Reverse Engineered old Compression Algorithm for Frogger

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  • เผยแพร่เมื่อ 1 มิ.ย. 2024
  • An example why I love the internet. There are people still exploring the 1997 game Frogger! In this video we will look at an old compression algorithm to learn how a compression works in general. Kneesnap reverse engineered an old compression algorithm for his modding tool FrogLord. It can be used to unpack and repack game assets.
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ความคิดเห็น • 345

  • @LiveOverflow
    @LiveOverflow  4 ปีที่แล้ว +326

    An example why I love the internet. There are people still exploring the 1997 game Frogger! In this video we will look at an old compression algorithm to learn how a compression works in general.

    • @tempus_fugit__
      @tempus_fugit__ 4 ปีที่แล้ว +8

      Ok but why would yo

    • @SimonNitzsche
      @SimonNitzsche 4 ปีที่แล้ว +1

      im working aswell on an old game but on the server side. If you have any questions feel free to message me.

    • @SiggiYT
      @SiggiYT ปีที่แล้ว

      Kneesnap is the guy who abused a privilege escalation bug on public Minecraft servers in 2014/2015, including on my Minecraft server. This was done without permission and was done to destroy my server.

  • @Keldor314
    @Keldor314 4 ปีที่แล้ว +774

    I can't help but think this compression format is optimized for tape storage. Write forward, then read in reverse so you don't have to rewind. Inline "dictionaries" to prevent seeking, assuming in particular that you're dealing with "big" files that don't fit in memory, and possibly streaming your output to another tape.

    • @bangerbangerbro
      @bangerbangerbro 4 ปีที่แล้ว +70

      It was first designed in 1982 so I suppose it is likely that it could have been deisnged for cassette. Do many tape decks support playing backwards? If you turn over a cassette and begin playing it is turning backwards on the first side but you are now reading on the other side. Or do you mean some other kind of tape storage like those tape formats purposely designed for data storage?

    • @0okaze
      @0okaze 4 ปีที่แล้ว +60

      It's actually how the fastest decompression algorithm work, I was talking about ANS in another thread, and the reason why it's decompressed backwards is because of the algorithm. The best compression ratio/decompression speed algorithms available today work like that, they are based on Asymetric Numeral Systems (ANS) and on Finite State Entropy (FSE). They're the most efficient for sth like tapes up to today where these algorithms are used in the latest games, see Oodle library, ZSTD and the like. They're all based on LZ principles for codec.

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว +9

      Interesting, I've never considered that, but it would make a LOT of sense. Maybe someone from the era is familiar?

    • @Keldor314
      @Keldor314 4 ปีที่แล้ว +31

      @@bangerbangerbro I was thinking of the archival tapes they used to use for mass storage. They could freely seek back and forth, but performance was limited by the physical locations of data on the tape, how much the tape needed to be advanced or rewound from its current position to reach the desired data.
      @MrOokaze This still doesn't alone explain why they would put data size information at the *end* of the file, where the program has to scan past all those 0's to find it. It's not really a safe assumption (especially in the 1980's!) that a big compressed file will fit entirely into memory, and so "they have to load it into memory either way" doesn't work if half the file is evicted by the time it reaches the end.

    • @Galahadfairlight
      @Galahadfairlight 4 ปีที่แล้ว +21

      @@Keldor314 The Amiga didn't need to scan past the file size. If you couldn't safely allocate memory in AmigaDOS EXEC, you didn't get to load the file in any case, so the chances of not being able to load a compressed PP20 file that wouldn't physically fit into memory was nil.
      Also, there is no "scanning" needed. When you physically load the file in AmigaDOS or any AmigaDOS compliant util like Power Packer was, you would know ahead of time by interrogating the file info block as to how big that file is.
      As you know how big the file is, you would simply add the filesize to the location you loaded the file into memory, then subtract 5 bytes to get to the depack file size (1 byte for the $1f control byte, and 4 bytes to get to the start of the longword with the depack size).
      Now that you have the depack size, you would then again allocate memory in AmigaDOS using EXEC, and it would tell you if you had enough available memory to depack or not.
      There was absolutely NO loading of files in AmigaDOS and "hoped" they fit, Amigas had as robust a file system with file allocation to ensure you could load (or not) with absolute confidence you were not loading "blind".

