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View Full Version : Best Compression Methods for 'Specific' Games. Q&A


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KaktoR
30-05-2022, 13:13
Distant Worlds 2
v1.0.4.8

18:14:23 - Selected ARC/SPLIT method for Data1a-01.bin was:
xtool:mdistantworlds2:1+srep_new:1+lolz:d128m:mtt1 :mt12:mc1023
/$mp3pack=mpz
/$textpack=dict+lzp+lzma
-------------------------------------------------------------------------------------------------------------------------------------------
20:17:49 - Overall input size: 16.87 GB
20:17:49 - Overall output size: 4.31 GB (Ratio 25.57%)
20:17:49 - Overall conversion time: 02:03:24

shazzla
30-05-2022, 13:17
Hi all!

Anyone knows whats the best method to recompress ARMA3 ?
Its a bit hard to make experiments via TeamViewer from Android. Lol.

AFAIK its encrypted?!

KaktoR
30-05-2022, 13:18
Yes it is encrypted.

abror
30-05-2022, 23:00
please tell me cuphead compress method

dixen
31-05-2022, 04:38
please tell me cuphead compress method
Xtool (v0.53)+ unity plugin + liblz4.dll

Streams: 5403/5403
Time: 00:00:41 (00:00:36)
Memory: 323 MB (323 MB)


Errorlevel=0
Compressed 4 files, 544,082,020 => 927,141,961 bytes. Ratio 170.40%
Compression time: cpu 0.42 sec/real 43.12 sec = 1%. Speed 12.62 mB/s
All OK

Xtool -c32mb

Streams: 9794/9794
Time: 00:01:23 (00:01:17)
Memory: 266 MB (266 MB)


Errorlevel=0
Compressed 4 files, 544,082,020 => 1,283,789,125 bytes. Ratio 235.96%
Compression time: cpu 0.44 sec/real 85.56 sec = 1%. Speed 6.36 mB/s
All OK

NOTE. For full decompressing StreamingAssets folder (3.4 gb >> 7.2 gb) set -c2mb

abror
31-05-2022, 08:42
Xtool (v0.53)+ unity plugin + liblz4.dll



Xtool -c32mb


NOTE. For full decompressing StreamingAssets folder (3.4 gb >> 7.2 gb) set -c2mb
can you help explain it to me?

i am using Diskpan gui how to implement the method you gave?

or can you suggest me an article/video?

I don't understand please don't hate me

Dragonis40
31-05-2022, 09:47
Hello everyone! I've tried to compress Cyberpunk 2077 v1.52 HotFix 2 using the following mask in UltraArc v2.9.0.0 R9:

MASK = srep+GLolz/$mscpack=msc+srep+GLolz/$anvilpack=xtool+srep+GLolz/$deflate=precomp+srep+GLolz

-) $anvilpack is for .archive files (i've used XTool_2020 v0.5.3 with Cyberpunk plugin);
-) $deflate=precomp+srep+GLolz is for .pdf, .png and .bin files (precomp version is 0.4.8).The command for precomp I've used is the following:

packcmd = "PRE\PRECOMP\precomp.exe" -d10 -cn -brute -o$$arcpackedfile$$.tmp $$arcdatafile$$.tmp

During decompression, when setup.exe tries to decompress "CP2020_Sourcebook_EN.pdf" file, an "Unarc.dll returned an error code: -1" error appears. If I try to decompress setup.bin file using a simple .bat file, there's no issue.
I don't think that .pdf file is corrupted (it's the second time I've tried to compress the videogame with a CLEAR installation, but the issue is the same). Where am I wrong? Thank for your answers!

Anonymous0000
02-06-2022, 14:45
The game is massive 150GB

ScOOt3r
02-06-2022, 16:10
I believe the method has been already posted for this game a while ago but here it is again as i havent tested it yet as im grabbing it right now.
-mlz4+srep+lolz

ScOOt3r

dixen
03-06-2022, 01:12
Far Cry 6 (1.5.0) RUS/ENG Without HDPack

*.dat - xtool (v0.21 + fc6.xtl) + srep + lzma2
79 gb >> 97 gb >> 70 gb >> 45.5 gb

NOTE. Requied liblz4.dll from _libraries folder

mausschieber
03-06-2022, 08:00
Nobody can reply me?

i think UltraArc v2.9.0.0 R9 does not support xtool
use DiskSpan_GUI for Xtool

KaktoR
03-06-2022, 08:12
Hello everyone! I've tried to compress Cyberpunk 2077 v1.52 HotFix 2 using the following mask in UltraArc v2.9.0.0 R9:

MASK = srep+GLolz/$mscpack=msc+srep+GLolz/$anvilpack=xtool+srep+GLolz/$deflate=precomp+srep+GLolz

-) $anvilpack is for .archive files (i've used XTool_2020 v0.5.3 with Cyberpunk plugin);
-) $deflate=precomp+srep+GLolz is for .pdf, .png and .bin files (precomp version is 0.4.8).The command for precomp I've used is the following:

packcmd = "PRE\PRECOMP\precomp.exe" -d10 -cn -brute -o$$arcpackedfile$$.tmp $$arcdatafile$$.tmp

During decompression, when setup.exe tries to decompress "CP2020_Sourcebook_EN.pdf" file, an "Unarc.dll returned an error code: -1" error appears. If I try to decompress setup.bin file using a simple .bat file, there's no issue.
I don't think that .pdf file is corrupted (it's the second time I've tried to compress the videogame with a CLEAR installation, but the issue is the same). Where am I wrong? Thank for your answers!

This error happens on a specific file? Maybe CLS settings are wrong.

Dragonis40
03-06-2022, 08:13
i think UltraArc v2.9.0.0 R9 does not support xtool
use DiskSpan_GUI for Xtool

The problem is not XTool, because the error appears before the decompression of files compressed with XTool.

Dragonis40
03-06-2022, 08:15
This error happens on a specific file? Maybe CLS settings are wrong.

Yes, the error appears always at a specific file. I use precomp to decompress .pdf files compressed with precomp.

KaktoR
03-06-2022, 08:19
Did you checked the cls.ini which the installer is using? Maybe there is the problem.

Dragonis40
03-06-2022, 08:24
Did you checked the cls.ini which the installer is using? Maybe there is the problem.

To be honest, I don't know which cls precomp settings are ok. I didn't use cls.ini for compression process, nor for decompression. What is strange is that decompression process decompresses some .pdf files, but suddenly gives -1 unarc error (always at same pdf file)

abror
06-06-2022, 06:08
can anyone help explain when lolz, lzma, xtool and anything else in Diskpan Gui by Cesar82 is used?

Or can anyone suggest me something there to explain this?

Masquerade
06-06-2022, 09:50
can anyone help explain when lolz, lzma, xtool and anything else in Diskpan Gui by Cesar82 is used?

Or can anyone suggest me something there to explain this?
Not entirely sure what you are asking.

Xtool = precompressor = responsible for decompressing/decrypting the input data. You need to select the correct codec for XTool in order for it to precompress successfully whether this be zlib, lz4 or an oodle library like kraken or mermaid. You can read more about XTool here (https://fileforums.com/showthread.php?t=102832).

LOLZ = the current best main compressor for game data like textures. LOLZ has support for header detection and raw file detection in order to gain best compression ratio. It's also slow, despite the fact it can be multithreaded. This is a closed source solution by ProFrager. You can learn more about LOLZ here (https://krinkels.org/resources/lolz.264/).

LZMA = another type of file compressor, not as good as lolz in terms of compression ratio but immensely faster. Will produce larger output size. This algorithm is open source and built directly into FreeArc so you don't need any external compressors.

abror
09-06-2022, 08:47
thank you :)

KaktoR
13-06-2022, 07:45
Assassin's Creed Valhalla
v1.5.2, 1 language, all DLC

09:34:59 - Selected ARC/DS method for Data1a-01.bin was: oo2recm:8+srep_new:1+lzma2:d96m:fb273:lc4:mc100000 0
09:34:59 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
-----------------------------------------------------------------------------------------
23:18:29 - Overall input size: 120.10 GB
23:18:29 - Overall output size: 47.24 GB (Ratio 39.33%)
23:18:29 - Data files creation time: 13:06:02

Masquerade
13-06-2022, 10:48
Hi guys, I'm having a bit of trouble with some LZMA streams and I was wondering if anyone can give a couple hints or tips at trying to replicate the compression on the original stream close enough to a point where I can make a HDiffPatch.

Decompressing the streams is not an issue.

I've tried a few different tools, namely plzma and QuickBMS yet neither can produce accurate results.

I have attached a sample below.

stream.lzma = the original compressed stream
stream.decompressed = the decompressed stream

https://tusfiles.com/qszhczawajzi

Thanks!

KaktoR
14-06-2022, 07:09
Assassin's Creed Origins
v1.6.0, 1 language, all DLC

15:16:13 - Selected ARC/DS method for Data1a-01.bin was: oo2recm:4+srep_new+lzma2:d96m:fb273:lc4:mc1000000
15:16:13 - Selected ARC/DS method for Data1b-01.bin was: bpk+srep_new+lzma2:d96m:fb273:lc4:mc1000000
-----------------------------------------------------------------------------------------
23:15:31 - Overall input size: 69.70 GB
23:15:31 - Overall output size: 32.19 GB (Ratio 46.19%)
23:15:31 - Data files creation time: 07:40:35

:( Sad8669
14-06-2022, 21:02
xtool.exe erase "to_be_ripped" re_chunk_000.pak

"to_be_ripped" folder contents: (2.97 GB)
em1000_v_dialogue.pck.3.x64.de
em1000_v_dialogue.pck.3.x64.es
em1000_v_dialogue.pck.3.x64.fr
em1000_v_dialogue.pck.3.x64.it
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em1000_v_dialogue.pck.3.x64.ptbr
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em1000_v_dialogue_vd.pck.3.x64.de
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em1000_v_dialogue_vd.pck.3.x64.it
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em1020_v_dialogue.pck.3.x64.de
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em1020_v_dialogue.pck.3.x64.fr
em1020_v_dialogue.pck.3.x64.it
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em1020_v_dialogue.pck.3.x64.ptbr
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em1110_v_dialogue.pck.3.x64.fr
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em1110_v_dialogue.pck.3.x64.ptbr
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em1120_v_dialogue.pck.3.x64.fr
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em1370_v_dialogue.pck.3.x64.ptbr
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em4070_v.pck.3.x64.de
em4070_v.pck.3.x64.es
em4070_v.pck.3.x64.fr
em4070_v.pck.3.x64.it
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em4070_v.pck.3.x64.ptbr
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em4070_v.pck.3.x64.zhcn
em4070_v_dialogue.pck.3.x64.de
em4070_v_dialogue.pck.3.x64.es
em4070_v_dialogue.pck.3.x64.fr
em4070_v_dialogue.pck.3.x64.it
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em4101_v_dialogue.pck.3.x64.fr
em4101_v_dialogue.pck.3.x64.it
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em4104_v_dialogue.pck.3.x64.fr
em4104_v_dialogue.pck.3.x64.it
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em4104_v_dialogue.pck.3.x64.zhcn
em4105_v_dialogue.pck.3.x64.de
em4105_v_dialogue.pck.3.x64.es
em4105_v_dialogue.pck.3.x64.fr
em4105_v_dialogue.pck.3.x64.it
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em4105_v_dialogue.pck.3.x64.zhcn
em4107_v_dialogue.pck.3.x64.de
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em4107_v_dialogue.pck.3.x64.fr
em4107_v_dialogue.pck.3.x64.it
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em4110_v_dialogue.pck.3.x64.fr
em4110_v_dialogue.pck.3.x64.it
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em4120_v_dialogue.pck.3.x64.de
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em4120_v_dialogue.pck.3.x64.fr
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em4122_v_dialogue.pck.3.x64.ru
em4122_v_dialogue.pck.3.x64.zhcn
em4123_v_dialogue.pck.3.x64.de
em4123_v_dialogue.pck.3.x64.es
em4123_v_dialogue.pck.3.x64.fr
em4123_v_dialogue.pck.3.x64.it
em4123_v_dialogue.pck.3.x64.ja
em4123_v_dialogue.pck.3.x64.ptbr
em4123_v_dialogue.pck.3.x64.ru
em4123_v_dialogue.pck.3.x64.zhcn
em4124_v_dialogue.pck.3.x64.de
em4124_v_dialogue.pck.3.x64.es
em4124_v_dialogue.pck.3.x64.fr
em4124_v_dialogue.pck.3.x64.it
em4124_v_dialogue.pck.3.x64.ja
em4124_v_dialogue.pck.3.x64.ptbr
em4124_v_dialogue.pck.3.x64.ru
em4124_v_dialogue.pck.3.x64.zhcn
em4130_v_dialogue.pck.3.x64.de
em4130_v_dialogue.pck.3.x64.es
em4130_v_dialogue.pck.3.x64.fr
em4130_v_dialogue.pck.3.x64.it
em4130_v_dialogue.pck.3.x64.ja
em4130_v_dialogue.pck.3.x64.ptbr
em4130_v_dialogue.pck.3.x64.ru
em4130_v_dialogue.pck.3.x64.zhcn
em4400_v_dialogue.pck.3.x64.de
em4400_v_dialogue.pck.3.x64.es
em4400_v_dialogue.pck.3.x64.fr
em4400_v_dialogue.pck.3.x64.it
em4400_v_dialogue.pck.3.x64.ja
em4400_v_dialogue.pck.3.x64.ptbr
em4400_v_dialogue.pck.3.x64.ru
em4400_v_dialogue.pck.3.x64.zhcn
em4410_v_dialogue.pck.3.x64.de
em4410_v_dialogue.pck.3.x64.es
em4410_v_dialogue.pck.3.x64.fr
em4410_v_dialogue.pck.3.x64.it
em4410_v_dialogue.pck.3.x64.ja
em4410_v_dialogue.pck.3.x64.ptbr
em4410_v_dialogue.pck.3.x64.ru
em4410_v_dialogue.pck.3.x64.zhcn
em4420_v_dialogue.pck.3.x64.de
em4420_v_dialogue.pck.3.x64.es
em4420_v_dialogue.pck.3.x64.fr
em4420_v_dialogue.pck.3.x64.it
em4420_v_dialogue.pck.3.x64.ja
em4420_v_dialogue.pck.3.x64.ptbr
em4420_v_dialogue.pck.3.x64.ru
em4420_v_dialogue.pck.3.x64.zhcn
em4430_v_dialogue.pck.3.x64.de
em4430_v_dialogue.pck.3.x64.es
em4430_v_dialogue.pck.3.x64.fr
em4430_v_dialogue.pck.3.x64.it
em4430_v_dialogue.pck.3.x64.ja
em4430_v_dialogue.pck.3.x64.ptbr
em4430_v_dialogue.pck.3.x64.ru
em4430_v_dialogue.pck.3.x64.zhcn
em4432_v_dialogue.pck.3.x64.de
em4432_v_dialogue.pck.3.x64.es
em4432_v_dialogue.pck.3.x64.fr
em4432_v_dialogue.pck.3.x64.it
em4432_v_dialogue.pck.3.x64.ja
em4432_v_dialogue.pck.3.x64.ptbr
em4432_v_dialogue.pck.3.x64.ru
em4432_v_dialogue.pck.3.x64.zhcn
em4437_v_dialogue.pck.3.x64.de
em4437_v_dialogue.pck.3.x64.es
em4437_v_dialogue.pck.3.x64.fr
em4437_v_dialogue.pck.3.x64.it
em4437_v_dialogue.pck.3.x64.ja
em4437_v_dialogue.pck.3.x64.ptbr
em4437_v_dialogue.pck.3.x64.ru
em4437_v_dialogue.pck.3.x64.zhcn
gallery_mov_001.mov.1.x64
gallery_mov_002.mov.1.x64
gallery_mov_003.mov.1.x64
gallery_mov_004.mov.1.x64
gallery_mov_005.mov.1.x64
lvd_lib_v_c02_3.pck.3.x64.de
lvd_lib_v_c02_3.pck.3.x64.es
lvd_lib_v_c02_3.pck.3.x64.fr
lvd_lib_v_c02_3.pck.3.x64.it
lvd_lib_v_c02_3.pck.3.x64.ja
lvd_lib_v_c02_3.pck.3.x64.ptbr
lvd_lib_v_c02_3.pck.3.x64.ru
lvd_lib_v_c02_3.pck.3.x64.zhcn
lvd_lib_v_c02_6.pck.3.x64.de
lvd_lib_v_c02_6.pck.3.x64.es
lvd_lib_v_c02_6.pck.3.x64.fr
lvd_lib_v_c02_6.pck.3.x64.it
lvd_lib_v_c02_6.pck.3.x64.ja
lvd_lib_v_c02_6.pck.3.x64.ptbr
lvd_lib_v_c02_6.pck.3.x64.ru
lvd_lib_v_c02_6.pck.3.x64.zhcn
movie_bonus_dialog.pck.3.x64.de
movie_bonus_dialog.pck.3.x64.es
movie_bonus_dialog.pck.3.x64.fr
movie_bonus_dialog.pck.3.x64.it
movie_bonus_dialog.pck.3.x64.ja
movie_bonus_dialog.pck.3.x64.ptbr
movie_bonus_dialog.pck.3.x64.ru
movie_bonus_dialog.pck.3.x64.zhcn
movie_chapter1_dialog.pck.3.x64.de
movie_chapter1_dialog.pck.3.x64.es
movie_chapter1_dialog.pck.3.x64.fr
movie_chapter1_dialog.pck.3.x64.it
movie_chapter1_dialog.pck.3.x64.ja
movie_chapter1_dialog.pck.3.x64.ptbr
movie_chapter1_dialog.pck.3.x64.ru
movie_chapter1_dialog.pck.3.x64.zhcn
movie_chapter3_dialog.pck.3.x64.de
movie_chapter3_dialog.pck.3.x64.es
movie_chapter3_dialog.pck.3.x64.fr
movie_chapter3_dialog.pck.3.x64.it
movie_chapter3_dialog.pck.3.x64.ja
movie_chapter3_dialog.pck.3.x64.ptbr
movie_chapter3_dialog.pck.3.x64.ru
movie_chapter3_dialog.pck.3.x64.zhcn
pl1000_dialogue.pck.3.x64.de
pl1000_dialogue.pck.3.x64.es
pl1000_dialogue.pck.3.x64.fr
pl1000_dialogue.pck.3.x64.it
pl1000_dialogue.pck.3.x64.ja
pl1000_dialogue.pck.3.x64.ptbr
pl1000_dialogue.pck.3.x64.ru
pl1000_dialogue.pck.3.x64.zhcn
pl2000_dialogue.pck.3.x64.de
pl2000_dialogue.pck.3.x64.es
pl2000_dialogue.pck.3.x64.fr
pl2000_dialogue.pck.3.x64.it
pl2000_dialogue.pck.3.x64.ja
pl2000_dialogue.pck.3.x64.ptbr
pl2000_dialogue.pck.3.x64.ru
pl2000_dialogue.pck.3.x64.zhcn
re_7_report.mov.1.x64


This will patch out these optional files in a few minutes.

