View Full Version : Best Compression Methods for 'Specific' Games. Q&A
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I wouldn't say it is undocumented. The problem is that the game in question is exclusively for the oculus rift vr thing. Libraries can differ on different platforms.
And if I look at all the code in shared library, it differs much from the pc equivalent.
IRAQIGHOST
21-09-2023, 14:44
Witchfire
xtool:mzlib:dd3+LOLZ_ULTRA
Repack Size: 16.3 GB
Final Size: 23.5 Gb
Cyberpunk 2077
I did a bit of digging in last few days. Here are some observations. Maybe you might find it usefull.
audio*.archive
lang_*.archive
Contains WEM's, BNK's and BIN's.
For the majority of WEM's and BIN's you can use WEMTool from Masquerade (rename *.bin to *.wem first).
For some of the files you have to use MSC, look out for this (https://i.imgur.com/ZIFVAs4.png). Honestly I did not have checked how much files are affected by this, and I don't even know if there are tools out there which can check for specific blocks or decoded text to separate the files to be used by WEMTool or MSC.
basegame_5_video.archive
ep1_2_gamedata.archive
These two files contains bink2 files, for which you can use the xtool bink plugin. However the file "ep1_2_gamedata.archive" also contains other files alongside with bink2's, so I guess it should be wise to process the file together with all the other archive files if you don't want to extract the file entirely. However the binks are stored as plain text, so you can patch them out of the file and compress the extracted binks together with the "basegame_5_video.archive" file. Patch them back afterwards (not tested). Bink2 files have *.bin extension.
---
You can unpack the archives with WolvenKit (https://github.com/WolvenKit/WolvenKit).
I used the console version and used command like this
WolvenKit.CLI.exe <command> <InputFile> <option><OutputFolder>
WolvenKit.CLI.exe extract "G:\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\content\audio_1_general.archive" -o"E:\Test\audio_1_general"
Hexagon123
28-09-2023, 13:10
Cyberpunk 2077
I did a bit of digging in last few days. Here are some observations. Maybe you might find it usefull.
audio*.archive
lang_*.archive
Contains WEM's, BNK's and BIN's.
For the majority of WEM's and BIN's you can use WEMTool from Masquerade (rename *.bin to *.wem first).
For some of the files you have to use MSC, look out for this (https://i.imgur.com/ZIFVAs4.png). Honestly I did not have checked how much files are affected by this, and I don't even know if there are tools out there which can check for specific blocks or decoded text to separate the files to be used by WEMTool or MSC.
basegame_5_video.archive
ep1_2_gamedata.archive
These two files contains bink2 files, for which you can use the xtool bink plugin. However the file "ep1_2_gamedata.archive" also contains other files alongside with bink2's, so I guess it should be wise to process the file together with all the other archive files if you don't want to extract the file entirely. However the binks are stored as plain text, so you can patch them out of the file and compress the extracted binks together with the "basegame_5_video.archive" file. Patch them back afterwards (not tested). Bink2 files have *.bin extension.
---
You can unpack the archives with WolvenKit (https://github.com/WolvenKit/WolvenKit).
I used the console version and used command like this
WolvenKit.CLI.exe <command> <InputFile> <option><OutputFolder>
WolvenKit.CLI.exe extract "G:\SteamLibrary\steamapps\common\Cyberpunk 2077\archive\pc\content\audio_1_general.archive" -o"E:\Test\audio_1_general"
Use VGMStream to check audio info.
Cyberpunk 2077
v2.0, incl DLC, 2 languages, incl bonus content
08:53:27 - Selected ARC/DS method for Data1a-01.bin was: xtool:mcp2077+xtool:lm:c1024mb:mbk2:df20p+xtool:dd 3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
08:53:27 - Selected ARC/DS method for Data1b-01.bin was: xtool:mcp2077+xtool:dd3+msc_tak+4x4:b64mb:lzma:ult ra:64m:bt4:fb273:lc8:mc1000000
08:53:27 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
-----------------------------------------------------------------------------------------
12:55:21 - Overall input size: 83.05 GB
12:55:21 - Overall output size: 62.31 GB (Ratio 75.02%)
12:55:21 - Overall conversion time: 04:01:50
Same as above but packed all archive files together
Overall output size: 62.60 GB (Ratio 75.38%)
hi, any info for Tony Hawk's Pro Skater 1 + 2 ?
unreal + 0x94DEC78FBD9762E1674A3418 BFE8637587659532C1C053D1F4AA650E2176286C
Streams: 49312 / 49737 49749
Time: 00:01:24 (CPU 00:33:41)
Size: 21.3 GB >> 21.3 GB
100.0%
Errorlevel=0
Compressed 45 files, 22,819,124,966 => 22,820,235,796 bytes. Ratio 100.00%
Compression time: cpu 94.69 sec/real 192.80 sec = 49%. Speed 118.35 mB/s
All OK
it seem not work, may be anyone have other aes KEY, i try Fmodel, pak file still encrypt
Hexagon123
04-10-2023, 13:06
hi, any info for Tony Hawk's Pro Skater 1 + 2 ?
unreal + 0x94DEC78FBD9762E1674A3418 BFE8637587659532C1C053D1F4AA650E2176286C
Streams: 49312 / 49737 49749
Time: 00:01:24 (CPU 00:33:41)
Size: 21.3 GB >> 21.3 GB
100.0%
Errorlevel=0
Compressed 45 files, 22,819,124,966 => 22,820,235,796 bytes. Ratio 100.00%
Compression time: cpu 94.69 sec/real 192.80 sec = 49%. Speed 118.35 mB/s
All OK
it seem not work, may be anyone have other aes KEY, i try Fmodel, pak file still encrypt
Try QuickBMS if possible?
Masquerade
04-10-2023, 14:42
Tony Hawk uses a non-standard encryption scheme such that decryption is possible using the attached script, but encryption is not.
https://files.catbox.moe/08vsy7.bms
prince55
04-10-2023, 23:03
I tried xtool but can't precompress it, and lolz only does nothing
What i miss here :confused:
Masquerade
04-10-2023, 23:28
^^
Please may you share a small sample?
Edit: https://www.fileforums.com/showpost.php?p=502714&postcount=383
prince55
05-10-2023, 04:56
^^
Please may you share a small sample?
Edit: https://www.fileforums.com/showpost.php?p=502714&postcount=383
Thanks will try
IRAQIGHOST
05-10-2023, 05:31
Tony Hawk uses a non-standard encryption scheme such that decryption is possible using the attached script, but encryption is not.
https://files.catbox.moe/08vsy7.bms
How could I use this in DiskSpan_GUI?
HunterEmrah
07-10-2023, 13:10
FAZip gets stuck while compressing Forza Horizon 5 files excluding zip files.
even after 7 hours FAZip uses high CPU and RAM but there is no disk activity.
compressing using DiskSpan_GUI v2.0.1.9 (x64)
method: rep+srep+LZMA-MT (stuck at 100% error level) or srep+LZMA-MT (stuck at 33.5% error level)
conf: i5-13600K + 32 GB DDR5 5600MHz RAM + 2 TB NVMe SSD
Most likely it is because of lzma. On some inputs lzma has insanely times to compress data. Try with another method, like fast lolz.
Oh, and do not compress games on your SSD, because of all that data write you will let your SSD die sooner then later.
Assassin's Creed Mirage
Initial release version
11:36:22 - Selected ARC/DS method for Data1a-01.bin was: xtool:manvil:core_2.8.4+xtool:dd3+4x4:b64mb:lzma:u ltra:64m:bt4:fb273:lc8:mc1000000
11:36:22 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+bcm
11:36:22 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
-------------------------------------------------------------------------------------------------------------------------------------------
12:58:34 - Overall input size: 37.23 GB
12:58:34 - Overall output size: 19.75 GB (Ratio 53.05%)
12:58:34 - Overall conversion time: 01:22:07
Razor12911
08-10-2023, 08:35
I've been investigating a 2017 title "Lone Echo", which seems to use a previously undocumented Oodle Library, v0.1.0, and whose CRCs don't match any other libraries, as posted by KaktoR.
File: oodle_11_win64.dll
CRC-32: 15a0f169
Attempting to discern which member of the oodle family is used has proven to be a tad tricky, with each sample spitting back a result of [0] (Invalid/Unknown) as reported by Razor's Oodle Stream Scanner (oo2scan_7_win64.exe) utility. Attached is both a sample and the library in question. Since these streams are coming up as Invalid/Unknown is it not possible to re-compress them?
This oodle version is so old and might not be worth looking into, xtool supports v2.1.5+, anything older than that is considered ancient. An update in xtool might add support for this game but I don't plan on releasing anymore updates this year.
Information I gathered from the file:
Signature - 8 byte (0x53534552504D4F43)
Unpacked size - 8 bytes (70921828)
Packed size - 8 bytes (33767326)
repeated 256kb compressed oodle blocks
unpacked block size - 8 bytes
packed block size - 8 bytes
compressed block
Advanced configuration can be made from this information to collect the streams and that's needed is library that uses oodle_11_win64.dll for precompression.
IRAQIGHOST
10-10-2023, 05:37
Horizon Zero Dawn Complete Edition V1.11
English, Arabic Only
*.bin
oo2reck:3+srep_new:393b+LOLZ_ULTRA
*.bk2
bpk
except bk2 files
MQ1_Intro_at_the_Hovel.bk2
mq02_prepare.bk2
MQ06_07_DeathAndRebirth.bk2
MQ16_Epilogue1.bk2
MQ16_Victory.bk2
MQ030_YearsOfTraining.bk2
MQ050_ProvingCllimb.bk2
Rest files
srep_new:393b+4x4:b64mb:lzma:ultra:bt4:fb273:lc8:m c1000000:64mb
Repack Size: 40 Gb
Final Size: 60 Gb
Masquerade
11-10-2023, 02:48
Cricket 24
xtool_zstd+lolz
For XTool, use this:
-mzstd:l3 -df5p -dd5
Used libzstd v1.3.0.
Use XTool v0.7.9.hotfix1 (others will get stuck/crash).
67.4GB ---> 19.4GB
IRAQIGHOST
13-10-2023, 16:12
Lords of the Fallen
Test files
global.ucas
global.utoc
pakchunk0-Windows.pak
xtool:mkraken:8:mzlib:mreflate:dd3+lzma2:d192m:fb2 73:lc4:mc1000000
Size:
101 Mb --> 176.75 Mb --> 58 Mb
Tomorrow I will write the full repack
IRAQIGHOST
13-10-2023, 22:02
Lords of the Fallen
Test files
global.ucas
global.utoc
pakchunk0-Windows.pak
oo2reck:8+srep_new:393b+lzma2:d192m:fb273:lc4:mc10 00000
Size:
101 Mb --> 178.77 Mb --> 57 Mb
Better but slow installer
IRAQIGHOST
14-10-2023, 06:05
Lords of the Fallen
Final result
Method
oo2reck:8+srep_new:393b+lzma2:d256m:fb273:lc4:mc10 00000
Repack Size: 26 Gb
Game Size: 32 GB
Wanterlude
14-10-2023, 06:56
Lords of the Fallen
Repack Size: 26 Gb
Game Size: 32 GB
xtool:kraken+dd5+lolz
33.9 gb > 23.67 gb
Inst.time: 17 min [11400F]
There is mermaid codec aswell
Streams: 5305 / 5305
Time: 00:02:26 (CPU 00:04:09)
Size: 16.2 GB >> 16.4 GB
-- Edit --
I don't know if it makes any difference to use this totally not weird looking key, but nevertheless it got some additional streams.
ue5:k0x0200000003000000020000000200000002000000020 000000300000003000000+kraken+mermaid
Streams: 779244 / 779255
Time: 00:29:10 (CPU 02:26:51)
Size: 16.2 GB >> 47.4 GB
oodle library 2.8.14 should be ok to use.
Maybe use zlib after that to get even more. In some cases if you precompress oodle streams, there are several zlib streams behind that aswell.
Lords of the fallen
pakchunk0-Windows.ucas + pakchunk1-Windows.ucas
ue5:k0x0200000003000000020000000200000002000000020 000000300000003000000+kraken+mermaid
Compressed 4 files, 33,824,177,351 => 77,882,524,309 bytes. Ratio 230.26%
Compression time: cpu 19.08 sec/real 2962.98 sec = 1%. Speed 11.42 mB/s
All OK
oo2reck+oo2recm
Compressed 4 files, 33,824,177,351 => 77,665,640,149 bytes. Ratio 229.62%
Compression time: cpu 44.33 sec/real 7305.07 sec = 1%. Speed 4.63 mB/s
All OK
Wanterlude
20-10-2023, 01:49
Alaskan Road Truckers
Unreal Plugin by Razor12911 (ue4) + dedup + lolz
unreal key=0x6D5048F3C774F29BA20CFBAA92741FC4F4D7404D2D1D 770BCE19A337C3370467
31.3 gb > 8.97 gb
Danziel123
13-11-2023, 18:18
Hello everyone how are you? After being unable to access this website for a long time, it is finally live
thanks for the administrator, long time no live, and now comeback, miss you Razor12911, kaktor, Masquerade, Cesar82, BLACKFIRE69 and all the contribute of this forums, stay healthy
Masquerade
13-11-2023, 23:19
Thanks to the admins for bringing the site back online!
BLACKFIRE69
14-11-2023, 01:35
Ah, it's finally back! :)
Whoo-hoooo! Was missing it, F5ed daily. Glad it's back!
Yeah :D
https://i.imgur.com/VxsS8NM.jpg
Time to fill up this topic again with usefull info.
Robocop Rogue City
kraken+zlib(reflate)
library v2.9.9 should be ok
The Talos Principle 2
kraken+zlib(reflate)
library v2.9.9 should be ok
The Lord of the Rings - Return to Moria
zlib
Danziel123
15-11-2023, 08:15
Time to fill up this topic again with usefull info.
Robocop Rogue City
kraken+zlib(reflate)
library v2.9.9 should be ok
The Talos Principle 2
kraken+zlib(reflate)
library v2.9.9 should be ok
The Lord of the Rings - Return to Moria
zlib
Sorry if I'm joining the discussion, but can you share the detail compress method for robocop? And maybe you know best compress method for COD - black ops clod war? Thank you:)
Danziel123
15-11-2023, 17:26
Use dsg db
Sorry didn't check in DSG database, what about COD - black ops cold war? Maybe you know best compress method for this game? because it doesn't exist in the database for this game. Thank you:)
Sorry if I'm joining the discussion, but can you share the detail compress method for robocop? And maybe you know best compress method for COD - black ops clod war? Thank you:)
CoD BO Cold War = kraken
Danziel123
15-11-2023, 21:19
CoD BO Cold War = kraken
Which version should i use? is this right xtool:mkraken:8?
Use xtoolui and check some files with different oo2core libraries (v8+).
Example how to use it (https://fileforums.com/showpost.php?p=500772&postcount=18)
Danziel123
15-11-2023, 22:54
Use xtoolui and check some files with different oo2core libraries (v8+).
Example how to use it (https://fileforums.com/showpost.php?p=500772&postcount=18)
Sorry for stupid question, but where i can find xtoolui?
https://fileforums.com/showpost.php?p=481382&postcount=1
Non Volatile Human
30-11-2023, 14:02
I couldn't find any mentions of Uncharted, TLOU, or Marvel's Spider-Man/Miles Morales in the compression index.
Any ETA in sight?
Danziel123
30-11-2023, 15:51
Glad to be back:)
I couldn't find any mentions of Uncharted, TLOU, or Marvel's Spider-Man/Miles Morales in the compression index.
