mirror of https://github.com/libAthena/athena.git
* Squashed a bug in ZQuestFile
* Moved yaz0Decode to zelda::compression * Added yaz0Encode (NOT TESTED)
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b7b4df52f3
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162d2753dc
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@ -24,8 +24,14 @@ namespace io
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{
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namespace Compression
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{
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// Zlib compression
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Int32 decompressZlib(Uint8* src, Uint32 srcLen, Uint8* dst, Uint32 dstLen);
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Int32 compressZlib(const Uint8* src, Uint32 srcLen, Uint8* dst, Uint32 dstLen);
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// Yaz0 encoding
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Uint32 yaz0Decode(Uint8* src, Uint8* dst, Uint32 uncompressedSize);
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Uint32 yaz0Encode(Uint8* src, Uint32 srcSize, Uint8* data);
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}
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}
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}
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@ -40,9 +40,6 @@ bool isSystemBigEndian();
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void fillRandom(Uint8 * rndArea, Uint8 count);
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void yaz0Decode(Uint8* src, Uint8* dst, Uint32 uncompressedSize);
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} // utility
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} // zelda
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@ -103,6 +103,220 @@ Int32 compressZlib(const Uint8 *src, Uint32 srcLen, Uint8 *dst, Uint32 dstLen)
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return ret;
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}
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//src points to the yaz0 source data (to the "real" source data, not at the header!)
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//dst points to a buffer uncompressedSize bytes large (you get uncompressedSize from
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//the second 4 bytes in the Yaz0 header).
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Uint32 yaz0Decode(Uint8* src, Uint8* dst, Uint32 uncompressedSize)
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{
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Uint32 srcPlace = 0, dstPlace = 0; //current read/write positions
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Int32 validBitCount = 0; //number of valid bits left in "code" byte
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Uint8 currCodeByte;
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while(dstPlace < uncompressedSize)
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{
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//read new "code" byte if the current one is used up
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if(validBitCount == 0)
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{
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currCodeByte = src[srcPlace];
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++srcPlace;
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validBitCount = 8;
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}
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if((currCodeByte & 0x80) != 0)
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{
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//straight copy
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dst[dstPlace] = src[srcPlace];
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dstPlace++;
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srcPlace++;
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}
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else
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{
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//RLE part
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Uint8 byte1 = src[srcPlace];
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Uint8 byte2 = src[srcPlace + 1];
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srcPlace += 2;
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Uint32 dist = ((byte1 & 0xF) << 8) | byte2;
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Uint32 copySource = dstPlace - (dist + 1);
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Uint32 numBytes = byte1 >> 4;
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if(numBytes == 0)
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{
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numBytes = src[srcPlace] + 0x12;
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srcPlace++;
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}
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else
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numBytes += 2;
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//copy run
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for(Uint32 i = 0; i < numBytes; ++i)
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{
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dst[dstPlace] = dst[copySource];
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copySource++;
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dstPlace++;
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}
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}
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//use next bit from "code" byte
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currCodeByte <<= 1;
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validBitCount-=1;
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}
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return dstPlace;
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}
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// Yaz0 encode
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typedef struct
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{
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Uint32 srcPos, dstPos;
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} yaz0_Ret;
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Uint32 simpleEnc(Uint8* src, Int32 size, Int32 pos, Uint32 *pMatchPos);
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Uint32 nintendoEnc(Uint8* src, Int32 size, Int32 pos, Uint32 *pMatchPos);
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Uint32 yaz0Encode(Uint8* src, Uint32 srcSize, Uint8* data)
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{
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yaz0_Ret r = { 0, 0 };
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Int32 pos = 0;
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Uint8 dst[24]; // 8 codes * 3 bytes maximum
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Uint32 dstSize = 0;
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Uint32 i;
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Uint32 validBitCount = 0; //number of valid bits left in "code" byte
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Uint8 currCodeByte = 0;
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while(r.srcPos < srcSize)
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{
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Uint32 numBytes;
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Uint32 matchPos;
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numBytes = nintendoEnc(src, srcSize, r.srcPos, &matchPos);
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if (numBytes < 3)
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{
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//straight copy
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dst[r.dstPos] = src[r.srcPos];
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r.dstPos++;
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r.srcPos++;
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//set flag for straight copy
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currCodeByte |= (0x80 >> validBitCount);
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}
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else
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{
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//RLE part
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Uint32 dist = r.srcPos - matchPos - 1;
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Uint8 byte1, byte2, byte3;
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if (numBytes >= 0x12) // 3 byte encoding
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{
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byte1 = 0 | (dist >> 8);
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byte2 = dist & 0xff;
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dst[r.dstPos++] = byte1;
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dst[r.dstPos++] = byte2;
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// maximum runlength for 3 byte encoding
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if (numBytes > 0xff+0x12)
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numBytes = 0xff+0x12;
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byte3 = numBytes - 0x12;
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dst[r.dstPos++] = byte3;
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}
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else // 2 byte encoding
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{
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byte1 = ((numBytes - 2) << 4) | (dist >> 8);
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byte2 = dist & 0xff;
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dst[r.dstPos++] = byte1;
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dst[r.dstPos++] = byte2;
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}
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r.srcPos += numBytes;
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}
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validBitCount++;
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//write eight codes
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if(validBitCount == 8)
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{
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data[pos] = currCodeByte;
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pos++;
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for (i=0;i</*=*/r.dstPos;pos++,i++)
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data[pos] = dst[i];
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dstSize += r.dstPos+1;
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currCodeByte = 0;
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validBitCount = 0;
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r.dstPos = 0;
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}
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}
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if(validBitCount > 0)
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{
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data[pos] = currCodeByte;
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pos++;
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for (i=0;i</*=*/r.dstPos;pos++,i++)
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data[pos] = dst[i];
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dstSize += r.dstPos+1;
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currCodeByte = 0;
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validBitCount = 0;
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r.dstPos = 0;
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}
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return dstSize;
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}
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// a lookahead encoding scheme for ngc Yaz0
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Uint32 nintendoEnc(Uint8* src, Int32 size, Int32 pos, Uint32 *pMatchPos)
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{
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Uint32 numBytes = 1;
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static Uint32 numBytes1;
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static Uint32 matchPos;
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static Int32 prevFlag = 0;
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// if prevFlag is set, it means that the previous position was determined by look-ahead try.
