View Full Version : Best Compression Methods for 'Specific' Games. Q&A
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Danziel123
05-02-2025, 05:44
Based on what is this zlib? Just because somebody included xtool into compression method it does not means that xtool is infact used, nothing is expanded, it just gets skipped and it does nothing. You will get exactly the same "gain" if not using xtool:zlib at all, all gain (small) is from srep+lolz, xtool:zlib is just placebo.
This game uses xtool:kraken but you have to decrypt pak with xtool unreal plugin, use known key.
Maybe you can give the right library info for this game? because I don't know how to check it. Thank you:)
Maybe you can give the right library info for this game? because I don't know how to check it. Thank you:)
Use oo2core_9_win64.dll v2.9.5 or 2.9.9 with xtool:kraken and unreal plugin (search for key on known sites, I'm typing this from memory...) on
pakchunk51-WindowsNoEditor.pak
But other .ucas & .pak files are not encrypted and oodle compressed..unfortunately did not have time to test it more. But they are not xtool:zlib also, no gain over srep+lolz only method. Maybe there's something I'm missing...
You guys still deal with unreal engine slop?
It's always the same with UE:
Either zlib or oodle is used
crypted or not (use aes_finder on shipping exe to get the key if crypted)
If oodle is used, mostly library 2.9.5 or 2.9.10_lib2
Poor ratio especially if oodle is used (> 80%)
Masquerade
07-02-2025, 10:50
Danziel123 just doesn't learn. That's what.
L33THAK0R
07-02-2025, 22:43
Maybe you can give the right library info for this game? because I don't know how to check it. Thank you:)
XTool's GUI mode functions as a way to test library-based decompression, cut 500mb from the largest archive of a given title and then run that against your collection of libraries. For someone who has been on this forum since 2013 with almost 1200 posts, it's a bit worrying you seem to be unaware of these basic testing methods.
L33THAK0R
You don't need to cut anything from a file. There is a checkbox "Stop after # streams".
Just select folder which contains all oo2core v2.9.X libraries and let it run. Based on the results (processed streams and time) you know what library you have to use.
Mostly it's 2.9.5, sometimes 2.9.10 (lib2) and for the newer UE5 games in some cases 2.9.12 (last time I checked at least).
PS: In any case, never ever use library 2.9.6. This version has a memory bug you will notice.
Danziel123
10-02-2025, 04:44
XTool's GUI mode functions as a way to test library-based decompression, cut 500mb from the largest archive of a given title and then run that against your collection of libraries. For someone who has been on this forum since 2013 with almost 1200 posts, it's a bit worrying you seem to be unaware of these basic testing methods.
If the file is encrypted I don't know how to check the library used. If it's not encrypted, I can check it myself. The file name used to cut a large file if I may know what is the file name?
https://i.imgur.com/IXhSjvH.png
For pak files you have to use ue4, not ue5.
Tomb Raider IV-VI Remastered - Steam Version (Only 1 Language)
Selected ARC/DS method for Data1a-01.bin was:
srep_new:393b+lolz
------------------------------------------------------------------------------------------
Overall input size: 10,10 GB
Overall output size: 4,09 GB (Ratio 40.55%)
L33THAK0R
15-02-2025, 05:27
If the file is encrypted I don't know how to check the library used. If it's not encrypted, I can check it myself. The file name used to cut a large file if I may know what is the file name?
Swiss File Knife (SFK), it's an exceptionally useful tool, as well as HDiffPatch, these two tools alone are very useful for more intermediate repacking processes, such as when specific data types need to be ripped to be processed separately from other data types, and then patched back in post-install.
Hexagon123
15-02-2025, 11:40
It seems like the game: DreamWorks Kung Fu Panda - Showdown of Legendary Legends (2015) likely uses the LZ4 compression.
It was also used in Adventure Time: Finn & Jake Investigations (2015) running on the Vicious Engine 2.
However, older games which used an older compression.
The rundown:
Magic for the file at 0x0: 56 C0 A9 2F
Compressed header at 0x4: 04 22 4D 18
Uncompressed size at 0x8
Unknown at 0xC
File offset at 0x10
Danziel123
04-03-2025, 19:55
Hello everyone, please ask. Does anyone know the right compression method for the ETS 2 game? Because I have tried all compression methods starting from xtool:mzlib:mgdeflate:xtool:dd3+LZMA-MT, fast lzma2 or lzma2 still error or not finished (already waiting for 5 hours) and for gta v enhanced is the compression method still the same as the legacy version? Thank you
mausschieber
05-03-2025, 05:40
Hello everyone, please ask. Does anyone know the right compression method for the ETS 2 game? Because I have tried all compression methods starting from xtool:mzlib:mgdeflate:xtool:dd3+LZMA-MT, fast lzma2 or lzma2 still error or not finished (already waiting for 5 hours) and for gta v enhanced is the compression method still the same as the legacy version? Thank you
Maybe this will help here (https://fileforums.com/showpost.php?p=504499&postcount=3934)
Hello
I'm working on sonic unleashed.
I'm near the solution but I'm not enough skilled to finish
The game is compressed and packed
xmemcomp (xbox) for compress and arsys (segs archive) for pack.
for decompress:
https://aluigi.altervista.org/bms/xcompress_file.bms
unpack :
https://aluigi.altervista.org/bms/arcsys.bms
there is no problem for xcompress side bms2xtl works perfectly and give me a database.
so the first step is ok, but I don't know how use the second step (arcsys)
Masquerade
23-03-2025, 05:44
^^
The files that you have attached are compressed only with xmemcompress.
Do you have any bigger samples?
In any case, the arcsys bms script only mentions support for zlib/deflate/gzip so XTool's zlib+reflate codec should have no bother parsing that data without the need of a special database.
Here an another sample.
but I think you're right most of the files are gzipped after xcompress.
https://mega.nz/file/WlJ3wDAC#O3pO6D53o_EtHg47nZxTKaYuvg0fdI_wSgVGHWc2i kw
Masquerade
23-03-2025, 08:54
^^
That file you sent contains sound data.
