View Full Version : Best Compression Methods for 'Specific' Games. Q&A
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Masquerade
15-01-2022, 14:19
@fabrieunko WemTool is now fixed, should work on God Of War now and all future games.
@fabrieunko WemTool is now fixed, should work on God Of War now and all future games.
Language files will be bigger then before if you use WEMTool.
However for the non-localized files it seems to work.
Before WEMTool: 2.33 GB (2.513.317.784 Bytes)
After WEMTool: 2.12 GB (2.287.270.916 Bytes)
No compression was added for this test
Snake288
15-01-2022, 16:14
hello, if I may, the voice of God *.wem would like to ask your support on how to reduce the size of wem files the sample video can be a very understandable training video.
how to seperate music files from a game plz explain :confused::confused::confused::confused::confused:
Masquerade
16-01-2022, 09:32
how to seperate music files from a game plz explain :confused::confused::confused::confused::confused:
Be more specific, what game, what audio is being used, etc...
Sid Meier's Civilization VI
v1.0.12.9, 2 Languages, all DLC + Soundtracks
21:38:19 - Selected ARC/SPLIT method for Data1a-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
$bpkpack=bpk
$libpack=srep_new+razor_mtx
$textpack=dict+lzp+lzma:a1:mfbt4:256m:fb273:mc1000 000000:lc8
$soundpack=srep_new+razor_mtx
$deflatepack=xt_zlib+srep_new+4x4:b64mb:lzma:ultra :64m:bt4:fb273:lc8:mc1000000
$oggrepack=oggre
$wemtoolpack=srep_new+razor_mtx
21:38:19 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
-------------------------------------------------------------------------------------------------------------------------------------------
22:32:21 - Overall input size: 18.33 GB
22:32:21 - Overall output size: 8.08 GB (Ratio 44.11%)
22:32:21 - Overall conversion time: 00:53:53
PS: Exclude "DLC\GranColombia_Maya\Platforms\Windows\Movies\Gra nColombia_Maya_DefeatClimate.bk2" from bpk.
God of War (RUS+ENG Voice only)
*,wem, *.sdp - srep+zstd
3,8 > 3,7 gb
*.bk2 - bpk
All rest files - srep+lolz
57, 4 gb > 22,9 gb
Repack size - 26,8 gb
Install Size - 61,3 gb
Masquerade
21-01-2022, 03:30
Does anyone have any input for Expeditions: Rome?
Although there is a key, the game is not encrypted and it's not looking too healthy under xtool+srep+lolz
:( Sad8669
21-01-2022, 05:05
I think you have to go with classic SFK style, if what steamdb says is true you might find voiceovers for German.
Audio files aren't known best for compressibility but still.
Try playing around with oodle too, maybe.
Masquerade
21-01-2022, 06:08
Already checked the localisation before I left the house this morning. The German voice files don't take up that much space. Zlib compression is used, not oodle.
:( Sad8669
21-01-2022, 23:45
Forza Horizon 5 - Precompression
Overall input size: 92.32 GB
Overall output size: 150.84 GB
Compressed 11,938 files, 99,133,025,380 => 161,958,571,033 bytes. Ratio 163.37%
Compression time: cpu 190.63 sec/real 7941.73 sec = 2%. Speed 12.48 mB/s
All OK
:( Sad8669
25-01-2022, 00:48
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc100000000 0:lc8
Compression Time : 6 Hours 39 Minutes and 47 seconds
Decompression Time : 52 Minutes (4T)
Initial Size : 41.02 GB
Final Size: 30.24 GB
:( Sad8669
25-01-2022, 06:19
Well, if anyone is interested in hearing/extracting GOW sounds, you can do the following.
They are found here, GodOfWar\exec\wad\pc_le\soundbanks with extension .sdp
Open any of the file with HxD, select everything and scroll down until you see BKHD. Delete all hex code to the point you see "BKHD", also delete the highlighted area.
Now, you have a bank file. Which can be extracted using armyoftwo.bms (QuickBMS).
OR
You can use bnkextr, its faster.
https://github.com/eXpl0it3r/bnkextr
After extracting the bank, you will find alot of .wem files named as .wav
Convert them to OGG, if you want to hear them.
Thanks for the hint.
You can repack extracted files with plain zip (0 compression, just storing) and create a diff file to patch back to original. Now find a way to do the hex editing for hundreds of files in a batch :p
:( Sad8669
25-01-2022, 08:49
Creating diff was also in my mind, but there is no bnk repacker so you can't hope to use WemTool on the inside .wem files, since there would be no way to rebuild them.
If there was a bnkrepacker, we might have saved 150~200 MB (only 1~2 MB compression with WemTool on 80 MB files)
BKHD header occurs at different places in different files, i think there is no pattern + we can ignore some 1 KB ~ 1 MB files :D
Masquerade
25-01-2022, 13:58
Serious Sam: Siberian Mayhem
Start Size: 25.5GB
Method:
xtool+msc+srep+lolz
Final Size: 17.3GB
Notes:
*.gro archives are Zip files.
Final Size: [Compressing...]
~ 18 gb.
XTool v0.40 + Reflate = All *.gro - 28 gb > 50 gb..but..error unpack from lolz (it just closed on 6.4%):confused:
UPD
XTool + zlib+preflate
Tested 1 file, 18,629,519,581 => 26,137,702,000 bytes. Ratio 71.27%
Testing time: cpu 28.02 sec/real 500.07 sec = 6%. Speed 52.27 mB/s
All OK
:( Sad8669
26-01-2022, 00:52
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc100000000 0:lc8
Compression Time : 8.4 Hours
Decompression Time : 55+ Minutes (4T)
Initial Size : 61 GB
Final Size: 27.9 GB
Ripped : All Lang files except ENG
Possibilities : You can use BPK on bink files.
Masquerade
26-01-2022, 06:17
srep+lolz
12.6GB ---> 2.7GB
Serious Sam: Siberian Mayhem
Start Size: 25.5GB
Method:
xtool+msc+srep+lolz
Final Size: 17.3GB
Notes:
*.gro archives are Zip files.
There are some ogg's too
Masquerade
26-01-2022, 13:23
I saw those. I think may be a good idea to have another go and use QuickBMS to import the oggs back to their correct spot in the archive. Using oggre in the pipeline would probably cause issues.
I guess you can just make a xtool database for this.
Masquerade
26-01-2022, 23:50
There's only about 350mb of OGG audio in the game.
Masquerade
27-01-2022, 10:27
Neon Abyss
Step 1: 7x bundle files (ignoring StandaloneWindows64) - Use UBT to decompress them, then recompress each bundle and make a patch for each. I ended up with ~16mb of HDiffZ patches in total. When decompressed, the game requires 2.3GB of disk space despite only being 1GB when compressed.
Step 2: Compress:
srep+lolz/$mp4=srep+zstd/$bank=srep+razor/$hdiffz=srep
Final Size: 250MB
Masquerade
27-01-2022, 13:28
Rugby 22
srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstd
23.5GB ----> 3.7GB
I experienced issues with srep v3.92b with this game so I used srep v3.2 instead.
panker1992
29-01-2022, 04:43
what files in Hitman 3 are the patch files ?? i want to replace the originals with patches and save traffic
Masquerade
29-01-2022, 06:01
panker1992
All the files with "patch" in their name:
https://i.ibb.co/jrBXqfJ/Capture.png
Masquerade
29-01-2022, 07:56
HighFleet
precomp+srep+lolz/$wav=msc+srep+lzma/$mp3=mpz+srep/$ogg=oggre
1.3GB ----> 773MB
Galactic Civilizations IV (Beta)
21:37:14 - Selected ARC/SPLIT method for Data1a-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
/$textpack=dict+lzp+lzma:a1:mfbt4:256m:fb273:mc1000 000000:lc8
/$deflatepack=xt_zlib+srep_new+4x4:b64mb:lzma:ultra :64m:bt4:fb273:lc8:mc1000000
/$ddspack=srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
/$bpkpack=bpk
/$mp3pack=srep_new+mpz_mtx
/$libpack=srep_new+razor_mtx
21:37:14 - Selected ARC/DS method for Data1b-01.bin was: srep_new+1
-------------------------------------------------------------------------------------------------------------------------------------------
22:04:24 - Overall input size: 11.94 GB
22:04:24 - Overall output size: 8.40 GB (Ratio 70.40%)
22:04:24 - Overall conversion time: 00:27:07
Exclude from bpk
Movies\homescreen_logo2.bk2
Movies\Large_Frame.bk2
Movies\End Game\Defeat_Event.bk2
Movies\Events\Event_Promethion.bk2
Movies\Events\Event_TradeRouteRaid.bk2
Movies\PlanetBinks\HorizontalGraph.bk2
Movies\Techs\GC3_Armor_Temp.bk2
Movies\Techs\GC3_Beam_Temp.bk2
Movies\Techs\GC3_Colonization_Temp.bk2
Movies\Techs\GC3_Drive_Systems_Temp.bk2
Movies\Techs\GC3_Economics_Temp.bk2
Movies\Techs\GC3_Interstellar_Craft_Temp.bk2
Movies\Techs\GC3_Invasion_Temp.bk2
Movies\Techs\GC3_Kinetic_Temp.bk2
Movies\Techs\GC3_Life_Support_Temp.bk2
Movies\Techs\GC3_lndustrail_Temp.bk2
Movies\Techs\GC3_Marines_Temp.bk2
Movies\Techs\GC3_Missle_Temp.bk2
Movies\Techs\GC3_Planetary_Defense_Temp.bk2
Movies\Techs\GC3_Point_Defense_Temp.bk2
Movies\Techs\GC3_Research_Temp.bk2
Movies\Techs\GC3_Sensors_Temp.bk2
Movies\Techs\GC3_Shields_Temp.bk2
Movies\Techs\GC3_Starbase_Defense_Temp.bk2
Movies\Terran\Terran_ResearchAdviser_Approach.bk2
Movies\Terran\Terran_ResearchAdviser_Idle.bk2
Thanks to Masquerade with helping me looping -mbpk for arc
itsthorin
31-01-2022, 03:26
Hey there, I wanna try repacking for fun like fitgirl and every other repacker. If anybody can help please explain to me step by step everything from compressing the game to creating an installer package for it, your help will mean a lot to me I've been trying this for days but failed every time.
Masquerade
31-01-2022, 10:17
LEGO Worlds [Build 3833060 - ENGLISH ONLY]
Step 1:
Unpack game files using QuickBMS + Modified BMS script posted here (https://www.fileforums.com/showpost.php?p=495388&postcount=15).
Step 2:
Patch the game exe as shown here (https://www.fileforums.com/showpost.php?p=495612&postcount=52). This will enable the game to run in an unpacked state. Developers deliberately tried to prevent this!
Step 2.5 [Optional]:
You can separate Voiceover files inside "AUDIO\VO\DX\NARRATOR" directory.
Step 3:
Compress
srep+lolz/$ogg=srep+lzma2
4.8GB ===> 1.6GB
Notes:
Don't use oggre, it doesn't decompress.
The sizes above are for English only repack, if you add all other voiceovers, ofc it will be larger.
A collective thanks to aluigi, acidicoala and our mutual friend m0xf for the unpacking tools and EXE patching.
fabrieunko
31-01-2022, 11:17
Rugby 22
srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstd
23.5GB ----> 3.7GB
I experienced issues with srep v3.92b with this game so I used srep v3.2 instead.
how to use this command with DiskSpanGui2007? when i copy
srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstd
DiskSpanGui2007 answers me the "$wav=msc" method is not supported.
$wav = $mscpack
$mp4 = $storepack
Life is Strange: Before the Storm - Remastered
*.Bytes - XTool(v0.12)+srep+lolz
16.3 gb > 19.5 gb > 12,5 gb > 7.8 gb
*.usm - srep+lzma2
4.6 gb > 3.6 gb
*.awb, *.acb - srep+zstd
1.7 gb > 1.1 gb
Rest files - srep+lolz
Repack size - 12.7 gb
Install size - 22 gb
Install time - 5 min (R5 3600)
Note. For precompression *.bytes - you need liblz4 v1.9.3 (https://github.com/lz4/lz4/releases/download/v1.9.3/lz4_win64_v1_9_3.zip)
Early versions are not as effective
Masquerade
02-02-2022, 13:49
For Life Is Strange Remastered, you can extract WWise Audio to use WemTool + separate JP voiceovers. You need QuickBMS:
BMS Script: https://bayfiles.com/L046w1Ffx9/unreal_bms
To extract:
quickbms_4gb_files -f "*.wem" unreal.bms pakchunk0-WindowsNoEditor.pak tmp
Now make a copy of the tmp folder, call it tmp2 or whatever.
Then eliminate the wem files from the archive with the following commands:
for /f "tokens=*" %%i in ('dir /b /s /a *.wem') do cd.>"%%i"
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp
Thanks to Dixen for the first command to null the wems.
This will reimport empty space where the wems originally were.
Then, run wemtool over the extracted wems to compress them.
Finally, during decompression, decode the wems with wemtool then reimport them with quickbms
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp2
fabrieunko
03-02-2022, 00:32
for /f "tokens=*" %%i in ('dir /b /s /a *.wem') do cd.>"%%i"
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp
Hello masquerade, when I use this command, windows gives me an error: %% was unexpected
Masquerade
03-02-2022, 05:16
for /f "tokens=*" %%i in ('dir /b /s /a *.wem') do cd.>"%%i"
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp
Hello masquerade, when I use this command, windows gives me an error: %% was unexpected
Swap %%i to %i
fabrieunko
03-02-2022, 08:12
I got confused in the manipulation to do, can you confirm the steps:
I do :
1: quickbms_4gb_files -f "*.wem" unreal.bms pakchunk0-WindowsNoEditor.pak tmp
2: I copy everything in TMP to TMP2
3: for /f "tokens=*" %i in ('dir /b /s /a *.wem') do cd.>"%i"
4: quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp
5: I launch WemTool -e in the TMP2 folder
I don't understand this part:
Finally, during decompression, decode the wems with wemtool then reimport them with quickbms
6 ????
7: quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp2
I don't understand this part:
Finally, during decompression, decode the wems with wemtool then reimport them with quickbms
6 ????
WemTool with -d parameter:
WemTool.exe -d
fabrieunko
03-02-2022, 10:51
excuse me for insisting but I do not understand after this command:
for /f "tokens=*" %i in ('dir /b /s /a *.wem') do cd.>"%i"
quickbms -w -r unreal.bms pakchunk0-WindowsNoEditor.pak tmp
what do i do with wemtool?
:( Sad8669
03-02-2022, 21:08
Read this : https://fileforums.com/showthread.php?t=104859
:( Sad8669
04-02-2022, 02:55
I have already posted about .sbp files of GOW and how to extract them, however i failed to provide a method to compress them while keeping CRC. Here it is,
What do you need?
- HxD Editor
- QuickBMS & armyoftwo.bms
- HDiffz or any delta patcher
Notes :
- This is not efficient at all.
- This method is based on theory (It should work though).
- Barely a 2~3 MB gain from 80 MB files (there are two of them).
- WemTool doesn't work on localized sound banks.
- Time Consuming
- While Nulling the files, make sure to use *.wav and *.dat
Method:
1. First you have to make the .sbp files compatible with QuickBMS. Follow the link (https://fileforums.com/showpost.php?p=495542&postcount=2765).
2. After converting the .sbp to a compatible version, create diff patches between them, since you deleted a good amount of Hex code, although the patch should be smaller.
3. Extract the new compatible bank using QuickBMS, create a copy of the extracted folder, and null the inside files, follow this guide (https://fileforums.com/showpost.php?p=495640&postcount=2787). Upon extraction, you will see alot of .wavs and .dats, meaning that you are in trouble and you will need to rename them to .wem to make it work with WemTool. (Use PowerRename or anything)
4. During installation, decode the the files using WemTool, then rename them back to their original names . Reimport them using QuickBMS and use the diff patches to patch the data you removed in step 1.
Quick Tip:
If you are willing the convert the .sbp to compatible version, open it with HxD, search for "BKHD", convert the code to dec, click on the "dot" before BKHD, note the offset, Use Ctrl+E then select from 0 to whatever offset you noted when you searched for BKHD.
