18 June 2019, 20:56 | #21 |
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Here's a comparison between Pro Pack and gzip (-9).
I did try cranker but the two largest files I packed didn't come out smaller than ProPack on my project files, I'm trying to squeeze everything on 1 880 kb disk... I guess there is sector overhead due to the large number of files. Code:
UNPACK GZIPPED RNC FILENAME FILE TYPE 269364 118666 124117 ry_sprites_p1L IFF 211168 75518 75448 rygar EXE 189194 160362 160856 rygar_v12 MOD 164890 107786 113115 ry_tiles_p9 IFF 120092 18833 19579 ry_bg_lev9 IFF 110516 5761 6195 ry_bg_lev5 IFF 97920 26129 27154 rygar_hwconv IFF 67304 13506 14043 ry_bg_lev1 IFF 67304 28365 28320 ry_bg_lev2 IFF 67304 13225 13278 ry_bg_lev21 IFF 67304 20585 20986 ry_bg_lev25 IFF 64304 14186 14786 ry_bg_lev23 IFF 57704 18046 18822 ry_bg_lev19 IFF 44504 15685 16632 ry_bg_lev13 IFF 36116 8367 9084 ry_bg_lev10 IFF 29616 8793 9082 RyIntro IFF 28916 8231 8403 ry_bg_lev6 IFF 22896 6675 6751 lower_panel2 iFF 21120 727 632 ry_map9 DAT 21104 590 522 ry_bg_lev27 IFF 18020 14114 15196 rygar008 SAMPLE 16192 721 674 ry_map5 DAT 16020 11987 12957 rygar014 SAMPLE 15892 6484 6938 rygar043 SAMPLE 15360 706 659 ry_map11 DAT 15360 697 645 ry_map23 DAT 14776 9968 10845 rygar005 SAMPLE 12384 924 885 ry_map24 DAT 10184 736 732 rygar_sunset320_bg IFF 9990 5717 6080 rygar040 SAMPLE 8924 8579 8645 rygar006 SAMPLE 8568 6068 6884 rygar022 SAMPLE 8086 994 977 rygar_mountains40_bg IFF 6804 4616 5136 rygar023 SAMPLE 6272 4160 4403 RyLogoC IFF 5536 3943 4446 rygar017 SAMPLE 5262 3731 4294 rygar031 SAMPLE 4224 991 1014 ry_map1 DAT 4224 742 751 ry_map10 DAT 4224 975 972 ry_map12 DAT 4224 856 866 ry_map13 DAT 4224 925 921 ry_map14 DAT 4224 1027 1040 ry_map15 DAT 4224 572 549 ry_map16 DAT 4224 913 931 ry_map17 DAT 4224 930 933 ry_map18 DAT 4224 740 739 ry_map19 DAT 4224 550 540 ry_map2 DAT 4224 691 685 ry_map20 DAT 4224 546 525 ry_map21 DAT 4224 708 693 ry_map22 DAT 4224 576 558 ry_map25 DAT 4224 980 994 ry_map26 DAT 4224 215 193 ry_map27 DAT 4224 552 527 ry_map3 DAT 4224 579 562 ry_map4 DAT 4224 919 917 ry_map6 DAT 4224 670 663 ry_map7 DAT 4224 567 545 ry_map8 DAT 3616 2540 2736 rygar003 SAMPLE 3064 2561 2867 rygar002 SAMPLE 2736 1167 1242 Ranks iFF 2736 1138 1167 RanksMain iFF 2586 1875 1849 rygar015 SAMPLE 2544 685 638 ry_config2 DAT 2448 683 669 ry_config4 DAT 2362 654 613 ry_config7 DAT 2320 607 556 ry_config3 DAT 2292 701 643 ry_config1 DAT 2266 604 578 ry_config6 DAT 2186 555 535 ry_config10 DAT 2156 639 590 ry_config11 DAT 2146 640 590 ry_config13 DAT 2074 596 535 ry_config17 DAT 2074 632 611 ry_config8 DAT 2072 633 614 ry_config12 DAT 2072 595 534 ry_config18 DAT 1946 564 546 ry_config24 DAT 1942 1881 1842 rygar012 SAMPLE 1936 663 628 letsfight32col iFF 1936 317 285 letsfight32mask iFF 1876 551 534 ry_config16 DAT 1876 550 535 ry_config20 DAT 1862 620 547 ry_config21 DAT 1860 620 548 ry_config22 DAT 1800 510 455 ry_config14 DAT 1798 503 463 ry_config15 DAT 1684 401 354 ry_config9 DAT 1680 444 411 ry_config19 DAT 1606 1565 1563 rygar016 SAMPLE 1548 410 364 ry_config5 DAT 1456 1275 1185 AACWaterAnim iFF 1168 195 169 ry_config23 DAT 1080 196 169 ry_config27 DAT 1070 191 161 ry_config26 DAT 1068 191 163 ry_config25 DAT 710 524 531 RyFont8x8Time1 iFF 2120850 800081 823339 I'll need to figure out how to decompress the data files though. |
18 June 2019, 21:27 | #22 | |
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18 June 2019, 21:47 | #23 | |
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BTW I forgot to mention another handy little gem called CrunchyDat. It's based on the ProPack algorithm and was used by the Bitmap Brothers and Team 17 for their games. Might be worth a looksy (along with XPK) to see how it compares to ProPack and Gzip. Last edited by DrBong; 18 June 2019 at 21:56. |
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18 June 2019, 22:07 | #24 |
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Indeed CrunchyDat is awesome, I use it all the time
...but it's only for program files; not data files. |
18 June 2019, 23:46 | #25 | |
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19 June 2019, 09:43 | #26 |
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I don't know if this will be of any use to you. FC8 has been designed for fast decompression.
