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Forums > C64 Coding > Cross rle or equal char packer
2010-06-10 09:22
The Human Code Machine

Registered: Sep 2005
Posts: 112
Cross rle or equal char packer

I'm looking for a Windows commandline rle or equal char packer with at least these specs:

Memory range from $0200 to $ffff
Should create a runnable executeable with sysline

Anyone know one? I searched the net, but didn't find anything except pack64.exe included with Tass, but it didn't work here.
 
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2010-06-11 05:38
Graham
Account closed

Registered: Dec 2002
Posts: 990
I am currently coding a cross version of this one: G-Packer V1.0. Fastes RLE depacking since it uses a packing scheme similar to CmpByteRun1 but introduces an end marker. This way you don't need to compare for packbyte and you don't need to compare for end address for every data byte.
2010-06-11 07:12
The Human Code Machine

Registered: Sep 2005
Posts: 112
Thx for all the suggestions. I think I'll wait until Graham comes around with hie RLE-Packer ;)
2010-06-11 09:50
Shadow
Account closed

Registered: Apr 2002
Posts: 355
If you just want to test some cross-compiled code, can't you generate a Vice snapshot (vfs or whatever they are called)?
That way you can inject the complete memory without problems.

That's what I did when developing for C64DTV to avoid having to generate a D64 and emulate the complete loading process when I wanted to test something.
2010-06-11 10:06
The Human Code Machine

Registered: Sep 2005
Posts: 112
@Shadow Also a nice idea. I'll take a look at the snapshot format.
2016-02-10 17:57
Bacchus

Registered: Jan 2002
Posts: 156
Can I wake this thread up again.

I would want to have a full toolchain on the PC for cracking old C64 games and the normal way to do it is to RLE/Charpack the game, add the intro and then crunch the result. The RLC step is typically needed as the game is too big to add the intro without packing the game first.
2016-02-10 18:02
tlr

Registered: Sep 2003
Posts: 1790
You can try the rle option of cld here: cbmtools 0.6.

It does full 64K if required.
2016-02-10 18:13
Burglar

Registered: Dec 2004
Posts: 1101
Quoting Bacchus
...the normal way to do it is to RLE/Charpack the game, add the intro and then crunch the result.

For large singlefile games yes, but for multifile, Id say the best way is to keep the intro+bootfile as short as possible. and that fits easily in memory so u can just exo that.

but, for large singlefile things, I believe someone put a KickAssembler-based RLE packer on codebase or maybe in a thread here. Maybe it was Pantaloon or cruzer?

what I would do is just code an own RLE commandline tool. it's not hard ;)
2016-02-11 00:07
Fungus

Registered: Sep 2002
Posts: 686
Exo skips non compressable data so crunching it works fine and rle is not needed.
2016-02-11 21:57
Stainless Steel

Registered: Mar 2003
Posts: 966
is this Rle.exe or this RLEpack v0.1 any help?
2016-02-12 20:23
HCL

Registered: Feb 2003
Posts: 728
ByteBoozer 2.0 generates executables with the decruncher remaining on zero-page, so i guess it would qualify.. if ever the topic is still interesting :).
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