Archive for January, 2026

na_game_tool: final stretch before 0.5.0

Thursday, January 15th, 2026

As I’m somewhat tired with na_game_tool development (for now), so I’m just picking bits for the release goal to do that and switch to something else (I’ve found a couple of interesting MOV files to analyse, maybe I can improve my Indeo 3 encoder and such). I’ve added support for HNM5 and HNM6 formats, reached the self-imposed limit of at least twelve original decoders and essentially I need to add 7th Level archive format and that’s it. Meanwhile I can talk about the formats I added support for, I want to add support for (but not right now) and the formats I’m hesitating to add support for.

So, supported formats first.

There’s GRN format used in Genesia game. Frames are stored raw, compressed with RLE (which looks a lot like FLI delta RLE compression but working on pixel pairs) and the data may optionally be compressed with LZSS afterwards. And if would’ve not been a format from French company without some weirdness. In this case audio stream data is interleaved with video in the simplest way: first you have 2kB header, then a certain number of 2kB sectors with initial audio data (the number is in the header), then it is 8kB of video stream followed by 2kB of audio followed by 8kB of video stream etc etc. So video frame data may suddenly have 2kB of audio inside it. Of course it was easily solved with a custom de-interleaver but you’d expect it to see in industry-standard applications and not in a game from early 1990s.

And there’s MGIF from Gates of Skeldal. Despite the name it was only inspired by GIF in the sense it uses similar LZW compression scheme but not the format (unlike HAF). Another curious detail that I haven’t seen elsewhere is using a simple pre-processing: bytes are coded as a difference to the previous ones. What made it annoying is that this prediction resets when LZW decoder resets (i.e. when the “reset dictionary” code is encountered), so you have to implement it inside LZW decompressor instead of making a pass afterwards. Still, it gets a point for the originality.

Finally there is Celestial Impact intro.dxv. This file employs RLE to compress not merely image but its palette and some additional data (it did not look like a sound to me and I have no idea what it is) as a single array.

Now for the formats I want to support in some (distant) future. Beside the usual “whatever I can find” it definitely includes AVI and SMS—two Smacker-based formats. Maybe I can implement some Cinepak-based console formats while at it.

And speaking of console formats, here’s a fun format called DDV and used in Oddworld games (or maybe just one of them). There’s a reverse-engineered implementation of the decoder and by the look of it this format encapsulates MDEC—which makes it a perfect candidate for librempeg. It has support for some MDEC-based formats already after all.

That’s it, hopefully the next post will be about the release already.