FastFiles and Zone files (MW2): Difference between revisions
| Line 101: | Line 101: | ||
if ((DB_Header->languageMask & bit) == 0) | if ((DB_Header->languageMask & bit) == 0) | ||
continue; | continue; | ||
if (DB_Header->entryCount > MAX_DB_HEADER_ENTRIES) | |||
Com_Error("Too many DB header entries"); | |||
uint32_t entryBytes = DB_Header->entryCount * 0x14; | uint32_t entryBytes = DB_Header->entryCount * 0x14; | ||
Latest revision as of 18:38, 22 June 2026
Main FastFile Structure
#define MAX_DB_HEADER_ENTRIES 0x3800
//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_Header
{
char magic[8];
int version;
bool allowOnlineUpdate;
unsigned __int64 fileCreationTime;
language_t languageMask;
int entryCount;
DbHeaderImageStreamEntry entries[]; //entryCount
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Com_Error("Fastfile for zone '%s' is out of date (version %d, expecting %d)", version, 0x10D);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
On PS3 Entries are the serialized source ranges and logical decode positions for streamed GfxImage payloads.
The serialized header row order is not the same as the runtime record order. The engine reads: DbHeaderImageStreamEntry, Then stores runtime records as: GfxImageStreamRecord.
public struct DbHeaderImageStreamEntry
{
uint FileIndex; // 0 = current fastfile, 1..4 = imagefile%d
uint SourceStart; // compressed/source offset in selected file
uint SourceEnd; // compressed/source end offset, not size
uint BlockOffset; // low 16-bit/intra-block logical stream offset
uint StreamOffset; // full logical uncompressed stream offset
}
public struct GfxImageStreamRecord
{
uint SourceStart;
uint BlockOffset;
uint StreamOffset;
uint SourceEnd;
void* File;
}Xbox 360
for (int32 i = 0; i < 0x0f; i++)
{
if (((1 << i) & language) == 0)
continue;
else
ReadBytes(((entryCount << 1) + entryCount) << 2);
}
PS3
The language selector comes from DB global/state storage:
dbManager->selectedLanguageMask; // offset +0x46024 in the manager block
Behavior from the eboot:
- If selectedLanguageMask == 0, the first header’s languageMask initializes it.
- If it is already set, the header language mask must intersect it.
- The entry table for the selected language bit is read.
- Entry tables for other language bits are skipped with entryCount * 0x14.
for (uint32_t i = 0; i < (language_t->MAX_LANGUAGES - 1); i++)
{
uint32_t bit = 1u << i;
if ((DB_Header->languageMask & bit) == 0)
continue;
if (DB_Header->entryCount > MAX_DB_HEADER_ENTRIES)
Com_Error("Too many DB header entries");
uint32_t entryBytes = DB_Header->entryCount * 0x14;
if (bit != db->selectedLanguageMask) //See notes above
{
SkipBytes(r, entryBytes);
continue;
}
for (uint32_t entryIndex = 0;
entryIndex < DB_Header->entryCount;
entryIndex++)
{
DbHeaderImageStreamEntry *entry = &DB_Header->entries[entryIndex];
entry->fileIndex = ReadU32BE(r);
entry->sourceStart = ReadU32BE(r);
entry->sourceEnd = ReadU32BE(r);
entry->blockOffset = ReadU32BE(r);
entry->streamOffset = ReadU32BE(r);
}
}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, the last block being padded with zeroes if not 0x10000 bytes long. 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];
};g_streamBlocks
Remember that g_streamBlocks are loaded as the zone is read. Here are some examples. The raw dumps are collapsed by default to keep the page readable:
Temp
Temp block dump
0000000B 40000001 000001AF 400000F5 40153A79 00000000 00000000 40153A82 401537C1 42820000 00000000 00000000 00000001 00000000 00000168 00000000 00000000 00000000 00000000 4000844B 00000000 00000000 00000085 00000085 0000016E 000001F4 00000001 00000000 00000000 00000000 00000000 00000000 00000000 40153A59 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 40000E89 4012CA4D 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000Large
Large block dump
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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 |