For Example :
lvl_stn000.sbp | 0 - 18527 |
lvl_helr000.sbp | 0 - 16735 |
lvl_peak000.sbp | 0 - 21599 |
lvl_hel000.sbp | 0 - 14687 |
lvl_alf000.sbp | 0 - 44127 |
lvl_foot000.sbp | 0 - 7007 |
lvl_riv000.sbp | 0 - 22367 |
lvl_stn950.sbp | 0 - 5471 |
Thanks to Masquerade, dixen and everyone.
Dying Light 2
*.bik -> bpk works
*.rpack, navmesh -> just use srep+lolz/lzma/...
*.dat -> zlib
streams_<lang>.aesp -> some ogg files are inside (~97% ratio)
:( Sad8669
05-02-2022, 21:17
Dying Light 2 - Movies
Uses Bink 1 format so bpk works for sure, also stated by KakTor.
This game comes with two versions of movies, FHD and 4K.
Movies Folder [1.51 GB] [FHD only]
Initial Size : 1.51 GB
Final Size : 1.13 GB
Method: BPK
Movies Folder [4.40 GB]
[B]Initial Size : 4.40 GB
Final Size : 3.21 GB
Method: BPK
fabrieunko
05-02-2022, 23:06
Dying Light 2
*.bik -> bpk works
*.rpack, navmesh -> just use srep+lolz/lzma/...
*.dat -> zlib
streams_<lang>.aesp -> some ogg files are inside (~97% ratio)
Hello, when there are several styles of files how to make a single BIN?
:( Sad8669
06-02-2022, 00:13
Masked compression is your good friend.
Check this out : https://fileforums.com/showthread.php?t=97530
Don't read too much, just the bit where its about masked compression.
A game contains files of different formats, so as you said several styles of algorithms are used with desired formats.
Masquerade
06-02-2022, 00:32
Hello, when there are several styles of files how to make a single BIN?
xtool+srep+lolz/$bink=bpk/$aesp=oggre
Make an arc.groups file in the same location as arc.exe and put this:
$Default
$bink
*.bik
*.bk2
$aesp
*.aesp
Masquerade
06-02-2022, 01:40
The LEGO Movie 2 Videogame
Step 1: Unpack DAT archives using QuickBMS and this script (http://aluigi.altervista.org/bms/ttgames.bms).
Step 2: Apply TTMagic patch (Koalyptus Framework) (https://www.fileforums.com/showthread.php?t=104899).
Step 3: Compress:
srep+lolz/$ogg=srep+LZMA2/$fmv=srep+LZMA2
You can rip the NXG folder inside the MOVIES folder because since only the DX11 game executable is patched by Koalyptus framework, the NXG videos will never be used.
14GB ===> 4GB
fabrieunko
06-02-2022, 02:42
OUPSsss sorry
Masquerade
06-02-2022, 04:21
Hello I would like to test to learn but where to find the game?
Forum Rule 1 :mad:
https://www.fileforums.com/showthread.php?t=54193
SIFU
*.pak not used zlib or kraken but
Total encrypted UE records 35470/35497
AES key for ue4d
0x40A266F41FDBCE91312FBB86060D2E9425B7D922C0CF0031 F634CAD9AECB49DA
Masquerade
06-02-2022, 10:34
Steel Division 2 v67500 + All DLCs + Bonus Content
xtool:reflate+srep+lolz
66.2GB ===> 30.6GB
Notes:
DO NOT use ZLIB codec for XTool, crash on decompression.
Not much point in separating bonus content, just keep it in main archive.
20 hours max needed for this one, especially if you lolz which needs about 17 hours on its own.
Masquerade
06-02-2022, 10:48
There is some WWise Audio in SIFU (especially Chinese voiceovers) but the PAK is encrypted and this is not something I am 100% certain you can tamper with. I know QuickBMS reimporting does not work here.
fabrieunko
07-02-2022, 02:33
hello, how did you get 9.8Gb?
hello, how did you get 9.8Gb?
Who? SIFU?
ue4d+srep+lolz
Dying Light 2
1 language
19:28:03 - Selected ARC/DS method for Data1a-01.bin was: bpk+xtool:mreflate+srep_new+4x4:b64mb:lzma:ultra:6 4m:bt4:fb273:lc8:mc1000000
19:28:03 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
-------------------------------------------------------------------------------------------------------------------------------------------
21:13:24 - Overall input size: 43.01 GB
21:13:24 - Overall output size: 25.57 GB (Ratio 59.45%)
21:13:24 - Overall conversion time: 01:45:15
Masquerade
08-02-2022, 10:45
OlliOlli World [Build 7770373]
Step 1: Decompress all .bundle files using UBT. Compress the decompressed files to tmp files and make HDiffZ patches with all tmp files to original bundles. Discard tmp files and original bundles leaving HDiffZ patches and decompressed bundles.
You should end up with about 60mb of HDiffZ patches - not bad for 1100 bundles :D
Step 2: Compress with srep+lolz
2.9GB ====> 4.4GB (after UBT) ====> 720MB
Masquerade
12-02-2022, 07:21
The Alien Cube [Build 8187558]
Step 1: Decrypt PAK files using tutorial here (https://www.fileforums.com/showpost.php?p=495798&postcount=56).
Step 2: Compress
xtool+srep+lolz
18.4GB ===> 8.5GB
Masquerade
12-02-2022, 07:28
Titanic: Fall of a Legend
srep+lolz
5.9GB ====> 650MB
Hello everyone, Does anybody have ue4dt decryption key for Sherlock Holmes Chapter One?
Masquerade
12-02-2022, 13:23
Hello everyone, Does anybody have ue4dt decryption key for Sherlock Holmes Chapter One?
This game is not encrypted.
This game is not encrypted.
Thank you I thought all unreal engine games are encrypted. What's a good compression method for this game?
Masquerade
12-02-2022, 23:24
Thank you I thought all unreal engine games are encrypted. What's a good compression method for this game?
XTool with zlib+reflate codec + srep + lolz (or lzma - faster but larger)
MSTS again, its final results my repacked archives. (This biggest ~21.41GB's version)
Binaries: *.exe/dll and more files. (70 files)
DATA1: *.ace (57832 files)
DATA2a/b/c: see below
SND: *.wav (5316 files)
Note: old DATA2: 133400 files, except wav, exe/dll, ace
DATA2a: 95287 file, more extensions splitted to:
DATA2a: 39188 files, *.raw
DATA2b: 38113 files, *.w, *.ws, *.s, *.pdf
DATA2c: 56099 files, more extensions
Best compresion switches:
DATA1: xZLib+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1 :mtt1:mt4:d160m:tt32:oh14:gm01:fba4096:mc1023
DATA2a (OLD): delta+lzma:176mb:normal:bt4:273:mc1000000:lc8
DATA2a (NEW): delta+lolz:mtt1:mt4:d128m:fba4096:mc1023
DATA2b: xZLib+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1 :mtt1:mt4:d160m:tt16:gm20:fba4096:mc1023
DATA2c: srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1: mt4:d160m:tt16:fba4096:mc1023
SND: msc+rep:256mb+4x4:tor:3:1mb+lzp:8mb:3:h22:d64mb
SND (NEW): msc+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:m tt1:mt4:d160m:tt8:fba4096:mc1023+lzp:8mb:3:h22:d64 mb
Binaries: rep:17mb+dispack070+delta+lzma:17mb:normal:bt4:273 :mc1023:lc8
Binaries: 70 files, 17,373,096 bytes, 3,669,347 compressed
DATA1: 57,832 files, 12,412,720,905 bytes, 3,137,451,367 compressed
DATA2a (OLD): 39,188 files, 5,908,783,084 bytes, 652,271,468 compressed
DATA2a (NEW): 39,188 files, 5,908,783,084 bytes, 605,077,496 compressed
DATA2a (NEW2): 39,188 files, 5,908,783,084 bytes, 602,084,428 compressed
DATA2b: 38,113 files, 1,165,304,556 bytes, 98,504,355 compressed
DATA2c: 56,099 files, 1,086,843,438 bytes, 89,146,961 compressed
SND: 5,316 files, 2,397,690,229 bytes, 688,262,158 compressed
SND (NEW): 5,316 files, 2,397,690,229 bytes, 685,834,402 compressed
Total (best results): 196 618 files, 22 988 715 308 byte, 4,616,690,860 compressed
Compare, LOLZ vs LZMA with *.raw files only:
LOLZ variant (OLD): srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1: mt4:d160m:tt16:gm20:fba4096:mc1023
39,188 files, 5,908,783,084 bytes, 725,963,280 compressed
LZMA variant1: rep:512mb+exe+delta+lzma:176mb:normal:bt4:128
39,188 files, 5,908,783,084 bytes, 663,495,144 compressed
LZMA variant2 (best): delta+lzma:176mb:normal:bt4:273:mc1000000:lc8
39,188 files, 5,908,783,084 bytes, 652,271,468 compressed
LOLZ variant (NEW): delta+lolz:mtt1:mt4:d128m:fba4096:mc1023
39,188 files, 5,908,783,084 bytes, 605,077,496 compressed
LOLZ variant (NEW2): delta+lolz:mtt1:mt4:d128m:tt16:fba4096:mc1023
39,188 files, 5,908,783,084 bytes, 602,084.428 compressed
Old DATA2a vs. splitted a+c versions:
Old: 762 844 107 byte
a+c total: 741 418 429 byte
Old DATA2 vs. splitted a+b+c versions:
Old: 879 942 307 byte
a+b+c total (OLD): 839 922 784 byte
a+b+c total (NEW): 793 609 681 bytes
a+b+c total (NEW2): 790 616 138 byte
21.41GB --> 4.35GB (OLD) --> ~4.301GB (FINAL)
Huuuhh. :D
UPDATE: Data2a results updated!!! And wait next days in newest "NEW2" only results.
UPDATE2: New SND results added. Its probably totally finalized my their repacks.
You can compress raw files with msc too
Edison007
13-02-2022, 10:02
kj911
please upload RAW-files
Kaktor: The MSC not properly handled files, according in my memory, its will compression, used Win7 SP1 x64 OS with, not my laptop. (BMF compressor issues.)
Edison007: The full Data2a.arc file?? Its huge uploading from, my very slooowly net connection. (2/0.19Mbit/s) Wait in few days and uploadig the files from, use my friend faster internet connections.
Waiting from private messages, from file uploading finished.
I don't have the game so I can't say for sure :)
And Edison007 just want some sample files, not the whole archive :D
Edison007
sample1: https://mixdrop.co/f/o71r3rkwcjxngl
Contains "-01*.raw" files from the smallest ~17.8GB's MSTS packages.
Uploading now sample2, contains "-11e1*.raw" files.
sample2: https://mixdrop.co/f/l6lr3d1lsqg9886
KaktoR
Tested MSC compression, totally ignored files, don't compress. Any game files, not compress properly this BMF compressor. (any *.dds and much more)
:( Sad8669
15-02-2022, 19:30
Method : ue4dt+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023
Compression Time: 10.1 Hours
Initial Size : 18.93 GB
Final Size: 9.73 GB
Notes : Game is encrypted, you will need a key.
Masquerade
16-02-2022, 15:05
Nebuchadnezzar [v1.3.0]
precomp:d1:brute:cn:intense+srep+lolz/$ogg=oggre
970MB ===> 360MB
Razor12911
16-02-2022, 22:57
Watch Dogs Complete Edition
Method: xtool:wd1+srep:m3f+lzturbo:49:b128
Compression time: 1 hrs, 52 mins
Install time: 20 mins, 44 secs
Final size 12.5 GB + 1.19 GB (English) = 13.7 GB
Things you'll need
xtool 0.4+ (https://fileforums.com/showpost.php?p=481382&postcount=1)
xmemcompress (https://fileforums.com/showpost.php?p=495860&postcount=237)
bms2xtl (https://fileforums.com/showpost.php?p=490190&postcount=2) (only if you want to generate your own database using the attached script)
Notes
bpk crashes on video.dat
I used lzturbo because I want speed, you can use lzma or lolz for better results
You can generate your own database if you have issues with this database
its_gnar_again
17-02-2022, 11:59
THE KING OF FIGHTERS XV
srep+lolz
Input: 31.5 GB (.paks only)
Output: 28.3 GB
Not much can be done I guess, I haven't looked at the .paks themselves though. You can replace lolz with LZMA and have faster compression time outputing a similar size.
Masquerade
17-02-2022, 12:45
Not much can be done I guess, I haven't looked at the .paks themselves though.
Very bold statement considering you didn't even look at the game files :rolleyes: :mad: I got the following result in about 2 minutes :rolleyes:
Game is encrypted.
0x22BB765FC95A096C0668A534CD8B3370EF3D47208F4E5361 A81D2684228FF685
Compressing 1 file, 333,594,310 bytes
Compressing pakchunk0optional-WindowsNoEditor.pak 0%
Init encryption key: 22BB765FC95A096C0668A534CD8B3370EF3D47208F4E5361A8 1D2684228FF685
Total encrypted UE records 422/422
Compressed 1 file, 333,594,310 => 865,991,185 bytes. Ratio 259.59%
Compression time: cpu 0.94 sec/real 21.95 sec = 4%. Speed 15.20 mB/s
All OK
its_gnar_again
17-02-2022, 13:26
Very bold statement considering you didn't even look at the game files :rolleyes: :mad: I got the following result in about 2 minutes :rolleyes:
Yep! You're absolutely right, because I literally just said right there on the post I didn't look at the actual .paks. I woke up early and started it without out any inspection of them just to see. I just got back to my PC and posted the result of it. Thanks for the info though!
It's been a year already and you're still passive aggressive. Let it go.
:( Sad8669
17-02-2022, 23:38
Compressed 12 files, 2,228,196,760 => 4,685,624,638 bytes. Ratio 210.29%
Compression time: cpu 4.42 sec/real 117.65 sec = 4%. Speed 18.94 mB/s
All OK
Use xt_CriLayla on .cpk files for Yakuza : LAD
Don't use it on movies file with extension "cpk".
:( Sad8669
18-02-2022, 04:03
Method :xt_zlib+reflate+srep:m3f:l512+lolz(normal)
Initial Size : 566 MB
Final Size : 492 MB
Ripped Files : Bonus OST
Method :xt_zlib+reflate+srep:m3f:l512+lolz(normal)
Initial Size : 566 MB
Final Size : 492 MB
Ripped Files : Bonus OST
Pretty close good than my single file Hedon.ipk3 (compressed 494 MB).
So after encoding, how can I decode back from compressed file to original files like subfolders (folder directory) back?
- Unjk223
:( Sad8669
18-02-2022, 06:32
It's not just a file, it's the whole game.
Put the archive near Freearc and use the unpack command to decode it, make sure you set the arc.ini for the compressors and precompressors.
Game Version : 1.1.0
Ripped Files : Nothing Ripped or Encoded (Multi-5)
Original Size : 4.61 GB
Compressed Size : 2.25 GB
Install Time : 5-6 Mins on HDD (Depends your system)
Method : srep:m3f+lzma2
Cyberpunk 2077 v1.5 bink movies
Exclude the following files from bpk
base\movies\fullscreen\q001\q001_dex_briefing.bk2
base\movies\fullscreen\q004\q004_bd_cctv.bk2
base\movies\fullscreen\q101\q101_07_ripperdoc_crit ical_state.bk2
base\movies\fullscreen\q104\q104_bg.bk2
base\movies\fullscreen\q110\agent_cinema\q110_agen ts_burning.bk2
base\movies\misc\loading_screens\loading_screen_12 _after_q114_and_q116\shot_01\fire_smoke_loop.bk2
base\movies\misc\q110\2024_countdown.bk2
base\movies\misc\q110\agent_cinema\booting_systems .bk2
base\movies\misc\q113\world_middle_v2_outro_glitch .bk2
base\movies\misc\q115_lockdown\qr_code.bk2
You can use wolvenkit.cli
Or just use bink patch (https://fileforums.com/showpost.php?p=495914&postcount=61) from Razor12911 without doing anything and just compress (not tested yet).