Any ETA in sight?
All of them are in the INDEX.
Non Volatile Human
03-12-2023, 06:05
Yes, I found them. I should have used the search function instead of looking with my eyes. Thanks, Kaktor!
In TLOU, it doesn't specify which files are in archive "Data1a-01" ,and "Data1b-01", and I don't understand what it says in Uncharted:
"XTool (zlib+kraken*)+srep+lolz, (*Use oo2core_9_win64.dll from game folder)"
How can I use that?
As for TLOU, use the xtool plugin (https://fileforums.com/showpost.php?p=500982&postcount=352) for the all the *.psarc files.
For Uncharted game, use xtool kraken for all *.psarc files.
If you use DiskSpanGUI, load the game presets from the database.
Non Volatile Human
03-12-2023, 06:46
Thank you for pointing out the database feature. Does it take care of the exclusions of certain files to be compressed by a certain algo?
or do I still have to do all that manually?
BTW, for future reference, does FileForums have a backup site/discord?
in case the site is down and somebody needs help.
It does take care of all that stuff. Most of the games are tested by me. Just make sure to update the database from time to time.
And no, fileforums does not have a backup or discord.
Danziel123
16-12-2023, 09:26
Hello everyone, how is everyone? I hope everything is fine. Finally I can visit this website again after the website has been down for a long time.
Days Gone
For pak files use kraken with t400 setting and use oodle library v2.9.5.
I have tested alot and t400 is the peak here.
xtool:mkraken:core_2.9.5
Compressed 1 file, 1,434,557,804 => 2,372,372,647 bytes. Ratio 165.37%
Compression time: cpu 0.73 sec/real 625.16 sec = 0%. Speed 2.29 mB/s
All OK
xtool:mkraken,t400:core_2.9.5
Compressed 1 file, 1,434,557,804 => 3,436,433,230 bytes. Ratio 239.55%
Compression time: cpu 0.58 sec/real 22.03 sec = 3%. Speed 65.13 mB/s
All OK
Masquerade
16-12-2023, 13:30
Compass of Destiny: Istanbul
*.pak/*.ucas
oo2reck+srep+lolz
Everything else:
razor
4.9GB -> 3.6GB
Astronimo
srep+lolz
5.1GB -> 1GB
Baldurs Gate 3
v4.1.1.4216792
17:44:59 - Selected ARC/DS method for Data1a-01.bin was: xtool:mbg3:1+xtool:mzlib:mpreflate+xtool:dd3+4x4:l zma
17:44:59 - Selected ARC/DS method for Data1b-01.bin was: xtool:c1500mb:mbk2:df20p
17:44:59 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3+4x4:lzma
17:44:59 - Selected ARC/DS method for Data1d-01.bin was: xtool:c128mb:mpreflate:mpng:d1+xtool:dd3+4x4:lzma
17:44:59 - Selected ARC/DS method for Data1e-01.bin was: 7zdll-pm:m0=mp3det:m1=packmp3c
-------------------------------------------------------------------------------------------------------------------------------------------
22:12:08 - Overall input size: 139,17 GB
22:12:08 - Overall output size: 95,69 GB (Ratio 68.76%)
22:12:08 - Overall conversion time: 04:27:07
SharedSounds.pak was unpacked, 400kb+ wem's were processed and erased out to get additional ratio.
Dragonis40
28-12-2023, 01:16
Good morning everybody! I'm trying to compress "Fallout: New Vegas Ultimate Edition" and my mask for *.bsa files and results are:
xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
21 files: 8,588,002,315 byte => 4,776,969,655 bytes. Ratio 55.62%
This site reports the following results:
*.bsa
xtool(zlib)+srep+lolz
(54.5% Ratio)
I suppose the compressed byte are the same bytes as I compressed, but the result is better. Which is the configuration of LOLZ? It seems it isn't reported...
Thanks for your reply!
Jahan1373
28-12-2023, 22:56
American Truck Simulator [v.1.45.3.26s + All DLCs]
xzlib+srep+lolz
Latest XTool used with -mzlib only (no reflate).
Use -lm due to incredibly huge streams being decompressed.
I have 64GB of memory so I used a 1024mb chunk size.
10.7GB ----> 6.1GB
Hello my friend how to download this compressor
mausschieber
29-12-2023, 02:59
Hello my friend how to download this compressor
Look in the DiskSpan GUI Thread
Dragonis40
29-12-2023, 03:08
Good morning everybody! I'm trying to compress "Fallout: New Vegas Ultimate Edition" and my mask for *.bsa files and results are:
xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
21 files: 8,588,002,315 byte => 4,776,969,655 bytes. Ratio 55.62%
This site reports the following results:
*.bsa
xtool(zlib)+srep+lolz
(54.5% Ratio)
I suppose the compressed byte are the same bytes as I compressed, but the result is better. Which is the configuration of LOLZ? It seems it isn't reported...
Thanks for your reply!
Any suggestion?
Jahan1373
29-12-2023, 04:30
American Truck Simulator [v.1.45.3.26s + All DLCs]
xzlib+srep+lolz
Latest XTool used with -mzlib only (no reflate).
Use -lm due to incredibly huge streams being decompressed.
I have 64GB of memory so I used a 1024mb chunk size.
10.7GB ----> 6.1GB
Hello
Friends, you introduce a strong compressor
For high compression
Alan Wake 2
Maybe someone may find this usefull.
I have attached xtl files to extract WEM sounds from both "base-generic-*.rmdblob" and "stream0-generic-*.rmdblob" files (only files which are atleast 100kb in size). The xtl files are compatible with game version 1.0.14.
Processing those WEM files will save you additional 200mb. I removed in total 5 of the WEM files which are not encodable, which leads either to infinite encoding the files (temp files will grow infinitely), or they are just finished instantly, which will lead to broken files if you decode them back to original.
Maybe you have to edit file paths.
Bad WEM files in question:
"base-generic\data_pc\audio\media\152227780.wem"
"base-generic\data_pc\audio\media\526830619.wem"
"base-generic\data_pc\audio\media\577391364.wem"
"base-generic\data_pc\audio\media\880082258.wem"
"base-generic\data_pc\audio\media\908534589.wem"
1. Command to extract WEM files with xtool
:WEM base-generic
if not exist "extracted_data\base-generic" (
mkdir "extracted_data\base-generic" )
xtool extract "aw2_base_generic.xtl" "base-generic-000.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-001.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-002.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-003.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-004.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-005.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-006.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-007.rmdblob" "extracted_data\base-generic"
xtool extract "aw2_base_generic.xtl" "base-generic-008.rmdblob" "extracted_data\base-generic"
:WEM stream0-generic
if not exist "extracted_data\stream0-generic" (
mkdir "extracted_data\stream0-generic" )
xtool extract "aw2_stream_generic.xtl" "stream0-generic-000.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-001.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-002.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-003.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-004.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-005.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-006.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-007.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-008.rmdblob" "extracted_data\stream0-generic"
xtool extract "aw2_stream_generic.xtl" "stream0-generic-009.rmdblob" "extracted_data\stream0-generic"
pause
2. Command to erase WEM files with xtool
:WEM base-generic
xtool erase "base-generic" "base-generic-000.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-001.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-002.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-003.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-004.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-005.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-006.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-007.rmdblob" "aw2_base_generic.xtl"
xtool erase "base-generic" "base-generic-008.rmdblob" "aw2_base_generic.xtl"
:WEM stream0-generic
xtool erase "stream0-generic" "stream0-generic-000.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-001.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-002.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-003.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-004.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-005.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-006.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-007.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-008.rmdblob" "aw2_stream_generic.xtl"
xtool erase "stream0-generic" "stream0-generic-009.rmdblob" "aw2_stream_generic.xtl"
pause
3. Encode with WemTool
WemTool.exe -e
4. Compress files
5. Decode with WemTool
WemTool.exe -d
6. Decode files with xtool (move them back into game files)
:WEM base-generic
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-000.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-001.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-002.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-003.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-004.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-005.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-006.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-007.rmdblob"
xtool decode "aw2_base_generic.xtl" "base-generic" "base-generic-008.rmdblob"
:WEM stream0-generic
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-000.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-001.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-002.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-003.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-004.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-005.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-006.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-007.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-008.rmdblob"
xtool decode "aw2_stream_generic.xtl" "stream0-generic" "stream0-generic-009.rmdblob"
pause
7. Finished. All files are crc perfect at the end.
Jahan1373
01-01-2024, 23:01
American Truck Simulator [v.1.45.3.26s + All DLCs]
xzlib+srep+lolz
Latest XTool used with -mzlib only (no reflate).
Use -lm due to incredibly huge streams being decompressed.
I have 64GB of memory so I used a 1024mb chunk size.
10.7GB ----> 6.1GB
Help
What help you need exactly? Try to be more precise!
Jahan1373
03-01-2024, 12:55
://www.mediafire.com/file/gh4um1dsm92xbeg/Help.zip/file
Hello
Can someone help me, I have a problem with this installation
CPU will be 100% after installation
Second, after the installation is finished, the installation icons are opened, the problem is that they are white on the desktop, the game icon is not visible.
Friends, how to solve this problem?
Portal Revolution
21:39:48 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
21:39:48 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
-------------------------------------------------------------------------------------------------------------------------------------------
21:53:29 - Overall input size: 10,84 GB
21:53:29 - Overall output size: 4,23 GB (Ratio 39.07%)
21:53:29 - Overall conversion time: 00:13:40
Dragonis40
08-01-2024, 22:35
Good morning everybody! I'm trying to compress "Fallout: New Vegas Ultimate Edition" and my mask for *.bsa files and results are:
xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
21 files: 8,588,002,315 byte => 4,776,969,655 bytes. Ratio 55.62%
This site reports the following results:
*.bsa
xtool(zlib)+srep+lolz
(54.5% Ratio)
I suppose the compressed byte are the same bytes as I compressed, but the result is better. Which is the configuration of LOLZ? It seems it isn't reported...
Thanks for your reply!
Any ideas?
Masquerade
10-01-2024, 07:07
Very likely high dictionary size, all detections on, fast bytes off etc.
Dragonis40
10-01-2024, 07:50
Very likely high dictionary size, all detections on, fast bytes off etc.
What does exactly mean? Can you post here an example of the parameters you're talking about please?
lolz settings
Data detection options:
-dt [0..1] - enables / disables the pos_ctx / dxt / raw detection. no headers, everything is detected based on the analysis of data statistics. Default: -dt1;
-dtp [0..1] - enables / disables transmission of statistics from previous blocks to subsequent blocks in the detector. Default: -dtp1;
-dtb [0..1] - enables / disables enumeration of all options regardless of heuristics. Default: dtb0;
-dto [0..1] - enables / disables detection of the best positional o1 context. Default: -dto1;
-dtm [0..1] - enables / disables raw graphics multimedia detection. Default: -dtm1;
-dtw [0..1] - enables / disables width detection for raw graphics and dxt textures;
-dtd [0..1] - enables / disables detection of dxt textures;
Multithreading options:
-mtt [0..1] - for multithreading, specifies the operating mode to be used. When set to 0, the dictionary size must be at least 2 times the block size. In this mode, data for each stream will be loaded alternately in block size. In this mode, in most cases, you can achieve better compression than in the second, however, decompression requires as many streams as in compression. When 1, each block is compressed separately, without dependencies on neighboring data, respectively, the compression here is usually worse than in the first mode, but you can specify any number of streams for unpacking. It is for this mode that the options from cls.ini MaxThreadsUsage and MaxMemoryUsage are used. Default: -mtt0;
-mt [1..16] - sets the number of threads to process. With -mt1 and -mtt0, normal sequential lossless compression is obtained by dividing the stream into blocks. Default: -mt1;
-mtb [2..512] - sets the block size in MB. When -mt1 -mtt0 also plays a role, but minimal. And more does not mean better. Usually, for -mtt0, the optimal value is about 32-64MB, respectively, the size of the dictionary should be more than 2 times larger. For mtt1 mode, the dictionary size must be no more than the block size;
Main options:
-d [16..2032] - dictionary size in MB. Default: -d64;
-tt [1..256] - the number of paths to consider in the optimal parser. It greatly affects the speed and compression ratio, but not unpacking. You shouldn't ask more than 16, I assure you it's not worth it. Default: -tt4;
-oh [8..14] - sets the maximum number of bytes that the optimal parser will process at a time (2 ^ X). Default: -oh12;
-os [0 .. -oh] - sets the minimum number of bytes that the parser will process at a time (2 ^ X). Default: -os8;
-fba [0..4096] - sets the size of the minimum match, at which the parser will not bother much in the calculations. Compression is decently accelerated (2 times) with a small loss of compression. At 0, these simplifications are disabled. Default: -fba256;
-fbb [0..4096] - THIS OPTION DOES NOT WORK AT THE MOMENT. Asked for even greater simplifications;
-al [0..1] - enables / disables the calculation of the literal price even if rep0 matches. Default: -al1;
-x [0..2] - turns on the slow modes of the parser with the calculation of (almost) all lengths of the found match, as well as the options match + lit + rep0match. Very slow and merciless. And the benefit is very small. It's easier to add -tt; Default: -x0;
Matchfinder options:
-rt [0..2] - THIS OPTION DOES NOT WORK AT THE MOMENT. I set the type of matchfinder - lz, rolz or hybrid mode, but rolz did not meet expectations and I made all the changes without taking it into account, so it does not work now; Default: -rt0;
-mc [2..1023] - Specifies the maximum number of traversals of the binary tree of matches, after which matches for the given position are no longer searched; Default: -mc128;
Model options:
-cm [0..1] - enables / disables a simple context mixer in some critical places, which mixes a couple of models in each place. When enabled, it improves compression, but slows down decompression. Default: -cm1;
-bc [0..8] - sets the level of influence of the previous byte on the mixer; Default: -bc4;
-lm [0..4] - THIS OPTION DOES NOT WORK AT THE MOMENT. Specifies the type of an "elementary" literal. Complex high-order models with cm did not perform well, so I abandoned them, as did rolz. Default: -lm0;
-blo [0..8] - sets the degree of influence of the previous byte on the encoding of the upper part of the literal. Default: -blo8;
-bll [0..8] - sets the degree of influence of the previous byte on the encoding of the lower part of the literal. Default: -bll8;
-blr [0..8] - sets the degree of influence of the rep0lit byte on the encoding of the upper part of the literal. Default: -blr4;
-bm [0..8] - sets the degree of influence of the rep0lit byte on the encoding of the match type flag. Default: -bm4;
-pc [0..4] - sets the positional context for all encoding operations. It is automatically ignored when the detector is on. Default: -pc2;
-dmXY(X [0..3], Y [0..4]) - sets the model for encoding color pairs (X) and alpha channel (Y) pairs. At the maximum value of each parameter, adaptive switching between models is used, while the decompression speed is reduced, but the compression is better in most cases. Default: -dm34;
-gmXY(X [0..2], Y [0..1]) - X - sets the model for encoding raw graphics. at the maximum value, adaptive switching between models is enabled. However, in this case, it is rare to see a gain over the adaptive mode. Generally, mode 0 is in the lead, but its unpacking is 2 times slower than mode 1. Y - enables updating of statistics of models when they were not used (for example, there was a long match). For X0 and X1, it usually gives a small gain in compression, but the speed drops by a factor of 2 (it all depends on the data). In general, the most appropriate is -gm00, he - and the default mode;
Dragonis40: Try it use very slooow settings:
xZLib(old Xtool 0.12)+srep:m3f:a0(srep 3.92!)+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:d512m:fba4 096:mc1023:tt16:mt1:ldmf1:ldc0:ldl5
Questions: The *.bsa archives contain goodly compressibble raw/wav audio files? MP3's or any? Videos?
