Sonic and Sega Retro Message Board: Sega Ages 2500 assets - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

Sega Ages 2500 assets was: What is this lzs2 format in Sega Ages 2500?

#16 User is offline Andlabs 

Posted 31 May 2012 - 06:36 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Well that is how the real games are done for the M2 ones (in fact, there's lots of leftover ROMs from previous entries too!) so I don't know. I'd need to prune through everything to check (again: lots of leftovers from previous entries to sort through, then I need to tie checksums to MAME sets for the arcade ones, etc.). However I'm guessing the images of the tiles before probably point to "not emulated"... but there's that System 16 Bloxeed in the Tetris Collection I need to investigate

It seems like only the M2 ones have bin.pak and lzs2-compressed files. The next time I can get a hold of Treeki I'll see how we can release the decompresser; then I'll describe how to rip apart the bin.pak files (as the format seems to have changed over time, though Tetris and Fantasy Zone used the same format)


EDIT DERP
fz2_s16c.bg
fz2_s16c.obj
fz2_s16c.p00
fz2_s16c.p01
fz2_s16c.scr
fz2_s16c.snd
fz2_s16c.spr
now to give myself a headache putting these in MAME
This post has been edited by Andlabs: 31 May 2012 - 06:52 PM

#17 User is offline ICEknight 

Posted 31 May 2012 - 06:52 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18
Speaking of leftovers, any ideas on why are there two different title logos for Mega Drive Dynamite Headdy? 0_o

#18 User is offline Meat Miracle 

Posted 31 May 2012 - 07:16 PM

  • Posts: 1568
  • Joined: 11-January 03
  • Gender:Male
  • Wiki edits:2
Fantasy Zone 2 is in mame, is the one on the ps2 a different version?

Note that both games had 317-xxxx protection chips on them, so the rom data may or may not take that into account, depending on how mame is set up.

#19 User is offline ICEknight 

Posted 31 May 2012 - 07:20 PM

  • Posts: 9289
  • Joined: 11-January 03
  • Gender:Male
  • Location:Spain
  • Wiki edits:18

View PostMeat Miracle, on 31 May 2012 - 07:16 PM, said:

Fantasy Zone 2 is in mame, is the one on the ps2 a different version?

The one in MAME is a more or less direct conversion of the Master System version, this one was explicitly made for the collection, in a way that could be actually run in modified System-16 hardware. Hence why a pirate version exists (within a multi-game board), which can be played in MAME.
This post has been edited by ICEknight: 31 May 2012 - 07:22 PM

#20 User is offline Black Squirrel 

Posted 01 June 2012 - 08:07 AM

  • buy my lovely game
  • Posts: 2821
  • Joined: 27-December 03
  • Gender:Male
  • Location:Northumberland, England
  • Project:Sega Retro
  • Wiki edits:20,569
Some interesting stuff in there - the Mark III covers for example - some of the folds between the backs and spines have been cleaned up (rather poorly) with MSPaint.

I wonder if they grabbed this stuff from the internet.

#21 User is offline Andlabs 

Posted 01 June 2012 - 03:36 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Phantasy Star Complete Collection BMPs (some were uncompressed!) (183MB)

JP manual scans, JP/US (and some EU) box art, some flyers, large-size artwork (masters?) from the manuals, some cover art masters, some maps, and some concept art

Also strangely, there's both a "ps2tnei.bin" and a "ps2tnei_fixed.bin" (the Nei Text Adventure)... which appear to have a LOT of differences? (with a 1:1 binary compare, at least)... should I upload those?

(surprisingly there doesn't seem to be...any? leftover data)
This post has been edited by Andlabs: 29 July 2012 - 12:25 PM

#22 User is offline Andlabs 

Posted 02 June 2012 - 03:24 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Skipping Virtual-On for now.

Galaxy Force II: Special Extended Edition scans (34MB)

No concept art or leftovers this time, but we get:
Box scans - MD JP, MD EU, SMS EU, Saturn JP
Manuals - MD JP, SMS EU, FM Towns JP, Saturn JP
Flyers - MD JP, Arcade JP (several different ones, including a Sega News one?)
Other - MD EU manual cover, Saturn JP spine card



...the FM Towns GFII has a Competition mode?
This post has been edited by Andlabs: 29 July 2012 - 12:25 PM

#23 User is offline Andlabs 

Posted 09 June 2012 - 02:09 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Is there anyone who speaks Brazilian Portugese who can translate this?
http://gazetadealgol...lz_psg1_e_2.pdf
It's technical documentation for one of the compression formats used by earlier entries in the series; the tool on their website doesn't seem to work (for Nicole at least)? On top of that, the games bundle these files together with seemingly no way to determine where a file starts or ends? Thanks.
This post has been edited by Andlabs: 09 June 2012 - 02:09 PM

#24 User is offline Kiddo Cabbusses 

Posted 11 June 2012 - 03:49 PM

  • Posts: 1616
  • Joined: 26-February 08
  • Gender:Male
  • Location:Doylestown, PA
  • Wiki edits:100
Google translate, save us! (Pfthahaha, yeah, right.)

