@camoto/gamecomp
v4.5.2
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Apply and remove compression and encryption algorithms used by DOS games
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gamecomp.js
Copyright 2010-2021 Adam Nielsen <[email protected]>
This is a Javascript library that can pass data through different algorithms used by MS-DOS games from the 1990s. Typically this is used to compress and decompress game data, as well as encrypt and decrypt it too.
Supported algorithms
Compression
- cmp-bpe-stargunner: Stargunner *.DLT byte-pair encoding
- cmp-carmackize: id Software Carmackization compression
- cmp-lzexe: LZEXE .exe files (decompression only, equivalent to UNLZEXE)
- cmp-lzss: Generic LZSS (Lempel-Ziv-Storer-Szymanski)
- Byte mode (8 flag bits stored upfront in a single byte)
- Bit mode (each flag bit stored before each literal or length+distance code)
- cmp-lzw: Generic LZW (Lempel-Ziv-Welch)
- cmp-pklite: PKLite .exe files (decompression only)
- cmp-rle-bash: Monster Bash *.DAT run-length-encoding
- cmp-rle-ccomic: Captain Comic *.EGA run-length-encoding
- cmp-rlew-id: id Software RLEW encoding used in later games (Keen 4 and later)
- cmp-rle-id: id Software RLE encoding used in early games (Keen 3 and earlier)
Encryption
- enc-bpa-drally-filename: Death Rally *.BPA filename encryption
- enc-dlt-stargunner-filename: Stargunner *.DLT filename encryption
- enc-glb-raptor: Raptor *.GLB cipher
- enc-xor-blood: Monolith/Blood *.RFF XOR cipher
- enc-xor-incremental: Generic XOR with initial seed, step and limit
Other
- pad-generic: Add/remove padding bytes at repeating intervals to account for bugs in the way some games load and save files.
- pad-chunked: Apply an algorithm repeatedly over blocks of data in a file. Used for cases where RLE algorithms cannot cross a 64 kB boundary, by splitting the data into 64 kB chunks and applying the RLE or other algorithm independently on each chunk.
Installation as an end-user
If you wish to use the command-line gamecomp
utility to work with the
algorithms directly, you can install the CLI globally on your system:
npm install -g @camoto/gamecomp-cli
For Arch Linux users the AUR package gamecomp-cli
is also available.
Command line interface
The gamecomp
utility can be used to apply and reverse algorithms on data.
Data to process is supplied on stdin
and the processed data is sent to
stdout
. Use the --help
option to get a list of all the available options.
Some quick examples:
# List supported algorithms and their options
gamecomp --formats
# Compress a file using LZW with some custom options
gamecomp +cmp-lzw cwEOF=256 cwFirst=257 < clear.txt > out.lzw
# Decrypt a file with an XOR cipher using the default options
gamecomp -enc-xor-blood < crypt.bin > clear.bin
When specifying the algorithm in the first parameter, it is prefixed with a +
to apply the algorithm (compress/encrypt) or a -
to reverse it
(decompress/decrypt).
Installation as a dependency
If you wish to make use of the library in your own project, install it in the usual way:
npm install @camoto/gamecomp
See cli/index.js
for example use. The quick start is:
import { cmp_lzw, enc_xor_blood } from '@camoto/gamecomp';
// Decompress a file
const input = fs.readFileSync('data.lzw');
const output = cmp_lzw.reveal(content);
fs.writeFileSync('data.raw', output);
// Encrypt the file with custom options
const output = enc_xor_blood.obscure(input, {
seed: 123,
});
fs.writeFileSync('data.xor', output);
Installation as a contributor
If you would like to help add more file formats to the library, great! Clone the repo, and to get started:
npm install
Run the tests to make sure everything worked:
npm test
You're ready to go! To add a new algorithm:
Create a new file in the relevant subfolder for the algorithm type, such as
compress/
orencrypt/
.In the
compress/
orencrypt/
folder, editindex.js
and add a line for your new file.Make a folder in
test/
for your new algorithm and populate it with files similar to the others. The tests work by passing standard data to each algorithm and comparing the result to what is inside this folder. Run the tests just for your new algorithm (instead of all of them) by passing the grep (-g
) parameter to Mocha, the test framework. This will run any test matching the given string:npm test -- -g cmp-myformat
Your tests will fail until you have created the expected sample files in the
test/cmp-myformat/
folder.You can either create these files by hand, with another utility, or if you are confident that your code is correct, from the code itself. This is done by setting an environment variable when running the tests, which will cause the data produced by your code to be saved to a temporary file in the current directory:
SAVE_FAILED_TEST=1 npm test -- -g cmp-myformat cd test/cmp-myformat/ && mv default.bin.failed_test_output default.bin
If you wish to run more than the standard tests, create a separate file in the
test/
folder named liketest-cmp-myformat.js
. Copy the content from one of the existing files as an example. As the standard tests are fairly basic and won't test edge cases in most algorithms, it is a good idea to create extra tests to cover these cases.See
test/test-enc-glb-raptor.js
for examples that load more test files from the same directory that the standard tests use, ortest/test-cmp-rle-bash.js
for simpler tests that only need to use a small array of data bytes.
During development you can examine the output of your algorithm like this:
# Decompress (remove algo/reveal data)
$ DEBUG='gamecomp:cmp-myformat*' ./bin/gamecomp.js -cmp-myformat param=value < compressed.bin > clear.test
# Compress (apply algo/obscure data)
$ DEBUG='gamecomp:cmp-myformat*' ./bin/gamecomp.js +cmp-myformat param=value < clear.bin > compressed.test
If you use debug()
rather than console.log
then these messages can be left
in for future diagnosis as they will only appear when the DEBUG
environment
variable is set appropriately.