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Crystal Beans from Dungeon Explorer/Cutscene Text Compression: Difference between revisions
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m (Added a link to the tutorial section on removing the compression) |
m (Xkeeper moved page Crystal Beans From Dungeon Explorer:Cutscene Text Compression to Crystal Beans From Dungeon Explorer/Cutscene Text Compression: normalize subpages and titles) |
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Revision as of 02:41, 24 January 2024
Format
The cutscene text is slightly compressed in a format a bit similar to LZ.
There is a control byte for every 8 byte sequence, starting from the most significant bit, if the bit is set, 256 is added to the byte to form the character index described in the table. Another way to think of it is to consider the bits in the control byte as the 8th bit in the character index.
C Source
in is the input file pointer and out is the output file pointer. TableGetTextValue is the function to convert a character index to a character string.
int endLoop = 0; int controlByte, curChar, tableIndex; while(!endLoop) { // until the end of the string controlByte = fgetc(in); for (j = 0; j < 8; j++) { // for each bit in controlByte curChar = fgetc(in); tableIndex = curChar + ((controlByte & 0x80) ? 256 : 0); // if bit 7 is set, add 256 fputs(TableGetTextValue(tableIndex), out); if (tableIndex == 0) { // char 0 is end-of-string endLoop = 1; // end-of-string, get out of while loop break; // get out of for loop } controlByte <<= 1; // get next bit } }