using System; using System.Collections.Generic; using System.Text; using System.IO; using DSDecmp.Utils; namespace DSDecmp.Formats { /// /// The LZ-Overlay compression format. Compresses part of the file from end to start. /// Is used for the 'overlay' files in NDS games, as well as arm9.bin. /// Note that the last 12 bytes should not be included in the 'inLength' argument when /// decompressing arm9.bin. This is done automatically if a file is given instead of a stream. /// public class LZOvl : CompressionFormat { private static bool lookAhead = false; /// /// Sets the flag that determines if 'look-ahead'/DP should be used when compressing /// with the LZ-Ovl format. The default is false, which is what is used in the original /// implementation. /// public static bool LookAhead { set { lookAhead = value; } } #region Method: Supports(string file) public override bool Supports(string file) { using (FileStream fstr = File.OpenRead(file)) { long fLength = fstr.Length; // arm9.bin is special in the sense that the last 12 bytes should/can be ignored. if (Path.GetFileName(file) == "arm9.bin") fLength -= 0xC; return this.Supports(fstr, fLength); } } #endregion #region Method: Supports(Stream, long) public override bool Supports(System.IO.Stream stream, long inLength) { // assume the 'inLength' does not include the 12 bytes at the end of arm9.bin // only allow integer-sized files if (inLength > 0xFFFFFFFFL) return false; // the header is 4 bytes minimum if (inLength < 4) return false; long streamStart = stream.Position; byte[] header = new byte[Math.Min(inLength, 0x20)]; stream.Position += inLength - header.Length; stream.Read(header, 0, header.Length); // reset the stream stream.Position = streamStart; uint extraSize = IOUtils.ToNDSu32(header, header.Length - 4); if (extraSize == 0) return true; // if the extrasize is nonzero, the minimum header length is 8 bytes if (header.Length < 8) return false; byte headerLen = header[header.Length - 5]; if (inLength < headerLen) return false; // the compressed length should fit in the input file int compressedLen = header[header.Length - 6] << 16 | header[header.Length - 7] << 8 | header[header.Length - 8]; if (compressedLen >= inLength - headerLen) return false; // verify that the rest of the header is filled with 0xFF for (int i = header.Length - 9; i >= header.Length - headerLen; i--) if (header[i] != 0xFF) return false; return true; } #endregion #region Method: Decompress(string, string) public override void Decompress(string infile, string outfile) { // make sure the output directory exists string outDirectory = Path.GetDirectoryName(outfile); if (!Directory.Exists(outDirectory)) Directory.CreateDirectory(outDirectory); // open the two given files, and delegate to the format-specific code. using (FileStream inStream = new FileStream(infile, FileMode.Open), outStream = new FileStream(outfile, FileMode.Create)) { long fLength = inStream.Length; // arm9.bin needs special attention if (Path.GetFileName(infile) == "arm9.bin") fLength -= 0xC; this.Decompress(inStream, fLength, outStream); } } #endregion #region Decompression method public override long Decompress(System.IO.Stream instream, long inLength, System.IO.Stream outstream) { #region Format description // Overlay LZ compression is basically just LZ-0x10 compression. // however the order if reading is reversed: the compression starts at the end of the file. // Assuming we start reading at the end towards the beginning, the format is: /* * u32 extraSize; // decompressed data size = file length (including header) + this value * u8 headerSize; * u24 compressedLength; // can be less than file size (w/o header). If so, the rest of the file is uncompressed. * u8[headerSize-8] padding; // 0xFF-s * * 0x10-like-compressed data follows (without the usual 4-byte header). * The only difference is that 2 should be added to the DISP value in compressed blocks * to get the proper value. * the u32 and u24 are read most significant byte first. * if extraSize is 0, there is no headerSize, decompressedLength or padding. * the data starts immediately, and is