FastFiles and Zone files (BO1): Difference between revisions
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== Zone File == | == Zone File == | ||
<syntaxhighlight lang=" | === Header === | ||
<syntaxhighlight lang="cpp"> | |||
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 unknown; | |||
int blockSize[MAX_XFILE_COUNT]; | |||
}; | |||
</syntaxhighlight> | |||
=== Asset List === | |||
<syntaxhighlight lang="cpp"> | |||
struct XAsset | struct XAsset | ||
{ | { | ||
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XAsset *assets; | XAsset *assets; | ||
}; | }; | ||
</syntaxhighlight> | |||
Revision as of 05:08, 13 January 2014
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 unknown;
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;
};