Page 1:

Quote

Information LZ compression? PSG in a match - Po.B.R.E. RomHackers
http://www.romhackers.org/
displays
Information LZ compression? and
variants in Phantasy Star
Generations 1 and 2 [PS2]
Brazil, March 6, 2009
Rev. 0
Fl 1/13 Revision 0 - http://www.romhackers.org/


Page 2:

Quote

Information LZ compression?
Used in the game Phantasy Star Generations
1 [PS2]
Each uses a header compressed file as follows.
CM (ASCII) = 2 bytes
(Uncompressed size) = 4 bytes
(Size tablet) = 4bytes
Home data = (compressed to the size indicated)
FLAG ID = (Soon I will explain what it is)
And first compression was slightly delayed for
find out, having to read a lot of documents informing other
compressions on LZSS (which almost no one thought to serve until
find one but I had understood it the hard way), LZ77, LZW, LZX, LZRW, LZP,
Constant Mixing (because I thought it could be the CM in the header) and
Huffman ("An insult to the brain of the human being").
In this paper I will demonstrate how compression works
pictorially for easy understanding of the compression and its
logic.


Page 3:

Quote

Look at the archive's structure where it is the beginning CM (434D)


Page 4:
STUFF IN THE PICTURES:
Yellow: Darling CM compressed? Constant Mixing? I know it ...

Red: Size of the data after the decompression

Pink: "Butter your bread" After I explain why

White: "and black and DATA DATA"

Quote

"Well, that D81D0000 reversing, the fact that the PS2's processor is
Little Endian is 0x1DD8 then it should be the file size
compressed, so let's see if it is proven."


... Is any of this helpful so far?

#25 User is offline Syniphas 

Posted 11 June 2012 - 07:06 PM

  • also known as Svetlana
  • Posts: 28
  • Joined: 24-February 08
  • Gender:Female
  • Location:Brazil

View PostAndlabs, on 09 June 2012 - 02:09 PM, said:

Is there anyone who speaks Brazilian Portugese who can translate this?
http://gazetadealgol...lz_psg1_e_2.pdf
It's technical documentation for one of the compression formats used by earlier entries in the series; the tool on their website doesn't seem to work (for Nicole at least)? On top of that, the games bundle these files together with seemingly no way to determine where a file starts or ends? Thanks.


SUP

Quote

Information about LZ?? compression used in the game Phantasy Star Generations 1 [PS2]

Every compressed file uses a header like so:

CM(ASCII) = 2 bytes
(Uncompressed size) = 4 bytes
(Compressed size) = 4 bytes
Data start = (until indicated compressed size)
FLAG ID = (I'll soon explain what it is)

Well first of all the compression took a little while to figure out, having to read many documents about other compressions about LZSS (which I couldn't find any that would help me but learned it by myself), LZ77, LZW, LZX, LZRW, LZP, Constant Mixing (because I thought it could've been that because of the CM in the header) and Huffman ("An insult to the human being's brain").
In this document I'll demonstrate how the compression works graphically for an easy understanding about the compression and its logic.

[psg1 boxart]

Look at the structure of the compressed file where its start is CM (434D)

[screenshot]

Now look at the screen showing the file structure

[screenshot]
[yellow] The dear CM. CoMpressed? Contant[sic] Mixing? I don't know...
[red] Data size after decompressing
[tan] "The butter of your bread." I'll explain why later.
[black] And the black is DATA DATA

Well, D81D0000 which inverted, for the fact that the PS2 processor is little-endian, is 0x1DD8 so that should be the compressed size, so let's see if that's so.

[screenshot]
I begin counting from the 11th byte for the fact that the 10 bytes are:
CM = 2 bytes
0C410000 = 4 bytes
D81D0000 = 4 bytes
Obviously: 2+4+4=20 so 11th is the start.

[screenshot]
At the end of the file, I was confused by the following fact:
0x1DD8 != 0x2056
That's more than obvious.

So let's look at the RAM, since the decompressed file is there.

*RAM dumping procedure" (doesn't contain more details in this document).
[screenshot]
Now I'll explain exactly how the compression works.
0B 00 01 00 -> I can't get it anywhere else (Of course, it's at the beginning of the file, isn't it)

Since we have 00 00 00 00 00 00 00 00 repeating so here comes the first
00 50 -> 00 means which byte I'll repeat - 50 breaking this byte in the middle makes 5 since the compression already uses 2 bytes in the file so it'd be useless using 0 or 1, so it'd be 05 + 2 + 1(since in HEX you count from zero) 8 bytes.

