Bard's Tale Compression Algorithm
Posted: 24 Jul 2015, 21:49
I've been porting Bard's Tale PC 1 to Win32 and C++. The reason is mostly so I can do Mods and such while gleaning more information.
I've been using IDA to disassemble and reverse engineer with DOS Box for debugging.
The game has a complicated decompression function which was clearly written in assembly. I thought perhaps some light could be shed on this compression algorithm? I noticed there is .NET source for dealing with individual files, but I wasn't sure if it was using the same compression algorithm for every graphics file yet.
I thought I might save time here and ask in this forum.
Otherwise I'll be trying to get a clear view of how it's turning these files into their uncompressed state.
Thanks in advance.
I've been using IDA to disassemble and reverse engineer with DOS Box for debugging.
The game has a complicated decompression function which was clearly written in assembly. I thought perhaps some light could be shed on this compression algorithm? I noticed there is .NET source for dealing with individual files, but I wasn't sure if it was using the same compression algorithm for every graphics file yet.
I thought I might save time here and ask in this forum.
Otherwise I'll be trying to get a clear view of how it's turning these files into their uncompressed state.
Thanks in advance.