Call of Duty 4: FastFile Format
*** Article and investigation in early progress ***
Header
- Byte 0-3: decompressed fastfile size minus 44 (0x2C)
- Byte 4-7: about the total size of referenced data, e.g. the required memory for IWI textures if material files are in the ff
- Byte 8-11: unknown, might be a flag
- Byte 12-43: unknown
- Byte 44-47: equal to number of entries in "1st index" and amount of (model tag/joint/notetrack) strings (times 4 for index length)
- Byte 48-51: separator? (FF FF FF FF)
- Byte 52-55: number of records* ("2nd index", times 8 for index length)
- Byte 56-63: separator? (FF FF FF FF FF FF FF FF)
- Byte 64-x: string list (xmodelsurfs?) --> not always, depends on the content (required offsets are in the FF header)*
* under re-investigation
Example: mp_backlot_load.ff
Contains:
- 2x shaders
- 3x materials
- (1x fastfile name)
Materials:
- $victorybackdrop - mile_high_victory_screen.iwi (699,092 bytes)
- $defeatbackdrop - (none)
- $levelbriefing - loadscreen_mp_backlot.iwi (524,316 bytes)
----------- [start of file and header] 71 03 00 00 decompressed filesize - 44 (hex: 371 + 2C = 39D; dec: 881 + 44 = 925) B8 AA 12 00 size of both IWIs the materials in FF point to - 56 (2x28, 28 bytes = IWI header) 0x12AAB8 = 1,223,352 699,092 + 524,316 = 1,223,408 difference: 56 A4 00 00 00 might be a flag 00 00 00 00 unknown 00 00 00 00 unknown 00 00 00 00 unknown E5 00 00 00 unknown 00 00 00 00 unknown 00 00 00 00 unknown 00 00 00 00 unknown 00 00 00 00 unknown ----------- [end of header] (44 bytes), [start of index] 00 00 00 00 unknown, is sometimes FF FF FF FF 06 00 00 00 number of records in index (6) FF FF FF FF separator 05 00 00 00 FF FF FF FF 1st: shader 05 00 00 00 FF FF FF FF 2nd: shader 04 00 00 00 FF FF FF FF 3rd: material 04 00 00 00 FF FF FF FF 4th: material 04 00 00 00 FF FF FF FF 5th: material 1F 00 00 00 FF FF FF FF 6th: ff name FF FF FF FF separator ----------- [end of index]
Index
4 byte identifier (fastfile entry type), 4 byte offset (FF FF FF FF = -1, meaning right after the previous block?)
Separator (FF FF FF FF) after last 4-byte couple + 00 00 00 00 ?
Types
- 00 00 00 01 - physpreset
- 00 00 00 02 - xanim
- 00 00 00 03 - xmodel
- 00 00 00 04 - material
- 00 00 00 05 - shader / techset
- 00 00 00 06 - image?
- 00 00 00 0B - map_ents (d3dbsp)
- 00 00 00 0C - related to col_map_mp (d3dbsp)
- 00 00 00 0E - related to game_map_mp (d3dbsp)
- 00 00 00 10 - related to col_map_mp / gfx_map (d3dbsp)
- 00 00 00 13 - font
- 00 00 00 14 - menu
- 00 00 00 16 - localized string asset
- 00 00 00 17 - physpreset??
- 00 00 00 19 - fx
- 00 00 00 1F - string / raw file / fastfile name
- 00 00 00 20 - stringtable (comma separated list)
Content
00 00 00 04
FF FF FF FF [start separation] 00 2B 01 01 First 4 bytes seem to be 4 (unsigned) char's. First byte is so far always 0x00 (perhaps it's a short together with the second byte). Second byte so far either 0x2B or 0x00, I think this is a length. Third byte so far 0x01, when 0x00 (all 4) the content is only a number of 0x00's, then the filename (0x00 termination) Fourth byte either 0x00 or 0x01. Can be a length or a bool. Then 0x10 bytes of more header. FF FF FF FF Separator 00 When fourth byte is 01, there's a 0x00 following? Then there's garbage (0xFF) and some shorts it looks of length in the second byte. Then more information... FF FF FF FF [end separation]
00 00 00 05
FF FF FF FF [start separation] 00 00 00 00 0x90 times 0x00 Then filename (0x00 termination) FF FF FF FF [end separation]
00 00 00 1F
Often at the end of the FF file.
FF FF FF FF [start separation] 00 00 00 00 FF FF FF FF Then filename (0x00 termination) 00 Another termination, of the FF file? Or padding? [end of file]
--CoDEmanX 01:28, 4 November 2009 (UTC)
--Daevius 14:32, 4 November 2009 (UTC)