AuroraLib.Compression 1.2.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package AuroraLib.Compression --version 1.2.0                
NuGet\Install-Package AuroraLib.Compression -Version 1.2.0                
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="1.2.0" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add AuroraLib.Compression --version 1.2.0                
#r "nuget: AuroraLib.Compression, 1.2.0"                
#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=1.2.0

// Install AuroraLib.Compression as a Cake Tool
#tool nuget:?package=AuroraLib.Compression&version=1.2.0                

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.

Nuget Package

Benchmarks

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.
LZ60 Nintendo LZ60 corresponds to LZ40 algorithm.
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
LZ4 LZ4 is similar to LZO focused on decompression speed.
MDF0 Konami MDF0 based on ZLib used in Castlevania: The Adventure ReBirth.
Level5 Level5 compression algorithm, mainly used in Level5 3ds games.
SSZL Level5 SSZL algorithm base on LZSS, used in Inazuma Eleven 3.
IECP IECP algorithm base on LZSS, used in Fate/Extra.

* 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 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.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories (1)

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