That fix in the Zeroigar batch file regarding the FOR loop command and knowing the updated features to it for the NT version of the Command Console indicates you had access to Professional versions of Windows because the documentation for the batch file language is not included in Home versions of the Operating Systems.
Haha ... I have a hard time even finding the batch file documentation in Windows anymore. Microsoft have buried it deeper and deeper with every new release.
Just like the VBScript documentation ... where it's actually easier to find the documentation in old copies of Microsoft Office than it is to find it in new copies of Windows itself.
These days ... it's just quickest to go to
http://ss64.com/Anyway, "yes", I've been writing batch files for a long time, back to the DOS days when "those-in-the-know" replaced COMMAND.COM with JPSoft's wonderful 4DOS.COM.
4DOS still exists today in the form of TCC, which is my everyday-use replacement for the current Windows "Command Prompt".
Gotta say, that big yearly MSDN Developers library case with ALL the CDs/DVDs of most all of Microsoft's products sure was a lot of fun! Of course if your company paid the $X,XXX subscription to be in it, you're given an account to log in the website to download almost anything you could think of!
If you ever want access again for cheap, just come up with a "business" name and apply for Microsoft's BizSpark program.

Anyway, did I read correctly back there somewhere, you say you wrote a compression algorithm that was used in professional games long ago ?? I do think a codec is something that separates the men from the boys in a certain way when it comes to software developers.
I'm afraid that I'm not actually Lempel&Ziv smart!

I just wrote various compressors based on other people's ideas and then used them in games because we needed to pack more data onto the disk/cart/CD.
If you look at the core concept of LZ77/LZSS compression, it is really easy to understand.
https://en.wikipedia.org/wiki/LZ77_and_LZ78You can code up the algorithm with a brute-force search in only a few lines of C code.
It's only the optimizations that you can add to short-cut the search that make the code look complex and ugly.
That was why I posted the FALCOM2 compressor earlier ... so that people can see that the basic loop isn't that difficult to understand. The nasty search optimization is hidden in the 2 AddString() and RmvString() routines.
If you ever want to learn some more, I'd recommend Mark Nelson's "The Data Compression Book".
http://www.amazon.com/Data-Compression-Book-Mark-Nelson/dp/1558514341My SWD compressor is really just LZSS, with the tree-search-optimization, and a custom static-encoding of output.
Wikipedia says "As of 2008, the most popular LZ77 based compression method is DEFLATE; it combines LZ77 with Huffman coding."
That's all that SWD is (and FALCOM2, as well) ... but ZLIB's dynamic Huffman coding of the match lengths and match offsets has been replaced with a static Huffman-like coding that was produced by running lots of test data through a dynamic Huffman setup, and then by the hand optimizing the result to make decompression easy on 8-bit processors.
SWD is even named after Chapter 8 of Mark's book ... "Sliding Window Dictionary".
But no, a codec, still am not good enough for that...
Don't be frightened by how ugly some of the stuff can look at first ... the core ideas to most of these things are pretty easy. It's just the nasty implementation details that can sometimes get in the way.
That's also why I posted the Zeroigar VWF code. So that you and others could take a look at it.
A lot of people seem to have some undue anxiety about writing a VWF routine that I just don't understand.
If you look at the inner-loop, it really isn't that difficult to trace through the data flow in your mind and see what it is doing. IMHO, it is actually easier to see that flow in the V810 code than it would be in 6280 code because all of the critical stuff can be kept in registers.
At the end-of-the-day, a VWF is really just another software sprite-drawing routine, and they're really not that tough.
Like most code ... it's the edge-cases that make things complex.
If you take a little time to trace through it, you'll have a lightbulb moment, and then be off writing your own. I'll give you the address in Zeroigar to put a breakpoint if you want to see it all "live".
Did Falcom actually code for the PC Engine here?
I believe so. To quote SamIAm, our local expert ...
Xanadu I, however, was created entirely by Falcom as an original PCE exclusive game. IIRC, it was the first game that they themselves made on any CD format. There was a huge buzz about it from the very first announcement, and happily, most would say that they lived up to expectations.I thought they never actually coded for console systems and only really ever coded for the PC platform, starting with the Japanese PC-88 or whatever and then on to the Windows PC with their DirectX-based games (of which I hacked many
...
Do you recognize the Xanadu 2 compression schemes?
I looked on RomHacking, and someone there was asking about hacking one of Falcom's PSP games, and it still seemed to be using the FALCOM2 compression scheme.