View Full Version : Best Compression Methods for 'Specific' Games. Q&A
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Masquerade
13-04-2021, 10:27
4.1GB ---> 2.4GB
xzlib+srep+lolz
DO NOT USE REFLATE. It will corrupt :D
Dragonis40
13-04-2021, 23:24
Good morning, I'm trying to compress "Assassin's Creed Director's Cut" using UltraArc v2.9.0.0 R9. Since the most part of files is .forge files, I've tried to compress only .forge files using the following:
MASK=afr:a2+srep:m3f+xLolz
Regardless if ultraarc works in admin mode or not, Windows 10 (real pc) or windows 7 (virtual machine), trading to compress 18 files or only one, the risult is "failed". As long as I know, Afr is the suitable compression for .forge file, but why "Failed"? Can anyone help me? Thanks a lot!
Check in config files if the right afr version is uncommented (remove ; from the line and add ; infront of the wrong afr version to not use both).
Dragonis40
14-04-2021, 04:56
Thank you for your reply! I've tried AFR_x86 and AFR_x64 in "019" folder and AFR_x64 in "020" folder and both options FAILED!
I want to say I modified nothing in UltraARC folder.
I think you have to remove -a2 parameter for old forge engine games with v0.19.
Dragonis40
14-04-2021, 06:52
Already tried, i've tried with "018" version of AFR also, nothing! The result is rhe same!
Masquerade
14-04-2021, 10:35
Dragonis40
plzo (ztool)?
Dragonis40
15-04-2021, 09:50
Where is this option?
Why not use diskspan_gui instead? It's actually the same as Ultraarc (with masking options) but with more/updated settings and tools.
I am having issues with zstdrec. I tried compressing Resident Evil 2 with one of the methods here (zstdrec+xzlib+srep+lolz) and it compresses just fine, however trying to install it brings up issues. When trying to test it out by installing it, it brings up a "zstdrec.exe has stopped working" error, then a -11 error, which doesn't make sense because it is properly defined in ASIS by default, along with having the files needed. Did I miss an extra step or something?
L33THAK0R
16-04-2021, 20:43
Could anyone give me some advice on how to go about compressing "Batman Arkham Asylum (GOTY Edition)"? I'm currently using uelr + srep + lzma (https://pastebin.com/g25rhMsd) but no matter what I do or what combinations uelr does not seem to want to decompress (using ASIS v7.2.0 for setup), always a -1 error code, never getting past 0%. As far as I can tell its just the files in the "cookedpc" folder that are refusing to work with me. any help would be greatly appreciated.
Could anyone give me some advice on how to go about compressing "Batman Arkham Asylum (GOTY Edition)"? I'm currently using uelr + srep + lzma (https://pastebin.com/g25rhMsd) but no matter what I do or what combinations uelr does not seem to want to decompress (using ASIS v7.2.0 for setup), always a -1 error code, never getting past 0%. As far as I can tell its just the files in the "cookedpc" folder that are refusing to work with me. any help would be greatly appreciated.SREP+LOLZ only
L33THAK0R
18-04-2021, 07:56
Are there any specific pre-compressors for unreal engine 1 & 2 titles? Not able to find any LZO streams when using UELR for titles like Deus Ex (Unreal Engine 1 game).
L33THAK0R
18-04-2021, 09:55
Also real quick question with using Delta/xDelta3, I'm assuming to use this tool we need to build it from the github repo? Using tiny compressor and can't seem to find a .exe for it in DiskSpan's resources, only a .dll for installers. If anyone could help me figure out how to use this tool I'd be eternally grateful.
darkwolves
18-04-2021, 10:57
Could anyone give me some advice on how to go about compressing "Batman Arkham Asylum (GOTY Edition)"? I'm currently using uelr + srep + lzma (https://pastebin.com/g25rhMsd) but no matter what I do or what combinations uelr does not seem to want to decompress (using ASIS v7.2.0 for setup), always a -1 error code, never getting past 0%. As far as I can tell its just the files in the "cookedpc" folder that are refusing to work with me. any help would be greatly appreciated.
i used uelr+srep+lzma2
but you gotta seperate the unreal engine files from the other files or it will corrupt
bpk for videos and srep +lzma for the remaining files
wich left me with 3 data files
below is a list i posted long ago regarding arkham games series
https://fileforums.com/showpost.php?p=469163&postcount=265
L33THAK0R
18-04-2021, 16:36
i used uelr+srep+lzma2
but you gotta seperate the unreal engine files from the other files or it will corrupt
bpk for videos and srep +lzma for the remaining files
wich left me with 3 data files
below is a list i posted long ago regarding arkham games series
https://fileforums.com/showpost.php?p=469163&postcount=265
Was able to get it down to 3.85gb using another method (just takes about an hour to install unfortunately), turns out I wasn't specifying uelr to unpack/decode the archives with LZO streams
darkwolves
18-04-2021, 16:43
Was able to get it down to 3.85gb using another method (just takes about an hour to install unfortunately), turns out I wasn't specifying uelr to unpack/decode the archives with LZO streams
thats odd it only takes me like 7 minutes to unpack it....
L33THAK0R
18-04-2021, 17:06
thats odd it only takes me like 7 minutes to unpack it....
Yeah working on messing around with CLS.ini to try and get ASIS to utilise more system resources
L33THAK0R
18-04-2021, 17:08
Has anyone tried repacking the "Five Nights at Freddys" games? All games (bar the VR title) are packed into individual .exe's, I heard using the "Delta" compressor is good for binary stuff but with combinations of it, srep & lolz I'm only getting at best a 2% reduction in the final size.
darkwolves
18-04-2021, 17:11
Yeah working on messing around with CLS.ini to try and get ASIS to utilise more system resources
the version of uelr i use does not have a CLS ini just a CLS dll
in the arc command line i have this
[External compressor:uelr]
header = 0
packcmd = uelr.exe uv $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
Masquerade
18-04-2021, 22:45
Has anyone tried repacking the "Five Nights at Freddys" games?
XTool
darkwolves
19-04-2021, 10:15
first off removed the japanese videos
no recoding whatsoever
for . pak files xtool was used..
preflate+srep+lolz
everything else
srep+pexp:b64:t4:lzma64:ultra:a1:mfbt4:d200m:fb273 :mc1000000000:lc8
initial size 63 gb
repack size 38 gb
:( Sad8669
20-04-2021, 16:26
FIFA 20 Precompression results.
oo2reck ( .dll from game folder )
Compressed 1 file, 9,397,889 => 11,511,436 bytes. Ratio 122.49%
Compression time: cpu 0.00 sec/real 26.37 sec = 0%. Speed 0.36 mB/s
All OK
oo2reck ( Using .dll from fifa19_cdt_R1 )
Compressed 1 file, 9,397,889 => 12,016,292 bytes. Ratio 127.86%
Compression time: cpu 0.03 sec/real 24.95 sec = 0%. Speed 0.38 mB/s
All OK
fifa19_oo2reck ( From FIFA 19 Cas Decryption Tool By Razor12911 ) ( Using .dll from the game folder )
Compressed 1 file, 9,397,889 => 13,134,318 bytes. Ratio 139.76%
Compression time: cpu 0.02 sec/real 7.25 sec = 0%. Speed 1.30 mB/s
All OK
fifa19_oo2reck ( From FIFA 19 Cas Decryption Tool By Razor12911 ) ( Using .dll from fifa19_cdt_R1 )
Compressed 1 file, 9,397,889 => 19,663,220 bytes. Ratio 209.23%
Compression time: cpu 0.00 sec/real 7.51 sec = 0%. Speed 1.25 mB/s
All OK
XTool ( Frostbite engine plugin by Razor12911 ) ( Using .dll from fifa19_cdt_R1 )
Compressed 1 file, 9,397,889 => 12,189,929 bytes. Ratio 129.71%
Compression time: cpu 0.02 sec/real 1.59 sec = 1%. Speed 5.91 mB/s
All OK
XTool ( Frostbite engine plugin by Razor12911 ) ( Using .dll from game folder )
Compressed 1 file, 9,397,889 => 11,815,147 bytes. Ratio 125.72%
Compression time: cpu 0.02 sec/real 1.65 sec = 1%. Speed 5.71 mB/s
All OK
Masquerade
20-04-2021, 23:38
Side Note : A small question i have, if i first precompress my game and then apply final compressor on the archive that was precompressed VS if i use all Precompressor + Compressor + Final Compressor at the same time. Will the results differ?
What do you mean?
If you precompress into an archive, then compress the archive, your result will be near identical but then if you want to install it will be rough and take a long time since the installer has to go through 2x archive extractions.
Also, always use srep after precompression before main compressor (lzma, lolz).
:( Sad8669
21-04-2021, 05:19
What do you mean?
If you precompress into an archive, then compress the archive, your result will be near identical but then if you want to install it will be rough and take a long time since the installer has to go through 2x archive extractions.
Also, always use srep after precompression before main compressor (lzma, lolz).
Yeah, i had a rough time decompressing 2x archives but the reason i asked this is because FIFA 20 is such a pain to precompress, such as XTool would use no CPU and oo2reck takes alot of time to combine with srep+lolz.
I managed a script for the 2x decompressing but still there isn't a perfect method for this FIFA 20.
Another question : Is it normal that lolz would give good ratio at the start but as the compression proceeds the ratio is again somewhere near 90%?
Here is the script if a newbie like me wants it.
Delete.bat
del /q data.arc
del /q data1.arc
del /q data2.arc
Put it in your script at the end like this.
[Run]
Filename: "{app}\Delete.bat"; Parameters: "/x"
Pack your .bat into an archive and have the installer decompress it as the last archive.
sajmon83
21-04-2021, 10:07
Call of Duty Advanced Warfare v1.5
Original size 43,98 GB One language >>> 28,9 GB nothing ripped
Rest of the files - xtool_zlib+xtool_reflate+srep_new+exe2+lolz:dtb1:d 512m:mtt1:mc1023
(Remember to include the excluded files *.bik)
Compressed 61 files, 201,831,994 => 177,030,256 bytes. Ratio 87.71%
Compression time: cpu 0.66 sec/real 286.18 sec = 0%. Speed 0.71 mB/s
*.ff - xt_lz4+srep_new+lolz:dtb1:d512m:mtt1:mc1023
Compressed 160 files, 8,719,655,516 => 2,827,032,378 bytes. Ratio 32.42%
Compression time: cpu 84.20 sec/real 14567.64 sec = 1%. Speed 0.60 mB/s
*imagefile*.pak - xt_lz4+srep_new+lolz:dtb1:d512m:mtt1:mc1023
Compressed 55 files, 25,549,011,556 => 16,964,022,922 bytes. Ratio 66.40%
Compression time: cpu 2032.28 sec/real 120887.58 sec = 2%. Speed 0.21 mB/s
*soundfile*.pak - xt_zlib+srep_new+exe2+razor_mtx
Compressed 75 files, 9,662,131,138 => 8,617,389,016 bytes. Ratio 89.19%
Compression time: cpu 22.06 sec/real 1954.92 sec = 1%. Speed 4.94 mB/s
*.bik - bpk
You have to exclude these files give the error MotionData_warn
ar_hud_demo.bik
*videolog*.bik
captured_elevator_controls.bik
flydrone_UI.bik
intel_screen_*.bik
jammer_UI_loop.bik
lab_uploadscreen.bik
playermech_bootup.bik
playermech_outro.bik
recovery_training_transition.bik
sanfran_dronefeed.bik
Compressed 150 files, 3,089,276,880 => 2,550,444,513 bytes. Ratio 82.56%
Compression time: cpu 1.75 sec/real 231.89 sec = 1%. Speed 13.32 mB/s
Test results in the excel attached file.
An example of an excel file:
https://i.imgur.com/ryI5FbZ.png
darkwolves
22-04-2021, 21:22
ripped 352/2 days recoded and theatre movies
on .pkg used xtool
preflate+srep+pexp:b64:t4:lzma64:ultra:a1:mfbt4:d2 00m:fb273:mc1000000000:lc8
for video and all other files
srep+pexp:b64:t4:lzma64:ultra:a1:mfbt4:d200m:fb273 :mc1000000000:lc8
original size 52 gb
repacked size 24 gb
L33THAK0R
23-04-2021, 05:56
Hi all,
Could someone please show me what their header for "xprecomp" looks like in their arc.ini? I'm interested in repacking "Mad Max" (2015) and according to the "best compression index" xprecomp yields the best results, however I've never used xprecomp before and can't seem to find it as an argument when viewing the help section of xtool.exe in the windows command line. Thank you for any help anyone can offer.
Masquerade
23-04-2021, 07:37
L33THAK0R
Mad Max needs xtool zlib precompressor.
L33THAK0R
23-04-2021, 09:43
L33THAK0R
Mad Max needs xtool zlib precompressor.
Ah cheers, I'll see how xzlib + srep + lolz works out
L33THAK0R
23-04-2021, 22:07
Hi all,
Does anyone know if there are any better methods to use to compress Metro 2033 & Last Light redux other than srep+lolz?
darkwolves
23-04-2021, 22:19
Hi all,
Does anyone know if there are any better methods to use to compress Metro 2033 & Last Light redux other than srep+lolz?
not familiar with those do you know what kind of streams they contain?
L33THAK0R
24-04-2021, 00:36
not familiar with those do you know what kind of streams they contain?
Both contain zlib streams, however I don't have any other file scanning tools to determine what other streams may be present. There are two .dll files present in each of the data folders for the titles that I don't recognise: "oaremote_plugin.dll" & "BugTrap.dll". I'm not sure if these are relevant at all but I thought I'd mention it. The vast majority of zlib streams in both titles are level 9.
Newbie-repacker
24-04-2021, 00:55
How to find out which streams the game files contain.......???
Dragonis40
24-04-2021, 08:19
I think you have to remove -a2 parameter for old forge engine games with v0.19.
You were right, once I've removed -a2 option, everything was OK! Thank you!
L33THAK0R
24-04-2021, 09:45
Compressing "Mad Max" with xzlib+srep+lolz gave me an output of 21.8gb (from 31.8gb), instead of the reported under 4gb compressions others were able to achieve! My arc.ini headers look like the following, any help would be greatly appreciated!
[Compression Methods]
CUSTOM = xzlib+srep+lolz
LOLZ = lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba 4096:mc1023
[External compressor:xzlib]
header = 0
packcmd = "Resources\XT.exe" e:precomp:t50p,c128m:zlib $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
[External compressor:srep]
header = 0
default = -m3f
packcmd = "Resources\srep_x64" {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
[External compressor:lolz]
header = 0
packcmd = "Resources\lolz_x64" {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
Masquerade
24-04-2021, 12:00
L33THAK0R
Since srep does the most work in removing dupes here, I think something maybe wrong there,
your xtool and lolz looks fine
Try this srep packcmd:
[External compressor:srep]
header = 0
packcmd = srep -a0 -m3f -l512 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
L33THAK0R
24-04-2021, 12:02
L33THAK0R
Since srep does the most work in removing dupes here, I think something maybe wrong there,
your xtool and lolz looks fine
Try this srep packcmd:
[External compressor:srep]
header = 0
packcmd = srep -a0 -m3f -l512 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
thanks man I'll give that a go
Noob questions from compression via LOLZ: Compression rate better than TTA (FreeArc) methods use LOLZ compressing *.WAV files??
Or use double compression from WAV files?
My favorized methods (from MSTS or any older(?) games): The *.WAV files compressed to --> Archive.arc (with TTA comp.) this archive compressed again to --> Archive2.arc (with REP) method. Fast and good ratio. Second compression process replacing REP to RAZOR or MSC or/and any ones?
Some testing its best rate. Size reduction lower than 35-40% via original size.
Example: Compressed 5001 WAV files. Size: 2.09GB --> 923MB--> 632MB
Please testing and find better methods.
Any tests:
Test1
Compressing WAV files used UltraARC 2.9.0.0R6. Its programs created 4 dataX.arc files.
Methods=SREP+LOLZ
Total size: 811672kB
Test2
Methods=MSC+LZMA2
Total size: 736416kB (187533+199572+282870+66441kB's)
Compression time its badly long. (TAK compressor issue.)
Test3
A test: Its will compress 923MB's ARC file (compressed WAV files with TTA methods) with RAZOR 1.03.7 compressor use 256MB dictionary size.
Its results: 646908kB
B test: Its will compress 923MB's ARC file (compressed WAV files with TTA methods) with LOLZ x64 compressors.
Methods: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023
Its results: 647626kB
Its use MMC switches?
