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Files - N64 Tools - Universal N64 Compressor

NameUniversal N64 Compressor
DateAugust 6, 2016
CategoryN64 Tools
DescriptionDecompress Rare's games (UPDATE: YAY0, YAY0, MIO0, EDL, ODT, BOLT supported), open-source compression.
Download0.557826 Mb


Posted by migot August 18, 2018 11:21 am
Really? I cant finde Goemon games on list. So Can you help me? I need decompressed Goemon Great Adventure.
I tried many different ways but it does not work.

Posted by SubDrag August 16, 2018 12:03 pm
The compression for Geomon is actually known - it's the Nagano decompression scheme, and code is included. But I guess every game is a filetable - not wired up.

Posted by migot August 16, 2018 10:07 am
pls add support for goemomns all games :D

Posted by ConkerGuru January 9, 2017 6:39 pm
Your answers pretty much covered my thoughts about making decompressed ROMS. I guess it's not even feasible or practical to do this for any kind of game, because every game is different in the way they store things, what compression method they use, and so on. Thanks for clearing things up though.

The user was asking about Conker. Still, I don't think it is sensible to make the tool combine all the ripped files into a decompressed ROM for just one game, nor would it be anywhere trivial to do so for any other game. At least that's what I think on the complexity of it all.

Posted by SubDrag January 9, 2017 5:16 pm
I don't support Mario Golf 64 in this tool. I'm not sure what you tried to use to decompress it, but I'm afraid it's not supported today.

As for making decompressed versions of ROMs, there's a couple answers. First thing, is that there's no way to make it generic, every game would have to be done individually, with all the references to each compressed file changed, and then the compression removed from the ROM and changed to raw (the type or mechanism may already exist). That is not my style though. I prefer to use compressors and keep the game compressed, and just shift it/adjust offsets. I'm not a fan of the decompressed version of games, I prefer to have a re-compress/rebuild version in all my tools (GoldenEye Setup Editor). This universal decompressor tool also was never intended to go intensely on any game. It's a generic "starter" tool, for people to use, open source, to write their own or use as a base compression.

That said, is there a specific game you are trying to do something with?

Posted by ConkerGuru January 9, 2017 11:42 am
This has probably been asked many times before, and I can't see it happening anytime soon;

Some user on the everdrive forums asked me if it was possible to save a decompressed version of a ROM. Would it be possible to have the tool save all the ripped files into an uncompressed ROM if the user wished?

I personally don't care much about it. I'm fine with the files being ripped to disk. But I figured I'd ask this question anyway just to make sure whether such a thing would be possible or not.

Posted by SmithJrBlaquaLuigi January 8, 2017 7:51 pm
Hi! I'm very curious about this. I wanted to hack Mario Golf 64 for GameGrumps, but.. how do I decompress the textures from there? I've ripped it and seems like It the textures are full of damaged and ripped improperly. Do you know how to fix that?

let me know if you can find anything! Thank you! :) ~SmithJrBlaquaLuigi

Posted by SubDrag October 8, 2016 4:32 am
I think it was a form of Huffman coding but alas not cracked yet.

Posted by bigjerk October 7, 2016 7:21 am
I realize this is unrelated but do you have any info on N64 Quake or Quake 2's ROM compression or structure? TIA.

Posted by SubDrag August 6, 2016 5:13 pm
Now native compression support for Yay0, Yaz0, and Mio0 thanks to Zoinkity!

Posted by RobiNERD June 11, 2016 8:39 am
Thanks man, you are a lifesaver! Worked fine.

Posted by SubDrag June 10, 2016 1:13 pm
Linked to here:

Posted by RobiNERD June 10, 2016 8:34 am
Where to find this tool?

Posted by SubDrag June 9, 2016 11:29 am
It is coming, but I have not gotten a chance yet. You can use the official tool in the meantime called szp.exe, but need to patch hex manually to ROM.

Posted by RobiNERD June 9, 2016 3:00 am
Paper Mario compression does not work...

Posted by SubDrag March 25, 2016 5:22 am
I ported Zoinkity's code from Python for Command & Conquer. Both of us put no license on our code. You are free to use it, include the source, change it, do anything, for any reason, though we don't mind if you include some credit, but there are no restrictions.

Posted by Lavender Moon March 25, 2016 1:54 am
What license is this under? May I have permission to use the Command and Conquer decompression under the GPLv2+?