Edit: Test done using bpk patch from Razor12911
Compressed 1 file, 8,894,373,888 => 8,210,544,161 bytes. Ratio 92.31%
Compression time: cpu 447.69 sec/real 2163.81 sec = 21%. Speed 4.11 mB/s
All OK
:( Sad8669
20-02-2022, 00:37
Attack on Titan - Precompression (LINKDATA_EU_A.BIN)
precomp_mtx :
11:41:33 PM - Overall input size: 3.95 GB
11:41:33 PM - Overall output size: 6.41 GB
11:41:33 PM - Overall conversion time: 01:03:44
ZTool :
11:53:01 PM - Overall input size: 3.95 GB
11:53:01 PM - Overall output size: 6.41 GB
11:53:01 PM - Overall conversion time: 00:07:50
xt_zlib (2020) :
11:58:16 PM - Overall input size: 3.95 GB
11:58:16 PM - Overall output size: 6.40 GB
11:58:16 PM - Overall conversion time: 00:04:35
xt_zlib+reflate :
12:06:12 AM - Overall input size: 3.95 GB
12:06:12 AM - Overall output size: 6.41 GB
12:06:12 AM - Overall conversion time: 00:07:20
Reflate :
12:13:40 AM - Overall input size: 3.95 GB
12:13:40 AM - Overall output size: 6.47 GB
12:13:40 AM - Overall conversion time: 00:06:01
Preflate :
12:26:29 AM - Overall input size: 3.95 GB
12:26:29 AM - Overall output size: 6.41 GB
12:26:29 AM - Overall conversion time: 00:07:05
Razor12911
20-02-2022, 02:13
Attack on Titan - Precompression (LINKDATA_EU_A.BIN)
When it comes to zlib codecs (mostly reflate or preflate), greater output doesn't mean the best especially if every single one of them is close to each other in terms of result. Apply strong compression and see for yourself. You may find out that reflate producing larger output is the worst.
Just a minor tip... That's why in the last update, I added reflate level control which can be access by -mreflate:l9, the best level is the one that gives the least output. (Default is 6)
:( Sad8669
20-02-2022, 02:16
Thanks for the info!
Final Fantasy VII Remake Intergrade
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:kraken data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 68,497,536 => 154,750,687 bytes. Ratio 225.92%
Compression time: cpu 0.03 sec/real 13.99 sec = 0%. Speed 4.90 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:ff7 data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 68,497,536 => 177,710,239 bytes. Ratio 259.44%
Compression time: cpu 0.08 sec/real 11.44 sec = 1%. Speed 5.99 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl, key file and oodle library next to xtool.exe
Use -mxtool:ff7 along with -d1 parameter
xtl, key file can be removed for decoding
Edit: Attachment updated
Assassin's Creed Origins
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:mermaid data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 78,315,520 => 180,755,153 bytes. Ratio 230.80%
Compression time: cpu 0.03 sec/real 8.34 sec = 0%. Speed 9.39 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:acorigins data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 78,315,520 => 191,434,607 bytes. Ratio 244.44%
Compression time: cpu 0.08 sec/real 6.28 sec = 1%. Speed 12.46 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:acorigins
xtl file can be removed for decoding
Edit: Attachment updated
Edit 2: Fixed database, sorry
Assassin's Creed Odyssey
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:mermaid data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 82,968,576 => 265,248,323 bytes. Ratio 319.70%
Compression time: cpu 0.09 sec/real 14.60 sec = 1%. Speed 5.68 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:acodyssey data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 82,968,576 => 274,301,319 bytes. Ratio 330.61%
Compression time: cpu 0.09 sec/real 10.35 sec = 1%. Speed 8.02 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:acodyssey
xtl file can be removed for decoding
Edit: Attachment updated
Edit 2: Fixed database, sorry
:( Sad8669
20-02-2022, 19:24
Method : xtool_zlib+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:m c1023
Compression Time: 7 Hours 48 Minutes
Decompression Time : 11 Minutes
Initial Size : 17.15 GB
Final Size: 5.17 GB
Ripped Files : France and German Videos.
Middle-Earth Shadow of War
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:kraken data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 477,373,800 => 671,976,339 bytes. Ratio 140.77%
Compression time: cpu 0.34 sec/real 64.02 sec = 1%. Speed 7.46 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:mesow data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 477,373,800 => 677,463,660 bytes. Ratio 141.91%
Compression time: cpu 0.45 sec/real 21.50 sec = 2%. Speed 22.20 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:mesow
xtl file can be removed for decoding
Star Wars Jedi Fallen Order
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:mermaid+xtool:zlib data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 572,494,714 => 1,290,271,600 bytes. Ratio 225.38%
Compression time: cpu 0.70 sec/real 59.56 sec = 1%. Speed 9.61 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:swjfo+xtool:zlib data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 572,494,714 => 1,363,100,580 bytes. Ratio 238.10%
Compression time: cpu 0.53 sec/real 60.23 sec = 1%. Speed 9.50 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:swjfo
xtl file can be removed for decoding
Horizon Zero Dawn
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:kraken data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 18,039,994 => 30,942,108 bytes. Ratio 171.52%
Compression time: cpu 0.02 sec/real 3.90 sec = 0%. Speed 4.63 mB/s
All OK
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:horizonzd data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 18,039,994 => 31,041,137 bytes. Ratio 172.07%
Compression time: cpu 0.02 sec/real 1.68 sec = 1%. Speed 10.74 mB/s
All OK
*Database was created from latest game version
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:horizonzd
xtl file can be removed for decoding
Razor12911
21-02-2022, 16:25
Project Cars Game of the Year Edition
-mxtool:pcars+srep:m3f+lzturbo:49:b128 (use lzma or lolz as alternative)
-mbpk on videos
You'll need xmemcompress plugin and set -d1 because game is encrypted.
21.4 GB => 11.2 GB
Masquerade
22-02-2022, 02:01
Beyond A Steel Sky [v1.5.29158]
*.PAK
xzstd+srep+lolz
*.MP4, *.WOS
srep+zstd
Everything else
srep+razor
15.2GB ---> 10.1GB
Game version v1.5.29158 requires libzstd v1.4.8 for precompression. Use -mzstd in XTool packcmd. Thanks to Razor12911 for help in finding correct version of libzstd.
WOS archives contain Opus audio so cannot be compressed with Oggre.
Assassin's Creed Valhalla
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:mermaid data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 1,103,790,080 => 1,665,355,269 bytes. Ratio 150.88%
Compression time: cpu 0.97 sec/real 149.29 sec = 1%. Speed 7.39 mB/s
All OK
---
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:acvalhalla data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 1,103,790,080 => 1,978,050,088 bytes. Ratio 179.21%
Compression time: cpu 0.83 sec/real 67.59 sec = 1%. Speed 16.33 mB/s
All OK
*Database was created from game version 1.5.0 with all DLCs
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:acvalhalla
xtl file can be removed for decoding
Edit: Fixed database, sorry
South Park: The Stick of Truth
*.oaf - Xtool+SREP+LOLZ
1.7 gb > 606 mb
*.bk2 - bpk+SREP
3.3 gb > 2.8 gb
Excluded .bk2
125_door_a.bk2
125_door_b.bk2
125_door_c.bk2
163_panel_1.bk2
163_panel_2.bk2
163_panel_3.bk2
163_panel_4.bk2
163_panel_5.bk2
163_panel_a.bk2
163_panel_b.bk2
163_panel_c.bk2
Final size: 5.1 gb > 3.4 gb
Razor12911
24-02-2022, 08:38
Grid Legends
Compressed 571 files, 356,408,414 => 1,097,069,740 bytes. Ratio 307.81%
Compression time: cpu 0.61 sec/real 104.77 sec = 1%. Speed 3.40 mB/s
use -mxtool:zstd,l22 libzstd.dll v1.4.4 (https://github.com/facebook/zstd/releases/tag/v1.4.4)
Side note, they used the ultra compression setting for this game as a result precompression is really slow.
Masquerade
24-02-2022, 08:42
Martha Is Dead - Oodle Kraken
Compressing 1 file, 2,233,109 bytes
Compressing pakchunk9-WindowsNoEditor.pak
Compressed 1 file, 2,233,109 => 25,558,801 bytes. Ratio 1144.54%
Compression time: cpu 0.03 sec/real 18.54 sec = 0%. Speed 0.12 mB/s
All OK
Use oodlerec, if you try and use xtool, be prepared to perish
https://bayfiles.com/T2weYdJ9xa/oo2core_8_win64_7z
Martha Is Dead - Oodle Kraken
Compressing 1 file, 2,233,109 bytes
Compressing pakchunk9-WindowsNoEditor.pak
Compressed 1 file, 2,233,109 => 25,558,801 bytes. Ratio 1144.54%
Compression time: cpu 0.03 sec/real 18.54 sec = 0%. Speed 0.12 mB/s
All OK
Use oodlerec, if you try and use xtool, be prepared to perish
https://bayfiles.com/T2weYdJ9xa/oo2core_8_win64_7z
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -moo2reck data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 81,670,760 => 113,485,432 bytes. Ratio 138.95%
Compression time: cpu 0.08 sec/real 9.48 sec = 1%. Speed 8.62 mB/s
All OK
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:martha data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 81,670,760 => 113,764,077 bytes. Ratio 139.30%
Compression time: cpu 0.06 sec/real 9.43 sec = 1%. Speed 8.66 mB/s
All OK
Do me a favour and test with this custom xtool db (use -mxtool:martha) and compare with oo2reck. Unfortunatelly I don't have enough free disk space left :D
Masquerade
24-02-2022, 13:43
Do me a favour and test with this custom xtool db (use -mxtool:martha) and compare with oo2reck. Unfortunatelly I don't have enough free disk space left :D
Unfortunately I cannot actually run XTool kraken with this game, even with c64m and lm, I run out of memory (64GB ram). Strange, I know.
South Park The Fractured But whole
*.sdf (wem-audio & bk2-video) - srep+zstd
10 gb - 6.9
Filelist
sdf-A-0100.sdfdata
sdf-A-0101.sdfdata
sdf-A-0102.sdfdata
sdf-A-0103.sdfdata
sdf-A-0104.sdfdata
sdf-A-0105.sdfdata
sdf-A-0106.sdfdata
sdf-A-0107.sdfdata
sdf-A-0108.sdfdata
sdf-A-0109.sdfdata
sdf-A-0232.sdfdata
sdf-A-0233.sdfdata
sdf-A-0234.sdfdata
sdf-A-0235.sdfdata
sdf-A-0236.sdfdata
sdf-A-0237.sdfdata
sdf-A-0238.sdfdata
sdf-A-0239.sdfdata
sdf-A-0240.sdfdata
sdf-A-0241.sdfdata
sdf-A-0242.sdfdata
sdf-A-0243.sdfdata
sdf-A-0244.sdfdata
sdf-A-0245.sdfdata
sdf-A-0246.sdfdata
sdf-A-0247.sdfdata
sdf-A-0248.sdfdata
sdf-A-0249.sdfdata
sdf-A-0250.sdfdata
sdf-A-0251.sdfdata
sdf-A-0252.sdfdata
sdf-A-0253.sdfdata
sdf-A-0254.sdfdata
sdf-A-0255.sdfdata
sdf-A-0256.sdfdata
sdf-A-0257.sdfdata
sdf-A-0258.sdfdata
sdf-A-0259.sdfdata
sdf-A-0260.sdfdata
sdf-A-0261.sdfdata
sdf-A-0262.sdfdata
sdf-A-0263.sdfdata
sdf-A-0264.sdfdata
sdf-A-0265.sdfdata
sdf-A-0266.sdfdata
sdf-A-0267.sdfdata
sdf-A-0268.sdfdata
sdf-A-0269.sdfdata
sdf-A-0270.sdfdata
sdf-A-0271.sdfdata
sdf-A-0272.sdfdata
sdf-A-0273.sdfdata
sdf-A-0274.sdfdata
sdf-A-0275.sdfdata
sdf-A-0276.sdfdata
sdf-A-0277.sdfdata
sdf-A-0278.sdfdata
sdf-A-0279.sdfdata
sdf-A-0280.sdfdata
sdf-A-0281.sdfdata
sdf-A-0282.sdfdata
sdf-A-0283.sdfdata
sdf-A-0284.sdfdata
sdf-A-0285.sdfdata
sdf-A-0286.sdfdata
sdf-A-0287.sdfdata
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sdf-A-0296.sdfdata
sdf-A-0297.sdfdata
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sdf-A-0302.sdfdata
sdf-A-0303.sdfdata
sdf-A-0304.sdfdata
sdf-A-0305.sdfdata
sdf-A-0306.sdfdata
sdf-A-0307.sdfdata
sdf-A-0308.sdfdata
sdf-A-0309.sdfdata
sdf-A-0310.sdfdata
sdf-A-0311.sdfdata
sdf-A-0312.sdfdata
sdf-A-0313.sdfdata
sdf-A-0314.sdfdata
sdf-A-0315.sdfdata
sdf-A-0316.sdfdata
sdf-A-0317.sdfdata
