On Sun, Sep 09, 2007 at 06:06:30PM +1200, Ralph Versteegen wrote:
> On 9/7/07, James Paige <[EMAIL PROTECTED]> wrote:
> >
> > Ack! How the heck did I forget hspeak? No wonder I had room for
> > madplay+oggenc :(
> >
> Good news! We forgot UPX!
> 
> After running game and custom through UPX on brute force strength
> (eclipsed only by the ULTRA-BRUTE setting in terms of CPU wastage) I
> managed add madplay, oggenc, plotdictionary.html and whatsnew.txt into
> the floppy package with just 37kb of floppy space to spare. Yes, it
> takes several minutes to compress each of game and custom, but we're
> only doing it once.
> Why did you leave whatsnew.txt out anyway? Forgot again?
> 
> The commands: (should we add upx.exe to /support?)
> upx --brute game.exe
> upx --brute custom.exe

Interesting. I had totally abandoned UPX, because when I last tried it 
(years ago) compressing with UPX compressed EXEs always resulted in ZIP 
compression what was worse than if I had never used UPX... but I didn't 
know about --brute, and I guess UPX's compression algorithms could have 
improved since then.

> (If we were really desperate to squeeze out extra kB, we could
> decompress oggenc, madplay and hspeak and recompress them at brute
> force strength (which tries 36 compression settings), and do
> SDL_mixer.dll too (compressed dll's can't be shared between programs
> using the same dll, but this shouldn't be too big a problem for our
> custom build)

Actually, that is probably a good thing. Since we are not installing our 
dll's system-wide, it is better that they can't be shared with other 
apps.

> We could run nightly builds of game and custom through UPX at --best
> setting too: this shaves about 100kb off the zips, and only takes a
> couple seconds.

The nightyly builds run on a Qemu instance on a MacOS X box, and they 
are slooow, so it would be a heck of a lot more than a few extra 
seconds-- but it could still be worth it.

---
James
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