Alternative1: xZLib+srep+delta+lolz
Alternative2: xZLib+msc+srep+delta(used or not)+lolz
Dragonis40
11-01-2024, 06:47
Dragonis40: Try it use very slooow settings:
xZLib(old Xtool 0.12)+srep:m3f:a0(srep 3.92!)+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:d512m:fba4 096:mc1023:tt16:mt1:ldmf1:ldc0:ldl5
Questions: The *.bsa archives contain goodly compressibble raw/wav audio files? MP3's or any? Videos?
Alternative1: xZLib+srep+delta+lolz
Alternative2: xZLib+msc+srep+delta(used or not)+lolz
Thanks for your reply! How can I find out what *.bsa files contain? Do I have to use any tool?
Masquerade
11-01-2024, 10:20
@kj911
Don't use LDMF if you are using srep, no point.
@Dragonis40
https://www.nexusmods.com/skyrimspecialedition/mods/974
Tales of Arise
v12.12.23
17:25:12 - Selected ARC/DS method for Data1a-01.bin was: xtool:c128mb:mzlib+xtool:dd3+4x4:lzma
17:25:12 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+bcm
17:25:12 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3+4x4:lzma
------------------------------------------------------------------------------------------
19:54:25 - Overall input size: 52,19 GB
19:54:25 - Overall output size: 34,37 GB (Ratio 65.86%)
19:54:25 - Overall conversion time: 02:29:11
Japanese audio was ripped out and wem's are encoded. Gives you another 100mb size reduction (only 100kb+ files), but honestly not sure if the game is working without crashes with ripped files as this was just meant to be as a test with fixed xtool version (like I was doing since days for now) and I am not planning to play this game actually. So if you want to test this for yourself use "unreal_tournament_4_0.4.25e.bms" script with quickbms, then erase with xtool.
Key: 0x61FC71A1376A29598393E2BFB976B275705F460E29399CFD 1F9C060C8CD6CE40
Just keep in mind that any patch for the game will fail, as long as "pakchunk0-WindowsNoEditor.pak" is modified.
Dragonis40
12-01-2024, 23:43
Dragonis40: Try it use very slooow settings:
xZLib(old Xtool 0.12)+srep:m3f:a0(srep 3.92!)+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:d512m:fba4 096:mc1023:tt16:mt1:ldmf1:ldc0:ldl5
Questions: The *.bsa archives contain goodly compressibble raw/wav audio files? MP3's or any? Videos?
Alternative1: xZLib+srep+delta+lolz
Alternative2: xZLib+msc+srep+delta(used or not)+lolz
I've made some test:
xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
21 files: 8,588,002,315 byte => 4,776,969,655 bytes. Ratio 55.62% (17127.25 sec)
xt_zlib+srep_old:392+lolz:dt:dtb1:dtw1:dtm1:dto1:d td1:d512m:fba4096:mc1023:tt16:mt1:ldmf1:ldc0:ldl5
21 files: 8,588,002,315 => 4,764,178,217 bytes. Ratio 55.47% (35516.07 sec)
The last combination is NOT worth it!
Several .bsa files are plenty of .ogg file (hundreds), so I should extract these .ogg files, compress and before the end of installation make a backup of original .bsa file. I think it takes very long to install the videogame!!!
I tested a bit.
Do not use msc for any of the files. msc_frog will work for encoding, but decoding will give you errors. So use xtool with flac plugin and l8 setting for now for all the WAV files.
For the OGG files you have to extract them first (with BAE tool), erase them out of all the files (with xtool erase command), compress them with oggre. After installation, you have to put all the OGG files back inside the original bsa files (with xtool decode command + XTL file).
BIK file use bpk.
Edit: You can also use bethesda.bms (http://aluigi.altervista.org/bms/bethesda.bms) with quickbms instead of BAE if you want.
Edit 2:
17:55:35 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+lolz:d81:mtt1:mt12:mc1023
17:55:35 - Selected ARC/DS method for Data1b-01.bin was: xtool:mflac,l8
17:55:35 - Selected ARC/DS method for Data1c-01.bin was: oggre
17:55:35 - Selected ARC/DS method for Data1d-01.bin was: 7zdll-pm:m0=mp3det:m1=packmp3c
17:55:35 - Selected ARC/DS method for Data1e-01.bin was: bpk+xtool:dd3+lolz:d81:mtt1:mt12:mc1023
18:53:04 - Overall input size: 11,92 GB
18:53:04 - Overall output size: 5,41 GB (Ratio 45.41%)
18:53:04 - Overall conversion time: 00:57:28
Install time + decoding BSA files 10 minutes.
Edit 3: Keep in mind that the input size is a bit inaccurate due to extracted files, as the BSA files are still the original size but with zero'd data inside.
Fallout 3 GOTY
20:13:34 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+lolz:d84:mtt1:mt12:mc1023
20:13:34 - Selected ARC/DS method for Data1b-01.bin was: msc_tak
20:13:34 - Selected ARC/DS method for Data1c-01.bin was: oggre
20:13:34 - Selected ARC/DS method for Data1d-01.bin was: 7zdll-pm:m0=mp3det:m1=packmp3c
20:13:34 - Selected ARC/DS method for Data1e-01.bin was: bpk+xtool:dd3+lolz:d84:mtt1:mt12:mc1023
-------------------------------------------------------------------------------------------------------------------------------------------
21:22:39 - Overall input size: 11,25 GB
21:22:39 - Overall output size: 5,08 GB (Ratio 45.13%)
21:22:39 - Overall conversion time: 01:00:31
Used quickbms + bethesda.bms to extract WAV, OGG and MP3 files out of all the BSA sound archives.
Example
for %%f in (*.bsa) do quickbms_4gb_files -d -o -Y -f "{}.wav,{}.ogg,{}.mp3" bethesda.bms "%%f"
Used xtool with erase command to erase all WAV, OGG and MP3 files out of the sound archives (zero data).
Example
"xtool" erase "Fallout - Sound.bsa_extract" "Fallout - Sound.bsa" "fallout3.xtl"
...
...
Data1a -> All BSA files
Data1b -> WAV
Data1c -> OGG
Data1d -> MP3
Data1e -> Rest of the files
After installation, use xtool again with decode command to copy all the extracted files back into their original places inside the BSA archives.
Example
"xtool" decode "fallout3.xtl" "Fallout - Sound.bsa_extract" "Fallout - Sound.bsa"
...
...
Remove extracted files from game dir.
PS: Original input size is about 8.70 GB, but due to extracted data this is a bit bigger. However all the sound BSA files will be compressable something like near 1%, so only the install step will require some additional space, but once xtool decode is finished, the size is the same as original but also the crc of all the files.
Edit: Install time + xtool decode about 10mins
Masquerade
14-01-2024, 14:06
A Way Out
xtool_zlib_dd5+lolz
20.6GB ---> 14.4GB
The Hopebringer
23:48:33 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmermaid:mhopebringer:dd3+4x4:lzma
23:48:33 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma
-----------------------------------------------------------------------------------------
00:20:16 - Overall input size: 9,73 GB
00:20:16 - Overall output size: 7,78 GB (Ratio 79.95%)
00:20:16 - Overall conversion time: 00:31:41
murphy78
18-01-2024, 00:45
Some Diskspan GUI settings for The Sinking City - The Merciful Madness and Starfield
Feel free to alter the LOLZ_ST lines to whatever you feel comfortable with if you don't like to wait for unpacks.
The Sinking City - The Merciful Madness 47.5 GB -> 27.1 GB
[Game1Settings]
Name=The Sinking City
Exec=
MethodState=1
Data1.Name=Data1.bin
Data1.ExclText=
Data1.InclText=*.pak
Data1.Method1=xtool:c128mb:d1:mue5,k0xAAF9AF1F4022 5A1241C120533277804B09A56CE78CBF100C131423788DB0E3 4F:mkraken:core_2.9.5+xtool:dd3+LOLZ_ST|0
Data1.SplitMode=2
Data2.Name=Data2.bin
Data2.Method1=xtool:dd3+LOLZ_ST|0
Data2.InclText=
Data2.SplitMode=2
Data2.ExclText=*.pak
---- DSG_arc.ini addition for LOLZ_ST
LOLZ_ST = lolz:dtb1:d1536:mtt0:mtb64:mc1023
----could just sub for other LOLZ methods for less compression and faster decompression
Also Starfieldv1888 eng only 118 GB -> 62.3 GB
[Game1Settings]
Name=Starfield
Exec=
MethodState=1
Data1.Name=Data1.bin
Data1.ExclText=*WwiseSounds*|*Voices*
Data1.InclText=*.ba2|*.esm
EGPath=C:\Program Files\Bethesda Softworks\Starfield
Data1.Method1=xtool:mstarfield+xtool:mzlib:mreflat e:dd3+LOLZ_ST|0
Data1.SplitMode=2
Data2.Name=Data2.bin
Data2.Method1=msc+xtool:dd3+LOLZ_ST|0
Data2.InclText=*WwiseSounds*|*Voices*
Data2.SplitMode=2
Data3.Name=Data3.bin
Data3.Method1=xtool:c512mb:mbk2:df20p+LOLZ_ST|0
Data3.InclText=*.bk2
Data3.SplitMode=2
Data4.Name=Data4.bin
Data4.Method1=xtool:dd3+LOLZ_ST/$mp3pack=7zdll-pm:m0=mp3det:m1=packmp3c|0
Data4.ExclText=*.ba2|*.bk2|*.esm
Data4.SplitMode=1
Dragonis40
18-01-2024, 10:11
I tested a bit.
Do not use msc for any of the files. msc_frog will work for encoding, but decoding will give you errors. So use xtool with flac plugin and l8 setting for now for all the WAV files.
For the OGG files you have to extract them first (with BAE tool), erase them out of all the files (with xtool erase command), compress them with oggre. After installation, you have to put all the OGG files back inside the original bsa files (with xtool decode command + XTL file).
BIK file use bpk.
Edit: You can also use bethesda.bms (http://aluigi.altervista.org/bms/bethesda.bms) with quickbms instead of BAE if you want.
Edit 2:
17:55:35 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+lolz:d81:mtt1:mt12:mc1023
17:55:35 - Selected ARC/DS method for Data1b-01.bin was: xtool:mflac,l8
17:55:35 - Selected ARC/DS method for Data1c-01.bin was: oggre
17:55:35 - Selected ARC/DS method for Data1d-01.bin was: 7zdll-pm:m0=mp3det:m1=packmp3c
17:55:35 - Selected ARC/DS method for Data1e-01.bin was: bpk+xtool:dd3+lolz:d81:mtt1:mt12:mc1023
18:53:04 - Overall input size: 11,92 GB
18:53:04 - Overall output size: 5,41 GB (Ratio 45.41%)
18:53:04 - Overall conversion time: 00:57:28
Install time + decoding BSA files 10 minutes.
Edit 3: Keep in mind that the input size is a bit inaccurate due to extracted files, as the BSA files are still the original size but with zero'd data inside.
Good evening and thanks for your help! These are my results:
18:37:14 - Selected ARC/DS method for BPK.bin was: bpk
18:37:14 - Selected ARC/DS method for BSA.bin was: xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
18:37:14 - Selected ARC/DS method for ESM.bin was: xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023
18:37:14 - Selected ARC/DS method for MP3.bin was: msc_tak:mp3=1:wav=1:raw=1:ddsraw=1:bmf=9:TAK=9:bmp =1:lzma,bt4,fb128,lc8+srep_old:392+lolz:dtb1:d512m :mtb96:ldl5:mc1023
18:37:14 - Selected ARC/DS method for OGG.bin was: oggre+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc10 23
18:37:14 - Selected ARC/DS method for WAV.bin was: xtool:mflac,l8+srep_old:392+lolz:dtb1:d512m:mtb96: ldl5:mc1023
18:37:14 - Selected ARC/DS method for OTHERS.bin was: srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc1023
23:55:30 - Overall input size: 12,22 GB
23:55:30 - Overall output size: 5,27 GB (Ratio 43.18%)
23:55:30 - Overall conversion time: 05:18:12
One cons is decompression time: about 19 minutes! How can I reduce this time? How did you obtain 10 minutes of decompression time?
Masquerade
18-01-2024, 23:58
^^
MSC's MP3 codec is quite slow. I'd recommend try mpzmt by BlackFire69 with srep after.
Don't use srep+lolz after oggre.
There is a 7zip MP3 plugin which is super good, even better then mpz, and it will not be detected as virus unlike mpz (false positive)
Can it process stream ,or only for file ?
Both.
7zdll
Compressed 1 file, 1,135,385,600 => 918,525,479 bytes. Ratio 80.90%
Compression time: cpu 0.73 sec/real 78.90 sec = 1%. Speed 14.39 mB/s
All OK
mpzmt
Compressed 1 file, 1,135,385,600 => 922,505,962 bytes. Ratio 81.25%
Compression time: cpu 0.44 sec/real 75.45 sec = 1%. Speed 15.05 mB/s
All OK
Dragonis40
20-01-2024, 04:40
There is a 7zip MP3 plugin which is super good, even better then mpz, and it will not be detected as virus unlike mpz (false positive)
Thanks so much for your help!!! Not only compression ratio is slightly better, but i've also saved at least 5 minutes of decompression time! Now, the bottleneck is .ogg file decompression, it still takes too long. Is there any compression that can allow me faster decompression time?
I'll try to extract only .mp3 and .wav files from .bsa files to understand if it worth it in terms of decompression time!
Masquerade
20-01-2024, 05:46
^^
You cannot speed up oggre.
Dragonis40
24-01-2024, 13:25
Thanks so much for your help!!! Not only compression ratio is slightly better, but i've also saved at least 5 minutes of decompression time! Now, the bottleneck is .ogg file decompression, it still takes too long. Is there any compression that can allow me faster decompression time?
I'll try to extract only .mp3 and .wav files from .bsa files to understand if it worth it in terms of decompression time!
Good evening! Concerning Fallout New Vegas, if you extract only .mp3 and .wav files, the final size is compressed videogame about 140 MB bigger than the version with .mp3, .ogg and .wav, but compression time is about half time!!!
So it can worth it!
If some kind soul can reveal method used for Monster Hunter Rise .pak files? Can't figure this one out...only two .pak files should be encrypted and with zlib and zstd streams but there is no AES key for this anywhere and using xtool on this will produce only small gain...but I saw few repackers ratio was *much* better. Tried creating database also but without luck.
Thanks in advance, regards.
^
zstd.
Use xtool 0.8.4 + libzstd 1.1.4
https://www.patreon.com/posts/97128362
Streams: 77311 / 77311
Time: 00:05:06 (CPU 00:01:06)
Size: 34.5 GB >> 48.2 GB
Done!!!
Actually there are even some zlib streams.
Streams: 20756 / 20756
Time: 00:03:52 (CPU 00:14:47)
Size: 34.5 GB >> 36.0 GB
Done!!!
^you're right KaktoR,:) I was using most recent version of libzstd without any success but using 1.1.4 from 2017 worked like a charm! If I may ask, how can one pinpoint exact version of libzstd to use? I tried everything, yes I even tried different versions of libzstd but it never occurred to me that I should be using 7 years old dll version :eek:
Thanks again,
best regards
Masquerade
26-01-2024, 01:24
Never seen a ReEngine game use anything else but libzstd.dll v1.1.4 when zstd is used by that engine.
