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Author Topic: LZR Compression on PSOne game  (Read 1 times)
IlDucci
Guest
« on: January 04, 2011, 03:43:49 pm »

Hello there again, I've been trying to translate Time Crisis 1 for PSOne with the help of a friend, this friend managed to break all the compression formats for this game... except for one.

Here's the file so you can check it out.

Then again, I don't know anything about the system, only that what is depacked are TIM files, unknown if they have a CLUT or not. (We've found some CLUTless TIMs on the format). so here's what the friend had to say:
The compression is some sort of LZR.

Quote
First four bytes mark ULZ+0x1A
Next, 2 with zeroes
The next one is supposedly the compression format. The rest of the files is 2, but on these two is 0.
Next byte tells the amount of bits used to compress data.
4 bytes for the offset of uncompressed data, next 4 bytes for the compressed data.
Next is the compression flags: For compression, the flags are read first; if it's 1, you must take one uncompressed byte, from where one of the offsets was targeting, 0 means two bytes of compressed data.
The last part is where the system is incorrect.

I hope someone can help me out.

January 05, 2011, 06:59:32 am - (Auto Merged - Double Posts are not allowed before 7 days.)
OK; my friend has released the source code of the tool, with probably a better explanation than mine of the format, but still can't decompress the two example files I posted before.
http://www.sendspace.com/file/7wl07v

And here's some samples of the other ULZ formats:
http://www.sendspace.com/file/uefdnu

EDIT: The ULZ Utils were updated for a small bug, but still no luck at those files.
« Last Edit: January 05, 2011, 10:29:40 am by IlDucci »
DeGamer
Guest
« Reply #1 on: January 17, 2011, 09:43:10 pm »

Just out of curiosity, what language are you translating this to? Or is this a re-translation in English?
Ryusui
Guest
« Reply #2 on: January 17, 2011, 10:04:03 pm »

I'd imagine Italian, judging by his username.
IlDucci
Guest
« Reply #3 on: January 18, 2011, 03:30:12 am »

I'm doing a Spanish translation.
DeGamer
Guest
« Reply #4 on: January 18, 2011, 02:38:43 pm »

Quote from: Ryusui on January 17, 2011, 10:04:03 pm
I'd imagine Italian, judging by his username.

Didn't notice the username, but that's a good guess.


Quote from: IlDucci on January 18, 2011, 03:30:12 am
I'm doing a Spanish translation.

Oh, I don't come across those too often. It's always English, Italian or French. I speak Spanish as well so if you need help there let me know.
IlDucci
Guest
« Reply #5 on: January 18, 2011, 04:26:20 pm »

Well, right now, I'm doing a full voice and text localisation of Time Crisis 1, and right now I have two issues around;

The first one is the LZR Compression I'm talking about, the second one is that it seems the texts in this game have some sort of... wouldn't call it protection, more like additional data. If I change the amount of characters or the characters (Font's variable width) on the main titles, I get some graphical corruption besides the obvious point that the texts are not centered.

This post is for the first case but if anyone reads this and knows how to solve the second issue I'll be glad to listen, as I'm not so expert in researching over PSX.
IlDucci
Guest
« Reply #6 on: February 15, 2011, 07:51:01 am »

Anyone?
Reaper Man
Guest
« Reply #7 on: February 22, 2011, 05:17:14 am »

Have you considered setting a breakpoint at the beginning of the file and tracing the assembly code?
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