30 April 2023, 18:38 | #1 |
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Cam Astro Marine Corps fit on 1 Disk?
Using the QTX version it only has data to track 61.1 on Disk 1 and data to track 64.1 on Disk 2, but is that data heavily packed enough to prevent it fitting on a standard Amiga disk?
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30 April 2023, 21:50 | #2 |
Going nowhere
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I don't think so, game is already packed and a good judge is the size of the ZIP archives for the disk images, if both of those archives combined was around 900K, it would be worth investigating, but otherwise no.
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30 April 2023, 22:10 | #3 |
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Well both disks compressed into 1 zip archive is 1.2mb so that answers that question!
Thanks Galahad |
30 April 2023, 23:10 | #4 |
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Not exactly, ZIP dont compress too good already packed files, double packing is never efficiency. You must depack all files from both disks first and later pack all files using ZIP or arj7.
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01 May 2023, 00:38 | #5 |
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01 May 2023, 01:30 | #6 |
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Sorry, present I cant, because i'm inactive.
And no access to Amiga. For almost impossible missions is ross Anyway except packer efficiency, often some files/data are doubled for 2 disks games. I dont think that creating 1 disk version for LZMA (Fire) packer can be problem for this game, perhaps for arj7 too. But LZMA has very slow decompression, then game can be not playable. But maybe mix LZMA and Arj7 can be solution, exactly some data packed within LZMA packer and some data packed with Arj7 packer. |
01 May 2023, 14:36 | #7 |
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Well the disks are NDOS so someone with the relevant experience is needed to extract and unpack the files! The only file ripper I have is Track2File and that found nothing.
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01 May 2023, 17:13 | #8 | |
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I took a quick look and it seems to me that the loading and unpacking system is very simple.
The packer doesn't seem very efficient, so there's plenty of room to get better use of the space (and loading speed..). I'm not saying it's possible to fit everything on one disk or that I will . Quote:
There is a 'flag' for the loader signaling to load "from whatever disk is inserted". And indeed this feature is used for the intro and start menu (including the tracker module). |
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01 May 2023, 18:15 | #9 | |
CaptainM68K-SPS France
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Quote:
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01 May 2023, 18:53 | #10 |
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You can scan first disk for "BTB6" tekst (BK decrunch routine, if i remember right). If this is ByteKiller, then this is very average packer. Most of no header packed files are packed with ByteKiller.
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01 May 2023, 19:05 | #11 |
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No, it is not BK. And it seems even less efficient.
I put the source here, maybe someone recognizes it: Code:
movem.l d1-d3/a2/a3,-(sp) move.l (a0)+,d0 andi.l #$7FFFFF,d0 lea (a1,d0.l),a3 lea (a0),a2 lea ($12,a0),a0 move.l (a0)+,d1 moveq #$20,d3 lbC00001A cmpa.l a3,a1 blo.b lbC000024 movem.l (sp)+,d1-d3/a2/a3 rts lbC000024 dbra d3,lbC00002C move.l (a0)+,d1 moveq #$1F,d3 lbC00002C add.l d1,d1 bhs.b lbC00008C dbra d3,lbC000038 move.l (a0)+,d1 moveq #$1F,d3 lbC000038 add.l d1,d1 bhs.b lbC000040 move.b (a2),(a1)+ bra.b lbC00001A lbC000040 cmp.w #4,d3 blo.b lbC000054 subq.w #4,d3 rol.l #4,d1 moveq #15,d2 and.w d1,d2 move.b (1,a2,d2.w),(a1)+ bra.b lbC00001A lbC000054 moveq #0,d2 dbra d3,lbC00005E move.l (a0)+,d1 moveq #$1F,d3 lbC00005E add.l d1,d1 addx.w d2,d2 dbra d3,lbC00006A move.l (a0)+,d1 moveq #$1F,d3 lbC00006A add.l d1,d1 addx.w d2,d2 dbra d3,lbC000076 move.l (a0)+,d1 moveq #$1F,d3 lbC000076 add.l d1,d1 addx.w d2,d2 dbra d3,lbC000082 move.l (a0)+,d1 moveq #$1F,d3 lbC000082 add.l d1,d1 addx.w d2,d2 move.b (1,a2,d2.w),(a1)+ bra.b lbC00001A lbC00008C cmp.w #8,d3 blo.b lbC00009A subq.w #8,d3 rol.l #8,d1 move.b d1,(a1)+ bra.b lbC00001A lbC00009A