  • @Alex-qf1pm
    @Alex-qf1pm 4 ปีที่แล้ว +327

    Live, I faced a similar issue with compression. Bit of a funny story actually, I tried to reverse engineer a GBA game, and it had compressed elements in it as well. There were no file headers, since GBA games are built differently than PC games. I can PM you the whole story it's very interesting, but I tracked down the lead developer and he told me so much about the compression algorithm they used, as well as why they used it and why they implemented it the way they did. Fascinating stuff! They came up with their own pointer system to locate strings in compressed chunks!

    • @LiveOverflow
      @LiveOverflow  4 ปีที่แล้ว +89

      woooow that sounds awesome. you should write that up somewhere!

    • @Alex-qf1pm
      @Alex-qf1pm 4 ปีที่แล้ว +44

      @@LiveOverflow I know right? I'll email you the story. Geek out a bit. I'm not much of a writer, and also wouldn't know where to post or how interesting that would be to most people.

    • @MonstrMash123458943
      @MonstrMash123458943 4 ปีที่แล้ว +4

      could you also send it to me

    • @1337SBird
      @1337SBird 4 ปีที่แล้ว +27

      soo... if its a GBA game, chances are that it uses some form of the algorithm explained in the video, namely LZ77, another one of those Lempel-Ziv algorithms... The reason being that the GBA hardware came with a summary of built-in BIOS functions you can call via Software Interrupts, and 2 of them are used to decompress file formats in eighter Huffman Encoding, or LZ77, whereas the latter is widely used on different games (for example Pokémon, if thats a thing that interests you :P)

    • @Alex-qf1pm
      @Alex-qf1pm 4 ปีที่แล้ว +17

      @@1337SBird you're right! It's based on LZ77! JCALG1, in fact.

  • @frognik79
    @frognik79 4 ปีที่แล้ว +94

    There was this game called Knight Online (well it's there on Steam now) that I played about 10 years ago before it became shit and the data files were encrypted.
    These data files were tables for timers, duration, damage for spells, attacks and items which could be modified in memory after they were decrypted but after regular patching of the game causing pointer changes and what not I spent a day in a debugger to find out how the files were decrypted.
    The end result was a function that had about 25 lines of code but after some refactoring and heavy use of logic I got it down to 3 lines.
    A week after I released it to the public the game patched again but this time they used some heavy, possibly 256 bit, algo that no one would be able to decrypt.
    The cat was out of the bag tho and since I had the decrypted tables already I threw in a hook after the decryption routine to just copy the already decrypted files into memory overwriting what the decryption routine had just put there (altered to cheaty tables).
    They didn't know what to do after that...

    • @GladerDev
      @GladerDev ปีที่แล้ว +7

      Did editing these tables actually impact gameplay?? That would be pretty dumb on the developer's part. World of Warcraft does not function that way.

  • @alexanderhuliakov6012
    @alexanderhuliakov6012 4 ปีที่แล้ว +61

    Hello! I'm a compression algorithm for youtube comments and I want to say that most of the comments are "Why would yo".

    • @revenevan11
      @revenevan11 4 ปีที่แล้ว +4

      Underrated comment right here lol.

  • @Cubinator73
    @Cubinator73 4 ปีที่แล้ว +40

    This video reminds me of my first or second semester of studying mathematics where I learned about the Huffman algorithm. I was so impressed by it (and the simplicity of the theory behind it) that I implemented it myself and experimented with tokenization for better compression and block sizes for faster compression. I also tried to optimize the binary output format to minimize seeking :)

  • @Mnesthesify
    @Mnesthesify 4 ปีที่แล้ว +31

    Luigi Auriemma wrote so many awesome tools, especially the fsb extreactor and repacker made modding games so much simpler, this guy is a genius.

  • @H18136
    @H18136 4 ปีที่แล้ว +33

    PowerPacker was a compression format heavily used for Amiga software. Written by Nico Francois. Nico wrote a lot of Amiga FIDO BBS software (Trapdoor, I believe was written by him, although my memory is a little hazy about that now)

    • @0okaze
      @0okaze 4 ปีที่แล้ว +9

      The Amiga and its demo scene, all my childhood, there were some pretty amazing experts in my time and even before, the quality has only regressed through the years, as people were not constrained by the hardware as we were, so don't have to think as much. I'm disappointed because back in the day, I thought I'd see more and more proficient people in CS field, but it actually has gone in reverse.

    • @erascarecrow2541
      @erascarecrow2541 ปีที่แล้ว

      With everything backwards, instinctively it feels like all the compressed data is being done on the stack as it's growing downwards. That's just how it feels to me.