And any big test results with UltraARC2.9.0.0R6 it will compress the full games via 40+ hours process times. (with splitted arc files.)
Generated archive files list:
data1a.arc: 1047552kB
data1b.arc: 604611kB
data2a.arc: 443966kB
data2b.arc: 1048576kB
data2c.arc: 243390kB
data3a.arc: 805187kB
data3b.arc: 309900kB
data4.arc: 703894kB
----------------------
Total: 5207076kB = ~4.966GB. Hmm. Tiny Compressor v1.4 results will better than UARC versions. Smaller than ~1.08GB file size.
L33THAK0R
25-04-2021, 07:29
Start Sizes:
Total original size: 5.68GB
Total new size: 8.85GB
Note: This is not MD5 perfect, but completely lossless since it plays fine.
Compress with the following:
.resS, .assets, .(noextension): Note! For AssetBundles, use UABE to decompress them (Size for the AssetBundles: Old: 3.94GB, New: 7.12GB)
srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1: mtt1:mt4:d128m:fba4096
.bk2: Exclude the transparent and the credits video itself due to some CRC errors
bpk
Rest of the Files
srep:m5f:a2:l512+mcm:t9
Total packed size: 2.51GB
Hi there, what is "UABE"? If this tool/pre-compressor helps with getting .bundle files to decompress properly I'd be very interested in seeing if this tool helps!
Snake288
25-04-2021, 07:35
Greetings To All
Hitman 3 do you know the method about compression
L33THAK0R
25-04-2021, 07:42
Hi, this one is not on the list. I made this with two methods (with and without xtool zlib). The gain with xtool is not worth, it has not much zlib...
Tools used: Ultraarc 2900 R5, Srep v3.9.2, Lolz, Xtool 0.9 (zlib)
Computer: As always, 4 cores at 3.9GHz (up to 4.3 on boost), 8GB Ram + SSD
Ripped Files: Only languages, keeping only 1 Language (spanish in my case)
Title: Dying Light: The Following Enhanced Edition v1.16.0 (GOG with all DLCs)
Method 1:
Method: binkpack on .bik/.bk2 files, rest of files srep+lolz
Original Size: 25.1 GB
Compressed Size: 13.2 GB
Compress Time: 6 Hours
Install Time: 12 minutes
Method 2:
Method: binkpack on .bik/.bk2 files, rest of files xzlib+srep+lolz
Original Size: 25.1 GB
Compressed Size: 12.9 GB
Compress Time: 6 Hours 20 minutes
Install Time: 13-14 minutes
Final note: I did tried some more things but could not get this lower, using higher dictionaries like d256, d512, etc... on lolz should give you more gain but it takes double time on compression and probably you wont get more than 100-200mb (not worth to me). There are also some repeated bik files, i didnt delete them because i dont know if it works and im too busy to test them now. As always CRC checked and all is fine !!!
Just wanted to report with the duplicate .bik files comment, of which there are 4 (2 versions per video, total 8). By removing the LQ_ (low quality) at the start of the filename you can force the game to load that videofile. I'm not sure when the LQ_ is actually played in normal circumstances, but I would assume it would be when the user is playing at a 720p or lower resolution. Opting to use only the high quality (1080p) videos saves you 702mb, and when choosing the opposite (720p) you save yourself 1.27gb! Additionally the following videos (https://pastebin.com/y3XUsux0) can be removed to save an additional 1.21gb. These videos are just promotional or introductory videos for the "Be the Zombie" online-multiplayer gamemode, which isn't very active especially with cracked clients (mp is p2p).
Masquerade
25-04-2021, 09:34
Hi there, what is "UABE"? If this tool/pre-compressor helps with getting .bundle files to decompress properly I'd be very interested in seeing if this tool helps!
Literally 1 online search away: https://duckduckgo.com/?q=uabe :(
L33THAK0R
25-04-2021, 10:16
Mad Max
pzlib+srep:m3f:l1024+lolz:d1024:al1:mc1023:tt16 (3.95 GB)
Did you have to decrypt or unpack the archives first? Try as I might, I can't seem to get the blasted thing under 21.8gb.
L33THAK0R
25-04-2021, 10:18
Literally 1 online search away: https://duckduckgo.com/?q=uabe :(
Argh the 1am brain strikes again, sorry about that.
Masquerade
25-04-2021, 11:52
Did you have to decrypt or unpack the archives first? Try as I might, I can't seem to get the blasted thing under 21.8gb.
There's no decryption involved, or unpacking, 100% lossless. Try using a different xtool version (e.g. xtool 2020 with -mzlib+reflate in xtool packcmd)
L33THAK0R
25-04-2021, 19:01
There's no decryption involved, or unpacking, 100% lossless. Try using a different xtool version (e.g. xtool 2020 with -mzlib+reflate in xtool packcmd)
that might be the issue, I'll give it a shot!
L33THAK0R
27-04-2021, 11:20
Does the UE3 title "Batman Arkham Knight" need any specific special treatment to squash the file size down? Using uelr+srep+lolz+bpk gave me a final output of just over 38gb, but I'm fairly sure this is a very unimpressive final result, as I've seen other users detailing their results (https://fileforums.com/showpost.php?p=478395&postcount=1109) but I'm unable to replicate these.
Method: xtool:mpreflate:c128mb+rep+srep:m3f:l512:m512+4x4: lzma:a1:mfbt4:32m:fb273:mc10000:lc8
Original Size: 87.4 GB
Compressed Size: 52.8 GB
Compress Time: 4 Hours
Install Time: 52 Minutes (6T)
L33THAK0R
28-04-2021, 18:53
batman arkham knight premium edition
repacked from
54 gigs (i removed foreign things i did not need wich is why it isn't over 60 gigs)
to 26.2 gigs
xprecomp+srep:m3f:a2+lolz:dt1:dtp1:dto1:dtm1:dtw1: dtd1:mtt1:mt4:d64m:tt10 h14:fba4096:mc1023:bc8:blr8:bm
-------note
the under development xtool used in this repack
Razor is definately outdoing himself with this tool
for anyone who hasn't seen it get it here
http://fileforums.com/showthread.php?t=101729
what exactly is xprecomp?
WAVE compression again: Retested few switches, use TinyGamePack tools by Panker1992 and from searching best results.
In last time good results: 635 350kB
Its default versions with lzma switches its bigger 1-3MBs. This data package contains huge duplicated files. cca. 10-20% in full sizes and files. Deduping compression schemes its preferred than LZMA1/2 ones from data size reduction. UCC2.9.0.0R6 badly configured or any Win7 issues its previous badly results or switches? Used WinXP x86 from compression.
Use scripts and switches from Compress.bat file
arc a -lc1024 -ld1024 -ep1 -ed -r -w.\ datax.bin -mmsc+rep:256m "Data\*"
and msc/srep switches: [External compressor:msc]
header = 0
packcmd = MSC c -v -f -wav=1 -raw=1 -bmp=1 -ddsraw=1 -ddsdxt=1 -mp3=1 -bmf=9s -tak=9 -dxt=1 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
[External compressor:srep]
header = 0
packcmd = srep -m5f -l64 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
SREP-ed versions its probably few kBs smaller. Without srep compressed archive its probably, minimally faster decompression.
Optimfrog compression testing now again in future time. (waiting smallest results from than TAK compressed ones?) This -tak=9 switch replaced to -frog=9 switches.
Mini archive sample: https://mixdrop.co/f/dq0knxpdu733pqd
Archive info: https://i.kek.sh/34voYtawVu7.jpg
Noob questions: The TAK or OptimFrog its better programs the stability issues these (De)compression progress?
TAK: v2.3.0 32bit OptimFrog: v4.910b
Any results, from my repack:
V2 separated files version summary in last time:
Data1: 2743279kB
Data2: 628021kB
Sound: 635350kB
Binaries: 3683kB
_________________
Total: 4010333kB = 3916.34MB = 3.825GB
Saved 58086kB's from v1 one BIG files versions. Binaries its probably minimally better compress use various lzma switches.
Any results2:
Its 'Data2' files set compress again use arc with -mx switches.
Results: 786646kB (xZLIB+SREP+ARC)
And compress again 'Data2' files set without LOLZ compression. (xZLib+SREP only)
Its precompressed archive size: 3711090kB.
The file compress and RAZOR 1.03.7 x64 use -d 256m switches. NanoZip v0.09 x64 compressing use: -cO -m4g -t4 switches and waiting in few hours from results.
RZ: 638301kB
NZ: 662708kB
Its winner? LOLZ!
:( Sad8669
29-04-2021, 12:35
I am finally done testing FIFA 20.
Here is the link to the updated post : https://fileforums.com/showpost.php?p=491229&postcount=2232
BTW, you don't want to look at the time it took......xD
Method: xtool:mzLib:c128mb+srep:m3f:l512:m512+4x4:lzma:a1: mfbt4:32m:fb273:mc10000:lc8
Original Size: 43.6 GB
Compressed Size: 30.7 GB
Compress Time: 5 Hours
Install Time: 22 Minutes (6T)
Note:
Due to the use of SREP 3.20, the compression speed is very low but has a better ratio.
Method: srep:m3f:l512:m512+4x4:lzma:a1:mfbt4:32m:fb273:mc1 0000:lc8
Original Size: 58.2 GB
Compressed Size: 49.3 GB
Compress Time: 90 Minutes
Install Time: 10 Minutes (6T)
:( Sad8669
29-04-2021, 13:48
Method: srep:m3f:l512:m512+4x4:lzma:a1:mfbt4:32m:fb273:mc1 0000:lc8
Original Size: 58.2 GB
Compressed Size: 49.3 GB
Compress Time: 90 Minutes
Install Time: 10 Minutes (6T)
What about the XTool Plugin that was made for HITMAN 3?
Have you tested it?
Method 1: xtool:mkraken:c128mb+rep+srep:m3f:l512:m512+4x4:lz ma:a1:mfbt4:32m:fb273:mc10000:lc8
Original Size: 28.6 GB
Compressed Size: 22.6 GB
Compress Time: 2.30 Hours
Install Time: 25 Minutes (6T)
Method 2: xtool:mkraken:c128mb+srep:m3f:l512:m512+lolz:dtb1: mtt1:d128m
Original Size: 28.6 GB
Compressed Size: 19.5 GB
Compress Time: ? Hours
Install Time: ? Minutes (6T)
:( Sad8669
29-04-2021, 13:56
Method : SREP+4X4:LZMA
Initial Size : 55.0 GB
Final Size : 47.4 GB
What about the XTool Plugin that was made for HITMAN 3?
Have you tested it?
:(
https://fileforums.com/showpost.php?p=491587&postcount=94
:( Sad8669
29-04-2021, 14:03
:(
https://fileforums.com/showpost.php?p=491587&postcount=94
:( Guess it can't be helped unless Razor does something.
Small requests from members: Please testing my mini archive sample from testing decompression time comparisons and calculate in rough estimate decompression times.
This archive package: https://mixdrop.co/f/0vlope03akxpv8m
Decompressor packs: https://mixdrop.co/f/840v3zvdildgw7
The old Celeron 430 CPU 1.8Ghz with 1GB memory PC's extraction times in ~1 minutes. (cca. 54-57 seconds.) Please testing from newest high-era PC's users, from pre calculate my repacks extraction times. The full packages, extraction time cca. 60-90 minutes calculated in last time, the old PC. Core-i3/5 or higher capable in 2-3* or higher faster decomp. times.
And previous days uploaded "audio_testfile[tak].bin" properly how to extracting in via CMD mode?? ARC/TAK doesn't extract work. Use "FA.sfx" module in locate TinyGamePack tools by Panker1992 its working.
And mini SREP vs. LOLZ DeDup figthing results, from repacking again these 100k files sets the game.
Results:
Data2.arc with xZLib+SREP+LOLZ: 628021kB
Data2_new.arc with xZLib+LOLZ: 658117kB
Yes. SREP-ed compressed versions its better.
Data2.arc decomp. results (Data1.arc its 3hours! not enough available free RAM):
https://i.kek.sh/NVXNLD4mrBX.jpg
Sound.bin with "FA.sfx" in ~250-260 seconds. Binaries cca. ~5 sec.
Masquerade
30-04-2021, 08:03
Commander Deluxe Folder ripped.
xtool_reflate+srep+lolz
79GB -----> 29.2GB :D
Total War: ROME Remastered
Intitial release version, including HighRes pack
17:18:16 - Selected ARC method for Data1a.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
--------------------------------------------------------------------------------------------------------------------------------------
19:41:51 - Overall input size: 67.91 GB
19:41:51 - Overall output size: 30.69 GB
19:41:51 - Overall conversion time: 02:23:30
Probably you will get more out of it using lolz, because 90% of the game consists of tga/dds images..
Masquerade
01-05-2021, 00:30
xtool+srep+lolz
On *.webm and *.feral
srep+lzma2
*feral is ogg audio archives, so you could use oggre but no idea of the benefit (or any issue in decompression)
50.1GB ----> 17.3GB :D
panker1992
01-05-2021, 08:29
xtool+srep+lolz
On *.webm and *.feral
srep+lzma2
*feral is ogg audio archives, so you could use oggre but no idea of the benefit (or any issue in decompression)
50.1GB ----> 17.3GB :D
Optimal Packing
JPG files and use: -mbrunsli or -mlepton
Sound Folders = msc+srep+lzma
PNG+GIF = precomp+srep+lolz
everything else = reflate+srep+lolz_ldmf=d1023m:mt2
Lossy Section:
Run this script to all webm files, you get 25% of the original size
so for 1GB of raw video you get 250mb.
ffmpeg -i "webm_files" -c:v libvpx-vp9 -b:v 2000k -c:a opus -b:a 112k -y "output_webm_files"
I Attached Brunsli:
[External compressor:brunsli]
packcmd = brunsli_x64 c $$arcdatafile$$.jpg $$arcdatafile$$.brn
unpackcmd = brunsli_x64 d $$arcdatafile$$.brn $$arcdatafile$$.jpg
datafile = $$arcdatafile$$.jpg
packedfile = $$arcdatafile$$.brn
solid = 0
Visual Paradigm of trully eye lossless Compression:
Lossless: https://drive.google.com/file/d/18O_FWdseaseJwNFTzz4MxQsQr0ZcEFTu/view?usp=sharing
Lossy: https://drive.google.com/file/d/1QmL-JDONVCnFC_9NB4m5x4kOyM23xcru/view?usp=sharing
Masquerade
01-05-2021, 11:06
panker1992
Just FYI, game sounds + eng only packing:
srep+LZMA2 = 927MB
msc+srep+LMA2 = 886MB
41mb space savings.
darkwolves
01-05-2021, 11:42
what exactly is xprecomp?
Xprecomp is an arc.ini command line introduced from the original version of xtools that razor released..
i had the command line tied into the zlib fuction at the time i did that
so pretty much i used the zlib function on xtools
Snake288
01-05-2021, 14:47
Hello
panker1992
Total War ROME RemasteredTotal War ROME Remastered How To Reduce The Size Of Gaming Videos Without Disrupting Quality
Could it be possible to show it as a sample Video ?
Multiple *.reducing the size of WebM game videos in bulk
L33THAK0R
01-05-2021, 20:44
Has anyone given "PC Building Simulator" a try? Tried compressing with msc + srep + lolz but unfortunately got a "-1" FreeArc archive corruption error at around 1.2% into attempted installation. Not sure if there's a trick to these Unity titles but it seems I'm yet to figure them out.
I'm not sure as to what is causing issues as I was able to get from 26gb to ~4gb so I'm certain the files can't already be compressed. Whats stranger is similar methods with the title "Outward" gave me similar final ratios, however "Outward" was able to decompress properly. My guess is that this might be an engine version issue, or with how Unity creates its packed files, but I'm honestly at a loss.
Masquerade
02-05-2021, 00:49
PC Building Simulator is just srep+lolz. Not sure why you're using msc.
L33THAK0R: This error message used Arc.exe from decompression?? Its probably used bad arc/cls.ini configuration or/and missing/wrong external exe/dll files these unpacking process.
panker1992
02-05-2021, 03:13
Total War - Rome Remastered
Game Hierarchy Thanks to Fitgirl.
Textures that are TGA aka Targa files use lz4 compression that means that we need lz4 precompressor made to decompress TGA files
She has unpacked them all and made Xdelta patches
Movies > Simple Compression Can be Redone Using This:
https://fileforums.com/showthread.php?t=104389
PNG GIF FERAL and JPG Files she has used PRECOMP 0.47
MSC+SREP+lolz
Models*.pak > srep+lolzi
Executables srep+lzma.
