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Describe why HOS might have done this. While the below is conjecture, the effect matches the comment added to the file. FAT32 has a (4GiB-1) byte limit per file, but they had to support that media. They likely wanted to avoid forcing game makers to partition game files. If the above is true, then this hack could make sense.... The directory, rather than being a "real" directory, is storing the file in multiple parts. Example (ignoring actual hash-based file names that HOS uses for simplicity): * The game ships with a file named "FOO.DAT" that is 6GB in size. * HOS does not attempt to create a 6GB file on FAT32 media (which would fail) * HOS creates a directory named "FOO.DAT" instead. * Inside that directory, HOS stores the first 2GB as "FileChunk01" * Inside that directory, HOS stores the second 2GB portion as "FileChunk02" * Inside that directory, HOS stores the final 2GB of the data as "FileChunk03" Unfortunately, by using the archive bit, it can cause problems, especially when an OS (ahem... MacOS) or other utility changes the archive bit settings on directories.... |
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nx | ||
.doozer.json | ||
.gitignore | ||
Changelog.md | ||
CODESTYLE.md | ||
LICENSE.md | ||
Makefile | ||
README.md |
Nintendo Switch AArch64-only userland library.
Based on libctru.
Install instructions
See Switchbrew.