Posted Sun Nov 20, 2011 8:36 AM
Well,
in the past or better in the 90s, they used compression in Poland, Czech Republic and Slovakia for lots of commercial games (which were then available on tape, turbo-tape and diskette). Packers used were Super-Packer, Code3-Cruncher, Magnus-Cruncher and others. This was typical for LK Avalon, ASF, Sonix, Mirage and many other polish companies. There were packers that de-compressed after the whole program had been loaded (Code3-Cruncher, Magnus-Cruncher) and packers that de-compressed after every data-segment (Super-Packer, Dj-Packer, etc.).
While I have lots of these polish programs on disk, I do not have any on tape - but I guess the same compression methods were used there. On diskettes these packers or compressors saved some diskspace and a few seconds of loading time, but on tape the packers saved many minutes of loading time (up to 70% less space for the packed program meant up to 15-20 minutes less loading time on tape; de-compression was done within seconds).
One can easily test this nowadays by using a packer, cruncher or compressor with a ML file and then saving this compressed ML file to tape. All you have to do then is add a tape bootloader (there are even old bootloaders for tapes available, so you needn`t write one yourself). Or download some polish games from Fandal`s site or atarionline.pl, look/test if they are compressed and then copy them to tape (add a bootloader in front of them, so you can boot the tape with Start+Option and the bootloader will then load the compressed ML file). Searching for a ML tape-bootloader ? Look for COS (Cassette Operating System) or BL/C (binary load cassette) or something similar. There are also special tools which will turn any ML-file (*.COM/*.XEX) into a boot-tape, so a tape-bootloader won`t be needed then...
Afaik, none of these professional compression methods (like RLE, Huffman, Crunch, Lempel-Ziv, Inflate, etc.) were used in the 80s on the A8 with automatic depacker. All I do remember, is that some programs did use simple "Bit/Byte compressors" (all zeros were removed from the ML file; the ML file could then mostly only be loaded from a gamedos and the ML file did have dozens or hundreds of segments). One example of this bit/byte compressing is the type-in game "Zand`s Labyrinth" that appeared in german magazine Happy Computer (it was written by S.Baucke, the author also coded + released a gamedos named NDOS and a compressor named File-Compactor). Most newer file-versions on the Homesoft compilation disks are packed with such a simple Bit/Byte compressor (and therefore have hundreds of segments)...
-Andreas Koch.