  • @ri-gor
    @ri-gor 4 ปีที่แล้ว +13

    I love this kind of bit/byte level explanation of comp sci/comp-e! It's very useful, and not enough people seem to care about this low level stuff. It's nice to find this kind of thing available.

  • @mnemonic6502
    @mnemonic6502 4 ปีที่แล้ว

    Love the way you work through problems and love even more how you explain really complex ideas, always fascinating, always interesting!

  • @benllewellynsmith4072
    @benllewellynsmith4072 4 ปีที่แล้ว +4

    This is great! Love how much carefully you walked through the algorithm with the data.
    Superb!

    • @benllewellynsmith4072
      @benllewellynsmith4072 4 ปีที่แล้ว +1

      Love,love, love your outro explaining WHY this was useful for real world skills even though you're using an old video game as data - the concepts and knowledge are universally beneficial for computer scientists.
      Thank you kneeslap & thank you Liveoverflow - stuff like this reminds me why I LOVE this subject!!

  • @ev.c6
    @ev.c6 4 ปีที่แล้ว

    Your channel is phenomenal. Thank you for the great work, dude!

  • @0okaze
    @0okaze 4 ปีที่แล้ว +3

    Just today I was investigating the Oodle Kraken real time compression algorithm and I was studying the ANS used by it (with FSE). Very interesting and more advanced than what I coded 20+ years ago, when I applied a subset of ANS encoding known as Huffman encoding, very efficient for sentences. It was good times when I learned these things back in the day, I used this compression in one of my own software, for which I still have the code developed originally on AmigaOS, now ported to GNU Linux GTK.

  • @xcloudx01alt
    @xcloudx01alt ปีที่แล้ว +2

    Wow, i played this as a kid, crazy to see there's still an active community for it!

  • @santoshbhandari1310
    @santoshbhandari1310 4 ปีที่แล้ว +98

    Wait what? My TH-cam notification showed 'Reverse engineering old ...' but when I clicked it the title shows 'Why would yo'. Did you change the title?

    • @CODEBYTE
      @CODEBYTE 4 ปีที่แล้ว +1

      Yaa bro

    • @solitudeavenger
      @solitudeavenger 4 ปีที่แล้ว +1

      Clickbait mr codedbrain hahha

    • @mamupelu565
      @mamupelu565 4 ปีที่แล้ว +1

      Reverse Engineered old Compression Algorithm for Frogger

    • @neeeeeck9005
      @neeeeeck9005 4 ปีที่แล้ว +7

      No, this could be a youtube automatisation translation bug, on your national/regional prefered language youtube would automatically write and translate some title on preview, but when you click the video it shows real title. I. My case, I sometimes get titles in russian on the previews, but when I click they become english. There are different variants of english in yt database, you could be getting indian english or even UK english. Yes they are technically the same language but its not what youtube thinks

    • @andrewjvaughan
      @andrewjvaughan 2 ปีที่แล้ว

      This is common in TH-cam if the creator changes the title after you receive the notification - the notification simply has the title as it was when you received it

  • @jondycz
    @jondycz 4 ปีที่แล้ว +6

    Oh my God!!! I've been looking for this game for years as this is my childhood. I was searching for "animals jumping across road" cuz that's all I remembered. And I finally know the game name! Thank you!

  • @PizzaGoat323
    @PizzaGoat323 4 ปีที่แล้ว +56

    My brain got fried halfway through following this

  • @proccessingunit2337
    @proccessingunit2337 4 ปีที่แล้ว +2

    No way! I actually met Kneesnap when he was an admin in a Minecraft server. I definitely wasn't expecting to see him here!

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว +3

      hello again! Which one? I still do Minecraft servers for fun :P

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว +1

      @@proccessingunit2337 I see! well, hi!

  • @CarlosPerezChavez
    @CarlosPerezChavez ปีที่แล้ว

    I love your enthusiasm. Instant subscribe.. Thank you for this video!

  • @mottosson
    @mottosson 4 ปีที่แล้ว +7

    I'd love to see more reverse engineering of file formats. Really interesting! =)

  • @PardusRain
    @PardusRain 4 ปีที่แล้ว

    I love stuff, really nice to see how things are put together and the strange but curious history of this stuff.

  • @Paginski
    @Paginski 4 ปีที่แล้ว +2

    Literally yesterday I got a programming project at the university - compression with the LZ78 algorithm. And today LiveOverflow uploads a video with almost the same algorithm. What a coincidence, thanks!

