I couldn't find any specification of what kind of algorithm CUE's blz implementation uses. I don't know if it's a well known "compression" algorithm or some closed source Nintendo thing. This makes it hard to debug, refactor and optimize the code, as I don't understand it at all.
We have two options:
Either we need to understand and then refactor the code in blz.zig. This might be the easier short term solution, but I don't think it's the best because:
The blz.zig works for the games I've tested, so it's gonna stay for now. This issue is for the future, when perfection of the code in the randomizer becomes more important.
I couldn't find any specification of what kind of algorithm CUE's
blz
implementation uses. I don't know if it's a well known "compression" algorithm or some closed source Nintendo thing. This makes it hard to debug, refactor and optimize the code, as I don't understand it at all.We have two options:
blz.zig
. This might be the easier short term solution, but I don't think it's the best because:The
blz.zig
works for the games I've tested, so it's gonna stay for now. This issue is for the future, when perfection of the code in the randomizer becomes more important.