If Targa files can be precompressed it's possible to make this game as low as 11 GB
sajmon83
02-05-2021, 09:10
Worms Ultimate Mayhem Deluxe Edition v1077
Original size 1,73 GB >>> 797,45 MB nothing ripped
Rest of the files - precomp_mtx+exe2+lolz:dtb1:d512m:mtt1:mc1023
Compressed 798 files, 111,037,265 => 6,957,890 bytes. Ratio 6.27%
Compression time: cpu 0.28 sec/real 151.05 sec = 0%. Speed 0.74 mB/s
*.csh - xt_zlib+lolz:dtb1:d512m:mtt1:mc1023
Compressed 469 files, 174,538,388 => 9,224,438 bytes. Ratio 5.29%
Compression time: cpu 0.13 sec/real 180.30 sec = 0%. Speed 0.97 mB/s
*.xom - xtool_zlib+xtool_preflate+srep_new+lolz:dtb1:d512m :mtt1:mc1023
Compressed 765 files, 666,867,440 => 82,499,364 bytes. Ratio 12.37%
Compression time: cpu 0.61 sec/real 740.92 sec = 0%. Speed 0.90 mB/s
*.tga - lolz:dtb1:d512m:mtt1:mc1023
Compressed 434 files, 157,890,186 => 21,078,125 bytes. Ratio 13.35%
Compression time: cpu 0.14 sec/real 226.02 sec = 0%. Speed 0.70 mB/s
*.fsb *.wmv - lolz:dtb1:d512m:mtt1:mc1023
Compressed 135 files, 742,879,764 => 716,402,772 bytes. Ratio 96.44%
Compression time: cpu 0.47 sec/real 1332.19 sec = 0%. Speed 0.56 mB/s
Test results in the excel attached file.
An example of an excel file:
https://i.imgur.com/GqgbpEh.png
:( Sad8669
03-05-2021, 08:43
Can we know what methods are used just from the .bin/.arc file?
Masquerade
03-05-2021, 13:34
Can we know what methods are used just from the .bin/.arc file?
Open the archive in freearc, click info button then go to the second tab
:( Sad8669
03-05-2021, 15:40
Open the archive in freearc, click info button then go to the second tab
Thanks for the reply, i see two options Main and Comment but there is no sign of any info regarding the methods.
:( Sad8669
04-05-2021, 01:47
Method : SREP+LOLZ
Initial Size : 3.17 GB
Final Size : 2.30 GB
Compression Time : 1 hour 15 minutes
Decompression Time : 1 minute+ (4T)
L33THAK0R
04-05-2021, 06:17
Hi all, I hate to always ask the most silly questions but could anyone who's been able to successfully compress and decompress "PC Building Simulator" share the options/arguments/commands that they used for srep & lolz? My initial attempt with msc + srep + lolz (msc because of the .mp3 OST files incl.) failed to decompress with an UnArc.dll error of "-1". I re-attempted with just srep + lolz as per the advice of the forum user "Masquerade" and saw a significant (80mb) reduction in the final output, however decompression still failed, with the same error code (-1) as the first attempt given.
:( Sad8669
04-05-2021, 08:16
Hi all, I hate to always ask the most silly questions but could anyone who's been able to successfully compress and decompress "PC Building Simulator" share the options/arguments/commands that they used for srep & lolz? My initial attempt with msc + srep + lolz (msc because of the .mp3 OST files incl.) failed to decompress with an UnArc.dll error of "-1". I re-attempted with just srep + lolz as per the advice of the forum user "Masquerade" and saw a significant (80mb) reduction in the final output, however decompression still failed, with the same error code (-1) as the first attempt given.
Yo, i ain't that good but that happened to me recently, and the reason behind these were:
The .dll used for compression and decompression must be same.
The external compressor in arc.ini must be configured correctly.
Try setting the same arguments used in packcmd for unpackcmd.
Try some other scripts just for experimental purpose.
In my case, it was FIFA 20 and the issue for the error was the oo2core_6_win64.dll.
The one used for compression was around 1,061 KB
And the one used for decompression was something 1,041 KB
So i just replaced the .dll and boom it worked.
As for your case, it must be something like CLS-MSC.dll and so on.
Also, if you compressed it using DiskSpan then make sure the .dll matches since there are different versions of DiskSpan.
Please let me know if it helped :).
Masquerade
04-05-2021, 10:59
Hi all, I hate to always ask the most silly questions but could anyone who's been able to successfully compress and decompress "PC Building Simulator" share the options/arguments/commands that they used for srep & lolz? My initial attempt with msc + srep + lolz (msc because of the .mp3 OST files incl.) failed to decompress with an UnArc.dll error of "-1". I re-attempted with just srep + lolz as per the advice of the forum user "Masquerade" and saw a significant (80mb) reduction in the final output, however decompression still failed, with the same error code (-1) as the first attempt given.
What srep are you using for decompression?
cls-srep, srepinside or srep.exe? Use cls-srep.
For the mp3 soundtrack, use a mask (arc.groups)
arc.groups file (next to arc.exe
$mp3
*.mp3
-msrep+lolz/$mp3=mpz
mpz is mpeg audio compressor.
:( Sad8669
04-05-2021, 14:07
Masquerade, i still haven't figured out my question and the problem i am facing is replied to your message. I would really appreciate it if you help a noob here.
The game Splinter Cell Pandora Tomorrow compressible to fit one CD size?? Use in last modern compression algorithms? Rare REPACKS smaller than 1GB's size, with original videos. My repack 981MB's size with original videos. The videos recompressed in smaller res/size, extra saved ~200MB's. (~770-780MB in full game.) Use Binkpack+reencoding these *.bik videos? Sound its compressibble better than FreeArc? (MSC or any more.)
Few Repacks/rip sizes found from net to comparison:
Repacks:
DODI (v1.31+HD Textures+WS Fix): 1005MB
Elamigos (Multi6): 1.79GB
WWRG: 1.1GB
R.G. Revenants: 924MB
CorePack: 776MB*
Fitgirl: not yet released.
RIPs:
DOPEMAN: 916MB
Scene rip hardly smaller sizes with extreme lossy compression. (~350MB.)
*Note: CorePack version with reencoded/ripped videos, aka lossy repack? Likely make in full lossless version.
L33THAK0R
04-05-2021, 18:05
Has anyone given "The Settlers 7: Paths to a Kingdom" a shot? It's using the Vision engine (https://en.wikipedia.org/wiki/Vision_(game_engine)) but sadly I can't seem to find much information regarding how/if this engine handles unpacked container files, as well as the most space efficient compression techniques for it and it's container files. I was able to shave off a tiny amount, in language files (~200mb) bringing the total initial size from 5.69gb to 5.49gb. I used msc + xzlib + srep + lolz, but was only able to get it down to 5.30gb. I'll try again without msc, as it wasn't able to open the container (.bba) files during compression.
L33THAK0R
05-05-2021, 00:50
What srep are you using for decompression?
cls-srep, srepinside or srep.exe? Use cls-srep.
For the mp3 soundtrack, use a mask (arc.groups)
arc.groups file (next to arc.exe
$mp3
*.mp3
-msrep+lolz/$mp3=mpz
mpz is mpeg audio compressor.
Can confirm I'm using cls-srep, I'm honestly clueless as to what the cause of the issue is, but this seems to occur exclusively with Unity engine titles for me, with this and "112 Operator" both having issues with decompression. I resolved the latter by splitting the title into 2 archives (2nd archive contained .assets & .resource files which I identified as the files failing to decompress), which I hope may also help with this title. I'll have a look at mpz, as I assumed gains from it were similar, if not identical to that seen with msc, and as such have never tried it to compress mpeg audio. I'll test out my botched solution attempt and report back in a bit.
Masquerade
05-05-2021, 04:25
Thanks for the reply, i see two options Main and Comment but there is no sign of any info regarding the methods.
click "info" then "solid blocks"
:( Sad8669
05-05-2021, 09:42
click "info" then "solid blocks"
Got it, thanks.
Actually i was using the wrong version of Freearc.
L33THAK0R
05-05-2021, 16:48
Hi all,
Been trying to figure out how to go about compressing "Prey" (2017 release) (Incl. Mooncrash and Pre-Order Bonus DLC). I'm using the GOG release which according to users and the "Prey" .pak decryption tool, the .pak files are already decrypted. Using xzlib+srep:m3f+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000 I'm only able to get the title down 22.5GB, however other users (https://fileforums.com/showpost.php?p=483870&postcount=1538) smaller sizes are possible. Any help or advice would be greatly appreciated!
pratikpatel8982
05-05-2021, 19:04
Hi all,
Been trying to figure out how to go about compressing "Prey" (2017 release) (Incl. Mooncrash and Pre-Order Bonus DLC). I'm using the GOG release which according to users and the "Prey" .pak decryption tool, the .pak files are already decrypted. Using xzlib+srep:m3f+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000 I'm only able to get the title down 22.5GB, however other users (https://fileforums.com/showpost.php?p=483870&postcount=1538) smaller sizes are possible. Any help or advice would be greatly appreciated!
Telling the original size is much appreciated. He also used BPK which you didn't use. You never know what impact a particular compressor has on the size of the game.
L33THAK0R
06-05-2021, 19:49
Telling the original size is much appreciated. He also used BPK which you didn't use. You never know what impact a particular compressor has on the size of the game.
My original size is 30.5gb, I didn't include the .bk2 videos as I plan to offer the end-user a choice between the original and encoded videos. All .bk2 videos result in a grand total of 1.46gb (uncompressed) so I don't think (though I may be wrong) my lack of BPK is an issue, unless of course there are additional video files within the .pak container files.
pratikpatel8982
06-05-2021, 20:51
My original size is 30.5gb, I didn't include the .bk2 videos as I plan to offer the end-user a choice between the original and encoded videos. All .bk2 videos result in a grand total of 1.46gb (uncompressed) so I don't think (though I may be wrong) my lack of BPK is an issue, unless of course there are additional video files within the .pak container files.
As I said, you never know. I see only two options now:
Try again using bpk and see the results.
Or you can scan the game for various streams and create algorithm based on it.
Masquerade
06-05-2021, 23:05
Hi all,
Been trying to figure out how to go about compressing "Prey" (2017 release) (Incl. Mooncrash and Pre-Order Bonus DLC). I'm using the GOG release which according to users and the "Prey" .pak decryption tool, the .pak files are already decrypted. Using xzlib+srep:m3f+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000 I'm only able to get the title down 22.5GB, however other users (https://fileforums.com/showpost.php?p=483870&postcount=1538) smaller sizes are possible. Any help or advice would be greatly appreciated!
Can you show your arc.ini?
L33THAK0R
07-05-2021, 01:35
Can you show your arc.ini?
My arc.ini is here (https://pastebin.com/Uut97gqs). Thank you for offering to take a look at it, any help or advice means a lot to me! I should mention I've been using Tiny Compressor 1.4 to put together my conversions, as I'm not comfortable enough with my knowledge of this field to try out more feature packed alternatives such as DiskSpan.
:( Sad8669
07-05-2021, 02:14
My arc.ini is here (https://pastebin.com/Uut97gqs). Thank you for offering to take a look at it, any help or advice means a lot to me! I should mention I've been using Tiny Compressor 1.4 to put together my conversions, as I'm not comfortable enough with my knowledge of this field to try out more feature packed alternatives such as DiskSpan.
Don't worry because at first, i too was afraid to use DiskSpan. Since i was using UltraArc and it had less options but you have to try different things to learn and life is all about experiment ain't it?
pratikpatel8982
07-05-2021, 02:55
My arc.ini is here (https://pastebin.com/Uut97gqs). Thank you for offering to take a look at it, any help or advice means a lot to me! I should mention I've been using Tiny Compressor 1.4 to put together my conversions, as I'm not comfortable enough with my knowledge of this field to try out more feature packed alternatives such as DiskSpan.
I am a newbie myself and I will say diskspan_gui is very easy to use
Analyze few compression methods the SC2 game. The Hungarian 1.31 version (with extra Multiplayer maps, size ~80MB's.) not compressible smaller than 890-900MB's sizes without lossy BIK reencoding. The game installed size its bigger than any localized releases.
Size differences, between Hungarian (Retail) and English (Steam/Uplay?) versions:
Full sizes: English: 1568MB, Hungarian: 2249MB
Video files: English: 321MB, Hungarian: 433MB
Sound files: English: 661MB, Hungarian: 760MB
Some game files recompressed use SREP+LOLZ (and any variants) compression methods, saving few thousand MB's. (Dat1-3+text.sfxdat, Orig: 250MB --> 235MB) Snd1/2 archive. Orig: 72.9MB --> 67.8MB. Biggest savings available from only the BIK videos. Orig: 375MB --> 309MB's size. Full savings, around ~90MB's. Original compressed packs size: 976MB (with SFX-modules. Total 6MB's extra size in 10 files. Raw Arc only size: 970MB)
Dramatically reduce the video files to smaller than 150-200MB's size required to fit the game into one CD. Files list its added from analyze the game.
UPDATE: Found old my recompressed BIK video packages these game. Any files repacked with LOLZ and any ones. I will finding enough 15-20MB extra data reduction to fit the game to one CD!
Videos: 141925kB (with BPK+LZMA compression. Unpacked size: 195920kB)
Binaries: 10911kB (without SFX module, the old archive)
Snd4: 162663kB (LZMA only)
Snd3: 105523kB (TTA+REP, its best results. MSC or LOLZ not better)
Snd1-2: 69498kB (SREP+LOLZ)
Data1_2_3_text (one archive): 240006kB (xZLIB+SREP+LOLZ, Unpacked size: 1040382kB)
Any extra files required 3241kB's space without installer. (Old installer size: 626kB) XT+LOLZ+CLS extra files required ~3MB's space in compressed format.
L33THAK0R
07-05-2021, 08:16
I am a newbie myself and I will say diskspan_gui is very easy to use
It's probably a placebo but I've found any large (5gb+) conversion with DiskSpan to take significantly longer compared to the same operation using Tiny Compressor. I'm not sure if the disk output sizes of DiskSpan change the length of the compression so could also be my lack of knowledge. I also prefer manually editing the "custom" input for tiny compressor in the arc.ini file but I'm a bit of an autistic **** honestly.
L33THAK0R
07-05-2021, 08:21
Don't worry because at first, i too was afraid to use DiskSpan. Since i was using UltraArc and it had less options but you have to try different things to learn and life is all about experiment ain't it?
I suppose so, I've managed to add any compressors I've needed to my tiny compressor installs so far, and I haven't encountered any issues other than making sure my options/arguments/commands for the compressor in question are correct. My only limitation currently is the available compressor to choose to include in my setup.exe, as I'm using ASIS v7.2.0 (newer versions are giving me a hard time), but I'm confident in time I'll be able to add the appropriate additional decompression executables (not sure if that's the right term) when I'm required to (i.e. oodle compressors, and Razor's title specific tools).
:( Sad8669
07-05-2021, 08:49
I suppose so, I've managed to add any compressors I've needed to my tiny compressor installs so far, and I haven't encountered any issues other than making sure my options/arguments/commands for the compressor in question are correct. My only limitation currently is the available compressor to choose to include in my setup.exe, as I'm using ASIS v7.2.0 (newer versions are giving me a hard time), but I'm confident in time I'll be able to add the appropriate additional decompression executables (not sure if that's the right term) when I'm required to (i.e. oodle compressors, and Razor's title specific tools).
Give LIS a shot, its pretty clean and has most of the newer compressors.
I would also recommend the Razor's WPI Installer, you can modified it according to your liking.
pratikpatel8982
07-05-2021, 09:03
I suppose so, I've managed to add any compressors I've needed to my tiny compressor installs so far, and I haven't encountered any issues other than making sure my options/arguments/commands for the compressor in question are correct. My only limitation currently is the available compressor to choose to include in my setup.exe, as I'm using ASIS v7.2.0 (newer versions are giving me a hard time), but I'm confident in time I'll be able to add the appropriate additional decompression executables (not sure if that's the right term) when I'm required to (i.e. oodle compressors, and Razor's title specific tools).
The CorePack Script by BlackFire69 also has option to import custom compressors in it + it looks badass too.
