comtype_scan2 says COMP_LUNAR_LZ6 - how to use that result?

Read or post about compression. And decompression. Or ask questions how to decompress your files.
Post Reply
BlackDog
ultra-n00b
Posts: 4
Joined: Sat Oct 10, 2015 9:51 pm

comtype_scan2 says COMP_LUNAR_LZ6 - how to use that result?

Post by BlackDog » Sun Aug 21, 2016 9:02 am

Hi,

So I've gone about trying to figure out the compression used in a file. I've run Aluigi's comtype_scan2 and I get what lookslike an almost OK result with #256.
According to def.h, it's "COMP_LUNAR_LZ6".
How do I move forward from there?
Actually, let me ask that question more precisely. How can I decompress, in a way that I can later re-compress?
I mean, I've seen scripts for decompression but people don't always manage to recompress from the same script. So either a BMS script that can be reversed, or a pointer to the source files where I can cut & paste into my custom program.
(I've tried looking into the quickbms code, but it looks like there's linking to a library.)

Thank you!

jfwfreo
veteran
Posts: 116
Joined: Sat Nov 15, 2008 1:31 am
Been thanked: 21 times

Re: comtype_scan2 says COMP_LUNAR_LZ6 - how to use that resu

Post by jfwfreo » Sun Aug 21, 2016 10:00 am

The name COMP_LUNAR_LZ6 sounds to me like its using LunarCompress.dll to do its magic. And checking what LunarCompress.dll has to say about the LZ6 format, its a format used on some games for the GameBoy so I doubt it would be showing up elsewhere.
What game is this from?

BlackDog
ultra-n00b
Posts: 4
Joined: Sat Oct 10, 2015 9:51 pm

Re: comtype_scan2 says COMP_LUNAR_LZ6 - how to use that resu

Post by BlackDog » Sun Aug 21, 2016 10:03 pm

Lost Heroes 3DS.
Well, if it's not that, then I really have to re-run the thing...
Any map file is expected to start with:
- "DGMP", which is clearly visible in the compressed version of the file.
- file size
- version of the map (usually 1.00)
- sizeof the map (31*31, which means 1e000000 twice)

Post Reply