    • @cortexauth4094
      @cortexauth4094 4 ปีที่แล้ว

      Literally yesterday I was trying to scrap out scipts and game music from a PSP game and faced LZ compressions

  • @AndreasWilfer
    @AndreasWilfer 4 ปีที่แล้ว +1

    I love this content, it hits home very well.

  • @chmcl6574
    @chmcl6574 3 ปีที่แล้ว +4

    LZSS algorithms also used on Final Fantasy 7(1997), Super Monkey Ball 2(2002), F-ZERO GX(2003), and Legend of Zelda Ocarina of Time 3D(2011).

  • @upthebuffer1921
    @upthebuffer1921 4 ปีที่แล้ว +25

    Aww ive not seen that Powerpacker v2 header since 1991. There must be something wrong with me that I get nostalgic about 2 bytes.

    • @Galahadfairlight
      @Galahadfairlight 4 ปีที่แล้ว +3

      4 bytes dude, "PP20" is a longword, i.e. 4 bytes ;)

    • @upthebuffer1921
      @upthebuffer1921 4 ปีที่แล้ว +5

      @@Galahadfairlight Sir Galahad you are of course right. I am indeed nostalgic for a *longword*. "PP20" is right up there with "M.K." :))

    • @Galahadfairlight
      @Galahadfairlight 4 ปีที่แล้ว

      @@upthebuffer1921 Ah, A Protracker fan I see? M.K stands for Mahoney and Kaktus ;)

    • @upthebuffer1921
      @upthebuffer1921 4 ปีที่แล้ว

      @@Galahadfairlight Yep. was thinking of noisetracker though. I always thought MK was for mahoney and kaktus as well but googling now says its Unknown of D.O.C.'s initials (shrug)

    • @Galahadfairlight
      @Galahadfairlight 4 ปีที่แล้ว

      @@upthebuffer1921 Yeah, it would have originated from Noisetracker, but then thats where Protracker originated from. Noisetracker was a bug fixed and redone Soundtracker, and Protracker was a continuation from Noisetracker but by different people.
      Protracker just seems to be a generic term now for anything on Amiga that used the mod format now.

  • @mitikox
    @mitikox 4 ปีที่แล้ว +21

    Compression algs are usually pretty old. They haven't really evolved much. The newest significant discovery is ANS (Asymmetric Numeral Systems) in 2014

  • @rayredondo8160
    @rayredondo8160 4 ปีที่แล้ว +2

    Hey, I worked with this guy for a while! I was working on FrogLord for a bit before I figured out that I couldn't contribute much.

  • @kennethbeal
    @kennethbeal ปีที่แล้ว

    Thank you! @15:48 love the "autodidact" mention!

  • @rommix0
    @rommix0 ปีที่แล้ว +6

    I grew up playing this game. I didn't realize the fan base for it was big enough that a reverse engineering of the game happened. I would love to see that with Hot Wheels Stunt Track Driver.

    • @veggiet2009
      @veggiet2009 ปีที่แล้ว +1

      Frogger was awesome, easily one of the best modernizations of an old arcade favourite to come out of the 90s

  • @shdon
    @shdon 4 ปีที่แล้ว +1

    Hehe, wow. Nice work. This version of Frogger still feels like "new Frogger" to me with the early 1980s version being the original (particularly the one published for the PC by Sierra in 1983).

  • @ariss3304
    @ariss3304 4 ปีที่แล้ว +1

    I’ve always been interested by digging around the files of games, which consequently often involves reverse engineering proprietary formats like these in order to extract something of value out.

  • @josefjelinek
    @josefjelinek ปีที่แล้ว

    I got this video recommendation and thought "Hey, I used to reverse engineer, weird compression codes!".
    When watching, I kept getting weird deja-vu. I went to my repo where I had the painstakingly reverse engineered PP20 decoder from ~12years ago and the code was almost identical.
    So went to the Frogger repo and saw my name in the decoder file as the original author :D. Nice nostalgia attack :D. I already forgot that I was already asked to allow using the code.
    A note on the origin of this code. I had some Amiga mod music files (mostly game music) and working on a mod player. Some were compressed. Many using PowerPacker.
    The only thing I could get my hands on was the .library binary file with 68000 machine code, which I had to disassemble and convert to Java a couple lines of Java and catch all bugs testing on real files. Quite fun.
    Thanks for the video and a reminder of the past hobbies.

