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yaze/docs/public/reference/SNES_COMPRESSION.md

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# SNES Compression Format (ALttP)
Decompression algorithm used in A Link to the Past, documented from ZSpriteMaker.
**Source:** `~/Documents/Zelda/Editors/ZSpriteMaker-1/ZSpriteMaker/Utils.cs`
## Command Format
Each compressed block starts with a command byte:
```
Normal Command (when upper 3 bits != 0b111):
┌─────────────────────────────────────┐
│ 7 6 5 │ 4 3 2 1 0 │
│ CMD │ LENGTH (0-31) │
└─────────────────────────────────────┘
Length = (byte & 0x1F) + 1
Expanded Command (when upper 3 bits == 0b111):
┌─────────────────────────────────────┬──────────────┐
│ 7 6 5 │ 4 3 2 │ 1 0 │ Byte 2 │
│ 0b111 │ CMD │ LENGTH_HI │ LENGTH_LO │
└─────────────────────────────────────┴──────────────┘
Length = ((byte & 0x03) << 8 | nextByte) + 1
```
## Commands
| CMD | Name | Description |
|-----|------|-------------|
| 0 | Direct Copy | Copy `length` bytes directly from ROM to output |
| 1 | Byte Fill | Repeat single byte `length` times |
| 2 | Word Fill | Repeat 2-byte word `length/2` times |
| 3 | Increasing Fill | Write byte, increment, repeat `length` times |
| 4 | Repeat | Copy `length` bytes from earlier in output buffer |
## Terminator
`0xFF` byte terminates decompression.
## C++ Implementation
```cpp
#include <vector>
#include <cstdint>
std::vector<uint8_t> decompress_alttp(const uint8_t* rom, int pos) {
std::vector<uint8_t> buffer(0x1000, 0);
int bufferPos = 0;
while (true) {
uint8_t databyte = rom[pos];
if (databyte == 0xFF) break; // End marker
uint8_t cmd;
int length;
if ((databyte & 0xE0) == 0xE0) {
// Expanded command
cmd = (databyte >> 2) & 0x07;
length = ((databyte & 0x03) << 8) | rom[pos + 1];
pos += 2;
} else {
// Normal command
cmd = (databyte >> 5) & 0x07;
length = databyte & 0x1F;
pos += 1;
}
length += 1; // Minimum length is 1
switch (cmd) {
case 0: // Direct Copy
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = rom[pos++];
}
break;
case 1: // Byte Fill
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = rom[pos];
}
pos += 1;
break;
case 2: // Word Fill
for (int i = 0; i < length; i += 2) {
buffer[bufferPos++] = rom[pos];
buffer[bufferPos++] = rom[pos + 1];
}
pos += 2;
break;
case 3: // Increasing Fill
{
uint8_t val = rom[pos];
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = val++;
}
pos += 1;
}
break;
case 4: // Repeat from buffer
{
// Little-endian address
int addr = rom[pos] | (rom[pos + 1] << 8);
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = buffer[addr++];
}
pos += 2;
}
break;
}
}
buffer.resize(bufferPos);
return buffer;
}
```
## Address Conversion
```cpp
// SNES LoROM to PC file offset
inline int snes_to_pc(int addr) {
return (addr & 0x7FFF) | ((addr & 0x7F0000) >> 1);
}
// PC file offset to SNES LoROM
inline int pc_to_snes(int addr) {
return (addr & 0x7FFF) | 0x8000 | ((addr & 0x7F8000) << 1);
}
```
## Notes
- Buffer size is 0x1000 (4KB) - typical for tile/map data
- Command 4 (Repeat) uses little-endian address within output buffer
- Expanded commands allow lengths up to 1024 bytes
- Used for: tile graphics, tilemaps, some sprite data