Am I to understand that your software can already handle unwinding the existing compression routine in DW2 without the need for a special script being written?
Something tells me it will be nowhere near this easy.
I'm not going to make any promises about how easy using abcde will be for anybody else, but... basically, yeah. Like I said earlier, the text encoding itself is actually pretty simple, it's just that DW2's code for parsing that encoding is fairly unpleasant. Give abcde the right table file, extract command file, and ROM, and watch it go. Stick a couple of extra lines in the script dump file it generates to turn it into a valid insert command file, and then run abcde again with the same table file, the insert command file (edited to have your new text, if so desired), and (a copy of) the ROM. That said, unless you start making ASM changes, you're still constrained by the total available space and text engine and stuff, so it's not a magic bullet.
Also, if I am to use the more efficient form of compression available through your software, it will automatically rework the code of the game to be able to read the new compression routine?
Haha, don't I wish it was that good
. abcde doesn't make any changes to the game's code, it just uses a better insertion algorithm. The original data compression was sub-optimal; as one example, the game stores the string "'Welcome " as ['W][e][l][come][ ], with those 5 pieces taking up 10 + 5 + 5 + 10 + 5 = 35 bits. On the other hand, abcde is smarter and inserts the same string as ['][Welcome ] in 5 + 10 = 15 bits, for a savings of 20 bits. Little improvements like that that save 5 bits here, 10 bits there over the course of the entire script is how we end up with 121 bytes of reclaimed space.