBlock sizes to be allocated for g_streamBlocks.

enum
{
 XFILE_BLOCK_TEMP	= 0,
 XFILE_BLOCK_PHYSICAL	= 1,
 XFILE_BLOCK_RUNTIME	= 2,
 XFILE_BLOCK_VIRTUAL	= 3,
 XFILE_BLOCK_LARGE	= 4,
 XFILE_BLOCK_CALLBACK	= 5,
#if defined(PC) || defined(PS3)
 XFILE_BLOCK_VERTEX	= 6,
 #ifdef PC
 XFILE_BLOCK_INDEX	= 7,
 #endif
#endif
 MAX_XFILE_COUNT
};
 
struct XFile
{
  int size;
  int externalSize;
  int blockSize[MAX_XFILE_COUNT];
};

Asset List

After the XFile header is the asset list. The asset list contains a list of script strings and a list of assets. The fastfile compiler creates a rawfile as the last asset which contains any compiler errors (as seen in french code_post_gfx_mp.ff).

struct XAsset
{
  XAssetType type; //See enum below
  XAssetHeader * header;
};
 
struct XAssetList
{
  int scriptStringCount;
  const char * * scriptStrings;
  int assetCount;
  XAsset *assets;
};

General Asset Information

Asset Types

The types of assets loaded are determined by this enum.

Asset Type Xbox ID PS3 ID PC ID Is Used Max Count Asset Size (PC)
physpreset 0x00 0x00 0x00 True 0x40 0x2C
phys_collmap 0x01 0x01 0x01 True 0x400 0x48
xanim 0x02 0x02 0x02 True 0x1000 0x58
xmodelsurfs 0x03 0x03 0x03 True 0x1000 0x24
xmodel 0x04 0x04 0x04 True 0x600 0x130
material 0x05 0x05 0x05 True 0x1000 0x60
pixelshader 0x06 0x06 0x06 True 0x1FA0 0x10
vertexshader N/A 0x07 0x07 True 0x400 0x10
vertexdecl N/A N/A 0x08 True 0x30 0x64
techset 0x07 0x08 0x09 True 0x300 0xCC
image 0x08 0x09 0x0A True 0xE00 0x20
sound 0x09 0x0A 0x0B True 0x3E80 0x0C
sndcurve 0x0A 0x0B 0x0C True 0x40 0x88
loaded_sound 0x0B 0x0C 0x0D True 0x546 0x2C
col_map_sp 0x0C 0x0D 0x0E True 1 0x100
col_map_mp 0x0D 0x0E 0x0F True 1 0x100
com_map 0x0E 0x0F 0x10 True 1 0x10
game_map_sp 0x0F 0x10 0x11 True 1 0x38
game_map_mp 0x10 0x11 0x12 True 1 0x08
map_ents 0x11 0x12 0x13 True 2 0x2C
fx_map 0x12 0x13 0x14 True 1 0x74
gfx_map 0x13 0x14 0x15 True 1 0x274
lightdef 0x14 0x15 0x16 True 0x20 0x10
ui_map 0x15 0x16 0x17 False 0 N/A
font 0x16 0x17 0x18 True 0x10 0x18
menufile 0x17 0x18 0x19 True 0x80 0x0C
menu 0x18 0x19 0x1A True 0x264 0x190
localize 0x19 0x1A 0x1B True 0x1B58 0x08
weapon 0x1A 0x1B 0x1C True 0x578 0x684
snddriverglobals 0x1B 0x1C 0x1D True 1 N/A
fx 0x1C 0x1D 0x1E True 0x258 0x20
impactfx 0x1D 0x1E 0x1F True 4 0x08
aitype 0x1E 0x1F 0x20 False 0 N/A
mptype 0x1F 0x20 0x21 False 0 N/A
character 0x20 0x21 0x22 False 0 N/A
xmodelalias 0x21 0x22 0x23 False 0 N/A
rawfile 0x22 0x23 0x24 True 0x400 0x10
stringtable 0x23 0x24 0x25 True 0x190 0x10
leaderboarddef 0x24 0x25 0x26 True 0x64 0x18
structureddatadef 0x25 0x26 0x27 True 0x18 0x0C
tracer 0x26 0x27 0x28 True 0x20 0x70
vehicle 0x27 0x28 0x29 True 0x80 0x2D0
addon_map_ents 0x28 0x29 0x2A True 1 0x24