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<blockquote data-quote="Dack" data-source="post: 2345873" data-attributes="member: 97817"><p>The problems with resizing come down to the field labeled "WBFS_SECTOR_SIZE" up above (and it's companions)</p><p></p><p>When a partition is initialised it effectively splits the storage space down into 64k chunks - these chunks are where the data is stored in the WBFS partition and represent a cluster of data. Each chunk is the size of WBFS_SECTOR_SIZE and starts at location partition start + wbfs header + game header table + usage table + WBFS_SECTOR_SIZE * cluster_number.</p><p></p><p>If you look at the header for a game placed on a WBFS partition you'll see the usual game name etc. and then a cluster usage table of 16 bit values. This table is created by down-converting the Wii's 32k usage map.</p><p>i.e. if the Wii disc showed data at 0x40000 to 0x50000 and 0xf800000 to 0x10000000 then 38000000 to 390000000 the cluster table would allocate data from the disc pool to cover those areas. The size of the games cluster table is derived from the size of a Wii disc divided by the WBFS_SECTOR_SIZE. If you look at the WBFS disc data with a hex editor you'll likely see some random data after each games cluster table as the routines don't usually pad the table out to the disc sector size.</p><p></p><p>This has the overall effect of each cluster containing WBFS_SECTOR_SIZE bytes of Wii disc data even if the original disc usage table showed only 32k as used.</p><p></p><p>When you resize the partition, the value of WBFS_SECTOR_SIZE etc. will be altered and data will need to be moved on the disc so that the pointers inside the games are corrected.</p><p></p><p>The limit on clusters is still 64k but each games cluster table entries will now be based around the old sized cluster/sector size and so data will be read incorrectly.</p><p></p><p>It's a lot of tweaking of data required as you have to modify each games cluster usage table entries that are already on the disc as well as the overall usage table..</p><p></p><p>The easiest way to resize would seem to be keep two copies of the usage table in memory. One representing the old size and the second representing the new size and copy the complete partition from one copy to the other, one game at a time. This is of course ensuring you don't overlap data blocks during the copy and you maintain disk usage tables correctly etc.</p><p></p><p>It's a lot of work for minimal real benefit.</p></blockquote><p></p>
[QUOTE="Dack, post: 2345873, member: 97817"] The problems with resizing come down to the field labeled "WBFS_SECTOR_SIZE" up above (and it's companions) When a partition is initialised it effectively splits the storage space down into 64k chunks - these chunks are where the data is stored in the WBFS partition and represent a cluster of data. Each chunk is the size of WBFS_SECTOR_SIZE and starts at location partition start + wbfs header + game header table + usage table + WBFS_SECTOR_SIZE * cluster_number. If you look at the header for a game placed on a WBFS partition you'll see the usual game name etc. and then a cluster usage table of 16 bit values. This table is created by down-converting the Wii's 32k usage map. i.e. if the Wii disc showed data at 0x40000 to 0x50000 and 0xf800000 to 0x10000000 then 38000000 to 390000000 the cluster table would allocate data from the disc pool to cover those areas. The size of the games cluster table is derived from the size of a Wii disc divided by the WBFS_SECTOR_SIZE. If you look at the WBFS disc data with a hex editor you'll likely see some random data after each games cluster table as the routines don't usually pad the table out to the disc sector size. This has the overall effect of each cluster containing WBFS_SECTOR_SIZE bytes of Wii disc data even if the original disc usage table showed only 32k as used. When you resize the partition, the value of WBFS_SECTOR_SIZE etc. will be altered and data will need to be moved on the disc so that the pointers inside the games are corrected. The limit on clusters is still 64k but each games cluster table entries will now be based around the old sized cluster/sector size and so data will be read incorrectly. It's a lot of tweaking of data required as you have to modify each games cluster usage table entries that are already on the disc as well as the overall usage table.. The easiest way to resize would seem to be keep two copies of the usage table in memory. One representing the old size and the second representing the new size and copy the complete partition from one copy to the other, one game at a time. This is of course ensuring you don't overlap data blocks during the copy and you maintain disk usage tables correctly etc. It's a lot of work for minimal real benefit. [/QUOTE]
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