New cruncher ZX0

Started by roudoudou, 16:42, 02 February 21

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Animalgril987

Quote from: introspec on 12:05, 05 February 21. You can probably guess this from the fact that I am hanging around on a CPC forum while I am actually a ZX Spectrum guy
Boo, hiss!! Lol :D

m_dr_m

Wow, great job @introspec , thanks!
If I've understood well (I should say "did't read too fast"), you got your ratio for the graph as total_uncrunched/total_crunched.
That is, you concatenated all the corpus.

teopl


I just quickly added this new compressor on real project and result is:


compared to exomizer2: ZX0 saved me 318 bytes (not very much but hey :) )


If I use shrinkler I gain 625 bytes but I don't like decompression speed so I will stick with ZX0 for now.

Thanks for sharing this and of course the author!


Sizes:


EXO2:  00009F30
ZX0:   00009DF2 (-318 bytes)
SHR:   00009CBF (-625 bytes)


introspec

Quote from: m_dr_m on 04:51, 03 March 21
If I've understood well (I should say "did't read too fast"), you got your ratio for the graph as total_uncrunched/total_crunched.
That is, you concatenated all the corpus.
I would be careful to use word concatenated. For my total uncompressed data - yes, I used the size of all files added together, which is the same size I would get if I was to concatenate the files. However, if I was to take such a massive concatenated file and compress it - my compressed size would become much smaller compared to the compressed size I am getting by compressing every file independently. Of course, this would not be possible, as many compressors in the test have a hard limit of 64K for the largest possible file, but this is another issues. So, overall, I would not say it is concatenated, I'd say it is just total. Also, the article shows the split for the individual file categories, so you can see the relative performance of compressors on specific types of data.

eto

I'm struggling to make this work from BASIC. MAybe someone can help me to understand what needs to be done here.

I must admit, I still do not know assembler, so probably this is just a newbie mistake (Assembler book is alreeady here and I started to read...). I thought it should work if I add a few lines to the code, so HL and DE are properly populated. But when I call the code, I only get garbage on screen (and it returns to BASIC) or the computer halts or resets. So clearly I am missing something.

I want to store a compressed image and then decrunch it to screen memory. Decompressor starts at &4000, compressed data is at &9200, target is &c000. In memory, the data looks like I would expect it (compared with a hex editor).


These are the lines I added to the source code from github:



org $4000


ld    hl, $9200  ; source address
ld    de, $c000  ; target address
;


I call the decompressor with "call &4000" from BASIC.

roudoudou

#30

i guess you need to use the AMSDOS compatible version (without AF' usage) or

DI : EX AF,AF' : PUSH AF : ... : POP AF : EX AF,AF' : EI
use RASM, the best assembler ever made :p

I will survive

eto

Quote from: roudoudou on 13:25, 07 May 21
i guess you need to use the AMSDOS compatible version (without AF' usage) or DI : PUSH AF : ... : POP AF : EI

Ok, so I can't find a AMSDOS compatible version, but the hint with AF now helped (despite my lack of knowledge). Seems however that I have to preserve AF' and not AF.

this finally works:


di
ex af,af'
push af


ld    hl, &9000  ; source address (put "Cobra.scr.zx0" there)
ld    de, &c000  ; target address (screen memory in this case)


call dzx0_turbo


pop af
ex af,af'


ei
ret



thanks!

roudoudou

oups, i forgot the EX, i edited my previous post, well done!
use RASM, the best assembler ever made :p

I will survive

eto

Just in case someone else needs this, here is the code to use the zx0 decruncher in BASIC:




10 SYMBOL AFTER 256
20 MEMORY &9000
30 FOR i=&A600 TO &A695: REM can be any other feasible address
40 READ p:POKE i,p
50 NEXT
60 REM source=&9000:LOAD "screen.zx0",source
70 REM target=&C000
80 REM CALL &A600,source,target
90 END
100 DATA &DD,&66,&3,&DD,&6E,&2,&DD,&56,&1,&DD,&5E,&0,&F3,&8,&F5,&CD
110 DATA &16,&A6,&F1,&8,&FB,&C9,&1,&FF,&FF,&ED,&43,&46,&A6,&3,&3E,&80
120 DATA &18,&2D,&C,&87,&C2,&2A,&A6,&7E,&23,&17,&D4,&6D,&A6,&8,&AF,&91
130 DATA &C8,&47,&8,&4E,&23,&CB,&18,&CB,&19,&ED,&43,&46,&A6,&1,&1,&0
140 DATA &D4,&6D,&A6,&3,&E5,&21,&0,&0,&19,&ED,&B0,&E1,&87,&38,&D3,&C
150 DATA &87,&C2,&57,&A6,&7E,&23,&17,&D4,&6D,&A6,&ED,&B0,&87,&38,&C3,&C
160 DATA &87,&C2,&67,&A6,&7E,&23,&17,&D4,&6D,&A6,&C3,&44,&A6,&87,&CB,&11
170 DATA &87,&30,&FA,&C0,&7E,&23,&17,&D8,&87,&CB,&11,&87,&D8,&87,&CB,&11
180 DATA &87,&D8,&87,&CB,&11,&87,&D8,&87,&CB,&11,&CB,&10,&87,&30,&F8,&C0
190 DATA &7E,&23,&17,&30,&F2,&C9




