I'm pretty sure I know the answer, but I'm asking to be sure (and out of laziness): I don't think there is an existing cruncher with a depack code so small it would actually be worth using for a 256 bytes production?
I tested it on Twither: it crunches it from 252 to... 251 bytes :)
I have had a look at some of those popular MS-DOS 256 byte demos. None of them were compressed. For obvious reasons, I suppose :)
« it crunches it from 252 to... 251 bytes :) »
Yes, but... can these 251 bytes be crunched into 250? :)
Thanks for your answers. I'll check all this out. You know, my code mostly consists of NOPs, so it can be crunched quite easily.
Ok for Twither, but if you want to crunch something, you must write it in another way... Unroll the loops, repeat some sequences & cie, and it will be probably less than 250.
Actually, I think the 40 years CPC megademo could be a collection of 256b screens. Limitations boost creativity, as we all know, and it might be much less work on the organizational end, because everything would easily fit within one file.
Targhan suggested to write a 4k for next revision that would be a collection of 256 bytes demo, isn't it ? ;)
I thought it was a good idea. Should there be music? :)
HellMood stuff is actually well thought. It's basically shaders. A main loop goes through all the X/Y on the screen, and the current "shader" can do its work, for each coordinate. So an effect can indeed take 10 bytes to code. Of course, "they" have much more interesting instructions to perform cool math operations, so a lot can be done with only a few instructions.