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Main - ROM Hacking - Pb with Lunar Decompression algorythm. | New thread | New reply |
midwife |
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Newcomer Level: 8 Posts: 4/7 EXP: 1463 Next: 724 Since: 02-24-07 Last post: 5545 days Last view: 5518 days |
Hi !
Writing a C# code for decompressing Super Mario Kart data, I've a pb with the last byte of my decompressed data. I explain : - 2nd decompression of tracks data works fine, - 1st decompression of tracks data works fine too... but ! when I use the same algorythm to decompress tileset, background, colorpalette and so, the last byte is wrong. I can't handle this. anyone could help ? I've seen SMKDan co/decompression algo and use it. thanks ! |
blackhole89 |
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The Guardian Moloch whose eyes are a thousand blind windows! Level: 124 Posts: 1672/4196 EXP: 21483824 Next: 352777 Since: 02-19-07 From: Ithaca, NY, US Last post: 442 days Last view: 55 days |
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Stifu |
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Cobrat Level: 56 Posts: 245/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
For the record, Midwife figured it out and solved the problem.
There's still one last problem standing, though: decompressing "badly-built" data (blocks that aren't properly delimited with an FF). |
midwife |
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Newcomer Level: 8 Posts: 5/7 EXP: 1463 Next: 724 Since: 02-24-07 Last post: 5545 days Last view: 5518 days |
Yeah ! that's done !
Open Source data coming ASAP ! |
Stifu |
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Cobrat Level: 56 Posts: 246/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Stupid question, as I'm out of touch with the ROM hacking community: has some kind of replacement for Lunar Compress showed up at all lately?
I'm asking because I was considering reusing our compression/decompression code of Epic Edit to make an open-source alternative to Lunar Compress (but which would only support one type of compression for now)... and which would actually have a GUI, so no command line needed. |
midwife |
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Newcomer Level: 8 Posts: 6/7 EXP: 1463 Next: 724 Since: 02-24-07 Last post: 5545 days Last view: 5518 days |
Stifu, if someone knows how to implement more types of compression, the open source will develop quickly. This alternative could be a great tool for upcoming developpers ! |
Stifu |
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Cobrat Level: 56 Posts: 247/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Assuming people care in the first place. :p |
Arbe |
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go away Level: 86 Posts: 837/1788 EXP: 5973672 Next: 168435 Since: 02-23-07 Last post: 4940 days Last view: 1509 days |
HEY STIFU REMEMBER DON???? |
Stifu |
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Cobrat Level: 56 Posts: 248/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Huh, that was random.
I'm still in touch with Don Miguel. |
Arbe |
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go away Level: 86 Posts: 838/1788 EXP: 5973672 Next: 168435 Since: 02-23-07 Last post: 4940 days Last view: 1509 days |
Posted by Stifu Oh wow. No way. I thought the russian police killed him or something. |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 426/842 EXP: 1931093 Next: 53593 Since: 02-19-07 From: durff Last post: 4459 days Last view: 3983 days |
Posted by Stifu Disch has created a small compression library for a handful of games that works very well. I was able to adapt it to Link to the Past with minimal hassle. I guess it would depend upon the nature of the compression, but if it's SMK, that means it's likely to have a similar format since it's Nintendo first party. The library is in C++ and it performs pretty well, achieving better compression than the original games in most cases. But you'll likely have to configure a new .cpp file (and class) for use with SMK. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Stifu |
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Cobrat Level: 56 Posts: 249/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Thanks, MoN.
Actually, we implemented 2 types of compression, the first one being the one referred to as LZ or Lunar Compression (according to this page), used in other Nintendo games (including a Link to the Past). The second one is specifically for SMK tracks, and I don't know if it's used anywhere else. A few little questions, though: Where can I find this library by Disch? Is it open source? Finally, do you know how well it compresses data compared to Lunar Compress (which also compresses better than the original games)? If not, I'll find out... |
MathOnNapkins |
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Super Koopa Level: 62 Posts: 427/842 EXP: 1931093 Next: 53593 Since: 02-19-07 From: durff Last post: 4459 days Last view: 3983 days |
http://www.romhacking.net/forum/index.php/topic,5444.0.html
I can also upload my modified version of the library if you want. http://disch.arc-nova.org/compresch_rel2.zip <- the latest version that Disch has released, but does not include my changes. ____________________ Zelda Hacking Forum hobbies: delectatio morosa |
Stifu |
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Cobrat Level: 56 Posts: 250/666 EXP: 1358186 Next: 39990 Since: 02-22-07 Last post: 657 days Last view: 279 days |
Ugh, download link is dead. I'll look for it later then, at least I have the name now.
Thanks for your help. Edit: but the second link works fine, so whatever. |
Main - ROM Hacking - Pb with Lunar Decompression algorythm. | New thread | New reply |
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