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Exomizer V3.0.0   [2018]

Released by :
Zagon

Release Date :
16 May 2018

Type :
Other Platform C64 Tool

Website :
https://bitbucket.org/magli143/exomizer/wiki/Home

User rating:awaiting 8 votes (5 left)   See votestatistics

Credits :
Code .... Zagon

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by soci on 10 August 2018
A quick update was released to fix the carry problem. See Exomizer V3.0.1
User Comment
Submitted by soci on 9 August 2018
I've sent a patch in 5 days ago for this, I hope it'll be included.

The same happens if you run something with a SYS line first which exits to BASIC with carry set then load something else using exomizer3. It was fun to debug once more...
User Comment
Submitted by Lazycow on 9 August 2018
Ok, adding that CLC at the beginning of decrunch removed the crash. Phew! The new decrunch is indeed noticeable faster, cool!
User Comment
Submitted by Lazycow on 8 August 2018
Is there be an updated krill-decruncher already? My current code crashes after using the new standard exodecrunch.s :(
User Comment
Submitted by Richard on 16 July 2018
@IAN COOG, thanks for the tip. This Exo V3.0 decrunch speed wise is great!
User Comment
Submitted by Krill on 16 July 2018
Oh, seems like i'll have to update another decrunch routine in the next loader version to be released asap. :)
User Comment
Submitted by iAN CooG on 23 June 2018
nice, that would do the trick aswell and without the need to hack your prgs.
User Comment
Submitted by Richard on 23 June 2018
Thank you IAN COOG, I did exactly that and it worked a treat. I also tried something else, which also worked a treat.

exomizer sfx $3400 intro.prg game.prg,$4000 -o linked.prg -x2 -s "clc"
User Comment
Submitted by Maxlide on 6 June 2018
Thanks soci & Ian, I am halfway to crazy and losing most of my hair wondering why my linked crap isn't working properly! ARGH! :)
User Comment
Submitted by iAN CooG on 6 June 2018
It's actually that, a temp solution is to patch the exomized game at $080c with a $18 (clc) and then change your jmp after the intro reloc to jmp $080c.
User Comment
Submitted by iAN CooG on 6 June 2018
Richard: maybe the solution is in the goof section, Soci noticed that you have to make sure you have CLC before jmping to the exomizer start.
User Comment
Submitted by Richard on 6 June 2018
Very fast indeeed. I tried it out and noticed it doesn't run any of my intro-linked programs compiled in C64studio I had this problem with Rogue Ninja and my TND intro, where I packed the game with Exo V3.0, then linked the intro with Exo V3.0 again. It made me revert to V2.11 until a solution has been found.
User Comment
Submitted by iAN CooG on 22 May 2018
Just finished to test it and implement it in UNP64. There were some old bug in the 6502emu.c but luckily they were fixed in newer version, prolly it's the first time BVS it's used in unpackers, dunno :D
Anyway this is really WAY faster than 2.x
The same prg crunched with 2.0.11 and with 3.0 gives these results
https://pastebin.com/QRFpEtAh
cycles 6514874
vs
cycles 4632847
and the prg is even 21 bytes smaller! :D
User Comment
Submitted by iAN CooG on 21 May 2018
unexpected surprise, will test it asap
User Comment
Submitted by the-joker on 20 May 2018
impressive work, the decruncher speed is really noticeably faster!
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CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
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