sdf-A-0318.sdfdata
sdf-A-0319.sdfdata
sdf-A-0320.sdfdata
sdf-A-0321.sdfdata
sdf-A-0322.sdfdata
sdf-A-0323.sdfdata
sdf-A-0324.sdfdata
sdf-A-0325.sdfdata
sdf-A-0326.sdfdata
sdf-A-0327.sdfdata
sdf-A-0329.sdfdata
sdf-A-0330.sdfdata
sdf-A-0524.sdfdata
sdf-A-0526.sdfdata
sdf-A-0528.sdfdata
sdf-A-0529.sdfdata
sdf-A-0544.sdfdata
sdf-A-0545.sdfdata
sdf-A-0546.sdfdata
sdf-A-0554.sdfdata
sdf-A-0555.sdfdata
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sdf-A-0574.sdfdata
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sdf-A-0587.sdfdata
sdf-A-0588.sdfdata
sdf-A-0589.sdfdata
sdf-A-0590.sdfdata
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sdf-A-0592.sdfdata
sdf-A-0593.sdfdata
sdf-A-0594.sdfdata
sdf-A-0595.sdfdata
sdf-A-0596.sdfdata
sdf-A-0597.sdfdata
sdf-A-0598.sdfdata
sdf-A-0599.sdfdata
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sdf-A-0601.sdfdata
sdf-A-0602.sdfdata
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sdf-A-0606.sdfdata
sdf-A-0607.sdfdata
sdf-A-0608.sdfdata
sdf-A-0609.sdfdata
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sdf-A-0611.sdfdata
sdf-A-0612.sdfdata
sdf-A-0613.sdfdata
sdf-A-0614.sdfdata
sdf-A-0615.sdfdata
sdf-A-0616.sdfdata
sdf-A-0617.sdfdata
sdf-B-1001.sdfdata
sdf-B-1002.sdfdata
sdf-B-1003.sdfdata
sdf-B-1004.sdfdata
sdf-B-1005.sdfdata
sdf-B-1006.sdfdata
sdf-B-1007.sdfdata
sdf-B-1008.sdfdata
sdf-B-1009.sdfdata
sdf-B-1010.sdfdata
sdf-B-1011.sdfdata
sdf-B-1012.sdfdata
sdf-B-1013.sdfdata
sdf-B-1014.sdfdata
sdf-B-1015.sdfdata
sdf-B-1016.sdfdata
sdf-B-1017.sdfdata
sdf-B-1018.sdfdata
sdf-B-1019.sdfdata
sdf-B-1020.sdfdata
sdf-B-1021.sdfdata
sdf-B-1022.sdfdata
sdf-B-1023.sdfdata
sdf-B-1024.sdfdata
sdf-B-1025.sdfdata
sdf-B-1026.sdfdata
sdf-B-1027.sdfdata
sdf-B-1028.sdfdata
sdf-B-1030.sdfdata
sdf-B-1031.sdfdata
sdf-B-1032.sdfdata
sdf-B-1033.sdfdata
sdf-B-1034.sdfdata
sdf-B-1035.sdfdata
sdf-B-1036.sdfdata
sdf-B-1037.sdfdata
sdf-B-1038.sdfdata
sdf-B-1039.sdfdata
sdf-B-1040.sdfdata
sdf-B-1041.sdfdata
sdf-B-1042.sdfdata
sdf-B-1043.sdfdata
sdf-B-1044.sdfdata
sdf-B-1045.sdfdata
sdf-B-1046.sdfdata
sdf-B-1047.sdfdata
sdf-B-1048.sdfdata
sdf-B-1049.sdfdata
sdf-B-1050.sdfdata
sdf-B-1051.sdfdata
sdf-B-1052.sdfdata
sdf-B-1053.sdfdata
sdf-B-1054.sdfdata
sdf-B-1055.sdfdata
sdf-B-1056.sdfdata
sdf-B-1057.sdfdata
sdf-B-1058.sdfdata
sdf-B-1059.sdfdata
sdf-B-1060.sdfdata
sdf-B-1061.sdfdata
sdf-B-1062.sdfdata
sdf-B-1063.sdfdata
sdf-B-1064.sdfdata
sdf-B-1065.sdfdata
sdf-B-1278.sdfdata
sdf-B-1283.sdfdata
sdf-B-1295.sdfdata
sdf-B-1296.sdfdata
sdf-B-1297.sdfdata
sdf-B-1298.sdfdata
sdf-B-1299.sdfdata
sdf-B-1300.sdfdata
sdf-B-1301.sdfdata
sdf-B-1327.sdfdata
sdf-B-1328.sdfdata
sdf-B-1329.sdfdata
sdf-B-1330.sdfdata
sdf-B-1331.sdfdata
sdf-B-1332.sdfdata
sdf-B-1333.sdfdata
sdf-B-1334.sdfdata
sdf-B-1335.sdfdata
*.sdf other - XTool(v0.41)+srep+lolz
12 gb > 25 gb > 10 gb > 2.7 gb
Filelist
sdf-A-0000.sdfdata
sdf-A-0001.sdfdata
sdf-A-0002.sdfdata
sdf-A-0003.sdfdata
sdf-A-0007.sdfdata
sdf-A-0009.sdfdata
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Zero-building *.sdf (cut non-english voice *.wem) - srep+zstd
6.1 gb > 20 mb
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sdf-C-2581.sdfdata
sdf-C-2582.sdfdata
sdf-C-2583.sdfdata
sdf-C-2584.sdfdata
sdf-C-2585.sdfdata
sdf-C-2586.sdfdata
sdf-C-2587.sdfdata
sdf-C-2588.sdfdata
sdf-C-2589.sdfdata
sdf-C-2590.sdfdata
sdf-C-2591.sdfdata
sdf-C-2592.sdfdata
sdf-C-2593.sdfdata
sdf-C-2594.sdfdata
sdf-C-2595.sdfdata
sdf-C-2596.sdfdata
sdf-C-2597.sdfdata
sdf-C-2598.sdfdata
sdf-C-2599.sdfdata
sdf-C-2600.sdfdata
sdf-C-2601.sdfdata
sdf-C-2602.sdfdata
sdf-C-2603.sdfdata
sdf-C-2604.sdfdata
sdf-C-2605.sdfdata
sdf-C-2606.sdfdata
sdf-C-2607.sdfdata
sdf-C-2608.sdfdata
sdf-C-2609.sdfdata
sdf-C-2610.sdfdata
sdf-C-2611.sdfdata
sdf-C-2612.sdfdata
sdf-C-2613.sdfdata
sdf-C-2614.sdfdata
sdf-C-2615.sdfdata
sdf-C-2616.sdfdata
sdf-C-2617.sdfdata
sdf-C-2618.sdfdata
sdf-C-2619.sdfdata
sdf-C-2620.sdfdata
sdf-C-2621.sdfdata
sdf-C-2622.sdfdata
sdf-C-2623.sdfdata
sdf-C-2624.sdfdata
sdf-C-2625.sdfdata
sdf-C-2626.sdfdata
sdf-C-2627.sdfdata
sdf-C-2628.sdfdata
sdf-C-2629.sdfdata
sdf-C-2630.sdfdata
sdf-C-2631.sdfdata
sdf-C-2632.sdfdata
sdf-C-2633.sdfdata
sdf-C-2634.sdfdata
sdf-C-2635.sdfdata
sdf-C-2636.sdfdata
sdf-C-2637.sdfdata
sdf-C-2638.sdfdata
sdf-C-2639.sdfdata
sdf-C-2640.sdfdata
sdf-C-2641.sdfdata
sdf-C-2642.sdfdata
sdf-C-2643.sdfdata
sdf-C-2644.sdfdata
sdf-C-2645.sdfdata
sdf-C-2646.sdfdata
sdf-C-2647.sdfdata
sdf-C-2648.sdfdata
sdf-C-2649.sdfdata
sdf-C-2650.sdfdata
sdf-C-2651.sdfdata
sdf-C-2652.sdfdata
sdf-C-2653.sdfdata
sdf-C-2654.sdfdata
sdf-C-2655.sdfdata
sdf-C-2656.sdfdata
sdf-C-2657.sdfdata
sdf-C-2658.sdfdata
sdf-C-2659.sdfdata
sdf-C-2660.sdfdata
sdf-C-2661.sdfdata
sdf-C-2662.sdfdata
sdf-C-2663.sdfdata
sdf-C-2664.sdfdata
sdf-C-2665.sdfdata
sdf-C-2666.sdfdata
sdf-C-2667.sdfdata
sdf-C-2668.sdfdata
sdf-C-2669.sdfdata
sdf-C-2670.sdfdata
sdf-C-2671.sdfdata
sdf-C-2672.sdfdata
sdf-C-2673.sdfdata
sdf-C-2674.sdfdata
sdf-C-2675.sdfdata
sdf-C-2676.sdfdata
sdf-C-2677.sdfdata
sdf-C-2678.sdfdata
sdf-C-2679.sdfdata
sdf-C-2680.sdfdata
sdf-C-2681.sdfdata
sdf-C-2682.sdfdata
sdf-C-2683.sdfdata
sdf-C-2684.sdfdata
sdf-C-2685.sdfdata
sdf-C-2686.sdfdata
sdf-C-2687.sdfdata
sdf-C-2688.sdfdata
sdf-C-2689.sdfdata
sdf-C-2690.sdfdata
sdf-C-2691.sdfdata
sdf-C-2692.sdfdata
sdf-C-2693.sdfdata
sdf-C-2694.sdfdata
sdf-C-2695.sdfdata
sdf-C-2696.sdfdata
sdf-C-2697.sdfdata
sdf-C-2698.sdfdata
sdf-C-2699.sdfdata
sdf-C-2700.sdfdata
sdf-C-2701.sdfdata
sdf-C-2702.sdfdata
sdf-C-2703.sdfdata
sdf-C-2704.sdfdata
sdf-C-2705.sdfdata
sdf-C-2706.sdfdata
sdf-C-2707.sdfdata
sdf-C-2708.sdfdata
sdf-C-2709.sdfdata
sdf-C-2710.sdfdata
sdf-C-2711.sdfdata
sdf-C-2712.sdfdata
sdf-C-2713.sdfdata
sdf-C-2714.sdfdata
sdf-C-2715.sdfdata
sdf-C-2716.sdfdata
sdf-C-2717.sdfdata
sdf-C-2718.sdfdata
sdf-C-2719.sdfdata
sdf-C-2720.sdfdata
sdf-C-2721.sdfdata
sdf-C-2722.sdfdata
sdf-C-2723.sdfdata
sdf-C-2724.sdfdata
sdf-C-2725.sdfdata
sdf-C-2726.sdfdata
sdf-C-2727.sdfdata
sdf-C-2728.sdfdata
sdf-C-2729.sdfdata
sdf-C-2730.sdfdata
sdf-C-2731.sdfdata
sdf-C-2732.sdfdata
sdf-C-2733.sdfdata
sdf-C-2734.sdfdata
sdf-C-2735.sdfdata
sdf-C-2736.sdfdata
sdf-C-2737.sdfdata
sdf-C-2738.sdfdata
sdf-C-2739.sdfdata
sdf-C-2740.sdfdata
sdf-C-2741.sdfdata
sdf-C-2742.sdfdata
sdf-C-2743.sdfdata
sdf-C-2744.sdfdata
sdf-C-2745.sdfdata
sdf-C-2746.sdfdata
sdf-C-2747.sdfdata
sdf-C-2748.sdfdata
sdf-C-2749.sdfdata
sdf-C-2750.sdfdata
sdf-C-2751.sdfdata
sdf-C-2752.sdfdata
sdf-C-2753.sdfdata
sdf-C-2754.sdfdata
sdf-C-2755.sdfdata
sdf-C-2756.sdfdata
sdf-C-2757.sdfdata
sdf-C-2758.sdfdata
sdf-C-2759.sdfdata
sdf-C-2760.sdfdata
sdf-C-2761.sdfdata
sdf-C-2762.sdfdata
sdf-C-2763.sdfdata
sdf-C-2764.sdfdata
sdf-C-2765.sdfdata
sdf-C-2766.sdfdata
sdf-C-2767.sdfdata
sdf-C-2768.sdfdata
sdf-C-2769.sdfdata
sdf-C-2770.sdfdata
sdf-C-2771.sdfdata
sdf-C-2772.sdfdata
sdf-C-2773.sdfdata
sdf-C-2774.sdfdata
sdf-C-2775.sdfdata
sdf-C-2776.sdfdata
sdf-C-2777.sdfdata
sdf-C-2778.sdfdata
sdf-C-2779.sdfdata
sdf-C-2780.sdfdata
sdf-C-2781.sdfdata
sdf-C-2782.sdfdata
sdf-C-2783.sdfdata
sdf-C-2784.sdfdata
sdf-C-2785.sdfdata
sdf-C-2786.sdfdata
sdf-C-2787.sdfdata
sdf-C-2788.sdfdata
sdf-C-2789.sdfdata
sdf-C-2790.sdfdata
sdf-C-2791.sdfdata
sdf-C-2792.sdfdata
sdf-C-2793.sdfdata
sdf-C-2794.sdfdata
sdf-C-2795.sdfdata
sdf-C-2796.sdfdata
sdf-C-2797.sdfdata
sdf-C-2798.sdfdata
sdf-C-2799.sdfdata
sdf-C-2800.sdfdata
sdf-C-2801.sdfdata
sdf-C-2802.sdfdata
sdf-C-2803.sdfdata
sdf-C-2804.sdfdata
sdf-C-2805.sdfdata
sdf-C-2806.sdfdata
sdf-C-2807.sdfdata
sdf-C-2808.sdfdata
sdf-C-2809.sdfdata
sdf-C-2810.sdfdata
sdf-C-2811.sdfdata
sdf-C-2812.sdfdata
sdf-C-2813.sdfdata
sdf-C-2814.sdfdata
sdf-C-2815.sdfdata
sdf-C-2816.sdfdata
sdf-C-2817.sdfdata
sdf-C-2818.sdfdata
sdf-C-2819.sdfdata
sdf-C-2820.sdfdata
sdf-C-2821.sdfdata
sdf-C-2822.sdfdata
sdf-C-2823.sdfdata
sdf-C-2824.sdfdata
sdf-C-2825.sdfdata
sdf-C-2826.sdfdata
sdf-C-2827.sdfdata
sdf-C-2828.sdfdata
sdf-C-2829.sdfdata
sdf-C-2830.sdfdata
sdf-C-2831.sdfdata
sdf-C-2832.sdfdata
sdf-C-2833.sdfdata
sdf-C-2834.sdfdata
sdf-C-2835.sdfdata
sdf-C-2836.sdfdata
sdf-C-2837.sdfdata
sdf-C-2838.sdfdata
sdf-C-2839.sdfdata
sdf-C-2840.sdfdata
sdf-C-2841.sdfdata
sdf-C-2842.sdfdata
sdf-C-2843.sdfdata
sdf-C-2844.sdfdata
sdf-C-2845.sdfdata
sdf-C-2846.sdfdata
sdf-C-2847.sdfdata
sdf-C-2848.sdfdata
sdf-C-2849.sdfdata
sdf-C-2850.sdfdata
sdf-C-2851.sdfdata
sdf-C-2852.sdfdata
sdf-C-2853.sdfdata
sdf-C-2854.sdfdata
sdf-C-2855.sdfdata
sdf-C-2856.sdfdata
sdf-C-2857.sdfdata
sdf-C-2858.sdfdata
sdf-C-2859.sdfdata
sdf-C-2860.sdfdata
sdf-C-2861.sdfdata
sdf-C-2862.sdfdata
sdf-C-2863.sdfdata
sdf-C-2864.sdfdata
sdf-C-2865.sdfdata
sdf-C-2866.sdfdata
sdf-C-2867.sdfdata
sdf-C-2868.sdfdata
sdf-C-2869.sdfdata
sdf-C-2870.sdfdata
sdf-C-2871.sdfdata
sdf-C-2872.sdfdata
sdf-C-2873.sdfdata
sdf-C-2874.sdfdata
sdf-C-2875.sdfdata
sdf-C-2876.sdfdata
sdf-C-2877.sdfdata
sdf-C-2878.sdfdata
sdf-C-2879.sdfdata
sdf-C-2880.sdfdata
sdf-C-2881.sdfdata
sdf-C-2882.sdfdata
sdf-C-2883.sdfdata
sdf-C-2884.sdfdata
sdf-C-2885.sdfdata
sdf-C-2886.sdfdata
sdf-C-2887.sdfdata
sdf-C-2888.sdfdata
sdf-C-2889.sdfdata
sdf-C-2890.sdfdata
sdf-C-2891.sdfdata
sdf-C-2892.sdfdata
sdf-C-2893.sdfdata
sdf-C-2894.sdfdata
sdf-C-2895.sdfdata
sdf-C-2896.sdfdata
sdf-C-2897.sdfdata
sdf-C-2898.sdfdata
sdf-C-2899.sdfdata
sdf-C-2900.sdfdata
sdf-C-2901.sdfdata
sdf-C-2902.sdfdata
sdf-C-2903.sdfdata
sdf-C-2904.sdfdata
sdf-C-2905.sdfdata
sdf-C-2906.sdfdata
sdf-C-2907.sdfdata
sdf-C-2908.sdfdata
sdf-C-2909.sdfdata
sdf-C-2910.sdfdata
sdf-C-2911.sdfdata
sdf-C-2912.sdfdata
sdf-C-2913.sdfdata
sdf-C-2914.sdfdata
sdf-C-2915.sdfdata
sdf-C-2916.sdfdata
sdf-C-2917.sdfdata
sdf-C-2918.sdfdata
sdf-C-2919.sdfdata
sdf-C-2920.sdfdata
sdf-C-2921.sdfdata
sdf-C-2922.sdfdata
sdf-C-2923.sdfdata
sdf-C-2924.sdfdata
sdf-C-2925.sdfdata
sdf-C-2926.sdfdata
sdf-C-2927.sdfdata
sdf-C-2928.sdfdata
sdf-C-2929.sdfdata
sdf-C-2930.sdfdata
sdf-C-2931.sdfdata
sdf-C-2932.sdfdata
sdf-C-2933.sdfdata
sdf-C-2934.sdfdata
sdf-C-2935.sdfdata
sdf-C-2936.sdfdata
sdf-C-2937.sdfdata
sdf-C-2938.sdfdata
sdf-C-2939.sdfdata
sdf-C-2940.sdfdata
sdf-C-2941.sdfdata
sdf-C-2942.sdfdata
sdf-C-2943.sdfdata
sdf-C-2944.sdfdata
sdf-C-2945.sdfdata
sdf-C-2946.sdfdata
sdf-C-2947.sdfdata
sdf-C-2948.sdfdata
sdf-C-2949.sdfdata
sdf-C-2950.sdfdata
sdf-C-2951.sdfdata
sdf-C-2952.sdfdata
sdf-C-2953.sdfdata
sdf-C-2954.sdfdata
sdf-C-2955.sdfdata
sdf-C-2956.sdfdata
sdf-C-2957.sdfdata
sdf-C-2958.sdfdata
sdf-C-2959.sdfdata
sdf-C-2960.sdfdata
sdf-C-2961.sdfdata
sdf-C-2962.sdfdata
sdf-C-2963.sdfdata
sdf-C-2964.sdfdata
sdf-C-2965.sdfdata
sdf-C-2966.sdfdata
sdf-C-2967.sdfdata
sdf-C-2968.sdfdata
sdf-C-2969.sdfdata
sdf-C-2970.sdfdata
sdf-C-2971.sdfdata
sdf-C-2972.sdfdata
sdf-C-2973.sdfdata
sdf-C-2974.sdfdata
sdf-C-2975.sdfdata
sdf-C-2976.sdfdata
sdf-C-2977.sdfdata
sdf-C-2978.sdfdata
sdf-C-2979.sdfdata
sdf-C-2980.sdfdata
sdf-C-2981.sdfdata
sdf-C-2982.sdfdata
sdf-C-2983.sdfdata
sdf-C-2984.sdfdata
sdf-C-2985.sdfdata
sdf-C-2986.sdfdata
sdf-C-2987.sdfdata
sdf-C-2988.sdfdata
sdf-C-2989.sdfdata
sdf-C-2990.sdfdata
sdf-C-2991.sdfdata
sdf-C-2992.sdfdata
sdf-C-2993.sdfdata
sdf-C-2994.sdfdata
sdf-C-2995.sdfdata
sdf-C-2996.sdfdata
sdf-C-2997.sdfdata
sdf-C-2998.sdfdata
sdf-C-2999.sdfdata
RePack size - 9.7 gb
Install size - 28 gb
NOTE. For zero-bulding non-english audio & video files and reimport to *.sdf - you need QuickBMS and this script (http://aluigi.altervista.org/bms/ubisoft_sdf.bms)
Unfortunately I cannot actually run XTool kraken with this game, even with c64m and lm, I run out of memory (64GB ram). Strange, I know.
