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PostPosted: Sat Oct 22, 2016 3:49 pm 

Joined: Tue Oct 04, 2016 10:55 pm
Posts: 21
Oh,

I attached the wrong file... (I don't think there are any names)

for some reason in other MKD files it crashes with this code


Image


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PostPosted: Sat Oct 22, 2016 6:59 pm 
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Can you upload the MKD file that crashes?
Remember that I don't have the game so everytime you notice a problem you have to upload the file causing it.


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PostPosted: Sat Oct 22, 2016 7:45 pm 

Joined: Tue Oct 04, 2016 10:55 pm
Posts: 21
Sorry,

Common sense escaped me for that moment

https://mega.nz/#!WVMHiYqI!bq6Heid3zFQe ... 11mGRgdtrI

also because it uses chunks...the reimport function doesn't work, correct?


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PostPosted: Sat Oct 22, 2016 8:18 pm 
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My fault, it was a stupid bug I fixed some seconds after the upload of the script but forgot to reupload it :)
Script 0.1.1


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PostPosted: Sat Oct 22, 2016 9:15 pm 

Joined: Tue Oct 04, 2016 10:55 pm
Posts: 21
One final question,

I'm trying to program a re compresser/de comperessor

The C String at MEMORY_FILE10 binary is the Decompression Table right?


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PostPosted: Sat Oct 22, 2016 9:31 pm 
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No, MEMORY_FILE10 is just the compiled x86 function, the executable code.


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PostPosted: Sat Oct 22, 2016 9:37 pm 

Joined: Tue Oct 04, 2016 10:55 pm
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Ah thank you, so much to learn!


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PostPosted: Mon Oct 24, 2016 5:37 pm 

Joined: Tue Oct 04, 2016 10:55 pm
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Hey,

is it impossible to reimport with this script due to it being chunked?


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PostPosted: Mon Oct 24, 2016 7:23 pm 
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It's not possible to reimport the files because there is no recompression algorithm available.


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PostPosted: Mon Oct 24, 2016 8:25 pm 

Joined: Mon Oct 24, 2016 8:23 pm
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Quick question, aLuigi: would you share the source code used to compile that MEMORY_FILE10 DLL?
Did you have to implement the whole of what lsaint described in his long post?


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PostPosted: Tue Oct 25, 2016 6:07 am 
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There is no source code.
That one is the original code taken from that tool you linked.


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PostPosted: Tue Nov 01, 2016 3:21 pm 

Joined: Tue Nov 01, 2016 3:12 pm
Posts: 1
Hi,

I'm looking into this game also, and apparently there are RIFF files in one of the archives
and the current script stops when it see's them. I've uploaded an example

https://mega.nz/#!DJlVgTiZ!LixZ0EKDXcPh ... wOrFto1kLI

Can you do an update?

also, what exact kind of compression is it? I've read the thread and the OP's post is hard to follow.
It appears to be some kind of variant of Lz77?


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PostPosted: Tue Nov 01, 2016 4:59 pm 
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Script 0.1.2


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PostPosted: Tue Nov 08, 2016 2:02 am 

Joined: Tue Oct 04, 2016 10:55 pm
Posts: 21
ahh finally!

So here is the binary Luigi dumped, translated into a working program in C.

right now it can only handle single files.

now on to the long road to figuring out re-compression.


Attachments:
decompress.c [3.53 KiB]
Downloaded 45 times
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PostPosted: Tue Nov 08, 2016 5:01 pm 
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Well done, less work for me when I will add it natively in quickbms :D


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PostPosted: Tue Nov 08, 2016 6:02 pm 

Joined: Tue Oct 04, 2016 10:55 pm
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Glad I could be of some assistance!

do you have any tips about understanding re compression?


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PostPosted: Wed Nov 09, 2016 11:03 am 
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I suggest you to post on http://encode.ru, they can write a compressor on the fly.


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PostPosted: Wed Nov 16, 2016 10:18 pm 

Joined: Tue Oct 04, 2016 10:55 pm
Posts: 21
Hey,

Thanks for the help luigi and the guys at encode.ru! I have now achieved semi working compression....it's larger than the original but can be decompressed by the girenaxv program. It appears there is another compression on top of the lz and the rle: it avoids using markers for repeated literals. I haven't figured it out yet.

but if anyone is interested I'm attaching my test program....

slow and steady


Attachments:
File comment: Test file
compressed.rar [39.84 KiB]
Downloaded 48 times
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