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Old 16 December 2008, 09:40   #21
StingRay
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Quote:
Originally Posted by cosmicfrog View Post
this is something else the pc lack`s a decent real time compressor, sure you can compress a drive but not all compressors are good for all data

And how exactly does that differ from Amiga (or any other system actually) compressors?

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Originally Posted by Galaxy
Not to mention the rainbow coloured patterns on screen while decrunching...
Indeed. Back in the day I liked those $dff180 flashes. In a way I still do. =)

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Originally Posted by marco pedrana
i did not liked it either, it was so out of design. still it was better than a red screen..
In the late 80s/early 90s nobody cared about design, it was all about "the cool".
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Old 16 December 2008, 12:28   #22
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Indeed. Back in the day I liked those $dff180 flashes. In a way I still do. =)
Aha! A man of good taste I still love decrunching stripes to this day and my home made packers always have them
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Old 16 December 2008, 12:29   #23
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I didn't mind it as it at least showed you that the computer was doing something
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Old 16 December 2008, 15:30   #24
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The best exe compressors on the amiga as far as i know where Stonecracker 4.10.3 and Crunchmania 1.91t, Crunchydat reminds me of powerpacker with the decrunching colors across the screen if you choose that option and CRU1.3

On the PC the best exe compressors are Upx (freeware) best used with a shell as its a dos packers, UPXSHELL.
Pecompact (commerical)
and Upack (freeware)
FSG > Fast Small Good also (freeware)
there are tonnes of others but these are mostly used.
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Old 16 December 2008, 15:49   #25
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Was generally the done thing on Amiga that if you cracked a game and it ended up with a long depack time, leave the screen colours to flash so that people knew it hadn't crashed.
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Old 16 December 2008, 19:04   #26
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Originally Posted by Galahad/FLT View Post
Was generally the done thing on Amiga that if you cracked a game and it ended up with a long depack time, leave the screen colours to flash so that people knew it hadn't crashed.
so it was made by design! well put in this way, it is cool!

out of curiosity: when you hacking guilty guys added cracktros and trainers (or just hacked something in a release) was usually just the added executable packed or was it common to pack also original stuff of the game, to make space for the added code?
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Old 16 December 2008, 19:43   #27
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I guess it would depend on how much space you needed to free up and what you needed to add.

MFM games that contained more data than a "normal" DOS disk would need the most squeezing to fit onto non-protected disks. Most likely a lot of these were crunched to oblivion or had parts dropped
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Old 16 December 2008, 19:48   #28
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Quote:
Originally Posted by marco pedrana View Post
out of curiosity: when you hacking guilty guys added cracktros and trainers (or just hacked something in a release) was usually just the added executable packed or was it common to pack also original stuff of the game, to make space for the added code?

Both. But as usual, it depends on the game. Like Musashi said, for MFM games that used longtracks often parts were removed (like intro pictures etc.) or had to be (re-)crunched so they would fit on disk. For DOS games usually only the added intro (and often the modified game executable too) was packed.
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