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 Post subject: Egg Mania *.RLE + *.LZ
PostPosted: Wed Jun 07, 2017 1:58 am 
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Joined: Sun Dec 27, 2015 10:22 pm
Posts: 34
Hey so, I reversed these pair of archives from this game (So simplistic), and I was wondering if anyone could help me verify if these files have a compression algorithm? There's no mentioning of compressed sizes in the data entries of the index file, so I'm uncertain. I've attached samples below. Some of these files have corresponding *.TM2 images (easily convertible obviously). So if need be, I can upload some of those images as well. Any help would be appreciated!

~Anexenaumoon

Attachment:
Samples.zip [604.14 KiB]
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PostPosted: Wed Jun 07, 2017 7:05 am 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 6389
I think that only the LZ files are compressed because the RLE ones look raw.
For LZ:
Code:
comtype lzss0
get SIZE long
savepos OFFSET
get ZSIZE asize
math ZSIZE - OFFSET
get NAME basename
string NAME + ".tm2"
clog NAME OFFSET ZSIZE SIZE


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PostPosted: Sun Jun 11, 2017 3:14 pm 
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Joined: Sun Dec 27, 2015 10:22 pm
Posts: 34
Yea you were right about the *.lz files. The *.RLE's are raw image files. The format is as follows it seems:
Code:
Endian: Little
0x0 - Width of bitmap
0x4- Height of bitmap
0x8- Some sort of value
0xC- Data Start


I just don't know the encoding this image format uses. I'm not very good at images (In fact, I'm terrible at them). Luckily, developers were generous enough to leave their *.TM2 unconverted, where the raw data lines up. So, the raw images may need to be rebuilt into the *.TM2 format? Some TM2's were left by the developers and some weren't, so some images are in just raw formats instead of those TM2 files.


Attachments:
Yolkahoma Samples.zip [430.76 KiB]
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PostPosted: Sun Jun 11, 2017 8:29 pm 
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Joined: Wed Jul 30, 2014 9:32 pm
Posts: 6389
Moved in the Graphics section.


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