These appear to be binaries, they look compressed but I cannot figure out the compression for them, can someone figure out the compression so I can properly view the files? Don't talk about the files from Paper Jam, they are different when decompressed. I tried manual decompression from other Nintendo modding tools and they outputted less data when decompressed.
UPDATE: LZ77 compressed in chunks
Mario and Luigi Dream Team (*BAI_xxx_xx.DAT/Battle AI raw data)
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Mario and Luigi Dream Team (*BAI_xxx_xx.DAT/Battle AI raw data)
Last edited by LolHacksRule on Tue Dec 29, 2020 2:13 am, edited 2 times in total.
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Re: Mario and Luigi Dream Team (*BAI_xxx_xx.DAT)
Usual lz77wii:
Code: Select all
comtype lz77wii
get SIZE asize
clog "dump.dat" 0 SIZE SIZE
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Re: Mario and Luigi Dream Team (*BAI_xxx_xx.DAT)
Thanks, I figured out the compression a while back but unfortunately tools only decompressed chunks...
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Re: Mario and Luigi Dream Team (*BAI_xxx_xx.DAT)
The said script outputs the exact same data as the modding tools but there's definitely more chunks of content like strings and bytecode compressed in them, decompressing these files output singular smaller files as both the script and modding tools only decompress the first chunk, where it decompressed is fine but can the script be modified so all found lz77 chunks can be decompressed or do I have to rip them bit by bit? Thanks.
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Re: Mario and Luigi Dream Team (*BAI_xxx_xx.DAT/Battle AI raw data)
If there is no index table with the offset of the chunks there is nothing else I can do.
The chunks don't seem to be sequential otherwise it would have been simple to find them (because lz77wii has the compressed size in the header)
The chunks don't seem to be sequential otherwise it would have been simple to find them (because lz77wii has the compressed size in the header)
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Re: Mario and Luigi Dream Team (*BAI_xxx_xx.DAT/Battle AI raw data)
Dang, when I use CrystalTile2, it has an LZ77 scanner which I can modify to suit to detect LZ11 headers, so that can help I guess.