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3. Re-ordering hashes in the partition table and the blocks of data associated with them (without changing anything) yields a "corrupt data" error. How to get around that?  
 
3. Re-ordering hashes in the partition table and the blocks of data associated with them (without changing anything) yields a "corrupt data" error. How to get around that?  
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It probably means the hash table for the partition, is being hashed to verify the hash table itself, but if you modify just the filler data following the hash table ( same block ) it will not cause "corrupted data" messages on a game cartridge.  
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Probably the hash table for the partition is being hashed to verify the hash table itself, but if you modify just the filler data following the hash table ( same block though ) it will not cause "corrupted data" messages on a game cartridge.  
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That means the entire 0x1000 block of data, where the hashes are contained, must not be what's hashed, since only editing or re-arranging ( to not invalidate hashes in the list ) anything of the first 0x200 bytes or so, where the hash data is actually generates data corruption errors.
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That means the 0x1000 block of data, where the hashes are contained, aren't hashed, only editing or re-arranging ( to not invalidate hashes in the list ) the first ~0x200 bytes, generates data corruption errors.
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However I cannot locate any hash for either the 0x1000 block or for just the data that is causing the errors if modified ( the first 0x200 bytes ).  
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I cannot locate hashes for either the entire 0x1000 block or just the data that will cause those errors if modified ( the first 0x200 bytes ).  
     
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