X4 Foundations
v7.50
20:52:18 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:lzma
20:52:18 - Selected ARC/DS method for Data1b-01.bin was: msc
20:52:18 - Selected ARC/DS method for Data1c-01.bin was: oggre
20:52:18 - Selected ARC/DS method for Data1d-01.bin was: xtool:dd3+FA-MIN
20:52:18 - Selected ARC/DS method for Data1e-01.bin was: xtool:dd3:l10,d128mb
---------------------------------------------------------------------------------------
21:48:52 - Overall input size: 32.33 GB
21:48:52 - Overall output size: 18.57 GB (Ratio 57.42%)
21:48:52 - Overall conversion time: 00:56:33
You have to filter out some of the OGG files since they will cause oggre to crash. The following list is for game version 7.50. Other versions might change this list. Not tested with French and Russian languages.
04.dat
0000000006339381.ogg
000000001212EBDD.ogg
06.dat
00000000026B4B51.ogg
0000000006DFAED3.ogg
0000000007553031.ogg
000000000758F062.ogg
0000000007621FDA.ogg
0000000007A0FD8C.ogg
0000000007A32F36.ogg
0000000007A9CDA1.ogg
0000000007BF888F.ogg
0000000007C35E87.ogg
0000000007DB2AC1.ogg
000000000BC6F8B6.ogg
ego_dlc_boron\ext_02.dat
0000000000000000.ogg
0000000000D68742.ogg
000000000188BF76.ogg
00000000041CA372.ogg
0000000004E2B710.ogg
00000000056C8303.ogg
0000000008697024.ogg
000000000B61F5FE.ogg
000000000B678133.ogg
000000000B79804C.ogg
000000000B87D8CD.ogg
000000000D1C9B6C.ogg
000000000D1FFC8B.ogg
000000000D22E54B.ogg
000000000D283532.ogg
000000000D2E95A8.ogg
000000000D32E5C9.ogg
000000000D389BD7.ogg
000000000D3AA153.ogg
000000000D3E5CF1.ogg
000000000D430C00.ogg
000000000D49C44A.ogg
000000000D5082B9.ogg
000000000D80042E.ogg
000000000DAB3D6A.ogg
000000000DB9DD2A.ogg
000000000DBEA7ED.ogg
000000000DC8901B.ogg
000000000DC9BF6A.ogg
000000000DE106B3.ogg
000000000DE2A86A.ogg
ego_dlc_mini_01\ext_02.dat
0000000000937321.ogg
0000000002CC1CA9.ogg
ego_dlc_pirate\ext_02.dat
0000000003939CBB.ogg
ego_dlc_terran\ext_02.dat
000000000299C5C0.ogg
000000000529020E.ogg
0000000007596E61.ogg
ego_dlc_timelines\ext_02.dat
0000000006B12A2B.ogg
000000000757B341.ogg
00000000081746FF.ogg
00000000094831AB.ogg
L33THAK0R
31-03-2025, 23:08
GOG Release - Build ID 54388455997567214
Original Size: 10.87 GiB
Final Size: 5.66 GiB
Ripped Files: Non-EN Loc.
Tools used:
Xtool v0.8.9 (Codecs: zlib, relfate, bink)
Srep
Lolz
Msc
Notes: I've been revisiting titles using the Foundation Engine after deciding to put the time in to properly processing the *.mul found in earlier titles (More recent titles such as "Shadow of the Tomb Raider" use the *.wem format instead, and offer far less impressive gains). The *.mul file-type is just a basic FSB4 container with a few hundred bytes added on as a header and are stored uncompressed within the *.tiger archives, making offset patching very straight forward, I highly recommend using MParallel for post-install patching as there are just shy of 10,000 files for this smaller title. Actual gains aren't too impressive as my previous compression for this title came in at 5.80 GiB, with an additional approx. 6 GiB of writes needed for this patching method, but I think it's interesting none-the-less seeing how small some titles can be made.
Further gains could be made by ripping multiplayer-exclusive assets, I identified ~90 MiB of audio but was unable to immediately identify any other exclusive assets. I didn't get around to experimenting with any issues from ripping this assets, but my immediate thoughts are it should be fine considering the GOG release already has the multiplayer component removed.
prince55
03-04-2025, 16:23
Sample
https://pixeldrain.com/u/3rq5jVRz
I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ?:confused:
Sample
https://pixeldrain.com/u/3rq5jVRz
I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ?:confused:
minsomniac:rcrads+gdeflate
Wanterlude
03-04-2025, 22:27
Sample
https://pixeldrain.com/u/3rq5jVRz
I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ?:confused:
use insomniac plugin for xtool
insomniac:rcra or insomniac:rcrads
minsomniac:rcrads+gdeflate
insomniac:rcrads - uses gdeflate, so its additional use is pointless.
test file: sp-common.psarc (19.8 gb)
insomniac:rcra
Streams: 130981 / 130981
Time: 00:01:12 (CPU 00:05:34)
Size: 19.9 GB >> 31.8 GB
insomniac:rcrads
Streams: 130981 / 130981
Time: 00:01:05 (CPU 00:05:41)
Size: 19.9 GB >> 31.8 GB
insomniac:rcra + gdeflate
Streams: 130981 / 130982
Time: 00:01:08 (CPU 00:05:46)
Size: 19.9 GB >> 31.8 GB
IRAQIGHOST
03-04-2025, 23:47
BLEACH Rebirth of Souls
72GB --> 52GB
xtool:mzlib:mreflate:dd3+LOLZ_NORMAL
I got CRC error with these two folders
01MIDDLE - 02LOW
so I used this method
xt_zlib+srep_new:393a+LOLZ_NORMAL
Yeah ,sometimes reflate fails for me,too.
prince55
04-04-2025, 11:35
minsomniac:rcrads+gdeflate
Thanks works perfect
prince55
04-04-2025, 11:37
use insomniac plugin for xtool
insomniac:rcra or insomniac:rcrads
insomniac:rcrads - uses gdeflate, so its additional use is pointless.
test file: sp-common.psarc (19.8 gb)
insomniac:rcra
Streams: 130981 / 130981
Time: 00:01:12 (CPU 00:05:34)
Size: 19.9 GB >> 31.8 GB
insomniac:rcrads
Streams: 130981 / 130981
Time: 00:01:05 (CPU 00:05:41)
Size: 19.9 GB >> 31.8 GB
insomniac:rcra + gdeflate
Streams: 130981 / 130982
Time: 00:01:08 (CPU 00:05:46)
Size: 19.9 GB >> 31.8 GB
Yeah, i tried all, same result. thanks for help
L33THAK0R
07-04-2025, 03:04
GOG Release - Build ID 52358852926631596
Original Size: 3.83 GiB
Final Size: 1.00 GiB (Incl. installer)
Ripped Files: None.