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:martha data.arc "pack\*.pak"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 22 files, 17,081,159,054 => 41,484,322,538 bytes. Ratio 242.87%
Compression time: cpu 20.36 sec/real 3523.12 sec = 1%. Speed 4.85 mB/s
All OK
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -moo2reck data.arc "pack\*.pak"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 22 files, 17,081,159,054 => 40,296,161,641 bytes. Ratio 235.91%
Compression time: cpu 18.69 sec/real 3810.50 sec = 0%. Speed 4.48 mB/s
All OK
Both are slow af but xtool performs a bit better
Elden Ring
For bdt files you can use xtool:kraken,l6
For video files just use storing, m1 or whatever. They have a new header (KB2n) which I've never seen before.
:( Sad8669
26-02-2022, 11:17
Method : xtool_zlib+srep:m3f:l512+lolz:dtb1:d128m:mt4:mtt0: mc1023
Compression Time : 8 Hours 27 Minutes and 24 seconds
Decompression Time : 5.3 Minutes (4T)
Initial Size : 6.39 GB
Final Size: 3.50 GB
Masquerade
26-02-2022, 14:09
Sherlock Holmes Chapter One [v1.04]
Ripped credits video.
xtool[zlib+reflate]+srep+lolz/$mp4=srep+zstd
26.6GB ---> 17.2GB
Masquerade
27-02-2022, 04:45
Bravely Default II
xzstd+srep+lolz/$awb=srep+lzma2
Use libzstd v1.4.5 for precompression.
You can rip the movies folder since it's dupe data. Movies are already included in the main game PAK file.
12.6GB ----> 8.1GB
Bravely Default II
xzstd+srep+lolz/$awb=srep+lzma2
.
12.6GB ----> 8.1GB
I use xtool 0.4 srep+lolz got 9.7gb pak file only. Whats wrong ? Need decrypt ? can you share the arc.ini xzstd and file
Masquerade
27-02-2022, 13:14
kuyhaa
Use libzstd v1.4.5 as I mentioned.
Masquerade
27-02-2022, 13:20
Carto v1.0.7.6
Step 1: Prepare the large bank file to a TMP with DIFFZ patch using this guide (https://www.fileforums.com/showthread.php?t=104962).
Step 2: Compress:
srep+lolz/$tmp=oggre
1.9GB ---> 290MB
After archive extraction, follow Step 4 from the linked guide and apply the DIFFZ patch to restore the Master Bank.
kuyhaa
Use libzstd v1.4.5 as I mentioned.
where i can get libzstd v1.4.5 or know of libzstd ver ? can you share pak ratio of xzstd
Masquerade
27-02-2022, 23:55
where i can get libzstd v1.4.5 or know of libzstd ver ? can you share pak ratio of xzstd
Go to ZSTD github and download the v1.4.5 Win64 zip from the Releases section and extract libzstd.dll.
Go to ZSTD github and download the v1.4.5 Win64 zip from the Releases section and extract libzstd.dll.
found it and solved, thanks
:( Sad8669
01-03-2022, 03:23
An update on GOW Soundbanks,
1.01 GB > 0.99 GB, at best. :(
I will release the tool update later, for those who want to save 20 MB :D.
that 20 MB might be lost creating delta patches.
A lost cause......
Shadow Warrior 3
*.pak - zlib
bpk bugs out on bk2 files
21:51:45 - Selected ARC/DS method for Data1a-01.bin was: xtool:mpreflate+srep+4x4:lzma
21:51:45 - Selected ARC/DS method for Data1b-01.bin was: srep+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
23:14:10 - Overall input size: 23.90 GB
23:14:10 - Overall output size: 17.83 GB (Ratio 74.58%)
23:14:10 - Overall conversion time: 01:18:38
Masquerade
01-03-2022, 13:36
Shadow Warrior 3
*.pak - zlib
bpk bugs out on bk2 files
Also my FMOD method doesn't work on the banks :rolleyes:
Hello, what's the best method for Elden Ring? Thanks.
Try with xtool:kraken,l6+srep+lolz
:( Sad8669
02-03-2022, 02:19
if you are using the newer xtool, make sure to use xtool:kraken,l6,n2
ELEX II
Nothing ripped
17:34:36 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib+srep_new+4x4:lzma
17:34:36 - Selected ARC/DS method for Data1b-01.bin was: bpk+srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
19:39:05 - Overall input size: 42.92 GB
19:39:05 - Overall output size: 29.19 GB (Ratio 68.02%)
19:39:05 - Overall conversion time: 02:04:25
Grand Theft Auto Trilogy Definitive Edition
Database test
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -moo2reck data.arc "pack\*"
FreeArc 0.67 (March 15 2014) creating archive: data.arc
Compressed 1 file, 4,404,209,185 => 9,066,844,033 bytes. Ratio 205.87%
Compression time: cpu 5.72 sec/real 1138.63 sec = 1%. Speed 3.87 mB/s
All OK
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:kraken data.arc "pack\*"
FreeArc 0.67 (March 15 2014) updating archive: data.arc
Compressed 1 file, 4,404,209,185 => 8,974,413,342 bytes. Ratio 203.77%
Compression time: cpu 4.89 sec/real 421.68 sec = 1%. Speed 10.44 mB/s
All OK
E:\_Compress\#FA_example>arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:gta3r data.arc "pack\*"
FreeArc 0.67 (March 15 2014) updating archive: data.arc
Compressed 1 file, 4,404,209,185 => 9,160,117,615 bytes. Ratio 207.99%
Compression time: cpu 4.56 sec/real 400.89 sec = 1%. Speed 10.99 mB/s
All OK
*Database was created from game version 1.04
**Tested only GTA 3 Definitive Edition, but the two others should work aswell
Usage:
Place xtl and oodle library next to xtool.exe
Use -mxtool:gta3r/gtavcr/gtasar
xtl file can be removed for decoding
Masquerade
02-03-2022, 12:30
Five Nights At Freddy's: Security Breach [Build 8235487]
srep+razor/$pak=ue4d:key=85F7D4007015493ED0359C9007266038F8F7 B1F96988F19A610103874CC95286+srep+lolz/$mp4=srep+zstd
77.7GB ----> 27.2GB
Notes:
cls-ue4d used - made by Shegorat
Do not use srep 3.92b, crash on decompression.
:( Sad8669
04-03-2022, 18:26
Method : xtool_zlib+srep:m3f:l512+lolz:mt4:mtt0:mc1023:dtp0 :dtb0:dto0:dtw0:dtd1:dtm1:ldmf0
Decompression Time : 15.6 Minutes (4T)
Initial Size : 14.00 GB
Final Size: 9.67 GB
Info : Use "-c64mb" for XTool, XTool 0.4.3 used.
Game Version : 1.0
Ripped Files : Nothing Ripped or Encoded
Original Size : 6.99 GB
Compressed Size : 2.59 GB
Install Time : ~10 Mins on HDD (Depends your system)
Method : binkpack+uelr:uv+srep:m3f+lzma2
:( Sad8669
06-03-2022, 23:06
Method : srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcm
Compression Time : 5 Hours
Decompression Time : 35 Minutes
Initial Size : 28.9 GB
Final Size : 15.3 GB
Notes : Korean, Chinese and Japanese files ripped.
$criwarevideo
*.usm
normal = mt4:mtt0:mc1023:dtp0:dtb0:dto0:dtw0:dtd1:dtm1:ldmf 0
Side Notes : BCM doesn't show progress, it will stay at 0%, but the files will be processed in %temp%. BCM encoding is faster and better than lolz, but it is slower than lolz when it comes to decoding.
bcm InFile OutFile , for encode
bcm -d OutFile InFile , for decode
:( Sad8669
07-03-2022, 18:05
Method : xt_lz4+srep:m3f:l512+lolz:mt4:mtt0:mc1023:dtp0:dtb 0:dto0:dtw0:dtd1:dtm1
Compression Time : 6 Hours
Decompression Time : 4.7 Minutes (4T)
Initial Size : 13.2 GB
Final Size: 9.24 GB
Info : Use attached XTool for better results. (Thanks to KaKtor, for helping me find the correct version of XTool)
Hexagon123
07-03-2022, 22:15
Total start size: 5.51GB w/ support or 5.45GB w/o support
Compress with the following:
.bik
bpk
.ipk
xtool:mzlib+msc+srep:m5f:a2:l512+lolz:dt:dtb1:dtw1 :dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096
Rest of the Files
srep:m5f:a2:l512+rz
Total packed size: 2.82GB
any have best Method WWE 2K22 ?
:( Sad8669
09-03-2022, 04:28
A few hours till i get my hand on the sample, but usuallly game has oodle streams and some bink files (they are packed inside archive this time). if you have the game use oodle streams scanner to check for the file or check back this page after a few hours, they changed the engine too so lets hope for the better.
Masquerade
09-03-2022, 04:32
any have best Method WWE 2K22 ?
Probably encrypted + oodle.
Distant Worlds 2
15:07:26 - Selected ARC/SPLIT method for Data1a-01.bin was:
srep+lolz:d64:mtt1:mt12:mc1023/
$mscpack=msc_tak/
$mp3pack=mpz_mtx/
$deflatepack=xtool:mpreflate+srep+lolz:d64:mtt1:mt 12:mc1023/
$textpack=dict+lzp+lzma
-------------------------------------------------------------------------------------------------------------------------------------------
16:27:38 - Overall input size: 10.75 GB
16:27:38 - Overall output size: 3.82 GB (Ratio 35.55%)
16:27:38 - Overall conversion time: 01:20:08
Masquerade
11-03-2022, 10:43
Distant Worlds 2
$deflatepack=xtool:mpreflate+srep+lolz:d64:mtt1:mt 12:mc1023/
This game uses LZ4, why preflate?
This game uses LZ4, why preflate?
To be honest, I aplied preflate on pngs and pdfs without even checking the amount of files (it's from a preset).
Which files use lz4? Bundles? Because gfs nor xtool (old) do nothing on them.
Masquerade
11-03-2022, 12:29
Which files use lz4? Bundles? Because gfs nor xtool (old) do nothing on them.
Bundles, I am working on an XTool database for this one, nearly there with lz4hc but still got a way to go.
Streams: 262/923
Time: 00:00:01 (00:00:03)
Memory: 128 MB (128 MB)
You can discover this info by searching the magic number on Aluigi's site:
Xenko . Xenko / Stride Engine BUNDLE . lz4 . XKB1 [xenko.bms]
http://aluigi.altervista.org/quickbms_list.php
Masquerade
12-03-2022, 02:50
The WAVE audio from Distant Worlds 2 does not compress with MSC:
Compressed 7 files, 143,350,258 => 143,350,271 bytes. Ratio 100.00%
Compression time: cpu 0.17 sec/real 16.29 sec = 1%. Speed 8.80 mB/s
All OK
Instead, use TAK which I posted here (https://www.fileforums.com/showpost.php?p=496189&postcount=72).
Compressed 7 files, 143,350,258 => 97,043,321 bytes. Ratio 67.70%
Compression time: cpu 0.14 sec/real 15.06 sec = 1%. Speed 9.52 mB/s
All OK
Metro Exodus
*.Vfs## - vfsrec+srep+lolz
73 gb > 103 gb > 74 gb > 46 gb
audio .vfs## & video - srep+lzma2
2,7 gb > 2.4 gb
rest files
580 mb > 31 mb
Repack size - 48.5 gb
NOTE.
For decompession *.vfs## you need this tool (https://fileforums.com/showthread.php?t=103563&highlight=vfxrec)
Thanks to Razor12911.
Edison007
13-03-2022, 08:18
The WAVE audio from Distant Worlds 2 does not compress with MSC:
https://krinkels.org/threads/msc-media-streams-compressor.1587/page-7#post-33954
msc:tak=9 - 92,5 MB (97 043 713 bytes)
msc:frog=9 - 91,3 MB (95 739 244 bytes)
msc:frog=9e - 91,2 MB (95 670 076 bytes)
Hello everyone, What's the best method for State of Decay 2? Thank you!
:( Sad8669
15-03-2022, 18:01
Method : xtool:ue4,key+srep:m3f:l512+lolz:normal
Compression Time: 5.96 Hours
Decompression Time : 6.5 Minutes
Initial Size : 19.1 GB
Final Size: 7.38 GB
Info : Use "-c512mb" for XTool, XTool 0.4.4 used
Ripped Files :
Engine/Binaries/Win64/CrashReportClient.pdb
Sifu/Binaries/Win64/Sifu-Win64-Shipping.pdb
Engine/Content/SlateDebug/Fonts/LastResort.tps
Engine/Content/SlateDebug/Fonts/LastResort.ttf
Thanks to Razor for unreal library, attached it below.
Age of Empires III (3): Definitive Edition (100.12.54545.0)
*.bar - Xtool(v0.46)+SREP+LOLZ
44.4 gb > 75.1 gb > 52 gb > 23.5 gb
.bk2 - srep+lzma2
rest files - srep+lolz
Ripped all non-english voice files
Install size = 45.6 gb
RePack size = 24.3 gb
NOTE. Repack used a-lz4-plugin by Edison007. Thanks him for this.
Masquerade
25-03-2022, 09:19
GhostWire Tokyo
Paks Folder:
For xtool, use -mgwtokyo -d1 for UCAS decryption. Oo2reck used for oodle kraken precompression since the older version of xtool (needed for gwtokyo database compatibility) is missing Razor's improvements to kraken precompression. Use a big chunk size for XTool because the encrypted streams are large.
xtool+oo2reck+srep+lolz
Everything else:
srep+razor
16.8GB ----> 13.4GB
Tiny Tinas Wonderlands
pak = zlib
L33THAK0R
28-03-2022, 03:48
Could anybody send me the decomp executable for ProFragers's "Media Stream Compressor (MSC) (https://krinkels.org/resources/msc-media-streams-compressor.4/)? Got a few thousand ".wav" files to sort through, as a handful are failing to decomp, would make troubleshooting heaps easier, cheers in advance.
Razor12911
28-03-2022, 04:01
You can try to use the method -mtta in Freearc if sorting becomes a tedious job, most people don't know that Freearc does have wav file compressor but it only works if the audio files are not archived or in another container. Plus handing over files from that forum is against the rules.
Edit: I remember once having problems using msc on Left 4 Dead 2 which forced me to used Freearc's built in wav compressor.
left4dead2_dlc3\sound:
-mtta
Compressed 4,778 files, 1,315,603,487 => 649,582,676 bytes. Ratio 49.38%
Compression time: cpu 69.56 sec/real 142.00 sec = 49%. Speed 9.26 mB/s
L33THAK0R
28-03-2022, 05:26
You can try to use the method -mtta in Freearc if sorting becomes a tedious job, most people don't know that Freearc does have wav file compressor but it only works if the audio files are not archived or in another container. Plus handing over files from that forum is against the rules.