Danziel123
26-01-2024, 03:44
Hi, anyone know what best compression method for tekken 8? Thank you:)
kraken
Edit: + mermaid actually
Masquerade
26-01-2024, 09:03
TEKKEN 8
87GB ---> 65.6GB
*.usm
xtool (dd5 + fast lzma2)
everything else:
xtool (mermaid + kraken + dd5) + fast lolz (detection on but smaller dictionary and some fast bytes)
Used oodle core v2.9.5 (crc c0554aa2).
You can maybe cut a little smaller by using bcm (multithreaded cls) on the videos, but decompression time will be severley increased.
Danziel123
26-01-2024, 17:45
kraken
Edit: + mermaid actually
sorry if it's a stupid question, but which oodle should I choose to compress this game?
Masquerade
27-01-2024, 00:07
^^
I mentioned this right above, please read next time.
Danziel123
27-01-2024, 01:01
^^
I mentioned this right above, please read next time.
sorry if I didn't read your post, I used the same compression method as your post but the result was an error. maybe you know what causes the error? This is the compression method I use: xtool:mkraken:mermaid:core_2.9.15+xtool:dd3+4x4:b6 4mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000. Thank you:)
xtool:mkraken:mmermaid:core_2.9.5:dd3+
IRAQIGHOST
28-01-2024, 04:13
xtool:mkraken:mmermaid:core_2.9.5:dd3+
I used this method.
but I got data corrupted.
I'm using DiskSpan_GUI v2.0.1.9
Which version and settings for srep are you using for Cities Skylines 2? On second pass levelerror=XXXXXXXXX. Srep version and his settings doesn't matter. ZSTDRec or XTool - too.
3.92 I think
-m3f -a0/0
Compressing 166,810,254,275 bytes with srep -m3f -a0/0 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
10.0%SREP 3.92 beta (July 23, 2013): input size 159082 mb, memory used 9553 mb, -m3f -l512 -c512 -a0/0 -hash=vmac -b8mb
100%: 166,810,254,275 -> 95,100,014,539: 57.01%. Cpu 39 mb/s (4074.781 sec), real 35 mb/s (4531.904 sec) 10.0%
Sorting matc 10.0% Second pass: 10.0%
Errorlevel=-1073741819
10.0%
ERROR: general (de)compression error in srep
Works fine here, but I used xtool directly instead of srep.
Danziel123
02-02-2024, 02:22
Maybe someone knows a compress method for granblue fantasy relink? Thank you:)
Masquerade
03-02-2024, 00:12
Maybe someone knows a compress method for granblue fantasy relink? Thank you:)
no compression, use srep lolz. Razor on audio.
Some KB2j so use xtool bink plugin. It will filter out KB2n.
3.92 I think
-m3f -a0/0
-m3f -a1 -l1024This helped me
This helped me
Good.
By the way, I have to apoligize, because actually I gave you options for srep, but I wrote I always use srep with xtool, and since I don't give xtool any srep options, the default is always used, so it is just -m3f in that case.
Sorry ;)
Wanterlude
12-02-2024, 13:36
The Inquisitor [v.1.0.0]
21.54 gb > 8.56 gb
unity:lz4+dd5+lolz
Inst.time: 2 min [11400F]
https://i.ibb.co/h1P6pTR/header.jpg (https://store.steampowered.com/app/1880470/)
p.s. I want to say a huge thank you to Razor12911 for his help!
^
Whenever there are files inside StreamingAssets folder, especially bundle files, most of the time either lz4 or lz4hc is used :)
Wanterlude
12-02-2024, 15:06
^
Whenever there are files inside StreamingAssets folder, especially bundle files, most of the time either lz4 or lz4hc is used :)
I know that, it's just that this is the first time I've had the unity plugin itself fail to unpack the files and I got a bit lost and asked for help :)
Danziel123
12-02-2024, 22:09
Maybe someone knows a compress method for Banishers Ghosts of New Eden? here is file example if needed:
Pak: https://drive.google.com/file/d/1CiaJtm2eFE3I5WcjAiD3AhsZBcm8D-A9/view?usp=sharing
Utoc: https://drive.google.com/file/d/1yhxk7iXt0pTbUS1EF5-AqWr7DCwbZ-Oi/view?usp=sharing
Ucas: https://drive.google.com/file/d/15UiewiJuSDopDyhK1rkdwIlzN9L3rE_N/view?usp=sharing
Thank you:)
Maybe someone knows a compress method for Banishers Ghosts of New Eden? here is file example if needed:
Pak: https://drive.google.com/file/d/1CiaJtm2eFE3I5WcjAiD3AhsZBcm8D-A9/view?usp=sharing
Utoc: https://drive.google.com/file/d/1yhxk7iXt0pTbUS1EF5-AqWr7DCwbZ-Oi/view?usp=sharing
Ucas: https://drive.google.com/file/d/15UiewiJuSDopDyhK1rkdwIlzN9L3rE_N/view?usp=sharing
Thank you:)
Compressing pakchunk0-Windows.pak 0%
Compressing 145,696,602 bytes with xtool.exe precomp -mkraken -c128mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911
Version 0.8.5
Streams: 8863 / 8869
Time: 00:01:06 (CPU 00:03:49)
Size: 139 MB >> 514 MB
100%
Errorlevel=0
Compressed 1 file, 145,696,602 => 538,913,485 bytes. Ratio 369.89%
Compression time: cpu 0.00 sec/real 68.14 sec = 0%. Speed 2.14 mB/s
All OK
IRAQIGHOST
12-02-2024, 22:53
Maybe someone knows a compress method for Banishers Ghosts of New Eden? here is file example if needed:
Pak: https://drive.google.com/file/d/1CiaJtm2eFE3I5WcjAiD3AhsZBcm8D-A9/view?usp=sharing
Utoc: https://drive.google.com/file/d/1yhxk7iXt0pTbUS1EF5-AqWr7DCwbZ-Oi/view?usp=sharing
Ucas: https://drive.google.com/file/d/15UiewiJuSDopDyhK1rkdwIlzN9L3rE_N/view?usp=sharing
Thank you:)
Use this method
xtool:mkraken:8:dd3+LOLZ_NORMAL
for Banishers: Ghosts of New Eden it uses Mermaid & Kraken i did this and my size was
37.2 GB
-mxtool:mermaid:kraken+srep+lolz
hope this helps
ScOOt3r
Compressing pakchunk0-Windows.pak 0%
Compressing 145,696,602 bytes with xtool.exe precomp -mkraken -c128mb -t100p $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
XTool is created by Razor12911
Version 0.8.5
Streams: 8863 / 8869
Time: 00:01:06 (CPU 00:03:49)
Size: 139 MB >> 514 MB
100%
Errorlevel=0
Compressed 1 file, 145,696,602 => 538,913,485 bytes. Ratio 369.89%
Compression time: cpu 0.00 sec/real 68.14 sec = 0%. Speed 2.14 mB/s
All OK
Use this method
xtool:mkraken:8:dd3+LOLZ_NORMAL
Both of you using the wrong library (see cpu time).
Library loaded: v2.9.5\oo2core_9_win64.dll
Streams: 8863 / 8869
Time: 00:00:34 (CPU 00:02:48)
Size: 139 MB >> 514 MB
However since this is a new one (utoc v05) it could even be the case that you have to use a library from oodle sdk (623kb, v2.9.10, this one (https://fileforums.com/showpost.php?p=503077&postcount=112)) for the ucas files. But I don't have a sample so I cannot test. But yeah mermaid is there too in the ucas files so use mermaid+kraken.
Danziel123
13-02-2024, 08:08
Both of you using the wrong library (see cpu time).
Library loaded: v2.9.5\oo2core_9_win64.dll
Streams: 8863 / 8869
Time: 00:00:34 (CPU 00:02:48)
Size: 139 MB >> 514 MB
However since this is a new one (utoc v05) it could even be the case that you have to use a library from oodle sdk (623kb, v2.9.10, this one (https://fileforums.com/showpost.php?p=503077&postcount=112)) for the ucas files. But I don't have a sample so I cannot test. But yeah mermaid is there too in the ucas files so use mermaid+kraken.
Sorry if I'm joining the discussion. So what is the right compression method for this game? Is the compression method used by ScOOt3r correct? Thank you
I did use oo2core_7_win64.dll forgot to mention this above.
ScOOt3r
Cutted 200mb from the ucas file
Version 0.8.5
Streams: 13802 / 13803
Time: 00:01:01 (CPU 00:04:10)
Size: 200 MB >> 477 MB
Done!!!
Streams: 14052 / 14052
Time: 00:00:41 (CPU 00:02:33)
Size: 200 MB >> 488 MB
Done!!!
Second is with xtl database made with unreal engine database maker 0.8.1 (key=kraken).
Danziel123
13-02-2024, 21:57
for Banishers: Ghosts of New Eden it uses Mermaid & Kraken i did this and my size was
37.2 GB
-mxtool:mermaid:kraken+srep+lolz
hope this helps
ScOOt3r
I followed your compress method but the final result was 47 gb:confused: maybe you know what's wrong with my compression method? I use the compress method: xtool:mkraken:mmermaid:dd3+LZMA-MT
Decompression test for Lies of P
*.pak
38 gb > 73 gb
ue4d by Shegorat + xtool v0.85 + zlib (without reflate because decompression errors).
-d1 for xtool parameter is required
I followed your compress method but the final result was 47 gb:confused: maybe you know what's wrong with my compression method? I use the compress method: xtool:mkraken:mmermaid:dd3+LZMA-MT
Bro, what about set a library to use?
Danziel123
14-02-2024, 06:30
Bro, what about set a library to use?
sorry, I don't know which library to use. Can you tell me the correct compression method or which library I should use? Thank you
I already told what library to use. Heck I even did a test which you had quoted.
Danziel123
14-02-2024, 06:56
I already told what library to use. Heck I even did a test which you had quoted.
Sorry, this one? v2.9.5?
Decompression test for Lies of P
*.pak
38 gb > 73 gb
ue4d by Shegorat + xtool v0.85 + zlib (without reflate because decompression errors).
-d1 for xtool parameter is required
Use preflate then
Streams: 1631192 / 1692861
Time: 00:09:04 (CPU 00:51:31)
Size: 37.3 GB >> 72.9 GB
Compressed 15 files, 40,045,269,380 => 78,279,906,040 bytes. Ratio 195.48%
Compression time: cpu 32.39 sec/real 1182.25 sec = 3%. Speed 33.87 mB/s
All OK
Extracted 15 files, 78,279,906,040 => 40,045,269,380 bytes. Ratio 195.48%
Extraction time: cpu 57.06 sec/real 1409.74 sec = 4%. Speed 28.41 mB/s
All OK
L0v3craft
18-02-2024, 03:26
Decompression test for Lies of P
*.pak
38 gb > 73 gb
ue4d by Shegorat + xtool v0.85 + zlib (without reflate because decompression errors).
-d1 for xtool parameter is required
For which reason did you use "ue4d"? Also if the game looks encrypted the decryption tool is not needed, I tried directly with zlib+reflate and works.
Anonymous;Code help
I applied Precomp+Srep+Lolz on the whole thing and I got a ratio of 93.3%. I have tried it on individual file types as well and can't figure this out. The two main file types that are taking up space are .bin and .mzv. Any ideas on what I could use for this game?
Masquerade
20-02-2024, 09:36
^^
Anonymous;Code is an encrypted game and the only way you can repack it is by unpacking the archives using FreeMote and rebuilding them during installation.
https://github.com/UlyssesWu/FreeMote/releases
The key for the game is in plaintext inside the executable (visible with hex editor).
The key is "5fWhAHt4zVn2X" (game.exe, 0x5CEFCC)
Masquerade
20-02-2024, 10:00
ANONYMOUS;CODE bin Decrypt+Repack
The archives for ANONYMOUS;CODE are encrypted+compressed. The first 3 bytes are mdf.
The archives are a combination of .bin and .psb.m files.
sound_body.bin and voice_en_body.bin are not encrypted or compressed.
Step one is finding the key in the executable file. This is easy since the key is stored in plaintext (idiot gamedevs).
Search for ".bin" and search until you see the key:
https://i.postimg.cc/d1BF2L6d/Screenshot-1.png
The key for ANONYMOUS;CODE is: 5fWhAHt4zVn2X
Second step is to download Freemote:
https://github.com/UlyssesWu/FreeMote/releases/latest
You can unpack the archive using this command:
PsbDecompile info-psb -k 5fWhAHt4zVn2X <.psb.m file>
You can repack the archive from the unpacked data using this command:
PsBuild info-pdb <.psb.m.json file>
Repackaged files are CRC correct to original archives so no need to use HDiffZ or XDelta to patch any bytes (probably wouldn't work anyway due to encryption).
Hexagon123
20-02-2024, 22:47
using System;
using System.IO;
using System.Security.Cryptography;
using System.Text;
namespace Dantora
{
// Token: 0x02000253 RID: 595
public class Crypt
{
// Token: 0x06000E77 RID: 3703 RVA: 0x0007A8A4 File Offset: 0x00078CA4
public static string Encrypt(string text)
{
RijndaelManaged rijndaelManaged = new RijndaelManaged
{
BlockSize = 128,
KeySize = 128,
Padding = PaddingMode.Zeros,
Mode = CipherMode.CBC,
Key = Encoding.UTF8.GetBytes("giVJrbHRlWBDIggF"),
IV = Encoding.UTF8.GetBytes("jCddaOybW3zEh0Kl")
};
ICryptoTransform transform = rijndaelManaged.CreateEncryptor();
MemoryStream memoryStream = new MemoryStream();
CryptoStream cryptoStream = new CryptoStream(memoryStream, transform, CryptoStreamMode.Write);
byte[] bytes = Encoding.UTF8.GetBytes(text);
cryptoStream.Write(bytes, 0, bytes.Length);
cryptoStream.FlushFinalBlock();
byte[] inArray = memoryStream.ToArray();
return Convert.ToBase64String(inArray);
}
// Token: 0x06000E78 RID: 3704 RVA: 0x0007A950 File Offset: 0x00078D50
public static byte[] Encrypt(byte[] data)
{
RijndaelManaged rijndaelManaged = new RijndaelManaged
{
BlockSize = 128,
KeySize = 128,
Padding = PaddingMode.Zeros,
Mode = CipherMode.CBC,
Key = Encoding.UTF8.GetBytes("giVJrbHRlWBDIggF"),
IV = Encoding.UTF8.GetBytes("jCddaOybW3zEh0Kl")
};
ICryptoTransform transform = rijndaelManaged.CreateEncryptor();
MemoryStream memoryStream = new MemoryStream();
CryptoStream cryptoStream = new CryptoStream(memoryStream, transform, CryptoStreamMode.Write);
cryptoStream.Write(data, 0, data.Length);
cryptoStream.FlushFinalBlock();
return memoryStream.ToArray();
}
// Token: 0x06000E79 RID: 3705 RVA: 0x0007A9E4 File Offset: 0x00078DE4
public static string Decrypt(string cryptText)
{
RijndaelManaged rijndaelManaged = new RijndaelManaged
{
BlockSize = 128,
KeySize = 128,
Padding = PaddingMode.Zeros,
Mode = CipherMode.CBC,
Key = Encoding.UTF8.GetBytes("giVJrbHRlWBDIggF"),
IV = Encoding.UTF8.GetBytes("jCddaOybW3zEh0Kl")
};
ICryptoTransform transform = rijndaelManaged.CreateDecryptor();
byte[] array = Convert.FromBase64String(cryptText);
byte[] array2 = new byte[array.Length];
MemoryStream stream = new MemoryStream(array);
CryptoStream cryptoStream = new CryptoStream(stream, transform, CryptoStreamMode.Read);
cryptoStream.Read(array2, 0, array2.Length);
return Encoding.UTF8.GetString(array2);
}
// Token: 0x06000E7A RID: 3706 RVA: 0x0007AA90 File Offset: 0x00078E90
public static byte[] Decrypt(byte[] data)
{
RijndaelManaged rijndaelManaged = new RijndaelManaged
{
BlockSize = 128,
KeySize = 128,
Padding = PaddingMode.Zeros,
Mode = CipherMode.CBC,
Key = Encoding.UTF8.GetBytes("giVJrbHRlWBDIggF"),
IV = Encoding.UTF8.GetBytes("jCddaOybW3zEh0Kl")
};
ICryptoTransform transform = rijndaelManaged.CreateDecryptor();
byte[] array = new byte[data.Length];
MemoryStream stream = new MemoryStream(data);
CryptoStream cryptoStream = new CryptoStream(stream, transform, CryptoStreamMode.Read);
cryptoStream.Read(array, 0, array.Length);
return array;
}
// Token: 0x04000BC6 RID: 3014
private const string AesIV = "jCddaOybW3zEh0Kl";
// Token: 0x04000BC7 RID: 3015
private const string AesKey = "giVJrbHRlWBDIggF";
}
}
Heroland (2019) Game is using Unity and it is encrypted with AES IV and compressed with LZ4.
