rain_storm: For a final release build I would recommend something like this.
/COMPMODE:SLOW
Slow compression really isn't that slow anymore - there really is no reason not to use it.
/HASHSIZE:100-200
Indicates how many megs of ram will be used for decompression. Note that the decompression
memory overlaps with the static memory of the intro, so the memory requirement of the compressed binary
ends up being max(hashsize, static memory used by intro). If the hashsize is smaller you can essentially
raise it to the memory usage of the intro for free. A larger hashsize is always better, but the law of diminishing
returns kicks in fast after the 100-200mb mark.
/HASHTRIES:500-1000
Indicates the number of tries made to find a good hash function minimizing collisions. Higher is better, it will only cost you CPU cycles.
/ORDERTRIES:5000-?
Indicates the number of tries at different layout of the code/data. The impact of a good layout can be quite dramatic, so spending some extra time here can often pay off. The iteration will converge at some point, mostly depending on the number of sections in the intro. Try out some different values to see when there are no more improvements. Again, setting it too high will only cost you CPU cycles.
/UNSAFEIMPORT
Disables the warning message that appears if a dll file is missing. The rule of thumb is: If you are not using d3dx9_xx.dll, you are safe to use /UNSAFEIMPORT.
/TRANSFORM:CALLS
Transforms relative calls (E8) to absolute calls to improve compression. Enabling this feature gives a small overhead of ~20 bytes, so whether or not it is worth it really depends on the number of calls and how they are distributed. Try both and choose whichever is best.
Cheers
-mentor/TBC