AuroraLib.Compression 1.0.5.1

There is a newer version of this package available.
See the version list below for details.
dotnet add package AuroraLib.Compression --version 1.0.5.1                
NuGet\Install-Package AuroraLib.Compression -Version 1.0.5.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="AuroraLib.Compression" Version="1.0.5.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add AuroraLib.Compression --version 1.0.5.1                
#r "nuget: AuroraLib.Compression, 1.0.5.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install AuroraLib.Compression as a Cake Addin
#addin nuget:?package=AuroraLib.Compression&version=1.0.5.1

// Install AuroraLib.Compression as a Cake Tool
#tool nuget:?package=AuroraLib.Compression&version=1.0.5.1                

AuroraLib.Compression

Supports a wide range of compression algorithms mainly used in video games.

Nuget Package

Supported Algorithms

Algorithm Description
LZ10 Nintendo LZ10 compression algorithm used in various games.
LZ11 Nintendo LZ11 compression algorithm used in various games.
LZ77 Nintendo LZ77 based on LZ10 algorithm used in some games.
MIO0* Nintendo MIO0 compression algorithm used in some Nintendo games.
Yaz0* Nintendo Yaz0 compression algorithm used in various games.
Yaz1* Identical to Yaz0 only with a different identifier.
Yay0* Nintendo YAY0 compression algorithm used in some Nintendo games.
RLE30 Nintendo RLE30 compression algorithm used in GameBoy games.
PRS* Sega PRS compression algorithm used in various Sega games.
LZSega LZSega based on LZSS compression used in some GameCube Sega games.
CNX2 Sega CNX2 algorithm, used in some Puyo Puyo.
COMP Sega COMP based on LZ11 algorithm, used in some Puyo Puyo.
CXLZ Sega CXLZ based on LZ10 algorithm, used in some Puyo Puyo.
LZ00 Sega LZ00 is based on LZSS algorithm with encryption.
LZ01 Sega LZ01 based on LZSS algorithm, used in some Puyo Puyo.
AKLZ A LZSS based algorithm used in Skies of Arcadia Legends.
CNS CNS compression algorithm, used in Games from Red Entertainment.
CLZ0 CLZ0 compression algorithm, used in Games from Victor Interactive Software.
FCMP FCMP based on LZSS algorithm, used in Muramasa The Demon Blade.
GCLZ GCLZ based on LZ10 algorithm, used in Pandora's Tower.
LZ02 LZ02 compression algorithm used in Mario Golf: Toadstool Tour.
LZHudson LZHudson based on LZSS compression algorithm used in Mario Party 4.
LZShrek LZShrek compression algorithm used in Shrek Super Slam.
LZSS LZSS compression algorithm used in many games.
RefPack RefPack compression algorithm used in EA games.
GZip GZip based on DEFLATE compression algorithm.
ZLib ZLib based on DEFLATE compression algorithm.
AsuraZlb AsuraZlb based on ZLib compression algorithm used in Simpsons The Game.
ZLB ZLB based on ZLib compression algorithm used in Star Fox Adventures.
ALLZ Aqualead LZ compression algorithm used by a handful of games.

* Big-endian and little-endian version are supported.

How To Use

Decompress a file with a specific algorithm.

    using FileStream source = new("input.dat", FileMode.Open, FileAccess.Read, FileShare.Read);
    using FileStream destination = new("output.dat", FileMode.Create, FileAccess.ReadWrite, FileShare.None);
    new LZSS().Decompress(source, destination);

Compress a file with a specific algorithm.

    using FileStream source = new("input.dat", FileMode.Open, FileAccess.Read, FileShare.Read);
    using FileStream destination = new("output.dat", FileMode.Create, FileAccess.ReadWrite, FileShare.None);
    new LZSS().Compress(source, destination);

Check if the file can be decompressed with a specific algorithm.

    using FileStream source = new("input.dat", FileMode.Open, FileAccess.Read, FileShare.Read);
    bool canDecompressed = new LZSS().IsMatch(source);

Credits

  • Nickworonekin Puyo Tools inspired the LZ Decode and Encode code and reference for CNX2, LZ00, LZ01, LZ10, LZ11, PRS algorithms.
  • Haruhiko Okumura reference his original C implementation of the LZSS algorithm.
  • Daniel-McCarthy reference for MIO0, YAZ0, YAY0 algorithm.
  • Niotso.wiki reference for RefPack algorithm.
  • Sukharah reference for CLZ0 algorithm.
  • Gamemasterplc reference for LZHudson algorithm.
  • KirbyUK reference for LZShrek algorithm.
  • Brolijah reference for ALLZ algorithm.
Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (1)

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Version Downloads Last updated
1.3.0.1 88 11/8/2024
1.3.0 84 11/5/2024
1.2.1 90 10/30/2024
1.2.0.1 151 10/8/2024
1.2.0 181 9/16/2024
1.1.1 409 6/14/2024
1.1.0 95 6/11/2024
1.0.6 537 2/13/2024
1.0.5.1 120 2/4/2024
1.0.4 237 12/13/2023
1.0.3 195 11/17/2023