Edit: I remember once having problems using msc on Left 4 Dead 2 which forced me to used Freearc's built in wav compressor.
left4dead2_dlc3\sound:
-mtta
Compressed 4,778 files, 1,315,603,487 => 649,582,676 bytes. Ratio 49.38%
Compression time: cpu 69.56 sec/real 142.00 sec = 49%. Speed 9.26 mB/s
Ah cheers I'll give that a go, thankfully the archives are unpacked (as is required due to modding and fixing the titles numerous issues only being possible with unpacked archives) so this method should be viable, fingers crossed!
L33THAK0R
28-03-2022, 06:33
Tried to update my previous post but seems the forum hates me. For some reason FreeArc spazzes out if I try to combine TTA with any other external compressors (ie. srep & lolz)
Srep + Lolz:
335,573,882 -> 183,504,594
TTA:
335,573,882 -> 209,287,460
Seems like I'll just have to hunt around for that elusive MSC decomp executable, or wait until krinkels membership payment vendor comes back online.
Masquerade
28-03-2022, 08:35
Could anybody send me the decomp executable for ProFragers's "Media Stream Compressor (MSC) (https://krinkels.org/resources/msc-media-streams-compressor.4/)? Got a few thousand ".wav" files to sort through, as a handful are failing to decomp, would make troubleshooting heaps easier, cheers in advance.
Dude, I already told you about the Krinkels rules before in a different topic. You cannot ask for Krinkels content!!
Внимание! Если вы получили статус "Пользователи" и будете предоставлять материал тем, кто его ещё не получил (по их просьбам через ЛС), то тут же будете лишены данного статуса навсегда.
Attention! If you received the status of "Users" and will provide material to those who have not yet received it (at their request via PM), then you will immediately lose this status forever.
msc resources were shared here way before krinkels decided to make their resources "non-public" behind their "rulez" (for whatever reason).
If you search for it here you will find it I guess.
Masquerade
28-03-2022, 11:35
The Sims 4 [Deluxe Edition] (v1.85.203.1030 + All DLCs + Soundtrack)
xzlib+srep+lolz/$mp3=mpz
50GB ---> 30.3GB
18 hours needed.
The Sims 4 [Deluxe Edition] (v1.85.203.1030 + All DLCs + Soundtrack)
xzlib+srep+lolz/$mp3=mpz
50GB ---> 30.3GB
18 hours needed.
bro, share please how you make repack Ghostwire with opotional 4kvideos and language, because i see only ucas and pak
L33THAK0R
28-03-2022, 15:30
You cannot ask for Krinkels content!!
Cheers for the repeated heads up, but thankfully in prior cases I've had users reach out to me with the relevant resources, allowing me to be a tad cheeky and grab a given tool.
Dragonis40
28-03-2022, 23:15
Good morning everybody. As far as I know, one of the best settings to have a very high compression using lolz.exe is: dtb1:d512m:mtt1:mc1023. Is there any setting for higher compression? Maybe it's up to the files I want to compress, but are there any setting for higher compression? Thank you!!!
Masquerade
28-03-2022, 23:57
bro, share please how you make repack Ghostwire with opotional 4kvideos and language, because i see only ucas and pak
4K Videos and language files are inside the PAKs. You can follow this tutorial (https://fileforums.com/showthread.php?t=104681).
Srep + Lolz:
335,573,882 -> 183,504,594
TTA:
335,573,882 -> 209,287,460
Try it use TTA(MSC)+SREP+LOLZ combo? Or TTA+SREP+4x4 ? (msc+rep:256mb+4x4:tor:3:1mb+lzp:8mb:3:h22:d64mb)
L33THAK0R
29-03-2022, 05:12
Try TTA(MSC)+SREP+LOLZ combo? Or TTA+SREP+4x4 ? (msc+rep:256mb+4x4:tor:3:1mb+lzp:8mb:3:h22:d64mb)
As far as I know MSC only supports OptimFrog & TAK for "WaveForm Audio" packing, TTA (en.true-audio.com/TTA_Lossless_Audio_Codec_-_Realtime_Audio_Compressor) seems to be only available through in-built functionality within FreeArc, when talking about using TTA for a FreeArc-based packing method. I'm not sure if its the header(s) within my arc.ini but unfortunately TTA refuses to cooperate with any other packing tool, such as LOLZ & SREP.
Masquerade
01-04-2022, 14:10
Death Stranding Director's Cut
1. Separate languages according to info here (https://fileforums.com/showpost.php?p=487123&postcount=1839).
2. Remaining .bin files:
dst+oo2reck+srep+lolz
3. movies.mpk:
srep+zstd
Contains bink videos but not able to be patched out and back in afaik.
4. Languages:
dst+oo2reck+srep+zstd
69.1GB ---> 57.9GB (all languages)
Don't use srep v3.92b - crash during compression of main game bins.
Masquerade
share your xtool method for Weird West bro , are you modified .pak file ?
L33THAK0R
02-04-2022, 09:34
Just making this post to make it easier for future pilgrims on their search for the elusive decoding executables, looking to debug their audio packings.
OGGRE v0.1.1 (Vorbis Audio Compressor) by Profragger
MSC (Media Stream Compressor) v0.064 by Profragger
Thank you kj911 for helping me find the MSC decoder app.
Masquerade
share your xtool method for Weird West bro , are you modified .pak file ?Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)
1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd
for /f "tokens=*" %%i in ('dir /b /s /a *.mp4') do cd.>"%%i"
3. Reimport your zero-bytes .mp4 to .pak file (qbms -G -w -r -r ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)
Any members tested the mp3HD-codec (encoder/decoder its available) from compress WAV's in losslessly mode? (My future searching from testing and compare other ones.) And again compressing with MSC/MPZ/PackMP3 from better compression?? One problems, this mp3HD-codec, put the lossy compressed MP3 streams via losslessly compressed parts to one MP3 file. Likely hacking and stripping lossy parts before any extra compression.
Is there any reality to this??
Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)
1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd
3. Reimport your zero-bytes .mp4 to .pak file (qbms ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)
got it, thanks dude
btw, where are you get ue4_27.bms ? i didn't see on official
Masquerade
02-04-2022, 22:30
Dixen's method is correct, but I actually patched those videos out manually (not entirely sure why :D) and put them back in with SFK.
As for the UE4 v4.27 script, you can grab that here: https://bayfiles.com/n2LfifT1x6/
I will post my data sheet today.
fabrieunko
02-04-2022, 22:56
hello why when i type this command i get the following message?
for /f "tokens=*" %%i in ('dir /b /s /a *.mp4') do cd.>"%%i"
%%i was unexpected
Masquerade
03-04-2022, 00:39
hello why when i type this command i get the following message?
for /f "tokens=*" %%i in ('dir /b /s /a *.mp4') do cd.>"%%i"
%%i was unexpected
You need to replace %%i with %i when using cmd. Double % is for batch files.
thanks bro, so i know the script from zenhax
I will post my data sheet today.
gladly to wait
Masquerade
03-04-2022, 10:51
For Tropico 6 v17, devs included PS5 and XBOX version audio inside Windows paks - using the dixen method with quickbms script v4.25, you can null this audio.
Saints Row 4 (GOG)
*.vpp_pc - XTool(v0.47)+SREP+LOLZ
8.7 gb > 14.5 gb > 6.2 gb > 3.2 gb
*.bik - bpk
1 gb > 850 mb
Repack size - 4.05 gb
NOTE.
VPP_PC decompressed with reflate:l9 mode only (NOT ZLIB)
[External compressor:xt47]
header = 0
packcmd = XT47\xtool precomp -mreflate:l9 -c32mb -t100p - - <stdin> <stdout>
LEGO Star Wars: Skywalker. Saga (Fast repack)
*.DAT - XTool(v0.47 + Kraken)+SREP+LZMA2
29 gb > 70 gb > 48.5 gb > 22 gb
Rest files - SREP+LZMA2
Used oo2core_8_Win64.dll from game folder
Masquerade
06-04-2022, 08:00
LEGO® Star Wars™: The Skywalker Saga
Main *.DAT archives:
xtool-kraken+srep+lolz
LP_* *.DAT archives:
oggre+srep
Remaining files:
srep+razor
English Only: 20.2GB
With all languages: 27.9GB
Edison007/Kaktor (*.RAW files compression from MSTS): This post (https://fileforums.com/showpost.php?p=495817&postcount=2816) updated! (NEW2 results its wait few hour (next day) from finishing new compression.) In last during compression process time, cca. ~11hours! This new Delta+LOLZ compressed new archive (new DATA2a file) its compressed in ~3h 32mins! Yes, fastly LOLZ compressed! Delta+LZMA variant, use last Arc.exe (v0.67), requested CPU time 7578s / real time 6373s! (2h 6m 18s / 1h 46m 13s) Yes, ~2* time difference LOLZ vs. LZMA! Newest test compression barely slower. Size/difference gains?? See wait.
DATA2a (NEW): 605 216 276 byte (full archive size.)
DATA2a (NEW2): 602 222 733 byte (ful larchive size.)
Gains? Its minimal ~3 MB's size. Comp. time? ~9h 17s! 2.62* time difference than (NEW) versions.
And new WAVE compression records?? ~2400 million byte WAVE files compressed smaller than 440 million bytes! (The 21.4GB's game version.) Use MSC with raw=2 options. Testing again with raw=0. Secret compressor? Methods? Not! Use MSC+LOLZ! Older size 672 174 kB dropped to 428 997kb!
See the picture: https://i.kek.sh/Cjixz009jJA.png and https://i.kek.sh/2ASvOt3o64K.png
UPDATE: This WAVE files damaged??? Tested with TotalCommander and don't work!! (raw=2 comp. variant.) 700 file its ok, 4616 damaged! AAaarrghh! Retesting and researching now! Wait now!
UPDATE2: Error its found!! The shitty laptop, dont properly extracted the older arc file to "DATA" folder with all WAVE files, before last days compression! Memory, HDD-error?? Aaaarghh! Extract again and retesting now. (CRC's before compression.) Sorrry!!
More game:
Splinter Cell Pandora Tomorrow (Hungarian version):
MAPS.LM0 and MAPS.SM0 files compression.
Total size: 354 036 136 byte
Previous record: 70 415 096 byte
Methods:srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dt d1:mtt1:mt4:d128m:fba4096:tt32:mc1023
Newest record (reversed methods sequence from WAVE/Audio compression): 64 919 477 byte
Methods: SREP+MSC (!)
MSC use 0.0.6.4 with raw=2 switches. SREP 3.92 use -m3f -l32 switches. Decompress totally OK. Compression ratio, its verying hard and buggy, not easy reproducable. Yes. MSC its crashing now in during compression??? Or TTA methods dont compress in smaller size? Change SREP lxx settings! Use l512 or smaller to l64/l32 in various combination. And very recommended use -m3f options. Or change SREP to 3.93 or 3.2. (3.92 in minimally betterly compress than older.)
Or and funny methods: SREP+TTA (!)
Size: 64 411 339 byte, its best results from some testings.
This masked compressed package, don't decompresseable with Arc.exe file. (Decompress first file only.) Use unarc.exe and CLS-SREP.dll files its will decompressing properly in files, with error messages. "ERROR: archive data corrupted (decompression fails)" This extracted files CRC's checked via *.sha file (use SHA-1) from Total Commander its OK! WTF?? Yes!
Extra funny methods: Double compression, (not masked archive!) its totally work and good. Data files --> SREP comp. (put to compress files via to precompressed.arc file) --> compress again this precompressed.arc file use TTA methods to create packed.arc file.
Usage:
1. step: arc a -ed -msrep precompressed.arc files
2. step: arc a -ed -mtta packed.arc precompressed.arc
More results in posted in future time from the SCPT game. In last version smaller than 700MB's size. (BINK Videos dowgraded 433MB's to ~191MB's size.)
LEGO® Star Wars™: The Skywalker Saga
17:44:14 - Selected ARC/DS method for Data1a-01.bin was:
xtool:mkraken:8+srep_new+4x4:b64mb:lzma:ultra:64m: bt4:fb273:lc8:mc1000000
-----------------------------------------------------------------------------------------
23:30:17 - Getting size of the game: Unknown 1
23:30:17 - » Installation folder size: 29,05 GB
23:30:17 - » Compressed game size: 21,69 GB (Ratio 74.64%)
only english
use:
disc_span_gui
XTool 0.47
oo2core_8_Win64.dll from game folder
thanks dixen and Masquerade
Use this srep
https://uptobox.com/i50pu2cck4b3
Hello, can you re-upload this? The link is dead. Thank you.
fabrieunko
06-04-2022, 22:44
LEGO® Star Wars™: The Skywalker Saga
oo2core_8_Win64.dll from game folder
thanks dixen and Masquerade
hello, where do we put this file in diskpan 2008?
Deathloop XTool+Kraken
19 gb > 56 gb > 48 gb > 17 gb
Compressed 83 files, 20,926,146,568 => 18,793,496,896 bytes. Ratio 89.81%
Compression time: cpu 418.80 sec/real 12641.62 sec = 3%. Speed 1.66 mB/s
All OK
:confused:
hello, where do we put this file in diskpan 2008?
yes, add new file xtool in pre/xtool2020 and file .dll to /pre/OodleRec
yes, add new file xtool in pre/xtool2020 and file .dll to /pre/OodleRec
Newest DiskSpan_GUI do the job for you, you don't have to copy anything.
DSG scans the input folder (game folder) and if DSG finds a "oo2core_#_Win64.dll" file it will copy it to either XTool or oo2rec folder, depending on if you use XTool or oo2rec.
If DSG does not find a "oo2core_#_Win64.dll" file in input folder then DSG will use a file from "Resources\ADDONS\Libraries\Oodle" folder, depending on which "oodle number" you pick.
In some cases a game will be shipped with a "wrong" file, in this case you have to test.
Masquerade
07-04-2022, 10:27
Hello, can you re-upload this? The link is dead. Thank you.
I think this link refers to srep v3.2 which you can download here: https://bayfiles.com/L0H7x0Ufxd/srep-3.2_exe
Razor12911
07-04-2022, 13:50
Deathloop XTool+Kraken
19 gb > 56 gb > 48 gb > 17 gb
:confused:
:rolleyes:
Orcs Must Die! 3
-mxtool:OMD3+srep+4x4:lzma
Compressed 268 files, 14,300,670,829 => 9,091,805,875 bytes. Ratio 63.58%
Compression time: cpu 59.80 sec/real 2041.67 sec = 3%. Speed 7.00 mB/s
All OK
Extracted 268 files, 9,091,805,875 => 14,300,670,829 bytes. Ratio 63.58%
Extraction time: cpu 18.83 sec/real 397.61 sec = 5%. Speed 35.97 mB/s
All OK
Thanks to Masquerade for database
Masquerade
08-04-2022, 09:09
Orcs Must Die! 3 [Build 8508638]
*.PAK
xtool_OMD3+srep+lolz
Everything else:
srep+razor
13.2GB ---> 7GB
Masquerade
08-04-2022, 09:10
The Drained Goddess
xzlib+srep+lolz
13GB ---> 9.9GB
Age of Empires 3 Definitive Edition
1 language, v latest (I don't know lol)
18:47:43 - Selected ARC/DS method for Data1a-01.bin was: xtool:c256mb:malz4:mreflate+srep_new+4x4:b64mb:lzm a:ultra:64m:bt4:fb273:lc8:mc1000000
18:47:43 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
-------------------------------------------------------------------------------------------------------------------------------------------
22:56:39 - Overall input size: 47.31 GB
22:56:39 - Overall output size: 26.55 GB (Ratio 56.13%)
22:56:39 - Data files creation time: 03:54:16
Thanks to Edison007 for xtool plugin
FINAL FANTASY VII Remake Intergrade
Movies ripped, v1.001
09:51:56 - Selected ARC/DS method for Data1a-01.bin was: oo2reck:7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb 273:lc8:mc1000000
09:51:56 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000
09:51:56 - Selected ARC/DS method for Data1c-01.bin was: srep_new+1
-------------------------------------------------------------------------------------------------------------------------------------------
21:47:09 - Overall input size: 81.52 GB
21:47:09 - Overall output size: 69.26 GB (Ratio 84.97%)
21:47:09 - Overall conversion time: 11:55:06
Data1a -> pak files
Data1b -> all except pak and emov
Data1c -> emov files
This is basically a update for my last report about this game.
English, French and Japanese movies were ripped. Game was tested 100% in german + english with ripped video files (I played the game twice in english + german with all additional side quest stuff + DLC). I assume it will work on french and japanese languages too.