  • @ardentdrops
    @ardentdrops 4 ปีที่แล้ว +2

    The DOS game Zone 66 uses LZW compression, and I've been trying to figure out how to unpack it for years. I'm going to have to rewatch this video a few more times

    • @shdon
      @shdon 4 ปีที่แล้ว +1

      LZW is quite different from LZSS. While there are somewhat similar principles involved, learning about LZSS won't help you too much with LZW. If you do want to learn more about LZW decoding, maybe look into some GIF image decoders... that uses LZW and tutorials on that would probably be more applicable to the Zone 66 data.

  • @dabagz18
    @dabagz18 4 ปีที่แล้ว

    never cease to amaze me

  • @shubhamkandpal4775
    @shubhamkandpal4775 4 ปีที่แล้ว

    I used to love frogger. Thanks for this video

  • @ripmeep
    @ripmeep 4 ปีที่แล้ว

    I've been watching you for years and didnt even realise i wasn't subscribed i feel like a criminal omg ive subbed im so sorry lol

  • @DaVince21
    @DaVince21 4 ปีที่แล้ว +2

    Holy crap. Never in my life had I expected any sort of LiveOverflow/Druaga1 crossover.

  • @0bl4ckb1rd0
    @0bl4ckb1rd0 4 ปีที่แล้ว

    i started to reverse some '00 good piece of electronic and this really inspiring.
    i thought about doing some videos like yours also but i have so much to do yet especially SW wise (vxworks stuff)

  • @cauhxmilloy7670
    @cauhxmilloy7670 4 ปีที่แล้ว +8

    To try and answer "what is up with those 7s?", my guess is that this is a form of customizable compression. There seem to be multiple (3?4?) compression levels that each run of bits is annotated as. Each compression level could have a different max size, which would be nice if you knew your data had specific characteristics about the necessary sizes. By setting the max size, you read (and contain) only the necessary number of bits as needed. This could save on compression. 7s might just be the default bit length (thus 128 is default max size) for all compression levels. I'm sure you could just hack the first 4 bytes and bitstuff appropriately to test this idea.
    This all is sort of guesswork on my part. I'm not familiar with this compression algo (aside from this video). This is just "engineer's intuition".

    • @erascarecrow2541
      @erascarecrow2541 ปีที่แล้ว

      I remember 'compression level' coming up quite a bit. I wonder if one of those 'compression levels' is simply a very heavily used minimum lengths that could be referenced in one of those references for long lengths rather than the variable compress length it did at the end.
      Delving into the original packer's sources or decompiled main function could be interesting.

  • @dpainhahn
    @dpainhahn 4 ปีที่แล้ว

    I've been using QuickBMS for the mods I use in a game. It's an AMAZINGLY powerful tool!! The amount of supported softwares are gigantic.

  • @MeMe-fh3xw
    @MeMe-fh3xw 4 ปีที่แล้ว +7

    A Druaga1 LiveOverflow crossover I AM GOING TO FREAK OUT

    • @Adolf1Extra
      @Adolf1Extra 4 ปีที่แล้ว +3

      Confirmed, LO is a smoker

  • @BlackHermit
    @BlackHermit 4 ปีที่แล้ว +5

    Ah, the nostalgia... Feels like a!

  • @subrec90
    @subrec90 3 ปีที่แล้ว

    Very informative, thanks! I'm trying to decipher the object files from Ridge Racer on PS1. Unfortunately, there are no recognisable file headers at all, most of the chunks of data have the first few bytes left blank, so hard to know where to start.

  • @whowhatisthat88
    @whowhatisthat88 ปีที่แล้ว

    The audio tracks on the disk have some serious bass!

  • @TJWood
    @TJWood ปีที่แล้ว

    haha I really enjoyed this as an old Amiga scene person because as soon as I saw PP20 i thought of PowerPacker.. i didn't skip ahead and got a nice surprise when it actually turned out to be that :D Memories.. thank you, i still remember... I think there's possibly a PP13B as well but its been a long time and I could be wrong.

  • @balika011
    @balika011 4 ปีที่แล้ว +1

    Lzss was very popular in the 90s and early 2000s. The ps2 also use an lzss variant in the bootrom.

  • @markuswerner1166
    @markuswerner1166 3 ปีที่แล้ว +1

    1991 I went to an amiga computer camp where I was learning amiga basic. Each of us were developing a game with a frog who has to cross a street with cartraffic. Perspective was from up. So frogger reminds me on this long time ago. Now I know the source of the challenge. Wikipedia: Frogger, also called Frogger: He's Back, is an action video game remake of Konami's 1981

  • @Jixejo
    @Jixejo 4 ปีที่แล้ว +1

    i used to play frogger loads when i was young, its actually a really good game

  • @gfdggdfgdgf
    @gfdggdfgdgf ปีที่แล้ว

    I was just about to post that pp20 is an Amiga power packer header when you mentioned it.
    There's a plugin for total Commander to unpack Amiga powerpacker files.