Razor12911
16-06-2022, 08:52
@:( Sad8669
Good attempt at using xtool IO functions, however since most people wouldn't know where these files come from or how to get them, maybe post the database file which can be used to obtain the files to be erased. The database file can be generated by using the find function from your end.
There is an example I made here (https://fileforums.com/showpost.php?p=496791&postcount=491).

:( Sad8669
16-06-2022, 09:54
Thanks for heads up, Razor.

I had it in my mind the same day you posted the update. I haven't tested the game or the new update in practice but it should work and i plan on writing a post maybe explaining it and other few things about optional language streams.

and you can just write "Sad" instead of that "8669" and ":(" :D.

dixen
16-06-2022, 11:55
Teenage Mutant Ninja Turtles: Shredder's Revenge

Just info)
Compressed 1,179 files, 88,583,482 => 2,810,062,530 bytes. Ratio 3172.22%
Compression time: cpu 0.47 sec/real 305.24 sec = 0%. Speed 0.29 mB/s
All OK:D

Masquerade
17-06-2022, 11:13
Redout 2


*.pak
xtool_redout2+srep+lolz
Everything else:
srep+razor

23.4GB ---> 16.6GB

Masquerade
18-06-2022, 11:18
If you want to make a repack of God Of War and plan to separate voiceovers, add this batch file into your archive and run it after extracting the archive.

(copy text from this paste and save as .bat)

https://paste.ec/raw/ybelA-oU#P-/KOJbKEgOPsmFAjWNS2YInklsdTrmyGZdyZvIGZ9b

The game will crash if you try to change language to a voiceover that you don't have installed. This bat will check for whatever languages are installed and add them to the language text file accordingly.

Please note exec\languages\LANGS_GOWA08000.txt must be blank before running that batch file.

KaktoR
18-06-2022, 11:38
If you want to make a repack of God Of War and plan to separate voiceovers, add this batch file into your archive and run it after extracting the archive.

(copy text from this paste and save as .bat)

https://paste.ec/raw/ybelA-oU#P-/KOJbKEgOPsmFAjWNS2YInklsdTrmyGZdyZvIGZ9b

The game will crash if you try to change language to a voiceover that you don't have installed. This bat will check for whatever languages are installed and add them to the language text file accordingly.

Please note exec\languages\LANGS_GOWA08000.txt must be blank before running that batch file.

You could add break or nul command to clear the file first, then add the content

break>exec\languages\LANGS_GOWA08000.txt

This command makes the target file blank.

Dark0226
21-06-2022, 08:02
How are EDGE OF THE ABYSS AWAKEN game files compressed and how to decompress them. Unreal engine.

KaktoR
21-06-2022, 08:15
I think you have to use this
https://fileforums.com/showpost.php?p=493012&postcount=14

I don't have the game, just looked through files with steamdb.

hwang4
25-06-2022, 05:48
Which is Best xtool version to use for getting best precompression!:)

Masquerade
26-06-2022, 15:10
Everything Is For Humanity


Credits video ripped.



*.PAK
xzlib+oo2reck+srep+lolz
*.mp4
srep
Everything else:
srep+razor


8.9GB ---> 6GB

Takes about 4 hours for me. Use this oodle core: https://bayfiles.com/b9R4F5s9y2/

dixen
26-06-2022, 22:56
Resident Evil 2 (RTX Version)

*.pak - xtool v0.53 (zstd+zlib codecs)+srep+lolz
23 gb > 35 gb > 27 gb > 16.8 gb

Rest files - srep+lolz

Final size - 17.02 gb (16.9 gb without russian voice pack)

KaktoR
02-07-2022, 03:59
theHunter: Call of the Wild - Revontuli Coast

17:32:26 - Selected ARC/DS method for Data1a-01.bin was: xtool:mreflate+srep_new:1+lzma2:d96m:fb273:lc4:mc1 000000
17:32:26 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
-----------------------------------------------------------------------------------------
21:23:44 - Overall input size: 69.04 GB
21:23:44 - Overall output size: 22.02 GB (Ratio 31.90%)
21:23:44 - Overall conversion time: 03:51:16

Data1a = *.arc

KaktoR
05-07-2022, 02:53
Marvel's Guardians of the Galaxy

08:55:17 - Selected ARC/DS method for Data1a-01.bin was: bpk
08:55:17 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
11:02:46 - Overall input size: 76.03 GB
11:02:46 - Overall output size: 23.31 GB (Ratio 30.66%)
11:02:46 - Overall conversion time: 02:06:04

Masquerade
05-07-2022, 06:12
Arcs in Monster Hunter Stories 2 are BlowFish encrypted using key QZHaM;-5:)dV#

Masquerade
05-07-2022, 13:44
Monster Hunter Stories 2

100% lossless but NOT MD5 perfect repack.


Decrypt all game archives with Monster Hunter Stories 2 ARC Decryption Tool (https://www.fileforums.com/showpost.php?p=497452&postcount=84)



All files:
xzlib+srep+lolz
*.SNGW
oggre


26.7GB ----> 8.5GB

fabrieunko
05-07-2022, 21:25
Monster Hunter Stories 2

100% lossless but NOT MD5 perfect repack.


Decrypt all game archives with Monster Hunter Stories 2 ARC Decryption Tool (https://www.fileforums.com/showpost.php?p=497452&postcount=84)



All files:
xzlib+srep+lolz
*.SNGW
oggre


26.7GB ----> 8.5GB

hello do you have to decrypt all the arc files?

Masquerade
06-07-2022, 01:06
hello do you have to decrypt all the arc files?

Yes

KaktoR
06-07-2022, 09:22
The Riftbreaker

17:37:17 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+oggre
17:37:17 - Selected ARC/DS method for Data1b-01.bin was: xtool:mreflate+srep_new:1+lzma2:d96m:fb273:lc4:mc1 000000
-------------------------------------------------------------------------------------------------------------------------------------------
18:10:58 - Overall input size: 6.53 GB
18:10:58 - Overall output size: 4.98 GB (Ratio 76.31%)
18:10:58 - Overall conversion time: 00:33:37

Data1a -> packs\*audio.zip

Extracted 7 files, 719,712,551 => 1,123,637,547 bytes. Ratio 64.05%
Extraction time: cpu 103.39 sec/real 107.77 sec = 96%. Speed 10.43 mB/s
All OK

Extracted 194 files, 4,628,120,468 => 5,884,339,798 bytes. Ratio 78.65%
Extraction time: cpu 11.06 sec/real 121.15 sec = 9%. Speed 48.57 mB/s
All OK

Masquerade
08-07-2022, 10:59
Platypus Adventures

*.PAK
oo2reck+srep+lolz
Everything else:
srep+razor

1.6GB ----> 1.1GB

KaktoR
09-07-2022, 06:01
Stellaris
v3.4.5, incl all DLC

10:41:35 - Selected ARC/SPLIT method for Data1a-01.bin was:
srep_new:1+lolz:mtt1:mt12
/$dlcpack=xtool:mreflate+msc_tak+oggre
/$mscpack=msc_tak
/$oggrepack=oggre
/$mp3pack=mpz
/$ddspack=srep_new:1+lolz:mtt1:mt12
/$deflatepack=precomp_pmt+srep_new:1+lolz:mtt1:mt12
/$textpack=dict+lzp+ppmt
-------------------------------------------------------------------------------------------------------------------------------------------
13:08:00 - Overall input size: 16.48 GB
13:08:00 - Overall output size: 6.17 GB (Ratio 37.45%)
13:08:00 - Data file creation time: 02:20:30

$dlcpack = dlc\*.zip
The zip files are compressed so first you have to unpack them with xtool, otherwise msc and oggre will not work

$mscpack = *.wav

$deflatepack = *.pdf, *.png

Extracted 25,373 files, 6,626,124,086 => 17,691,563,211 bytes. Ratio 37.45%
Extraction time: cpu 184.66 sec/real 679.58 sec = 27%. Speed 26.03 mB/s
All OK

Masquerade
13-07-2022, 05:54
Warriors Orochi 3 Ultimate Definitive Edition


*.bin
srep
*.g1l
mtx:c64m:t16:bcm
Everything else:
xzlib+srep+lolz


The following files are credits videos and can be ripped if you want:


018_2d.bin
019_2d.bin
020_2d.bin
038_2d.bin
039_2d.bin
040_2d.bin


Repack with nothing ripped: 20.5GB ----> 12.1GB

KaktoR
19-07-2022, 09:08
Stray
pak oo2reck + xtool reflate

bk2 files are KB2n, so bpk has no effect here.

Here are some tests (I have splitted the pak into 50mb parts for faster testing)
oodle 8 library
Compressed 1 file, 52,428,800 => 78,163,078 bytes. Ratio 149.08%
Compression time: cpu 0.16 sec/real 51.14 sec = 0%. Speed 1.03 mB/s
All OK

+ reflate
Compressed 1 file, 52,428,800 => 87,504,892 bytes. Ratio 166.90%
Compression time: cpu 0.08 sec/real 51.14 sec = 0%. Speed 1.03 mB/s
All OK

Extracted 1 file, 87,504,892 => 52,428,800 bytes. Ratio 166.90%
Extraction time: cpu 0.13 sec/real 3.77 sec = 3%. Speed 13.92 mB/s
All OK

Oodle 7 + 9 libraries gives worse ratio, so the way to go is 8.

Here are some other tests with oo2reck
xtool:reflate+oo2reck
Compressed 1 file, 52,428,800 => 87,730,149 bytes. Ratio 167.33%
Compression time: cpu 0.05 sec/real 67.07 sec = 0%. Speed 0.78 mB/s
All OK

oo2reck+xtool:reflate
Compressed 1 file, 52,428,800 => 88,079,648 bytes. Ratio 168.00%
Compression time: cpu 0.08 sec/real 68.80 sec = 0%. Speed 0.76 mB/s
All OK

Extracted 1 file, 88,079,648 => 52,428,800 bytes. Ratio 168.00%
Extraction time: cpu 0.08 sec/real 3.27 sec = 2%. Speed 16.02 mB/s
All OK

PS: If you want to make a database use "unreal_tournament_4_0.4.27c_paks_only.bms"

dixen
19-07-2022, 10:13
Stray

XTool 0.53 (zlib+kraken v8)
5,944,563,799 bytes >> 14,406,848,518 bytes

oo2core_8_Win64.dll (938.5 kb but not 1 mb)

Masquerade
19-07-2022, 10:27
Stray

XTool 0.53 (zlib+kraken v8)
5,944,563,799 bytes >> 14,406,848,518 bytes

oo2core_8_Win64.dll (938.5 kb but not 1 mb)

Thanks for the test, I can back you up here that XTool gives better ratio + speed boost than oo2reck (only minor though). :)

dixen
19-07-2022, 11:44
Thanks for the test, I can back you up here that XTool gives better ratio + speed boost than oo2reck (only minor though). :)well..
Compressed 1 file, 5,944,563,799 => 4,211,654,134 bytes. Ratio 70.85%
Compression time: cpu 20.86 sec/real 6223.63 sec = 0%. Speed 0.96 mB/s
All OK:D
To be honest, there is no point in repacking at all. The difference is 1.5 GB and the installation takes almost 10 minutes. Such a pleasure

Masquerade
19-07-2022, 14:06
Stray



*.pak
xtool:mzlib+kraken + srep + lolz
*.bk2
srep+LZMA2
Everything else:
srep+razor


Bink videos have KB2n header so no BPK support here.

6.5GB ----> 4.8GB

kuyhaa
21-07-2022, 04:32
anyone, what the precompressor for fifa 17 ?

thanks

Masquerade
25-07-2022, 01:10
StarCraft Remastered v1.23.9

xzlib+msc:tak+srep+lolz

9.8GB -----> 7GB

Dragonis40
27-07-2022, 13:29
Cyberpunk 2077 v1.52 HF2:

Good evening everybody. I'd like to know if there is any difference between v1.50 and v1.52 HF2 in compression. It seems that v1.50 is more compressible, isn't it?
If you download Fitgirl version from his/her site (v1.50, one language and Bonus content included), the size is about 36.8 GB. After several tests, my size is 37.8 GB (v1.52 HF2, one language and Bonus content included). For sure, Fitgirl uses specific softwares to compress a lot and not only LOLZ, SREP, XTOOL 2020.
Does anyone know if there is something specific to better compress Cyberpunk 2077? Thanks in advance!

Masquerade
27-07-2022, 14:29
For sure, Fitgirl uses specific softwares to compress a lot and not only LOLZ, SREP, XTOOL 2020.
Does anyone know if there is something specific to better compress Cyberpunk 2077? Thanks in advance!

You've answered your own question. FitGirl's repack is smaller because she uses additional tools outside of the FreeArc process to properly compress the game files.

For example:

- Game uses BINK videos that BPK will produce CRC imperfect files, so you must HDiffPatch them (definitely sure this will work)

So there you go, how to shrink your repack.

Dragonis40
27-07-2022, 23:54
Thank you for replying me! Audio_1 and Audio_2 are composed of a lot of .wem files, but I you try to convert .wem files from Audio_1, you'll get worse compression ratio (don't know why). If you convert .wem files from Audio_2, not all them will be converted, however compression ratio is much better!
For bpk files, only some basegame_5 bpk files are compressible with no error, lot of others are not compressible cause of crc error or motion data error (or something like that).
So, how I can use HDiffPatch to fix bpk issues? Thank you!

KaktoR
30-07-2022, 03:16
Can anyone tell me how to deal with files in "motor_package\data" for "STRANGER OF PARADISE FINAL FANTASY ORIGIN" game?

FitGirl
30-07-2022, 17:50
Can anyone tell me how to deal with files in "motor_package\data" for "STRANGER OF PARADISE FINAL FANTASY ORIGIN" game?
Encrypted audio and unencrypted videos. Basically you can't do anything good with those files. And even if decryption would be possible - most probably it's ogg vorbis inside.

Masquerade
02-08-2022, 02:45
Can anyone tell me how to deal with files in "motor_package\data" for "STRANGER OF PARADISE FINAL FANTASY ORIGIN" game?

If you remove the first 56 bytes of any of the video files, you can view them in any media player. You can then determine which videos are animation tests and are completely unused by the game.

