sandungas
Developer
There is an additional thing you can do to split games with files bigger than 4gb (a.k.a. "bigfiles"), but only works if the bigfile is a PSARC of an special type
There are only a few games that allows for what im going to explain, but are important, like all games made by naughty dog (all uncharteds, the last of us, etc...) and some more because sony recommends game developers companies to use PSARC (and game companies usually refuses the offer, but some acepts it, specially if are "sony friendly" or property of sony)
But i guess first is needed an introduction... a PSARC file is a container file format, is just like a .zip in windows
When a game company creates a .psarc they are free to choose some "features" to be enabled, this info is stored in the header of the .psarc file ... so by reading the header you can see how it was made
Well... what you need to find is the value stored at header offset 0x1C with a lenght of 4 bytes named archive_flags in this table (where t tells "PSARC header example"):
http://www.psdevwiki.com/ps3/PlayStation_archive_(PSARC)#Header
If the value are 4 zeroes (00 00 00 00) you are lucky, the game can be splitted by folowing this steps:
1) Use a psarc extractor (command line tool, or any other psarc tool) to extract the contents of the original PSARC to the same folder where it was located originally
2) profit
-------------------
What happens is that PSARC files using archive_flags = 00 00 00 00 are loaded by the game "transparently" (like if the PSARC file did not existed)
So... we are replacing the PSARC by his contents... and the game structure is the same
There are only a few games that allows for what im going to explain, but are important, like all games made by naughty dog (all uncharteds, the last of us, etc...) and some more because sony recommends game developers companies to use PSARC (and game companies usually refuses the offer, but some acepts it, specially if are "sony friendly" or property of sony)
But i guess first is needed an introduction... a PSARC file is a container file format, is just like a .zip in windows
When a game company creates a .psarc they are free to choose some "features" to be enabled, this info is stored in the header of the .psarc file ... so by reading the header you can see how it was made
Well... what you need to find is the value stored at header offset 0x1C with a lenght of 4 bytes named archive_flags in this table (where t tells "PSARC header example"):
http://www.psdevwiki.com/ps3/PlayStation_archive_(PSARC)#Header
If the value are 4 zeroes (00 00 00 00) you are lucky, the game can be splitted by folowing this steps:
1) Use a psarc extractor (command line tool, or any other psarc tool) to extract the contents of the original PSARC to the same folder where it was located originally
2) profit
-------------------
What happens is that PSARC files using archive_flags = 00 00 00 00 are loaded by the game "transparently" (like if the PSARC file did not existed)
So... we are replacing the PSARC by his contents... and the game structure is the same
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