Tools used:
Xtool v0.8.9 (Codecs: zlib, relfate)
Srep
Lolz
Msc
Oggre
Notes: Briefly considered ripping localised audio but all localisations amount to less than 100 MiB. Used a new patching approach that turned out to net a 34.64% reduction (from 1.53 GiB). This involved building the oldPath post-install, rather than ripping one of the audio formats, for separate processing, from an existing oldPath and patching it post-install. A handful of the "*.wav" and ".ogg" audio don't play well with their respective compressor, so (like with many titles), validation tests will be required. I unfortunately didn't save the checksums for the offending files, as this particular title has been scattered across different drives for a handful of weeks now (due to unsatisfactory initial results), but thankfully given the size of the title, the validation tests don't take long.
I'm unsure of room for further gains, the patch file is a close to perfectly optimised as I can currently manage, but if there is room by processing individual asset types separately, I'm not currently aware of them.
L33THAK0R
07-04-2025, 08:23
GOG Release - Build ID 57836190042333563
Original Size: 48.5 GiB
Final Size: 15.1 GiB (16,313,675,776 bytes) (Incl. installer)
Ripped Files: None.
Tools used:
Xtool v0.8.9 (Codecs: zlib) (reflate is a touch hit or miss with UE titles, so I opt to play it safe and rely on zlib)
Srep
Lolz
Oggre
Notes: Additional gains were made by patching audio post-install. Unreal Engine 4 titles, in regards to titles that use regular Vorbis OGG audio store it without exception within the "*.uexp" files, archives were first unpacked then using a basic (but fast) python script I threw together, a 10-byte string was searched for within each extracted "*.uexp", resulting in only 772 MiB of writes for an approx. 110 (+/- 10) MiB improvement over current leading results.
Honestly the real challenge was figuring out what I wanted to do for the game icon, I think it turned out alright but the art assets were surprisingly difficult to extend or frame so I went for a compromise using an asset from the official art book as a frame. https://i.imgur.com/5NsstHX.png
I don't want to clog up the forums so I might make a bulk post of the few hundred compressions I've done in the last couple months, but whilst they are quite impressive for the most part in terms of ratio, there's nothing really interesting or unique about the processing methods.
Good to see someone else steps in and give such detailed results. I like it, especially the parts where you dig deeper into such formats such as extracting audio files.
Keep it up.
Age of Mythology Retold
They switched to lz4. However not much benefit because most of the data seems to be not compressed at all or very weak compression.
[Stream1]
Name=lz4hc
Codec=lz4hc:l9
BigEndian=0
Signature=0x347A6C61
Structure=Signature(4),DSize(4),CSize(4),Unk(4),St ream
StreamOffset=0
CompressedSize=CSize
DecompressedSize=DSize
25 to Life - (Retail)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,43 GB
Overall output size: 589,62 MB (Ratio 40.27%)
Tom Clancy's Ghost Recon (2001) - (Retail)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 0,93 GB
Compressed game size: 334,62 MB (Ratio 35.20%)
IRAQIGHOST
11-04-2025, 08:24
Call of Duty Advanced Warfare
Game Size: 44GB
Repack Size: 29.9GB
.ff files
xt_lz4+srep_new:393a+LOLZ_NORMAL
.pak files (Images)
xt_lz4+srep_new:393a+LOLZ_NORMAL
.pak files (Sound)
xt_lz4+msc_tak
Rest files
srep_new:393a+4x4:b96mb:lzma:ultra:bt4:fb273:lc8:m c1000000:96mb
Why not combine ff and pak files if you use the same method on them? Pretty sure you missing some duplicates with srep.
IRAQIGHOST
11-04-2025, 11:01
Why not combine ff and pak files if you use the same method on them? Pretty sure you missing some duplicates with srep.
Just to clarify between files (Images) and (Sounds)
L33THAK0R
16-04-2025, 08:10
GOG Release - Build ID 58500446910738020
Original Size: 5.07 GiB
Final Size: 2.72 GiB (Incl. installer)
Ripped Files: None.
Tools used:
Xtool v0.8.9 (Codecs: png, reflate, unity, zlib)
Srep
Lolz
Msc
Oggre
Additional notes:
MSC-related streams are decompressed post-install, due to CRC errors when decompressing. To minimise the size of patch files for the relevant containers, organised and efficient sorting of loose files is recommended, a similar approach was taken for my "Seasons after Fall" compression, more details can be found in my write-up for the title.
Quite happy with how this one turned out, given it's a respectable 12.25% smaller than the currently smallest published results. Despite making the post-install process quite fast, the downside is that the relevant containers are effectively written to disk 3 times (~approx. 5.5 GiB); once to build the oldFile, once for patching to the decompressed newFile, and once to restore the decompressed newFile to the original container. I wanted it to be CRC-perfect, but if additional DLC is released and I have to update my results, I'll experiment with decompressing the containers, as I've had success in the past with having titles accept decompressed *.bundle containers.
Terminator Dark Fate Defiance
Update 1.06.1107
16:46:48 - Selected ARC/DS method for Data1a-01.bin was: oggre
16:46:48 - Selected ARC/DS method for Data1b-01.bin was: xtool:mflac,l8
16:46:48 - Selected ARC/DS method for Data1c-01.bin was: xtool:c128mb:mreflate:mpng:d1:dd3:l10,d128mb
16:46:48 - Selected ARC/DS method for Data1d-01.bin was: xtool:dd3:l10,d128mb
16:46:48 - Selected ARC/DS method for Data1e-01.bin was: 1
--------------------------------------------------------------------------
17:36:23 - Overall input size: 35.26 GB
17:36:23 - Overall output size: 13.45 GB (Ratio 38.15%)
17:36:23 - Overall conversion time: 00:46:07
Just a fast compression.