ScOOt3r
04-08-2022, 04:40
where can i find these files for Ghostwire -> mgwtokyo & the .xtl file

thanks
ScOOt3r

Masquerade
04-08-2022, 05:37
where can i find these files for Ghostwire -> mgwtokyo & the .xtl file

thanks
ScOOt3r

You need to make the database yourself using XTool Unreal Engine Database creator

Gehrman
04-08-2022, 05:39
Thanks Shegorat
*.LFS 26.7GB


red4hp+rep+srep:m3f:l128+delta+lolz:d96:dm00:fba0: gm20:mtt1:mt6:mc1023
8.82 GB

Tested 4,945 files, 9,478,004,882 => 28,682,410,574 bytes. Ratio 33.04%
Testing time: cpu 15455.02 sec/real 1983.74 sec = 779%. Speed 14.46 mB/s
All OK

red4hp=cls-red4_v-0-20-08-31_beta3 (https://krinkels.org/threads/cls-red4.4175/post-37070)

CLS.ini For Compression and Decompression[RED4]
ThreadCount=12

*.xwb;*.xsb;*.xgs;*.snd 2.39 GB
msc:raw=1
1.23 GB

Other Files
Srep+Lolz

Useless files:
BIO4\movie\adaend_c.sfd
BIO4\movie\adaend_m.sfd
BIO4\movie\demo0.sfd
BIO4\movie\opening.sfd
BIO4\movie\opening_usa.sfd
BIO4\movie\r51es20.sfd
BIO4\movie\r503s00.sfd

At the end of 16 or 17 GB

ScOOt3r
04-08-2022, 06:44
Thanks @Masquerade for the info, i will give it a try

Cheers
ScOOt3r

KaktoR
09-08-2022, 13:56
Starship Troopers - Terran Command

22:28:25 - Selected ARC/SPLIT method for Data1a-01.bin was:
srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
/$mscpack=msc_tak
/$storepack=m1
/$textpack=dict+lzp+lzma
/$deflatepack=xtool:mpng:d1:mpreflate+srep_new:1+lz ma2:d96m:fb273:lc4:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
22:46:07 - Overall input size: 8.71 GB
22:46:07 - Overall output size: 5.07 GB (Ratio 58.25%)
22:46:07 - Overall conversion time: 00:17:40

$storepack = *.mp4
$deflatepack = *.png

Hexagon123
09-08-2022, 14:29
Starship Troopers - Terran Command

22:28:25 - Selected ARC/SPLIT method for Data1a-01.bin was:
srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
/$mscpack=msc_tak
/$storepack=m1
/$textpack=dict+lzp+lzma
/$deflatepack=xtool:mpng:d1:mpreflate+srep_new:1+lz ma2:d96m:fb273:lc4:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
22:46:07 - Overall input size: 8.71 GB
22:46:07 - Overall output size: 5.07 GB (Ratio 58.25%)
22:46:07 - Overall conversion time: 00:17:40

$storepack = *.mp4
$deflatepack = *.png

It's a Unity engine based game, decompress bundle with UBT or XTool Unity?

KaktoR
09-08-2022, 14:52
UBT did not work, it will not compress with lz4 (same size as decompressed file).

ScOOt3r
09-08-2022, 16:27
I did Starship Troopers - Terran Command with srep+lolz only on data files and rzr on data2
Compressed size: 4.80
Original Size: 8.71

ScOOt3r

Dragonis40
09-08-2022, 22:35
Good morning! I'm compressing "Alan Wake" and i'd like to know which is the best compression method for .avi and .wmv files. As far as I know, MSC doesn't compress too much. Thank you in advance!

L33THAK0R
10-08-2022, 00:23
Good morning! I'm compressing "Alan Wake" and i'd like to know which is the best compression method for .avi and .wmv files. As far as I know, MSC doesn't compress too much. Thank you in advance!

Best you can do is recode them at a slightly lower bit rate, I've only ever repacked the original two titles, which both used BInk1 videos, if the new ones are using H.265 for the ".avi" files you can probably get some pretty decent lossy gains, as for the WMV9s recoding them can be a bit hit or miss, you can usually get away with 5000kbps AVB, really depends on the source though, matter of fact is lossy is your only route for any significant gains.

Hexagon123
13-08-2022, 01:24
Marvel's Spider-Man Remastered, info:

These files are packed inside the game file resources.

Structure is similar to Sunset Overdrive, another Insomniac game.

Tried edge_of_nowhere.bms, didn't work. In some files, BPK failed during compression.

Audio have .bnk [BKHD], .wem [RIFF]

Video have .bk2 with KB2j magic [4B 42 32 6A] size info at 0x4, data at 0x8, width at 0x14, heigh at 0x18. Plenty of resolutions like FHD, QHD, and 4K.

dag, and toc have some zlib

Most extensionless files have LZ4, use plugin.

0x0 first with KB2j magic, then 0x4 size in decimal, 0x8 rest of data.

dixen
13-08-2022, 11:29
Which files contans 2k & 4k video?

Hexagon123
13-08-2022, 11:32
Which files contans 2k & 4k video?

g00s001 has the PlayStation Studios logo. Search KB2j in Hex Editor.

abidnnt
14-08-2022, 06:30
Can anyone share the methods for repacking Spider-Man Remastered?

ScOOt3r
14-08-2022, 06:42
abidnnt there is an xtool plugin that Razor12911 (thanks Razor) did for that, its located in the xtool plug in section, im not sure if i can link that section here.
but you will find it easily on the main page, and it works just fine

cheers
ScOOter

KaktoR
15-08-2022, 08:38
Elden Ring
v1.06

12:25:36 - Selected ARC/DS method for Data1a-01.bin was: oo2reck:8+srep_new:1+lzma2:d96m:fb273:lc4:mc100000 0
12:25:36 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
17:38:00 - Overall input size: 48.75 GB
17:38:00 - Overall output size: 39.73 GB (Ratio 81.49%)
17:38:00 - Overall conversion time: 05:12:22

HunterEmrah
18-08-2022, 12:22
Spider-Man Remastered - decompression fails (archive data corrupted). Compression method:

xtool:spidey+srep+lolz

[External compressor:xtool]
header = 0
packcmd = xtool2020\xtool.exe precomp { -moption} -c32mb -t100p - - <stdin> <stdout>
unpackcmd = xtool2020\xtool.exe decode -t100p - - <stdin> <stdout>

[External compressor:srep]
header = 0
packcmd = srep -m3f -a16 {options} InFile OutFile
datafile = InFile
packedfile = OutFile
unpackcmd = srep -d -mem2048mb - - <stdin> <stdout>

[External compressor:lolz]
header = 0
packcmd = lolz_x64.exe -mtt1 -mt6 -ldmf0 -d128m {options} $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = lolz_x64.exe $$arcpackedfile$$.tmp $$arcdatafile$$.tmp


using latest xtool and spidey.dll+liblz4.dll that comes with plugin.

files while decompressing:

xtool.exe
spidey.dll
liblz4.dll
hif2raw_dll.dll
raw2hif_dll.dll

cls-lolz.dll
cls-lolz_x64.exe
cls-srep.dll
cls-srep_x64.exe

kj911
19-08-2022, 05:24
HunterEmrah: Unpacking error message? Used SREP versions from decompress? Its probably SREP error. Trying test to replace use one srep.exe file to older v3.2/3.92 or use ProFrager's cls-srep v0.3.3 or try modify srep decompression rows:

"srep" -d -ia- <stdin> <stdout>

Use these files from old ProFrager's SREP decomp methods: cls-srep.dll only, remove cls-srep*.exe and srep.exe files.

Use native srep.exe file from during decompression: remove all cls-srep*.dll/exe files!

Testing try again.

HunterEmrah
19-08-2022, 11:53
error code -11 decompression fails (archive data corrupted)

SREP 3.93a beta - i'm using this version for a while and never got error like this.

i have tried spidey+srep+4x4 same error. so there is problem with xtool or srep

ScOOt3r
19-08-2022, 12:07
This is what i did and it worked fine for me

bin\arc.exe a -ep1 -dses --dirs -s; -lc- -di -i2 -r -w_Temp -mxtool+srep+lolz Output\data1.bin "data1\*
packcmd = xtool\xtool.exe precomp -mspidey -c32mb -t100p --dbase - - <stdin> <stdout>

copied spidey.dll 210 kb and liblz4.dll 439kb into the xtool directory
my srep.exe is 498KB

not sure if this will help but it worked for me

Cheers
ScOOt3r

Masquerade
19-08-2022, 13:23
Little League World Series Baseball 2022


*.pak
xkraken+srep+lolz
*.mp4
srep
Everything else:
srep+razor


3.6GB ---> 2GB

Thanks Haoose for files

kj911
20-08-2022, 04:26
SREP 3.93a beta - i'm using this version for a while and never got error like this.
....

Thanks more infos. (Use installer from decompress the archive and srep versions.)

Make three blank folder! (Naming in: Test1/2/3)

Copy these files to all three folder: Arc.exe, unarc.exe, all xtool files, correct arc.ini, correct cls.ini and all lolz files.

Copy the files to Test1 folder: SREP.exe (x86 or x64 versions) and replace the 3.93a executable to 3.92a (use official binaries) and testing now.* Not working? Replace the 3.92a to 3.2 and try again.

Copy the files to Test2 folder: Old v0.3.3 cls-srep.dll file only! (87552 byte) and testing now.

Copy the files to Test3 folder: Newest (any version)** cls-srep.dll, cls-srep_x86/64.exe files. And testing now.

See posting testing results. All methods, not working, try recompress again the data files use SREP 3.92 or 3.2 (From v3.92 my preference, -m3f -a0 -l512 -c512)

*Open CMD window with admin rights and execute the commands:
"Arc.exe t archivefile"
Its ok or not, try use unarc.exe again: "unarc.exe t archivefile" (There are cases when this is almost good, but not with Arc.exe. Rare case. Decompression its ok, with error message.)
**Note: Too many cls-srep versions available! That's the problem with him.

KaktoR
25-08-2022, 02:34
V Rising
v0.5.43163

11:22:53 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4+srep_new:1+4x4:b64mb:lzma:ultra:6 4m:bt4:fb273:lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
11:32:32 - Overall input size: 6.26 GB
11:32:32 - Overall output size: 1.94 GB (Ratio 31.01%)
11:32:32 - Overall conversion time: 00:09:36

Extracted 2,568 files, 2,085,180,612 => 6,724,656,770 bytes. Ratio 31.01%
Extraction time: cpu 169.67 sec/real 101.85 sec = 167%. Speed 66.03 mB/s
All OK

I know this is early access, but nevertheless I will post it for later purposes (or something else).

liblz4 v1.8.0 is used for this

Masquerade
25-08-2022, 06:12
SD Gundam Battle Alliance uses Oodle Kraken compression. Despite the fact the game does have a hexadecimal key, the UCAS / PAKs aren't encrypted so you can just use oo2reck:

Compressing 1 file, 102,797,664 bytes
Compressing pakchunk5-WindowsNoEditor.ucas
Compressed 1 file, 102,797,664 => 329,446,054 bytes. Ratio 320.48%
Compression time: cpu 0.20 sec/real 73.46 sec = 0%. Speed 1.40 mB/s
All OK

KaktoR
25-08-2022, 06:25
Saints Row 2022

12:55:55 - Selected ARC/DS method for Data1a-01.bin was: xtool:msr22+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
15:05:33 - Overall input size: 44.07 GB
15:05:33 - Overall output size: 25.52 GB (Ratio 57.90%)
15:05:33 - Overall conversion time: 02:06:57

Extracted 62 files, 27,398,018,645 => 47,322,268,354 bytes. Ratio 57.90%
Extraction time: cpu 2257.97 sec/real 730.50 sec = 309%. Speed 64.78 mB/s
All OK

liblz4 1.9.3 was used.

Sometimes precompression aborts randomly, even with batch file with different arc.ini settings for -t and -c options (xdelta dll is in place). I don't know if it's a plugin or xtool problem or something else.

PS: --dbase parameter must be removed from xtool settings

Masquerade
25-08-2022, 06:32
liblz4 1.9.3 was used.

Sometimes precompression aborts randomly, even with batch file with different arc.ini settings for -t and -c options (xdelta dll is in place). I don't know if it's a plugin or xtool problem or something else.

Precompression was fine for me (liblz4 v1.9.2, no XDelta DLL present), precomp and decode was flawless.

KaktoR
25-08-2022, 06:36
Thanks, maybe it was either the xdelta dll or lz4 library.

I will investigate further.

PS: What -t and -c settings you used for xtool?

Edit: Same error happens randomly

Compressing 62 files, 47,322,268,354 bytes. Processed 30.6%
ERROR: write error (disk full?) in compression algorithm xtool:msr22

liblz4 1.9.2
no xdelta dll
-t100p -c32mb
no --dbase parameter

Masquerade
25-08-2022, 06:49
Thanks, maybe it was either the xdelta dll or lz4 library.

I will investigate further.

PS: What -t and -c settings you used for xtool?

xtool precomp -msr22 -c256mb -t16 - - <stdin> <stdout>

KaktoR
25-08-2022, 07:17
Well without xdelta dll ratio is always 100%

https://i.imgur.com/FvzITCs.png

However I will leave this here just in case :D

Masquerade
25-08-2022, 13:17
Well without xdelta dll ratio is always 100%

https://i.imgur.com/FvzITCs.png

However I will leave this here just in case :D

Whoops, I figured out I have xdelta injected into my XTool.exe and forgot.

My mistake. Apologies.

Masquerade
26-08-2022, 03:29
SD Gundam Battle Alliance


pakchunk0-WindowsNoEditor.pak and pakchunk1-WindowsNoEditor.pak (they contain only kraken compressed USMs):
oo2reck+srep+LZMA2
remaining files in PAKs folder:
oo2reck+srep+lolz
Everything else:
srep+razor

22.9GB ---> 18.6GB

KaktoR
26-08-2022, 06:22
Outward Definitive Edition

13:41:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12+srep_new:1+4x4:lzma
13:41:15 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
15:08:58 - Overall input size: 26.15 GB
15:08:58 - Overall output size: 10.13 GB (Ratio 38.74%)
15:08:58 - Overall conversion time: 01:27:33

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1a-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1a-01.bin
Extracting 56 files, 4,972,864,048 bytes. Processed 99.4%
Extracted 56 files, 2,635,263,181 => 4,972,864,048 bytes. Ratio 52.99%
Extraction time: cpu 228.55 sec/real 101.38 sec = 225%. Speed 49.05 mB/s
All OK

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1b-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1b-01.bin
Extracted 53,270 files, 8,241,286,315 => 23,103,380,750 bytes. Ratio 35.67%
Extraction time: cpu 644.73 sec/real 620.28 sec = 104%. Speed 37.25 mB/s
All OK

liblz4 1.9.3

Snake288
26-08-2022, 10:57
Hello

is the method you use compatible with every Unity Engine games ?

DiskSpan GUI the method you used in the example can I use ?

13:41:15 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12+srep_new:1+4x4:lzma
13:41:15 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
15:08:58 - Overall input size: 26.15 GB
15:08:58 - Overall output size: 10.13 GB (Ratio 38.74%)
15:08:58 - Overall conversion time: 01:27:33

I don't know how to use it, can I get help ?

Masquerade
27-08-2022, 06:33
Tribal Hunter v1.0.0.1

precomp:d1:brute:intense+msc_tak+srep+lolz

735MB ----> 531MB

KaktoR
31-08-2022, 04:01
Pathfinder Wrath of the Righteous - The Treasure of the Midnight Isles
DigitalRewards folder ripped (artbook, soundtrack) - 2.3 GB

09:04:34 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12+srep_new:1+4x4:b64mb:lzma:u ltra:64m:bt4:fb273:lc8:mc1000000
09:04:34 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
11:59:31 - Overall input size: 36.12 GB
11:59:31 - Overall output size: 17.05 GB (Ratio 47.20%)
11:59:31 - Overall conversion time: 02:51:50

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1a-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
Extracted 21,971 files, 14,683,396,526 => 33,069,434,969 bytes. Ratio 44.40%
Extraction time: cpu 1384.28 sec/real 1080.87 sec = 128%. Speed 30.60 mB/s
All OK

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1b-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
Extracted 424 files, 3,619,460,514 => 5,709,967,505 bytes. Ratio 63.39%
Extraction time: cpu 275.64 sec/real 94.34 sec = 292%. Speed 60.53 mB/s
All OK

liblz4 1.9.2 is used

PSP17
31-08-2022, 05:59
How to compress Destroy All Humans! 2 ? Is it encrypted ?