using System;
using System.IO;
using System.Security.Cryptography;
using System.Text;
using UnityEngine;
// Token: 0x02000B1A RID: 2842
public static class CryptoUtility
{
// Token: 0x060049E1 RID: 18913 RVA: 0x00156E24 File Offset: 0x00155224
public static byte[] Crypto(string key, byte[] src, bool encode = false)
{
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(key);
byte[] bytes = Encoding.UTF8.GetBytes(CryptoUtility.salt);
Rfc2898DeriveBytes rfc2898DeriveBytes = new Rfc2898DeriveBytes(fileNameWithoutExtension + CryptoUtility.pw, bytes);
rfc2898DeriveBytes.IterationCount = 1103;
RijndaelManaged rijndaelManaged = new RijndaelManaged();
rijndaelManaged.Padding = PaddingMode.Zeros;
rijndaelManaged.Mode = CipherMode.CBC;
rijndaelManaged.KeySize = CryptoUtility.KeySize;
rijndaelManaged.BlockSize = CryptoUtility.BlockSize;
rijndaelManaged.Key = rfc2898DeriveBytes.GetBytes(rijndaelManaged.KeySiz e / 8);
rijndaelManaged.IV = rfc2898DeriveBytes.GetBytes(rijndaelManaged.BlockS ize / 8);
ICryptoTransform cryptoTransform;
if (encode)
{
cryptoTransform = rijndaelManaged.CreateEncryptor();
}
else
{
cryptoTransform = rijndaelManaged.CreateDecryptor();
}
byte[] result = cryptoTransform.TransformFinalBlock(src, 0, src.Length);
cryptoTransform.Dispose();
return result;
}
// Token: 0x060049E2 RID: 18914 RVA: 0x00156EEC File Offset: 0x001552EC
public static bool CryptoFile(string srcPath, string dstPath, bool encode = false, bool checkFS = false)
{
bool result;
using (FileStream fileStream = File.OpenRead(srcPath))
{
if (fileStream == null)
{
result = false;
}
else
{
byte[] array = new byte[fileStream.Length];
fileStream.Read(array, 0, (int)fileStream.Length);
if (checkFS)
{
string text = Encoding.ASCII.GetString(array).Substring(0, 7);
if (text != "UnityFS")
{
fileStream.Close();
Debug.LogError("Not Asset Bunddle File[" + text + "]" + srcPath);
return false;
}
}
byte[] array2;
if (encode)
{
Debug.Log("Encode\n" + srcPath + "\n" + dstPath);
array2 = CryptoUtility.Crypto(srcPath, array, true);
}
else
{
Debug.Log("Decode\n" + srcPath + "\n" + dstPath);
array2 = CryptoUtility.Crypto(srcPath, array, false);
}
fileStream.Close();
using (FileStream fileStream2 = File.OpenWrite(dstPath))
{
if (fileStream2 == null)
{
result = false;
}
else
{
fileStream2.Write(array2, 0, array2.Length);
fileStream2.Close();
result = true;
}
}
}
}
return result;
}
// Token: 0x0400401D RID: 16413
private static string pw = "c4GXA8FT";
// Token: 0x0400401E RID: 16414
private static string salt = "t4ChYLcH";
// Token: 0x0400401F RID: 16415
private static int KeySize = 128;
// Token: 0x04004020 RID: 16416
private static int BlockSize = 128;
}
Super Bomberman R (2017) game is using Unity and it is encrypted with Salt.
No Man's Sky
v4.52
11:57:59 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd5+4x4:lzma
11:57:59 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd5+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
12:42:55 - Overall input size: 16.06 GB
12:42:55 - Overall output size: 9.40 GB (Ratio 58.55%)
12:42:55 - Overall conversion time: 00:44:54
NMSARC.audio.pak was unpacked and wwise files were processed, hence the big input. Saves you about 150mb.
Danziel123
29-02-2024, 05:31
Maybe someone knows a compress method for Brothers - A Tale of Two Sons - Remake? Sorry, I can't upload the test file, because the file is too large to upload. Thank you:)
Maybe someone knows a compress method for Brothers - A Tale of Two Sons - Remake? Sorry, I can't upload the test file, because the file is too large to upload. Thank you:)
i did this game and had 3 data files
data1- i used xtool:mermaid+srep+lolz
data2- movies (xbk2+srep)
data3- all miscellaneous files srep+lolz
total repack size was 13.0 im sure you can get better on the movie files a but xbk2 sucks for compression for me
ScOOt3r
Masquerade
29-02-2024, 14:13
^^
Almost spot on, I would like to make some additions.
The 3GB pak file contains raw WWise audio. This can be packed with msc(tak)+razor.
Most of the game data is stored uncompressed, there is only an incredibly tiny amount of mermaid streams so using any precompressor will have little impact on the end result. These handful of mermaid streams and the start of UCAS archives are becoming more common in Unreal Engine 5 games.
The director's commentary video is KB2i so it can be packed / unpacked with cls-bpk.dll. Little point in using XTool for this task since bpk unpacks the video without data errors and there is no opportunity for multithreading.
The remaining videos are KB2n which is unsupported by bpk (the XTool configuration sutomatically filters these videos). I used the latest BCM (v2.03 at time of writing) by Ilya Muravyov after srep to squeeze a slight bit extra compression.
My size was 12.4GB for:
Primary: srep+lolz
Secondary: msc+razor
Tertiary: srep+bcm
Quaternary: bpk
And the Director's Commentary can be separated to give 10.5GB minimum size.
Danziel123
02-03-2024, 07:59
^^
Almost spot on, I would like to make some additions.
The 3GB pak file contains raw WWise audio. This can be packed with msc(tak)+razor.
Most of the game data is stored uncompressed, there is only an incredibly tiny amount of mermaid streams so using any precompressor will have little impact on the end result. These handful of mermaid streams and the start of UCAS archives are becoming more common in Unreal Engine 5 games.
The director's commentary video is KB2i so it can be packed / unpacked with cls-bpk.dll. Little point in using XTool for this task since bpk unpacks the video without data errors and there is no opportunity for multithreading.
The remaining videos are KB2n which is unsupported by bpk (the XTool configuration sutomatically filters these videos). I used the latest BCM (v2.03 at time of writing) by Ilya Muravyov after srep to squeeze a slight bit extra compression.
My size was 12.4GB for:
Primary: srep+lolz
Secondary: msc+razor
Tertiary: srep+bcm
Quaternary: bpk
And the Director's Commentary can be separated to give 10.5GB minimum size.
hello, if you don't mind, could you share the details of what files are included in the first, second and so on lists?
Masquerade
03-03-2024, 03:52
^^
Everything you need to know, I have already explained.
Danziel123
07-03-2024, 04:33
Maybe someone knows the compression method for the wwe 2k24 game? This is the file for testing
.cak: https://drive.google.com/file/d/1bEfDDCS3lI4Hx_Jz3DLzsprD3Oge2B52/view?usp=sharing
.pck: https://drive.google.com/file/d/1iIumAF_wwGHVtI7HUn-hbF2386T2LdDE/view?usp=sharing
Thank you:)
Hexagon123
07-03-2024, 05:07
Maybe someone knows the compression method for the wwe 2k24 game? This is the file for testing
.cak: https://drive.google.com/file/d/1bEfDDCS3lI4Hx_Jz3DLzsprD3Oge2B52/view?usp=sharing
.pck: https://drive.google.com/file/d/1iIumAF_wwGHVtI7HUn-hbF2386T2LdDE/view?usp=sharing
Thank you:)
Likely encrypted?
Maybe someone knows the compression method for the wwe 2k24 game? This is the file for testing
.cak: https://drive.google.com/file/d/1bEfDDCS3lI4Hx_Jz3DLzsprD3Oge2B52/view?usp=sharing
.pck: https://drive.google.com/file/d/1iIumAF_wwGHVtI7HUn-hbF2386T2LdDE/view?usp=sharing
Thank you:)
pck is sound file (riff wavefmt). You can extract with wavextractor or quickbms+wwise.bms, then encode with wemtool (will give you 10mb on this file, 117mb -> 107mb).
cak files hydra/leviathan. xtool plugin is required.
Masquerade
18-03-2024, 13:30
Handball 17
srep+lolz/$wav=msc+razor
--------------------------------|-----------
Component | Size
--------------------------------|-----------
Game (incl. English Commentary) | 720MB
+ French Commentary | + 200MB
+ German Commentary | + 230MB
--------------------------------|-----------
TOTAL | 1.1GB
--------------------------------|-----------
Danziel123
21-03-2024, 00:30
Maybe someone knows the compression method for the alone in the dark (remake) game? This is the file for testing:
.pak: https://drive.google.com/file/d/1LURVe4smtZ1ii4kCG17CRtKFV__qrTmp/view?usp=sharing
.ucas: https://drive.google.com/file/d/1i8sGbVrvz14pr1x7hQtD4_nBjNed9txA/view?usp=sharing
.utoc: https://drive.google.com/file/d/12Q_W1UPQoSWY62j_40f3cUJj_9U2PNsz/view?usp=sharing
Thank you:)
Danziel123
21-03-2024, 02:58
Oodle Kraken + Deflate
hello, sorry if my question is stupid. Is my compression method correct?
xtool:mkraken:mreflate:dd3+4x4:b64mb:lzma:ultra:bt 4:fb273:lc8:mc1000000:64mb
Thank you:)
Masquerade
21-03-2024, 11:15
^^
Yes.
Banks contain ogg audio.
Danziel123
21-03-2024, 17:51
^^
Yes.
Banks contain ogg audio.
thank you for your answer. Sorry if I ask again, maybe you know the best compression method for Horizon Forbidden West Complete Edition? Thank you;)
here is the example file:
.core: https://drive.google.com/file/d/130AD5WJ1wzab8oADkNA1Vu8Rpf2pDeo0/view?usp=sharing
.core.stream: https://drive.google.com/file/d/1I_Kw5_jkyhULtDPu7pcNuNgCGD0kfYuN/view?usp=sharing
@danziel123
The Method I used for Horizon Forbidden was xtool:kraken+srep+lolz on .core files
@71.8 Compression for a total size of 87.3 GB over 2 data files and 1 optional (digital extras)
-im sure there is a better method but i tried many
it took me several hours to compress as its a HUGE game..
Good Luck
ScOOt3r
Use insomniac plugin
I wonder how tf you assume oodle is used...
IRAQIGHOST
24-03-2024, 14:16
Horizon Forbidden West
English and Arabic Language
Repack Size: 81 Gb
Final Size: 124 Gb
*.core
*.core.steam
xtool:c32mb:minsomniac+srep_new:393b+LOLZ_ULTRA
I got CRC error with package.00.03.core
I don't know if there are more files get the same error
so I used this method
xtool:c32mb:minsomniac+srep_new:393b+4x4:b96mb:lzm a:ultra:bt4:fb273:lc8:mc1000000:96mb
Yourname
25-03-2024, 00:18
https://i.ibb.co/Vmb0cX4/Imgcover.png
Precomp Method for Data_1.bin: • [ xtool:c32mb:mzlib:dd3+srep64:m5f:a16:d1g+delta+exe 2+nz64:m16g:br512m:bw512m:p16:t16 ] •
• [ Compressed 39 985 676 945 into 21 599 290 729 in 40m 30.01s, 16 MB/s (4.321 bpb) ] •
• [ Compressed 37 files, 31,702,819,613 => 21,599,290,730 bytes. Ratio 68.13% ] •
• [ Compression time: cpu 382.59 sec/real 3659.56 sec = 10%. Speed 8.66 mB/s ] •
Comp Method for Data_2.bin: • [ msc+srep64:m5f:a16:d1g+delta+exe2+nz64:m16g:br512m :bw512m:p16:t16 ] •
• [ Compressed 625 950 322 into 524 647 451 in 38.03s, 16 MB/s (6.705 bpb) ] •
• [ Compressed 59 files, 668,773,315 => 524,647,452 bytes. Ratio 78.45% ] •
• [ Compression time: cpu 3.53 sec/real 65.00 sec = 5%. Speed 10.29 mB/s ] •
Overall Input Size: • [ 30.15 GB ] •
Overall Output Size: • [ 20.6 GB (Ratio 68.33%) ] •
• [ Data Archiving Files Completed: Total Time: 1:07:48 ] •
Wanterlude
27-03-2024, 05:38
SOUTH PARK: SNOW DAY! [v.70374]
27.3 gb > 16.77 gb
Unreal Engine 4 Plugin (by Razor)+zlib+dd5+lolz
Unreal Key=0x0892FE168A3B47FA0406BB6255A17DE7D1FBA7D651CD BC694728A31DFA99BA1B
Inst.time: 6 min [11400F]
-----
The Callisto Protocol (English VO Only) [Build 13179062]
75.8 gb > 55.8 gb
zlib+dd5+lzma2
Inst.time: 12 min [11400F]
Which version and settings for srep are you using for Cities Skylines 2? On second pass levelerror=XXXXXXXXX. Srep version and his settings doesn't matter. ZSTDRec or XTool - too.
While the old initial game version worked just fine, I got problems with the new game version 1.1.0.F1.
Then I thought maybe new xtool version was the problem (do not wanted to blame Razor for that lol) so then I tested all xtool versions back to 0.7.9, same error. But then I remembered a problem a while ago about this game with some srep errors, so then I tested just precompressing and srep afterwards. While xtool did not gave me any error messages about srep, I tested srep instead of xtool dedup with srep.exe and this error appears:
Compressing 176,993,820,246 bytes with "srep.exe" -hash- -m3f InFile OutFile
Errorlevel=-1073741819
100.0%
ERROR: general (de)compression error in srep
If using xtool's dd feature using srep.exe, I got no error message at all but compressed data was corrupted like this:
60 GB input -> 7 GB output, Ratio 11.67%
I even tested all different srep versions I have but all the same. Then I remembered another game where srep had big problems aswell. So after testing a bit again further with the new game version, I found out you have just to use FA's internally old rep before using srep, which will look something like this then:
xtool:zstd+rep+srep+...
Log
Initial version (xtool:zstd:dd3+4x4:lzma)
Overall input size: 55,63 GB
Overall output size: 34,48 GB (Ratio 61.97%)
Version 1.1.0.F1 (xtool:zstd+rep+srep+4x4:lzma)
Overall input size: 59.34 GB
Overall output size: 36.59 GB (Ratio 61.66%)
Extraction time about 20 minutes.