Posted by ConkerGuru January 14, 2016 6:48 am
Thanks! gedecompress now builds with the provided n64_cic_nus_6105.h file. Warnings are still thrown up, but building is at last successful. I also managed to get visual studio registered on my own, so I can now use it for as long as I like.

Posted by SubDrag January 13, 2016 3:02 pm
I added the missing files if want to try again.

Posted by ConkerGuru January 13, 2016 12:30 am
At the time of posting that output log I was using the Express Edition. I since removed it from my system and installed the pro version of Visual Studio 2008 instead... which oddly turns out to still be a 90-day trial version! I don't think it's even possible to register it online anymore.

Anyway, by using the 90-day trial of pro the GetBuffer error is gone, but the error "Cannot open include file: 'n64_cic_nus_6105.h': No such file or directory" still pops up when trying to build, but placing this file in the source directory and then trying to build makes Visual Studio spit out even more errors, preventing me from compiling the project.

I suppose the only solution is to use the paid version, like you said. Only problem is, the paid version likely cannot be obtained from Micro$ofts website anymore. The pro version already had a serial key pre-installed, but it still says it's a 90-day trial.

I guess I'll have to do some more search online for other solutions. But thanks for the help, I now know what version of VS to use for building GEDecompress with.

Posted by SubDrag January 12, 2016 2:59 pm
Although not 100% sure, not seen that weird GetBuffer thing. I also am using SP1 of Visual Studio 2008, not sure if that matters.

Posted by SubDrag January 12, 2016 2:59 pm
You cannot build it on the free version of studio, since it uses MFC. It has to be the paid version. That's why I think hitting that issue.

Posted by ConkerGuru January 12, 2016 6:58 am
Hey Subdrag. I've been trying for a few days now to compile the source, and despite having installed the Windows Server 2003 DDK and putting "BOOL" in the 'afxwin1.inl' file, I keep getting errors, with one file probably not existing with the provided source. Below is the text printed from the output log of VC++ 2008:

1>------ Build started: Project: GEDecompressor, Configuration: Release Win32 ------
1>.\\\\VPK0Decoder.cpp(269) : error C2660: 'CString::GetBuffer' : function does not take 0 arguments
1>.\\\\rnc_deco.cpp(535) : error C2660: 'CString::GetBuffer' : function does not take 0 arguments
64_cic_nus_6105.cpp(93) : fatal error C1083: Cannot open include file: 'n64_cic_nus_6105.h': No such file or directory
1>.\\\\mio0.cpp(190) : error C2660: 'CString::GetBuffer' : function does not take 0 arguments
1>c:\\\\gedecompressor\\\\GEDecompressorDlg.h(25) : fatal error C1083: Cannot open include file: 'n64_cic_nus_6105.h': No such file or directory
1>c:\\\\gedecompressor\\\\GEDecompressorDlg.h(25) : fatal error C1083: Cannot open include file: 'n64_cic_nus_6105.h': No such file or directory
1>.\\\\GECompression.cpp(287) : error C2660: 'CString::GetBuffer' : function does not take 0 arguments
1>Generating Code...
1>.\\\\chksum64.cpp(85) : error C2660: 'CString::GetBuffer' : function does not take 0 arguments
1>Generating Code...
1>Build log was saved at "file://c:\\\\GEDecompressor\\\\Release\\\\BuildLog.htm"
1>GEDecompressor - 8 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

Am I missing something here? I tried whatever I could to make the thing compile(including turning off all the warnings), and I think I'm stuck at this point. Is there something else I need to do before I can build the exe?

My thanks for any solutions you might give me.

Posted by fox7469 July 14, 2015 11:53 am
Hello SubDrag. Im trying edit the files .bin ( that produced a ROM when is descommpresed) and i want know: How i can inject these .bin files to ROM? because I've tried but i cannot.

Please says me.

Thanks SubDrag.

Posted by Omar March 13, 2014 9:16 pm
Thanks for making such a wonderful tool. Is there any chance you will add support for compressing SSB?

Posted by rareltdguy January 2, 2014 11:13 pm
Thank you.

Posted by SubDrag December 31, 2013 8:18 am
You can compress and inject a file, for some games. But decompressing just rips files from game to disk.

Posted by rareltdguy December 30, 2013 9:21 pm
I was wondering if there was any way a person could save a decompressed version of a ROM.

Posted by Tarek701 July 4, 2011 4:33 pm
Nice, works without problems.

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