KaktoR
31-08-2022, 06:06
How to compress Destroy All Humans! 2 ? Is it encrypted ?

oodle kraken is your way

Compressed 1 file, 2,935,603 => 4,241,289 bytes. Ratio 144.48%
Compression time: cpu 0.02 sec/real 37.13 sec = 0%. Speed 0.08 mB/s
All OK

Extracted 1 file, 4,241,289 => 2,935,603 bytes. Ratio 144.48%
Extraction time: cpu 0.02 sec/real 0.60 sec = 3%. Speed 4.93 mB/s
All OK

Use oodle library 8
Edit: I made something wrong previously ^^

With xtl database
Compressed 1 file, 2,935,603 => 52,209,374 bytes. Ratio 1778.49%
Compression time: cpu 0.00 sec/real 16.60 sec = 0%. Speed 0.18 mB/s
All OK

Extracted 1 file, 52,209,374 => 2,935,603 bytes. Ratio 1778.49%
Extraction time: cpu 0.00 sec/real 16.82 sec = 0%. Speed 0.17 mB/s
All OK

kuyhaa
31-08-2022, 06:53
Use oodle library 8
Edit: I made something wrong previously ^^

With xtl database
Compressed 1 file, 2,935,603 => 52,209,374 bytes. Ratio 1778.49%
Compression time: cpu 0.00 sec/real 16.60 sec = 0%. Speed 0.18 mB/s
All OK

Extracted 1 file, 52,209,374 => 2,935,603 bytes. Ratio 1778.49%
Extraction time: cpu 0.00 sec/real 16.82 sec = 0%. Speed 0.17 mB/s
All OK

kraken oodle 7

Compressed 1 file, 2,935,603 => 52,564,706 bytes. Ratio 1790.59%
Compression time: cpu 0.45 sec/real 15.93 sec = 3%. Speed 0.18 mB/s
All OK

KaktoR
31-08-2022, 07:02
Please send me the library. I have two different oo7 libraries and none of them are giving this ratio :D

PSP17
31-08-2022, 11:34
oodle kraken is your way

Compressed 1 file, 2,935,603 => 4,241,289 bytes. Ratio 144.48%
Compression time: cpu 0.02 sec/real 37.13 sec = 0%. Speed 0.08 mB/s
All OK

Extracted 1 file, 4,241,289 => 2,935,603 bytes. Ratio 144.48%
Extraction time: cpu 0.02 sec/real 0.60 sec = 3%. Speed 4.93 mB/s
All OK

Use oodle library 8
Edit: I made something wrong previously ^^

With xtl database
Compressed 1 file, 2,935,603 => 52,209,374 bytes. Ratio 1778.49%
Compression time: cpu 0.00 sec/real 16.60 sec = 0%. Speed 0.18 mB/s
All OK

Extracted 1 file, 52,209,374 => 2,935,603 bytes. Ratio 1778.49%
Extraction time: cpu 0.00 sec/real 16.82 sec = 0%. Speed 0.17 mB/s
All OK

Can you share batch file and arc.ini please ?

KaktoR
01-09-2022, 02:19
Can you share batch file and arc.ini please ?

Use the files from xtool. Thats what I use for my tests

KaktoR
01-09-2022, 03:03
IMMORTALITY
Someone knows if bk2's are good with binkpack? I mean, it's 95% of the games size.

ScOOt3r
01-09-2022, 04:12
@KaktoR binkpack will compress just fine BUT it will NOT decompress with out errors..
so no it doesnt work

SCOOt3r

Masquerade
01-09-2022, 04:43
@KaktoR binkpack will compress just fine BUT it will NOT decompress with out errors..
so no it doesnt work

SCOOt3r

;):cool: https://www.fileforums.com/showthread.php?t=104981

for /r %%f in (*.bk2) do bink_pack "%%f" "%%~df%%~pf%%~nf.BPK2
for /r %%f in (*.BPK2) do bink_unpack "%%f" "%%~df%%~pf%%~nf.BKTMP"
for /r %%f in (*.BKTMP) do hdiffz-x64 "%%f" "%%~df%%~pf%%~nf.BK2" "%%~df%%~pf%%~nf.Bink2DIFF"
del /s *.BKTMP

PSP17
01-09-2022, 07:10
Use the files from xtool. Thats what I use for my tests

Can you share arc.ini and batch file with correct settings ?

KaktoR
01-09-2022, 07:20
Can you share arc.ini and batch file with correct settings ?

I use the default settings

[External compressor:xtool]
header = 0
packcmd = xtool.exe precomp { -moption} -c32mb -t100p - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t75p - - <stdin> <stdout>

arc.exe a -ep1 -r -ed -s; -w.\temp -mxtool:dah2r data.arc "pack\*"

KaktoR
01-09-2022, 08:02
Destroy All Humans 2 Reprobed

09:28:55 - Selected ARC/DS method for Data1a-01.bin was: xtool:mdah2r+srep_new:1+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
17:00:04 - Overall input size: 36.31 GB
17:00:04 - Overall output size: 32.26 GB (Ratio 88.84%)
17:00:04 - Overall conversion time: 07:31:07


36.3 GB -> 103 GB -> 91 GB -> 32.26 GB
xtool took about 4 hours

Snake288
01-09-2022, 10:23
Hello
KaktoR

Destroy All Humans 2 Reprobed on the recommendation of the compression method
( dah2r.xtl / oo2core_7_win64.dll ) for convenient transportation and use DiskSpan_GUI is it possible to harmonize ?

thank you for your help in advance

dixen
01-09-2022, 12:18
36.3 GB -> 103 GB -> 91 GB -> 32.26 GB
Considering the almost three-hour installation - such an occupation

KaktoR
01-09-2022, 12:22
Yes, it's not worth it at all tbh.

KaktoR
02-09-2022, 01:17
SIFU
v1.12.4.477 (31.08.2022)

09:39:20 - Selected ARC/DS method for Data1a-01.bin was: xtool:c512mb:mue4,k0x40A266F41FDBCE91312FBB86060D2 E9425B7D922C0CF0031F634CAD9AECB49DA+srep_new:1+4x4 :b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
10:14:56 - Overall input size: 21.08 GB
10:14:56 - Overall output size: 8.27 GB (Ratio 39.26%)
10:14:56 - Overall conversion time: 00:35:29

Extracted 366 files, 8,884,582,619 => 22,632,539,812 bytes. Ratio 39.26%
Extraction time: cpu 824.38 sec/real 109.09 sec = 756%. Speed 207.46 mB/s
All OK

KaktoR
03-09-2022, 10:00
Middle-Earth: Shadow of Mordor
GOG version

16:59:22 - Selected ARC/DS method for Data1a-01.bin was: bpk+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000
16:59:22 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzlib+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
18:38:03 - Overall input size: 53.70 GB
18:38:03 - Overall output size: 23.01 GB (Ratio 42.85%)
18:38:03 - Overall conversion time: 01:38:39

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1a-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1a-01.bin
Extracted 338 files, 10,656,657,345 => 12,229,724,967 bytes. Ratio 87.14%
Extraction time: cpu 908.11 sec/real 531.97 sec = 171%. Speed 22.99 mB/s
All OK

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1b-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1b-01.bin
Extracting 66 files, 45,435,263,268 bytes. Processed 99.9%
Extracted 66 files, 14,051,170,767 => 45,435,263,268 bytes. Ratio 30.93%
Extraction time: cpu 815.78 sec/real 646.88 sec = 126%. Speed 70.24 mB/s
All OK

KaktoR
03-09-2022, 14:50
Halo Infinite
Build 9347748 (https://steamdb.info/patchnotes/9347748/), incl. Campaign, no HD pack

20:53:02 - Selected ARC/DS method for Data1a-01.bin was: oo2reck:8+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4: fb273:lc8:mc1000000
20:53:02 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzlib+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
20:53:02 - Selected ARC/DS method for Data1c-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
23:32:27 - Overall input size: 42.36 GB
23:32:27 - Overall output size: 29.04 GB (Ratio 68.57%)
23:32:27 - Overall conversion time: 02:39:18

Data1a = *.module*
Data1b = package\*
Data1c = rest of the files

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1a-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1a-01.bin
Extracting 117 files, 28,222,165,341 bytes. Processed 99.8%
Extracted 117 files, 20,616,611,986 => 28,222,165,341 bytes. Ratio 73.05%
Extraction time: cpu 1139.09 sec/real 500.03 sec = 228%. Speed 56.44 mB/s
All OK

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1b-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1b-01.bin
Extracting 88,043 files, 4,710,860,569 bytes. Processed 99.8%
Extracted 88,043 files, 851,140,347 => 4,710,860,569 bytes. Ratio 18.07%
Extraction time: cpu 61.89 sec/real 149.54 sec = 41%. Speed 31.50 mB/s
All OK

-------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1c-01.bin file, Please Wait...
-------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1c-01.bin
Extracting 1,883 files, 12,549,104,127 bytes. Processed 99.9%
Extracted 1,883 files, 9,714,711,673 => 12,549,104,127 bytes. Ratio 77.41%
Extraction time: cpu 334.20 sec/real 220.25 sec = 152%. Speed 56.98 mB/s
All OK

KaktoR
03-09-2022, 15:01
Halo The Master Chief Collection
Build 9367265 (https://steamdb.info/patchnotes/9367265/), no multiplayer, no extended language packs

20:09:49 - Selected ARC/DS method for Data1a-01.bin was: bpk
20:09:49 - Selected ARC/DS method for Data1b-01.bin was: xt_zlib+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb 273:lc8:mc1000000
20:09:49 - Selected ARC/DS method for Data1c-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-----------------------------------------------------------------------------------------
00:52:22 - Overall input size: 109.60 GB
00:52:22 - Overall output size: 66.74 GB (Ratio 60.90%)
00:52:22 - Overall conversion time: 04:42:31

Data1b contents:
halo1\prebuild\shaders_2_cache\prebuild\*.sdc
halo2\prebuild\shaders_2_cache\prebuild\*.sdc
halo2\preload\paks\*.pck
halo3\maps\*.map
halo3odst\maps\*.map
halo4\maps\*.map
haloreach\maps\*.map
mcc\Content\Paks\*.pak
data\ui\Screens\*.gfx

Dragonis40
04-09-2022, 09:30
You've answered your own question. FitGirl's repack is smaller because she uses additional tools outside of the FreeArc process to properly compress the game files.

For example:

- Game uses BINK videos that BPK will produce CRC imperfect files, so you must HDiffPatch them (definitely sure this will work)

So there you go, how to shrink your repack.

Hello, how can I use HdiffPatch on Cyberpunk 2077 bink files? I've searched into website, but no concrete example, no concrete instruction. Can anyone help me? Thank you!

Masquerade
04-09-2022, 10:22
Hello, how can I use HdiffPatch on Cyberpunk 2077 bink files? I've searched into website, but no concrete example, no concrete instruction. Can anyone help me? Thank you!

https://www.fileforums.com/showpost.php?p=498151&postcount=3101

KaktoR
05-09-2022, 08:18
Assassin's Creed Origins
v1.60, 1 language, all DLC

13:10:48 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:4+srep_new:1+4x4:b64mb:lzma:ultra:64m :bt4:fb273:lc8:mc1000000
13:10:48 - Selected ARC/DS method for Data1b-01.bin was: bpk+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
17:08:59 - Overall input size: 69.70 GB
17:08:59 - Overall output size: 32.56 GB (Ratio 46.71%)
17:08:59 - Overall conversion time: 03:57:17

Decompression time: 1 hour (6c 12t)

I still had a backup with oo2recm. This time I used xtool anvil plugin to compare the full size. The size is almost the same (oo2recm is ~50mb smaller), but xtool anvil plugin is much faster (~7hrs vs 4hrs). I leave it here just for information on full sizes instead of just samples.

PS: I will do the same for Odyssey and Valhalla soon.

Dragonis40
05-09-2022, 12:19
https://www.fileforums.com/showpost.php?p=498151&postcount=3101

Thank you for your reply! I've used hdiffz.exe and, thank to your instructions, it works! What I don't understand is the pro of all of this. Let me better explain: I use hdiffz.exe to avoid CRC error when I decompress .bik and .bk2 files, but I have no advantages in terms of compression, since I have to use temp file and diff file to create the original .bik and .bk2 file.
I thought that I had to use compressed file (bpk file) to create the original one, but as far as I can see, this file is not used at all.
Is there anything i don't understand?

KaktoR
05-09-2022, 13:13
Of course you have to use compressed bink file + diff file to restore the original file.

bink_unpack.exe will fail on decompressing the compressed bink file, but file remains.

Then you use the diff file to patch the decompressed bink file back to original.

In the example above, you have to include BPK2 files and Bink2DIFF files.

L33THAK0R
05-09-2022, 19:24
Recently the title in question got an official PC-port, as it was originally a PS3 exclusive. The compression is, in theory fairly easy to decipher, as it's just Crilayla, however all the assets in their relevant ".cpk" archives are encrypted, the algorithm seems to be the same from a glance however some archives aren't original, so its not clear if a different or multiple private keys were used/replaced.

Attached is the only semi-working (QuickBMS) script I can find (source (https://forum.xentax.com/viewtopic.php?t=10737)) that can sort of process some data but falls short very quickly. I'm not very adept at QuickBMS scripting but my guess is the encryption key is incorrect.

I have also attached a sample for anyone interested. For those curious current gains are only ~200MB with the encrypted archives.

KaktoR
05-09-2022, 23:53
Assassin's Creed Odyssey
v1.5.6, 1 language, all DLC

20:41:34 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:4+srep_new:1+4x4:b64mb:lzma:ultra:64m :bt4:fb273:lc8:mc1000000
20:41:34 - Selected ARC/DS method for Data1b-01.bin was: bpk+srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273: lc8:mc1000000
-----------------------------------------------------------------------------------------
00:44:06 - Overall input size: 99.23 GB
00:44:06 - Overall output size: 42.15 GB (Ratio 42.47%)
00:44:06 - Overall conversion time: 04:02:25

oo2recm (https://fileforums.com/showpost.php?p=495205&postcount=2699)

Masquerade
06-09-2022, 00:45
Attached is the only semi-working (QuickBMS) script I can find (source (https://forum.xentax.com/viewtopic.php?t=10737)) that can sort of process some data but falls short very quickly. I'm not very adept at QuickBMS scripting but my guess is the encryption key is incorrect.

You can extract the encrypted data using CriPack Browser v6.7. As for decryption, it's clearly not an XOR implementation like what was seen in Super Robot Wars 30 as all the files are different.

KaktoR
07-09-2022, 09:06
Assassin's Creed Valhalla
v1.6.0, 1 language, all DLC

11:02:57 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:8+srep_new:1+4x4:b64mb:lzma:ultra:64m :bt4:fb273:lc8:mc1000000
11:02:57 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
18:06:25 - Overall input size: 136.98 GB
18:06:25 - Overall output size: 49.58 GB (Ratio 36.19%)
18:06:25 - Overall conversion time: 06:50:10

Masquerade
08-09-2022, 12:19
*.SPK from Steelrising are just zip files with what appears to be no compression. I cannot speak for the larger packs but the locales zips have data just stored.

dixen
09-09-2022, 00:26
*.SPK from Steelrising are just zip files with what appears to be no compression. I cannot speak for the larger packs but the locales zips have data just stored.

Compressing datapc_initial.spk
Compressed 1 file, 10,852,967,682 => 18,870,379,505 bytes. Ratio 173.87%
Compression time: cpu 9.08 sec/real 215.30 sec = 4%. Speed 50.41 mB/s
All OKFiles compressed zlib inside SPK

All SPK
66.5 gb > 116 gb.

Question.
datapchighres.spk - is optional data or not?

Masquerade
09-09-2022, 01:52
Question.
datapchighres.spk - is optional data or not?
Nope, game is made in same engine as Greedfall. The file datapchighres.spk is basically the whole game data.

dixen
09-09-2022, 03:19
Nope, game is made in same engine as Greedfall. The file datapchighres.spk is basically the whole game data.
Really? After all, the game works fine without these files. Especially on weak systems like mine

Masquerade
09-09-2022, 07:23
Really? After all, the game works fine without these files. Especially on weak systems like mine

Really? I did not expect that. If you rip the highres file in Greedfall the game becomes unplayable

KaktoR
09-09-2022, 08:16
In this cases I always look on steamdb for optional depots.
If no info is provided then just rename the files/folders and play a bit and see if it works.

kj911
10-09-2022, 02:47
Have more tips, hints in recompress the old gamez, named in Space Empires V Hungarian Edition contains ~1GB's BMP files and 110+ MB's JPG files with WinXP compatibility setups. Use MSC this compression? Or any methods in better? Total game size: ~1.44GB

Lord.Freddy
10-09-2022, 03:11
Have more tips, hints in recompress the old gamez, named in Space Empires V Hungarian Edition contains ~1GB's BMP files and 110+ MB's JPG files with WinXP compatibility setups. Use MSC this compression? Or any methods in better? Total game size: ~1.44GB

for bmp files use MSC or Internal Compressor (GRzip) and for jpg files use packjpg (https://github.com/packjpg/packJPG)

Carldric Clement
10-09-2022, 06:23
for bmp files use MSC or Internal Compressor (GRzip) and for jpg files use packjpg (https://github.com/packjpg/packJPG)

Where do I need to get this GRZip? It would be helpful if you posted this tool here for compression testing to use. :)

Masquerade
10-09-2022, 08:05
for bmp files use MSC or Internal Compressor (GRzip)
Isn't LOLZ better to use?

kj911
10-09-2022, 14:06
Caldric: This GRZIP compression algo its internally available from FreeArc! Use -mbmp switch from have compressing.