How to know if the game works with ripped movie files? You will encounter game freezes on points were a video should play (the game is not "freezing" actually, but you can't do any actions). Luckily you can guess which video is missing or wrong ripped by folder and file names.
*_US files are used for english only. Files without language code are used by french, german, japanese (except for credits videos, but this is obvious).
You can delete language voiceovers out of "pakchunk0_s23-WindowsNoEditor.pak" file with quickbms + hex editor to save additional ~2GB, but I didn't for this test.
fabrieunko
11-04-2022, 23:20
Usual zlib compression + reimport zero-bytes .mp4 to pak (quickbms v0.11 + ue4_27,bms script to help)
1. Exctract .mp4 from .pak archive (qbms -f *.mp4 ue4_27.bms <path_to_pak-file> <path for extracted files>)
2. zero-byte build .mp4 cmd
3. Reimport your zero-bytes .mp4 to .pak file (qbms -G -w -r -r ue4_27.bms ue4_27.bms <path_to_pak-file> <path for extracted files>)
Hello, just a question when importing 0bit files, if I redo an extraction of mp4 files should I have 0bit files?
:( Sad8669
12-04-2022, 03:56
Yes you will have null video files.
Zero bytes still takes up space, if you look at them in the file explorer the size doesn't change, since 00 bytes are repeated all until the end of the file, lossless data compression algorithms takes good use of repeated bytes, hence the compressed file is so small.
i think that's how it works :D though i am not sure.
OR
you can take srep for example, it just saves the position of dupes occurrence and copies a single of copy of these dupes to those positions during decompression.
Help with compressing Ender Lillies smaller please. Thanks.
Masquerade
16-04-2022, 02:08
Help with compressing Ender Lillies smaller please. Thanks.
xzlib+srep+lolz
For the banks, try following this guide (https://www.fileforums.com/showthread.php?t=104962).
xzlib+srep+lolz
For the banks, try following this guide (https://www.fileforums.com/showthread.php?t=104962).
what about the ucas extension? is xzlib taking care of both the .pak and .ucas files? I was only able to compress it to around 870mb.
Masquerade
16-04-2022, 13:30
what about the ucas extension? is xzlib taking care of both the .pak and .ucas files? I was only able to compress it to around 870mb.
Yes. In this case, the UCAS files are not encrypted.
Anno 1800
v14.0, all DLC, nothing ripped
11:38:48 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+srep_new+razor_mtx
11:38:48 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4: fb273:lc8:mc10000
--------------------------------------------------------------------------------------
16:38:34 - Overall input size: 72.87 GB
16:38:34 - Overall output size: 28.32 GB (Ratio 38.87%)
16:38:34 - Data files creation time: 04:33:15
Masquerade
18-04-2022, 03:40
Five Nights At Freddy's: Security Breach [Build 8479365]
srep+razor/$pak=ue4d:key=85F7D4007015493ED0359C9007266038F8F7 B1F96988F19A610103874CC95286+srep+lolz/$mp4=srep+zstd
60.3GB ----> 21.2GB
Notes:
cls-ue4d used - made by Shegorat
Do not use srep 3.93b, crash on decompression.
Masquerade
19-04-2022, 03:40
Winter Ember [Build 8534177] [Lossy + Lossless]
If you want to recode the videos, you can recode them to 3000kb/s bitrate using ffmpeg:
for %f in (*.MP4) do ffmpeg -i "%f" -b:v 3000k "_%~nf.MP4"
You can view a comparison between the quality of original videos and recoded videos here (https://imgsli.com/MTA0ODAx).
Compression
xzlib+srep+lolz/$mp4=srep
Original Size [Lossless Videos]: 5.7GB
Final Size [Lossless Videos]: 2.9GB
Original Size [Recoded Videos]: 4.6GB
Final Size [Recoded Videos]: 1.8GB
Masquerade
21-04-2022, 00:23
Step 1: Decrypt the game files:
Download the decryption tool from the attachment below (credits to atom0s & Gabriel Dehan). This EXE is specific to game version v1.1.5.5.
Drop the EXE into the game's root folder.
Open CMD prompt here.
Run the following command:
for /r %f in (*.pak) do Pak_Decrypt "%f" "%~df%~pf%~nf.zip"
Once the above command completes, run the next command:
for /r %f in (*.zip) do del "%~df%~pf%~nf.pak"
Once the above command completes, run the next command:
for /r %f in (*.zip) do ren "%f" "%~nf.pak"
Now you have a fully decrypted game.
Step 2: Compression
Make 2 archives.
Archive 2 will contain "Sounds_MISC.pak" and "Sounds_WEM.pak".
Archive 1 will contain everything else.
Start Size: 33.6GB
Method for archive 1:
xzlib+srep+lolz
Method for archive 2:
srep+lz4:l12
Final Compressed Size: 13.6GB
Couldn't find the answer through search. What compression method do I use for pdf files?
I think if we have a sticky thread about a general compression method for specific types of files, it would greatly help newbies like us.
Masquerade
21-04-2022, 07:02
Use precomp on pdf.
F.E.A.R
latest version, incl all DLC
17:36:13 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
18:26:20 - Overall input size: 14.33 GB
18:26:20 - Overall output size: 2.43 GB (Ratio 16.95%)
18:26:20 - Overall conversion time: 00:50:06
19:39:54 - Overall decompression time: 00:08:14
19:39:54 - All files have been successfully extracted!
F.E.A.R 2
latest version, incl all DLC
20:49:39 - Selected ARC/DS method for Data1a-01.bin was: bpk+xtool:mzlib+srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
21:27:24 - Overall input size: 14.64 GB
21:27:24 - Overall output size: 5.74 GB (Ratio 39.17%)
21:27:24 - Overall conversion time: 00:37:43
22:02:08 - Overall decompression time: 00:06:53
22:02:08 - All files have been successfully extracted!
F.E.A.R. 3
latest version, incl all DLC
22:41:45 - Selected ARC/DS method for Data1a-01.bin was: bpk+msc_tak+srep_new+4x4:b64mb:lzma:ultra:64m:bt4: fb273:lc8:mc1000000
22:41:45 - Selected ARC/DS method for Data1b-01.bin was: mpz_mtx
-------------------------------------------------------------------------------------------------------------------------------------------
22:56:25 - » Installation folder size: 4.58 GB
22:56:25 - » Data1a-01.bin file size: 2.53 GB
22:56:25 - » Data1b-01.bin file size: 757.65 MB
22:56:25 - » Compressed game size: 3.27 GB (Ratio 71.27%)
23:00:29 - Overall decompression time: 00:03:57
23:00:29 - All files have been successfully extracted!
:( Sad8669
22-04-2022, 02:37
Method : srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcm
Compression Time : 8 Hours
Decompression Time : 1.5 Hours (4T)
Initial Size : 38.9 GB
Final Size : 27.8 GB.
$criwarevideo
*.usm
Note : You can use BCM with mtx to gain speed.
This BMF compressor not repleceable using the BIM compressor usage the MSC/FreeArc? Newest or patched/fixed versions, from fix freezing DDS compression its available? (Win7 x64) Found BMP only fixed v2.01 copy from FreeArc usages. (v1.1 its very old.) This v2.0 its totally lost from net?
This BIM v0.03 version, support only 24bit BMP, TGA and PNM/PPM images. (No available more info this compression rate difference than BMF.)
Masquerade
22-04-2022, 07:31
MotoGP 22
xzlib+srep+lolz/$mp4=srep+lz4:l12
29.2GB ---> 16.6GB
I have stopped using zstd for videos and prefer lz4 instead because it is faster.
CLS-LZ4 library used by Shegorat.
Masquerade: Some code's contains ...lz4:l12 switches. This FreeArc 0.67 internal switches from lz4 algo?? Tested in Arc.exe with -mlz4:l12 don't work. Pure lz4 or lz4:h32m or lz4:h32m:b8m its ok.
Masquerade
22-04-2022, 14:16
Masquerade: Some code's contains ...lz4:l12 switches. This FreeArc 0.67 internal switches from lz4 algo?? Tested in Arc.exe with -mlz4:l12 don't work. Pure lz4 or lz4:h32m or lz4:h32m:b8m its ok.
I am using cls-lz4 plugin by Shegorat. I have amended my post to reflect this.
L33THAK0R
23-04-2022, 22:34
Anyone given the ZenStudio's "Pinball FX" series a shot? Can't seem to find any information about the engine or the archives it uses. It (as well as all other ZenStudio titles) use a "*.pxp" archive format (File signature of 50 58 1A CD, decodes to "PX.Í"), and using the zlib codec under xtool picks up ~3 streams but crashes with a general decompression error after trying to parse them. Attached is a sample if anyone wants to have a look. Only mention I can find of this series/engine is this post (https://fileforums.com/showpost.php?p=457693&postcount=111), but cant find anything else online. There seems to be a QuickBMS script for decompressing these archives (http://aluigi.org/bms/zen_studio_pxp.bms) but unfortunately it doesn't seem to support the current iteration of ZenStudio's archive-type, introduced archives pertaining to more recent DLC.
:( Sad8669
24-04-2022, 01:33
https://forum.xentax.com/viewtopic.php?t=10182
https://forum.xentax.com/viewtopic.php?f=10&t=10654
There is a decompression tool by Ekey, but i think you need to be a member to download it.
L33THAK0R
24-04-2022, 01:41
I didn't include Ekey's unpacking tool as it serves the same purpose as the QuickBMS script, however its a tad more outdated and is less compatible with the more current iterations of the ".pxp" archive. For anyone interested I've attached the aforementioned tool, as well as the source code for Ekey's decompression library.
L33THAK0R
24-04-2022, 06:33
Beyond Good & Evil (GOG Edition)
Files ripped:
German, Dutch, Spanish, French, Italian localised content can be ripped, amounting to 0.96GB
Unused pre-rendered trailer footage as well as the "Making Of" Bink1 file in the root directory can be safely removed, amounting to 0.22GB (or at the very least I haven't had any user reports of the contrary being true, I myself have only tested ~30minutes of gameplay so I can't be certain either)
2.02 GB => 520.7 MB
Method:
srep + lolz
Compression time - 30 minutes
The tricky part about this one is calculating the offsets for localised content as well as the unused videos, as this data isn't stored in a logical way, thankfully though, through my analysis and subsequent repacking of titles utilising the "Jade" engine, I can say with a fair degree of confidence that only the primary localisation is intermingled with other data (such as graphical assets, animations and game logic) within a given "*.bfX" archive, with subsequent localisations, in this case the aforementioned five, being stored in a more logical way, allowing for fewer ripped blocks to be generated.
:( Sad8669
24-04-2022, 09:30
Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmx
Compression Time : 10.3 Hours
Decompression Time : ~ 55 Minutes (4T)
Initial Size : 36.8 GB
Final Size : 28.9 GB.
Ripped Files : Japanese audio.
$criwarevideo
*.usm
Note : Compressor "bcmx" is just bcm used with MTX.
Martha is Dead
v1.04
14:50:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmartha:1+srep_new+4x4:lzma
14:50:47 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
17:47:31 - Overall input size: 17.13 GB
17:47:31 - Overall output size: 14.05 GB (Ratio 82.01%)
17:47:31 - Overall conversion time: 02:53:12
18:22:38 - Overall decompression time: 00:35:01
18:22:38 - All files have been successfully extracted!
You can speed up compression by doing it on ssd because of copying temp files.
Dune: Spice Wars
res.compressed.pak
xtool+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 725,268,911 bytes. Ratio 24.52%
Compression time: cpu 2.50 sec/real 484.56 sec = 1%. Speed 6.11 mB/s
All OK
precomp+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 704,372,043 bytes. Ratio 23.81%
Compression time: cpu 3.48 sec/real 564.58 sec = 1%. Speed 5.24 mB/s
All OK
wem files: 145mb -> 140mb with wemtool
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
ex : https://bayfiles.com/P90ef8b3y6/techparts_assets_all_bundle
thanks
Masquerade
28-04-2022, 09:45
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
You can decompress that bundle with UBT.
Not much point in trying to recompress+patch it because a patch would be almost 17mb.
Masquerade
28-04-2022, 12:02
The Riftbreaker [v27746]
Audio .zips:
msc+oggre+srep+lzma2
Everything else:
xzlib+srep+lolz
6.4GB ---> 4.4GB
Carldric Clement
30-04-2022, 07:12
Need for Speed Carbon
Original Size: 4.91 GB
Compress Size: 2.41 GB
Method:
* any jpg files = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+7z:d128m:mt2
XTool Used Plugins = ZLib, Reflate, LZ4HC
Carldric Clement
30-04-2022, 07:42
Broforce v1131
Original Size: 457 MB
Compress Size: 289 MB
Method:
* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1
* asset bundle unity = xtool:zlib:unity+srep:m3f:a2+exe2+lolz:d128m:mt4:m tt1:lmdf1
Thanks to L33THAK0R for suggesting reduced size.
Update on 1 May 2022.
L33THAK0R
30-04-2022, 17:33
Broforce v1131
Original Size: 457 MB
Compress Size: 337 MB
Method:
* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1
you can reduce this to ~290mb (Incl. installer) if you decompress the Unity assets.
Age of Empires II Definitive Edition
Update 61591, 1 Language, all DLC
17:20:52 - Selected ARC/DS method for Data1a-01.bin was: precomp_mtx+srep_new+4x4:lzma
17:20:52 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-----------------------------------------------------------------------------------------
21:51:31 - Overall input size: 44.71 GB
21:51:31 - Overall output size: 24.40 GB (Ratio 54.57%)
21:51:31 - Data files creation time: 04:09:05
Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2sp game|*.pdf
Why precomp? Xtool is ~200mb bigger
WemTool on wem files gives some mb, not worth it
Quick noob decompression questions: This varying methods betterly safer from extraction process??
A: xZLib+delta+srep+lolz
B: xZlib+srep+delta+lolz
My test, its compression percentage differnece less than 0.1%. (B its smaller.)
Masquerade
02-05-2022, 03:08
Project CARS 3 [v1.0.0.0.0705]
*.bff
xPCARS3 (https://www.fileforums.com/showpost.php?p=496654&postcount=260)+srep+lolz
*.bk2
bpk (hash fail on decompression so use bpk exes and hdiff patch them)
*.bank
msc+srep+lzma2
Everything else
precomp:d0+srep+lolz
49.4GB ----> 19.1GB
L33THAK0R
07-05-2022, 05:04
Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript (https://aluigi.altervista.org/bms/castle_of_illusion.bms)), however I can't seem to figure out which library version to use, the best I've gotten so far is ~850MB. I think if I exhaust all my options I'll just look into re-importing the decompressed assets to a modified archive, since some Russian modders were able to do so, in order to apply a total conversion translation mod to the titular title in question.
Masquerade
07-05-2022, 11:10
Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript (https://aluigi.altervista.org/bms/castle_of_illusion.bms))
I think you are overthinking this.
First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work ;)
I checked this game out and it uses lz4hc, not lz4. By using lz4 precompressor, you will end up getting 21/5539 streams. By switching the codec to lz4hc alone you will instantly get 4215/5539 [liblz4 v1.7.4].
This alone would seem pretty cool, until you see that the only streams that were inflated were the small ones, so you get very little size increase. In addition to this, you still have over 1000 compressed LZ4 streams still in the file.
By digging a bit deeper into the info XTool is giving me (using verbose output), my next intention was to lock precompression at a certain level of lz4hc. I chose lz4hc level 9. This is because most of the streams previously were compressed at level 9. After making a new database and testing, we get these results:
5524/5539 streams [liblz4 v1.7.3, v1.7.4, v1.8.0].
5488/5539 streams [liblz4 v1.8.1].
5424/5539 streams [liblz4 v1.8.2, v1.8.3, v1.9.3].
This clearly shows that using anything newer than liblz4 v1.8.0 is going to yield extremely poor results. With the oldest 3 libraries, you will only miss 15 streams. In my opinion, this is completely acceptable. At this point, I stop testing and publish my findings in the XTool plugins thread (https://www.fileforums.com/showpost.php?p=496719&postcount=262).
We all have a lot to thank Razor12911 for.
L33THAK0R
08-05-2022, 02:02
I checked this game out and it uses lz4hc, not lz4.
