Researching about Wii U's Black Ops 2 FastFile / leftover DLC behavior

darkexnarukami

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Hello everyone,
I’m currently researching the fastfile formats used by Black Ops 2 on Wii U, exactly trying to run Nuketown Zombies as a test for this to work, and I’ve encountered a structural difference that I’m trying to run this project.

Context, I’m comparing fastfiles between: PS3 (Version 146 (0x92)) | Wii U (Version 148 (0x94))
When loading a PS3 fastfile on Wii U the engine throws: "Fastfile is out of date (version 146, expecting 148)"

Spoofing the version field (Editing 0x92 to 0x94 in hxd) allows it to pass the version check
However, the frontend freezes during loading (no crash/alert message, just a complete system freeze)

This strongly suggests: 0x94 is not just a version bump, the internal layout differs from 0x92... Offsets, assets and stuff are likely structured differently
What I’ve confirmed is that Wii U and PS3 are both big-endian, but the freeze occurs while loading dlczm0_load_zm.ff (loader of the DLC)

The issue happens even with only the loader .ff present (no ipak)
Comparing a Wii U fastfile (dlc0_load_mp.ff) vs PS3 equivalent shows divergence shortly after the header

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
If anyone has:
- Documentation on T6 fastfile internals
- Experience with linkers (and if they could work on PS3/Wii U versions of BO2)
- Knowledge about fastfile versions overall
- Experience modifying Wii U builds of Black Ops 2

I’d greatly appreciate any kind of help or idea... Thanks in advance.
 
Seeing that a PS4/PS5 version had just been released, I would check out those fastfiles. Maybe they would use the same version of fastfiles as Wii U, if not maybe newer.

Only issue is Endian. But I guess that isn't really an issue that can be resolved unless the PS4/PS5 version of BO2 for some reason use Big-Endian.

I would also check out the Xbox 360 version, PS3 had a rep of being a pain to develop for iirc, so maybe it had to work with an earlier version of Fastfiles than the 360. I do believe 360 used Big-Endian.

(Edited again)

So looking into it, PS3 might not be working because it uses a strange compression or encryption or something. So I would give the Xbox 360 version a shot to see what happens.

But here are a couple sites that looked into each version of Fastfiles. (Except for PS4/PS5)
https://codresearch.dev/index.php/Category:FastFiles
https://codresearch.dev/index.php/FastFiles_and_Zone_files_(BO2)
 
Last edited by Iced_Tea_Addict,

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