LOLZ its probably better. Quickly tested ~85MB's BMP files portion its 1GB's filepackage, from compare the compression. (x86 only compressors.)

Best: MSC+DLZ (better than MSC+LZMA combo.)
Default LZMA only its better than MSC packed one.*

*with 10-20% ratio from full input data, not packed in BMF. This MSC integrated BMF, not 100%-ish processing these bmp files within unsupported resolution issues.

LOLZ its testing in next days.

JPG compression:

My pretest in ~113MB's JPG files packing, get best results: "precomp043+srep:m3f:l32+lzp:3:16mb:h22" or replace precomp old to newest 0.4.8 version. This Precomp 0.4.8 (from KPS) ~4* faster in compression than released by profrager this v0.4.3 CLS-version.

Lord.Freddy
10-09-2022, 23:02
Where do I need to get this GRZip? It would be helpful if you posted this tool here for compression testing to use. :)
As kj911 said (GRzip) is a built-in compressor in FreeArc

Isn't LOLZ better to use?

This is my test on my own (BMP) files:
This is For [BMP] files:

-----------------------------------------------------------------------------------------------------
Compression Method - 'mm+grzip:200mb:m1:l2048:h15:a'

FreeArc 0.67 (September 13 2014) creating archive: _OutPut\mm+grzip.arc
Compressed 22 files, 21,716,780 => 4,377,776 bytes. Ratio 20.16%
Compression time: cpu 6.69 sec/real 7.69 sec = 87%. Speed 2.82 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+grzip:200mb:m1:l2048:h15:a'

FreeArc 0.67 (September 13 2014) creating archive: _OutPut\msc+grzip.arc
Compressed 22 files, 21,716,780 => 3,525,547 bytes. Ratio 16.23%
Compression time: cpu 4.20 sec/real 106.58 sec = 4%. Speed 0.20 mB/s
All OK

[21,716,780 => 10,333,829 => 3,525,547]
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lz-ma'

FreeArc 0.67 (September 13 2014) creating archive: _OutPut\msc+lzma.arc
Compressed 22 files, 21,716,780 => 3,689,764 bytes. Ratio 16.99%
Compression time: cpu 0.19 sec/real 105.72 sec = 0%. Speed 0.21 mB/s
All OK

[21,716,780 => 10,333,829 => 3,689,764]
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt2:mc1 023'

FreeArc 0.67 (September 13 2014) creating archive: _OutPut\msc+lolz.arc
Compressed 22 files, 21,716,780 => 3,578,327 bytes. Ratio 16.48%
Compression time: cpu 0.16 sec/real 165.26 sec = 0%. Speed 0.13 mB/s
All OK

[21,716,780 => 10,333,829 => 3,578,327]
-----------------------------------------------------------------------------------------------------
Compression Method - 'lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt2:mc1023'

FreeArc 0.67 (September 13 2014) creating archive: _OutPut\lolz.arc
Compressed 22 files, 21,716,780 => 4,097,660 bytes. Ratio 18.87%
Compression time: cpu 0.20 sec/real 134.28 sec = 0%. Speed 0.16 mB/s
All OK
-----------------------------------------------------------------------------------------------------

MSC OutPut Console Window:
<--------------------------- B M P ---------------------------->
Total founded BMP: 22
BMP with not supported header value "bit_per_pixel": 9
BMP with not supported line size (should be line_size_bytes mod 4 = 0): 1
BMP filtered by size: 0

processed BMP: 12 (13'920'648 bytes)

dixen
14-09-2022, 06:38
How unpack / decrypt assets.pie from TMNT Cowabunga Collection?
It encrypted zip or not?

Masquerade
14-09-2022, 07:49
How unpack / decrypt assets.pie from TMNT Cowabunga Collection?
It encrypted zip or not?

It's a zip file with no compression but encrypted. Currently looking into it.

https://i.ibb.co/B24fXfW/ex-tmnt.png

KaktoR
14-09-2022, 08:46
What is NBA2k23 using? Can't find any samples yet and don't want to download 122gb just for testing.

Masquerade
14-09-2022, 09:59
What is NBA2k23 using? Can't find any samples yet and don't want to download 122gb just for testing.

Switch version uses multiple types of Oodle family, but can't comment on PC version. Sorry.

FitGirl
14-09-2022, 16:17
What is NBA2k23 using? Can't find any samples yet and don't want to download 122gb just for testing.
Zlib

kj911
15-09-2022, 04:01
My test from BMP files portion the Space Empires V gamez:

This x86 ONLY compressors, its wins from ratio: MSC+DLZ
2nd place: MSC+BMP or MSC+GRZIP with any alterations.

This x64 ONLY or x86/x64 compressors, its wins from ratio: LOLZ
2nd place: MSC+LOLZ. Results ~200kB's smaller than MSC+DLZ combo.

Results:
This is For [BMP] files:

-----------------------------------------------------------------------------------------------------
Compression Method - 'msc'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test0.arc
Tested 164 files, 17,164,036 => 83,606,836 bytes. Ratio 20.53%
Testing time: cpu 109.84 sec/real 111.33 sec = 99%. Speed 0.75 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'bmp'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test1.arc
Tested 164 files, 14,300,345 => 83,606,836 bytes. Ratio 17.10%
Testing time: cpu 17.81 sec/real 19.20 sec = 93%. Speed 4.35 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+grzip:8388096b:m1:l2048:h15:a'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test2.arc
Tested 164 files, 12,463,714 => 83,606,836 bytes. Ratio 14.91%
Testing time: cpu 129.11 sec/real 130.56 sec = 99%. Speed 0.64 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lzma'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test3.arc
Tested 164 files, 12,661,353 => 83,606,836 bytes. Ratio 15.14%
Testing time: cpu 126.25 sec/real 128.22 sec = 98%. Speed 0.65 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lzma:a1:mfbt4:d72mb:fb273:lc8:mc1024'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test3-2.arc
Tested 164 files, 12,607,076 => 83,606,836 bytes. Ratio 15.08%
Testing time: cpu 126.55 sec/real 127.92 sec = 99%. Speed 0.65 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lzp:64mb:3:h22:d128mb'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test4.arc
Tested 164 files, 15,073,522 => 83,606,836 bytes. Ratio 18.03%
Testing time: cpu 124.94 sec/real 126.44 sec = 99%. Speed 0.66 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+grzip:8388096b:m1:l2048:h15:a+lzp:64mb:3:h22: d128mb'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test5.arc
Tested 164 files, 12,462,437 => 83,606,836 bytes. Ratio 14.91%
Testing time: cpu 131.30 sec/real 135.17 sec = 97%. Speed 0.62 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+dlz:slp:d64m:lc8:lp0:fb337:mc8192'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test6.arc
Tested 164 files, 12,410,208 => 83,606,836 bytes. Ratio 14.84%
Testing time: cpu 114.17 sec/real 115.78 sec = 99%. Speed 0.72 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+grzip:8388096b:m1:l2048:h15:a+dlz:slp:d64m:lc 8:lp0:fb337:mc8192'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test7.arc
Tested 164 files, 12,464,540 => 83,606,836 bytes. Ratio 14.91%
Testing time: cpu 122.03 sec/real 123.52 sec = 99%. Speed 0.68 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'msc+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mt4:d160m:fb a4096:tt16:mc1023'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test8.arc
Tested 181 files, 12,309,746 => 83,606,836 bytes. Ratio 14.72%
Testing time: cpu 115.23 sec/real 117.13 sec = 98%. Speed 0.71 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mt4:d160m:fba409 6:tt16:mc1023'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test9.arc
Tested 181 files, 11,111,413 => 83,606,836 bytes. Ratio 13.29%
Testing time: cpu 0.16 sec/real 3.45 sec = 5%. Speed 24.21 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'lzma'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test10.arc
Tested 164 files, 14,359,017 => 83,606,836 bytes. Ratio 17.17%
Testing time: cpu 2.39 sec/real 2.47 sec = 97%. Speed 33.87 mB/s
All OK
-----------------------------------------------------------------------------------------------------
Compression Method - 'lzma:a:72mb:normal:bt4:273:mc1024:lc8'

FreeArc 0.67 (March 15 2014) testing archive: bmp_test11.arc
Tested 164 files, 13,281,704 => 83,606,836 bytes. Ratio 15.89%
Testing time: cpu 2.41 sec/real 2.67 sec = 90%. Speed 31.29 mB/s
All OK
-----------------------------------------------------------------------------------------------------

MSC OutPut Console Window:
<--------------------------- B M P ---------------------------->
Total founded BMP: 142
BMP with not supported header value "bit_per_pixel": 0
BMP with not supported line size (should be line_size_bytes mod 4 = 0): 6
BMP filtered by size: 0

processed BMP: 136 (77'310'176 bytes)

Lord.Freddy
15-09-2022, 04:27
My test from BMP files portion the Space Empires V gamez:

This x86 ONLY compressors, its wins from ratio: MSC+DLZ
2nd place: MSC+BMP or MSC+GRZIP with any alterations.

This x64 ONLY or x86/x64 compressors, its wins from ratio: LOLZ
2nd place: MSC+LOLZ. Results ~200kB's smaller than MSC+DLZ combo.



Can you use this compressor?
[External compressor:bliz]
cmem = 600
dmem = 600
default = 100
packcmd = "Blizzard\bliz.exe" c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp {option}000000
unpackcmd = "Blizzard\bliz.exe" d $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

kj911
15-09-2022, 06:16
Lord.Freddy: Nothing. I haven't met him yet, the Blizzard compressor. Testing now in next hours/days.

DLZ = (D)ds modeled (LZ)ma v0.2.2 by profrager

Quick tests: 2* Faster than LZMA and comparable ratio.
Tested 164 files, 13,760,715 => 83,606,836 bytes. Ratio 16.46%
Testing time: cpu 0.16 sec/real 29.28 sec = 1%. Speed 2.86 mB/s

Tested again, packed all files in one ARC file, in store mode and packing in Blizzard. Small, default blocksize its better!?
bliz.exe c bmp_store.arc bmp_.blz 300000000 ---> 13 762 777 byte
bliz.exe f bmp_store.arc bmp_.blz 300000000 ---> 13 963 348 byte
bliz.exe f bmp_store.arc bmp_.blz ---> 13 604 705 byte
bliz.exe c bmp_store.arc bmp_.blz ---> 13 396 429byte

Quick note: Best results get in use 8MB blocksize (smaller/bigger, worse results): 13 369 598 byte

KaktoR
15-09-2022, 08:11
While we on this discusion right now, what's a good method for text files btw? Such as txt, xml, ini, etc.

Lord.Freddy
15-09-2022, 08:35
While we on this discusion right now, what's a good method for text files btw? Such as txt, xml, ini, etc.

----‐--------‐-------------‐--------‐-------------‐--------‐---------
1) ' nanozip:cc ' => Ultra
2) ' bsc ' => maximum
3) ' dict:p+lzp+ppmd:20:500mb:r1 ' => High
----‐--------‐-------------‐--------‐-------------‐--------‐---------

Dragonis40
15-09-2022, 09:49
Good evening, I've extracted a .archive file and this is composed of several .bin files. Which is the best method to compress these .bin files? I've tried with precomp v0.4.7, then with xzlib, with no compression results at all. Is there a specific compressor or a mix of them? Thank you!

KaktoR
15-09-2022, 09:58
You should know what these bin files include.

Masquerade
15-09-2022, 13:15
The Death

srep+lolz

7.4GB ----> 2.5GB

Dragonis40
15-09-2022, 23:17
You should know what these bin files include.

Thank you for your reply! The .archive file i've extracted is a file from Cyberpunk 2077 and it's a language file, so I think .bin files inside are audio file or sound file. Do you think I have to use MSC or similar tools to compress them?

Masquerade
15-09-2022, 23:58
Thank you for your reply! The .archive file i've extracted is a file from Cyberpunk 2077 and it's a language file, so I think .bin files inside are audio file or sound file. Do you think I have to use MSC or similar tools to compress them?

It's WWise Vorbis

Dragonis40
16-09-2022, 01:45
It's WWise Vorbis

You mean I should compress .bin files with "How to correctly process WWise Vorbis Audio | Guide + WemTool" guide?

kj911
16-09-2022, 13:26
1GB's BMP compression test:

Original archive: bmp.arc (244,937,914 byte)
Methods: lzma:192mb:normal:bt4:128:lc8

Packed from grzip (with -mgrzip:256mb:h15:l2048:a):
5,483 files, 1,069,598,818 bytes, 320,784,780 compressed (not solid!)
tempfile+grzip..: 1,069,598,818 bytes, 321,101,123 compressed (solid!)

Packed from DLZ: 239,147,583 byte, Methods: -slp -d64m -lc8 -lp0 -fb337 -mc8192

Packed from bliz:
100m bytes dict. size: 258,506,104 byte
with 4096kB Dict size: 270,019,193 byte
tempfile+mm+bliz: 279,418,278 byte
mm+tempfile+bliz: 289,750,196 byte (not solid archive!)

Packed from MSC (BMF 2.0.1 with slow mode, bmf=9s) VERYSLOW:
Compressed 5,483 files, 1,069,598,818 => 340,840,020 bytes. Ratio 31.87%
Compression time: cpu 108.97 sec/real 17445.55 sec = 1%. Speed 0.06 mB/s

BMF Results:
<--------------------------- B M P ---------------------------->
Total founded BMP: 4549
BMP with not supported header value "bit_per_pixel": 0
BMP with not supported line size (should be line_size_bytes mod 4 = 0): 132
BMP filtered by size: 0

processed BMP: 4417 (919'082'710 bytes)

Packed again the MSC/BMF-packed previous archive:

7z/LZMA: 232 253 503 byte
DLZ only: 228 604 204 byte

Note: DLZ its finished in ~41 mins from compression. BLIZ its faster.

and any compressors:

RAZOR 1.03.7 x64 with 512m Dict. size: 195 443 238 byte

LOLZ v22c4b (Brute detect disabled!):
default lolz settings (ldmf1, 64MB dict ...): 187,784,213 byte
lolz:dt:mtt1:mt4:d160m:fba4096:tt16:mc1023 -> 187,109,257 byte

All compression tests, except RZ/LOLZ use only from very old x86 PC with 1GB RAM. RZ/LOLZ used x64 laptop with 8GB RAM.

Masquerade
19-09-2022, 10:58
I belive the *.ggpack* archives in Return To Monkey Island are XOR encrypted. None of the current keys from this list (https://github.com/fzipp/gg/blob/main/crypt/xor/key.go) appear to be correct.

L33THAK0R
19-09-2022, 21:24
I'm very new to lzo1x pre-compression, could anyone explain why XTool in this example is able to detect some streams but not able to process any? I've tried levels 1 - 10 and the same amount of streams are detected but none are able to be processed

Creating Archive Please Wait...

FreeArc 0.67 (March 15 2014) updating archive: Data.arc
Compressing 1 file, 38,255,712 bytes. Processed 0%
Compressing 38,255,712 bytes with "C:\Compressor_Resources\XTool_2020\xtool_0.6.5\XTo ol.exe" precomp -mlzo1x:l6 -c512mb -t95p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 0/2854
Time: 00:00:01 (00:00:03)
Memory: 128 MB (128 MB)

100%
Errorlevel=0
Compressed 1 file, 38,255,712 => 38,255,982 bytes. Ratio 100.00%
Compression time: cpu 0.05 sec/real 1.63 sec = 3%. Speed 23.44 mB/s
All OK

All done.

The algorithm used is definitely lzo1x, and creating a database with bms2xtl detects an additional ~5000 streams but alas none are detected. I've also not been able to find many other lzo libraries to test with so if its a library issue, if anyone could point me in the direction to look for others it'd be greatly appreciated.

Lord.Freddy
19-09-2022, 23:29
I'm very new to lzo1x pre-compression, could anyone explain why XTool in this example is able to detect some streams but not able to process any? I've tried levels 1 - 10 and the same amount of streams are detected but none are able to be processed

Creating Archive Please Wait...

