/// <summary> /// Gets the optimal compression lengths for each start of a compressed block using Dynamic Programming. /// This takes O(n^2) time, although in practice it will often be O(n^3) since one of the constants is 0x10110 /// (the maximum length of a compressed block) /// </summary> /// <param name="indata">The data to compress.</param> /// <param name="inLength">The length of the data to compress.</param> /// <param name="lengths">The optimal 'length' of the compressed blocks. For each byte in the input data, /// this value is the optimal 'length' value. If it is 1, the block should not be compressed.</param> /// <param name="disps">The 'disp' values of the compressed blocks. May be 0, in which case the /// corresponding length will never be anything other than 1.</param> internal unsafe static void GetOptimalCompressionLengths(byte *indata, int inLength, out int[] lengths, out int[] disps) { lengths = new int[inLength]; disps = new int[inLength]; int[] minLengths = new int[inLength]; for (int i = inLength - 1; i >= 0; i--) { // first get the compression length when the next byte is not compressed minLengths[i] = int.MaxValue; lengths[i] = 1; if (i + 1 >= inLength) { minLengths[i] = 1; } else { minLengths[i] = 1 + minLengths[i + 1]; } // then the optimal compressed length int oldLength = Math.Min(0x1000, i); // get the appropriate disp while at it. Takes at most O(n) time if oldLength is considered O(n) and 0x10110 constant. // however since a lot of files will not be larger than 0x10110, this will often take ~O(n^2) time. // be sure to bound the input length with 0x10110, as that's the maximum length for LZ-11 compressed blocks. int maxLen = LZUtil.GetOccurrenceLength(indata + i, Math.Min(inLength - i, 0x10110), indata + i - oldLength, oldLength, out disps[i]); if (disps[i] > i) { throw new Exception("disp is too large"); } for (int j = 3; j <= maxLen; j++) { int blocklen; if (j > 0x110) { blocklen = 4; } else if (j > 0x10) { blocklen = 3; } else { blocklen = 2; } int newCompLen; if (i + j >= inLength) { newCompLen = blocklen; } else { newCompLen = blocklen + minLengths[i + j]; } if (newCompLen < minLengths[i]) { lengths[i] = j; minLengths[i] = newCompLen; } } } // we could optimize this further to also optimize it with regard to the flag-bytes, but that would require 8 times // more space and time (one for each position in the block) for only a potentially tiny increase in compression ratio. }
/// <summary> /// Compresses the input using the 'original', unoptimized compression algorithm. /// This algorithm should yield files that are the same as those found in the games. /// (delegates to the optimized method if LookAhead is set) /// </summary> internal unsafe static int Compress(Stream instream, long inLength, Stream outstream, bool original) { // make sure the decompressed size fits in 3 bytes. // There should be room for four bytes, however I'm not 100% sure if that can be used // in every game, as it may not be a built-in function. if (inLength > 0xFFFFFF) { throw new InputTooLargeException(); } // use the other method if lookahead is enabled if (!original) { return(CompressWithLA(instream, inLength, outstream)); } // save the input data in an array to prevent having to go back and forth in a file byte[] indata = new byte[inLength]; int numReadBytes = instream.Read(indata, 0, (int)inLength); if (numReadBytes != inLength) { throw new StreamTooShortException(); } // write the compression header first outstream.WriteByte(0x11); outstream.WriteByte((byte)(inLength & 0xFF)); outstream.WriteByte((byte)((inLength >> 8) & 0xFF)); outstream.WriteByte((byte)((inLength >> 16) & 0xFF)); int compressedLength = 4; fixed(byte *instart = &indata[0]) { // we do need to buffer the output, as the first byte indicates which blocks are compressed. // this version does not use a look-ahead, so we do not need to buffer more than 8 blocks at a time. // (a block is at most 4 bytes long) byte[] outbuffer = new byte[8 * 4 + 1]; outbuffer[0] = 0; int bufferlength = 1, bufferedBlocks = 0; int readBytes = 0; while (readBytes < inLength) { #region If 8 blocks are bufferd, write them and reset the buffer // we can only buffer 8 blocks at a time. if (bufferedBlocks == 8) { outstream.Write(outbuffer, 0, bufferlength); compressedLength += bufferlength; // reset the buffer outbuffer[0] = 0; bufferlength = 1; bufferedBlocks = 0; } #endregion // determine if we're dealing with a compressed or raw block. // it is a compressed block when the next 3 or more bytes can be copied from // somewhere in the set of already compressed bytes. int disp; int oldLength = Math.Min(readBytes, 0x1000); int length = LZUtil.GetOccurrenceLength(instart + readBytes, (int)Math.Min(inLength - readBytes, 0x10110), instart + readBytes - oldLength, oldLength, out disp); // length not 3 or more? next byte is raw data if (length < 3) { outbuffer[bufferlength++] = *(instart + readBytes++); } else { // 3 or more bytes can be copied? next (length) bytes will be compressed into 2 bytes readBytes += length; // mark the next block as compressed outbuffer[0] |= (byte)(1 << (7 - bufferedBlocks)); if (length > 0x110) { // case 1: 1(B CD E)(F GH) + (0x111)(0x1) = (LEN)(DISP) outbuffer[bufferlength] = 0x10; outbuffer[bufferlength] |= (byte)(((length - 0x111) >> 12) & 0x0F); bufferlength++; outbuffer[bufferlength] = (byte)(((length - 0x111) >> 4) & 0xFF); bufferlength++; outbuffer[bufferlength] = (byte)(((length - 0x111) << 4) & 0xF0); } else if (length > 0x10) { // case 0; 0(B C)(D EF) + (0x11)(0x1) = (LEN)(DISP) outbuffer[bufferlength] = 0x00; outbuffer[bufferlength] |= (byte)(((length - 0x111) >> 4) & 0x0F); bufferlength++; outbuffer[bufferlength] = (byte)(((length - 0x111) << 4) & 0xF0); } else { // case > 1: (A)(B CD) + (0x1)(0x1) = (LEN)(DISP) outbuffer[bufferlength] = (byte)(((length - 1) << 4) & 0xF0); } // the last 1.5 bytes are always the disp outbuffer[bufferlength] |= (byte)(((disp - 1) >> 8) & 0x0F); bufferlength++; outbuffer[bufferlength] = (byte)((disp - 1) & 0xFF); bufferlength++; } bufferedBlocks++; } // copy the remaining blocks to the output if (bufferedBlocks > 0) { outstream.Write(outbuffer, 0, bufferlength); compressedLength += bufferlength; /*/ make the compressed file 4-byte aligned. * while ((compressedLength % 4) != 0) * { * outstream.WriteByte(0); * compressedLength++; * }/**/ } } return(compressedLength); }