You need to exclude "basis.pak\sounds\dialogs\10_mission\10th_sintu_las t_mission_1_1.wav" from xtool:mflac (or msc) otherwise you will get crc error on this paticular file.
password
oKoo$]bnGTKJLMNBA9A
Recreate paks with
7z.exe a -mx5 -tzip -aoa -r -poKoo$]bnGTKJLMNBA9A
The recreated files are not crc perfect but the game works fine nevertheless.
Tempest Rising
0x9A6DF7547946158E6A6210A26F3F81BB7BF33A513BB369A3 8E41287249246577
Danziel123
21-04-2025, 22:37
hello everyone, please ask. what is the right compress method for the game fatal fury city of the wolves? i can't check because the file is encrypted & here is a sample file:
https://drive.google.com/file/d/1dekrlNo3wHGWU4FdQLGNslugqGxfJqTY/view?usp=sharing
Thank you:)
hello everyone, please ask. what is the right compress method for the game fatal fury city of the wolves? i can't check because the file is encrypted & here is a sample file:
https://drive.google.com/file/d/1dekrlNo3wHGWU4FdQLGNslugqGxfJqTY/view?usp=sharing
Thank you:)
0x2732554A3AE54CFCB7BDCE9A635E756CB9BB4D58B1B69585 AF2EEAC75AD9E0CB
+ kraken
Danziel123
22-04-2025, 18:39
0x2732554A3AE54CFCB7BDCE9A635E756CB9BB4D58B1B69585 AF2EEAC75AD9E0CB
+ kraken
Thank you for the advice. Allow me to ask, how to know if a game uses oodle kraken, mermaid or others if the file is encrypted?
Thank you for the advice. Allow me to ask, how to know if a game uses oodle kraken, mermaid or others if the file is encrypted?
Check **shipping.exe with AES finder, then Xtool
-mue4(5):k(key)+kraken
Simply use xtoolui, make settings and go. Enable "Skip verification" to speed up the process, then you know what method to use. After this find out correct library, check "Stop after # streams" checkbox (personally I use 25-50).
TESIV Oblivion Remastered
mermaid+kraken pak,ucas
mp3
OblivionRemastered\Content\Dev\ObvData\Data\Oblivi on - Voices1.bsa
OblivionRemastered\Content\Dev\ObvData\Data\Oblivi on - Voices2.bsa
OblivionRemastered\Content\Dev\ObvData\Data\DLCShi veringIsles - Voices.bsa
msc
OblivionRemastered\Content\Dev\ObvData\Data\Oblivi on - Sounds.bsa
OblivionRemastered\Content\Dev\ObvData\Data\DLCShi veringIsles - Sounds.bsa
Danziel123
23-04-2025, 18:39
Check **shipping.exe with AES finder, then Xtool
-mue4(5):k(key)+kraken
Thank you
Simply use xtoolui, make settings and go. Enable "Skip verification" to speed up the process, then you know what method to use. After this find out correct library, check "Stop after # streams" checkbox (personally I use 25-50).
Sorry if I ask again, is the meaning of “make settings and go” as dixen said?
Yes
https://i.imgur.com/tWFxdTN.png
alqawasmy
24-04-2025, 08:34
7 Sins - 790 MB to 386 MB
msc+srep+lzma2 on sound files
pzlib+srep+lolz on everything else
thank you
thank you
BTW, there's a bit better and easier method shared as well.
Check the Index
Game Version : 1.0
Ripped - Re-encoded Files : Nothing
Original Size : 6.23 GB
Compressed Size : 2.99 GB
Install Time : 5 Mins on HDD (Depends your system)
Method : srep:m3f+lzma2
@st0rm
There are wav and bik files in arch00 files.
Streams: 5858 / 5858
Time: 00:06:07 (CPU 00:24:48)
Duplicates: 260 (24.1 MB) [33.0 MB >> 15.7 MB]
Srep decompression memory: 204 MB
Size: 6.22 GB >> 5.27 GB >> 5.26 GB >> 4.46 GB >> 2.51 GB
Done!!!
Prince of Persia: The Two Thrones - (Retail)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mzlib+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,21 GB
Compressed game size: 786,55 MB (Ratio 63.59%)
Agatha Christie - Murder on the Orient Express (2006) - (Retail)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+msc_tak+srep_ne w:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 751,74 MB
Compressed game size: 550,75 MB (Ratio 73.26%)
Hitman: Codename 47
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+msc_tak+srep_ne w:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 266,94 MB
Compressed game size: 130,93 MB (Ratio 49.05%)
Hitman: Contracts
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+msc_tak+srep_ne w:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 859,45 MB
Compressed game size: 580,22 MB (Ratio 67.51%)
Hitman 2: Silent Assassin
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+msc_tak+srep_ne w:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 492,81 MB
Compressed game size: 182,00 MB (Ratio 36.93%)
The Saboteur - (GOG Version, English Only)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+srep_new:490g+l olz
------------------------------------------------------------------------------------------
Overall input size: 5,86 GB
Compressed game size: 2,32 GB (Ratio 39.56%)
trillestdwane
29-04-2025, 14:27
I am having a bit of trouble trying to compress this game. When I use the Cry Engine plugin (specifically for Crysis 3) i end up getting a "runtime error 216" message box popping up at 10.2%, then
ERROR: general (de)compression error in xtool:c32mb:mc 10.2%
I still get the same error when I only do it on the games .pak files. :confused:
I use DiskspanGUI, and I done this :
-go in ADDON diskspangu folder, unzip the special oodle library oo2core_7_win64.dll and oo2core_8_win64.dll in the oodle library folder root
-in the game folder, removed language I don"t use (only big .pak files)
Data1:
Name Data3.bin
xtool:mkraken:7:mmermaid:8:mreflate+srep_new:490g+ LOLZ_ULTRA => NOTICE
(only one file, it's just to let diskspangui to copy dll in xtool folder and use them for the next step)
Data2
Name Data1.bin
xtool:mkraken,t400:mreflate+srep_new:490g+LOLZ_NOR MAL =>*.pak
Data3
Name Data2.bin
xtool:mkraken:mreflate+srep_new:490g+LOLZ_NORMAL => all other files
Results is around 23GB
If you wants to keep languages for future update:
Data4
xtool:mkraken,t400:mzlib:mreflate:mpng:d1+srep_new :490g+LOLZ_NORMAL and add only files (ar.pak , de.pak ...) and do not forget to disable them in Data1.bin
You also can add task and several data to make installer with multiple choice
for language
Language pack is around 15.6GB compressed
Call of Juarez - (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 2,28 GB
Compressed game size: 1,09 GB (Ratio 47.92%)
L33THAK0R
30-04-2025, 21:34
Scene Release - CPY
Original Size: 2.82 GiB
Final Size: 1.80 GiB (Incl. installer) (1,940,176,780 bytes)
Ripped Files: None.
Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
Additional notes:
"GzsTool.exe" & "sdp_tool.exe", and WEM processing tools are attached below.
"data_01.g0s" & "data_02.g0s" contain majority of assets, "data_00.g0s" just contains a FMV cut-scene. Archives are XOR-ed, in layman's terms a simple bit-shifting operation is used to encrypt the archive contents.
My solution isn't ideal (data for each relevant archive is written to the disk twice), however I couldn't find a better approach. It should also be noted this isn't a CRC-perfect packing process but it is deterministic from my testing, ensure no additional files are within the target directory for packing, nor is it missing any original files. "GzsTool.exe" is used to unpack the archives, and then repack them post-install. Within these archives are a variety of file-types, notably ".wem" and ".sdp". The former file-type is self explanatory, and can be processed (for those who are unsure) with the following chain
ww2ogg.exe "XXX.wem" --pcb "packed_codebooks_aoTuV_603.bin" -o "XXX.tmp"
oggre_enc.exe "XXX.tmp" "XXX.packed"
oggre_dec.exe "XXX.packed" "XXX.unpacked"
hdiffz -c-lzma2-9 -C-no "XXX.unpacked" "XXX.wem" "XXX.patch"
To eliminate ".wem" files that are inflated by packing, I run a basic test/filter for file diff. that I wrote in python, as I've found the <100KiB rule that I've been using for a good while doesn't always hold true.
".sdp" files are just ".bnk" files with an additional header, they can be extracted quickly using "sbp_tool.exe", there you can isolate the wem files, process them and make a patch. Processing ".sdp" archives only nets around ~30MiB (rough estimate, actual figure is under ~100MiB but I've forgotten the exact number).
I've been trying to make any additional gains to at least match the best publicly available size (CorePack's release coming in at 1.73GiB), but I'm unable to determine where further gains can be made. I do have their "Phantom Pain" release and can confirm for that title they use a similar unpacking/repacking method, however I'm unable to source their "Ground Zeroes" release for further analysis. I feel like I'm missing something glaringly obvious but crawling through community documentation has netted nothing that jumps out at me. 2nd place is a nice consolation prize but it would be nice to at least know what they did for a 70MiB reduction.
I'm currently finalisng my "Metal Gear Solid V: The Phantom Pain" approach, and will publish the results soon.
Dracula: Origin (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+oggre+srep_new: 490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,90 GB
Overall output size: 1,36 GB (Ratio 71.38%)
NARC (2005) (Retail)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+srep_new:490g+l olz
------------------------------------------------------------------------------------------
Overall input size: 1,74 GB
Overall output size: 1,17 GB (Ratio 67.41%)
Manhunt
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+srep_new:490g+l olz
------------------------------------------------------------------------------------------
Overall input size: 1,89 GB
Overall output size: 1,21 GB (Ratio 64.17%)
Scene Release - CPY
Original Size: 2.82 GiB
Final Size: 1.80 GiB (Incl. installer) (1,940,176,780 bytes)
Ripped Files: None.
Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
Additional notes:
"GzsTool.exe" & "sdp_tool.exe", and WEM processing tools are attached below.
"data_01.g0s" & "data_02.g0s" contain majority of assets, "data_00.g0s" just contains a FMV cut-scene. Archives are XOR-ed, in layman's terms a simple bit-shifting operation is used to encrypt the archive contents.
My solution isn't ideal (data for each relevant archive is written to the disk twice), however I couldn't find a better approach. It should also be noted this isn't a CRC-perfect packing process but it is deterministic from my testing, ensure no additional files are within the target directory for packing, nor is it missing any original files. "GzsTool.exe" is used to unpack the archives, and then repack them post-install. Within these archives are a variety of file-types, notably ".wem" and ".sdp". The former file-type is self explanatory, and can be processed (for those who are unsure) with the following chain
ww2ogg.exe "XXX.wem" --pcb "packed_codebooks_aoTuV_603.bin" -o "XXX.tmp"
oggre_enc.exe "XXX.tmp" "XXX.packed"
oggre_dec.exe "XXX.packed" "XXX.unpacked"
hdiffz -c-lzma2-9 -C-no "XXX.unpacked" "XXX.wem" "XXX.patch"
To eliminate ".wem" files that are inflated by packing, I run a basic test/filter for file diff. that I wrote in python, as I've found the <100KiB rule that I've been using for a good while doesn't always hold true.
".sdp" files are just ".bnk" files with an additional header, they can be extracted quickly using "sbp_tool.exe", there you can isolate the wem files, process them and make a patch. Processing ".sdp" archives only nets around ~30MiB (rough estimate, actual figure is under ~100MiB but I've forgotten the exact number).
I've been trying to make any additional gains to at least match the best publicly available size (CorePack's release coming in at 1.73GiB), but I'm unable to determine where further gains can be made. I do have their "Phantom Pain" release and can confirm for that title they use a similar unpacking/repacking method, however I'm unable to source their "Ground Zeroes" release for further analysis. I feel like I'm missing something glaringly obvious but crawling through community documentation has netted nothing that jumps out at me. 2nd place is a nice consolation prize but it would be nice to at least know what they did for a 70MiB reduction.
I'm currently finalisng my "Metal Gear Solid V: The Phantom Pain" approach, and will publish the results soon.
Looks like you cannot use the sbp tool in a for loop with /r option sadly.