dbra d3,lbC0000A2 move.l (a0)+,d1 moveq #$1F,d3 lbC0000A2 add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000AE move.l (a0)+,d1 moveq #$1F,d3 lbC0000AE add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000BA move.l (a0)+,d1 moveq #$1F,d3 lbC0000BA add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000C6 move.l (a0)+,d1 moveq #$1F,d3 lbC0000C6 add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000D2 move.l (a0)+,d1 moveq #$1F,d3 lbC0000D2 add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000DE move.l (a0)+,d1 moveq #$1F,d3 lbC0000DE add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000EA move.l (a0)+,d1 moveq #$1F,d3 lbC0000EA add.l d1,d1 addx.w d2,d2 dbra d3,lbC0000F6 move.l (a0)+,d1 moveq #$1F,d3 lbC0000F6 add.l d1,d1 addx.w d2,d2 move.b d2,(a1)+ bra.w lbC00001A |
01 May 2023, 19:16 | #12 |
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Thanks for looking at this ross, may be a chance it's possible after all.
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01 May 2023, 19:58 | #13 | |
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Quote:
Don't recognize it, but seems very basic. If I'm not mistaken it has a small dictionary of 17 bytes. Input bit=0 -> copy 8 bits directly to output, otherwise read one more bit, 1=>copy first byte from dictionary, otherwise read 4 bits and copy byte from dictionary [1+bits]. |
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01 May 2023, 20:07 | #14 | |
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Quote:
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01 May 2023, 20:33 | #15 | ||
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Quote:
This stage is followed by an RLE depacker also simple (it use as token the less present byte in data). The net effect is to compress relatively poorly and annoy real LZ(H) packers, hence the little effect of the further ZIP compression. For some types of data it could also make sense (maybe..), the problem is that the decompressor is also slow and therefore not even that advantage. Quote:
But I assume you mean an 'un-wanted' id formed by the code. It's not worth the time |
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01 May 2023, 20:57 | #16 | |
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Quote:
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01 May 2023, 21:44 | #17 |
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A saying from my country: "Da giovane saltavo i fossi per il lungo" -> "When I was young I jumped ditches from the long end".
(if not clear 'the long end' it is the direction where the water flows, not across..). So we can't help it, our brain isn't what it used to be, too much time to do (simple) things, and moreover I always have the impression of not doing it well. Now I'm sad, I'll soon be 53 |
02 May 2023, 17:09 | #18 | |
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The total data on both disks amounts to 1425920 bytes. Not all data is compressed (about 18k is not) and, being a sectors loader, not all sectors are full. The total files are 55 of which 5 are shared between the two disks. It's not a negligible value because if we have an average of 256 extras bytes per file, that's about 14K usable. The data shared between the disks is approximately 282000 bytes, which must therefore be subtracted from the total (compressed) amount. I did a test with a fairly large and generic file and with a good compressor you can gain at least 20% per file (unfortunately this is not a valid estimate for each file because those that contain audio usually compress much less, but there could be some which you compress more..). This leads to: (1425920-282000)/1.20-9K-14K=~908K.. There's still 30k left to make up for somewhere (plus I've considered quite favorable conditions). Sure, values a bit to be taken with a grain of salt, but they give an idea that it would be a really tough challenge, where to implement various tricks to be able to do it . No, I don't do it, and in any case definitely not now |
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02 May 2023, 17:37 | #19 | |
CaptainM68K-SPS France
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Quote:
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02 May 2023, 17:53 | #20 | |
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BTW. How big is main file for this game? If is big enough then packing with Pack Fire (LZMA) can be enough, i think. Similar method like for BC Kid. |
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