I hope this helps.
Wanterlude
01-04-2024, 14:28
While the old initial game version worked just fine, I got problems with the new game version 1.1.0.F1.
Then I thought maybe new xtool version was the problem (do not wanted to blame Razor for that lol) so then I tested all xtool versions back to 0.7.9, same error. But then I remembered a problem a while ago about this game with some srep errors, so then I tested just precompressing and srep afterwards. While xtool did not gave me any error messages about srep, I tested srep instead of xtool dedup with srep.exe and this error appears:
Compressing 176,993,820,246 bytes with "srep.exe" -hash- -m3f InFile OutFile
Errorlevel=-1073741819
100.0%
ERROR: general (de)compression error in srep
If using xtool's dd feature using srep.exe, I got no error message at all but compressed data was corrupted like this:
60 GB input -> 7 GB output, Ratio 11.67%
I even tested all different srep versions I have but all the same. Then I remembered another game where srep had big problems aswell. So after testing a bit again further with the new game version, I found out you have just to use FA's internally old rep before using srep, which will look something like this then:
xtool:zstd+rep+srep+...
Log
Initial version (xtool:zstd:dd3+4x4:lzma)
Overall input size: 55,63 GB
Overall output size: 34,48 GB (Ratio 61.97%)
Version 1.1.0.F1 (xtool:zstd+rep+srep+4x4:lzma)
Overall input size: 59.34 GB
Overall output size: 36.59 GB (Ratio 61.66%)
Extraction time about 20 minutes.
I hope this helps.
I just added the srep parameters that dixen18 helped and everything worked:
packcmd = xtool.exe precomp -t100p -dd5 -spa0:l1024 - - <stdin> <stdout>
^
Not for me, so I post an alternative if that does not work for someone :)
observer23232
02-04-2024, 09:54
Hello does anyone know effective compression on Cities Skylines II ?
Hello does anyone know effective compression on Cities Skylines II ?XTool:zstd оn *.cok files
It will require approximately 170 GB of free space for decompressed data and 90 GB for processing and compression.
To avoid a SREP error, use the -l1024 parameter
observer23232
03-04-2024, 04:39
XTool:zstd оn *.cok files
It will require approximately 170 GB of free space for decompressed data and 90 GB for processing and compression.
To avoid a SREP error, use the -l1024 parameter
Mate, please show me what parameters would you use?
i use
xzstd+srep:m3f:l1024+lolz:dtb1:d128:mtt0:mt4:mc102 3
probably something wrong
Mate, please show me what parameters would you use?
i use
xzstd+srep:m3f:l1024+lolz:dtb1:d128:mtt0:mt4:mc102 3
probably something wrong
That's right, but this does not guarantee that there will be no errors from SREP. I got the same error again even when using l1024
Danziel123
15-04-2024, 00:33
maybe someone knows the best compression method for the game white day 2? This is the test file:
https://drive.google.com/file/d/19HbBJpESKg38vHNyrBXs5kfGZIKjpUkz/view?usp=sharing
Thank you:)
I will give you a hint.
Universal Oodle stream scanner
Created by Razor12911
[0] = Unknown/Invalid
[1] = Kraken/Hydra
[2] = Mermaid/Selkie/Hydra
[3] = Leviathan/Hydra
0001[1]| Pos: 00000049, Size: 503
0002[1]| Pos: 00000849, Size: 1470
0003[1]| Pos: 00001849, Size: 2474
0004[1]| Pos: 00002849, Size: 3324
0005[1]| Pos: 00004049, Size: 2241
0006[1]| Pos: 00005049, Size: 3794
0007[1]| Pos: 00006049, Size: 698
0008[1]| Pos: 0000634C, Size: 36258
0009[1]| Pos: 0000F859, Size: 19065
0010[1]| Pos: 000142D2, Size: 12070
0011[1]| Pos: 00017849, Size: 14203
0012[1]| Pos: 0001B049, Size: 1013
0013[1]| Pos: 0001BC39, Size: 97014
0014[1]| Pos: 0003372F, Size: 119039
0015[1]| Pos: 0005082E, Size: 172366
...
...
...
Streams: 4382 / 4382
Time: 00:00:26 (CPU 00:02:24)
Size: 374 MB >> 1.05 GB
Now see what oodle core library you have to use.
You can do it bro.
Danziel123
15-04-2024, 05:36
I will give you a hint.
Universal Oodle stream scanner
Created by Razor12911
[0] = Unknown/Invalid
[1] = Kraken/Hydra
[2] = Mermaid/Selkie/Hydra
[3] = Leviathan/Hydra
0001[1]| Pos: 00000049, Size: 503
0002[1]| Pos: 00000849, Size: 1470
0003[1]| Pos: 00001849, Size: 2474
0004[1]| Pos: 00002849, Size: 3324
0005[1]| Pos: 00004049, Size: 2241
0006[1]| Pos: 00005049, Size: 3794
0007[1]| Pos: 00006049, Size: 698
0008[1]| Pos: 0000634C, Size: 36258
0009[1]| Pos: 0000F859, Size: 19065
0010[1]| Pos: 000142D2, Size: 12070
0011[1]| Pos: 00017849, Size: 14203
0012[1]| Pos: 0001B049, Size: 1013
0013[1]| Pos: 0001BC39, Size: 97014
0014[1]| Pos: 0003372F, Size: 119039
0015[1]| Pos: 0005082E, Size: 172366
...
...
...
Streams: 4382 / 4382
Time: 00:00:26 (CPU 00:02:24)
Size: 374 MB >> 1.05 GB
Now see what oodle core library you have to use.
You can do it bro.
Use Kraken, right? but don't use something like :core_#.#.#? because I read your post on "How to use Diskspan GUI v2+" but I still don't understand
Use Kraken, right? but don't use something like :core_#.#.#? because I read your post on "How to use Diskspan GUI v2+" but I still don't understand
In the diskspan gui "core_x.x.x" is a fake parameter that will be removed from the command line before compression.
This parameter is used to tell DiskSpan GUI which oodle library (oo2core_#_win64.dll) should be copied to the XTool folder before compression (The same oodle library will be included in Setup.dll).
If you don't know the supported versions, you can open the Oodle_Libs.7z file inside the "..\ADDONS\Libraries\Oodle" folder to find out which versions are currently supported as a fake parameter (The fake parameter is exactly the name of the folder inside the 7-Zip archive such as "core_2.6.3").
Usage example:
NOTES: In the first example, the "393b" parameter is also a fake parameter to inform which version of srep.exe will be used.
xtool:mkraken:core_2.7.6+srep_new:393b+LZMA-MT
xtool:mkraken:core_2.9.9+xtool:dd3+LZMA-MT
xtool:mkraken:core_2.9.5:dd3+LZMA-MT
Danziel123
15-04-2024, 22:46
In the diskspan gui "core_x.x.x" is a fake parameter that will be removed from the command line before compression.
This parameter is used to tell DiskSpan GUI which oodle library (oo2core_#_win64.dll) should be copied to the XTool folder before compression (The same oodle library will be included in Setup.dll).
If you don't know the supported versions, you can open the Oodle_Libs.7z file inside the "..\ADDONS\Libraries\Oodle" folder to find out which versions are currently supported as a fake parameter (The fake parameter is exactly the name of the folder inside the 7-Zip archive such as "core_2.6.3").
Usage example:
NOTES: In the first example, the "393b" parameter is also a fake parameter to inform which version of srep.exe will be used.
xtool:mkraken:core_2.7.6+srep_new:393b+LZMA-MT
xtool:mkraken:core_2.9.9+xtool:dd3+LZMA-MT
xtool:mkraken:core_2.9.5:dd3+LZMA-MT
thanks for the explanation, but I tried putting the .pak file in oodle_ver but it got an error. How do I find out the correct libraby/compression method to use for this game based on posts from KaktoR? i know to use kraken but i don't know which one to use
oodle_ver.exe is just for the libraries to know what library version the file is (drop any "oo2core_#_win64.dll" onto oodle_ver.exe will tell you the library version without looking manually with hex editor).
For game files to scan use "oo2scan_7_win64.exe" inside scanner folder from this link:
https://fileforums.com/showthread.php?t=102453
PS: With big files, it could take a while before the process starts. Simply drag&drop the file into "oo2scan_7_win64.exe".
You cannot know what library is used for the game if the game is not shipped with any oo2core library, but the release date of the game is a good start. However for newer titles I suggest starting with library v2.9.5 is a good idea (do not use library v2.9.6 at all because this library has a critical memory bug. This particullar library is just included for completition). If output/speed of processing is bad, increase or decrease library version until you find the matching library.
Danziel123
16-04-2024, 18:59
oodle_ver.exe is just for the libraries to know what library version the file is (drop any "oo2core_#_win64.dll" onto oodle_ver.exe will tell you the library version without looking manually with hex editor).
For game files to scan use "oo2scan_7_win64.exe" inside scanner folder from this link:
https://fileforums.com/showthread.php?t=102453
PS: With big files, it could take a while before the process starts. Simply drag&drop the file into "oo2scan_7_win64.exe".
You cannot know what library is used for the game if the game is not shipped with any oo2core library, but the release date of the game is a good start. However for newer titles I suggest starting with library v2.9.5 is a good idea (do not use library v2.9.6 at all because this library has a critical memory bug. This particullar library is just included for completition). If output/speed of processing is bad, increase or decrease library version until you find the matching library.
I'm starting to understand a little, sorry if I ask again, what application do you use to find out which library you are using can produce a good/bad ratio?
Masquerade
17-04-2024, 00:15
^^
Xtool
Danziel123
17-04-2024, 20:41
Hello, sorry if I ask again. how to compress ghostwire tokyo game? I have copied gwtokyo.xtl, gwtokyo.key & oo2core_7_win64.dll into the Resources\PRE\XTool_2020\Plugins folder and I checked in the DSG in the Xtool 2020 plugin section and ghostwire tokyo doesn't appear. Thank You
I think you do not need them. Use unreal plugin with aes key + kraken + zlib + 512mb chunk size. And I think this game use a v2.8.x oodle library.
Danziel123
18-04-2024, 20:05
I think you do not need them. Use unreal plugin with aes key + kraken + zlib + 512mb chunk size. And I think this game use a v2.8.x oodle library.
can you help me to check this game? I have checked this using oo2scan_7_win64.exe and only the 4.28 gb size has kraken and I have also checked using xtool.exe and set the checker library to oodle ver v2.8.x & v2.9.x and nothing suitable
Masquerade
18-04-2024, 23:07
You won't be able to scan for streams bevause this game's data is encrypted. KaktoR has told you everything you need to know.
Danziel123
19-04-2024, 05:19
You won't be able to scan for streams bevause this game's data is encrypted. KaktoR has told you everything you need to know.
Here is my method:
xtool:c512mb:d1:mue4,k0xC26CC5659A24AE8635585C8687 DCE552A205DBD72DC4AA0CBE187C60D88921E2:mzlib+xtool :c512mb:xtool:mkraken:core_2.8.4:dd3+4x4:b64mb:lzm a:ultra:bt4:fb273:lc8:mc1000000:64mb
and get 21.33 gb:confused:,what's wrong with my compress method?
Did a quick and dirty check.
23.2 GB -> 18.6 GB
https://i.imgur.com/KvPWNuw.png
Maybe there is more space for improvement using oo2reck after xtool with unreal plugin, but not sure since xtool has changed alot since last posted results here.
PS: Use core 2.8.14
I'm trying to repack 9-nine-:Episode 1 and am struggling with the encryption. I was able to use GARbro to extract the resources to be at least viewable, but I can not seem to rebuild the archives to be readable by the game. I have tried using KirikiriTools to make the game read unencrypted archives, but that doesn't seem to be working, at least with the files GARbro spits out, and I can't find another way to decrypt the files to test whether or not its GARbro causing the issues in the first place.
sirdystic
21-04-2024, 14:03
Best method for Alone in the Dark 2024 please.
nm - this works xtool:mkraken,n256:core_2.9.9+srep_new:393b+LOLZ_N ORMAL
Masquerade
22-04-2024, 12:34
I'm trying to repack 9-nine-:Episode 1 and am struggling with the encryption. I was able to use GARbro to extract the resources to be at least viewable, but I can not seem to rebuild the archives to be readable by the game. I have tried using KirikiriTools to make the game read unencrypted archives, but that doesn't seem to be working, at least with the files GARbro spits out, and I can't find another way to decrypt the files to test whether or not its GARbro causing the issues in the first place.
Unfortunately this Japanese game engine is a pain in the ass (same engine for Nekopara and a handful of other games). Maybe you could submit an issue on github that the version.dll doesn't work for the game.
Afair GARBRO should output normal png images / ogg audio which you should just be able to open normally. Getting the game to read them is a whole 'nother barrel of fish.
Unfortunately the GitHub for Kirikiri Tools is now read only. Should I just be satisfied with my 75-80% ratio I'm getting?
Masquerade
22-04-2024, 23:31
Unfortunate, but yes.
Everspace 2
With new UE5 engine, they switched to oodle compression. Use this (https://fileforums.com/showpost.php?p=503077&postcount=112)library to get all streams.
Library loaded: oo2core_9_win64_2.dll
Streams: 1512 / 1512
Time: 00:00:12 (CPU 00:00:22)
Size: 81.1 MB >> 96.1 MB
Danziel123
01-05-2024, 23:29
Maybe someone knows the best compression method for the MEGATON MUSASHI W game? I tried with the method: xtool:mzlib:dd3+4x4:b64mb:lzma:ultra:bt4:fb273:lc8 :mc1000000:64mb but didn't get a good ratio (39.55 of 44 gb) and sorry I couldn't upload the file for test because I confused about which file to upload. Thank You
Masquerade
02-05-2024, 00:36
^^
Every file is XOR encrypted with a different key, there's almost 15 thousand keys. Each key is 4 bytes in length.
Danziel123
15-05-2024, 23:34
Hello, maybe someone knows the right compression method for the back 4 blood game? I checked using oo2scan_7_win64.exe and the results were using kraken and checked again using xtool.exe to find out what library was used. I have set it to versions v2.9.x & v2.8.x and none of them match. This is the file for the test:
https://drive.google.com/file/d/1U_-TTixHbxJ_Wssf525V_GaHz5zjQsAk/view?usp=drive_link
https://drive.google.com/file/d/1HXUyuLwC_NiYl1r1dC_6JHpK_vStBcO8/view?usp=drive_link
Thank you:)
https://i.imgur.com/k5l9dnK.png
Maybe there is some zlib aswell. You should test a bit around.
Masquerade
16-05-2024, 03:48
Hello, maybe someone knows the right compression method for the back 4 blood game? I checked using oo2scan_7_win64.exe and the results were using kraken and checked again using xtool.exe to find out what library was used. I have set it to versions v2.9.x & v2.8.x and none of them match. This is the file for the test:
https://drive.google.com/file/d/1U_-TTixHbxJ_Wssf525V_GaHz5zjQsAk/view?usp=drive_link
https://drive.google.com/file/d/1HXUyuLwC_NiYl1r1dC_6JHpK_vStBcO8/view?usp=drive_link
Thank you:)
Uses custom encryption algortihm.
Wanterlude
16-05-2024, 06:26
Euro Truck Simulator 2 [1.50 update]
26.5 gb > 101 gb > 13.9 gb
gdeflate+zlib+dd5+lzma2
Inst.time: 20 min [11400F]
prince55
16-05-2024, 10:54
Ghost of Tsushima
Do anyone knows best method for this game ?