Game Version : v2024.06.21
Ripped - Re-encoded Files : Nothing
Original Size : 2.68 GB
Compressed Size : 476 MB
Install Time : 2 Mins on HDD (Depends your system)
Method : srep:m3f+lzma2
L33THAK0R
03-05-2025, 18:58
Looks like you cannot use the sbp tool in a for loop with /r option sadly.
Yeah it's a touch annoying, I just generated a checksum for all the loose files and then isolated the .sbp entries and ran as a batch script. Thankfully it's only needed to extract the initial WEMs, and a hdiffz patch takes care of the rest post-install.
L33THAK0R
05-05-2025, 19:30
Scene Release - CODEX
Original Size: 22.9 GiB
Final Size: 10.8 GiB (Incl. installer)
Ripped Files: Online MP Assets
Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
Additional notes:
Used very similar processing methods to my "Ground Zeroes" results, see here for more details (https://fileforums.com/showpost.php?p=507489&postcount=4312)
Used a different fork of "GzsTool", this same version is attached at the end of this post.
There's around ~100MiB that can be gained, however, like with "Ground Zeroes" I'm unable to determine where these gains can be found.
Sherlock Holmes: The Mystery of the Persian Carpet (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 93,70 MB
Overall output size: 81,07 MB (Ratio 86.53%)
Sherlock Holmes: The Mystery of the Mummy (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 620,21 MB
Overall output size: 443,59 MB (Ratio 71.52%)
Sherlock Holmes: The Secret of the Silver Earring (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+oggre+srep_new: 490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,40 GB
Overall output size: 0,98 GB (Ratio 70.47%)
Sherlock Holmes: The Awakened (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,95 GB
Overall output size: 886,67 MB (Ratio 44.47%)
Call of Juarez: Gunslinger
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 4,50 GB
Overall output size: 1,92 GB (Ratio 42.76%)
Jarmen_Kell
07-05-2025, 03:36
Unholy
20:56:16 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:b64mb:lzma:ultra:bt4:fb273:lc8 :mc1000000:64mb
20:56:16 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:bt4:fb273:lc8:mc100 0000:64mb
-------------------------------------------------------------------------------------------------------------------------------------------
21:53:58 - Overall input size: 30.65 GB
21:53:58 - Overall output size: 22.64 GB (Ratio 73.87%)
21:53:58 - Overall conversion time: 00:57:40
Good! But which type of files are included?
.bank? .pak? .webm? rest of files?
The Testament of Sherlock Holmes
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 9,32 GB
Overall output size: 4,32 GB (Ratio 46.33%)
Street Racing Syndicate
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,71 GB
Overall output size: 746,60 MB (Ratio 42.67%)
Peaky Blinders: Mastermind
Selected ARC/DS method for Data1a-01.bin was:
xtool:c32mb:munity+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,56 GB
Overall output size: 1,03 GB (Ratio 66.02%)
Orwell: Keeping an Eye on You
Selected ARC/DS method for Data1a-01.bin was:
xtool:c32mb:munity+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 721,81 MB
Overall output size: 278,49 MB (Ratio 38.58%)
Orwell: Ignorance is Strength
Selected ARC/DS method for Data1a-01.bin was:
xtool:c32mb:munity+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 678,12 MB
Overall output size: 404,92 MB (Ratio 59.71%)
Scene Release - CODEX
Original Size: 22.9 GiB
Final Size: 10.8 GiB (Incl. installer)
Ripped Files: Online MP Assets
Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
Additional notes:
Used very similar processing methods to my "Ground Zeroes" results, see here for more details (https://fileforums.com/showpost.php?p=507489&postcount=4312)
Used a different fork of "GzsTool", this same version is attached at the end of this post.
There's around ~100MiB that can be gained, however, like with "Ground Zeroes" I'm unable to determine where these gains can be found.
You're missing alot of WEM audio if you not using dictionaries file.
Edit: Nvm, in chunk1 some of the WEM will be extracted directly, in all the other files qar tool does not for some reason.
However you can extract wems from sbp files with wavextractor. Just rename wav to wem and process.
Dino Crisis 2 (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 610,02 MB
Overall output size: 342,25 MB (Ratio 56.10%)
Dino Crisis (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 530,36 MB
Overall output size: 237,49 MB (Ratio 44.78%)
Main games :
Selected ARC/DS method for Data1.bin was: xtool:c32mb:d1:mreflate:mkraken:core_2.9.10:lib_2+ srep_new:490g+lolz:dtb1:d141:mtt1:mt16:mc1023
Selected ARC/DS method for Data2.bin was: srep_new:490g+bcm
Selected ARC/DS method for Data3.bin was: xtool:mreflate+srep_new:490g+razor_mtx
if you wants to keep everything
Selected ARC/SPLIT method for Optional-bonus.bin was: LZMA-MT/$mp3pack=7zdll-pm:m0=mp3det:m1=packmp3d/$deflatepack=precomp+xtool:mzlib:mpng:d1:mbrunsli+ razor_stdio
Selected ARC/DS method for Optional-movies.bin was: srep_new:490g+bcm
7.1GB main game only
7.8GB game+bonus+chinese vidéos
^
You can rip chinese audio if you want
for %%f in (*.pak) do quickbms_4gb_files -d -o -Y -f "Frostpunk2\Content\WwiseAudio\Media\Chinese(CN)\{} .wem,Frostpunk2\Content\WwiseAudio\Media\English(U S)\{}.wem,Frostpunk2\Content\WwiseAudio\Chinese(CN )\{}.bnk,Frostpunk2\Content\WwiseAudio\English(US) \{}.bnk" unreal_tournament_4_0.4.27e_paks_only.bms "%%f"
~420mb per language
Star Wars Dark Forces (1995) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 76,39 MB
Overall output size: 27,24 MB (Ratio 35.66%)
Resident Evil 2 (1999) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 884,72 MB
Overall output size: 636,38 MB (Ratio 71.93%)
P.S.
Movie files are in .avi format, so you can cut even more size if you compress/re-encode them.
Resident Evil (1996) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 592,03 MB
Overall output size: 302,70 MB (Ratio 51.13%)
P.S.
Movie files are in .avi format, so you can cut even more size if you compress/re-encode them.
