diff options
| author | PavelBARABANOV <pavelbarabanov94@gmail.com> | 2026-10-26 17:23:18 +0100 |
|---|---|---|
| committer | crueter <crueter@eden-emu.dev> | 2026-10-26 17:23:18 +0100 |
| commit | 58968bd1274d8ebb1f159ad31500dde8d74abea6 (patch) | |
| tree | 199d26b56c5dbc3f1ee198a10bd79d443989e668 /src/core/loader/nsp.cpp | |
| parent | 05f36d990ce5301b310871451201a72e4c52b4df (diff) | |
[core] Support block-compressed NSZ and XCZ (#4552)
- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md).
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.
-------------------
- Add NCZBLOCK (nsz -B / .xcz) reader: each read decodes only the covered blocks and re-encrypts CTR sections, no disk output.
- Allow installing solid .nsz to NAND via DecompressNCZForInstall (lazy, incremental decode with frontier, O(n) instead of O(n^2)).
- Accept BKTR updates with thousands of sections (MaxSectionCount = 0x10000).
- Wire .nsz/.xcz into loader, registered cache, scanner, and NAND install (content_manager.h), and reject solid NCZ from the game list.
- Bump the pinned zstd to 33618c8 in cpmfile.json, which includes the upstream AArch64 revert ([33618c89](https://github.com/facebook/zstd/commit/33618c89e511637f8a6ef955b3501766d71feb53)) for a ZSTD_decodeSequence branch optimization that could corrupt data on ARM64; without it, solid NCZ decoding on Android fails with "Data corruption detected".
NCZ format and CTR counter semantics follow the reference nsz tool and its
Rust port:
- https://github.com/nicoboss/nsz (Decompressor.py, BlockDecompressorReader.py)
- https://docs.rs/nsz-rs/0.3.0/src/nsz_rs/decompress.rs.html
The last-block edge case (decompressed size is an exact multiple of block
size) is handled as described in https://github.com/nicoboss/nsz/issues/210
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4552
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Diffstat (limited to 'src/core/loader/nsp.cpp')
| -rw-r--r-- | src/core/loader/nsp.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/core/loader/nsp.cpp b/src/core/loader/nsp.cpp index cfc908b4ef..8b2c79394d 100644 --- a/src/core/loader/nsp.cpp +++ b/src/core/loader/nsp.cpp @@ -56,6 +56,17 @@ AppLoader_NSP::AppLoader_NSP(FileSys::VirtualFile file_, AppLoader_NSP::~AppLoader_NSP() = default; FileType AppLoader_NSP::IdentifyType(const FileSys::VirtualFile& nsp_file) { + // .nsz is NSP-compatible; return NSZ so the game list shows the right type. + if (nsp_file->GetName().ends_with(".nsz")) { + return FileType::NSZ; + } + + // PFS0-shaped .xcz containers are handled by this loader too; report XCZ so the game + // list does not show them as NSP. XCI-shaped .xcz is identified by AppLoader_XCI. + if (nsp_file->GetName().ends_with(".xcz")) { + return FileType::XCZ; + } + const FileSys::NSP nsp(nsp_file); if (nsp.GetStatus() != ResultStatus::Success) { |