I tried xtool and oodle, but no precompress
what i miss here !
[StreamList1]
Name=got
Codec=lz4hc:l9
BigEndian=0
Signature=0x1000352415344
Structure1=Signature(7),Unk1(1),Count(4),Unk2(4),U nk3(16)
StructureN=DPos(8),CPos(8),DSize(4),CSize(4),Unk4( 1),Unk5(7)
StructureS=Stream
CounterStart1=1
CounterEnd1=Count
CounterStep1=1
StreamPosition=CPos
StreamOffset=0
CompressedSize=CSize
DecompressedSize=DSize
ConditionN_1=CSize < DSize
ConditionN_2=CSize > 32
ConditionN_3=Unk4 = 3
Credits to Razor12911
prince55
16-05-2024, 11:03
I don't understand
prince55
16-05-2024, 11:33
[StreamList1]
Name=got
Codec=lz4hc:l9
BigEndian=0
Signature=0x1000352415344
Structure1=Signature(7),Unk1(1),Count(4),Unk2(4),U nk3(16)
StructureN=DPos(8),CPos(8),DSize(4),CSize(4),Unk4( 1),Unk5(7)
StructureS=Stream
CounterStart1=1
CounterEnd1=Count
CounterStep1=1
StreamPosition=CPos
StreamOffset=0
CompressedSize=CSize
DecompressedSize=DSize
ConditionN_1=CSize < DSize
ConditionN_2=CSize > 32
ConditionN_3=Unk4 = 3
Credits to Razor12911
sorry
Got it now
thanks
Just save as ini file and use -m<ini file name>. Use lz4 library v1.9.3+
Streams: 3414 / 3414
Time: 00:00:03 (CPU 00:00:18)
Size: 432 MB >> 744 MB
Hello
i'm working on it
for beguin I've done this:
copy/paste the text given by krator (I called it got.ini)
put this got.ini file near xtool
then I used :
for *.psarc
xtool:mgot:dd3+4x4:b64mb:lzma:ultra:bt4:fb273:lc8: mc1000000:64mb
for all other files:
xtool:mzlib:dd3+razor_stdio
I've started a test waiting compress finish.
I also find there is a lot of .wem files in music.psarc files.
Maybe can gain some other MB
^
This will not work because you have to use external configuration file for dsg.
wwise files processed: 2.86 GB -> 1.76 GB
Salamander2
17-05-2024, 02:38
Hi guys, first time doing this.
so i made the .ini file as KaktoR said and named it got.ini where should i place it?
Just save as ini file and use -m<ini file name>. Use lz4 library v1.9.3+
Streams: 3414 / 3414
Time: 00:00:03 (CPU 00:00:18)
Size: 432 MB >> 744 MB
and what to do about this?
If im not starting right, please let me know as well or any other advice is appreciated.
yes I extracted wem and processed with wemtool.
Then make a batch file when uncompressing
More or less like for cyberpunk..
for salamander :
you have to put the ini file in the same folder as xtool
Masquerade
17-05-2024, 03:31
Yep, wem processing is working well for this game.
Ghost of Tsushima
11:22:01 - Selected ARC/DS method for Data1a-01.bin was: xtool:mgot:dd3+4x4:lzma
11:22:01 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma
---------------------------------------------------------------------------------------------------------------------------------------------------------
12:54:28 - Overall input size: 53.76 GB
12:54:28 - Overall output size: 36.30 GB (Ratio 67.53%)
12:54:28 - Overall conversion time: 01:31:34
wwise extracted, processed and removed from psarc files.
IRAQIGHOST
17-05-2024, 08:36
Ghost of Tsushima
11:22:01 - Selected ARC/DS method for Data1a-01.bin was: xtool:mgot:dd3+4x4:lzma
11:22:01 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma
---------------------------------------------------------------------------------------------------------------------------------------------------------
12:54:28 - Overall input size: 53.76 GB
12:54:28 - Overall output size: 36.30 GB (Ratio 67.53%)
12:54:28 - Overall conversion time: 01:31:34
wwise extracted, processed and removed from psarc files.
I got error
I'm using DiskSpan 2.0.2.0
need to do something?
The file got.ini need to be write in the same folder of xtool.
(win64/pre/xtool)
IRAQIGHOST
17-05-2024, 12:41
The file got.ini need to be write in the same folder of xtool.
(win64/pre/xtool)
where could I find got.ini file?
@IraqiGhost
i just made a txt document and added this to it
---
[StreamList1]
Name=got
Codec=lz4hc:l9
BigEndian=0
Signature=0x1000352415344
Structure1=Signature(7),Unk1(1),Count(4),Unk2(4),U nk3(16)
StructureN=DPos(8),CPos(8),DSize(4),CSize(4),Unk4( 1),Unk5(7)
StructureS=Stream
CounterStart1=1
CounterEnd1=Count
CounterStep1=1
StreamPosition=CPos
StreamOffset=0
CompressedSize=CSize
DecompressedSize=DSize
ConditionN_1=CSize < DSize
ConditionN_2=CSize > 32
ConditionN_3=Unk4 = 3
---
then renamed it to got.ini (make sure to place it in the same folder as xtool.exe)
and it worked for me
then used "-mxtool:got+srep+lolz"
ScOOt3r
IRAQIGHOST
17-05-2024, 15:04
@IraqiGhost
i just made a txt document and added this to it
---
[StreamList1]
Name=got
Codec=lz4hc:l9
BigEndian=0
Signature=0x1000352415344
Structure1=Signature(7),Unk1(1),Count(4),Unk2(4),U nk3(16)
StructureN=DPos(8),CPos(8),DSize(4),CSize(4),Unk4( 1),Unk5(7)
StructureS=Stream
CounterStart1=1
CounterEnd1=Count
CounterStep1=1
StreamPosition=CPos
StreamOffset=0
CompressedSize=CSize
DecompressedSize=DSize
ConditionN_1=CSize < DSize
ConditionN_2=CSize > 32
ConditionN_3=Unk4 = 3
---
then renamed it to got.ini (make sure to place it in the same folder as xtool.exe)
and it worked for me
then used "-mxtool:got+srep+lolz"
ScOOt3r
not work for me I don't know why
rate 100% the same size
If you're using dsg use this
IRAQIGHOST
18-05-2024, 01:27
If you're using dsg use this
Thanks a lot
IRAQIGHOST
21-05-2024, 10:51
anything about Hellblade 2?
which method we will use?
Danziel123
21-05-2024, 23:30
anything about Hellblade 2?
which method we will use?
For .pak files, use Kraken but I don't know which library to use because none of them are compatible with v2.9. maybe someone can help? Thank You
Yourname
21-05-2024, 23:31
anything about Hellblade 2?
which method we will use?
Kraken/Hydra.
Danziel123
22-05-2024, 03:12
Kraken/Hydra.
Which library to use?
Got this compression ratio for the .pak file on Hellblade 2: Senua's Saga
for .ucas file we need to apply UE5 compression, but require key for it.
@Kaktor, can you help in identifying the key for UE5 engine on Hellblade 2
18:24:33 - You have chosen the unlimited type for the output size.
18:24:33 - ISO images will not be created when conversion is complete.
18:24:33 - The computer will remain on when the conversion is complete.
18:24:33 - Selected ARC/DS method for Data-01.RGT was: xtool:mzstd:dd3+lzma2:d256m:fb273:lc4:mc1000000
-----------------------------------------------------------------------------------------------------------------------------------------------
18:24:33 - Compression initialized in 22-05-2024 at 18:24:33.
18:24:34 - Starting Data-01.RGT archive creation.
18:27:11 - Moving Data-01.RGT file to media folder.
18:27:11 - Compression finished in 22-05-2024 at 18:27:11.
-----------------------------------------------------------------------------------------------------------------------------------------------
18:27:11 - Getting size of the game: Unknown 1
18:27:11 - » Installation folder size: 13.23 GB
18:27:11 - » Compressed game size: 8.02 GB (Ratio 60.61%)
-----------------------------------------------------------------------------------------------------------------------------------------------
18:27:11 - Overall input size: 13.23 GB
18:27:11 - Overall output size: 8.02 GB (Ratio 60.61%)
18:27:11 - Overall conversion time: 00:02:37
18:27:11 - Overall conversion media: 1 custom media
0x09000A000A000A000B000C000D000D000D000E000E000F00 1000120012001200
You can use aes_finder, which you can get from a shady russian steam underground forum.
And btw, you have to use library v2.9.10 (v2) for this game.
Edit: mermaid+kraken+zlib it is
0x09000A000A000A000B000C000D000D000D000E000E000F00 1000120012001200
You can use aes_finder, which you can get from a shady russian steam underground forum.
And btw, you have to use library v2.9.10 (v2) for this game.
Edit: mermaid+kraken+zlib it is
Even with the key, the .ucas file seems to be crypted as I can't get better compression than this:
23:30:41 - You have chosen the unlimited type for the output size.
23:30:41 - ISO images will not be created when conversion is complete.
23:30:41 - The computer will remain on when the conversion is complete.
23:30:41 - Selected ARC/DS method for Data-01.RGT was: xtool:c32mb:d1:mue5,k0x09000A000A000A000B000C000D0 00D000D000E000E000F001000120012001200:mmermaid,l7: mkraken,l7:9:mzlib+xtool:dd3:l6,d256mb
-----------------------------------------------------------------------------------------------------------------------------------------------
23:30:42 - Compression initialized in 22-05-2024 at 23:30:42.
23:30:42 - Starting Data-01.RGT archive creation.
00:20:26 - Moving Data-01.RGT file to media folder.
00:20:26 - Compression finished in 23-05-2024 at 00:20:26.
-----------------------------------------------------------------------------------------------------------------------------------------------
00:20:26 - Getting size of the game: Unknown 1
00:20:26 - » Installation folder size: 29.79 GB
00:20:26 - » Compressed game size: 28.45 GB (Ratio 95.50%)
-----------------------------------------------------------------------------------------------------------------------------------------------
00:20:26 - Overall input size: 29.79 GB
00:20:26 - Overall output size: 28.45 GB (Ratio 95.50%)
00:20:26 - Overall conversion time: 00:49:43
00:20:26 - Overall conversion media: 1 custom media
Masquerade
23-05-2024, 00:23
^^
With that amount of zeroes, that is almost certainly not the correct AES key for this game (or any game).
Run the oodle scanner over the pak or ucas file and you will see streams appear.
mmermaid,l7:mkraken,l7:9:mzlib
This is where things are going wrong. Just use kraken and mermaid and zlib algos without any extra arguments.
^^
With that amount of zeroes, that is almost certainly not the correct AES key for this game (or any game).
Run the oodle scanner over the pak or ucas file and you will see streams appear.
mmermaid,l7:mkraken,l7:9:mzlib
This is where things are going wrong. Just use kraken and mermaid and zlib algos without any extra arguments.
It is. Take "Lords of the Fallen" as an example, where the key looks funny aswell
0x020000000300000002000000020000000200000002000000 0300000003000000
With that key you will get almost all streams and output is better than without. I was surprised aswell.
Furthermore if using DSG, you have to set correct oodle library as parameter (which is just a fake parameter for xtool). In this case the correct parameter should be as follow:
:core_2.9.10
But I said you have to use the other v2.9.10 library, and even in this case there is a fake parameter possible, namely
:core_2.9.10:lib_2
which just tells DSG which library to copy near xtool.exe for compressing/decompressing (in this case "oo2core_9_win64_2.dll", which will be renamed to "oo2core_9_win64.dll" from "core_2.9.10" folder).
Edit: I still prefer to run multiple instances for xtool for different codecs because sometimes things will get broken if you use -d1 option and more than one or two methods, at least with current public xtool version and my testing (archive data corrupted and things like that). But honestly I don't know if this has anything to do with xtool or srep or DSG.
In this case I would use something like this for DSG
xtool:d1:mue5,k0x09000A000A000A000B000C000D000D000 D000E000E000F001000120012001200:mmermaid:mkraken:c ore_2.9.10:lib_2+xtool:mzlib+xtool:dd3+...
Edit 2:
mermaid+kraken / ue5<key>+mermaid+kraken
Streams: 770978 / 770992
Time: 00:42:03 (CPU 03:21:13)
Size: 29.8 GB >> 51.2 GB
Done!!!
Streams: 865592 / 877159
Time: 00:45:44 (CPU 03:40:22)
Size: 29.8 GB >> 51.9 GB
Done!!!
Did not tested with zlib
Here a few others
Final Fantasy XII: The Zodiac Age
ztool pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma:a1:mfbt4:d25 6m:fb273:mc1000000000:lc8
Size: 19.4 GB
Nothing ripped
Final Fantasy Type-0 HD
ztool pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma:a1:mfbt4:d25 6m:fb273:mc1000000000:lc8
Size: 16.3 GB
Nothing ripped
Wrong GAME name on this one needs redoing.
Wrong GAME name on this one needs redoing.
Don't know what you talking about, but fixed.
@Kaktor
Some of my files for Starfield .ba2 keeps erroring out during decompression. Can you help?
Like: Starfield - Terrain01.ba2, Starfield - Textures01.ba2, etc.
I use DSG 2.0.2.0
Method: mstarfield+mreflate+dd+lolz
Should I be compressing them separately?
@Kaktor
Some of my files for Starfield .ba2 keeps erroring out during decompression. Can you help?
Like: Starfield - Terrain01.ba2, Starfield - Textures01.ba2, etc.
I use DSG 2.0.2.0
Method: mstarfield+mreflate+dd+lolz
Should I be compressing them separately?
Do not compress them separately, as you will miss many duplicates.
Use starfield+zlib+reflate instead. All streams which cannot be processed by zlib will processed by reflate instead so "wrong" streams will processed with the correct method.
However in those cases always make testing with a single file, just don't waste your time. If you get errors on a specific file than take that "Starfield - Terrain01.ba2" file to some folder and use starfield+reflate and on a second test starfield+zlib+reflate and test decompression.
I could go even further and tell you to see what specific stream is making problems and extract it from the file, then test things with that specific stream but this would go a bit far for this case I guess.
Do not compress them separately, as you will miss many duplicates.
Use starfield+zlib+reflate instead. All streams which cannot be processed by zlib will processed by reflate instead so "wrong" streams will processed with the correct method.
However in those cases always make testing with a single file, just don't waste your time. If you get errors on a specific file than take that "Starfield - Terrain01.ba2" file to some folder and use starfield+reflate and on a second test starfield+zlib+reflate and test decompression.
I could go even further and tell you to see what specific stream is making problems and extract it from the file, then test things with that specific stream but this would go a bit far for this case I guess.
I'm using the plugin on the DSG, and verified that it already has zlib dll. Should i use that same plugin and external zlib dll too?
Like: mstarfield (this already has zlib) + mzlib + mreflate?
Whatever you said I'll try and DM tomorrow in case of help.
Yes, for DSG it is "xtool:mstarfield+xtool:mzlib:mreflate:dd[1..5]" then.
Yes, for DSG it is "xtool:mstarfield+xtool:mzlib:mreflate:dd[1..5]" then.
@kaktor
For file: Starfield - LODTextures.ba2
The compression method with xtool:mstarfield plugin is failing.
Should I be compressing it with zlib+preflate only? Or seperately?
@kaktor
For file: Starfield - LODTextures.ba2
The compression method with xtool:mstarfield plugin is failing.
Should I be compressing it with zlib+preflate only? Or seperately?
