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Archives (.zip, .7z, .rar; multi-part sets) are a source on every target, the PS5 included: - New crate ps5-dump-forge-archive: own zip reader, 7z over sevenz-rust2 (decode only), RAR through our wrapper over unrar_sys's UnRAR, with memory, header and link limits. - Conversions read the game straight from the archive (stream::Reader), file by file in the writer's order, with nothing unpacked to disk; solid archives re-decode on a backward read. - Release-site passwords are tried first when an archive needs one; a password counts only when it reads the game's param.json (and an encrypted file when param.json is in the clear). - Truncated RARs, swapped parts and unsafe names are refused; every part is guarded from delete while its job runs. AMPR: the game's ampr_emu version is read from its runtime. Update AMPR (now in the Full verification box) shows only for an older one; Pack keeps a runtime that is not older and reads packs. The LZ4 tab blocks a game without ampr_emu and hides its LZ4 tile. UI: animated dots on waiting texts, shorter LZ4 texts in all 11 languages, new target orders and defaults (Convert: fpkg; LZ4: exfat), "Папка с игрой", no "No preflight findings" line. Server: a source read waits up to 30 s for one of its 2 slots (at most 4 waiting; 409 while stopping). Release zips hold only the app and the CLI; the UnRAR licences live in vendor/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>