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Thread: SNES ROM compression

  1. #1
    The Founder encode's Avatar
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    Lightbulb SNES ROM compression

    It's interesting, but some SNES (Super Nintendo) games utilizes LZSS compression.

    It's quite a baseline LZSS compression, meaning 1-bit literal/match flag and a 16-bit LZ code, describing match length and offset. Usually, a window size is about 4 KB.

    Some example outputs:
    Code:
    Dragon Ball Z - (One of the RPGs):
    O3 O2 O1 O0 L3 L2 L1 L0 | OB OA O9 O8 O7 O6 O5 O4
     
    Final Fantasy 7:
    O7 O6 O5 O4 O3 O2 O1 O0 | OB OA O9 O8 L3 L2 L1 L0
     
    Ogre Battle:
    L4 L3 L2 L1 L0 OA O9 O8 | O7 O6 O5 O4 O3 O2 O1 O0
     
    Record of Lodoss Wars:
    O7 O6 O5 O4 O3 O2 O1 O0 | O8 L6 L5 L4 L3 L2 L1 L0

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    Programmer schnaader's Avatar
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    Hmm... seems that LZSS is quite popular for some consoles (mainly Nintendo) and for encoding graphics/color palettes. Here are two links I found about this:

    http://jiggawatt.org/badc0de/sixpack/
    http://code.google.com/p/dsdecmp/

    Also, some Wii games seem to use LZSS + Huffman (called "LZH8"), see here and here
    http://schnaader.info
    Damn kids. They're all alike.

  3. #3
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    thanks for the update i was into lzh long time ago and wiki link is more concise http://en.wikipedia.org/wiki/LHA_(file_format)

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    tangentially, PVRTC (low frequency signal modulation compression) is neat for people interested in these things; still used on the iPhone and other devices with Imagination GPUs in them

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