Ah that'd definitely explain things, I didn't even think to see if I was using the wrong codec
I think you are overthinking this.
First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work ;)
Yeah I was using bms2xtl, just thought rebuilding an archive would be the next step if I couldn't figure out how to pick up more streams.
Cheers for the help and testing mate :cool:
L33THAK0R
08-05-2022, 21:26
Over the last couple days I've been testing "BMS2XTOOL" on ".pxp" archives to try and see if through this method it's possible to both decrypt + expand the compressed streams present within a given ".pxp" archive, to make re-compressing said archives a viable prospect. However I've hit a roadblock unfortunately, as I can get xTool (v0.5.0) to detect some streams (https://imgur.com/a/9wrNyQo), but can't seem to figure out what codec to use, to actually process the majority of said streams.
Currently I'm associating the compressor type, "ZENPXP" with the "zlib" codec for use with "BMS2XTOOL", and combining this with the "reflate" codec in my arc.ini.
For anyone interested, attached below is a sample testing suite, as well as just a copy of BMS2XTOOL, with the appropriate resources to generate your own database for said sample, should anyone be interested in looking at this. I've also tried to see if it's been documented anywhere within QuickBMS (https://aluigi.altervista.org/papers/quickbms.txt) the compression algorithm used for a given "comtype" in a QuickBMS script but alas this doesn't seem to be the case
Spotless
10-05-2022, 15:59
VALORANT: Episode 4 Act 3
srep+lolz
23.5 GB> 7.2GB
okay I am having problems getting this to work what am I doing wrong
I place the wd1.xtl and xcompress in my xtool folder and use
xtool precomp -mwd1 common.dat common.tmp
it runs for a a few seconds and nothing happens it doesn't even make a common.tmp file
sorry I forgot to say this is for Watch dogs 1 using the database method posted here
Hey guys, what's the best method for The Walking Dead Definitive Series? I'm using DiskSpan GUI btw. Thank you.
Masquerade
13-05-2022, 22:59
Hey guys, what's the best method for The Walking Dead Definitive Series? I'm using DiskSpan GUI btw. Thank you.
Telltale game, so all of the ttarch2 files that have headers beginning with ECTT are encrypted using Blowfish encryption.
In this case, DiskspanGUI has nothing to handle those files. I would use cls-ttgd by Shegorat, but that isn't a public tool.
Use this to decrypt the files: https://www.fileforums.com/showthread.php?p=483980
Then, compress with xtool(zlib+reflate)+srep+lolz. You can re-encrypt your decrypted files from earlier using the same tool to get MD5 perfectiom upon installation.
hi guys, i want try to repack Harvest Moon: One World
from 850 Mb to 736 Mb , method pak folder srep+lolz
i see on fitgirl , she is got 196 Mb
have info ?
Hexagon123
14-05-2022, 12:18
hi guys, i want try to repack Harvest Moon: One World
from 850 Mb to 736 Mb , method pak folder srep+lolz
i see on fitgirl , she is got 196 Mb
have info ?
Seems to use Unity, try XTool or UBT?
Seems to use Unity, try XTool or UBT?
precomp xtool doesn't work
Dragonis40
16-05-2022, 06:21
Hello everybody! A simple question: does a more powerful PC give better compression results rather then a less powerful one?
Hello everybody! A simple question: does a more powerful PC give better compression results rather then a less powerful one?
No, only the speed is different.
Telltale game, so all of the ttarch2 files that have headers beginning with ECTT are encrypted using Blowfish encryption.
In this case, DiskspanGUI has nothing to handle those files. I would use cls-ttgd by Shegorat, but that isn't a public tool.
Use this to decrypt the files: https://www.fileforums.com/showthread.php?p=483980
Then, compress with xtool(zlib+reflate)+srep+lolz. You can re-encrypt your decrypted files from earlier using the same tool to get MD5 perfectiom upon installation.
I did this and the compression took a while but the results are dissapointing:
-------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------- CONVERSION DATE 15/05/2022 -------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------
11:52:56 - Deleting files from the output folder.
11:52:56 - Files have been deleted.
-------------------------------------------------------------------------------------------------------------------------------------------
11:52:56 - You have chosen the DVD5 type for the media size.
11:52:56 - ISO images will not be created when conversion is complete.
11:52:56 - The computer will remain on when the conversion is complete.
11:52:56 - Selected ARC/DS method for Setup-1a.bin was: xtool:mzlib:mreflate+srep_new+lolz
-------------------------------------------------------------------------------------------------------------------------------------------
11:52:58 - Compression initialized in 15/05/2022 at 11:52:58.
11:52:58 - Starting Setup-1a.bin archive creation.
21:19:03 - Moving Setup-1a.bin » Setup-10a.bin files to media folder.
21:19:05 - Compression finished in 16/05/2022 at 21:19:05.
-------------------------------------------------------------------------------------------------------------------------------------------
21:19:05 - Getting size of the game: The Walking Dead - Definitive Series
21:19:05 - » Installation folder size: 45.49 GB
21:19:05 - » Compressed game size: 41.54 GB (Ratio 91.32%)
-------------------------------------------------------------------------------------------------------------------------------------------
21:19:05 - Overall input size: 45.49 GB
21:19:05 - Overall output size: 41.54 GB (Ratio 91.32%)
21:19:05 - Overall conversion time: 26:37:47
21:19:05 - Overall conversion discs: 10 DVD5
-------------------------------------------------------------------------------------------------------------------------------------------
21:31:17 - Merging Records.ini into the Setup.dll file.
21:31:17 - The Records.ini file was merged into Setup.dll successfully!
-------------------------------------------------------------------------------------------------------------------------------------------
Did I do something wrong? I used the tool you told me and I checked MD5s before and after decryption to make sure the files are decrypted, and they were different so I assumed the decryption was successful.
Masquerade
16-05-2022, 12:11
so I assumed the decryption was successful.
To assume makes an ass out of u and me :p
Anyways...
Make sure you used the correct key for decrypting the data. Check in hex editor that the decrypted file starts with ZCTT. ECTT will be an encrypted archive, ZCTT means you did it correctly.
Test on a single TTARCH2, decrypt and see if you can inflate it with XTool. If you decrypted it right, you will get correct ZCTT header and XTool will be able to precompress the data.
Harvest Moon: Its probably use SREP and RZ (v1.00) and two LOLZ version (last and older v20d3) compressors used from final packing. And ISDone x64 v0.6.0.2!
This piggy and fbz compressor tell someone something?
I need some (technical) information here.
xtool+msc+oggre
Compressed 1 file, 132,903,091 => 72,589,354 bytes. Ratio 54.62%
Compression time: cpu 0.08 sec/real 31.37 sec = 0%. Speed 4.24 mB/s
All OK
Extracting 1 file, 132,903,091 bytes. Processed 88%
ERROR: general (de)compression error in msc
Stream:# is not supported by this version of the library
xtool+oggre+msc
Compressed 1 file, 132,903,091 => 104,121,513 bytes. Ratio 78.34%
Compression time: cpu 0.13 sec/real 33.31 sec = 0%. Speed 3.99 mB/s
All OK
Extracted 1 file, 104,121,513 => 132,903,091 bytes. Ratio 78.34%
Extraction time: cpu 7.17 sec/real 9.96 sec = 72%. Speed 13.34 mB/s
All OK
Kaktor: Trying probable two step compressions methods, don't work?? First archive use xtool+msc only and pack again the new arc file use oggre. FreeArc anomalies, bug, not the msc/srep or any packers.
L33THAK0R
17-05-2022, 21:32
Hi all,
Been looking into Sleeping Dogs, and after a bit of discussion with some more experienced/technical tool engineers, I've got to say I'm quite intrigued. It uses a very aggressive "LZ" algorithm, with a given ".BIG" (archive format for the title in question) decompressing to over twice its original size! It also seems the WWise ".pck" files used for audio within the title have the potential for additional gains using "OGGRE"/"MSC". Unfortunately for the former I don't possess the skill-set (yet) to adapt the provided compression/decompression algorithm to be able to parse inputs for use with a chain of compressors, but none the less I think its still interesting enough for others to see.
Attached is a tool suite for processing the aforementioned ".BIG" archives, as well as a sample archive.
Splinter Cell: Pandora Tomorrow v1.31 with Online+Maps Patch (Hungarian version!)
Results sizes its compressed only, without archive header. (Compressed directory size.)
Data files (more extensions with *.uax files):
992 file, 1 065 351 100 byte
xZLib+msc+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1: dtd1:mtt1:mt4:d160m:fba4096:oh14:ldc0:tt32:mc1023
Results: 235 257 168 byte
Sound1 (MAPS.LM0/SM0, 2 file only):
srep:m3f:l32:a0+msc+4x4+lolz:dt:dtb1:dtw1:dtm1:dto 1:dtd1:mtt1:mt4:d160m:fba4096:tt16:mc1023
Results: 64 141 713 byte
Sound1 notes: MSC with tak=9 and raw=2/bmp=0 options! Others its defaults. (wav/mp3=1 ...)
Sound2 (*.hxb/hxc, *.LS0, *.SP0)
12 files, 192 933 113 byte
tta+lzp:3:64m:h22:d64mb+4x4 (without 2 small files, smaller than 6kB: tta+lzma:ultra:bt4:273:mc1023)
Results: 108 008 108 byte
Sound3 (*.SS0)
27 files, 250 086 228 byte
lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fb a4096:tt32:mc1023
Results: 165 027 167 byte
Binaries (*.exe/dll)
62 files, 41 353 387 byte
rep+exe2+delta+lzma:ultra:mc384
Results: 10 422 472 byte
This Lossy parts:
Untouched videos size: 454 103 532 byte
Recompressed videos size: 200 621 456 byte
bpk+rep:64mb+lzp:128mb:3:h22:d256mb
Results: 143 422 866 byte
2006.894MB --> 692.649MB (34.513% ratio)
Masquerade
24-05-2022, 13:26
Dolmen
*.PAK
oo2recm+srep+lolz
*.MP4
srep
Everything else:
srep+razor
Use this oodle core (https://bayfiles.com/T4Bc42E8y7/).
7.3GB ---> 5.7GB [Game + 60FPS + 30FPS videos]
6.8GB ---> 5.1GB [Game + 60 FPS videos]
6.6GB ---> 5GB [Game + 30 FPS videos]
Please test the sample archive, from decompression. Packed with SREP+MSC method. MSC use WAV/RAW/MP3=1 options and SREP 3.92 with -m3f:l32 switches. And TAK 2.3.1 version. Any methods, its few percentage worse ratios. (LOLZ not tested.) Decompression resources, its minimized, don't required arc/cls.ini files. Tested in use Arc.exe/ini files and any combinations its ok from WinXP machine.
1. Download the sample, and unpack to any blank dirs.
2. Run bat file and see results.
3. Move *.sha file to "Unpacked" dirs and checking use TC or any apps.
Thanks.
Hai,
I'm trying to compress WWE 2K22 with Diskpan GUI by Cesar82 and it's been running for more than 5 hours. It's written in the top left corner 46:20:09
Is that normal?
Compress method : xtool:mkraken:9+srep_new:1+lolz
https://i.postimg.cc/nrgymYrK/Capture.png
Masquerade
30-05-2022, 02:09
Hai,
I'm trying to compress WWE 2K22 with Diskpan GUI by Cesar82 and it's been running for more than 5 hours. It's written in the top left corner 46:20:09
Is that normal?
Compress method : xtool:mkraken:9+srep_new:1+lolz
This game is encrypted + uses Oodle Hydra compression so you will get nowhere using xtool kraken.
This game is encrypted + uses Oodle Hydra compression so you will get nowhere using xtool kraken.
is the method below correct?
xtool:mhydra:9+srep_new:1+lolz
in Diskpan GUI, Hydra is only in Xtool or should I replace it with oodle selkie from razor?
If something goes wrong please tell me
Or can you tell me the compression method so I can copy-paste?
Masquerade
30-05-2022, 04:12
The Sims 4 [Deluxe Edition] (v1.88.228.1020 + All DLCs + Soundtrack)
xzlib+srep+lolz/$mp3=mpz
50.1GB ---> 30.5GB
Masquerade
30-05-2022, 04:22
is the method below correct?
No. This game is encrypted. You cannot precompress any data without decrypting it first. Of which, is an incredibly horrid task (https://www.fileforums.com/showpost.php?p=496206&postcount=243) for not much compression gain (https://fileforums.com/showpost.php?p=496455&postcount=2926). Oodle cocecs are extremely efficient in their compression.
oodle selkie from razor?
Selkie and Hydra are completely different compression algos.
http://www.radgametools.com/images/oodle_typical_vbar.png
This graphic is slightly outdated since the Oodle family now includes LZNA and Hydra which do not appear on the above, but the image still illustrates my point.
GTA SanAndreas
Everything in audio\streams folder *ONLY*
Method : oggrenc+srep
Original Size = 1.09GB
Compressed size = 981MB
Its really?? Game version? v1.00 or v1.01 or v2.0?? EU or USA versions? Trying compress v1.00 files, use this srep only compression get ~2% size ratio from compression. Use last LOLZ, reduced 1.10GB to 1.07GB size. (1 125 783kB) Use oggre v0.11 only have ~12MB size reduction. Combined with LOLZ in best results: 1 117 004kB size. This audio files encypted? (Retail DVD version.) Used older OGGRE_Enc version than v0.11??
Input size: 1 187 289 114 byte (Files creation date: 2005.02.10/11.)
Any tips, idea? And best methods from SFX folder compression?
UPDATE: My "SFX" and "streams" folder CRC's hash files added.
L33THAK0R
30-05-2022, 05:53
Its really?? Game version? v1.00 or v1.01 or v2.0?? EU or USA versions? Trying compress v1.00 files, use this srep only compression get ~2% size ratio from compression. Use last LOLZ, reduced 1.10GB to 1.07GB size. (1 125 783kB) Use oggre v0.11 only have ~12MB size reduction. Combined with LOLZ in best results: 1 117 004kB size. This audio files encypted? (Retail DVD version.) Used older OGGRE_Enc version than v0.11??
Input size: 1 187 289 114 byte (Files creation date: 2005.02.10/11.)
Any tips, idea? And best methods from SFX folder compression?
UPDATE: My "SFX" and "streams" folder CRC's hash files added.
Might just be the files you've got, when I repacked the GTA series way back when I got similar gains with oggre + srep + lolz
L33THAKOR: Did you get a similar result for you too? Max. ~35-42MB size reductions?
Whats differences? 78732 packed 981MB vs. my ~1.07GB (1091MB) archive. :confused:
New results with original files (not unpacked the game streams files):
srep+oogre+lolz: 1 121 406kB
oggre+srep+lolz: 1 116 863kB
The streams files unpacked via SAAT tools to *.OGG files.
Compress srep:m3f:l64 only: 1 099 616 kB (with l32: 1 095 842kB)
LZMA2/d26/lp0/pb0 --> 1 080 775kB
CAB/LZX:21 --> 1 079 857kB (better than LZMA2, LOL. Use PowerArc 7.00 CL version.)
LOLZ: 1 077 415kB
The SAAT exported OGG files reimported to original fileformats, totally lossless!! New created files (AA, ADVERTS, more..) no difference than original ones.
Testing now lolz and oggre compress its *.OGG files.
oggre:s3: 1 008 556kB (crunched again use srep:l32 --> 1 006 685kB)
oggre:s3+lolz: 1 006 630kB (yes, very minimally better than srep-ed versions.)
Note: All srep compressions, use -m3f defaults switches.
Conclusions? Make packed archive with WinXP compatible decompressors, use LOLZ only. Get better ratio and x64 systems? Use oggre+srep+lolz methods. (or and use SAAT tools from recreating original streams files, after decompression.)
Alternative ways, testing now, use OGG rehuffing, with ~2-3% or higher, taken from input/compressed size savings from *.OGG files packing without OGGRE.
Sniper Elite 5
20:57:01 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
20:57:01 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib+srep_new:1+lzma2:d96m:fb273:lc4:mc1000 000
-------------------------------------------------------------------------------------------------------------------------------------------
23:24:34 - Overall input size: 76.51 GB
23:24:34 - Overall output size: 46.48 GB (Ratio 60.76%)
23:24:34 - Overall conversion time: 02:27:26
Data1a = *.pc and *.asr files
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