  • @asosa9502
    @asosa9502 4 ปีที่แล้ว +1

    Speaking of game asset file formats, the TPAC format used in Mount & Blade II: Bannerlord is still uncracked. The game is brand new and no one has figured out how the file format works. If you are interested in this type of thing, check it out. Once it's cracked there will be so many possibilities for mods.

  • @Gromst3rr
    @Gromst3rr 4 ปีที่แล้ว

    love your vids m'dude

  • @Bruno-ff8wf
    @Bruno-ff8wf 4 ปีที่แล้ว +1

    I'm a software engineer. I'm wasting time with a video on "Frogger". Worth it.

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว +5

      hey. I'm a software engineer. I'm wasting years and years reverse engineering frogger games. Worth it.

  • @bannanafruitsalad
    @bannanafruitsalad 3 ปีที่แล้ว

    Damn i Haven't thought about frogger in probably 20 years. Blast from the past

  • @LostMekkaSoft
    @LostMekkaSoft ปีที่แล้ว

    funny, i also had a similar compression algorithm to look at a while back, when i wanted to look at what data was transmitted by a particular game to the game server. if anyone is interested, here is the story:
    at first i noticed that the json it sent was starting out as readable text, but was more and more garbled up the longer the string got. so i reverse engineered the relevant part of the game. turned out the game dev implemented their own adapted version of LZSS, so i wrote a decoder for it. to be more precise, i copied the reverse-engineered logic from the game into my code without understanding it and wrote tests for it to make sure i copied it correctly and it still behaved like the original. then i refactored my code step by step, verifying via the tests that my code still behaves exactly like the original decoder, and after a while i had some very human-readable and understandable code that was doing the exact same thing as the game and i could analyze it properly and understand what it does. in hindsight, knowing LZSS before trying to do this would have been really helpful, but i guess thats almost always the case, right? ^^
    but i wasnt done yet, because for the game to still work while im reading what it sends, i had to also encode it again and send it to the server, as well as doing everythin for the server response as well. i chose the lazy approach and only encoded literal chunks. this made the "compressed" payload larger than the uncompressed json strings, since there were now all of these additional "the next block is a literal block" headers in there. but it worked and neither the game nor the server noticed that i was decompressing, reading and "compressing" their communication data in real time. it was really funny to see that i could get away with that xD
    this all took way too much time, but it was a really fun project to do. i often compare these kinds of project to dark souls bosses: it is a lot of work up front, but when you finally get it done and it works, you feel like a total badass, even when you cheese the second stage :D

  • @rootshell101
    @rootshell101 4 ปีที่แล้ว

    Very awesome I like this 😯

  • @horsethi3f
    @horsethi3f 4 ปีที่แล้ว +1

    Would have liked to see compression ratios vs deflate for example.

  • @josefjelinek
    @josefjelinek ปีที่แล้ว

    The compression as implemented is not using the PP20 format as well as it could. It was likely programmed to conform to the reverse-engineered decoder in a too simple way. There are a couple of ways to encode the input to conform to the decoder and achieve much better compression. The original PowerPacker had settings for offset/length limits to tune the speed/effectiveness of its compression. (I do not think original PP would compress AAAAA... as repeating of A. Instead it would take more of the AAAA and produce a shorter sequence.
    One thing that people seem to be confused about is why it is doing the decompression in a reverse order and had some of other quirks like the "header" and offset at the end. It is designed to be **in-place** decoder, you allocate memory for the uncompressed file, load the file into the buffer and unpack in the same buffer and have assurance that you do not overwrite the source before it is processed. That is also why you can have non-compressible file encoded using the original data, so unpacking in-place is a no-op. Also if the uncompress loop output catches up to the source data, it knows that it is done, saving some cycles for hard to compress files.

  • @threeMetreJim
    @threeMetreJim 4 ปีที่แล้ว

    Is the offset to allow long strings of zeros, by skipping bytes inside an array that is initially filled with zeros?

  • @DanelonNicolas
    @DanelonNicolas 4 ปีที่แล้ว

    just can't wait to see what you are going to do with pkmn red!!