https://www.bigmessowires.com/2016/0...decompression/ |
19 June 2019, 12:55 | #27 |
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I cant help feeling that packing iff files isnt getting the best out of Propack as iff is alread RLE packed.
Have you tried converting an iff file to raw and then using propack on the raw file to see if you get a better result? |
19 June 2019, 15:39 | #28 |
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All them IFF files are saved uncompressed.
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08 July 2019, 22:12 | #29 | |
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Beta version for the new nrv2b 68k data compression handler ready. Only a beta because my idea is to add some facilities for in-place decompression. But would require a modification of the bit-coding.. I'm sure that WayneK would like to try it |
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08 July 2019, 22:17 | #30 |
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On the topic of the many files and filesystem overhead, IIRC the Amiga fast file system uses blocks of 512 bytes. So a file that is 513 bytes should take up the same space on disk as one that is 1024 bytes.
This ended up being a problem for me as my most recent project had a bunch of really small files that were on the order of 64 bytes in size. So, I ended up I bundling all the small files that logically 'belonged together' into a bigger one and simply use offsets into the loaded data. This has actually saved me both disk space due to lower filesystem overhead, but also due to RNC performing somewhat better on bigger files. |
08 July 2019, 22:22 | #31 | |
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08 July 2019, 22:23 | #32 |
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That would also work. But it's a lot of effort for a rather peculiar use case
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08 July 2019, 22:24 | #33 |
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08 July 2019, 22:30 | #34 | |
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ar7 by the way is an awesome packer.... it has beat RNC do death for Rygar....now I'm worried I have too much space left on disk for a really nice FlashTro. |
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08 July 2019, 22:39 | #35 |
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08 July 2019, 23:13 | #36 | |
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AmigaDOS loading small files is a ballache, lots of grinding and stepping on the disk, if you have enough spare memory, just load the file up to be permanently in memory. |
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08 July 2019, 23:16 | #37 |
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Well unfortunately, I never could use a depacker for realtime depacking of individual tracks within a certain game i've cracked, it would slow the game down on 68000 too much.
So I had to tackle the game in question in an entirely different way which made realtime depacking rather moot really. All going well, this poxy game will be released next week, just need to do a conversion routine for it and then its done. I have to say, its been a hell of a lot of work to get this game to operate because of the way the programmer made it as difficult as possible to crack in anything like a normal way, so kudos to him for trying, just a shame the game doesn't really warrant that kind of effort, but back in the day, this one would have been quite irritating to crack quickly because of the way its structured, but i guess that was entirely the point! |
08 July 2019, 23:19 | #38 |
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Wasn't there a thread somewhere talking about using standard ZIP were someone managed to create a decruncher for ZIP files that was fast enough to keep up with the floppy drive even on a 68000?
Anyway, I like the 'make big file, use offsets' approach. Easier than making your own file system, but still lets you avoid block size issues. |
08 July 2019, 23:29 | #39 | |
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One off protections are always the best |
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09 July 2019, 00:35 | #40 |
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