It's the only reason I use diskspan because many iss scripts are made specifically for it like LIS, ASIS, and CIU v3.
pratikpatel8982
07-05-2021, 09:06
I suppose so, I've managed to add any compressors I've needed to my tiny compressor installs so far, and I haven't encountered any issues other than making sure my options/arguments/commands for the compressor in question are correct. My only limitation currently is the available compressor to choose to include in my setup.exe, as I'm using ASIS v7.2.0 (newer versions are giving me a hard time), but I'm confident in time I'll be able to add the appropriate additional decompression executables (not sure if that's the right term) when I'm required to (i.e. oodle compressors, and Razor's title specific tools).
I think asis loads a setup.dll, an arc archive which has external compressors. You can study that and create your own setup.dll for your setup.exe.
L33THAK0R
07-05-2021, 09:46
I think asis loads a setup.dll, an arc archive which has external compressors. You can study that and create your own setup.dll for your setup.exe.
I went down this route and even had some very kind users here offer their skills and help but alas I ended up sticking with v7.2.0.
:( Sad8669
09-05-2021, 01:49
Just Cause 4 Precompression (Final Release) :
Using oo2reck+oo2recs+oo2recm
Used on full game.
74,717,919,217 bytes >> 128,960,332,422 bytes
Ratio : 172.59 %
Side Notes : I will update/repost after achieving full compression.
:( Sad8669
09-05-2021, 15:42
Just Cause 4 [ All DLC's + Languages ] Updated.
Here is the link to the updated post : https://fileforums.com/showpost.php?p=490763&postcount=2160
Initial Size : 69.5 GB
Final Size: 35.2 GB
@JustFun : If you are scrolling through and read this message, please update FIFA 20 and JC4 in your INDEX since i updated their methods. Just a message in case you miss it.
L33THAK0R
09-05-2021, 18:51
Hi all,
If anyone has them could I possibly have a look at someones "Precomp" & "Precompx" headers for arc.ini? Been looking through other .ini's for other compressors but I'm not sure exactly which of the options for the tools I should be using for compression, or if one command string fits all. Currently got:
[External compressor:precomp]
header = 0
unpackcmd = "Precomp\Win64\precomp_v2017" -o$$arcdatafile$$.tmp -r $$arcpackedfile$$.tmp
down for precomp but not sure how to use xprecomp at all.
:( Sad8669
09-05-2021, 22:27
Hi all,
If anyone has them could I possibly have a look at someones "Precomp" & "Precompx" headers for arc.ini? Been looking through other .ini's for other compressors but I'm not sure exactly which of the options for the tools I should be using for compression, or if one command string fits all. Currently got:
[External compressor:precomp]
header = 0
unpackcmd = "Precomp\Win64\precomp_v2017" -o$$arcdatafile$$.tmp -r $$arcpackedfile$$.tmp
down for precomp but not sure how to use xprecomp at all.
Yo, Here is the .ini :
[External compressor:xprecomp]
header = 0
packcmd = xtool.exe e:precomp:t4:lz4 - - <stdin> <stdout>
unpackcmd = xtool.exe d:precomp:t4 - - <stdin> <stdout>
Don't let the compressor name fool you.
BTW, this .ini was taken from an older version of XTool. I might be wrong but i don't think there is a difference ( in usage ) , the only difference will be your codecs such as zlib,lz4 etc.
Try comparing the results with xZLib or other codecs for your own satisfaction.
Created by Razor12911
Commands:
e - encode
d - decode
Operations and codecs available:
precomp - data precompression
zlib : loaded
crilayla : loaded
Options:
precomp - data precompression
c#: chunk size (default 16mb)
t#: number of threads, use p for percentage
Have a look above t# was number of threads same as now, and precomp - data precompression is already there just need the codecs.
:( Sad8669
10-05-2021, 00:16
Method : srep_new+LZMA-MT
Initial Size : 7.04 GB
Final Size : 4.83 GB
Compression Time : 37 minutes 42 seconds
Decompression Time : 5 minutes (4T)
Method : srep_new+NLolz
Initial Size : 7.04 GB
Final Size : 4.21 GB
Compression Time : 4 hours 0 minutes 41 seconds
Decompression Time : 5½ minutes (4T)
Hint : You can rip the trial version of .exe worth 278 MB and get a Final size of around 3.96 GB
:( Sad8669
11-05-2021, 02:09
Method : SREP+LZMA
Based On : Free Weekend Version.
Decompression Time : 1.3 hours (4T)
Initial Size : 83.6 GB
Final Size : 54.1 GB
Borderlands 3. Director's Cut (Only English Voice)
*.pak - ue4d plugin by Shegorat + XTool v0.39 + Srep + LOLZ
100 gb > 210 gb > 130 gb > 64.8 gb
Rest files - SREP+LZMA
700 mb > 531 mb
RePack size - 65.3 gb
Install time - 29 min. on Ryzen 5 3600, HDD>HDD (19 min. without DLC content)
Note.
Non-English audio cutting from DLC *.pak and rebuilded with QuickBMS
Thanks to Shegorat for unreal engine 4 decrypt FreeArc-Plugin, Razor12911 for XTool and ProFrager for LOLZ Compressor)))
Hexagon123
11-05-2021, 13:43
Method : SREP+LZMA
Compression Time : x
Decompression Time : 1.3 hours (4T)
Initial Size : 83.6 GB
Final Size : 54.1 GB
Should've used XTool for that?
:( Sad8669
11-05-2021, 14:15
Should've used XTool for that?
I am still testing the XTool method, because you see there is a plugin for WDL but i had no luck recently with that. Since it uses the lz4 plugin, i used various .dll just in case i hit something.
The liblz4.dll ( 136 ) KB was the one the was giving the best results of them all.
But when i precompressed the game it was somthing like 89,344,643,34 > 93,456,234,56.
Ofcourse the values other than first two digits are just predicted as i am writing the message but you can say 89 > 93.
Thanks for your concern though.
Edit : Check post : https://fileforums.com/showpost.php?p=491905&postcount=96
I am still testing the XTool method, because you see there is a plugin for WDL but i had no luck recently with that. Since it uses the lz4 plugin, i used various .dll just in case i hit something.
The liblz4.dll ( 136 ) KB was the one the was giving the best results of them all.
But when i precompressed the game it was somthing like 89,344,643,34 > 93,456,234,56.
Ofcourse the values other than first two digits are just predicted as i am writing the message but you can say 89 > 93.
Thanks for your concern though.
Edit : Check post : https://fileforums.com/showpost.php?p=491905&postcount=96
Seems to me like a good known bug for most of the plugins from xtool.
:( Sad8669
11-05-2021, 23:22
Seems to me like a good known bug for most of the plugins from xtool.
Yeah, the same thing happens with Hitman 3 (Only individual files can be precompressed properly).
And FIFA 20 (XTool would use no CPU on files greater than 1.5 GB or some times 2.0 GB)
These are the ones i tested so far along with WDL.
Edit : Unravel Two post has been updated.
Yeah, the same thing happens with Hitman 3 (Only individual files can be precompressed properly).
And FIFA 20 (XTool would use no CPU on files greater than 1.5 GB or some times 2.0 GB)
These are the ones i tested so far along with WDL.
Edit : Unravel Two post has been updated.
Bethesda plugin the same :p
Masquerade
12-05-2021, 12:07
xreflate+srep+lolz
Beware on using high chunk sizes due to huge streams being decompressed in XTool.
Reflate used since it gives best ratio.
6.6GB ----> 3.8GB :D
L33THAK0R
13-05-2021, 04:06
XCOM 2 + War of the Chosen (RUS+ENG) [GOG] Re-Repack
*.upk + *.tfc (without _XPACK_) - uelr+xtool+oo2reck+srep+lolz
44 > 80 > 23 > 9.4 gb
*.tfc (_XPACK_) - oo2reck+srep+lolz
9 > 17 > 14 > 6.8 gb
*.bik + *.bk2 (not all files) - bpk+srep
9 > 8 gb
*.wem + *.bnk - srep+pmt(razor)
6 > 3.3 gb
Rest files - srep+lolz
600 mb > 70 mb
Repack size - 27.8 gb (without Long War 2 mod)
Game Size - 70 gb
Install time - 35 min.
sorry if these are a silly couple of questions but with xtool what codecs did you use? The "Game File Scanner" tool shows zlib and lzo strems but I'm not sure if there are others. Also what's pmt? Never used the razor tools before sorry if thats got an obvious answer.
Masquerade
13-05-2021, 04:30
L33THAK0R
uelr processes the lzo streams, xtool will process the zlib streams.
PMT = parallel multithreaded tool
RZ is a single threaded compressor, so PMT splits the data input into chunks and compresses those chunks in parallel to essentially harness multithreaded operations and speed up encoding / decoding.
what codecs did you use?XTool v0.12 + Zlib Codec
L33THAK0R
13-05-2021, 05:08
L33THAK0R
uelr processes the lzo streams, xtool will process the zlib streams.
PMT = parallel multithreaded tool
RZ is a single threaded compressor, so PMT splits the data input into chunks and compresses those chunks in parallel to essentially harness multithreaded operations and speed up encoding / decoding.
Ah, thanks for clearing that up with UELR, I got distracted to properly figure out what it does and wasn't sure if it handles LZO streams or did something like unpack UE3 archives. Thank you for explaining what PMT does, saved me a lot of time! It's fascinating how people are able to come up with these solutions honestly.
Masquerade
13-05-2021, 14:41
English Only.
uelr+srep+lolz
*.bik, *.pck (videos / sound paks)
srep+LZMA2
11.5GB ----> 4.3GB :D
With all other languages:
13.2GB ----> 5.9GB :D
L33THAK0R
13-05-2021, 19:05
Hi all,
Could anyone share how to structure the compressor header for the Oodle precompressors? The only one I could find was from diskspan:
[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2 reck7,oo2reck8]
header = 0
unpackcmd = "Resources\OodleRec\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
[External compressor:oo2recm3,oo2recm4,oo2recm5,oo2recm6,oo2 recm7,oo2recm8]
header = 0
unpackcmd = "Resources\OodleRec\oo2recm.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
[External compressor:oo2recs3,oo2recs4,oo2recs5,oo2recs6,oo2 recs7,oo2recs8]
header = 0
unpackcmd = "Resources\OodleRec\oo2recs.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
However I'm fairly sure you're meant to reference which .ddl for the application to use but I'm not sure how to go about this. As a side question that's not as appropriate for this thread, if anyone could tell me the correct syntax for the header for use with ASIS, I'd greatly appreciate it.
Masquerade
13-05-2021, 23:10
You can use the {compressor} constant (freearc constant, not inno constant) to fit multiple tools with the same packcmd into one command:
[External compressor:oodlereck, oodlrecm, oodlerecs]
header = 0
packcmd = {compressor} e <stdin> <stdout>
unpackcmd = {compressor} d <stdin> <stdout>
Precompress the game using the Oodle core dll that the game comes with. Only some games require a different core to the one that ships (like Sekiro). Same dll used for precomp is also needed for decomp.
L33THAK0R
13-05-2021, 23:44
Precompress the game using the Oodle core dll that the game comes with.
Ah right, thank you, that makes it much clearer.
:( Sad8669
14-05-2021, 07:59
Another 50 hours compression coming your way. You would call me a madman for that one.
Madman?! I dont think so...
I did compression marathons since LOLZ released..MONTHS of compressions.:D
Now what do you call me?!
Loool
Sorry for the off.
:( Sad8669
14-05-2021, 15:11
Madman?! I dont think so...
I did compression marathons since LOLZ released..MONTHS of compressions.:D
Now what do you call me?!
Loool
Sorry for the off.
For the culture xD.
BTW that thing failed after taking 50 hours.
I did compression marathons since LOLZ released..MONTHS of compressions.:D-mtt1 -tt2 -mc16 -mt<cpu_cores> - faster lzma:ultra
Thanks,but i used d1023m. :) (16gb ram)
:( Sad8669
15-05-2021, 05:51
-mtt1 -tt2 -mc16 -mt<cpu_cores> - faster lzma:ultra
What about ratio? Is it any good?
:( Sad8669
15-05-2021, 07:34
@Masquerade
Do you remember the lolz setting from when you compressed CB4?
L33THAK0R
15-05-2021, 09:56
xreflate+srep+lolz
Beware on using high chunk sizes due to huge streams being decompressed in XTool.
Reflate used since it gives best ratio.
6.6GB ----> 3.8GB :D
Sorry to always be asking questions here, but what does the pack/unpackcmd look like for xreflate? I had a look at the included usage/operations help section in the xtool .exe, however I don't see reflate as an option there.
:( Sad8669
15-05-2021, 10:54
Sorry to always be asking questions here, but what does the pack/unpackcmd look like for xreflate? I had a look at the included usage/operations help section in the xtool .exe, however I don't see reflate as an option there.
Hey, its not like there is a special parameter for unpackcmd.
[External compressor:xtool]
header = 0
packcmd = xtool.exe precomp -mreflate -c32mb -t100p --dbase - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t100p - - <stdin> <stdout>
This is version 0.3.9 of XTool, as long as reflate libraries are there it will decompress.
Sorry for any lack of knowledge.
L33THAK0R
15-05-2021, 11:55
packcmd = xtool.exe precomp -mreflate -c32mb -t100p --dbase - - <stdin>
Unfortunately it would seem that this input isn't working for me (https://imgur.com/a/UQnykYL), thank you for your input though! It's very much appreciated.
:( Sad8669
15-05-2021, 12:07
Unfortunately it would seem that this input isn't working for me (https://imgur.com/a/UQnykYL), thank you for your input though! It's very much appreciated.
You are using the wrong version of xtool mate. If you are online rn dm me i would love to sort out the problem, as it will increase my knowledge too.
Edit: Use this one (https://fileforums.com/showpost.php?p=481382&postcount=1).
Masquerade
15-05-2021, 12:19
@Masquerade
Do you remember the lolz setting from when you compressed CB4?
Same lolz packcmd I always use, detection on ofc
:( Sad8669
15-05-2021, 12:23
Same lolz packcmd I always use, detection on ofc
Please send an example with parameters i haven't seen your older posts so i don't know which one you always use.
Any times recompress again the MSTS game Data1.arc package. (46 724 *.ACE files) use Tiny Compressor v1.4
First compression:
Use original settings.
SREP v3.93b, m3f
LOLZ: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023
Results: 2 743 249kB
Second compression:
SREP replaced to v3.92b versions
One LOLZ switch changed to via d64m to d128m
Results: 2 719 422kB
Third compression:
SREP default switch replaced to: m5f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 715 396kB
Note: Don't use tt256 switch! Compression speed hell slowly (and probably minimally better ratio), average ~2 to few kB/s!! tt8 doubled to tt16 or any higher ones, min. 100-200+ percentage extra compression times.
4nd compression, its final:
SREP default switch replaced to: m3f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 711 752kB
C:\TinyGamePack>arc lt "I:\Data1.arc"
FreeArc 0.67 (March 15 2014) listing archive: I:\Data1.arc
Archive type: FreeArc
Total bytes: 10,109,289,936
Compressed bytes: 2,776,518,258
Ratio: 27.47%
Directory blocks: 1
Directory, bytes: 1,389,514
Directory, compressed: 315,314
Solid blocks: 1
Avg. blocksize: 9 gb
Compression memory: 4096 mb
Decompression memory: 4096 mb
Dictionary: -
....
Pos Size Compressed Files Method
-----------------------------------------------------------------------------
31 10,109,289,936 2,776,518,258 46,724 xZLib+srep:m3f:a0+lolz
:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba409 6:tt8:mc1023
-----------------------------------------------------------------------------
46,724 files, 10,109,289,936 bytes, 2,776,518,258 compressed
All OK
This Data2.arc set its recompressed again.
SREP its default settings.
LOLZ: Use d128m switches.
3nd recompress test in coming soon in last night.
2nd results: 625 893kB (First: 628 021kB)
3nd results: 624 127kB (with Data1.arc 4nd compression settings and remove unneccessary one *.lnk and *.log files before compression.) Finalized.
Next step for optimize Binaries data set. (few MB's) and write NSIS based installer.
Sounds packages its finished. Results: 634 861kB (MSC+SREP)
Note: Replaced TAK 2.3.0 to 2.3.1 its minimally better results: 634 836kB. Decompression its works.
Mass Effect Legendary Edition uses oodle now.
Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.
Maybe I already have this answer here on the forum somewhere, but I haven't found it.
Maybe it's not the right place to ask a question, but as this thread is answered a lot, I decided to post it here.
I would like to know if I rename a CLS library to another name should the section in the CLS.ini file have the same name as the CLS?
