AuroraLib.Compression
1.1.0
.NET 5.0
This package targets .NET 5.0. The package is compatible with this framework or higher.
.NET Core 3.0
This package targets .NET Core 3.0. The package is compatible with this framework or higher.
.NET Standard 2.1
This package targets .NET Standard 2.1. The package is compatible with this framework or higher.
.NET Framework 4.7.2
This package targets .NET Framework 4.7.2. The package is compatible with this framework or higher.
There is a newer version of this package available.
See the version list below for details.
See the version list below for details.
dotnet add package AuroraLib.Compression --version 1.1.0
NuGet\Install-Package AuroraLib.Compression -Version 1.1.0
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="1.1.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add AuroraLib.Compression --version 1.1.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: AuroraLib.Compression, 1.1.0"
#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=1.1.0 // Install AuroraLib.Compression as a Cake Tool #tool nuget:?package=AuroraLib.Compression&version=1.1.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
AuroraLib.Compression
Provides support for a wide range of compression algorithms primarily used in video games, it offers fast decompression/compression and efficient memory usage. It is written entirely in managed C# and does not rely on external C++ libraries.
Supported Algorithms
Algorithm | Description |
---|---|
LZ10 | Nintendo LZ10 compression used in various GBA, DS and WII games. |
LZ11 | Nintendo LZ11 compression used in various DS and WII games. |
LZ40 | Nintendo LZ40 compression mainly used in DS games. |
LZ77 | Nintendo LZ77 based on LZ10 used in WII games and data. |
MIO0* | Nintendo MIO0 compression mainly used in early Nintendo 64 games. |
Yay0* | Nintendo YAY0 compression used in some Nintendo 64 and GameCube games. |
Yaz0* | Nintendo Yaz0 compression used in games from the N64 to Switch era. |
Yaz1* | Identical to Yaz0 used for data on the N64DD. |
RLE30 | Nintendo RLE compression algorithm used in GBA games. |
LZOn | Nintendo LZOn compression algorithm mainly used in DS Download Games. |
PRS* | Sega PRS compression algorithm used in various Sega games. |
LZSega | A LZSS based compression algorithm used in some Sega GameCube 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 | A LZSS based compression algorithm used in Mario Party 4-7. |
RLHudson | A RLE based compression algorithm used in Mario Party 4-7. |
LZShrek | LZShrek compression algorithm used in Shrek Super Slam. |
LZSS | LZSS compression algorithm used in many games. |
RefPack | RefPack compression algorithm used in some 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. |
LZO | Lempel–Ziv–Oberhumer algorithm, focused on decompression speed |
*
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.thm.
- CUE reference for LZ40 algorithm.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 is compatible. net5.0-windows was computed. 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. |
.NET Core | netcoreapp3.0 is compatible. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
.NET Framework | net472 is compatible. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
-
.NETCoreApp 3.0
- AuroraLib.Core (>= 1.4.1)
-
.NETFramework 4.7.2
- AuroraLib.Core (>= 1.4.1)
- System.Memory (>= 4.5.5)
-
.NETStandard 2.1
- AuroraLib.Core (>= 1.4.1)
-
net5.0
- AuroraLib.Core (>= 1.4.1)
-
net6.0
- AuroraLib.Core (>= 1.4.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on AuroraLib.Compression:
Repository | Stars |
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X-Hax/sa_tools
Sonic Adventure Toolset
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