| Posted By
SVS on 2011-09-10 14:31:41
| Exomizer
Hi, where can I find the manual of Exomizer? At the link I found only a way to download the package, but the short text info included in the zipfile seems be not updated (for example the notes in Exomizer page at Plus4world say that it is possible to specify "s-basic" as starting address for Basic begin area; that default output is "a.prg" and not "a.out"). Since I would like to use this good package, I would appreciate more info (and links ). Thank you!
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Posted By
gerliczer on 2011-09-10 16:14:24
| Re: Exomizer
Hi SVS,
The zip package, at least the one I downloaded, contains the relevant info files. They are named exo20info.txt and exobasic10b2.txt.
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Posted By
SVS on 2011-09-14 15:23:34
| Re: Exomizer
Thank you for answer. I have another question: is it possible with Exomizer to make a self uncompressing file, being not a Basic file? (For example a segment of code to be loaded at a non-Basic area by its first 2 characters address).
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Posted By
KiCHY on 2011-09-15 04:23:28
| Re: Exomizer
I used exomizer several times in my past games. Compressing a "datafile" with custom load address is possible. IMO if you want a selfextacting file, it always will have a basic SYS line and will load at $1001. Even the original data starts at for example $3815. I'd the following: compress any files as datafiles (they will be compressed, and will be decompressed at its original memory location, and no unpack code in them) and use the same unpacker code located in a safe memory area. There are very good source codes for this unpacking function in the zip. I made a modified version for the CA65 compiler, if you need this special version I can send you. A warning about the compressed files: exomizer sometimes sets the load address of compressed file several bytes back to make sure there will be enough room for unpacking. For example you compress memory area $1000-$2000. You can get a file which will load at $0FFD. Do not cut that extra 3 bytes but prepare your memory map for that.
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Posted By
Luca on 2011-09-15 06:06:20
| Re: Exomizer
I have a WIP demo part which uses packed bitmaps (sub command MEM with no address) and a custom exodepacker which is embedded into the code. The depacker is based on the original exodecrunch.c code included in the Exomizer zip package (thanks Degauss and Csabo for all the hints!), and the bitmaps are unpacked while the demopart runs. To me, that's an ultimate feature, I'm fully satisfied with Exomizer
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