Example: I renamed CLS-SREP.dll to CLS-SREP_NEW.dl on DiskSpan_GUI.
Do I need to use the same name [SREP_NEW] section in CLS.ini?
Masquerade
15-05-2021, 14:40
Cesar82
Yes
Masquerade
15-05-2021, 14:43
Mass Effect Legendary Edition uses oodle now.
Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.
Unreal Engine 3, no? Why not run uelr then check for oodle streams?
Maybe like the aforementioned XCOM (https://fileforums.com/showpost.php?p=484839&postcount=1580) game where oodle is embedded behind lzo and zlib ;)
@Masquerade
uelr throws out an error (no lzo streams found or somewhat).
I can send you a sample if you like to check it out.
L33THAK0R
15-05-2021, 20:04
You are using the wrong version of xtool mate.
Ah thank you, I assumed tiny compressor shipped with 0.3.9 but I see now this assumption was not the case! Thank you for linking me that release, I'll report back in a bit with hopefully some good news!
Masquerade
16-05-2021, 00:01
@Masquerade
uelr throws out an error (no lzo streams found or somewhat).
I can send you a sample if you like to check it out.
Sure, thanks!
:( Sad8669
16-05-2021, 00:09
Crash Bandicoot 4 : It's About Time - Precompression
precomp_mtx = Compressed 1 file, 51,468,527 => 99,890,725 bytes. Ratio 194.08%
Compression time: cpu 0.14 sec/real 73.70 sec = 0%. Speed 0.70 mB/s
All OK
precomp_std = Compressed 1 file, 51,468,527 => 99,890,632 bytes. Ratio 194.08%
Compression time: cpu 0.06 sec/real 115.76 sec = 0%. Speed 0.44 mB/s
All OK
ZTool = Compressed 1 file, 51,468,527 => 99,678,983 bytes. Ratio 193.67%
Compression time: cpu 0.08 sec/real 4.15 sec = 2%. Speed 12.40 mB/s
All OK
xZLib ( 2020 ) = Compressed 1 file, 51,468,527 => 99,679,919 bytes. Ratio 193.67%
Compression time: cpu 0.16 sec/real 2.91 sec = 5%. Speed 17.66 mB/s
All OK
Reflate = Compressed 1 file, 51,468,527 => 99,703,191 bytes. Ratio 193.72%
Compression time: cpu 0.06 sec/real 4.39 sec = 1%. Speed 11.74 mB/s
All OK
Preflate = Compressed 1 file, 51,468,527 => 99,802,477 bytes. Ratio 193.91%
Compression time: cpu 0.11 sec/real 12.18 sec = 1%. Speed 4.22 mB/s
All OK
GrittiBanzli = Compressed 1 file, 51,468,527 => 113,351,828 bytes. Ratio 220.24%
Compression time: cpu 0.09 sec/real 130.33 sec = 0%. Speed 0.39 mB/s
All OK
pZlib3 = Compressed 1 file, 51,468,527 => 99,636,638 bytes. Ratio 193.59%
Compression time: cpu 0.09 sec/real 3.58 sec = 3%. Speed 14.38 mB/s
All OK
L33THAK0R
17-05-2021, 09:18
Hi all,
I'm having a touch of trouble getting the Oodle stream precompressor working. The title I'm working on is XCOM 2. I'm a bit puzzled by the errors I've been getting (https://imgur.com/a/QnpimKl). I've tried both "d" and "e" options but alas the error output is the same. I'm using
oo2reck4 + xzlib + uelr + srep + lolz
I'm not sure exactly what the commands are for the application and whether or not you need to specify the location of the .dll or if it just needs to be in the root directory of the app, the oo2reck header looks like this in case the header is the issue:
[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2 reck7,oo2reck8]
header = 0
packcmd = "Resources\OodleRecK\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
Really sorry again if this is a silly question.
:( Sad8669
17-05-2021, 09:39
Try using <stdin> <stdout>, like this :
[External compressor:oo2reck,ok]
header = 0
packcmd = "X\X\oo2reck" e <stdin> <stdout>
Delete oodle .dlls other than your game one.
Put directory in "X" place.
Masquerade
17-05-2021, 10:55
Hi all,
I'm having a touch of trouble getting the Oodle stream precompressor working. The title I'm working on is XCOM 2. I'm a bit puzzled by the errors I've been getting (https://imgur.com/a/QnpimKl). I've tried both "d" and "e" options but alas the error output is the same. I'm using
oo2reck4 + xzlib + uelr + srep + lolz
I'm not sure exactly what the commands are for the application and whether or not you need to specify the location of the .dll or if it just needs to be in the root directory of the app, the oo2reck header looks like this in case the header is the issue:
[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2 reck7,oo2reck8]
header = 0
packcmd = "Resources\OodleRecK\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
Really sorry again if this is a silly question.
Compress in this order:
uelr+xzlib+oodle
uelr first always.
[External compressor:oodlerecK]
header = 0
packcmd = Resources\{compressor} e <stdin> <stdout>
oodle core dll goes in the same folder as oodlreck.exe
:( Sad8669
17-05-2021, 10:58
Method : xtool_reflate+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt 4:mc1023
Compression Time : 25.3 hours
Decompression Time : 28 minutes (4T)
Initial Size : 22.6 GB
Final Size : 13.8 GB
Ripped Files : See below
Ripped Files [Saves 378 MB]
----------------------------------
/134
/CrossPromo
/LoadingBar
*.Bumper_HSL_Sting.mp4
*.BumperATVI_Gamma.mp4
*.BumperTFB_Gamma.mp4
*.BumperUnreal_Gamma.mp4
*.C_GameEnd_TV_Shot006.mp4
*.C_GameEnd_TV_Shot007.mp4
*.C_GameEnd_TV_Shot008.mp4
*.C_Spyro02_MetropolisIntro.mp4
*.CinematicPlaceholder.mp4
*.CinematicPlaceholder_4K.mp4
*.CinematicPlaceholder_720p.mp4
*.CinematicPlaceholder_1080p.mp4
*.icon0.png
*.icon1.png
*.icon1_ja.png
*.IntroLoadingBar.mp4
*.IntroLoadingBar_Gamma.mp4
*.IntroLoadingNoBar.mp4
*.LastIntroMovie.mp4
*.LoadingScreenMovie_SP.mp4
*.LoopingLoadingScreenMovie_SP.mp4
*.MaskMonitor_Density.mp4
*.MaskMonitor_Gravity.mp4
*.MaskMonitor_Space.mp4
*.MaskMonitor_Time.mp4
---------------------------------
Ripped Tracks [English Only] [Saves 177 MB]
---------------------------------
*.C_GameEnd.mp4
*.C_GameStart.mp4
*.C_JungleOutro.mp4
*.C_MarshDingoIntro.mp4
*.C_NTropyBossIntro.mp4
*.C_NTropyBossOutro.mp4
*.C_PirateTawnaOutro.mp4
*.C_SpaceIntro.mp4
*.C_BonusEnd.mp4
*.C_BonusEnd1.mp4
*.C_BonusEnd2.mp4
*.C_CortexBossOutro.mp4
-------------------------------
Track Names [9 Tracks]
-------------------------------
Track 1 - English
Track 2 - X [Good chance of Arabic]
Track 3 - German
Track 4 - X [Good chance of Spanish]
Track 5 - Japanese
Track 6 - X
Track 7 - X
Track 8 - X
Track 9 - X
------------------------------
[B]Ripping Tracks Script [FFMPEG]
-----------------------------
ffmpeg -i "C_GameEnd.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_GameEnd.mp4"
ffmpeg -i "C_GameStart.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_GameStart.mp4"
ffmpeg -i "C_JungleOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_JungleOutro.mp4"
ffmpeg -i "C_MarshDingoIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_MarshDingoIntro.mp4"
ffmpeg -i "C_NTropyBossIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_NTropyBossIntro.mp4"
ffmpeg -i "C_NTropyBossOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_NTropyBossOutro.mp4"
ffmpeg -i "C_PirateTawnaOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_PirateTawnaOutro.mp4"
ffmpeg -i "C_SpaceIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_SpaceIntro.mp4"
ffmpeg -i "C_BonusEnd.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd.mp4"
ffmpeg -i "C_BonusEnd1.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd1.mp4"
ffmpeg -i "C_BonusEnd2.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd2.mp4"
ffmpeg -i "C_CortexBossOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_CortexBossOutro.mp4"
Note: This script is for English Only.
For more info click here (https://fileforums.com/showpost.php?p=491164&postcount=2218).
Thanks to KaktoR for help with ffmpeg.
Thanks to Masquerade.
Thanks to dixen who helped Masquerade.
-------------------------------
Other
-----------------------------
UE4PrereqSetup_x64.exe [39.6 MB]
-------------------------------
:( Sad8669
18-05-2021, 01:14
WWE 2K19 - Precompression
XTool - Kraken
Compressed 1 file, 3,291,136 => 21,504,257 bytes. Ratio 653.40%
Compression time: cpu 0.00 sec/real 15.72 sec = 0%. Speed 0.21 mB/s
All OK
OodleRec - Kraken
Compressed 1 file, 3,291,136 => 5,251,731 bytes. Ratio 159.57%
Compression time: cpu 0.00 sec/real 4.97 sec = 0%. Speed 0.66 mB/s
All OK
:( Sad8669
18-05-2021, 07:26
Star Wars : Squadrons contains zstd streams. One of the rare ones....
Compressed 1 file, 128,425,034 => 184,641,111 bytes. Ratio 143.77%
Compression time: cpu 0.27 sec/real 13.69 sec = 1%. Speed 9.47 mB/s
All OK
I am a beginner here, and I have a question. What do I do when I get the code of compression of a specific game? How do I use it? So, take this example of IFR
https://fileforums.com/showpost.php?p=491088&postcount=2196
It has 3 methods. How do use any of them to compress the game?
And also, what is the difference between the method of compressing using code in .bat files and using dll files? And how to use the dll as well?
Masquerade
18-05-2021, 13:38
Peter72
Chain commands together using the -m switch in freearc:
-msrep+lolz
example
Peter72
Chain commands together using the -m switch in freearc:
-msrep+lolz
example
Thanks for your reply. I added the "-m" before the compression line, but I think I don't get it correctly. So here is my code:
arc.exe a -ep1 -r -ed -s; -w.\temp\setup-3.bin srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8 "D:\Games\Immortals Fenyx Rising\PCK\*"
pause
I have divided the game files, and I am attempting to compress just the .pck files. If it write -msrep+lzma.... , it doesn't compile; it says (Unsupported compression method or error in parameters: srep:m3f). But when I remove it to just "srep+.." it starts compressing. But the thing now that it stops after compressing, leaves me with the .tmp file. It looks like this:
{
D:\Setup Files\oo2recm>arc.exe a -ep1 -r -ed -s; -w.\temp\setup-3.bin srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8 "D:\Games\Immortals Fenyx Rising\PCK\*"
FreeArc 0.67 (March 15 2014) creating archive: srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8 .arc
Compressed 21 files, 1,796,076,026 => 1,685,152,333 bytes. Ratio 93.82%
Compression time: cpu 124.30 sec/real 26.31 sec = 472%. Speed 68.27 mB/s
Copying temporary archive freearc1.tmp to srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8 .arc
Keeping temporary archive freearc1.tmparc.exe: srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8 .arc: open: invalid argument (Invalid argument)
D:\Setup Files\oo2recm>pause
Press any key to continue . . .
}
Keeping in mind that I don't know the use of those commands "a -ep1 -r -ed -s;". So what is the problem here? What am I not understanding or doing wrong?
:( Sad8669
18-05-2021, 19:22
Peter72
you need :
arc.ini - Set methods here
arc.exe - Execute compression
pack folder - where you need to keep your files that will be compressed
temp folder - where temporary data will be kept by freearc during compression
and the compressors - the compressor itself along with required libraries.
all in the same folder.
https://i.imgur.com/Kf5YQ80.png
Okay... I downloaded XTool, copied all the binaries and libraries into the folder, and added the above code in the pack.bat file. Everything is still the same. I am still stuck with a 1.6 GB .tmp file as in the image. Correct me if I am wrong, there are some coding that should be written in the arc.ini file. If so, I have no idea about it? What to do now?https://i.imgur.com/9l0knL3.png
:( Sad8669
18-05-2021, 20:28
Don't start repacking IFR like games right off the bat.
lzma uses FAZip32.exe which is not present in your folder.
lzma needs to be set in arc.ini before it can be used.
open your arc.ini:
[External Compressor:X]
header = 0
packcmd = X.exe e {options} <stdin> <stdout>
a basic structure is like this. You can't learn it all in one day, just keeping compressing games until you evolve and don't use commands as a beginner, use something like UltraArc or DiskSpan as a beginner.
Masquerade
18-05-2021, 22:49
Peter72
You set your temp folder as setup3.bin instead of the output archive.
:( Sad8669
19-05-2021, 07:55
Method : xtool_zstd+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:m c1023
Compression Time : 20 Hours
Decompression Time : 1 Hour 39 Minutes
Initial Size : 31.5 GB
Final Size : 20.5 GB
Possibilities : You can rip Multiplayer files if you don't need them.
Okay... I will slow it down. But the problem is that there is no beginner guide in the whole process. So when I stumble upon something for a beginner, I try it out. But I have no clue what are the things to learn sequentially. If you can direct me to the things to learn, I will be so grateful. So for example,
"You need to learn
1) X, then (Links to 1)
2) Y, then alternate your methods to (Links to 2)
3) Z (coding for instance) (Links to 3)"
Maybe one day, I will make a beginner book.
:( Sad8669
20-05-2021, 00:18
Method : ZTool+SREP+LOLZ
Compression Time : 49 Minutes
Decompression Time : 34 Seconds
Initial Size : 2.06 GB
Final Size : 284 MB
Side Notes : I don't know if the game contains any lz4 streams and by the time i was compressing this game, i didn't realized that there was a Unity precompressor plugin for XTool.
L33THAK0R
20-05-2021, 02:07
Okay... I will slow it down. But the problem is that there is no beginner guide in the whole process. So when I stumble upon something for a beginner, I try it out. But I have no clue what are the things to learn sequentially. If you can direct me to the things to learn, I will be so grateful. So for example,
"You need to learn
1) X, then (Links to 1)
2) Y, then alternate your methods to (Links to 2)
3) Z (coding for instance) (Links to 3)"
Maybe one day, I will make a beginner book.
I'd recommend reading the pinned posts on this board, plus giving as much information as possible, when posting about any issues or queries. These 2 things have helped me immensely with learning about this hobby/field.
:( Sad8669
20-05-2021, 02:25
I agree, just start reading this thread from the first page, the problems solved in the past might help you start.
Masquerade
20-05-2021, 11:02
Peter72
A nice place to start is, if you like the steps order:
1. take a look at freearc's command line and see what all your various switches do. Using a custom temp folder is hugely useful if your OS is on an SSD (-w switch). -m switch is for the compression method.
2. Look into using arc.ini to add external compressors. Start with something like XTool or srep. There's plenty of premade compressors in this forum which already have packcmds in the arc.ini, and you can use these to learn the correct structure.
3. Learn about using multiple compressors chained together using the + sign in -m switch, e.g. -msrep+lolz
4. Learn to use multiple methods on 1 archive by using arc.groups to make a mask ( I won't type all this in 1 message, but I will happily explain masks you are interested - just this way I save you some time by looking at building blocks first)
:( Sad8669
20-05-2021, 11:25
When you have arc.exe in your folder, you can run a .bat file to learn about their parameters.
Copy below and save it as .bat and run it in the same folder as arc.exe.
Help.bat
arc.exe
pause
From here you can learn what each command does.
Thank you very much for these info. It very much useful. And to Masquerade, I will be asking you about the masks when I get there :)
Masquerade
20-05-2021, 14:24
When you have arc.exe in your folder, you can run a .bat file to learn about their parameters.
Shift+right click to open command window from context menu? :confused:
HunterEmrah
20-05-2021, 15:32
Can you suggest something good for Days Gone?
Can you suggest something good for Days Gone?
https://fileforums.com/showpost.php?p=492058&postcount=101
21:43:42 - Selected ARC method for Data1.bin was: oo2reck7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
03:01:52 - Overall input size: 44.40 GB
03:01:52 - Overall output size: 23.05 GB
03:01:52 - Overall conversion time: 05:18:04
:( Sad8669
20-05-2021, 21:42
Shift+right click to open command window from context menu? :confused:
He is eventually going to use .bat files in future, taking long methods may help build more experience.
