Compression Library
Moderator: BigEvilCorporation
Compression Library
I was working on a huffman based compression library a few years back (Which I never got around to finishing *gasp surprise*)
And was wonder if anyone would like it? (Plus that would give me motivation to actually finish it.)
It uses 3 trees one for the uncompressed literals, one for the lengths and the last for the location. It was fairly compact in its size of tables, and could be tailored to work fairly well in 68k asm (The part I still need to finish)
So just wondering if anyone would be interested?
Plus I need something to do since I've (temporarily lost interest in my other Sega project).
And was wonder if anyone would like it? (Plus that would give me motivation to actually finish it.)
It uses 3 trees one for the uncompressed literals, one for the lengths and the last for the location. It was fairly compact in its size of tables, and could be tailored to work fairly well in 68k asm (The part I still need to finish)
So just wondering if anyone would be interested?
Plus I need something to do since I've (temporarily lost interest in my other Sega project).
Yeah, I have megadrive super archiver
You select a folder and it pack all the files in a single file (using LZss or not) and it output tables for accessing files using three methods :
- ID (file number)
- Name (file name)
- Definition (C #define)
Actualy, its not me who coded the thing... The lzss routine was coded by FDarkangel and the windows tool by TulioAdriano.
It was developped for TavernRPG.
The result is : Super fast browsing archive... And compression stronger than ZIP/RAR. The bad thing is that , it cannot decompress in vram immediately and it is quite slow...
Btw : The lzss decompression routine have a problem on real hardware, so i'm trying to contact Fdarkangel, without success :/
You select a folder and it pack all the files in a single file (using LZss or not) and it output tables for accessing files using three methods :
- ID (file number)
- Name (file name)
- Definition (C #define)
Actualy, its not me who coded the thing... The lzss routine was coded by FDarkangel and the windows tool by TulioAdriano.
It was developped for TavernRPG.
The result is : Super fast browsing archive... And compression stronger than ZIP/RAR. The bad thing is that , it cannot decompress in vram immediately and it is quite slow...
Btw : The lzss decompression routine have a problem on real hardware, so i'm trying to contact Fdarkangel, without success :/
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- Very interested
- Posts: 3131
- Joined: Thu Nov 30, 2006 9:46 pm
- Location: France - Sevres
- Contact:
Anything which can be added in my library is welcome :pFonzie wrote:Yeah, I have megadrive super archiver
You select a folder and it pack all the files in a single file (using LZss or not) and it output tables for accessing files using three methods :
- ID (file number)
- Name (file name)
- Definition (C #define)
Actualy, its not me who coded the thing... The lzss routine was coded by FDarkangel and the windows tool by TulioAdriano.
It was developped for TavernRPG.
The result is : Super fast browsing archive... And compression stronger than ZIP/RAR. The bad thing is that , it cannot decompress in vram immediately and it is quite slow...
Btw : The lzss decompression routine have a problem on real hardware, so i'm trying to contact Fdarkangel, without success :/
I hope the library can be fixed
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- Interested
- Posts: 24
- Joined: Sun Dec 17, 2006 8:28 pm
- Location: Osaka, Japan
It's weird that it appears only in real thing. Wish I had equipment to make some tests on h/w someday... Since it's harder to spot bugs in assembly code than C code, how about testing the C code on h/w instead? And is there a chance that bug is somewhere else than lzss_decode()?Fonzie wrote:Btw : The lzss decompression routine have a problem on real hardware