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Refpack/QFS Resources

Resources for those interested in the Refpack/QFS compression algorithm used in many EA games. Also maintains links to known implementations of the compression for easy reference.

About

RefPack is a compression algorithm based on the LZ77/LZSS compression written by Frank Barchard for use in games made by EA. It can be found in games as early as FIFA International Soccer (1993). The algorithm uses different encoding schemes based on the length and position of the data that's being compressed, which allows it to achieve a higher compression ratio compared to other LZ-based algorithms.

The name QFS comes from a file format used in old Need for Speed games in which this algorithm was used. However, the actual name of the algorithm is RefPack.

Resources

Niotso Wiki: Generic information on the compression algorithm.

Explanation of The LZ77/LZSS Compression: Refpack is based on the LZ77 compression algorithm.

Explanation of zlib: zlib is a popular compression library and a lot of the techniques employed in zlib are utilized in Refpack compression code.

How to Compress: I try to explain the compression algorithm here.

Implementations

List of known implementations of the compression algorithm organized by language and compression header for easy reference. A lot of those are rewrites of the same code in another programming language. The quality varies from one implementation to another.

Language Header 1 Header 2 Header 3
C Denis Auroux
C# 0xC0000054
Venomalia
rivit
0xC0000054
Afr0
ambertation
Venomalia
pljones & Tiger
gibbed
C++ benrg
lingeringwillx
OmniBlade
KUDr
J.M. Pescado
Go marcboudreau
Java java_dwarf
JavaScript sebamarynissen
Kotlin DarkAtra*
PHP Delphy*
Python lingeringwillx lingeringwillx**
lingeringwillx
lah7
lingeringwillx
Rust actioninja actioninja
Scala memo33

*Decompression code only

**C Bindings

Reference Implementation by EA