Mass Effect Legendary Edition
12:08:32 - Selected ARC method for Data1a.bin was: bpk
12:08:32 - Selected ARC method for Data1b.bin was: xtool_ue3_mele+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
------------------------------------------------------------------------------------
18:18:58 - Overall input size: 103.74 GB
18:18:58 - Overall output size: 60.84 GB
18:18:58 - Overall conversion time: 06:10:21
Edit: Do not use bpk. You will get crc errors on unpacking.
L33THAK0R
22-05-2021, 19:03
Mass Effect Legendary Edition
Selected ARC method for Data1b.bin was: xtool_ue3_mele+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
Sorry if this is obvious, but what exactly is xtool_ue3_meleI'm guessing it's an xtool plugin specific to the title "Mass Effect Legendary Edition", but was just wondering what exactly it does.
Sorry if this is obvious, but what exactly is xtool_ue3_meleI'm guessing it's an xtool plugin specific to the title "Mass Effect Legendary Edition", but was just wondering what exactly it does.
Yes. It is the plugin shared by Razor12911 in this #post (https://www.fileforums.com/showpost.php?p=492002&postcount=99).
The information shared by KaktoR is information used in DiskSpan_GUI (so it used "xtool_ue3_mele" and "srep_new").
L33THAK0R
22-05-2021, 23:01
Yes. It is the plugin shared by Razor12911 in this #post (https://www.fileforums.com/showpost.php?p=492002&postcount=99).
The information shared by KaktoR is information used in DiskSpan_GUI (so it used "xtool_ue3_mele" and "srep_new").
Thank you for this! I wonder why the developers of the title chose to use a different compression technique, (I'm guessing lzo & oodle) when the assets don't seem to have changed all that drastically (although I've only seen trailers for the title so I'm probably wrong)! Seems a bit strange.
Masquerade
22-05-2021, 23:27
Thank you for this! I wonder why the developers of the title chose to use a different compression technique, (I'm guessing lzo & oodle) when the assets don't seem to have changed all that drastically (although I've only seen trailers for the title so I'm probably wrong)! Seems a bit strange.
I think it's leviathan.
I think it's leviathan.
Yep.
Universal Oodle stream scanner
Created by Razor12911
[0] = Unknown/Invalid
[1] = Kraken/Hydra
[2] = Mermaid/Selkie/Hydra
[3] = Leviathan/Hydra
0001[3]| Pos: 00000935, Size: 31674
0002[3]| Pos: 000084EF, Size: 37461
0003[3]| Pos: 00011744, Size: 126043
0004[3]| Pos: 0003039F, Size: 26440
0005[3]| Pos: 00036B0F, Size: 129688
0006[3]| Pos: 000565A7, Size: 83893
0007[3]| Pos: 0006AD5C, Size: 95555
0008[3]| Pos: 000822C7, Size: 106465
Hello, Do you guys know what is the best way to compress The Binding of Issac Afterbirth? I've been having quite some trouble recently with it. Thanks
Masquerade
24-05-2021, 14:41
Hello, Do you guys know what is the best way to compress The Binding of Issac Afterbirth? I've been having quite some trouble recently with it. Thanks
Optimal method is to unpack the game archives, but currently the unpack tool has outdated file list leading to incorrect data unpacking and missing files meaning you;ll have a broken game.
Optimal method is to unpack the game archives, but currently the unpack tool has outdated file list leading to incorrect data unpacking and missing files meaning you;ll have a broken game.
Aw man, that sucks. What is the next best way to compress the game then?
Masquerade
26-05-2021, 01:38
Does anyone know the size of It Takes Two under LZMA?
:( Sad8669
26-05-2021, 07:47
Masquerade
I can post the results tomorrow if you would like, its already night here so i will let it run overnight.
Masquerade
26-05-2021, 08:24
Masquerade
I can post the results tomorrow if you would like, its already night here so i will let it run overnight.
Awesome, thanks.
:( Sad8669
27-05-2021, 02:59
Masquerade
Input size: 43.63 GB
Output size: 30.95 GB
Method : xtool_zlib+srep_new+lzma:a1:mfbt4:256m:fb273:mc100 0000000:lc8
Compressing 5,611 files, 46,846,025,126 bytes. Processed 11.1%
Compressing 86,819,705,627 bytes with "OTHERS\SREP\Win64\srep.exe" -m3f -a0/0 InFile OutFile
11.1%SREP 3.93a beta (October 11, 2014): input size 82797 mb, memory used 4922 mb, -m3f -l512 -c512 -a0/0 -hash=vmac -b8mb
100%: 86,819,705,627 -> 68,740,152,915: 79.18%. Cpu 18 mb/s (4527.188 sec), real 17 mb/s (4785.019 sec) = 95%. Remains 00 11.1% %
Decompression memory is 1748 mb. 11,685,296 matches = 186,964,736 bytes = 0.27% o 11.1%
11.1%
Errorlevel=0
Compressed 5,611 files, 46,846,025,126 => 33,235,367,739 bytes. Ratio 70.95%
Compression time: cpu 240.02 sec/real 47292.86 sec = 1%. Speed 0.99 mB/s
All OK
Side Notes : Please don't post this in the INDEX, i will shortly update it in another post.
:( Sad8669
27-05-2021, 09:27
Method : xtool_zlib+srep_new+lzma:a1:mfbt4:256m:fb273:mc100 0000000:lc8
Compression Time : 13 hours 8 minutes 19 seconds.
Initial Size : 43.63 GB
Final Size : 30.95 GB
L33THAK0R
27-05-2021, 22:13
Hi all,
I recently finally figured out how to properly encode and package .usm files, and I was wondering if anyone who has some experience here might be able to help me out with a little issue pertaining to implementing the new, encoded files. In the title "Batman: Arkham City" every encoded .usm, bar the initial file loaded "0_CW_Intro.usm", soft-locks the title at the conclusion of the video file, the only solution to this is manual user input to skip the cut-scene, which the title enables users to do for every pre-rendered cut-scene (all pre-rendered cut-scenes are contained within .usm files). This isn't a massive issue, as it can be solved by adding additional footage informing the user when to skip, however, I want to minimise this additional user-inputs if it is at all possible. I have multiple other titles I want to test out encoding .usm files on ("The Witcher 3: Wild Hunt", "Batman: Arkham Origins" & "Batman: Arkham Knight", to name a few), and as this is the first title I have attempted to encode .usm files on, I cannot say whether this is a title-specific issue or not.
My current plan is to stitch on a 10 second clip at the end of each effected video notifying the user their input is required, as I don't think there is any other solution.
:( Sad8669
28-05-2021, 22:53
Days Gone - Precompression
XTool - Kraken is 50% faster than OodleRec - Kraken, while the difference is between their ratio is 5% - 6%
OodleRec - Kraken
Compressed 34 files, 35,821,723 => 75,484,606 bytes. Ratio 210.72%
Compression time: cpu 0.06 sec/real 32.63 sec = 0%. Speed 1.10 mB/s
All OK
XTool - Kraken
Compressed 34 files, 35,821,723 => 73,598,522 bytes. Ratio 205.46%
Compression time: cpu 0.06 sec/real 17.51 sec = 0%. Speed 2.05 mB/s
All OK
Side Notes : It's basically waiting for twice the XTool - Kraken and getting only 10% ~ 15 % ratio.
Final Compressors :
XTool:Kraken + SREP + LOLZ :
Compressed 34 files, 35,821,723 => 16,565,774 bytes. Ratio 46.25%
Compression time: cpu 0.06 sec/real 86.91 sec = 0%. Speed 0.41 mB/s
All OK
OodleRec:Kraken + SREP + LOLZ :
Compressed 34 files, 35,821,723 => 16,007,052 bytes. Ratio 44.69%
Compression time: cpu 0.17 sec/real 98.59 sec = 0%. Speed 0.36 mB/s
All OK
Side Notes : Squadrons (https://fileforums.com/showpost.php?p=492097&postcount=2409) Decompression time updated.
L33THAK0R
31-05-2021, 19:20
Hi all,
Does anyone know if there are any public methods/tools to rip and restore, (however just knowing if it's possible to rip files would be appreciated) files from "id Tech Engine" data files? I'm particularly interested in the 5th (https://en.wikipedia.org/wiki/Id_Tech_5) and 6th (https://en.wikipedia.org/wiki/Id_Tech_6) iterations of the "id Tech" engine.
:( Sad8669
05-06-2021, 21:35
Days Gone - Full Game Precompression
XTool : v0.3.9 Used.
Codec : Kraken.
Libraries : Provided by Razor12911 for Days Gone.
Results :
Compressed 3,092 files, 64,172,576,777 => 103,896,774,882 bytes. Ratio 161.90%
Compression time: cpu 108.59 sec/real 12011.73 sec = 1%. Speed 5.34 mB/s
All OK
Initial Size : 59.7 GB
Final Size : 96.7 GB
:( Sad8669
07-06-2021, 00:37
Method :xtool_kraken+srep:m3f:l512+lzma:a1:mfbt4:256m:fb2 73:mc1000000000:lc8
Compression Time : 10 Hours.
Decompression Time : 1 Hour 16 Minutes. (4T)
Initial Size : 59.7 GB.
Final Size : 36.9 GB.
Libraries : Both Oodle7 and Oodle8 Provided by Razor12911.
Possibilities : You can rip foreign languages.
doofoo24
08-06-2021, 14:07
unravel 1 final size 2.04gb
3.17gb to 4.68gb using munravel1 -c64mb without --dedup
then srep+lolz from 4.68gb to 2.04gb nothing rip include trial exe
srep:m3f:d1g:a2+lolz:mt4:mtt1:d128:fba4096:mc1023: pc4:gm20:dtb1:x2
unravel 2 final size 3.5gb
6.76gb to 10.1gb using munravel2 -c32mb without --dedup
then srep+lolz from 10.1gb to 3.5gb...
srep:m3f:d1g:a2+lolz:mt4:mtt1:d128:fba4096:mc1023: pc4:gm20:dtb1:x2
using razor unravel_R1.7z with xtool 0.3.18
*note you can improve ratio by using mt0 and increase d but super slow...
doofoo24
09-06-2021, 14:37
Mass Effect 1 8.7gb
Mass Effect 2 15.3gb
Mass Effect 3 19.7gb
only english
using razor unreal_R5...
method
mue3:m2+srep:m3f:d1g:a2:lolz:mt4:mtt1:d128:fba4096 :mc1023:pc4:dtb1
edit : compression with cls-bpk pass but give CRC error during decompression,
maybe because of multichannel audio ?
if you edit bik file it may work with cls-bik i remember that i tested it in the past when profargo released on number of games and some give the same error duing compression , need to tested...
ME MISTAKE FOR NOT TESTING CLS-BPK UNPACK, SORRY...
Masquerade
10-06-2021, 08:29
Guys, you can't use bpk for the videos in Mass Effect - crash on decompression...
Yes, you will get crc errors on some files.
L33THAK0R
10-06-2021, 22:31
Has anyone given "Sacred 3" a shot? I can't find much information about the engine used online, and no modding community exists (that I know of) to unpack the title's archives. level 9 zlib streams are present according to the "Game File Scanner" tool, however reflate/prelate have little effect (only able to find 10 streams). I'll try applying pzlib to see if that'll have any difference, I'll update in the coming days with results. If anyone would like a sample I'd be happy to upload it.
:( Sad8669
11-06-2021, 12:28
Yakuza 0 - Some Tests
.usm files when extracted, have no audio tracks to rip.
.cpk files when extracted, useless because it spawns 20,000 files of 20-50 KB's.
.Contains no streams at all, so you don't need to use a precompressor.
Overall, you can't rip anything out with the modding tools.
Most of you guys might have known about this but i still wanted to share it.
Edit : Upon testing, here are the results. GFS didn't detected any streams though.
precomp_mtx :
Compressed 4 files, 75,380,736 => 84,305,014 bytes. Ratio 111.84%
Compression time: cpu 0.11 sec/real 5.13 sec = 2%. Speed 14.69 mB/s
All OK
ZTool : Compressed 4 files, 75,380,736 => 84,394,635 bytes. Ratio 111.96%
Compression time: cpu 0.17 sec/real 14.04 sec = 1%. Speed 5.37 mB/s
All OK
Reflate : Compressed 4 files, 75,380,736 => 84,426,712 bytes. Ratio 112.00%
Compression time: cpu 0.11 sec/real 3.77 sec = 3%. Speed 19.98 mB/s
All OK
Preflate : Compressed 4 files, 75,380,736 => 84,480,615 bytes. Ratio 112.07%
Compression time: cpu 0.11 sec/real 4.35 sec = 3%. Speed 17.34 mB/s
All OK
Edit 2 : Nevermind, don't use a precompressor, i.e because i think only the one or two of above files contained streams and other files are either .usm or pck and some other extensions.
Masquerade
12-06-2021, 00:26
CPK
Use crilayla :( Sad8669
:( Sad8669
12-06-2021, 02:18
Masquerade
No luck man :(.
Thanks for the help, if you come up with some ideas be sure to remind me.
Masquerade
12-06-2021, 02:51
xtool+srep+lolz
17.3GB ----> 10.8GB :D
Hexagon123
12-06-2021, 15:23
Yakuza 0 - Some Tests
.usm files when extracted, have no audio tracks to rip.
.cpk files when extracted, useless because it spawns 20,000 files of 20-50 KB's.
.Contains no streams at all, so you don't need to use a precompressor.
Overall, you can't rip anything out with the modding tools.
Most of you guys might have known about this but i still wanted to share it.
Edit : Upon testing, here are the results. GFS didn't detected any streams though.
precomp_mtx :
Compressed 4 files, 75,380,736 => 84,305,014 bytes. Ratio 111.84%
Compression time: cpu 0.11 sec/real 5.13 sec = 2%. Speed 14.69 mB/s
All OK
ZTool : Compressed 4 files, 75,380,736 => 84,394,635 bytes. Ratio 111.96%
Compression time: cpu 0.17 sec/real 14.04 sec = 1%. Speed 5.37 mB/s
All OK
Reflate : Compressed 4 files, 75,380,736 => 84,426,712 bytes. Ratio 112.00%
Compression time: cpu 0.11 sec/real 3.77 sec = 3%. Speed 19.98 mB/s
All OK
Preflate : Compressed 4 files, 75,380,736 => 84,480,615 bytes. Ratio 112.07%
Compression time: cpu 0.11 sec/real 4.35 sec = 3%. Speed 17.34 mB/s
All OK
Edit 2 : Nevermind, don't use a precompressor, i.e because i think only the one or two of above files contained streams and other files are either .usm or pck and some other extensions.
Game uses LZSS (custom)?
:( Sad8669
12-06-2021, 21:21
Hexagon123
It does?
Well in any case, I am already done with this Title.
:( Sad8669
13-06-2021, 00:33
Method : srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023
Compression Time : 7.9 Hours
Decompression Time : 7.7 Minutes (4T)
Initial Size : 24.7 GB
Final Size : 14.0 GB
Extras : Avatars - Digital Manga - Wallpapers (56.3 MB)
Method : srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023
Compression Time : 7.8 Hours
Decompression Time : 7.6 Minutes (4T)
Initial Size : 24.5 GB
Final Size : 13.8 GB
Version : v4
Extras : Avatars - Digital Manga - Wallpapers (56.3 MB)
Notes for Second Method : This is just a predicted result, but the updates don't change much and the compression stays same so you can rely on these number.
:( Sad8669
16-06-2021, 08:32
Dragon Ball Z : Kakarot (v1.60) - Precompression
Sample : pakchunk1-WindowsNoEditor.pak
Precompressor: XTool (0.3.9) By Razor12911.
Codec : ZLib.
Compressed 1 file, 3,165,678,042 => 11,715,285,243 bytes. Ratio 370.07%
Compression time: cpu 5.97 sec/real 283.59 sec = 2%. Speed 11.16 mB/s
All OK
:( Sad8669
17-06-2021, 21:41
Method : srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023
Compression Time : 7.1 Hours
Decompression Time : 6.2 Minutes
Initial Size : 20.2 GB
Final Size : 12.6 GB
Extras : Avatars - Digital Manga - Wallpapers
base & virtualtextures
xtool_zlib+srep+lzma
Everything Else
srep+lzma
Final Size: 57.4 GB
Compressed Size: 42 GB
Notes:
I tried bpk with the video files it always threw errors for me.
Valkyria Chronicles (+Update 3/DLC)
srep+lzma on movies only, srep+lolz on everything else.
