OK, I was able to briefly reconstruct my reply. Here it is:
Sure, I can provide you the decompressor, I will send you a link via PM (I sent you a friend request).
I have been studying the game in-and-out's for a few years now, mainly graphics and file formats. All that I can say about it is that the way it was written is an absolute masterpiece (well, with a few small exceptions ;) ). What surprised me the most is that it is not just a game, but a real engine. It does not only contain game code. Guess what, it even has support for loading very early level files of Project Eden! This feature is disabled but still present in the game code.
To discover the decompression algorithm Core Design programmers wrote (it looks like Core had its own in-house algorithm, very performant), I had to debug the game step-by-step, checking memory etc. until I finally found the decompression function. I was then able to write a program to decompress all the level files, and once I managed to do so the game had no trouble reading them because it was written in a way to support both. Next thing is... I had trouble reading the level files because they seem to contain A LOT of extra information, in my opinion not really needed by the game, such as Core Design's developer/designers comments, geometry names and so on... This means it was intended from the beginning to be editable in Room Editor II. I still hope to this day that it would ever be released somehow... who knows.
BTW, are you familiar with programming/3D graphics? I managed to read the geometry vertices and normals but not the texture UV's. I found the geometry indices but they are stored in a very weird way. That is why my Room Viewer looks so "primitive".
Post edited March 07, 2020 by fenik0