FreeArc 0.67 (March 15 2014) updating archive: Data.arc
Compressing 1 file, 38,255,712 bytes. Processed 0%
Compressing 38,255,712 bytes with "C:\Compressor_Resources\XTool_2020\xtool_0.6.5\XTo ol.exe" precomp -mlzo1x:l6 -c512mb -t95p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 0/2854
Time: 00:00:01 (00:00:03)
Memory: 128 MB (128 MB)

100%
Errorlevel=0
Compressed 1 file, 38,255,712 => 38,255,982 bytes. Ratio 100.00%
Compression time: cpu 0.05 sec/real 1.63 sec = 3%. Speed 23.44 mB/s
All OK

All done.

The algorithm used is definitely lzo1x, and creating a database with bms2xtl detects an additional ~5000 streams but alas none are detected. I've also not been able to find many other lzo libraries to test with so if its a library issue, if anyone could point me in the direction to look for others it'd be greatly appreciated.
maybe you need to remove the level option, sometimes it works.

L33THAK0R
20-09-2022, 00:10
maybe you need to remove the level option, sometimes it works.

Unfortunately seems like some data actually got stripped away doing that, resulted in a 99.51% ratio :(

Edison007
20-09-2022, 08:01
I'm very new to lzo1x pre-compression, could anyone explain why XTool in this example is able to detect some streams but not able to process any? I've tried levels 1 - 10 and the same amount of streams are detected but none are able to be processed

Creating Archive Please Wait...

FreeArc 0.67 (March 15 2014) updating archive: Data.arc
Compressing 1 file, 38,255,712 bytes. Processed 0%
Compressing 38,255,712 bytes with "C:\Compressor_Resources\XTool_2020\xtool_0.6.5\XTo ol.exe" precomp -mlzo1x:l6 -c512mb -t95p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 0/2854
Time: 00:00:01 (00:00:03)
Memory: 128 MB (128 MB)

100%
Errorlevel=0
Compressed 1 file, 38,255,712 => 38,255,982 bytes. Ratio 100.00%
Compression time: cpu 0.05 sec/real 1.63 sec = 3%. Speed 23.44 mB/s
All OK

All done.

The algorithm used is definitely lzo1x, and creating a database with bms2xtl detects an additional ~5000 streams but alas none are detected. I've also not been able to find many other lzo libraries to test with so if its a library issue, if anyone could point me in the direction to look for others it'd be greatly appreciated.

Maybe used pro-functions. Upload example file for testing

L33THAK0R
21-09-2022, 03:35
Maybe used pro-functions. Upload example file for testing

Thanks for offering to have a looksie, really appreciate any insight you can offer, also in case its of any interest I've also got an LZ4 sample I've been having similar issues with, tried about a dozen libraries but no dice so far, xtool (0.6.5) is also detecting streams but unable to pick any up unfortunately.

KaktoR
21-09-2022, 04:09
For your lz4 sample you have to use lz4f with level 2 and pick the right lz4 library

Compressed 1 file, 32,882,867 => 158,560,939 bytes. Ratio 482.20%
Compression time: cpu 0.08 sec/real 1.18 sec = 7%. Speed 27.85 mB/s
All OK

You have to look which level produces the closest recompressed size to the original size

https://i.imgur.com/xXoiZtm.png

However in a quick test there are still some streams left behind.

L33THAK0R
21-09-2022, 07:38
For your lz4 sample you have to use lz4f with level 2 and pick the right lz4 library

Compressed 1 file, 32,882,867 => 158,560,939 bytes. Ratio 482.20%
Compression time: cpu 0.08 sec/real 1.18 sec = 7%. Speed 27.85 mB/s
All OK

You have to look which level produces the closest recompressed size to the original size

https://i.imgur.com/xXoiZtm.png

However in a quick test there are still some streams left behind.

Ah didnt realise I had to specify lz4f, many thanks, also what tool are you using to get that console output if you dont mind me asking?

KaktoR
21-09-2022, 08:04
--verbose mode from xtool

Edison007
21-09-2022, 08:38
lzo_sample.rar
The old function LZO1X-1 was used. You can use these libraries. But not all streams are successfully recompressed, because lzo-detect in xtool is't ideal.

L33THAK0R
21-09-2022, 10:48
The old function LZO1X-1 was used. You can use these libraries. But not all streams are successfully recompressed, because lzo-detect in xtool is't ideal.

Just ran a quick test, this works wonderfully, thanks so much! I've had this sitting on the back-burner for months, it's very satisfying to have it finally sorted!

L33THAK0R
23-09-2022, 01:34
Does anyone know if theres a way to bulk apply/insert a hexadecimal pattern into a given chunk of data if given a start and end offset? I've got some projects I'm working on that require a few hundred blanking/0-filling operations and its awfully slow to do so with HxD's GUI. I've gone through the SFK documentation a half dozen times and alas to no avail. My current solution is just to have a massive blank file and drawn on the given offsets from it but this is obviously not very practical and is a pain having to increase its size should I be attempting to patch out a chunk from a larger archive in the future.

KaktoR
23-09-2022, 01:43
Try with xtool's erase/replace command

dixen
23-09-2022, 04:34
Pathfinder: Kingmaker (GOG Version) [New repack]

Bundle Folder (excluded manifest files)
XTool v0.65 (unity+lz4 plugin v1.75)+srep+lolz
21 gb > 50 gb > 25 gb > 7.2 gb

Sound files (*.wem & *.bnk)
srep+lzma2
3.2 gb > 2.6 gb

*.assets *.resS & extensionless files
srep+lolz
13.4 gb > 2.8 gb

Rest files
400 mb > 65 mb

Repack's size - 12.7 gb
Install time - 29 min. (R5 3600)

shazzla
24-09-2022, 09:44
Ah didnt realise I had to specify lz4f, many thanks, also what tool are you using to get that console output if you dont mind me asking?

Hi Kaktor and everybody !

What is this tool in the screenshot ? And what parameter was used?
Im out nearly 2 years from repacking!
Btw anyone can share me an lz4 library collection for xtool?
Many thanks! :)

KaktoR
24-09-2022, 09:51
Hi Kaktor and everybody !

What is this tool in the screenshot ? And what parameter was used?
Im out nearly 2 years from repacking!
Btw anyone can share me an lz4 library collection for xtool?
Many thanks! :)

xtool --verbose mode

Attached file contains some lz4 libraries

hwang4
24-09-2022, 11:35
Which is best compression method ?

Masquerade
24-09-2022, 12:55
Which is best compression method ?

Probably zlib used on game PAK file so use xtool+srep+lolz, srep on mp4 videos. Haven't downloaded this game so cannot confirm if zlib is used or not. Check with FModel

hwang4
24-09-2022, 13:07
tried this method without success ! it doesn't contains zlibs!

Masquerade
24-09-2022, 23:47
tried this method without success ! it doesn't contains zlibs!

... so check with FModel like I said, it will tell you what algo is used.

L33THAK0R
26-09-2022, 00:36
Are there any other LZ4 libraries outside of the ones in the GitHub releases (https://github.com/lz4/lz4/releases?page=1) that can yield any half decent results/are there any reliable means to pick up dropped LZ4 streams? In a previous post here I was inquiring on some samples including an LZ4 one, and whilst the level 2 detection processes a number of streams, the total is still fairly low (~65/700) with the final result only being a ~110% inflation. I know not all streams are created equal and some are larger/smaller than others but I'm curious if processing the other dropped streams could result in a more significant result.

Dragonis40
26-09-2022, 01:59
Good morning! I'd like to replace "Ultraarc v2.9.0.0 R9" with a simple .bat file, but the issue (for me) is I don't know how to merge the various .tmp file generated from compression into a final .bin file.
The reason why I'm asking this is because, sometimes, final .bin files decompression (whose setup.exe is generated using Inno Setup) generates an error (unarc.dll -1 error). If I decompress final .bin file with a simple .bat file, I have no unarc.dll error.
Thank you for your reply!

Masquerade
26-09-2022, 03:56
Good morning! I'd like to replace "Ultraarc v2.9.0.0 R9" with a simple .bat file, but the issue (for me) is I don't know how to merge the various .tmp file generated from compression into a final .bin file.
The reason why I'm asking this is because, sometimes, final .bin files decompression (whose setup.exe is generated using Inno Setup) generates an error (unarc.dll -1 error). If I decompress final .bin file with a simple .bat file, I have no unarc.dll error.
Thank you for your reply!

The tmp files are only used when Freearc compression is running. FA should automatically take tmp file from the finished operation and put it into the archive

Dragonis40
26-09-2022, 05:17
The tmp files are only used when Freearc compression is running. FA should automatically take tmp file from the finished operation and put it into the archive

Thank you for your reply, but how can I use masks using batch file? Let me better explain: when I compress a batch of files using a specific mask (e.g. .bik or .bk2 files compressed with MASK=BPK), FA creates a .tmp file. What I'd like to do is add more .tmp files (created by the compression of other files using specific masks) to the one previously created and, when all files have been compacted, "close" the compression creating a final .bin file.

KaktoR
26-09-2022, 07:53
-m<default method>/$<mask1>=<method>/$<mask2>=<method> ...

arc.groups is required

Tbh I don't understand what your question is about at all. It is like Masquerade already said, FA will create tmp files with every compression step and collect them together on final stage to create a readable archive then.

dixen
27-09-2022, 02:31
Project CARS 2 (7.1)

*.bff - XTool v053 (BMS DB)+srep+lolz
45.6 gb > 102 gb > 46 gb > 17.2 gb

*.bik - bpk
2.6 gb > 1.9 gb

*.bank - srep+lzma2
1 gb > 500 mb

Rest files - srep+lolz
1 gb > 129 mb

RePack's size - 20 gb
Install time - 30 min (R5 3600)

BMS Database - here (https://fileforums.com/showpost.php?p=498508&postcount=51)

Note.
Also need oo2core_4_Win64.dll from Game folder.

hwang4
27-09-2022, 03:20
Masquerade , checked with fmod , this game uses "oodles"
but need some help , i need to know which version of oo2core.dll , i must use?
I tried (4,5,6,7,8,9) without good ratio!
thx!:)

Masquerade
27-09-2022, 04:07
Masquerade , checked with fmod , this game uses "oodles"
but need some help , i need to know which version of oo2core.dll , i must use?
I tried (4,5,6,7,8,9) without good ratio!
thx!:)

Please may you cut the first 100mb of the file and upload it? thanks.

Dragonis40
29-09-2022, 05:42
-m<default method>/$<mask1>=<method>/$<mask2>=<method> ...

arc.groups is required

Tbh I don't understand what your question is about at all. It is like Masquerade already said, FA will create tmp files with every compression step and collect them together on final stage to create a readable archive then.

This is what I was looking for: how to concatenate several masks in a batch file! Thank you so much!
One more question: is there any way to speed up decompression? I've tried XLolz, which is very faster in compression rather than lolz, but decompression is slower and compression ratio is not as good as lolz.
Any suggestions? Thank you.

Masquerade
29-09-2022, 07:43
This is what I was looking for: how to concatenate several masks in a batch file! Thank you so much!
One more question: is there any way to speed up decompression? I've tried XLolz, which is very faster in compression rather than lolz, but decompression is slower and compression ratio is not as good as lolz.
Any suggestions? Thank you.

Don't use XLolz - there's absolutely no need for it to exist. Lolz decompression speed through cls-lolz plugin is imensely quick and already much faster to the point where your limiting factor is the speed of your storage medium, not the algo.

Your decompression speed will be limited by any precompressor you have used and what algo it's trying to recompress. I think you were talking about CyberPunk 2077, right? That game uses Oodle Kraken compression and XTool is working it's ass off to compress that for you as quick as possible.

KaktoR
29-09-2022, 09:58
Kena Bridge of Spirits
pak zlib

bk2 bpk doesn't work (kb2n)

Dragonis40
29-09-2022, 13:19
Don't use XLolz - there's absolutely no need for it to exist. Lolz decompression speed through cls-lolz plugin is imensely quick and already much faster to the point where your limiting factor is the speed of your storage medium, not the algo.

Your decompression speed will be limited by any precompressor you have used and what algo it's trying to recompress. I think you were talking about CyberPunk 2077, right? That game uses Oodle Kraken compression and XTool is working it's ass off to compress that for you as quick as possible.

I'm talking about Cyberpunk 2077. I've used Oodle Kraken (the one you can find into bin\x64 folder) to compress most of .archive files. I've also noticed two of them can be decompressed and files inside can be compressed with other methods.
Of course I've used Oodle Kraken file for decompression as well.
For decompression, I've used cls-srep, cls-lolz, xtool_2020, precomp and something else to compress decompressed .archive files.
I'm still unexperienced in compressing and decompressing world, but how can Fitgirl version be 200 mb smaller then my final compressed .bin file and taking almost 20 minutes less (installation time) then mine?

Masquerade
29-09-2022, 13:32
OK now you've completely lost me. The archives are already compressed with kraken. You use the precompressor (XTool) on them. There's absolutely no need to use precomp here. It's not needed.

Dragonis40
29-09-2022, 14:07
OK now you've completely lost me. The archives are already compressed with kraken. You use the precompressor (XTool) on them. There's absolutely no need to use precomp here. It's not needed.

Let me better explain: I've used precomp only for "Bonus content" files, not for .archive ones. Two .archive files, once decompressed, give better compression result rather than original .archive files. That's the reason why I've decompressed two .archive files.

Masquerade
29-09-2022, 14:12
Brewmaster: Beer Brewing Simulator

xzlib+srep+lolz/$jpg=brunsli
3.2GB ---> 1.5GB

L33THAK0R
29-09-2022, 18:19
Whats the best method for processing unencrypted UE4 ".pak" files? I've tried just applying xtool's zlib+reflate / oodle codecs but whilst the streams are picked up I always have issues decompressing, with the archives being reported as corrupted. I used to just process the pak's by unpacking and compressing the loose files but with larger titles this isn't very efficient for the user's disk I/O and with some titles I'm investigating currently (such as "Phantom Doctrine"), seemingly random files fail to decompress, pushing me to investigate again into packing the compressed ".pak" files as they're originally presented instead.

L33THAK0R
29-09-2022, 18:28
Also quick second question, has anyone else had issues with using AFR on AnvilEngine 1.0 titles (or whatever the engine was named prior to AnvilNext)? I'm getting some ".forge" titles being processed with a warning at the end of processing them with AFR: "WARNING! In file found corrupted LZO-streams. Check your data!" and I have to manually test each files or a batch of files to determine which produce this error. packing the files that produce this error separately to the ones that don't results in a consistent successful decompression however the size is inflated due to them not being de-duplicated together. Currently affected titles that I've noticed are "Assassin's Creed" "III", "Black Flag", "Freedom Cry" & "Rogue". I'll note that I've been using AFR v0.0.1.9, using the "-vr" parameter as well as Srep v0.392, since other versions have produced issues with the "*.forge" files from my experience.

KaktoR
30-09-2022, 02:40
Also quick second question, has anyone else had issues with using AFR on AnvilEngine 1.0 titles (or whatever the engine was named prior to AnvilNext)? I'm getting some ".forge" titles being processed with a warning at the end of processing them with AFR: "WARNING! In file found corrupted LZO-streams. Check your data!" and I have to manually test each files or a batch of files to determine which produce this error. packing the files that produce this error separately to the ones that don't results in a consistent successful decompression however the size is inflated due to them not being de-duplicated together. Currently affected titles that I've noticed are "Assassin's Creed" "III", "Black Flag", "Freedom Cry" & "Rogue". I'll note that I've been using AFR v0.0.1.9, using the "-vr" parameter as well as Srep v0.392, since other versions have produced issues with the "*.forge" files from my experience.

I don't know where your "problem" is exactly now. You can ignore the AFR message about corrputed LZO-Streams. This just means that some streams aren't compressed with lzo, use another codec or lzo version or whatever else. Just ignore it.

KaktoR
30-09-2022, 02:42
Whats the best method for processing unencrypted UE4 ".pak" files? I've tried just applying xtool's zlib+reflate / oodle codecs but whilst the streams are picked up I always have issues decompressing, with the archives being reported as corrupted. I used to just process the pak's by unpacking and compressing the loose files but with larger titles this isn't very efficient for the user's disk I/O and with some titles I'm investigating currently (such as "Phantom Doctrine"), seemingly random files fail to decompress, pushing me to investigate again into packing the compressed ".pak" files as they're originally presented instead.

I took your example "Phantom Doctrine" and it works fine with xtool+srep+lzma, so... ?

L33THAK0R
30-09-2022, 07:02
I took your example "Phantom Doctrine" and it works fine with xtool+srep+lzma, so... ?

Ah cheers, maybe it's lolz then thats acting up, I'll definitely have to do a bit of testing I reckon, thanks for testing it on your end!