Output size: 15 GB / 15.1 GB (I got 15.1 GB in the end because I had to split a file due to an error in decompression, but originally it was 15 GB.)
Side note: The movies take up 14 GB of the game, and the games entire size is 19.88 GB, so that's a lot for movies. They're .SFDs too, so there is barely any compression, which is why I advised to use LZMA instead of LOLZ, because it's much faster, and there isn't much a difference in size. You can split the .SFDs open to get the .m1v and .mp2 files with VGMtoolbox, so it's probably possible to re-encode the files, but I have no idea how to get past the 4000 kbps bitrate limit, when the raw m1v was 10000+kbps, nor do I know how to put them back together into an SFD.
Far Cry 3 + Far Cry 3 Blood Dragon (RUS+ENG)
*.dat, *.fat - Xtool 0.3.20(fc3.xtl)+srep+lolz
10.8 gb > 16 gb > 10 gb > 4.9 gb
Rest files - srep+lolz
250 mb > 33 mb
Install time = 7 min. SSD, R5 3600
Masquerade
30-06-2021, 13:04
xtool_zlib+srep+lolz
21GB ---> 11.8GB :D
Carldric Clement
05-07-2021, 02:34
Original Size: 101.16 MB
Compressed Size: 39.14 MB
Option :
Image : lepton
Audio : oggre -s3
Rest of the files : xprecomp+srep:m3f:a2+exe2+lolz:d128m:mt4
XTool used : ZLib, Reflate, LZ4
Note: You need to unpack the Main.pak where it should be able to compressed the rest of all files.
L33THAK0R
07-07-2021, 02:46
UPDATE: it seems this error may have been brought on by my virtual machine's virtio storage drivers, and not the fault of software used for packing.
Has anyone given the "Attack on Titan" video-game series a shot? There are a fair few zlib streams, however attempting to use either xtool 2019 or 2020 always results in a "-1" error output (which I honestly have no clue what that error-code means) after all streams have been found.
:( Sad8669
07-07-2021, 02:51
I do have the game but too lazy to give it a shot xD
Masquerade
07-07-2021, 10:33
Attack on Titan 2 works fine with old xtool v12
Method : xtool_zstd+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:m c1023
Compression Time : 20 Hours
Decompression Time : 1 Hour 39 Minutes
Initial Size : 31.5 GB
Final Size : 20.5 GB
Possibilities : You can rip Multiplayer files if you don't need them.
Could you tell me which zstd library version you used?
I do have the game but too lazy to give it a shot xD
I admire the honesty :D
:( Sad8669
08-07-2021, 01:10
KakTor,
The one that comes with 0.3.9 if i remember right.
Compare the results with this (https://fileforums.com/showpost.php?p=492070&postcount=2401).
Grumpy,
"Honesty is the best policy" they say :P.
Yakuza Series and new updated GTA V version, ton of stuff coming but i need to pull myself together.
KakTor,
The one that comes with 0.3.9 if i remember right.
Compare the results with this (https://fileforums.com/showpost.php?p=492070&postcount=2401).
Do you have a small sample file for testing? :)
:( Sad8669
08-07-2021, 06:25
KaktoR,
Sure, will hook you up with the sample tonight.
i mean its almost evening here.
:( Sad8669
08-07-2021, 12:21
Here is the sample (https://filebin.net/w3fwfab6h6qy7n80).
Sorry for the late.
Thanks.
zstd_114 - zstd_130
Compressed 1 file, 128,425,034 => 184,651,576 bytes. Ratio 143.78%
Compression time: cpu 0.14 sec/real 5.13 sec = 3%. Speed 25.04 mB/s
Above v1.3.2 the ratio will drop
Carldric Clement
08-07-2021, 22:21
Original Size: 2.73GB
Compressed Size: 1.19GB
Option:
* Image files = lepton
* Wave files = tta
* Rest of files = xprecomp+srep+exe2+lolz
Precompression:
XTool Used = ZLib, Reflate, LZ4
Srep Settings = -m3f -a2
Lolz Settings = -d128m -mt4
Carldric Clement
09-07-2021, 03:17
Original Size: 4.03 GB
Compressed Size: 2.12 GB
Option:
* Bink files = bpk+srep:m3f:a1:mem1024mb+tor:7
* Rest of files = xprecomp+srep:m3f:a2+exe2+lolz
Precompression:
XTool Used = ZLib, Reflate, LZ4
Lolz Settings = -d128m -mt4
Hi there guys,
As of now, we have more than 1000 entries in Index.
Thank you to everyone who was a part of this so far.
Cheers!
Carldric Clement
09-07-2021, 22:53
Original Size: 653.45 MB
Compressed Size: 162.75 MB
Option:
* Rest of files = xprecomp+srep:m3f:a2+exe2+lolz
Precompression:
XTool Used = ZLib, Reflate, LZ4
Lolz Settings = -mtt1 -d128m -mt4 -ldmf1
Prettyboy099
10-07-2021, 03:51
13:54:59 - Selected ARC method for Data.bin was: xt_zlib+srep_new+LZMA-MT
13:55:21 - Compression initialized in 10-07-2021 at 13:55:21.
15:52:55 - Overall input size: 28.20 GB
15:52:55 - Overall output size: 20.96 GB
15:52:55 - Overall conversion time: 01:57:33
:( Sad8669
13-07-2021, 06:33
Fortnite - Precompression
Contains ZLib streams.
Count : 3640
Sample: pakchunk0-WindowsClient.pak (133 MB)
Compressed 1 file, 139,664,888 => 229,265,924 bytes. Ratio 164.15%
Compression time: cpu 0.09 sec/real 7.94 sec = 1%. Speed 17.58 mB/s
All OK
Side Notes : Tons of new stuff coming....*sigh*, well i hope so.
panker1992
14-07-2021, 08:57
Resident Evil 8 Village
Sounds - All
Movies - Removed Optional how its made stuff
and tex files left as is Total Compressed Size = 18 GB
Blocks
3317383863 3731856949 1.wmv optional
1483173675 1648366619 2.wmv
3805438255 3826442429 3.wmv
3826442430 4070125575 4.wmv optional
4408129950 4648733769 5.wmv optional
4677339017 4892061781 6.wmv
4215713582 4408129949 7.wmv optional
4070125576 4215713581 8.wmv optional
1648366620 1773564442 9.wmv
3731856950 3805438254 10.wmv
4648733770 4677339016 11.wmv
4892061782 4930489090 12.wmv
1464006109 1470603909 13.wmv
1470603910 1483173674 14.wmv
4930489091 4932102837 15.wmv
Re-Encode High Quality = 8 MBPS Video
Re-Encode Medium Quality = 6 MBPS Video
Re-Encode Low Quality = 4 MBPS Video
sfk partcopy 1.bin -allfrom 0 re_chunk_000.pak 3317383863 -yes
sfk partcopy 2.bin -allfrom 0 re_chunk_000.pak 1483173675 -yes
sfk partcopy 3.bin -allfrom 0 re_chunk_000.pak 3805438255 -yes
sfk partcopy 4.bin -allfrom 0 re_chunk_000.pak 3826442430 -yes
sfk partcopy 5.bin -allfrom 0 re_chunk_000.pak 4408129950 -yes
sfk partcopy 6.bin -allfrom 0 re_chunk_000.pak 4677339017 -yes
sfk partcopy 7.bin -allfrom 0 re_chunk_000.pak 4215713582 -yes
sfk partcopy 8.bin -allfrom 0 re_chunk_000.pak 4070125576 -yes
sfk partcopy 9.bin -allfrom 0 re_chunk_000.pak 1648366620 -yes
sfk partcopy 10.bin -allfrom 0 re_chunk_000.pak 3731856950 -yes
sfk partcopy 11.bin -allfrom 0 re_chunk_000.pak 4648733770 -yes
sfk partcopy 12.bin -allfrom 0 re_chunk_000.pak 4892061782 -yes
sfk partcopy 13.bin -allfrom 0 re_chunk_000.pak 1464006109 -yes
sfk partcopy 14.bin -allfrom 0 re_chunk_000.pak 1470603910 -yes
sfk partcopy 15.bin -allfrom 0 re_chunk_000.pak 4930489091 -yes
HunterEmrah
14-07-2021, 13:15
Resident Evil 8 Village
Sounds - All
can you please share guide how to rip audio languages for each one?
panker1992
15-07-2021, 00:12
I have found all Language files including all Sound Files
for each language there are 161 sound files 250mb per language (Total 9 languages with english)
so it can be further reduced to 16GB total for one language.
I am Waiting for Zee to complete a tool that can automate the process since i do it by hand :P
feel free to share if any tool that can find a duplicate and replace with zero bytes exist
L33THAK0R
15-07-2021, 06:36
Resident Evil 8 Village
Sounds - All
Movies - Removed Optional how its made stuff
and tex files left as is Total Compressed Size = 18 GB
Blocks
3317383863 3731856949 1.wmv optional
1483173675 1648366619 2.wmv
3805438255 3826442429 3.wmv
3826442430 4070125575 4.wmv optional
4408129950 4648733769 5.wmv optional
4677339017 4892061781 6.wmv
4215713582 4408129949 7.wmv optional
4070125576 4215713581 8.wmv optional
1648366620 1773564442 9.wmv
3731856950 3805438254 10.wmv
4648733770 4677339016 11.wmv
4892061782 4930489090 12.wmv
1464006109 1470603909 13.wmv
1470603910 1483173674 14.wmv
4930489091 4932102837 15.wmv
Re-Encode High Quality = 8 MBPS Video
Re-Encode Medium Quality = 6 MBPS Video
Re-Encode Low Quality = 4 MBPS Video
sfk partcopy 1.bin -allfrom 0 re_chunk_000.pak 3317383863 -yes
sfk partcopy 2.bin -allfrom 0 re_chunk_000.pak 1483173675 -yes
sfk partcopy 3.bin -allfrom 0 re_chunk_000.pak 3805438255 -yes
sfk partcopy 4.bin -allfrom 0 re_chunk_000.pak 3826442430 -yes
sfk partcopy 5.bin -allfrom 0 re_chunk_000.pak 4408129950 -yes
sfk partcopy 6.bin -allfrom 0 re_chunk_000.pak 4677339017 -yes
sfk partcopy 7.bin -allfrom 0 re_chunk_000.pak 4215713582 -yes
sfk partcopy 8.bin -allfrom 0 re_chunk_000.pak 4070125576 -yes
sfk partcopy 9.bin -allfrom 0 re_chunk_000.pak 1648366620 -yes
sfk partcopy 10.bin -allfrom 0 re_chunk_000.pak 3731856950 -yes
sfk partcopy 11.bin -allfrom 0 re_chunk_000.pak 4648733770 -yes
sfk partcopy 12.bin -allfrom 0 re_chunk_000.pak 4892061782 -yes
sfk partcopy 13.bin -allfrom 0 re_chunk_000.pak 1464006109 -yes
sfk partcopy 14.bin -allfrom 0 re_chunk_000.pak 1470603910 -yes
sfk partcopy 15.bin -allfrom 0 re_chunk_000.pak 4930489091 -yes
This is a really silly question but how do you find/calculate the blocks for a desired file? I'm trying to accomplish a similar feat with the earlier "Far Cry" titles & "The Settlers VII (7)", regarding their Bink videos.
:( Sad8669
15-07-2021, 07:39
I will try RE8 as soon as i get my hand on the game files.
panker1992 you did the same thing with RE3 and also managed to compress it effeciently.
Would love to see it as low as possible.
panker1992
15-07-2021, 07:51
>Leethakor
I have demonstarted in the forum how to calculate and find the files and remove them!!
I have also posted a video on youtube personally that explains it with alo of details
> Sad8669
I am fixing Sound stuff from the game i am almost done.
I have managed to strip down many titles over my free time
Resident Evil 2 = 13.6 GB
Call of Cthulhu = 7.3 GB
Little Hope = 18.8GB same as Fitgirl but mine is better because the decompressed size from 55 GB is 35GB and yes its playable :D
Man of Medan = 17.8 GB same as above game is 30% down for decompressed size instead of 50GB its 30 and playable!!!
Biomuntant = 6.4GB this game is 25+ GB decompressed mine is 12GB decompressed and yes its playable!!!
:( Sad8669
15-07-2021, 08:06
Can you look into Yakuza 0 in your free time?
Fitgirl's version is : 11.7 GB
Mine is : 14.0 GB
The point is that, i know what Fitgirl has done to make it this small. She unpacked .par files which i also did and seen good results, but unlike sfk there isn't any tool to patch it back into the .par file to its original size.
It's just other information (if not discussed previously).
panker1992
15-07-2021, 09:27
The Total Compressed game is estimated to be 16GB no more !! will post once i pack it though
Completely Remove languages this game has total of 9 spoken languages so.
Also removing large portions of uncompressible files help with lolz - lolzi compression!!
Good Luck!!
PS. Take Extreme caution here can break the game if you dont know what you are doing - this is master dissection at it's best !!!
Movie - Blocks
3317383863 3731856949 1.wmv optional
1483173675 1648366619 2.wmv
3805438255 3826442429 3.wmv
3826442430 4070125575 4.wmv optional
4408129950 4648733769 5.wmv optional
4677339017 4892061781 6.wmv
4215713582 4408129949 7.wmv optional
4070125576 4215713581 8.wmv optional
1648366620 1773564442 9.wmv
3731856950 3805438254 10.wmv
4648733770 4677339016 11.wmv
4892061782 4930489090 12.wmv
1464006109 1470603909 13.wmv
1470603910 1483173674 14.wmv
4930489091 4932102837 15.wmv
BGM Ingame Language Audio
28717571425 28736453394
28717571425 em1000_v.bnk.2.x64.en
25315697863 25337249337
25315697863 em1260_v.bnk.2.x64.en
28671792013 28692171487
28671792013 em1261_v.bnk.2.x64.en
28692171883 28712379369
28692171883 em1262_v.bnk.2.x64.en
27929954843 27951900137
27929954843 em1310_v.bnk.2.x64.en
25834788055 25866260102
25834788055 pl1000_v.bnk.2.x64.en
27959817454 27986571026
27959817454 pl2000_v.bnk.2.x64.en
28789034961 28801457854
28789034961 em1302_v_effort.bnk.2.x64.en
BGM - Blocks - Around 700 MB of Music
Block 1 500MB File
5578232732 6096544709 bgm_resident.pck.3.x64
Block 2
807697467 829232497 bgm_em_c22.pck.3.x64
Block 3
829232498 841520221 bgm_em_c23.pck.3.x64
Block 4
871463739 891591317 bgm_em_c24.pck.3.x64
Block 5
900402239 935723696 bgm_em_c27.pck.3.x64
Block 6
1008712931 1040885578 bgm_em_c32.pck.3.x64
Block 7
470684396 530322314 movie_chapter3.pck.3.x64
Block 8
3291738440 3317383862 movie_bonus.pck.3.x64 - Optional?
