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When loading a PS3 fastfile on Wii U the engine throws: "Fastfile is out of date (version 146, expecting 148)"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.
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When loading a PS3 fastfile on Wii U the engine throws: "Fastfile is out of date (version 146, expecting 148)"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.







