The plugin only supports exomizer and B2.
The room code references main code and viceversa, so you can't (easily) build , say, room32.prg, crunch it and import the crunched file into your main as you would do with an asset.
With the plugin you can code all of the room specific code as if it was uncompressed.
Quoting tonysavonThe room code references main code and viceversa, so you can't (easily) build , say, room32.prg, crunch it and import the crunched file into your main as you would do with an asset. Why not? I’m trying to come up with some worthy reasons and i cannot find any.
Sabbi, what is it that you _actually_ want to achieve? =)
.plugin "se.booze.kickass.CruncherPlugins" .disk [filename="lazy.d64", name="A", id="1"] { [name="UNCOMPRESSED", type="prg", prgFiles="a.prg"] [name="BYTEBOOZER", type="prg", prgFiles="a.prg", modify="B2exe", _jmpAdress=$0900], [name="EXOMIZER", type="prg", prgFiles="a.prg", modify="MemExomizer", _forwardCrunching] }
.segment DecrunchAndPlaySid [outPrg="CrunchedAlibi.prg" ] :BasicUpstart2(start) start: sei jsr exo.decrunch // Init and play lda #0 tax tay jsr $4000 l: lda #$f0 cmp $d012 bne *-3 inc $d020 jsr $4006 dec $d020 jmp l // Decrunch exo: ExoDecrunch(data) // Crunched data data: .segmentout [sidFiles="Resources/Alibi.sid", modify="MemExomizer", _forwardCrunching]
[name="EXOMIZER", type="prg", prgFiles="a.prg", modify="MemExomizer", _forwardCrunching]