Block 9
3234287977 3248181923 movie_chapter1.pck.3.x64
Spoken language - ENGLISH ONLY
721910965 807697466
731727462 em1000_v_dialogue.pck.3.x64.en
2422899086 2493439908
2422899086 em1110_v_dialogue.pck.3.x64.en
18114998188 18152135580
18119034210 em1150_v_dialogue.pck.3.x64.en
20249490548 20294360582
20254537491 em1230_v_dialogue.pck.3.x64.en
19302022331 19349746976
19302022331 em1260_v_dialogue.pck.3.x64.en
5506437541 5556561515
5506437541 em1262_v_dialogue.pck.3.x64.en
841520222 871463738
841520222 em1300_v_dialogue.pck.3.x64.en
20294360583 20341650467
20294360583 em1302_v_dialogue.pck.3.x64.en
18394439764 em1310_v_dialogue.pck.3.x64.en
18394439764 18438588281
6100084475 6599324197
6100084475 pl1000_dialogue.pck.3.x64.en
156083303 470684395
191024214 movie_chapter3_dialog.pck.3.x64.en
20354417983 20417554742
20361475021 em1320_v_dialogue.pck.3.x64.en
18251704719 em4070_v_dialogue.pck.3.x64.en
18251704719 18380860641
18454440446 18491950561
18454440446 em1330_v_dialogue.pck.3.x64.en
18217131131 18251704718
18220993113 em1370_v_dialogue.pck.3.x64.en
20180356416 20241899672
20187235043 em4103_v_dialogue.pck.3.x64.en
20079047866 20126111173
20079047866 em4105_v_dialogue.pck.3.x64.en
975582092 1008712930
975582092 pl2000_dialogue.pck.3.x64.en
3261758961 3291738439
3265076495 movie_bonus_dialog.pck.3.x64.en
18082008046 18103123619
18084365781 em4130_v_dialogue.pck.3.x64.en
18606474237 18632973839
18606474237 em4104_v_dialogue.pck.3.x64.en
18152135581 18171592518
18152135581 em4090_v_dialogue.pck.3.x64.en
18171592519 18216296126
18171592519 em4000_v_dialogue.pck.3.x64.en
20126111174 20144293480
20126111174 em4100_v_dialogue.pck.3.x64.en
20144293481 20162068318
20144293481 em4101_v_dialogue.pck.3.x64.en
20162068319 em4102_v_dialogue.pck.3.x64.en
20162068319 20180356415
18438588282 18454440445
18440377385 em4110_v_dialogue.pck.3.x64.en
6619741253 6630105302
6620935170 em4430_v_dialogue.pck.3.x64.en
6601679701 6612262879
6602864723 em4400_v_dialogue.pck.3.x64.en
956084055 967211189
956084055 em4122_v_dialogue.pck.3.x64.en
945198973 956084054
945198973 em4121_v_dialogue.pck.3.x64.en
937121945 em4120_v_dialogue.pck.3.x64.en
937121945 945198972
18380860642 18394264859
18382352586 em4070_v.pck.3.x64.en
5458135716 5506437540
5458135716 em1261_v_dialogue.pck.3.x64.en
Masquerade
16-07-2021, 00:05
Start size: 40.3GB
Main game files:
xcrilayla+xzlib+srep+lolz
The z files inside the cpks are compressed with zlib, read more here: https://forum.xentax.com/viewtopic.php?f=10&t=16011
Videos:
srep+lzma
Ofc you can recode them to save space, but then lossy :)
Audio:
msc+srep+lzma
These .wsp files are just multiple audio files concatenated. You can use this BMS script (https://forum.xentax.com/viewtopic.php?f=10&t=16011&start=120#p135227) to "extract" them, however it's imperfect. To "pack" the files again, you can use bincat by aluigi or copy /b. Not much point in trying oggre_wwise, I got better result with msc
Final size: 20.2GB
:( Sad8669
16-07-2021, 02:21
panker1992
So if i want to rip an optional .wmv i have to use HeX to replace its values with 00 and then insert it back into the re_chunk_000.pak file?
I am afraid i am missing something big.
Masquerade
16-07-2021, 03:30
panker1992
So if i want to rip an optional .wmv i have to use HeX to replace its values with 00 and then insert it back into the re_chunk_000.pak file?
I am afraid i am missing something big.
You are correct.
First, we start by extracting the pak file to see what's inside.
Next you find the video/file whatever you want to rip out.
Open HxD and drag into it your pak file - the "big file" - and your the file you want to rip.
Next we highlight the first few lines of the rip file on the hex side (do NOT select the decoded text side) and CTRL+C to copy the data to clipboard.
We move to the big file and CTRL+F and go to "Hex values" tab. We paste what we just copied and hit ENTER.
HxD will search the file for the matching hex values in the file. Depending on the size of the file + amount of data you selected, this can take quite long!
When HxD finds the data, it will show highlighted.
Next, we go to the top of the window and change where it says "hex" to "dec" (this is because SFK only supports decimal offsets).
Go to the start of the highlighted data that hxd presents you with, and you can right click and click Copy Offset (or ALT+INS on keyboard).
Open a notepad doc, nothing special, and paste the offset.
After copying the first offset, go back to the rip file and go right to the very bottom and copy from the bottom upwards some hex data (be careful, some videos such as binks can have repeating data at the end so you will need to copy until the data starts to differ).
Go to the big file and search again with this new hex values. Note that here, it's a good idea to set the search filter to forwards only since going backwards is useless and wastes our time!
Once you find the end offset, copy it again and paste it into the notepad.
I like to sort mine a little like this:
8476305309 - 8490311604 - example.mp4
7249864117 - 7615226644 - bonus.mp4
Now comes the patch out part. You right click in HxD in the big file and click Select Block (or CTRL+E).
Make sure your HxD is set to Dec and not hex otherwise this next step won't work (you will get an error saying "file does not contain offset")
In the first box, paste the first offset we copied. In the 2nd box, paste the second offset we copied. Ignore the length box, HxD determines it on it's own.
Now select the block and you now have the full ripped file selected within the big file.
Next, we right click, and click "Fill Selection". Choose to fill with 00s (this is selected by default, so you can just press ENTER in the window that appears). 00 is just empty space.
You will notice the hex data that was there previously now goes all to red 00s. The data has been removed. Now you can hit CTRL+S to save the file. HxD is very kind to you and makes a backup file with .bak extension of the unchanged file (again, can take a while depending on the size of the file). After done, the red 00s will become black. The file has saved. Congrats! You just ripped out a video from a big file.
To patch the video back in, we can use sfk - bat file:
sfk partcopy <ripped_file> -allfrom 0 <big_file> X -yes
Replace <ripped_file> and <big_file> with their names accordingly. Replace X with the first decimal offset we copied.
A completed bat would look something like this:
sfk partcopy example.mp4 -allfrom 0 mygame.pak 8476305309 -yes
-allfrom 0 tells SFK to copy data from the very start of the supplied file. -yes tells sfk to actually do the specified command, since otherwise it wouldn't do it.
:( Sad8669
16-07-2021, 03:47
Can't thank you enough for taking your time out for me and the community.
I know how painful it is to demonstrate a Practical thing Theoretically.
This whole para, i am gonna read it carefully when i get to it.
L33THAK0R
16-07-2021, 04:38
You are correct.
First, we start by extracting the pak file to see what's inside.
Is there a public collection of file-lists for REEngine titles? Both the QuickBMS and RETool unpacking functions require a list to unpack the ".pak" archives and I can only seem to find such a list for "Devil May Cry 5".
:( Sad8669
16-07-2021, 06:26
Ok so i read the whole process, everything went smoothly.
Lets talk about RE8 specifically. Ripping the video outta the big file using HxD doesn't reduce its actual size.
Then what is the point?
Or does it decreases upon compressing?
Also why patch files back once ripped? they are optional anyway, or was that a reference for universal use?
L33THAK0R
16-07-2021, 06:41
Ok so i read the whole process, everything went smoothly.
Lets talk about RE8 specifically. Ripping the video outta the big file using HxD doesn't reduce its actual size.
Then what is the point?
Or does it decreases upon compressing?
Also why patch files back once ripped? they are optional anyway, or was that a reference for universal use?
I've tried and succeeded in encoding ripped videos with block information provided by panker with RE2 Remake (I don't have access to a database/list for RE2s archives), and I'm fairly confident the REEngine iteration used by RE8 also allows for this. Personally I'd offer the end-user the choice between lossless & lossy videos, which is where patching the original files back in would be beneficial. I'm fairly certain your final compressor of choice would be able to take advantage of the massive amount of blank data within the archive to achieve a smaller output.
Masquerade
16-07-2021, 06:54
Ok so i read the whole process, everything went smoothly.
Lets talk about RE8 specifically. Ripping the video outta the big file using HxD doesn't reduce its actual size.
Then what is the point?
Or does it decreases upon compressing?
You're confusing replacing the space in the big file with empty space with removing the space altogether.
Imagine you have 5 different coloured squares, each compress to a varying level of goodness:
https://i.ibb.co/RjFhVnx/Untitled.png
Now, blue squares repesent videos, they don't compress well at all. So we use HxD to remove the blue square, leaving white empty space:
https://i.ibb.co/Jmkjpwd/Untitled.png
The big file size (represented by the black border around the squares) doesn't change. The space is still there, but nothing is occupying it, it's empty. Empty space compresses well, because there's nothing there to compress.
Since you took out a file that doesn't compress very well, you have just saved yourself loads of time when compressing under lolz, since lolz is slow. If you only use something like LZMA which is a bit faster, the speed gain becomes less prevalent.
Also why patch files back once ripped? they are optional anyway, or was that a reference for universal use?
For more of a general thing, yes.
Repacks intended to be lossless, but when you remove data from a file, you break CRC perfection. So, you put the files back in and everything is fine. Ofc you can keep it out if you want, you get a smaller repack in the end.
Some games have completely unused files inside the big files - take Just Cause 4 as example, instead of fixing their videos, they just re-rendered new videos and just slapped them into the patched data folders. The old videos are still in the game, but the game just doesn't read them. IIRC there's over 3GB of unused videos in that game (including the credits video to Just Cause 3!) - so ripping them out of the archives saves you not only time in compression and final compressed size.
Other times it's useful to just patch data out in order to compress it differently. E.g. you can patch the bink videos out of Just Cause 4 and compress them with bpk, whereas if you used lolz without tampering with the archives, you'd get a larger size since lolz doesn't work on bink videos.
Hope that explanation wasn't too all over the place :D
Masquerade
16-07-2021, 07:06
Is there a public collection of file-lists for REEngine titles? Both the QuickBMS and RETool unpacking functions require a list to unpack the ".pak" archives and I can only seem to find such a list for "Devil May Cry 5".
https://residentevilmodding.boards.net/thread/10567/pak-tex-editing-tool
This may be useful to you
L33THAK0R
16-07-2021, 07:22
https://residentevilmodding.boards.net/thread/10567/pak-tex-editing-tool
This may be useful to you
Thank you! This is quite the interesting list, I'll have to research how each entry is calculated (I'm guessing the process may be similar to the now abandoned, although fairly complete, "Mad Max" asset identification project that was started a while back, where each asset has to be called into memory and the resulting logs from Process Manager (windows) can be used to build a hash list), since it seems RE2 is only 2/3rds complete.
:( Sad8669
16-07-2021, 07:55
Ahhh i see, that makes sense xD.
But as you said, when space is empty it compresses well, which means in the final compressed data, the size of the video will removed right?
and about the languages, panker1992 mentioned English Only and gave blocks of just ENG files but we are actually ripping languages other than English so how we get rid of other languages? or the ones mentioned were other than English?
Sorry for being a numbskull and Thanks!
panker1992
16-07-2021, 08:12
hello people :D
There is a serious business here and i have created a lil bit of chaos :D
BTW my Final Size for RE8 = 16.1GB
I am explaining :D and i will take RE8 For example
This game has total of 5.9 GB of audio plus videos files
It has 9 languages which as audible not subs of anything totalling 2.25 GB
Movies Total 1.79GB
Rest is ambient Music Game Just generic Music
Why in sevel hells would anyone with a mind compress this title altogether with lolz??
What I did was simple Remove all Videos and all Audios and ambient music etc and compressed textures aka tex files from the game down to 15 GB
then i saw what video files are optional and removed them around 1GB of videos are optional how the game is made and what artist and directors did etc so all of those gone
then i took the videos the game uses for the game and re encode them making them 70% smaller.
Then i took 8 out of 9 spoken languages and completely removed them that is another 2 GB in final size.
Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size.
you separate them all pack them and patch in the files at the end.
:( Sad8669
16-07-2021, 08:24
This kind of interesting chaos is always welcome.
What i asked was that, are these audio files other than English?
Block 1
721910965 807697466
731727462 em1000_v_dialogue.pck.3.x64.en
Block 2
2422899086 2493439908
2422899086 em1110_v_dialogue.pck.3.x64.en
Block 3
18114998188 18152135580
18119034210 em1150_v_dialogue.pck.3.x64.en
Block 4
20249490548 20294360582
20254537491 em1230_v_dialogue.pck.3.x64.en
Block 5
19302022331 19349746976
19302022331 em1260_v_dialogue.pck.3.x64.en
Block 6
5506437541 5556561515
5506437541 em1262_v_dialogue.pck.3.x64.en
Block 7
841520222 871463738
841520222 em1300_v_dialogue.pck.3.x64.en
Block 8
20294360583 20341650467
20294360583 em1302_v_dialogue.pck.3.x64.en
Block 9
18394439764 em1310_v_dialogue.pck.3.x64.en
18394439764 18438588281
Block 10 -- this one is 500mb
6100084475 6599324197
6100084475 pl1000_dialogue.pck.3.x64.en
Block 11 -- this one is also big 300mb
156083303 470684395
191024214 movie_chapter3_dialog.pck.3.x64.en
Block 12
20354417983 20417554742
20361475021 em1320_v_dialogue.pck.3.x64.en
Block 13
18251704719 em4070_v_dialogue.pck.3.x64.en
18251704719 18380860641
Block 14
18454440446 18491950561
18454440446 em1330_v_dialogue.pck.3.x64.en
Block 15
18217131131 18251704718
18220993113 em1370_v_dialogue.pck.3.x64.en
Block 16
20180356416 20241899672
20187235043 em4103_v_dialogue.pck.3.x64.en
Block 17
20079047866 20126111173
20079047866 em4105_v_dialogue.pck.3.x64.en
Block 18
975582092 1008712930
975582092 pl2000_dialogue.pck.3.x64.en
Block 19 Optional?
3261758961 3291738439
3265076495 movie_bonus_dialog.pck.3.x64.en
Block 20
18082008046 18103123619
18084365781 em4130_v_dialogue.pck.3.x64.en
Block 21
18606474237 18632973839
18606474237 em4104_v_dialogue.pck.3.x64.en
Block 22
18152135581 18171592518
18152135581 em4090_v_dialogue.pck.3.x64.en
Block 23
18171592519 18216296126
18171592519 em4000_v_dialogue.pck.3.x64.en
Block 24
20126111174 20144293480
20126111174 em4100_v_dialogue.pck.3.x64.en
Block 25
20144293481 20162068318
20144293481 em4101_v_dialogue.pck.3.x64.en
Block 26
20162068319 em4102_v_dialogue.pck.3.x64.en
20162068319 20180356415
Block 27
18438588282 18454440445
18440377385 em4110_v_dialogue.pck.3.x64.en
Block 28
6619741253 6630105302
6620935170 em4430_v_dialogue.pck.3.x64.en
Block 29
6601679701 6612262879
6602864723 em4400_v_dialogue.pck.3.x64.en
Block 30
956084055 967211189
956084055 em4122_v_dialogue.pck.3.x64.en
Block 31
945198973 956084054
945198973 em4121_v_dialogue.pck.3.x64.en
Block 32
937121945 em4120_v_dialogue.pck.3.x64.en
937121945 945198972
Block 33
18380860642 18394264859
18382352586 em4070_v.pck.3.x64.en
Block 34
5458135716 5506437540
5458135716 em1261_v_dialogue.pck.3.x64.en
and also why rip BGM? doesn't it make the game feel weird xD?
L33THAK0R
16-07-2021, 08:28
Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size.
Do you have a sample to listen to? I'm quite interested in how noticeable the quality loss is with ".wem" encoding!
panker1992
16-07-2021, 08:43
Well,
The blocks Remove entire 9 languages at once and i chose to patch back only ENGLISH
i can show you how to patch another language instead of english if that is what you desire
GOD- i need a team chat so i can have a ncie talk with you guys
Leethakor sample is here
https://drive.google.com/file/d/1d865f1LGaH_IhqlQ--7RbuMgqAU_bETo/view?usp=sharing
If you find any difference i will give you my tricks and tools :D
PS Edit i forgot :D BGM = Background Music and it is patched back in after decompression :D it doesnt get lost
:( Sad8669
16-07-2021, 08:46
Which Blocks are the English ones (those you patch back) lmao.
This shit is getting crazier.
Also if i extract a file and make it 00 with hex, and then patch it back, will it be the same as doing the offset process?
panker1992
16-07-2021, 08:56
What you need isnt a block for language
Block = the area to cut with hex from and to from point A to point B offset 01 to offset 500 example given.
What you need to patch a file is the file to patch and the starting offset where it starts inside the gigantic file!!
it's practical usage have you seen my youtube videos where i explain how this works ?
You can pack a game Fitgirl Size if you master what i am showing here
:( Sad8669
16-07-2021, 09:12
Please refer me toward the video.
panker1992
16-07-2021, 09:27
Check Messages and you will find it
L33THAK0R
16-07-2021, 09:47
Leethakor sample is here
https://drive.google.com/file/d/1d865f1LGaH_IhqlQ--7RbuMgqAU_bETo/view?usp=sharing
Wow that's pretty incredible how little the loss in quality is to the naked human ear! I'll have to start experimenting with encoded audio now! Thankfully ".wem" files are fairly easy to encode (save for titles that use some older (~2008 - 2009) Vorbis codecs).
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