Again done. Look at the c2t source. There is an option to compress. The compression is 6502 simulated by c2t to judge if it would be faster to just transfer vs. transferring the decompress code + binary + decompress time. Examples of a compressed binary and an uncompress binary:
Input: Binary game without DOS header that should be loaded at $801 as fast
as possible while being compatible with all Apple IIs.
Command:
c2t -8c moon.patrol,801 moon.patrol.aif
Reading moon.patrol, type binary, segment 1, start: 0x0801, length: 18460
Writing moon.patrol.aif as Apple II formatted aiff.
start: 0x7226, length: 18393, deflated: 0.36%, data time:18.95, inflate time:6.83
WARNING: compression disabled: no significant gain (18.11)
To load up and run on your Apple II, type:
LOAD
NOTE: Compression was disabled because it didn't help.
Input: Binary game without DOS header that should be loaded at $800 as fast
as possible while being compatible with all Apple IIs.
Command:
c2t -8c super_puckman,800 super_puckman.wav
Reading super_puckman, type binary, segment 1, start: 0x0800, length: 30719
Writing super_puckman.wav as Apple II formatted wave.
start: 0x886C, length: 12691, deflated: 58.69%, data time:13.25, inflate time:5.79
To load up and run on your Apple II, type:
LOAD