uncompressed. * * arm9.bin has 3 extra u32 values at the 'start' (ie: end of the file), * which may be ignored. (and are ignored here) These 12 bytes also should not * be included in the computation of the output size. */ #endregion #region First read the last 4 bytes of the stream (the 'extraSize') // first go to the end of the stream, since we're reading from back to front // read the last 4 bytes, the 'extraSize' instream.Position += inLength - 4; byte[] buffer = new byte[4]; try { instream.Read(buffer, 0, 4); } catch (System.IO.EndOfStreamException) { // since we're immediately checking the end of the stream, // this is the only location where we have to check for an EOS to occur. throw new StreamTooShortException(); } uint extraSize = IOUtils.ToNDSu32(buffer, 0); #endregion // if the extra size is 0, there is no compressed part, and the header ends there. if (extraSize == 0) { #region just copy the input to the output // first go back to the start of the file. the current location is after the 'extraSize', // and thus at the end of the file. instream.Position -= inLength; // no buffering -> slow buffer = new byte[inLength - 4]; instream.Read(buffer, 0, (int)(inLength - 4)); outstream.Write(buffer, 0, (int)(inLength - 4)); // make sure the input is positioned at the end of the file instream.Position += 4; return inLength - 4; #endregion } else { // get the size of the compression header first. instream.Position -= 5; int headerSize = instream.ReadByte(); // then the compressed data size. instream.Position -= 4; instream.Read(buffer, 0, 3); int compressedSize = buffer[0] | (buffer[1] << 8) | (buffer[2] << 16); #region copy the non-compressed data // copy the non-compressed data first. buffer = new byte[inLength - headerSize - compressedSize]; instream.Position -= (inLength - 5); instream.Read(buffer, 0, buffer.Length); outstream.Write(buffer, 0, buffer.Length); #endregion // buffer the compressed data, such that we don't need to keep // moving the input stream position back and forth buffer = new byte[compressedSize]; instream.Read(buffer, 0, compressedSize); // we're filling the output from end to start, so we can't directly write the data. // buffer it instead (also use this data as buffer instead of a ring-buffer for // decompression) byte[] outbuffer = new byte[compressedSize + headerSize + extraSize]; int currentOutSize = 0; int decompressedLength = outbuffer.Length; int readBytes = 0; byte flags = 0, mask = 1; while (currentOutSize < decompressedLength) { // (throws when requested new flags byte is not available) #region Update the mask. If all flag bits have been read, get a new set. // the current mask is the mask used in the previous run. So if it masks the // last flag bit, get a new flags byte. if (mask == 1) { if (readBytes >= compressedSize) throw new NotEnoughDataException(currentOutSize, decompressedLength); flags = buffer[buffer.Length - 1 - readBytes]; readBytes++; mask = 0x80; } else { mask >>= 1; } #endregion // bit = 1 <=> compressed. if ((flags & mask) > 0) { // (throws when < 2 bytes are available) #region Get length and displacement('disp') values from next 2 bytes // there are < 2 bytes available when the end is at most 1 byte away if (readBytes + 1 >= inLength) { throw new NotEnoughDataException(currentOutSize, decompressedLength); } int byte1 = buffer[compressedSize - 1 - readBytes]; readBytes++; int byte2 = buffer[compressedSize - 1 - readBytes]; readBytes++; // the number of bytes to copy int length = byte1 >> 4; length += 3; // from where the bytes should be copied (relatively) int disp = ((byte1 & 0x0F) << 8) | byte2; disp += 3; if (disp > currentOutSize) { if (currentOutSize < 2) throw new InvalidDataException("Cannot go back more than already written; " + "attempt to go back 0x" + disp.ToString("X") + " when only 0x" + currentOutSize.ToString("X") + " bytes have been written."); // HACK. this seems to produce valid files, but isn't the most elegant solution. // although this _could_ be the actual way to use a disp of 2 in this format, // as otherwise the minimum would be 3 (and 0 is undefined, and 1 is less