I don't know where your "problem" is exactly now. You can ignore the AFR message about corrputed LZO-Streams. This just means that some streams aren't compressed with lzo, use another codec or lzo version or whatever else. Just ignore it.

Ah alright, I'll definitely give recompressing with another codec a shot, since that might be whats messing things up on my end, honestly cant think of what else it could be considering I'm getting decompression issues when just packing with afr+srep (to test).

KaktoR
30-09-2022, 07:05
There is anvil plugin for xtool, you should give it a try.

hwang4
30-09-2022, 12:44
Masquerade , thank you for your help!:)

Finally , I found the right oo2core.dll!

oo2reck (7) + srep+ lolz

23gb ------> 16.6gb

KaktoR
01-10-2022, 03:59
Pathfinder Wrath of the Righteous
Enhanced Edition

10:58:21 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193+srep_new:1+4x4:b64m b:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
10:58:21 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
10:58:22 - Compression initialized in 01.10.2022 at 10:58:22.
10:58:23 - Starting Data1a-01.bin archive creation.
12:46:03 - Moving Data1a-01.bin file to media folder.
12:46:04 - Starting Data1b-01.bin archive creation.
12:59:09 - Moving Data1b-01.bin file to media folder.
12:59:10 - Compression finished in 01.10.2022 at 12:59:10.
-------------------------------------------------------------------------------------------------------------------------------------------
12:59:10 - Getting size of the game: Pathfinder - Wrath of the Righteous
12:59:10 - » Installation folder size: 37.88 GB
12:59:10 - » Data1a-01.bin file size: 14.17 GB
12:59:10 - » Data1b-01.bin file size: 3.85 GB
12:59:10 - » Compressed game size: 18.02 GB (Ratio 47.58%)
-------------------------------------------------------------------------------------------------------------------------------------------
12:59:10 - Overall input size: 37.88 GB
12:59:10 - Overall output size: 18.02 GB (Ratio 47.58%)
12:59:10 - Overall conversion time: 02:00:38

KaktoR
01-10-2022, 07:02
Command & Conquer Remastered Collection

I made this as a test and showcase with use of quickbms + bink patching (https://fileforums.com/showthread.php?t=104981). In this case use of quickbms is possible because game files are not compressed (or at least not seem).

Steps:

Make Backup of original archives (Data\movies_*.meg)
Unpack original archives (Data\movies_*.meg) with quickbms
for %%f in ("MOVIES_*.MEG") do quickbms_4gb_files -d -o -Y petroglyph.bms "%%f"
Compress binks and make patches (https://pastebin.com/TkihmjgF) (bink_pack.exe, bink_unpack.exe (https://krinkels.org/), hdiffz.exe, hpatchz.exe (https://github.com/sisong/HDiffPatch))
There are some bk2 files which even bink_unpack.exe has problems with, so patch size is same as original size (416mb diff size). Take care of them. (https://pastebin.com/6NB3g6vb)
Null unpacked bk2 files (https://fileforums.com/showpost.php?p=498576&postcount=80) (fill contents with zeros)
Reimport nulled bk2 files with quickbms into original archives (petroglyph.bms)
quickbms_4gb_files -w -r petroglyph.bms "input .meg file" "input folder containing nulled bk2 files"
Before reimporting you have to separate all the files in the unpacked folders, you only need bk2 files for reimporting
Tbh I don't know if quickbms has a option to just import defined file types lol
Remove Data\movies_*.meg.bak files if there are any (quickbms creates these files I guess)
Delete all (nulled) bk2 files, so you have just compressed binks and patch files + nulled .meg archives left
These nulled .meg archives have a compression ratio by nearly 0%, so don't mind the size of these (14.8 GB -> some KB)
Compress the game
Include required files in Installer or game folder (before compress the game)
Let your Installer run a batch file to do it's job after extracting all files (https://pastebin.com/jK1CddA9) (example batch)


Installation/batch stuff will take some time, .meg archives are crc perfect at the end.

Results:
15:11:02 - Selected ARC/DS method for Data1a-01.bin was: srep_new:1+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
-------------------------------------------------------------------------------------------------------------------------------------------
15:35:12 - Overall input size: 36.90 GB
15:35:12 - Overall output size: 15.67 GB (Ratio 42.47%)
15:35:12 - Overall conversion time: 00:24:08

Results without quickbms + bink patching stuff:
https://fileforums.com/showpost.php?p=486195&postcount=1772

Wanterlude
02-10-2022, 15:42
Terra Invicta (v.0.3.18)

XTool (Unity plugin + liblz4 1.9.3)+srep+lolz

Compressed 979 files, 20,418,359,013 => 7,908,853,159 bytes. Ratio 38.73%
Compression time: cpu 149.16 sec/real 9259.21 sec = 2%. Speed 2.21 mB/s
Overall conversion time: 02:34:21

19.02 GB => 7.37 GB

angeldarkRS
02-10-2022, 19:33
Terra Invicta (v.0.3.18)

XTool (Unity plugin + liblz4 1.9.3)+srep+lolz

Compressed 979 files, 20,418,359,013 => 7,908,853,159 bytes. Ratio 38.73%
Compression time: cpu 149.16 sec/real 9259.21 sec = 2%. Speed 2.21 mB/s
Overall conversion time: 02:34:21

19.02 GB => 7.37 GB

What specs your PC/Laptop?

Wanterlude
02-10-2022, 19:36
What specs your PC/Laptop?
11th Gen Intel(R) Core(TM) i5-11400F
16,0 GB RAM
M.2 SSD

L33THAK0R
03-10-2022, 18:11
Also quick second question, has anyone else had issues with using AFR on AnvilEngine 1.0 titles (or whatever the engine was named prior to AnvilNext)? I'm getting some ".forge" titles being processed with a warning at the end of processing them with AFR: "WARNING! In file found corrupted LZO-streams. Check your data!" and I have to manually test each files or a batch of files to determine which produce this error. packing the files that produce this error separately to the ones that don't results in a consistent successful decompression however the size is inflated due to them not being de-duplicated together. Currently affected titles that I've noticed are "Assassin's Creed" "III", "Black Flag", "Freedom Cry" & "Rogue". I'll note that I've been using AFR v0.0.1.9, using the "-vr" parameter as well as Srep v0.392, since other versions have produced issues with the "*.forge" files from my experience.

For anyone interested or who's encountered similar issues. I found out the cause of my troubles with both this issue and the immediate post prior to this one. Recently I streamlined and revamped my whole pipeline for packing titles and in the process accidentally included an outdated version of Srep somehow, using an updated version has fixed all my issues thankfully.

L33THAK0R
04-10-2022, 21:00
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.

Came back to this one after a bit of a break and after learning about xtool's "verbose" mode, turns out LZO is used on the archives, however it seems that no matter what level depth setting or library I use no streams are able to be processed, does anyone know the reason behind this? Attached is an image supporting my findings.https://i.imgur.com/8XrV9Jy.png

kuyhaa
05-10-2022, 00:19
hi, how to TEXTURE Rebuild and compression .dds file use "crunch (https://github.com/BinomialLLC/crunch)" ?

KaktoR
05-10-2022, 04:21
Dakar Desert Rally

bk2 (kb2n) = no bpk
pak = kraken (oo2core 7)

Streams: 17099/17099
Time: 00:12:38 (00:12:36)
Memory: 245 MB (245 MB)

Compressed 1 file, 2,125,021,534 => 4,260,018,174 bytes. Ratio 200.47%
Compression time: cpu 1.53 sec/real 125.97 sec = 1%. Speed 16.87 mB/s
All OK

Edison007
05-10-2022, 14:18
Came back to this one after a bit of a break and after learning about xtool's "verbose" mode, turns out LZO is used on the archives, however it seems that no matter what level depth setting or library I use no streams are able to be processed, does anyone know the reason behind this? Attached is an image supporting my findings.
No, in the game does not use LZO.
Тhis is a private(?) LZ algorithm. You can read this thread: https://forum.xentax.com/viewtopic.php?f=10&t=9481


hi, how to TEXTURE Rebuild and compression .dds file use "crunch" ?
crunch = lossy, not suitable for repacking;)

L33THAK0R
05-10-2022, 16:39
No, in the game does not use LZO.
Тhis is a private(?) LZ algorithm. You can read this thread: https://forum.xentax.com/viewtopic.php?f=10&t=9481

I remember reading through that entire thread when I was first researching this bugger of a title, had a hope perhaps the lads over at the Xentax forums had been wrong, and that the PMCQ algorithim was just a fork of LZO. I actually managed to talk to Ekey (a very talented developer who's quite experienced with developing various decompression suites for a variety of titles), but he unfortunately lost his source code for his Sleeping Dogs decompression tool. I'm not sure if you'd be able to answer this but do you know why xtool might be reporting lzo1x streams? Is this just as simple as being an error on xtool's part? Honestly might try again to adapt his original decompression function (which we still thankfully have the source code for) as an xtool plugin, but given my lack of success in previous attempts I doubt I'll make much progress.

Edison007
06-10-2022, 01:11
ad a hope perhaps the lads over at the Xentax forums had been wrong, and that the PMCQ algorithim was just a fork of LZO. No :) This is a different algorithm.

Is this just as simple as being an error on xtool's part? Yep. False positive detect.

Honestly might try again to adapt his original decompression function
You also need a compress function. ;)

L33THAK0R
06-10-2022, 05:51
No :) This is a different algorithm.

Drat! It's always bizarre how complex some titles can be to properly process!

You also need a compress function. ;)

Thats going to be a fun time trying to figure out, heres hoping its lying around somewhere on the web!

kj911
07-10-2022, 09:07
Best compression methods from Stalker: Shadow of Chernobyl?? The game compressibble in smaller than 2-2.5GB's size? (with or without MP files. Multilang version installed size in has ~9.5GB's. Installer smaller than ~3.2GB with INNO only.)

Tested one gamedata archive file (*.db5), in few methods. This db5 archive contents extracted in specialized tools and extracted files compressed again into separated 3 archives and results its bigger than compress the one *.db5 file. Not understood!

File: gamedata.db5
Size: 677 500kB

CAB/LZX:21: 520 571kB
7z: 498 055kB
7z/PPMD: 529 581kB
SQX2: 492 547kB
DLZ only: 456 021kB
OGGRE+DLZ: 462 367kB

MSC only (BMP/DDSRAW/DXT=1): 550 356kB* (archive broken! Any data portions its missing??) --> Crunch in DLZ: 387 155kB (probably false...)
MSC only (DDSRAW=0, DXT=1): 677 377kB --> Crunch in DLZ: 478 327kB

Extracted the db5 file:

*.OGM: 68 290kB (6 file) --> DLZ: 59 064kB (Note: OGGRE+DLZ: 59 061kB)
*.OGG: 174 445kB (2052 file) --> OGGRE: 146 989kB
*.DDS: 446 886kB (1249 file) --> MSC+DLZ: 317 108kB / DLZ: 294 630kB
other: 908kB (17 file) --> MSC+DLZ: 103kB
__________________
Total: 690 528kB --> 523 264kB / 500 786kB (WTF!)

Masquerade
11-10-2022, 11:47
Overcooked! 2

xtool_unity+srep+lolz

7.9GB ----> 3.7GB

liblz4 v1.8.0 used for best ratio.

Masquerade
11-10-2022, 11:49
Prison Architect


Paradox Launcher files ripped.
All DAT files unpacked with WinRAR.

precomp:d0+srep+lolz/$ogg=oggre

670MB ---> 306MB

Thanks Nicolas Comerci for precomp STDIO fork.

L33THAK0R
12-10-2022, 10:50
Hey all,

I've been giving "Grim Dawn" a looksie and was wondering if anyone might be able to clear something up
FreeArc 0.67 (March 15 2014) creating archive: Data.arc
Compressing 1 file, 145,766,328 bytes. Processed 0%
Compressing 145,766,328 bytes with "C:\Compressor_Resources\XTool_2020\xtool_0.6.5\XTo ol.exe" precomp -mgrimTEST -c512mb -t95p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 1396/14028
Time: 00:00:10 (00:00:36)
Memory: 160 MB (160 MB)

100%
Errorlevel=0
Compressed 1 file, 145,766,328 => 160,143,671 bytes. Ratio 109.86%
Compression time: cpu 0.09 sec/real 10.60 sec = 1%. Speed 13.75 mB/s
All OK

I've tried levels 1 - 9 so far and I only get maybe ~1 additional stream for each level increment, and I've tested essentially every version of LZ4 under the sun, (other versions only resulting in ~<100 streams being picked up), would anyone happen to know if its possible to pick up more streams or is it more likely that LZ4 was used very lightly and the other streams are inconsequential.

KaktoR
12-10-2022, 14:23
Sample?

L33THAK0R
12-10-2022, 18:21
Sample?

Ah whoops I forgot to attach it, within the following attachment is a sample, a BMS script to decompress "Grim Dawn"'s assets (since the native LZ4 stream detection fails to pick up any at all), as well as the LZ4 library I've found success with.

L33THAK0R
18-10-2022, 02:39
Hi all has anyone else had any issues with recompressing "Ghost Recon Wildlands" .forge archives? I've tried the following:

XTool 0.6.5 (Anvil) + Srep + Lolz
74,326,347,887 bytes -> 20,662,955,336 bytes

as well as

AFR v0.0.1.9 (v0.0.2.0a7 detects and seemingly picks up streams, but spits out an error code and fails to write to disk) + srep + lolz
74,326,347,887 bytes -> 21,147,452,370 bytes

I've had decent success with previous Anvil Engine titles (save for "Assassin's Creed III" (the original, I'm currently testing remastered)), however it seems like Wildlands is giving me a whole lot of strife. Attempting to decompress the XTool-based test yields an almost immediate installer crash, as does attempting to decompress the AFR test when using the CLS plugin or AFR v0.0.1.9 (the latter at least offers a "-11" error code instead of an unceremonious CTD) , however attempting to use v0.0.2.0a7 results in a partially successful decompression, however failure occurs around the halfway point. Has anyone else experienced any similar behavior, at this point I'm a bit reluctant to attempt any further attempts due to the write endurance costs resulting from this behemoth of a title.

Masquerade
18-10-2022, 03:39
I did Wildlands either last year or year before and had no issues with AFR.

KaktoR
18-10-2022, 04:02
A Plague Tale Requiem

*.dpc -> zlib

Masquerade
18-10-2022, 04:15
A Plague Tale Requiem

*.dpc -> zlib

Different voice packs are all contained in VO_MEDIA.PC.PCK - use WWise PCK BMS script from here (https://www.fileforums.com/showpost.php?p=495389&postcount=16) to extract and then use XTool erase command to remove unneeded voice packs.

KaktoR
18-10-2022, 04:44
Does not work here, or lets say only partial.

Seems like xtool just erase some files, as I can see in hex editor filled sectors with zeros. But if I extract the archive once again, all files are still there.

Maybe I do it just wrong lol

Edit: Oh ok, the extracted files are zero'ed, now I got it.

Edit 2: Forget my prevous edit. Seems like this one worked correctly (before I was using wildcards for the folders/files)

xtool erase "VO_MEDIA.PC.PCK_extract\chinese(simplified)" "VO_MEDIA.PC.PCK" test.xtl
xtool erase "VO_MEDIA.PC.PCK_extract\french(france)" "VO_MEDIA.PC.PCK" test.xtl
xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl
xtool erase "VO_MEDIA.PC.PCK_extract\spanish(spain)" "VO_MEDIA.PC.PCK" test.xtl

L33THAK0R
18-10-2022, 06:21
I did Wildlands either last year or year before and had no issues with AFR.

I'm gonna give the EMPRESS release a shot, was originally basing my tests off the Steampunks release, fingers crossed I have better luck with it, out of curiosity, do you happen to remember which version of AFR you used?

Masquerade
18-10-2022, 06:22
do you happen to remember which version of AFR you used?
Latest Edison version. P.S. don't discuss Warez on this forum - it's against the rules!

Edison007
18-10-2022, 08:14
I'm gonna give the EMPRESS release a shot, was originally basing my tests off the Steampunks release, fingers crossed I have better luck with it, out of curiosity, do you happen to remember which version of AFR you used?

AFR versions above 019 are unstable. Crashed when using mt-unpacking.

Razor12911
18-10-2022, 08:59
I've had decent success with previous Anvil Engine titles (save for "Assassin's Creed III" (the original, I'm currently testing remastered)), however it seems like Wildlands is giving me a whole lot of strife. Attempting to decompress the XTool-based test yields an almost immediate installer crash, as does attempting to decompress the AFR test when using the CLS plugin or AFR v0.0.1.9 (the latter at least offers a "-11" error code instead of an unceremonious CTD) , however attempting to use v0.0.2.0a7 results in a partially successful decompression, however failure occurs around the halfway point. Has anyone else experienced any similar behavior, at this point I'm a bit reluctant to attempt any further attempts due to the write endurance costs resulting from this behemoth of a title.

unpackcmd = xtool.exe decode --verbose $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

Try xtool in verbose mode to see what error message it produces.