Resident Evil 3: Nemesis (2000) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 427,05 MB
Overall output size: 339,38 MB (Ratio 79.47%)
P.S.
Movie files are in MPEG format, so you can cut even more size if you compress/re-encode them.
Worms United (1996) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 194,83 MB
Overall output size: 128,91 MB (Ratio 66.17%)
Tomb Raider IV: The Last Revelation (1999) including Editor (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 885,61 MB
Overall output size: 493,82 MB (Ratio 55.76%)
Tomb Raider V: Chronicles (2000) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 555,86 MB
Overall output size: 375,27 MB (Ratio 67.51%)
Tomb Raider VI: The Angel of Darkness (2003) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,33 GB
Overall output size: 742,28 MB (Ratio 54.37%)
P.S. You can squeeze a few more MB's if you compress/re-encode the .mpg movie files.
Tomb Raider I (1996) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
mpz_mtx+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 323,55 MB
Overall output size: 262,14 MB (Ratio 81.02%)
Tomb Raider II (1997) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
mpz_mtx+oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 301,15 MB
Overall output size: 254,19 MB (Ratio 84.41%)
Tomb Raider III (1998) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 468,48 MB
Overall output size: 267,95 MB (Ratio 57.20%)
Wolfenstein: Enemy Territory (2003) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 225,04 MB
Overall output size: 147,00 MB (Ratio 65.32%)
Mortal Kombat Trilogy (1996) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
oggre+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 144,00 MB
Overall output size: 101,37 MB (Ratio 70.40%)
Mashed (GOG Version)
Ripped: Foreign Languages
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 259,64 MB
Overall output size: 124,61 MB (Ratio 47.99%)
P.S.
You can save few more MB's by compressing/re-encoding .mpg movie files.
Prince of Persia: Warrior Within (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 3,23 GB
Overall output size: 2,20 GB (Ratio 68.20%)
Prince of Persia: The Sands of Time (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,23 GB
Overall output size: 798,96 MB (Ratio 63.65%)
Delta Force (1998) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 283,59 MB
Overall output size: 86,00 MB (Ratio 30.33%)
Delta Force 2 (1999) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 531,02 MB
Overall output size: 199,60 MB (Ratio 37.59%)
Delta Force: Land Warrior (2000) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 538,44 MB
Overall output size: 204,34 MB (Ratio 37.95%)
Delta Force: Task Force Dagger (2002) (GOG Version)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 482,48 MB
Overall output size: 171,42 MB (Ratio 35.53%)
7 Minutes in Hell
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+razor_mtx
------------------------------------------------------------------------------------------
Overall input size: 4.68 GB
Overall output size: 1.89 GB (Ratio 40.30%)
You can probably get better results with some other methods, I was just testing out some stuff-
Life is Strange Double Exposure
I removed some languages from pak files
21:16:53 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmermaid:mkraken:core_2.9.9:dd3+4x4:lzma
21:16:53 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3:l10,d128mb
22:48:25 - Overall input size: 22.88 GB
22:48:25 - Overall output size: 17.44 GB (Ratio 76.25%)
22:48:25 - Overall conversion time: 01:31:28
Medal of Honor: Pacific Assault (GOG Version)
Ripped: Foreign Languages
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 3.07 GB
Overall output size: 2.26 GB (Ratio 73.38%)
Thief (1998) - Gold Version (GOG)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 830.45 MB
Overall output size: 541.45 MB (Ratio 65.20%)
You can cut a bit more size if you compress/re-encode .avi video files.
Thief 2: The Metal Age (GOG)
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 0.93 GB
Overall output size: 543.72 MB (Ratio 57.00%)
You can cut a bit more size if you compress/re-encode .avi video files.
Urban Chaos (1999) (GOG)
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+msc_tak+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 531.35 MB
Overall output size: 283.04 MB (Ratio 53.27%)
STALKER Enhanced Edition Trilogy
resources\*.db* contain OGG vorbis audio.
However they have to be extracted and processed with OGGRE_enc and OGGRE_dec and make diff files because some of them will fail with oggre.
Edit: Nevermind there are ogv videos aswell, that's why oggre fails. Luckily they are located in some of the last game archives.
Extract only from the following files:
Call of Prypiat EE\resources\resources.db0
Call of Prypiat EE\resources\resources.db1
Call of Prypiat EE\resources\resources.db2
Clear Sky EE\resources\resources.db0
Clear Sky EE\resources\resources.db1
Clear Sky EE\resources\resources.db2
Clear Sky EE\resources\resources.db3
Clear Sky EE\resources\resources.db4
Shadow of Chornobyl EE\resources\resources.db0
Shadow of Chornobyl EE\resources\resources.db1
Shadow of Chornobyl EE\resources\resources.db3
Shadow of Chornobyl EE\resources\resources.db4
Attached xtool XTL file to extract oggs vorbis from game files. You only need this for extracting if you don't have other tools to extract the files.
Usage:
1.
xtool.exe extract <xtl file> <input file> <output folder>
2.
xtool.exe erase <input file> <input folder> <output xtl file>
3. (after installation)
xtool.exe decode <output xtl file> <input folder> <input file>
Roadcraft
Same engine as Space Marine 2. Processed wwise inside pak files. However there is still room for improvement. Nothing removed (incl. HD pack).
17:34:18 - Overall input size: 61.47 GB
17:34:18 - Overall output size: 43.04 GB (Ratio 70.01%)
17:34:18 - Overall conversion time: 01:51:06
aman71711
23-05-2025, 15:02
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
I’ve got all the required plugin DLLs and tools downloaded, including XTool. My Cricket 24 folder is in E:\Cricket 24, but I’m a bit confused about how to use XTool to compress the game properly.
Should I be using the GUI or the command line? And if it’s the command line, could you help me with the exact command for this version of the game?
Would really appreciate a quick walkthrough or any tips you’ve got. Thanks a lot!
trillestdwane
08-06-2025, 13:54
I am having trouble trying to compress a game that has extremely long file/folder paths. I keep getting errors despite updating the Windows registry to remove the filepath limit. :eek:
If I ignore it, it just ends up looping and creating large temp files. I also tried changing settings in W10's Local Group Policy Editor (https://www.howtogeek.com/266621/how-to-make-windows-10-accept-file-paths-over-260-characters/) and that didn't fix it either. Am I missing something here?
