Deniz Oezmen wrote:Thanks, I am enqueued now. I do not intend to run the game, I just want to peek into the exe ...Mr.Mouse wrote:Yes, there is. But I had trouble getting it to run on my high-end PC and did not really try hard to fix that problem.

That's awesome news! Xela, others? Got some files for him?john_doe wrote:I figured out the decompression scheme.
Can someone send me some more compressed and matching decompressed files so I can test my decompressor more thouroughly to john_doe@techie.com? 10 files or so should be enough.
I'll then release the C++ source code so it can be implemented in MultiEx or other tools.
It's basically an LZ77-based algorithm, I think with Huffman.
I'll probably leave writing the specs to someone else
BRILLIANT!!! If I have compression problems in the future , I turn to Deniz or John-doejohn_doe wrote:It's done
You can download it from http://gamefileformats.the-underdogs.in ... mpra-1.zip
Exe & C++ source code (with a project file for Dev-C++) is included.
The program is a simple command-line tool, use it like "decompra infile outfile".
If you find any bugs or have comments, mail me at john_doe at techie.com.
PS: It worked on the files you sent me, Mr. Mouse, at least I could display some GIF and PCX files.
I'll try to write some rough specs later.Mr.Mouse wrote: Now for some understanding of it, because we (at the wiki) still have some specs to write. Could you at least point out how the RA files are made up and what specific parts we can distinguish?
Yes, that should be possible. I still don't know how this table stuff works exactly, figuring that out is needed to make a compressor. It's probably some Huffman type, not sure.Mr.Mouse wrote: Is a compressor also possible, by the way? I assume so, but I first'd have to understand what is going on.
Code: Select all
1 word id, "RA"
1 word version number, always 2
1 dword size of decompressed data
1 word unknown (unused in decompressor code)
1 word checksum of the decompressed data