Fran123


It would be very good if you could compress several files into one, and when decompressing add one more parameter:

ld hl, source
ld de, destination
ld a, number_of_file
call zx0decompress

the usefulness is that being very similar and small files (like sprites), when compressing from the second it can make use of previously compressed chains or patterns.

pelrun

Or you can just combine all your resources together into one file as it's going to be organised when in memory, then compress that. That's far simpler to deal with on the CPC side - decompress to final location, and you're done.

Fran123

not if you don't need all of them at same time

pelrun

Then you have a problem, because that is something you need to deal with even if you got exactly what you originally asked for.
It's also solved the same way.

eto

ZX0 is incredible. Depending on the source it really helps to save a lot of space. Even for BASIC programs this can be helpful, e.g. for screens, music files or custom fonts. Or just to create disks with LOTS of stuff on it. (I just created some collections with around 20 games on a single disk - AMSDOS format 178K, 2 sides).

ZX0 hast received an update to v2. I have updated my code now too and also took the chance to make it more flexible as it's sometimes annoying if a binary is bound to a specific address in RAM. Therefore here 3 approaches that give more freedom where you want your decruncher to be placed in memory.

First some fully relocatable code. You can poke it to any RAM address and it should work:
1 REM *** ZX0 v2 decruncher / full relocatable / works at any ram address
2 REM ***
3 REM *** usage: poke data to the required ram address (base)
4 REM ***        call base,compressedSourceAddress,targetAddress,execAddress
5 REM ***     
6 REM ***        base can be any address in ram
7 REM ***        if execAdress is 0, decruncher will return to BASIC,
8 REM ***        otherwise, will call execAddress
9 REM ***
10 MEMORY &2FFF:dzxAddr=&A500:REM take any address you need
20 MODE 1:PRINT "loading and decrunching..."
30 RESTORE 60
40 idx=0
50 READ a$:IF a$<>"x" THEN POKE dzxAddr+idx,VAL("&"+a$):idx=idx+1:GOTO 50
60 DATA 18,0,F3,D9,D5,D9,FB,FD,E1,FD,E5,E1,11,4D,0,19,FD,75,41,FD,74,42,11,35,0,19,FD,75,55,FD,74,56,FD,75,5D,FD,74,5E,11,1,0,19,FD,75,6D,FD,74,6E,11,7,0,19,FD,75,7D,FD,74,7E,FD,36,1,3C,18,51,CD,4D,0,DD,66,1,DD,6E,0,7C,B5,C8,E9,1,FF,FF
70 DATA C5,3,3E,80,CD,82,0,ED,B0,87,38,D,CD,82,0,E3,E5,19,ED,B0,E1,E3,87,30,EB,C1,E,FE,CD,83,0,C,C8,41,4E,23,CB,18,CB,19,C5,1,1,0,D4,8A,0,3,18,DD,C,87,20,3,7E,23,17,D8,87,CB,11,CB,10,18,F2,DD,66,5,DD,6E,4,DD,56,3,DD,5E,2,18,A1,x
80 REM **** usage  call base,source,target,exec
90 REM *** if exec is 0, decruncher will return to BASIC, otherwise will call exec
100 sourceAddr=&3000:targetAddr=&5800:execAddr=&63F7
110 LOAD"rolahoy.zx0",sourceAddr
120 CALL dzxAddr,sourceAddr,targetAddr,execAddr

Disadvantage is of course that it requires more RAM than the pure decruncher and that you keep the data in your BASIC code too.

