I've been trying to figure out what compression algorithm is used in Tantalus Interactive's GBA games for a while now. Main reason is because these games have some 3D assets (CRIS engine) and textures that I'd like to rip. I can obtain the models from RAM as the games run, but the textures aren't as easily accessed outside of a few games that didn't have them compressed. Here's what the first 8 bytes do:
- "PACK" and "PKDW" tell the game what kind of section it's about to read
- The 4 byte integer is the length of the section (applies to every kind of section in the RBH files they came from)