useful). disp = 2; } #endregion int bufIdx = currentOutSize - disp; for (int i = 0; i < length; i++) { byte next = outbuffer[outbuffer.Length - 1 - bufIdx]; bufIdx++; outbuffer[outbuffer.Length - 1 - currentOutSize] = next; currentOutSize++; } } else { if (readBytes >= inLength) throw new NotEnoughDataException(currentOutSize, decompressedLength); byte next = buffer[buffer.Length - 1 - readBytes]; readBytes++; outbuffer[outbuffer.Length - 1 - currentOutSize] = next; currentOutSize++; } } // write the decompressed data outstream.Write(outbuffer, 0, outbuffer.Length); // make sure the input is positioned at the end of the file; the stream is currently // at the compression header. instream.Position += headerSize; return decompressedLength + (inLength - headerSize - compressedSize); } } #endregion public override int Compress(System.IO.Stream instream, long inLength, System.IO.Stream outstream) { // don't bother trying to get the optimal not-compressed - compressed ratio for now. // Either compress fully or don't compress (as the format cannot handle decompressed // sizes that are smaller than the compressed file). if (inLength > 0xFFFFFF) throw new InputTooLargeException(); // read the input and reverse it byte[] indata = new byte[inLength]; instream.Read(indata, 0, (int)inLength); Array.Reverse(indata); MemoryStream inMemStream = new MemoryStream(indata); MemoryStream outMemStream = new MemoryStream(); int compressedLength = this.CompressNormal(inMemStream, inLength, outMemStream); int totalCompFileLength = (int)outMemStream.Length + 8; // make the file 4-byte aligned with padding in the header if (totalCompFileLength % 4 != 0) totalCompFileLength += 4 - totalCompFileLength % 4; if (totalCompFileLength < inLength) { byte[] compData = outMemStream.ToArray(); Array.Reverse(compData); outstream.Write(compData, 0, compData.Length); int writtenBytes = compData.Length; // there always seem to be some padding FFs. Let's pad to make the file 4-byte aligned while (writtenBytes % 4 != 0) { outstream.WriteByte(0xFF); writtenBytes++; } outstream.WriteByte((byte)((compressedLength) & 0xFF)); outstream.WriteByte((byte)((compressedLength >> 8) & 0xFF)); outstream.WriteByte((byte)((compressedLength >> 16) & 0xFF)); int headerLength = totalCompFileLength - compData.Length; outstream.WriteByte((byte)headerLength); int extraSize = (int)inLength - totalCompFileLength; outstream.WriteByte((byte)((extraSize) & 0xFF)); outstream.WriteByte((byte)((extraSize >> 8) & 0xFF)); outstream.WriteByte((byte)((extraSize >> 16) & 0xFF)); outstream.WriteByte((byte)((extraSize >> 24) & 0xFF)); return totalCompFileLength; } else { Array.Reverse(indata); outstream.Write(indata, 0, (int)inLength); outstream.WriteByte(0); outstream.WriteByte(0); outstream.WriteByte(0); outstream.WriteByte(0); return (int)inLength + 4; } } #region 'Normal' compression method. Delegates to CompressWithLA when LookAhead is set /// /// Compresses the given input stream with the LZ-Ovl compression, but compresses _forward_ /// instad of backwards. /// /// The input stream to compress. /// The length of the input stream. /// The stream to write to. private unsafe int CompressNormal(Stream instream, long inLength, Stream outstream) { // 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 (lookAhead) { 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(); int compressedLength = 0; 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. byte[] outbuffer = new byte[8 * 2 + 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, 0x1001); int length = LZUtil.GetOccurrenceLength(instart + readBytes, (int)Math.Min(inLength - readBytes, 0x12), instart + readBytes - oldLength, oldLength, out disp); // disp = 1 cannot be stored. if (disp == 1) { length = 1; } // disp = 2 cannot be saved properly. use a too large disp instead. // however since I'm not sure if that's actually how that's handled, don't compress instead. else if (disp == 2) { length = 1; /*if (readBytes < 0x1001) disp = readBytes + 1; else length = 1;/**/ } // 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)); outbuffer[bufferlength] = (byte)(((length - 3) << 4) & 0xF0); outbuffer[bufferlength] |= (byte)(((disp - 3) >> 8) & 0x0F); bufferlength++; outbuffer[bufferlength] = (byte)((disp - 3) & 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; } #endregion #region Dynamic Programming compression method /// /// Variation of the original compression method, making use of Dynamic Programming to 'look ahead' /// and determine the optimal 'length' values for the compressed blocks. Is not 100% optimal, /// as the flag-bytes are not taken into account. /// private unsafe int CompressWithLA(Stream instream, long inLength, Stream 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(); int compressedLength = 0; 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. byte[] outbuffer = new byte[8 * 2 + 1]; outbuffer[0] = 0; int bufferlength = 1, bufferedBlocks = 0; int readBytes = 0; // get the optimal choices for len and disp int[] lengths, disps; this.GetOptimalCompressionLengths(instart, indata.Length, out lengths, out disps); int optCompressionLength = this.GetOptimalCompressionPartLength(lengths); while (readBytes < optCompressionLength) { // 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; } if (lengths[readBytes] == 1) { outbuffer[bufferlength++] = *(instart + (readBytes++)); } else { // mark the next block as compressed outbuffer[0] |= (byte)(1 << (7 - bufferedBlocks)); outbuffer[bufferlength] = (byte)(((lengths[readBytes] - 3) << 4) & 0xF0); outbuffer[bufferlength] |= (byte)(((disps[readBytes] - 3) >> 8) & 0x0F); bufferlength++; outbuffer[bufferlength] = (byte)((disps[readBytes] - 3) & 0xFF); bufferlength++; readBytes += lengths[readBytes]; } bufferedBlocks++; } // copy the remaining blocks to the output if (bufferedBlocks > 0) { outstream.Write(outbuffer, 0, bufferlength); compressedLength += bufferlength; } while (readBytes < inLength) outstream.WriteByte(*(instart + (readBytes++))); } return compressedLength; } #endregion #region DP compression helper method; GetOptimalCompressionLengths /// /// Gets the optimal compression lengths for each start of a compressed block using Dynamic Programming. /// This takes O(n^2) time. /// /// The data to compress. /// The length of the data to compress. /// 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. /// The 'disp' values of the compressed blocks. May be less than 3, in which case the /// corresponding length will never be anything other than 1. private unsafe 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(0x1001, i); // get the appropriate disp while at it. Takes at most O(n) time if oldLength is considered O(n) // be sure to bound the input length with 0x12, as that's the maximum length for LZ-Ovl compressed blocks. int maxLen = LZUtil.GetOccurrenceLength(indata + i, Math.Min(inLength - i, 0x12), indata + i - oldLength, oldLength, out disps[i]); if (disps[i] > i) throw new Exception("disp is too large"); // disp < 3 cannot be stored explicitly. if (disps[i] < 3) maxLen = 1; for (int j = 3; j <= maxLen; j++) { int newCompLen; if (i + j >= inLength) newCompLen = 2; else newCompLen = 2 + 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. } #endregion private int GetOptimalCompressionPartLength(int[] blocklengths) { // first determine the 8-block index of every block int[] blockIndices = new int[blocklengths.Length]; int block8Idx = 0; int insideBlockIdx = 0; int totalCompLength = 0; for (int i = 0; i < blocklengths.Length; ) { if (insideBlockIdx == 8) { block8Idx++; insideBlockIdx = 0; totalCompLength++; } blockIndices[i] = block8Idx; insideBlockIdx++; if (blocklengths[i] >= 3) totalCompLength += 2; else totalCompLength++; i += blocklengths[i]; } int[] actualRestCompLengths = new int[blocklengths.Length]; block8Idx = 0; insideBlockIdx = 0; for (int i = 0; i < blocklengths.Length; ) { if (insideBlockIdx == 8) { block8Idx++; insideBlockIdx = 0; totalCompLength--; } if (blocklengths[i] >= 3) totalCompLength -= 2; else totalCompLength--; actualRestCompLengths[i] = totalCompLength; i += blocklengths[i]; insideBlockIdx++; if (totalCompLength > (blocklengths.Length - i)) return i; } return blocklengths.Length; } } }