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// so just use it. this is not the best optimization, but nintendo's choice for speed.
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if (prevFlag == 1) {
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*pMatchPos = matchPos;
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prevFlag = 0;
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return numBytes1;
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}
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prevFlag = 0;
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numBytes = simpleEnc(src, size, pos, &matchPos);
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*pMatchPos = matchPos;
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// if this position is RLE encoded, then compare to copying 1 byte and next position(pos+1) encoding
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if (numBytes >= 3) {
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numBytes1 = simpleEnc(src, size, pos+1, &matchPos);
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// if the next position encoding is +2 longer than current position, choose it.
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// this does not guarantee the best optimization, but fairly good optimization with speed.
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if (numBytes1 >= numBytes+2) {
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numBytes = 1;
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prevFlag = 1;
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}
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}
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return numBytes;
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}
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// simple and straight encoding scheme for Yaz0
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Uint32 simpleEnc(Uint8* src, Int32 size, Int32 pos, Uint32 *pMatchPos)
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{
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int startPos = pos - 0x1000, j, i;
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Uint32 numBytes = 1;
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Uint32 matchPos = 0;
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if (startPos < 0)
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startPos = 0;
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for (i = startPos; i < pos; i++)
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{
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for (j = 0; j < size-pos; j++)
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{
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if (src[i+j] != src[j+pos])
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break;
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}
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if ((Uint32)j > numBytes)
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{
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numBytes = j;
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matchPos = i;
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}
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}
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*pMatchPos = matchPos;
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if (numBytes == 2)
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numBytes = 1;
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return numBytes;
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}
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} // Compression
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} // io
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} // zelda
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@ -14,6 +14,7 @@
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// along with libZelda. If not, see <http://www.gnu.org/licenses/>
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#include "ZQuestFile.hpp"
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#include <string.h>
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namespace zelda
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{
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@ -79,7 +80,8 @@ void ZQuestFile::setData(Uint8* data, Uint32 length)
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if (!m_data || m_data != data)
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{
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delete[] m_data;
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m_data = data;
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m_data = new Uint8[length];
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memcpy(m_data, data, length);
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m_length = length;
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}
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}
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@ -111,65 +111,5 @@ double swapDouble(double val)
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return (double)((Uint64)retVal);
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}
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//src points to the yaz0 source data (to the "real" source data, not at the header!)
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//dst points to a buffer uncompressedSize bytes large (you get uncompressedSize from
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//the second 4 bytes in the Yaz0 header).
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void yaz0Decode(Uint8* src, Uint8* dst, Uint32 uncompressedSize)
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{
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Uint32 srcPlace = 0, dstPlace = 0; //current read/write positions
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Int32 validBitCount = 0; //number of valid bits left in "code" byte
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Uint8 currCodeByte;
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while(dstPlace < uncompressedSize)
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{
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//read new "code" byte if the current one is used up
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if(validBitCount == 0)
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{
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currCodeByte = src[srcPlace];
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++srcPlace;
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validBitCount = 8;
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}
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if((currCodeByte & 0x80) != 0)
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{
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//straight copy
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dst[dstPlace] = src[srcPlace];
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dstPlace++;
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srcPlace++;
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}
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else
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{
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//RLE part
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Uint8 byte1 = src[srcPlace];
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Uint8 byte2 = src[srcPlace + 1];
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srcPlace += 2;
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Uint32 dist = ((byte1 & 0xF) << 8) | byte2;
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Uint32 copySource = dstPlace - (dist + 1);
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Uint32 numBytes = byte1 >> 4;
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if(numBytes == 0)
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{
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numBytes = src[srcPlace] + 0x12;
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srcPlace++;
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}
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else
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numBytes += 2;
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//copy run
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for(Uint32 i = 0; i < numBytes; ++i)
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{
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dst[dstPlace] = dst[copySource];
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copySource++;
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dstPlace++;
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}
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}
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//use next bit from "code" byte
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currCodeByte <<= 1;
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validBitCount-=1;
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}
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}
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} // utility
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} // zelda
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