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bod/STAX wrote:I was just wondering how safe is the 11 sector disk format?
AtariZoll wrote:11 sectors/track was used by some commercial games. But it is not same as writing it on some Atari. Because copy machines can write it with higher density, so it is more reliable - may use bugger gaps. I don't recommend it.
Much better is to use some data packing. With good packer and fast depacking code (what may be really short - under 150 bytes) will have faster loadings too. While 11 sec/track loads pretty slow (interleave must be not 1). All in all 11 sect. format is slow and unreliable.
How good pack ratio can get depends from data, of course. I just made some packings with NRV2B algorythm (used in UPX for instance) - and it is really good, with very fast depacker. Should do some tests to see how well can pack your data.
AtariZoll wrote:Much better is to use some data packing. With good packer and fast depacking code (what may be really short - under 150 bytes) will have faster loadings too. While 11 sec/track loads pretty slow (interleave must be not 1). All in all 11 sect. format is slow and unreliable.
How good pack ratio can get depends from data, of course. I just made some packings with NRV2B algorythm (used in UPX for instance) - and it is really good, with very fast depacker. Should do some tests to see how well can pack your data.
dlfrsilver wrote:AtariZoll wrote:11 sectors/track was used by some commercial games. But it is not same as writing it on some Atari. Because copy machines can write it with higher density, so it is more reliable - may use bugger gaps. I don't recommend it.
Much better is to use some data packing. With good packer and fast depacking code (what may be really short - under 150 bytes) will have faster loadings too. While 11 sec/track loads pretty slow (interleave must be not 1). All in all 11 sect. format is slow and unreliable.
How good pack ratio can get depends from data, of course. I just made some packings with NRV2B algorythm (used in UPX for instance) - and it is really good, with very fast depacker. Should do some tests to see how well can pack your data.
If this was true, so why so many publishers used this format on atari ST. think about it, if the amiga can use 11 sectors per track format on basis, on double density disks, why the atari st could not ?
To me it's a false problem.
dlfrsilver wrote:If this was true, so why so many publishers used this format on atari ST. think about it, if the amiga can use 11 sectors per track format on basis, on double density disks, why the atari st could not ?
To me it's a false problem.
IFW wrote:Total Eclipse is right.
If you don't want to modify the sector data 11 sectors is safe, but you may want to use something like KryoFlux for duplication.
For any areas you would like modify (save, highscore) use a 9 or 10 sector format or a custom format instead.
simonsunnyboy wrote:So what's wrong with a classic 80 2 10 format? Better ship a second disk and have reliable floppies than a single one that only 2/3 of the people can reliably use and copy.
Zamuel_a wrote:Can't you load everything from the 2 floppes to RAM first before you start the game? So that you would never ask for the person to insert the second disk. Or that the second disk is asked for before the game start and disk 1 is read to RAM.
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