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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #1  
Old 16th March 2012, 07:56 PM
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SubDrag SubDrag is offline
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C# Decompressor

There has been some interest in the Decompressor but in C#, so that a popular modern language can be used. I've done it. It only supports Rare games and I will not be porting the rest of the compressions to C#. You are free to include this in your programs.

Oh and in my haste didn't do any exception handling, so add your own wrapping your calls.

http://goldeneyevault.com/viewfile.php?id=229

Last edited by SubDrag; 16th March 2012 at 08:06 PM.
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  #2  
Old 16th March 2012, 09:02 PM
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Coolboyman Coolboyman is offline 1 Highscore
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Quote:
Originally Posted by SubDrag View Post
There has been some interest in the Decompressor but in C#, so that a popular modern language can be used. I've done it. It only supports Rare games and I will not be porting the rest of the compressions to C#. You are free to include this in your programs.

Oh and in my haste didn't do any exception handling, so add your own wrapping your calls.

http://goldeneyevault.com/viewfile.php?id=229
Holy shit this looks great. I'm going to try this when I get home. Well done!
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  #3  
Old 17th March 2012, 12:23 AM
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Starblazer Starblazer is offline
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I ****ing LOVE you. I LOVE you. This is PERFECT for my latest project. Dude. You just made my ****ing DAY.
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  #4  
Old 18th March 2012, 11:36 PM
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I made a small bugfix, that impacted some of the BK model files (and maybe more). Apparently in C++ it buffer overrun but didn't hurt for most part, although I will fix there too, but in C# it exceptions. Regrab the zip.
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  #5  
Old 17th May 2012, 12:22 PM
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Is there a chronological order of the compression formats used by Rare for the N64 games?
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  #6  
Old 18th May 2012, 12:48 AM
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They're pretty much all zlib, except for a couple unknown. Think whether header or uncompressed size there was just based on team.
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  #7  
Old 24th May 2012, 11:29 PM
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Some games went with gzip headers whereas most used 2-byte zlib-ish IDs. Despite the headers though all were compressed with gzip, and that results in much smaller filesizes. Here's some headers off the top of my head.
Blast Corps: Full gzip header
DK + proto: gzip without names; proto uses temp.bin as a placeholder name
Goldeneye, Killer Instict Gold: 0x1172, no filesize
Banjo Kazooie: 0x1172, 4 byte filesize
Banjo Tooie: 0x0015, no filesize
Perfect Dark: 0x1173, 3 byte filesize
Conker's Bad Fur Day: no identifier, 4 byte filesize
Jet Force Gemini: 4 byte filesize (little-endian), 0x9 identifier

Don't remember offhand what the racing game headers are. Maybe they're the same as JFG?
I hate Conker though. One of the largest titles of them all, virtually the whole thing is compressed, and there's no clear identifier or single table. Beast of a game.

Did same thing in python some time back, although I don't have filelists for all of Rare's titles yet. It's really just a perversion of the normal zlib decompressor.
In general though most N64 games use zlib with funky headers. Second place goes to LZSS derivatives. Pretty much any compression scheme ever dreamt up by that point is represented to some degree in a random N64 game.

Last edited by spoondiddly; 26th May 2012 at 04:22 PM.
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