I have tested this game once before and found no errors having only lzo2.dll in directory with xtool.exe

DataPC.forge
Tested 1 file, 10,925,907,848 => 8,042,348,544 bytes. Ratio 135.85%
Testing time: cpu 8.38 sec/real 238.37 sec = 4%. Speed 33.74 mB/s

Cesar82
18-10-2022, 09:47
unpackcmd = xtool.exe decode --verbose $$arcpackedfile$$.tmp $$arcdatafile$$.tmp

Try xtool in verbose mode to see what error message it produces.

I have tested this game once before and found no errors having only lzo2.dll in directory with xtool.exe

DataPC.forge
Tested 1 file, 10,925,907,848 => 8,042,348,544 bytes. Ratio 135.85%
Testing time: cpu 8.38 sec/real 238.37 sec = 4%. Speed 33.74 mB/s
I don't know if the extraction done by @L33THAK0R is being done on Windows 11, but I couldn't get lzo2.dll to work on windows 11, maybe I need a recompilation of the lzo2.dll library to make it compatible with Windows 11.
Also the old library zlibwapi.dll (from the old xtool) doesn't work, however the new library zlibwapi.dll shared with the new xtool works perfectly with Windows 11.

fabrieunko
18-10-2022, 11:55
Different voice packs are all contained in VO_MEDIA.PC.PCK - use WWise PCK BMS script from here (https://www.fileforums.com/showpost.php?p=495389&postcount=16) to extract and then use XTool erase command to remove unneeded voice packs.

can you tell me if i think i'm doing it right?

I launch quickbms, I open the WWise.bms file then the VO_MEDIA.PC.PCK file



it is extracted from wma files in directories (chinese(simplified)/english(us)/french(france)/german/spanish(spain)

if i want to delete the german i type in a back window (from the post of KaktoR)

xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl

KaktoR
18-10-2022, 12:06
can you tell me if i think i'm doing it right?

I launch quickbms, I open the WWise.bms file then the VO_MEDIA.PC.PCK file



it is extracted from wma files in directories (chinese(simplified)/english(us)/french(france)/german/spanish(spain)

if i want to delete the german i type in a back window (from the post of KaktoR)

xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl

Make batch files for this, so you don't have to type all manually in cmd.

unpack.bat for quickbms
for %%f in (*.pck) do quickbms_4gb_files.exe -d -o -Y wwise.bms "%%f"
pause

xtool_erase.bat for xtool
xtool erase "VO_MEDIA.PC.PCK_extract\german" "VO_MEDIA.PC.PCK" test.xtl

This will delete all german voice files from the file.

PS: Make a backup of the file first ;)

L33THAK0R
18-10-2022, 19:02
I couldn't get lzo2.dll to work on windows 11, maybe I need a recompilation of the lzo2.dll library to make it compatible with Windows 11.

[CODE]
I have tested this game once before and found no errors having only lzo2.dll in directory with xtool.exe

I'm so sorry for wasting your time lads, bit of backstory, I use a separate ASIS installation to test my archives, I'd just finished wrapping up my "Assassin's Creed" "Odyssey/Origins" compressions and was using the same setup.dll which didn't contain lzo2.dll, after updating the setup.dll archive decompression was successful with my xtool-based test.

Masquerade
19-10-2022, 09:47
Uncharted Legacy of Thieves Collection Precompression

Using the oo2core_9_win64.dll from game folder:

Compressing animtex0.psarc, 47,187,477 bytes

xtool v0.6.5 (-mkraken)

Compressed 1 file, 47,187,477 => 180,655,223 bytes. Ratio 382.85%
Compression time: cpu 0.05 sec/real 6.76 sec = 1%. Speed 6.98 mB/s
All OK

xtool v0.6.5 (-mkraken:n256)

Compressed 1 file, 47,187,477 => 183,093,362 bytes. Ratio 388.01%
Compression time: cpu 0.06 sec/real 11.78 sec = 1%. Speed 4.01 mB/s
All OK

oo2reck (rename oo2core_9_win64.dll to oo2core_7_win64.dll)

Compressed 1 file, 47,187,477 => 183,176,064 bytes. Ratio 388.19%
Compression time: cpu 0.08 sec/real 15.15 sec = 1%. Speed 3.11 mB/s
All OK

dixen
19-10-2022, 15:21
Uncharted Legacy of Thieves Collection Precompression
Using the oo2core_9_win64.dll from game folder:And zlib also:D

XTool v0.53 (zlib+kraken)

Compressing 4 files, 58,792,062 bytes. Processed 0%
Compressing 58,792,062 bytes with xtool.exe precomp -mzlib+reflate+kraken -c128mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 6445/6445
Time: 00:00:50 (00:00:49)
Memory: 331 MB (331 MB)

100%
Errorlevel=0
Compressed 4 files, 58,792,062 => 211,162,930 bytes. Ratio 359.17%
Compression time: cpu 0.02 sec/real 50.73 sec = 0%. Speed 1.16 mB/s
All OK

XTool v0.53 (only kraken)

Compressing 4 files, 58,792,062 bytes. Processed 0%
Compressing 58,792,062 bytes with xtool.exe precomp -mkraken -c128mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911

Streams: 6370/6370
Time: 00:00:45 (00:00:44)
Memory: 298 MB (298 MB)

100%
Errorlevel=0
Compressed 4 files, 58,792,062 => 197,760,883 bytes. Ratio 336.37%
Compression time: cpu 0.00 sec/real 46.67 sec = 0%. Speed 1.26 mB/s
All OK

Wanterlude
20-10-2022, 07:51
Uncharted Legacy of Thieves Collection (v.1.0.20122 | English/Russian lang.)

XTool (zlib+kraken*)+srep+lolz

Compressed 81 files, 106,547,733,553 => 51,633,688,075 bytes. Ratio 48.46%
Compression time: cpu 1323.59 sec/real 33653.46 sec = 4%. Speed 3.17 mB/s
Overall conversion time: 09:20:55 (i5 11400F)

99.23 GB => 48.09 GB
*Use oo2core_9_win64.dll from game folder

fabrieunko
20-10-2022, 09:05
Uncharted Legacy of Thieves Collection (v.1.0.20122 | English/Russian lang.)

XTool (zlib+kraken*)+srep+lolz

Compressed 81 files, 106,547,733,553 => 51,633,688,075 bytes. Ratio 48.46%
Compression time: cpu 1323.59 sec/real 33653.46 sec = 4%. Speed 3.17 mB/s
Overall conversion time: 09:20:55 (i5 11400F)

99.23 GB => 48.09 GB
*Use oo2core_9_win64.dll from game folder

how to use your :Use oo2core_9_win64.dll with dsg?

KaktoR
20-10-2022, 10:42
how to use your :Use oo2core_9_win64.dll with dsg?

DSG contains fake parameters for xtool. Use "xtool:mkraken:9+xtool:mzlib" to use oo2core_9_win64.dll library.

KaktoR
20-10-2022, 14:14
Anyone knows what compression "The Valiant" is using? unity lz4/lz4hc does not seem to have any effect.

Sample (https://pixeldrain.com/u/DTRJAKxR)

Masquerade
20-10-2022, 14:22
Anyone knows what compression "The Valiant" is using? unity lz4/lz4hc does not seem to have any effect.

Sample (https://pixeldrain.com/u/DTRJAKxR)

I believe it's LZ4, but Razor might need to take a look at this one because the unity plugin could be bugged.

shazzla
21-10-2022, 21:00
Hi!

Anyone knows what is the correct LZ4 library for COD : Infinite warfare ?

Masquerade
23-10-2022, 02:54
Treasures of the Aegean

xtool_unity+srep+lolz

1.5GB ---> 850MB

liblz4 v1.8.3 used.

KaktoR
25-10-2022, 15:18
Mount & Blade II Bannerlord

*.bin -> reflate
8,471,456,167 bytes -> 141,154,813,359 bytes

*.gtp|*.tpac not checked yet

Masquerade
26-10-2022, 01:00
@KaktoR
TPAC compressed with LZ4. XTool plugin probably required for precompression.

exorc
26-10-2022, 06:53
Dolmen

*.PAK
oo2recm+srep+lolz
*.MP4
srep
Everything else:
srep+razor


Use this oodle core (https://bayfiles.com/t4Tb77jeyd/oo2core_4_win64_rar).

7.3GB ---> 5.7GB [Game + 60FPS + 30FPS videos]

6.8GB ---> 5.1GB [Game + 60 FPS videos]

6.6GB ---> 5GB [Game + 30 FPS videos]

url expired, can you reupload?

thanks.

Masquerade
26-10-2022, 07:06
url expired, can you reupload?

thanks.

Done, aded a new link to the post.

Masquerade
26-10-2022, 08:51
It doesn't matter ^^

CLS-SREP will decompress srep data no matter which version of srep you use for compression.

Make sure you use the latest version of CLS-SREP. I'm assuming you're using ProFrager's version and not Razor's version. The latest CRCs of those files are:

File: CLS-SREP_X64.EXE
CRC-32: ae1cd4f0

File: CLS-SREP.DLL
CRC-32: d30b67ba

kuyhaa
26-10-2022, 22:01
.pak gotham knights method please ? :)

KaktoR
27-10-2022, 01:15
Victoria 3

For bink2 files you have to follow this guide (https://fileforums.com/showthread.php?t=104981). However there is not much benefit unfortunatelly.

1.14 GB -> 1.04 GB

Masquerade
27-10-2022, 01:32
^^
Yeah, not all of the vids even decompress properly so you end up with big diff files so it's best to ignore the vids that don't compress.

The banks don't compress with oggre either, oggre will just crash (you need to use the python script to convert FSB5 to vorbis).

Masquerade
27-10-2022, 05:34
.pak gotham knights method please ? :)

I'm going to use cls-ue4d by Shegorat, but XTool unreal plugin should also do the decryption.

So, ue4 decrypt with key
0xE01312D26CAD1529142D3ACA6DB25D4091C1AAFE0C91E5DC 104C36A768DB1E50

Then add zlib precompressor, srep and lolz.

Devs were nasty and put videos inside the pak with compression and encryption. Sounds are also encrypted but you should just be able to patch the encrypted data out using QuickBMS + Unreal script to print a filelist which will give you the locations of the different sound banks.

kuyhaa
27-10-2022, 08:52
I'm going to use cls-ue4d by Shegorat, but XTool unreal plugin should also do the decryption.

So, ue4 decrypt with key
0xE01312D26CAD1529142D3ACA6DB25D4091C1AAFE0C91E5DC 104C36A768DB1E50

Then add zlib precompressor, srep and lolz.

Devs were nasty and put videos inside the pak with compression and encryption. Sounds are also encrypted but you should just be able to patch the encrypted data out using QuickBMS + Unreal script to print a filelist which will give you the locations of the different sound banks.

Gotham Knights

zlib+ue4


Streams: 2370701/2371280364634
Time: 00:12:51 (01:52:39)
Memory: 0.99 GB (0.99 GB)

100.0%
Errorlevel=0

Compressed 1 file, 43,688,470,495 => 88,344,833,239 bytes. Ratio 202.22%
Compression time: cpu 642.13 sec/real 1488.20 sec = 43%. Speed 29.36 mB/s
All OK




but i don't know, if use Diskpan GUI @cesar

xtool:c32mb:mue4,k0xE01312D26CAD1529142D3ACA6DB25D 4091C1AAFE0C91E5DC104C36A768DB1E50,zlib

Not Work, only got 100.3% ( CMIIW )

dixen
27-10-2022, 10:19
Sackboy: A Big Adventure

AES Key

0x27BCD9AE811EBB70D80F7B9098CCE4267CFFA18E14058BC2 E59E8898E0E9AA9C

I think all *.pak is encrypted but not compressed.

kj911
27-10-2022, 11:46
It doesn't matter ^^

CLS-SREP will decompress srep data no matter which version of srep you use for compression.

Make sure you use the latest version of CLS-SREP. I'm assuming you're using ProFrager's version and not Razor's version. The latest CRCs of those files are:

File: CLS-SREP_X64.EXE
CRC-32: ae1cd4f0

File: CLS-SREP.DLL
CRC-32: d30b67ba



Too many SREP versions. Any variants, not compatible from decompression, in vice-versa packed in SREP 3.2 or SREP 3.90/3.9x during in compression. Any case, not unpackaeble these data package via ProFrager's 0.33 version or any CLS-based copy's. Native bigger EXE's ~99.99% its works. (Official Bulat's release or "SR" iconized newest version EXE its solved in more problems.)

These X64.exe found from "cls_srep_v0.03b.rar" and "ISArcEx v0.4 + Test.rar" files. Two package contains X86 version EXE and not running from XP! Used bytepaching and its is OK! These DLL file, totally missing, some tools available various versions, (UltraArc, MC 20.xx, CIU3.0.x.x or more..) this different, not found the "d30b67ba" CRC-32 hashed copy.

UPD: These versions cls filter, not fully stable from cancelling installation process, these X64 (ae1cd4f0) or patched X86 EXE crashing now, from process terminating. Original full EXE or Profrager's DLL its betterly stable. (except not supported compression methods in get decompression error.) Its probably incorrect CLS-SREP.dll file attached in the "ae1cd4f0" hashed X64 EXE file in some repacking tools archives. Checked my DVD's from any archived repacking tools, not found! The DLL its available in many recompressor package tools sets?

dixen
27-10-2022, 22:49
Sackboy: A Big Adventure

*.pak - ue4d+xtool(zlib)+srep+lolz
53 > 54 gb > 41 gb > 22.6 gb

*.mp4, *.avi - srep+lzma2
860 mb - 697 mb

Rest files - srep+lolz

Repack size - 23.3 gb
Install time - ~10 min. (hdd>hdd)

KaktoR
28-10-2022, 05:32
I'm going to use cls-ue4d by Shegorat, but XTool unreal plugin should also do the decryption.

So, ue4 decrypt with key
0xE01312D26CAD1529142D3ACA6DB25D4091C1AAFE0C91E5DC 104C36A768DB1E50

Then add zlib precompressor, srep and lolz.

Devs were nasty and put videos inside the pak with compression and encryption. Sounds are also encrypted but you should just be able to patch the encrypted data out using QuickBMS + Unreal script to print a filelist which will give you the locations of the different sound banks.

Here is the file list, so you don't have to create this :D

Beware, the file is 300mb in size, so open it could take a while

Masquerade
28-10-2022, 09:17
^^

You can use -f filter in quickbms so it will only list files that you want.

e.g.
QuickBMS -l -f *.pck <bms> <pak> >> filelist.txt

P.S. don't rip voiceovers entirely because game will crash without them. Just patch them out to speed lolz up.

ScOOt3r
28-10-2022, 14:01
I'm going to use cls-ue4d by Shegorat, but XTool unreal plugin should also do the decryption.

So, ue4 decrypt with key
0xE01312D26CAD1529142D3ACA6DB25D4091C1AAFE0C91E5DC 104C36A768DB1E50

Then add zlib precompressor, srep and lolz.

Devs were nasty and put videos inside the pak with compression and encryption. Sounds are also encrypted but you should just be able to patch the encrypted data out using QuickBMS + Unreal script to print a filelist which will give you the locations of the different sound banks.
_______________________
im not sure what or you did but i didnt get anywhere close to 30.8 GB my repack was 39.0 GB

i used this method:
ue4d:key=E01312D26CAD1529142D3ACA6DB25D4091C1AAFE0 C91E5DC104C36A768DB1E50+xtoolx+srep+lolz <- xtoolx in this cause was unreal.dll


thanks
ScOOt3r

FitGirl
28-10-2022, 17:09
_______________________
im not sure what or you did but i didnt get anywhere close to 30.8 GB my repack was 39.0 GB

i used this method:
ue4d:key=E01312D26CAD1529142D3ACA6DB25D4091C1AAFE0 C91E5DC104C36A768DB1E50+xtoolx+srep+lolz <- xtoolx in this cause was unreal.dll


thanks
ScOOt3r
Sigh. You have space symbol in AES key.

fabrieunko
28-10-2022, 23:15
Sackboy: A Big Adventure

*.pak - ue4d+xtool(zlib)+srep+lolz
53 > 54 gb > 41 gb > 22.6 gb

*.mp4, *.avi - srep+lzma2
860 mb - 697 mb

Rest files - srep+lolz

Repack size - 23.3 gb
Install time - ~10 min. (hdd>hdd)

Hello can you help me I can not find the same setting with DSG
*.pak - ue4d+xtool(zlib)+srep+lolz