So this will create a BIN file that can be executed from a specific RAM address:
1 REM *** ZX0 v2 decruncher / relocate to any ram address and save as bin
2 REM ***
3 REM *** usage: change cruncherAddr to the desired target Address where
4 REM ***        the decruncher shall be located and run the program
5 REM ***     
6 REM ***        call cruncherAddr,sourceAddress,targetAddress,execAddress
7 REM ***             sourceAddress: address of compress data
8 REM ***             targetAddress: target adress for decompressed data
9 REM ***             execAddress will be called after decompression if not 0
10 MEMORY &2FFF
20 cruncherAddr=&A500:REM this is the address where dzx will later work
30 delta=&3E:dzxAddr=cruncherAddr-delta
40 idx=0
50 READ a$:IF a$<>"x" THEN POKE dzxAddr+idx,VAL("&"+a$):idx=idx+1:GOTO 50
60 DATA 18,0,F3,D9,D5,D9,FB,FD,E1,FD,E5,E1,11,4D,0,19,FD,75,41,FD,74,42,11,35,0,19,FD,75,55,FD,74,56,FD,75,5D,FD,74,5E,11,1,0,19,FD,75,6D,FD,74,6E,11,7,0,19,FD,75,7D,FD,74,7E,c9,0,0,0,18,51,CD,4D,0,DD,66,1,DD,6E,0,7C,B5,C8,E9,1,FF,FF
70 DATA C5,3,3E,80,CD,82,0,ED,B0,87,38,D,CD,82,0,E3,E5,19,ED,B0,E1,E3,87,30,EB,C1,E,FE,CD,83,0,C,C8,41,4E,23,CB,18,CB,19,C5,1,1,0,D4,8A,0,3,18,DD,C,87,20,3,7E,23,17,D8,87,CB,11,CB,10,18,F2,DD,66,5,DD,6E,4,DD,56,3,DD,5E,2,18,A1,x
75 CALL dzxAddr
80 filename$="dzx"+HEX$(cruncherAddr)+".bin"
90 SAVE filename$,b,cruncherAddr,idx-delta


And finally a very special edge case version that runs from invisible parts of the screen RAM. I once had the situation that I did not have enough space for the decruncher. So this version will be poked into parts of the screen RAM that are not visible. Of course this only works for standard screen modes where the screen starts at &c000.

1 REM *** ZX0 v2 decruncher / works from hidden screen ram
2 REM ***
3 REM *** usage: make sure, screen starts at &c000, normal screen mode
4 REM ***        (executing mode command will ensure this)
5 REM ***        call &c7d0,compressedSourceAddress,targetAddress,execAddress
6 REM ***
7 REM ***        if execAdress is 0, decruncher will return to BASIC,
8 REM ***        otherwise, will call execAddress
9 REM ***
10 SYMBOL AFTER 256:MEMORY &2FFF
20 MODE 1:PRINT "loading and decrunching..."
30 RESTORE 70
40 FOR i=0 TO 2:idx=0
50 READ a$:IF a$<>"x" THEN POKE &C7D0+&800*i+idx,VAL("&"+a$):idx=idx+1:GOTO 50
60 NEXT
70 DATA DD,66,5,DD,6E,4,DD,56,3,DD,5E,2,CD,D0,CF,DD,66,1,DD,6E,0,7C,B5,C8,E9,x
80 DATA 1,FF,FF,C5,3,3E,80,CD,EA,D7,ED,B0,87,DA,D0,D7,CD,EA,D7,E3,E5,19,ED,B0,E1,E3,87,D2,D7,CF,C3,D0,D7,x
90 DATA C1,E,FE,CD,EB,D7,C,C8,41,4E,23,CB,18,CB,19,C5,1,1,0,D4,F2,D7,3,C3,E3,CF,C,87,20,3,7E,23,17,D8,87,CB,11,CB,10,18,F2,x
100 dzxAddr=&C7D0:sourceAddr=&3000:targetAddr=&5800:execAddr=&63F7
110 LOAD"rolahoy.zx0",sourceAddr
120 CALL dzxAddr,sourceAddr,targetAddr,execAddr

All files are on the attached DSK:

  • dzxreloc.bas
  • dzxgen.bas
  • dzxc000.bas

Plus a few extras:

  • dzxrelo2.bas + dzxre.bin - fully relocatable version as binary, so you don't need the DATA statements in BASIC
  • dzxa600.bin + dzxa600.bas - binary created with dzxgen + example how to use
  • rolahoy.zx0 - just to see it all in action

I hope this is of some use for someone.



GUNHED

Thanks eto, that's really cool! :) :) :)
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