What exact method you are using? Works fine here
10:50:30 - Selected ARC/DS method for Data1a-01.bin was: xtool:mstarfield+xtool:mzlib:mreflate
---------------------------------------------------------------------------------------------------------------------------------------------------------
Creating Data1a-01.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data1a-01.bin
Compressed 1 file, 4,220,084,222 => 9,653,812,057 bytes. Ratio 228.76%
Compression time: cpu 3.98 sec/real 293.03 sec = 1%. Speed 14.40 mB/s
All OK
---------------------------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1a-01.bin file, Please Wait...
---------------------------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: Conversion_Output\CONVERSION\Data1a-01.bin
Extracted 1 file, 9,653,812,057 => 4,220,084,222 bytes. Ratio 228.76%
Extraction time: cpu 6.53 sec/real 143.69 sec = 5%. Speed 29.37 mB/s
All OK
hello
I've got some question, its about "terminator dark fate"
the is a file called "basis.pak".
I'ts a PKZIP file (zip 2.0 with a password)
this file contains several files (animation,textures,sound ect)
In this file I extracted with sfk/partcopy a block from byte 882682388 to 4507627948.
I obtain a new file called sound.pak with is aroung 3.7Go.
it's again a PKZIP file with the same password of the big file...
I would like to know how to compress it , my first idea was to use xtool/flac or msc, but seems to not working (probably because password and packed)
I think the right way is to uncompress/decode compress then during installation use batch with sfk to re inject sound in basis.pak ...
thanks for your help
hello
I've got some question, its about "terminator dark fate"
the is a file called "basis.pak".
I'ts a PKZIP file (zip 2.0 with a password)
this file contains several files (animation,textures,sound ect)
In this file I extracted with sfk/partcopy a block from byte 882682388 to 4507627948.
I obtain a new file called sound.pak with is aroung 3.7Go.
it's again a PKZIP file with the same password of the big file...
I would like to know how to compress it , my first idea was to use xtool/flac or msc, but seems to not working (probably because password and packed)
I think the right way is to uncompress/decode compress then during installation use batch with sfk to re inject sound in basis.pak ...
thanks for your help
password
oKoo$]bnGTKJLMNBA9A
Thanks to masquerade
PS: The password is stored as plain text in trm.exe
https://i.imgur.com/fF5pLvn.png
yes I have already found the password.
Now I try to find a way to compress/decompress the separate pak files
I need to unpack zip, compress with arc then make a batch to rebuild files likes on the game inital structure ?
I would try to compress the files with zip with same zip settings and password, then make diff patch to patch files back to original. Not sure if this will work, could be difficult because of the password protection.
yes it's more or less what I tried
In fact this file, basis.pak was uses as a mounted drive/partition
There is a structure like if they done an usb/harddrive image.
I'm starting a test, maybe the game do not check the crc of this file.
in this case probably I may unpack/repack without problem
I'll give an update this evening
Masquerade
14-06-2024, 12:42
Game runs with unpacked data.
Ok, it works
it's not a realy nice way to pack/unpack but it works
I think the problem is when use zip with password, it introduce some random number in header and data of the final zip
So there is no easy way to use xdelta or hdiff to rebuild original file
what i've done for v1.04.987:
uncompress basis.pak in a temporary folder
uncompress patch_003.pak in temporary folder
uncompress patch_005.pak in temporary folder
remove basis.pak patch_003.pak patch_005.pak
pack with diskspangui
then in my unpack batch, in the temporary folder :
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a patch_003.pak .\patch_003\*
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a patch_005.pak .\patch_005\*
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a basis.pak .\basis\*
move basis.pak ..\
move patch_005.pak ..\
move patch_003.pak ..\
delete temporay folder
I'm around 10go compressed game with setup.exe
game works without issue
Sker Ritual v 1.0.2.20980
22:14:35 - You have chosen the DVD5 type for the media size.
22:14:35 - ISO images will not be created when conversion is complete.
22:14:35 - The computer will remain on when the conversion is complete.
22:14:35 - Selected ARC/DS method for Data1a-01.bin was: xtool:c32mb:munity+4x4:b96mb:lzma:ultra:bt4:fb273: lc8:mc1000000:96mb
----------------------------------------------------------------------------------------------------------------------------------------------------------
22:14:36 - Compression initialized in 17.06.2024 at 22:14:36.
22:14:36 - Starting Data1a-01.bin archive creation.
22:33:58 - Moving Data1a-01.bin » Data1a-02.bin files to media folder.
22:33:58 - Compression finished in 17.06.2024 at 22:33:58.
22:33:58 - Updating new files into the Setup.dll file.
----------------------------------------------------------------------------------------------------------------------------------------------------------
22:33:59 - Getting size of the game: Sker Ritual
22:33:59 - » Installation folder size: 19,95 GB
22:33:59 - » Compressed game size: 8,41 GB (Ratio 42.13%)
----------------------------------------------------------------------------------------------------------------------------------------------------------
22:33:59 - Overall input size: 19,95 GB
22:33:59 - Overall output size: 8,41 GB (Ratio 42.13%)
22:33:59 - Overall conversion time: 00:19:22
22:33:59 - Overall conversion discs: 2 DVD5
17:11:32 - Deleting files from the output folder.
17:11:33 - Files have been deleted.
----------------------------------------------------------------------------------------------------------------------------------------------------------
17:11:33 - You have chosen the DVD5 type for the media size.
17:11:33 - ISO images will not be created when conversion is complete.
17:11:33 - The computer will remain on when the conversion is complete.
17:11:33 - Selected ARC/DS method for Data1a-01.bin was: xtool:c32mb:munity+lolz:dtb1:d77:mtt1:mt12:mc1023
----------------------------------------------------------------------------------------------------------------------------------------------------------
17:11:33 - Compression initialized in 18.06.2024 at 17:11:33.
17:11:33 - Starting Data1a-01.bin archive creation.
19:43:03 - Moving Data1a-01.bin » Data1a-02.bin files to media folder.
19:43:03 - Compression finished in 18.06.2024 at 19:43:03.
19:43:03 - Updating new files into the Setup.dll file.
----------------------------------------------------------------------------------------------------------------------------------------------------------
19:43:03 - Getting size of the game: Sker Ritual
19:43:03 - » Installation folder size: 19,95 GB
19:43:03 - » Compressed game size: 7,44 GB (Ratio 37.30%)
----------------------------------------------------------------------------------------------------------------------------------------------------------
19:43:03 - Overall input size: 19,95 GB
19:43:03 - Overall output size: 7,44 GB (Ratio 37.30%)
19:43:03 - Overall conversion time: 02:31:30
19:43:03 - Overall conversion discs: 2 DVD5
Danziel123
19-06-2024, 04:17
Hello everyone, maybe someone knows the compression method for the Crime Boss Rockay City game? this is an example file:
Ucas: https://drive.google.com/file/d/141x4KjNP9gi6Er_57eeE7DsqefN04GuH/view?usp=drive_link
Pak: https://drive.google.com/file/d/1P7QIxdp9qWL-10-5eHRZoK2h3d0Aw8xJ/view?usp=drive_link
Thank you:)
HORROR TALES: The Beggar v 14729589
----------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------- CONVERSION DATE 2024.06.19 --------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------
11:41:33 - Deleting files from the output folder.
11:41:33 - Files have been deleted.
----------------------------------------------------------------------------------------------------------------------------------------------------------
11:41:33 - You have chosen the DVD5 type for the media size.
11:41:33 - ISO images will not be created when conversion is complete.
11:41:33 - The computer will remain on when the conversion is complete.
11:41:33 - Selected ARC/DS method for Data1a-01.bin was: xtool:c32mb:t50p:mkraken:mmermaid:mselkie:7:mzlib: dd3+lolz:dtb1:d94:mtt1:mt12:mc1023
----------------------------------------------------------------------------------------------------------------------------------------------------------
11:41:33 - Compression initialized in 19.06.2024 at 11:41:33.
11:41:33 - Starting Data1a-01.bin archive creation.
13:05:36 - Moving Data1a-01.bin » Data1a-02.bin files to media folder.
13:05:36 - Compression finished in 19.06.2024 at 13:05:36.
13:05:36 - Updating new files into the Setup.dll file.
----------------------------------------------------------------------------------------------------------------------------------------------------------
13:05:37 - Getting size of the game: HORROR TALES: The Beggar
13:05:37 - » Installation folder size: 10,54 GB
13:05:37 - » Compressed game size: 5,12 GB (Ratio 48.57%)
----------------------------------------------------------------------------------------------------------------------------------------------------------
13:05:37 - Overall input size: 10,54 GB
13:05:37 - Overall output size: 5,12 GB (Ratio 48.57%)
13:05:37 - Overall conversion time: 01:21:38
13:05:37 - Overall conversion discs: 2 DVD5
----------------------------------------------------------------------------------------------------------------------------------------------------------
Hello everyone, maybe someone knows the compression method for the Crime Boss Rockay City game? this is an example file:
Ucas: https://drive.google.com/file/d/141x4KjNP9gi6Er_57eeE7DsqefN04GuH/view?usp=drive_link
Pak: https://drive.google.com/file/d/1P7QIxdp9qWL-10-5eHRZoK2h3d0Aw8xJ/view?usp=drive_link
Thank you:)
zlib
Masquerade
19-06-2024, 07:46
zlib+reflate gives slightly better ratio:
xtool precomp -mzlib data
XTool is created by Razor12911
Version 0.8.7
Streams: 20523 / 20974
Time: 00:00:03 (CPU 00:00:25)
Size: 406 MB >> 924 MB
xtool precomp -mzlib+reflate data
XTool is created by Razor12911
Version 0.8.7
Streams: 20974 / 20974
Time: 00:00:02 (CPU 00:00:24)
Size: 406 MB >> 927 MB
Ok, it works
it's not a realy nice way to pack/unpack but it works
I think the problem is when use zip with password, it introduce some random number in header and data of the final zip
So there is no easy way to use xdelta or hdiff to rebuild original file
what i've done for v1.04.987:
uncompress basis.pak in a temporary folder
uncompress patch_003.pak in temporary folder
uncompress patch_005.pak in temporary folder
remove basis.pak patch_003.pak patch_005.pak
pack with diskspangui
then in my unpack batch, in the temporary folder :
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a patch_003.pak .\patch_003\*
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a patch_005.pak .\patch_005\*
.\7z.exe -mx5 -tzip -spe -poKoo$]bnGTKJLMNBA9A a basis.pak .\basis\*
move basis.pak ..\
move patch_005.pak ..\
move patch_003.pak ..\
delete temporay folder
I'm around 10go compressed game with setup.exe
game works without issue
I did a deep check today and found out there are at least 1 wav file which will crash using msc or flac.
This file will cause a crash:
basis.pak\sounds\dialogs\10_mission\10th_sintu_las t_mission_1_1.wav
PS: I can't edit my previous post because forum software is bugged.
yes in fact there are something like 12 wav files that can crash msc/flac
that's why I switched to wavpack which does 100% wav conversions
There's another little trick
If you make a batch script to automate file creation before compression.
some files have names in Cyrillic
So I added this command to my batch file:
chcp 65001
I can post my batch files if you want
it's not really optimized I've started to try conversion something like 2 month ago...
TRAIL OUT v 3.03
10:41:58 - You have chosen the DVD5 type for the media size.
10:41:58 - ISO images will not be created when conversion is complete.
10:41:58 - The computer will remain on when the conversion is complete.
10:41:58 - Selected ARC/DS method for Data1a-01.bin was: xtool:c32mb:d1:mue4,k0x0EEE0509FABDC7BA25C96DDFA7F FBF60924D969D609354809D74C07809AB5944,zstd:mzlib:m reflate:mpreflate+lolz:d77:mtt1:mt12:mc1023
10:41:58 - Selected ARC/DS method for Data1b-01.bin was: xtool:c32mb:t90p:mzlib+4x4:b96mb:lzma:ultra:bt4:fb 273:lc8:mc1000000:96mb
----------------------------------------------------------------------------------------------------------------------------------------------------------
10:41:58 - Compression initialized in 20.06.2024 at 10:41:58.
10:41:59 - Starting Data1a-01.bin archive creation.
16:58:06 - Moving Data1a-01.bin » Data1a-04.bin files to media folder.
16:58:06 - Starting Data1b-01.bin archive creation.
16:58:41 - Moving Data1b-01.bin file to media folder.
16:58:41 - Compression finished in 20.06.2024 at 16:58:41.
16:58:41 - Updating new files into the Setup.dll file.
----------------------------------------------------------------------------------------------------------------------------------------------------------
16:58:42 - Getting size of the game: TRAIL OUT
16:58:42 - » Installation folder size: 28,52 GB
16:58:42 - » Data1a-01.bin file size: 15,90 GB
16:58:42 - » Data1b-01.bin file size: 115,33 MB
16:58:42 - » Compressed game size: 16,01 GB (Ratio 56.14%)
----------------------------------------------------------------------------------------------------------------------------------------------------------
16:58:42 - Overall input size: 28,52 GB
16:58:42 - Overall output size: 16,01 GB (Ratio 56.14%)
16:58:42 - Overall conversion time: 06:16:42
16:58:42 - Overall conversion discs: 4 DVD5
Danziel123
21-06-2024, 06:03
zlib
Thank you for telling me, but why is the compression process always stuck here? I've been waiting for 4 hours and it hasn't finished
http://i.ibb.co.com/1R3NDjh/Crime.png
See if srep.exe is in use (taskmanager)
I can post my batch files if you want
it's not really optimized I've started to try conversion something like 2 month ago...
Would be good for general information for other users, so if you want just post it ;)
Danziel123
21-06-2024, 07:14
See if srep.exe is in use (taskmanager)
It doesn't work (down to 0) and I've tried using srep as well as stuck, can you help me analyze this game?
Use only mzlib and see what happens
Danziel123
21-06-2024, 23:43
Use only mzlib and see what happens
still the same, have tried from mzlib to xt_zlib still stuck:confused:
http://i.ibb.co.com/DVYBZz6/Crime-boss.png
maybe someone can help?
mausschieber
22-06-2024, 04:50
Here it works fine
Danziel123
22-06-2024, 06:12
Here it works fine
Try compressing using the method xtool:mzlib:mreflate:dd3+4x4:b64mb:lzma:ultra:bt4: fb273:lc8:mc1000000:64mb
I see srep64. See if srep is working normally. Otherwise try with +srep+ instead of :dd3
Danziel123
22-06-2024, 08:08
I see srep64. See if srep is working normally. Otherwise try with +srep+ instead of :dd3
I've tried using srep new but it's still stuck, should I use it lolz?
Must be something on your end. Works fine here
16:32:22 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:mreflate:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
19:48:47 - Overall input size: 86.49 GB
19:48:47 - Overall output size: 60.39 GB (Ratio 69.82%)
19:48:47 - Overall conversion time: 03:16:23
Danziel123
23-06-2024, 22:41
Must be something on your end. Works fine here
16:32:22 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:mreflate:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
19:48:47 - Overall input size: 86.49 GB
19:48:47 - Overall output size: 60.39 GB (Ratio 69.82%)
19:48:47 - Overall conversion time: 03:16:23
I've tried moving it to another drive and trying to compress using: xtool:mzlib:mreflate:dd3+4x4:b64mb:lzma:ultra:bt4: fb273:lc8:mc1000000:64mb and it's still stuck and tried your method and it managed to compress to completion but When you want to test install an error appears with code -11:(
Edit: Finally, changing from xtool:mzlib to xt_zlib can also be installed until it's finished
hello daniel , it's for what game ?
I've got some free time tonight to try
mausschieber
24-06-2024, 13:35
hello daniel , it's for what game ?
I've got some free time tonight to try
i think its for Crime Boss Rockay City
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