Deniz Oezmen wrote:Thanks, I am enqueued now. I do not intend to run the game, I just want to peek into the exe ...Mr.Mouse wrote:Yes, there is. But I had trouble getting it to run on my high-end PC and did not really try hard to fix that problem.
Important information: this site is currently scheduled to go offline indefinitely by end of the year.
Request for inclusion of TAW in the list of games
I figured out the decompression scheme.
Can someone send me some more compressed and matching decompressed files so I can test my decompressor more thouroughly to [email protected]? 10 files or so should be enough.
I'll then release the C++ source code so it can be implemented in MultiEx or other tools.
It's basically an LZ77-based algorithm, I think with Huffman.
I'll probably leave writing the specs to someone else
Can someone send me some more compressed and matching decompressed files so I can test my decompressor more thouroughly to [email protected]? 10 files or so should be enough.
I'll then release the C++ source code so it can be implemented in MultiEx or other tools.
It's basically an LZ77-based algorithm, I think with Huffman.
I'll probably leave writing the specs to someone else
-
- Site Admin
- Posts: 4073
- Joined: Wed Jan 15, 2003 6:45 pm
- Location: Dungeons of Doom
- Has thanked: 450 times
- Been thanked: 682 times
- Contact:
That's awesome news! Xela, others? Got some files for him?john_doe wrote:I figured out the decompression scheme.
Can someone send me some more compressed and matching decompressed files so I can test my decompressor more thouroughly to [email protected]? 10 files or so should be enough.
I'll then release the C++ source code so it can be implemented in MultiEx or other tools.
It's basically an LZ77-based algorithm, I think with Huffman.
I'll probably leave writing the specs to someone else
-
- VIP member
- Posts: 185
- Joined: Mon Aug 28, 2006 2:07 pm
- Has thanked: 1 time
- Been thanked: 14 times
- Contact:
It's done
You can download it from http://gamefileformats.the-underdogs.in ... mpra-1.zip
Exe & C++ source code (with a project file for Dev-C++) is included.
The program is a simple command-line tool, use it like "decompra infile outfile".
If you find any bugs or have comments, mail me at john_doe at techie.com.
PS: It worked on the files you sent me, Mr. Mouse, at least I could display some GIF and PCX files.
You can download it from http://gamefileformats.the-underdogs.in ... mpra-1.zip
Exe & C++ source code (with a project file for Dev-C++) is included.
The program is a simple command-line tool, use it like "decompra infile outfile".
If you find any bugs or have comments, mail me at john_doe at techie.com.
PS: It worked on the files you sent me, Mr. Mouse, at least I could display some GIF and PCX files.
-
- Site Admin
- Posts: 4073
- Joined: Wed Jan 15, 2003 6:45 pm
- Location: Dungeons of Doom
- Has thanked: 450 times
- Been thanked: 682 times
- Contact:
BRILLIANT!!! If I have compression problems in the future , I turn to Deniz or John-doe Now for some understanding of it, because we (at the wiki) still have some specs to write. Could you at least point out how the RA files are made up and what specific parts we can distinguish?john_doe wrote:It's done
You can download it from http://gamefileformats.the-underdogs.in ... mpra-1.zip
Exe & C++ source code (with a project file for Dev-C++) is included.
The program is a simple command-line tool, use it like "decompra infile outfile".
If you find any bugs or have comments, mail me at john_doe at techie.com.
PS: It worked on the files you sent me, Mr. Mouse, at least I could display some GIF and PCX files.
EDIT: Indeed, it works. Here's an example of the second file in the DID that is actually a PCX file.
I will try to inplement this compression type in MultiEx Commander, and create a plugin for the .DAT files. Is a compressor also possible, by the way? I assume so, but I first'd have to understand what is going on.
You do not have the required permissions to view the files attached to this post.
Thanks
Essentially it reads a byte as bitbuffer, and reads bits from this. If all 8 bits are used, it reads another byte. Depending on the bits it does more processing. In the end, it's one of two modes:
1. copy raw bytes from the input to the output
2. copy a number bytes from some offset in the output to the current offset into the output
The copy counts, lengths and offsets are calculated via the tables (lengthTable etc.)
Probably an existing LZ-compresser could be adjusted to create files in the RA format.
Oh, and the header for a RA file looks like this:
I'll try to write some rough specs later.Mr.Mouse wrote: Now for some understanding of it, because we (at the wiki) still have some specs to write. Could you at least point out how the RA files are made up and what specific parts we can distinguish?
Essentially it reads a byte as bitbuffer, and reads bits from this. If all 8 bits are used, it reads another byte. Depending on the bits it does more processing. In the end, it's one of two modes:
1. copy raw bytes from the input to the output
2. copy a number bytes from some offset in the output to the current offset into the output
The copy counts, lengths and offsets are calculated via the tables (lengthTable etc.)
Yes, that should be possible. I still don't know how this table stuff works exactly, figuring that out is needed to make a compressor. It's probably some Huffman type, not sure.Mr.Mouse wrote: Is a compressor also possible, by the way? I assume so, but I first'd have to understand what is going on.
Probably an existing LZ-compresser could be adjusted to create files in the RA format.
Oh, and the header for a RA file looks like this:
Code: Select all
1 word id, "RA"
1 word version number, always 2
1 dword size of decompressed data
1 word unknown (unused in decompressor code)
1 word checksum of the decompressed data
-
- VIP member
- Posts: 185
- Joined: Mon Aug 28, 2006 2:07 pm
- Has thanked: 1 time
- Been thanked: 14 times
- Contact:
I forgot I had an account here.
<SNIP>The site's rules do not allow to trade full games
I recently acquired the collection...
http://www.lt-solutions.com/images/DID_FSL.JPG
...with TAW being the greatest and final version.
Moderators, please edit or delete my post as necessary to conform with this site's rules. Thanks. Done. - Mr.Mouse
--
Mark
<SNIP>The site's rules do not allow to trade full games
I recently acquired the collection...
http://www.lt-solutions.com/images/DID_FSL.JPG
...with TAW being the greatest and final version.
Moderators, please edit or delete my post as necessary to conform with this site's rules. Thanks. Done. - Mr.Mouse
--
Mark