FastFiles and Zone files (BO2): Difference between revisions
| Line 81: | Line 81: | ||
=== Asset List === | === Asset List === | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
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; | |||
}; | }; | ||
| Line 91: | Line 212: | ||
int count; | int count; | ||
const char **strings; | const char **strings; | ||
}; | |||
struct XAsset | |||
{ | |||
XAssetType type; | |||
XAssetHeader header; | |||
}; | }; | ||
| Line 96: | Line 223: | ||
{ | { | ||
ScriptStringList stringList; | ScriptStringList stringList; | ||
int | int dependCount; | ||
const char ** | const char **depends; | ||
int assetCount; | int assetCount; | ||
XAsset *assets; | XAsset *assets; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 20:01, 20 December 2014
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
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;
};