Talk:STFS

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hiya


just registered and put on my todo list


hopefully this is just what im looking for looks like i have a lot to read.


Thanks to whoever cleaned up this page. Looks a lot nicer, and has much more [and much more accurate] info than before. -CLK


I've just added some information about hash tables and blocks but I'm only 90% sure of its accuracy, could Stoker25 or someone verify/fix it? -Arkem (13th Jan 2011)


There's quite a lot to it, I'd rather just copy over my code than write an explanation >.< I'll write it eventually if somebody else doesn't step in, but note that the way posted now only works for maybe 25% of all packages :/ -Stoker25 03:22, 19 January 2011 (UTC)

I just cleaned up the Hash table section a little bit, and added some code. Does anyone have a better way than the code I shared? - sh042067
Updated the site with code to convert a BlockNumber to an Offset ( "BlockToOffset"-Function, which is dynamic (hinthint PEC hinthint) ), convert a HashBlock to an Offset ( "ComputeLevelNHashBlockNumber" ) and to convert a DataBlock to an Offset ( "ComputeDataBlockNumber" ). All functions are tested (on STFS (CON / LIVE / PIRS) and PEC) and 100% working, in all cases, for me. Maybe someone feels like fixing the mess the wiki did to the code. V3n3 10:19, 07th September 2011 (GMT+1)

Small note Ben, the length of the unicode string is given in bytes, not the size of the string itself. Since each character takes 2 bytes the total length is 0x80. Stoker25 17:21, 12 September 2011 (UTC)

Ah yea, stupid me, forgot about that V3n3 19:30, 16th September 2011 (GMT+1)

Asset Padding

In AvatarAsset files(ContentType = 0x00009000) the metadata is slightly different,

DataFilesSize = Int64
Reserved2 = Byte[56]
Avatar AssetID = GUID(Int32-Int16-Int16-Int16-Int16UInt32)
Avatar SubCategory = Int32
Avatar Colorizable = Int32
Avatar Skeleton Version Mask = Int32
DeviceId = Bytes[20]

Do any other ContentTypes have different padding?

Do you guys even know what Free60 Wiki is about?...