Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Search found 25 matches
- Sat May 17, 2014 11:15 am
- Forum: Compressed files and methods
- Topic: The Lost Vikings (DOS) compression algorithm
- Replies: 0
- Views: 2020
The Lost Vikings (DOS) compression algorithm
Hi all, I'm hoping this is an easy one. Does anyone know what compression algorithm is used by The Lost Vikings? Here is a sample compressed file . After decompression it should be in XMI format. I don't have a decompressed version of it, but here is another file in XMI format which should be much t...
- Sun Dec 08, 2013 12:30 am
- Forum: Compressed files and methods
- Topic: SkyRoads compressed levels
- Replies: 4
- Views: 3288
Re: SkyRoads compressed levels
No worries, thanks again. I've put your code and an explanation in the SkyRoads compression article on the ModdingWiki. I've also found that the image files use the same compression algorithm, so I've been able to start reverse engineering some other files too.
- Sat Dec 07, 2013 4:23 am
- Forum: Compressed files and methods
- Topic: SkyRoads compressed levels
- Replies: 4
- Views: 3288
Re: SkyRoads compressed levels
Fantastic, many thanks! I had to adjust the code a little - where you have "count = 1 + getbits..." I had to change it to "2 +" and then it worked perfectly.
Thanks to this, hopefully it won't be too long now before SkyRoads levels can be edited in Camoto!
Thanks to this, hopefully it won't be too long now before SkyRoads levels can be edited in Camoto!
- Fri Nov 29, 2013 12:24 pm
- Forum: Compressed files and methods
- Topic: SkyRoads compressed levels
- Replies: 4
- Views: 3288
SkyRoads compressed levels
Hi all, I'm trying to reverse engineer the compression algorithm used by the DOS game SkyRoads to compress its levels. I've attached four example files, both compressed and decompressed. The decompressed versions were obtained from a DOSBox memory dump, so there are extra trailing 0x00 bytes. The fi...
- Sun Nov 17, 2013 12:40 pm
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 15786
Re: Zone 66 compression format
I've just posted a version of Camoto (version 20131117) that can kind of edit Zone 66 levels. You can open the level, change it, and save it, but for some reason the game locks up when it tries to load the modified level. I don't know why it does this, but there must be a problem with the compressio...
- Sat Oct 12, 2013 10:15 am
- Forum: Game Archive
- Topic: Request for Raptor - Call of the Shadows GLB-file
- Replies: 3
- Views: 2276
Re: Request for Raptor - Call of the Shadows GLB-file
Last post - I've successfully reverse engineered this file format. I am in the process of writing up an explanation for the full encryption algorithm and the file structures, which will appear shortly on the ModdingWiki page for the GLB format.
- Sat Oct 12, 2013 10:13 am
- Forum: Compressed files and methods
- Topic: [Solved] Raptor GLB - decryption help (XOR?)
- Replies: 1
- Views: 1211
Re: Raptor GLB - decryption help (XOR?)
Just to save anyone the time on this, I have reverse engineered the algorithm used by the game and so this problem is now solved. As it turns out the game does not quite use XOR, which is why the values were appearing strangely. I am in the process of writing up an explanation for the full encryptio...
- Sat Oct 12, 2013 2:49 am
- Forum: Compressed files and methods
- Topic: [Solved] Raptor GLB - decryption help (XOR?)
- Replies: 1
- Views: 1211
[Solved] Raptor GLB - decryption help (XOR?)
Hi all, I am struggling to decrypt the filenames in the Raptor GLB format. I have obtained the decrypted filenames from a memory dump, but I am stuck trying to figure out the decryption algorithm. Here is the mapping between the encrypted bytes and the decrypted data. Each character position has a s...
- Fri Oct 11, 2013 1:31 pm
- Forum: Code Talk
- Topic: Little Endian to Big Endian
- Replies: 6
- Views: 4395
Re: Little Endian to Big Endian
I have a C++ utility header that can also do this.
Code: Select all
#include "byteorder.hpp"
int val = be16toh(1234); // be16toh = big-endian 16-bit to host
std::fstream file("test.dat");
uint16_t value;
file >> u16be(value); // read 16-bit big-endian value from file stream
- Fri Oct 11, 2013 11:20 am
- Forum: Game Archive
- Topic: Request for Raptor - Call of the Shadows GLB-file
- Replies: 3
- Views: 2276
Re: Request for Raptor - Call of the Shadows GLB-file
I've just had a closer look at this format, and this is what I have discovered so far: Only the FAT (the list of filenames and offsets) is encrypted. This is the first 43008 bytes of the file, which is 768 file entries of 56 bytes each. I have only managed to partially decrypt so far. By taking each...
- Fri Oct 11, 2013 10:09 am
- Forum: Game Archive
- Topic: Request for Raptor - Call of the Shadows GLB-file
- Replies: 3
- Views: 2276
Re: Request for Raptor - Call of the Shadows GLB-file
Sorry about digging up such an old topic, but I was just going to post the same question anyway.
Does anyone know if any progress has been made in the last five years with this file format?
Does anyone know if any progress has been made in the last five years with this file format?
- Tue Nov 15, 2011 10:27 am
- Forum: Compressed files and methods
- Topic: Stargunner DLT compression
- Replies: 3
- Views: 2387
Re: Stargunner DLT compression
Thanks for investigating.
I've had an e-mail from someone who disassembled the algorithm and coverted it to C. If anyone is interested, I will be documenting it over the coming weeks on the Game Modding Wiki and of course implementing it in Camoto/libgamearchive.
I've had an e-mail from someone who disassembled the algorithm and coverted it to C. If anyone is interested, I will be documenting it over the coming weeks on the Game Modding Wiki and of course implementing it in Camoto/libgamearchive.
- Sat Nov 12, 2011 1:09 am
- Forum: Compressed files and methods
- Topic: Stargunner DLT compression
- Replies: 3
- Views: 2387
Re: Stargunner DLT compression
Looking at this further, it seems there are actually two variants to the compression, but they all seem to be based around byte pair encoding . Focusing on one for the moment (the one in the files I posted above), it seems to be roughly in this structure (using data from title.mod as an example) 50 ...
- Thu Nov 10, 2011 1:09 pm
- Forum: Compressed files and methods
- Topic: Stargunner DLT compression
- Replies: 3
- Views: 2387
Stargunner DLT compression
Hi all, Following on from this post back in 2006 I had another look at the Stargunner compression format. It looks tantalisingly simple, but alas I'm struggling somewhat. I've uploaded a couple of files (compressed and decompressed versions) so if anyone is willing to take a quick look that would be...
- Sun Feb 06, 2011 3:09 am
- Forum: Compressed files and methods
- Topic: Zone 66 compression format
- Replies: 38
- Views: 15786
Re: Zone 66 compression format
Yeah everything's almost back to normal now, just a lot of cleanup going on. My local supermarket is still closed while they clean out the mud, but at least I didn't have to rip out and replace everything in my home (including the walls) like those people whose places went under... And yes, this is ...