Repository navigation
|
Hello everyone, Context, I’m comparing fastfiles between: PS3 (Version 146 (0x92)) | Wii U (Version 148 (0x94)) Spoofing the version field (Editing 0x92 to 0x94 in hxd) allows it to pass the version check This strongly suggests: 0x94 is not just a version bump, the internal layout differs from 0x92... Offsets, assets and stuff are likely structured differently The issue happens even with only the loader .ff present (no ipak) I’m trying to identify structural differences between the fastfile format between Wii U and PS3, determine what changed and potentially adapt or reconstruct a WiiU-compatible fastfile I already have: Dumps of PS3 and Wii U fastfiles, header comparisons, confirmed version spoof behavior
I’d greatly appreciate any kind of help or idea... Thanks in advance. |
Replies: 2 comments 2 replies
|
hey there, the fastfile format is unfortunately very heavily based on the memory layout of the games structs which means that any layout change in any asset struct represents a breaking change and makes the fastfile incompatible. That's one thing, the other is that at least between PC,Xbox and PS3, the key they used for signing fastfiles changes. That's as far as I can give you insights about WiiU. Like I mentioned, I haven't researched WiiU at all really, just from having experience with the format on other platforms. |
|
I have been researching Xbox 360 fastfiles for IW3. I have managed to at least add full unlinking support for all asset types. The assets structs are different in numerous places compared to PC so I have no doubt that the WiiU assets are different as well. A good starting point would be to load the WiiU executable into a decompiler (e.g. IDA Pro) and step through the asset parsing code to determine the struct layouts. Here is my fork (it is out of date from the main branch now) which may be useful. Feel free to reach me on discord and ask any questions (link on my GitHub profile) |
hey there,
the fastfile format is unfortunately very heavily based on the memory layout of the games structs which means that any layout change in any asset struct represents a breaking change and makes the fastfile incompatible.
I have not put any effort into researching PS3 or WiiU but from my experience with the differences between PC and Xbox360 and having faint memories of somebody else researching about PS3 structs I would guess it's very likely at least something changed in the structs.
That's one thing, the other is that at least between PC,Xbox and PS3, the key they used for signing fastfiles changes.
While that does not represent a structural issue, the game will not accept any …