24 - no compression

00 00 00 you can "borrow" a bit behind.
03 00 -> being 00 = 00 + 3 (HEX begins to count etc) uses 3 bytes - 03 means to find the closest 00 00 00 right behind.

0B 01 00 00 00 00 00 is right behind so let's borrow it
0F50 -> 50 breaking the byte gives 5 being 5 + 2 + 1(HEX begins counting from zero etc) = 8, so get 8 bytes at 0F bytes behind.
[screenshot]
In LZ the zero counts as well -^ 0F -^

With that I don't even have to explain the other two, right.
But looking at this there's something missing. Where are the FLAGs? I don't see nearly any signs of use of compression or not, so it couldn't create a LZ randomly then.

Remember the "butter of your bread" right above? To save you the work of going up a few pages:

[super tiny screenshot]

Pay attention to the value, then the problem is simpler than you think. Let's count the size of the compressed data, remembering it's from the 11th byte because of the header.

[screenshot]
Stopping here giving the exact data value.
[screenshot]
So what would the other bytes be, doesn't seem to explain how many bytes to skip to the next LZUnknow[sic] compression?
Actually yes it does.

First of all the PS2 is little-endian, so we have to invert the data reading. Let's get an example with only the three bytes D0 41 ED. Use your OS's calculater and set it to scientific mode.

[screenshot]
Change the calculator value to HEXADECIMAL.
Since the PS2 processor and etc. reads the bytes and also bits the other way around be sure of that and let's put the borrowed bytes the other way around D041ED = ED41D0. Now comes the decompression key, change these bytes to binaries.
[screenshot]
Now explaing that:
0 = 1 byte uncompressed
AND
1 = 2 bytes indicating a LZ compression
That way reading right to left we have four zeroes, right? That way they're uncompressed,
0B	00	01	00
0	0	0	0

Quote

A 1 found followed by 0 and two 1:
LZ		UNCOMPRESSED	LZ
00	50	24				03	00
1		0				1

Quote

Playing a little more:
11000001
LZ		LZ							LZ
0F	50	05	10	5C	06	00	00	32	13	20
1		1		0	0	0	0	0	1

Quote

That way the bytes 0F 50, 00 32 and 20 02 are LZ compressions indicating each LZ section by binary numbers indicated by 1.

This explains the workings of the compression used in the Phantasy Star Generations 1 and 2 games [PS2].
The game can be modified without the necessity of a recompression, but the ISO would need to be reworked since the uncompressed data would be obviously, bigger than the original.


(no it doesn't make much sense in portuguese either)
This post has been edited by Syniphas: 11 June 2012 - 07:29 PM

#26 User is offline Andlabs 

Posted 14 August 2012 - 11:52 AM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Reuploaded; thanks to SeanieB for hosting.
http://andlabs.lostsig.com/fzonebmp.7z
http://andlabs.lostsig.com/psccbmp.7z
http://andlabs.losts...om/gf2seebmp.7z

Also MAME 0.136u2 added the real Fantasy Zone II DX :)

#27 User is offline Andlabs 

Posted 16 August 2012 - 10:23 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
And here is the long-overdue lzs2 decompressor source code that Treeki wrote a few months ago. (The only change I made was adding a comment "treeki 11 apr 2012" at the bottom noting what date the code was written, as I usually do with my code. I believe there was also a bugfix that he suggested that I made, but I don't remember exactly how that happened. Of course this entire parenthesized block is needless, but full disclosure)

http://andlabs.losts...om/lzs2decomp.c

It's a single C source file that doesn't have any external dependencies; just build and go.
This post has been edited by Andlabs: 16 August 2012 - 10:25 PM

#28 User is offline Andlabs 

Posted 21 August 2012 - 01:37 PM

  • 「いっきまーす」
  • Posts: 2175
  • Joined: 11-July 08
  • Gender:Male
  • Project:Writing my own MD/Genesis sound driver :D
  • Wiki edits:7,061
Should I upload Monster World Complete Collection's assets or hold off because of Sega Vintage Collection? There is a TON of concept art and sheet music (quite possibly for the entire soundtracks) here.
This post has been edited by Andlabs: 21 August 2012 - 01:38 PM

#29 User is offline Meat Miracle 

Posted 21 August 2012 - 03:43 PM

  • Posts: 1568
  • Joined: 11-January 03
  • Gender:Male
  • Wiki edits:2
I'm saving all of these archives, go ahead.

#30 User is offline BSonirachi 

Posted 21 August 2012 - 06:34 PM

  • It's a fact of nature!
  • Posts: 123
  • Joined: 18-December 10
  • Gender:Male
  • Location:United Kingdom
  • Wiki edits:17
Go for it. I've wanted to see MWIV's concept art.

  • 3 Pages +
  • 1
  • 2
  • 3
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users