    • @SyphistPrime
      @SyphistPrime 4 ปีที่แล้ว

      He might talk about well documented algorithms, ACE entry points, or even pokered. I hope he asks Crystal_ for some information too, that guy is the god of gen1 and gen2 Pokemon.

  • @cortexauth4094
    @cortexauth4094 4 ปีที่แล้ว

    Cool. Right now trying to reverse out some compression stuffs of a PSP game which is LZSS compressed, because I need the text (to practice Japanese while translating without OCR) and music, and LiveOverflow posted this

  • @karlkastor
    @karlkastor 4 ปีที่แล้ว +8

    I remember using quickBMS to extract assets from Star Wars: The Old Republic, but I wasn't very good at it and got a few textures at most.

  • @jackb7647
    @jackb7647 ปีที่แล้ว

    Best ps1 game right here and the soundtrack is great for working out

  • @TimLF
    @TimLF 4 ปีที่แล้ว +1

    On the other end of the gaming spectrum fail0verflow did some interesting work on the PS4, I'm looking forward to people running linux on the PS5.

  • @thomasandrews9355
    @thomasandrews9355 4 ปีที่แล้ว

    Druaga1 is awesome!!!! This was a great video. I learned a lot.

  • @SyphistPrime
    @SyphistPrime 4 ปีที่แล้ว +1

    I really hope some good mods are made for the game. I have it on my Windows 98 build and I would love to play them on sorta accurate period correct hardware. (Most of it is tail end win98 hardware for maximum performance to play with KernelEx)

  • @ovalteen4404
    @ovalteen4404 ปีที่แล้ว

    Sounds fairly similar to Shining Force 2's character pattern compression. A 0 bit means copy the next word into the buffer. A 1 bit is followed by 11 bits of backward offset and 5 bits of repeat count. It starts that far back and copies forward from that location.
    The longer patterns such as the fonts are compressed in a much more complex manner involving building words a nibble at a time using a rotating stack palette and varying numbers of bits to indicate the rotation index. Map data is compressed with yet another algorithm.

  • @shitbreak2k
    @shitbreak2k 3 ปีที่แล้ว

    ty for this i needed o do alot of work and instead i knwo about pokemon and frogger algoritms ... :D

  • @NoneRain_
    @NoneRain_ 4 ปีที่แล้ว

    I loved this game as a child :')

  • @Twinstar2010
    @Twinstar2010 4 ปีที่แล้ว

    Awesome! Maybe you can explain the Pokemon Missingno in the RED Edition?

  • @rhymereason3449
    @rhymereason3449 ปีที่แล้ว +1

    @3:15: Binary date is not "jibberish"... and it does NOT indicate that the data is encrypted or compressed - it might be... but not necessarily .

  • @ejonesss
    @ejonesss ปีที่แล้ว

    pp20 is power packer the game may have been on amiga too because i have seen the power packer used for making the music files mod be compressed and yet playable or even used as an archiver.

  • @LetsPlayKeldeo
    @LetsPlayKeldeo 2 ปีที่แล้ว

    This is the weird shit why I subbed to you

  • @NeotricIron
    @NeotricIron 4 ปีที่แล้ว +48

    Why would yo

  • @kebabmarley2505
    @kebabmarley2505 4 ปีที่แล้ว

    I had this game as a child and completely forgot it existed

  • @Cain532.
    @Cain532. ปีที่แล้ว

    I've been wanting to get into understanding save game checksums, but I have no clue where to start as far as reversing. I am very adapt to reversing in-game memory functions but algorithms still confuse me

  • @lachlana7738
    @lachlana7738 4 ปีที่แล้ว

    Any idea if the videos are available on any platforms like lbry?

  • @PASTRAMIKick
    @PASTRAMIKick 4 ปีที่แล้ว +2

    It'd be cool if one could reverse engineer the save file from Paradox Games, it could be used for cheating through, because ironman mode is the one that compresses save game data.

  • @oOignignoktOo1
    @oOignignoktOo1 ปีที่แล้ว

    I had this game for the PS1 way back in the day I never beat it though it was tough as nails.

  • @198-rx
    @198-rx ปีที่แล้ว

    wow thanks bro

  • @TheRossMadness
    @TheRossMadness 4 ปีที่แล้ว +1

    I loved this game as a kid. I didn't know anyone was still messing with it. I'm definitely going to be looking into this community

  • @DogeisCut
    @DogeisCut 4 ปีที่แล้ว +1

    6:21 so what happens when you compress multiple times the decompress multiple times

  • @MarimeGui
    @MarimeGui 4 ปีที่แล้ว

    Interesting video, thanks !
    At some point, I also wanted to reverse-engineer an unknown compression algorithm.
    I was wondering if there are any general rules or patterns in compressed data that are easy to spot to give a headstart into reverese engineering said format.
    I am mainly thinking about games not on PC, where sometimes you can't have a debugger for running the game instruction by instruction and the only thing you have is a binary file...
    If anyone has ressources on that to share, I would be super happy !

