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173 bytes added ,  12:22, 7 September 2011
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::Thanks for the answer, what I meant is that there is a block (of 2048 bytes) between the ncch header and the plain region. this is where the extended header should be, and it supposed to be 1024 bytes. So my question was what are the extra 1024 bytes for (they are not zeros...) --[[User:Elisherer|Elisherer]] 19:07, 6 September 2011 (CEST)
 
::Thanks for the answer, what I meant is that there is a block (of 2048 bytes) between the ncch header and the plain region. this is where the extended header should be, and it supposed to be 1024 bytes. So my question was what are the extra 1024 bytes for (they are not zeros...) --[[User:Elisherer|Elisherer]] 19:07, 6 September 2011 (CEST)
 
:::Ah that, I'm not sure what that 0x400-byte region is. --[[User:Neimod|Neimod]] 23:12, 6 September 2011 (CEST)
 
:::Ah that, I'm not sure what that 0x400-byte region is. --[[User:Neimod|Neimod]] 23:12, 6 September 2011 (CEST)
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::::So... how did you get that "Example dependency list from the extended header" obviously it's encrypted...? --[[User:Elisherer|Elisherer]] 13:22, 7 September 2011 (CEST)
    
I have a simple question why Neimod are thinking the code is compressed? I think LZSS is not good for binary images.
 
I have a simple question why Neimod are thinking the code is compressed? I think LZSS is not good for binary images.
 
:Because they just are. --[[User:Neimod|Neimod]] 17:40, 6 September 2011 (CEST)
 
:Because they just are. --[[User:Neimod|Neimod]] 17:40, 6 September 2011 (CEST)
 
:Game editors want to fit their game in the smallest ROM chip size possible, to reduce manufacturing costs. Also, encrypting blocks of zeros/FF is bad practices, compression avoids it. --[[User:Luigi2us|Luigi2us]] 18:17, 6 September 2011 (CEST)
 
:Game editors want to fit their game in the smallest ROM chip size possible, to reduce manufacturing costs. Also, encrypting blocks of zeros/FF is bad practices, compression avoids it. --[[User:Luigi2us|Luigi2us]] 18:17, 6 September 2011 (CEST)
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