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Ultimate Mortal Kombat 3 (Genesis)/Notes
The following article is a Notes Page for Ultimate Mortal Kombat 3 (Genesis).
Archive structure
__________________________________ Offset | Size| Description _______|_____|_____________________ 0-1 | Word| Compression method _______|_____|_____________________ 2-3 | Word| Compressed data size _______|_____|_____________________ 4* | Byte| Data type _______|_____|_____________________ 5..n |Bytes| compressed data _______|_____|_____________________
- This parameter is not used in compression method 3
Method 2-1: Unpacking graphics
Flag byte:
XXXXXXXX
1 - there is no compression, just copy one byte from the source to the receiver
0 - there is compression.
LZ:
1 XXX YYYY XXXXXXXX
| | | |
| | | 8 младших битов смещения строки (offset)
| | 4 бита, обозначающие длину строки (18 — длина строки)
| 3 старших бита смещения строки
код сжатия LZ
RLE:
01 YY YYYY AAAAAAAA
| | |
| | bytes of repetition
| 6 bits (66 - number of repetitions)
RLE compression code
RLE_plus_Arith:
00 YY YYYY AAAAAAAA
| | |
| | bytes of repetition
| 6 bits (66 - number of sequences) maximum 65 bytes
compression code - RLE + arithmetic progression
Method 2-2: Unpacking the Tile Map
It differs from the previous compression method only in that the highest bytes of the tile map (priority, palette number, reflection) are decompressed first, and then the lowest bytes. At the same time, after each write to the receiver, the receiver address is increased by two bytes. Also, during decompression of the low-order bytes, the lz string can be copied from the high-order bytes.
TODO
Method 1-1: Unpacking Graphics
EndOfDecompress:
0000 0000
TODO
Method 1-2: Unpacking the Tile map
It differs from the previous compression method only in that the highest bytes of the tile map (priority, palette number, reflection) are decompressed first, and then the lowest bytes. At the same time, after each write to the receiver, the receiver address is increased by two bytes. Also, during decompression of the low-order bytes, the lz string can be copied from the high-order bytes.
EndOfDecompress:
0000 0000 - must be written after compression of the low and high bytes
TODO
Method 3
very rare method
END Of Decompress:
0000 0000
TODO
Internal Data for Ultimate Mortal Kombat 3 (Genesis)
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