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exhal's Introduction

exhal / inhal

HAL Laboratory NES/SNES/GB (de)compression tools
(version 1.21)
by Devin Acker (Revenant), 2013-2015 https://github.com/devinacker

exhal and inhal are tools designed to decompress and recompress/insert data used by several NES, SNES and Game Boy games developed by HAL Laboratory.

Due to the design of the original decompression algorithm (and hardware limitations), the size of a file to be compressed is limited to 64 kilobytes (65,536 bytes). Please note that depending on which system you are working with, the actual useful limit may be much smaller.

The compression routine used by inhal is very fast and capable of producing output which is smaller than that of HAL's original compressor.

Source code is available at https://github.com/devinacker and is released under the terms of the MIT license. See COPYING.txt for legal info. You are welcome to use compress.c in your own projects (if you do, I'd like to hear about it!)

To use exhal (the decompressor):
exhal romfile offset outfile

To insert compressed data into a ROM:
inhal [-fast] infile romfile offset

To write compressed data to a new file:
inhal [-fast] -n infile outfile

Offsets can be specified in either hexadecimal (recommended) or decimal.

Using the -fast switch results in compression which is about 3 to 4 times faster, but with slightly larger output data. Use this if you don't care about data sizes being 100% identical to the original compressed data.

This is a list of games which are known to use the supported compression method, or are assumed to, based on a binary search of the games' ROMs:

  • Adventures of Lolo (NES/GB)
  • Adventures of Lolo 2 (NES)
  • Adventures of Lolo 3 (NES)
  • Alcahest (SNES)
  • Arcana / Card Master (SNES)
  • EarthBound / Mother 2 (SNES)
  • Ghostbusters II (GB)
  • HAL's Hole in One Golf / Jumbo Ozaki no Hole in One (SNES)
  • HyperZone (SNES)
  • Itoi Shigesato no Bass Tsuri No. 1 (SNES)
  • Kirby no KiraKira Kids (SNES)
  • Kirby Super Star (SNES)
  • Kirby's Adventure (NES)
  • Kirby's Dream Course / Kirby Bowl (SNES)
  • Kirby's Dream Land (GB)
  • Kirby's Dream Land 2 (GB)
  • Kirby's Dream Land 3 (SNES)
  • Kirby's Pinball Land (GB)
  • Kirby's Star Stacker / KiraKira Kids (GB)
  • NES Open Tournament Golf (NES)
  • New Ghostbusters II (NES)
  • Othello World (SNES)
  • Okamoto Ayako to Match Play Golf (SNES)
  • Revenge of the Gator / 66 Hiki no Wani Daikoushin (GB)
  • SimCity (SNES) [unused?]
  • SimCity 2000 (SNES)
  • Special Tee Shot (BS-X)
  • Super Famicom Box BIOS (SNES)
  • Trax / Totsugeki! Ponkotsu Tank (GB)
  • Vegas Stakes (SNES/GB)

Also note, unfortunately, that exhal cannot automatically detect or locate compressed data. The included file "gamenotes.txt" contains an incomplete list of decompression routine addresses to make searching easier.

These tools were originally used in the development of my Kirby's Dream Course editor. I hope you find your own exciting use for them. (I'm not the only Kirby hacker in the West, right? sob)

Contact me

Special thanks to

  • andlabs for helping me make the list of supported games
  • BMF54123 for naming the programs
  • Tiiffi and Anthony J. Bentley for misc. build fixes
  • You for downloading (and using?) my software

exhal's People

Contributors

bentley avatar devin-ami avatar devinacker avatar tiiffi avatar

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exhal's Issues

Thread-safety

Is there any reason why pack() might not be thread-safe? PInvoking pack() multiple times in parallel (with separate buffers for each call) results in access violation exceptions:

// PInvoke signature
[DllImport("compress.dll", EntryPoint = "pack", CallingConvention = CallingConvention.Cdecl)]
public static extern int Pack(byte[] unpacked, int inputsize, byte[] packed, int fast);

// Create random test buffers
byte[][] testBuffers = new byte[16][];
var rand = new Random();

for (int i = 0; i < 16; i++)
{
    testBuffers[i] = new byte[4096];
    rand.NextBytes(testBuffers[i]);
}

// Create output buffers
byte[][] outputBuffers = new byte[16][];
for (int i = 0; i < 16; i++)
    outputBuffers[i] = new byte[64 * 1024];

// Run pack() in parallel
Parallel.For(0, 16, i =>
    {
        int index = i;
        int packedSize = Pack(testBuffers[index], 4096, outputBuffers[index], 1);
    });

// Program crashes with "A first chance exception of type 'System.AccessViolationException' occurred"

It seems that pack() otherwise works fine in serial.

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