Hi.
At the moment I'm trying to disassemble the compression into Resident Evil 4 on the Gamecube.
There is a complex and not understandable compression. At the beginning of the decompression, the game generates a table.
It stores items from 0 to 0x500, but the number of each number is divided in a strange way. For example, if value < 0x300 (for example, 0x012C) then the table will record 26(0x1A) items with a value of 0x012C. If value > 0x300 (for example, 0x0400) the table will record 25(0x19) items with a value of 0x0400.
Decompression is even stranger, each byte is decompressed by 4 bytes from the compressed file (4 bytes are divided into a flag that is built dynamically and is not stored in a compressed file).
I ask for help with mastering the compression algorithm, perhaps, in my description, you saw some familiar compression algorithm for yourself.
Thank You
RE4 GameCube location compression
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: RE4 GameCube location compression
Can you provide some sample files of the game that use this compression?
-
- Posts: 5
- Joined: Sun Oct 18, 2015 7:41 pm
Re: RE4 GameCube location compression
Compressed data start from 0x20, compressed size and decompressed contain in first 0x20 bytes
https://drive.google.com/open?id=1Cn_pj ... 61ZQjhOP19
https://drive.google.com/open?id=1Cn_pj ... 61ZQjhOP19
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: RE4 GameCube location compression
No idea about what would be the algorithm and moreover about what decompressed data we should expect.
-
- Posts: 5
- Joined: Sun Oct 18, 2015 7:41 pm
Re: RE4 GameCube location compression
Okay, i upload 2 files:
r100.bin - compressed
r100decoded.bin - decompressed
Maybe this help you
https://drive.google.com/open?id=11HmKD ... VOsYGPfEwR
r100.bin - compressed
r100decoded.bin - decompressed
Maybe this help you
https://drive.google.com/open?id=11HmKD ... VOsYGPfEwR