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1,729 bytes added ,  22:46, 14 May 2020
Add details of LZ77 algorithm (since it's not very well explained elsewhere on the internet)
Many files on the Wii are compressed using the '''LZ77''' compression algorithm. This Python page has documentation on how the algorithm works, and example code. ==LZ77 Algorithm=====Header===In LZ77-compressed Wii files, there is first a simple 8-byte header:{| class="wikitable"|-! '''Offset'''! '''Size'''! '''Description'''|-| 0 bytes| 4 bytes| Magic number - always 0x4C5A3737 ("LZ77" in ASCII)|-| 4 bytes| 3 bytes| Size of uncompressed data|-| 7 bytes| 1 byte| Compression method - should always be 0x01|} ===Data===Immediately after the header comes the actual compressed data. The algorithm is very simple: the data is divided in chunks, and each chunk starts with a flag byte. The flag byte indicates whether an entry in the chunk is literal data or a reference to earlier in the data. A chunk has 8 entries, and thus each of the bits in the flag byte gives this indication: if it's 0 the entry is a single byte of literal data. If it's 1 the entry is a reference to earlier in the data. For example, if the flag byte of a chunk is 0xA7 (10100111 in binary), the first entry is a reference, the second a byte of literal data, the third another reference, and so on. Note that an entry of literal data is always a single byte, whereas a reference is two bytes long. ===References===A reference is a very simple two-byte structure:{| class="wikitable"|-! '''Offset'''! '''Size'''! '''Description'''|-| 0 bytes| 4 bits| A single hexadecimal digit - the length of the data referred to by the reference subtract 3|-| 4 bits| 12 bits| Offset - the offset within the decompressed data of the data referred to by the reference|} For example, a reference 0x24AD would refer to 2 + 3 = '''5''' bytes of data at offset 0x4AD in the uncompressed data. ==Example Code==This code by Marcan, will decompress them.a LZ77-compressed file: 
<source lang="python">
import sys, struct


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