Instead of monopolizing the headlines i'd rather post it here.
v1.4:
- The depackers of this new version are 5 bytes shorter.
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Instead of monopolizing the headlines i'd rather post it here.
v1.4:
- The depackers of this new version are 5 bytes shorter.
Good idea, just like the 1chipMSX updates thread, a continuous development thread would be the best if you expect updates every few days.. kinda like SymbOS as well.
; 396 bytes which must be aligned on 8 bits boundary
If I understood the changes you've made, the new buffer size isn't really 396, but 256+104 = 360, and you can cut back that number to 256+72= 328 if you replace the +52 by +36 and +104 by +72.
Absolutely, i forgot to modify that.
Well, it works even in this way, and gives me 111 spare bytes for the 2K competition
to be invested in
1) MC bullets
2) collisions of bullets with robots
3) robot explosion
4) game goal management
v1.5 released:
- 2 bytes removed from the executable files (1 byte from the generic depackers).
So this game can now be packed into 2048 bytes which makes it a real 2k game ;).
v1.5b:
- Fixed a bug which could occur under certain circumstances during depacking.
v1.5d:
- Added a depacker for ROM based software.
- The packer will display a warning if the source and destination addresses would overlap
during the decrunching process (it may work fine nevertheless).
Great!! It will be usefull also for masxdev!!
Why the other code was'nt good for the rom?
I see tha the offsettable is also defined as EQU at 0E000h+328
What should be passed in BC exactly?
The input datas are modified by the depacker.
The offset table have to be passed in bc, i fixed the archive.
v1.5f released, i noticed a nasty bug with the first byte which wasn't pre-calculated right in some cases.
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