Decompression algorithm used in A Link to the Past, documented from ZSpriteMaker.
Source: ~/Documents/Zelda/Editors/ZSpriteMaker-1/ZSpriteMaker/Utils.cs
Command Format
Each compressed block starts with a command byte:
Normal Command (when upper 3 bits != 0b111):
┌─────────────────────────────────────┐
│ 7 6 5 │ 4 3 2 1 0 │
│ CMD │ LENGTH (0-31) │
└─────────────────────────────────────┘
Length = (byte & 0x1F) + 1
Expanded Command (when upper 3 bits == 0b111):
┌─────────────────────────────────────┬──────────────┐
│ 7 6 5 │ 4 3 2 │ 1 0 │ Byte 2 │
│ 0b111 │ CMD │ LENGTH_HI │ LENGTH_LO │
└─────────────────────────────────────┴──────────────┘
Length = ((byte & 0x03) << 8 | nextByte) + 1
Commands
| CMD | Name | Description |
| 0 | Direct Copy | Copy length bytes directly from ROM to output |
| 1 | Byte Fill | Repeat single byte length times |
| 2 | Word Fill | Repeat 2-byte word length/2 times |
| 3 | Increasing Fill | Write byte, increment, repeat length times |
| 4 | Repeat | Copy length bytes from earlier in output buffer |
Terminator
0xFF byte terminates decompression.
C++ Implementation
#include <vector>
#include <cstdint>
std::vector<uint8_t> decompress_alttp(const uint8_t* rom, int pos) {
std::vector<uint8_t> buffer(0x1000, 0);
int bufferPos = 0;
while (true) {
uint8_t databyte = rom[pos];
if (databyte == 0xFF) break;
uint8_t cmd;
int length;
if ((databyte & 0xE0) == 0xE0) {
cmd = (databyte >> 2) & 0x07;
length = ((databyte & 0x03) << 8) | rom[pos + 1];
pos += 2;
} else {
cmd = (databyte >> 5) & 0x07;
length = databyte & 0x1F;
pos += 1;
}
length += 1;
switch (cmd) {
case 0:
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = rom[pos++];
}
break;
case 1:
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = rom[pos];
}
pos += 1;
break;
case 2:
for (int i = 0; i < length; i += 2) {
buffer[bufferPos++] = rom[pos];
buffer[bufferPos++] = rom[pos + 1];
}
pos += 2;
break;
case 3:
{
uint8_t val = rom[pos];
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = val++;
}
pos += 1;
}
break;
case 4:
{
int addr = rom[pos] | (rom[pos + 1] << 8);
for (int i = 0; i < length; i++) {
buffer[bufferPos++] = buffer[addr++];
}
pos += 2;
}
break;
}
}
buffer.resize(bufferPos);
return buffer;
}
Address Conversion
inline int snes_to_pc(int addr) {
return (addr & 0x7FFF) | ((addr & 0x7F0000) >> 1);
}
inline int pc_to_snes(int addr) {
return (addr & 0x7FFF) | 0x8000 | ((addr & 0x7F8000) << 1);
}
Notes
- Buffer size is 0x1000 (4KB) - typical for tile/map data
- Command 4 (Repeat) uses little-endian address within output buffer
- Expanded commands allow lengths up to 1024 bytes
- Used for: tile graphics, tilemaps, some sprite data