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว +1

      Two things I would recommend. 1: Get familiar with all of the types of compression on Wikipedia. Rule out the ones which aren't possible. For instance, game data is rarely going to have lossy compression, unless it's audio, video, or image data. Even then, it's not super common. Once you have a general idea of what it might be, then start disassembling. Some formats might be easy enough to just look at in a hex editor and piece things together, but overall disassembly is where I'd go for most.

    • @MarimeGui
      @MarimeGui 4 ปีที่แล้ว

      @@kneesnap1041 Thanks ! That makes sense

  • @Matlalcueitl
    @Matlalcueitl ปีที่แล้ว

    PP was very popular tool back than. I already knew what "PP20" stands for.

  • @cocosloan3748
    @cocosloan3748 4 ปีที่แล้ว

    Awww Let's get that "Froggler" boy excited guys!

  • @lovermilk
    @lovermilk ปีที่แล้ว

    Omg, I know PowerPacker!! I also wrote a decompressor for it once 😆

  • @Sexymame
    @Sexymame 4 ปีที่แล้ว

    its cool!

  • @Porygonal64
    @Porygonal64 4 ปีที่แล้ว +1

    I wish people would nerd out about Harry Potter & The Chamber of Secrets on Game Boy Color... It's a hidden gem RPG and I'd love to learn it's scripting language so I can port the other movies.

  • @keanu_
    @keanu_ 4 ปีที่แล้ว

    Omg ich liebe sowas 😊

  • @jfolz
    @jfolz 4 ปีที่แล้ว

    It's not that surprising to find old file formats still in use. tar was created in 1979 for writing to tape drives and we still use that frequently today.

  • @ndm13
    @ndm13 4 ปีที่แล้ว

    Reverse engineering a legacy algorithm using IntelliJ, with a teaser for Pokemon Red? Is... is it my birthday?!

  • @daemonicBookkeeper
    @daemonicBookkeeper 4 ปีที่แล้ว +18

    Why _would_ yo?

  • @Orbis92
    @Orbis92 4 ปีที่แล้ว

    This Pokemon world seemed gigantic to me as a child and they still feels bigger than Skyrim , probably because I played Skyrim for much longer and nocliped over the map a few times ;)

  • @MP-vg7ug
    @MP-vg7ug ปีที่แล้ว

    When I saw the pp20 I already knew. I think the author of power packer was nico Francois

  • @blizzy78
    @blizzy78 4 ปีที่แล้ว

    So is PowerPacker better than simple Run Length Encoding?

    • @kneesnap1041
      @kneesnap1041 4 ปีที่แล้ว

      I've not actually taken a look, but my initial thoughts are that it is, but mostly due to how it gets encoded, assuming you also have a good encoding algorithm.

    • @Galahadfairlight
      @Galahadfairlight 4 ปีที่แล้ว

      Yes Powerpacker is better than RLE, in fact most packers are better than RLE. However, where RLE wins is speed in depacking, its so fast its virtually transparent. On Amiga it was usually just used in its native graphics formats like IFF and basic sample compression.
      But suffice to say, Powerpacker will beat RLE comfortably, just it won't be as quick to pack/depack.

  • @SimonNitzsche
    @SimonNitzsche 4 ปีที่แล้ว +1

    Another reason for gibberish content: Bit sized data. (for example dumoed Bitstreams)

  • @Peaserist
    @Peaserist ปีที่แล้ว

    2:08 MWD... Meapons of Wass Destruction.

  • @Gvozd111
    @Gvozd111 ปีที่แล้ว

    I wonder at which point is it more efficient to reimplement the game rather than reverse engineer binaries 🤔

  • @MrGeekGamer
    @MrGeekGamer 4 ปีที่แล้ว

    aluigi! There's a name I haven't looked up in a while.

  • @LuaNaZakaz
    @LuaNaZakaz ปีที่แล้ว

    Cool

  • @ActionGamerAaron
    @ActionGamerAaron 4 ปีที่แล้ว +1

    I feel like based on the context in this video that you aren't aware that this is actually a remake or even a sequel game to the original Frogger.