Hexagon123
15-06-2025, 19:45
Total start size (original): 20.4GB with redist / 20.3GB without redist
Compress with the following:
Contains the following files
CoEMusic.fc
Music.fc
oggre
Contains the following files, since SREP likely crashes, so use XTool dedup instead.
AnimationsCompressed.fc
CoEAnimationsCompressed.fc
CoEFonts.fc
CoEGameObjects.fc
CoELevels.fc
Fonts.fc
GameObjects.fc
Levels.fc
xtool:dd3+lolz
Rest of the files: EXEs, other .FC files, etc. RZ has an dedup option
rz
Total packed size (new): 1.5GB
Hexagon123
15-06-2025, 20:00
Total start size (original): 1.4GB with MP3 and FLAC soundtracks / 1.2GB with MP3 soundtrack, FLAC ripped / 1.1GB without soundtracks
Version 1.1.3 [b10631325]
Compress with the following:
.resS, .assets, .(noextension)
srep+lolz
Rest of the Files
rz
.mp3
mpz
Total packed size (new): 244MB with MP3
Doomer simulator
xtool:c32mb:d1:mue5,k0x7100780079007A0081008200830 08A008B008C009300940095009C009D009E00:mreflate+xto ol:mreflate:dd3+LOLZ_NORMAL
xtool:mreflate:dd3+razor_mtx
---------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------- CONVERSION DATE 2025/06/18 --------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------
16:18:11 - Deleting files from the output folder.
16:18:11 - Files have been deleted.
---------------------------------------------------------------------------------------------------------------------------------------------------------
16:18:11 - You have chosen the unlimited type for the output size.
16:18:11 - ISO images will not be created when conversion is complete.
16:18:11 - The computer will remain on when the conversion is complete.
16:18:11 - Selected ARC/DS method for Data1.wrk was: xtool:mue5:k0x7100780079007A008100820083008A008B00 8C009300940095009C009D009E00+xtool:mreflate:mkrake n:mmermaid:core_2.9.10:lib_2+srep_new:490g+lolz:d9 6m:mtb48mb:mt8:ldmf:ldl5:mc1023
16:18:11 - Selected ARC/SPLIT method for Data2.wrk was: xtool:mreflate+srep_new:490g+lolz:d40:mtt1:mt16:mc 1023/$deflatepack=precomp+srep_new:490g+lolz:d40:mtt1:m t16:mc1023/$libpack=xtool:mreflate+srep_new:490g+razor_mtx
---------------------------------------------------------------------------------------------------------------------------------------------------------
16:18:13 - Compression initialized in 18/06/2025 at 16:18:13.
16:18:14 - Starting Data1.wrk archive creation.
17:50:52 - Moving Data1.wrk file to media folder.
17:50:54 - Starting Data2.wrk archive creation.
17:52:59 - Moving Data2.wrk file to media folder.
17:52:59 - Compression finished in 18/06/2025 at 17:52:59.
---------------------------------------------------------------------------------------------------------------------------------------------------------
17:52:59 - Getting size of the game: Doomer simulator
17:52:59 - » Installation folder size: 8,47 GB
17:52:59 - » Data1.wrk file size: 5,49 GB
17:52:59 - » Data2.wrk file size: 96,01 MB
17:52:59 - » Compressed game size: 5,59 GB (Ratio 65.98%)
---------------------------------------------------------------------------------------------------------------------------------------------------------
17:52:59 - Overall input size: 8,47 GB
17:52:59 - Overall output size: 5,59 GB (Ratio 65.98%)
17:52:59 - Overall conversion time: 01:34:45
17:52:59 - Overall conversion media: 1 custom media
Ancestors The Humankind Odyssey:
data1 (pak) :
xtool:mzlib:mreflate:dd3+lolz
data2 (.wem)
msc_tak+srep_new:490g+LZMA-MT
data3 (.bik)
xtool:c1792mb:mbik
data4 (other)
xtool:dd3+lolz
=> arround 3.32gb compressed + installer
Ben and Ed
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 6.55 GB
Overall output size: 1.07 GB (Ratio 16.36%)
panker1992
04-07-2025, 10:10
This is Dedup.exe
part of my archiver i plan to release soon
Please test it
[External compressor:dedup]
header = 0
packcmd = dedup.exe c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = dedup.exe d - - <stdin> <stdout>
# arc a -i2 -mdedup p:\ded.arc e:\shdw.xt
FreeArc 0.67 (March 15 2014) creating archive: p:\ded.arc
Compressing 1 file, 31,837,733,330 bytes
Compressing shdw.xt 99.9%
Compressing 31,837,733,330 bytes with dedup.exe c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
100.0%=== DEDUPLICATION (XXH3-128) ===
Pass 1: Scanning for block positions (minimal RAM)
Processing 29.65 GB input file...
Progress: 100.00%
Starting collision-free frequency-based deduplication...
Pass 1 complete: 44006478 blocks, 37991985 unique XXH3 hashes
100.0%Collision-Free Analysis: 6014493 duplicate blocks, 2938568 unique hashes cached
Pass 1.75: Loading ONLY duplicate block data into RAM...
100.0%Loaded 2938568 unique duplicate blocks into RAM
100.0%RAM usage: ~5.3% of original data (duplicates only)
Pass 2: Writing all blocks with XXH3 collision-free hints...
100.0%=== DEDUPLICATION RESULTS (XXH3-128) ===
Original Size: 29.65 GB (31837733330 bytes)
Compressed Size: 26.74 GB (28713904996 bytes)
Compression Ratio: 90.19% (1.11:1)
Space Saved: 2.91 GB (9.8%)
Total Blocks: 44006478
Unique Blocks: 37991985 (86.3%)
Duplicate Blocks: 6014493 (13.7%)
Cached Blocks: 2938568 (7.7% of unique)
Hash Algorithm: XXH3-128 (Collision-Free)
RAM breakdown: Tabs=1.31 GB, FreqMap=869.57 MB, Duplicates=1.58 GB, Total=3.74 GB (12.6% of input)
Collision-free deduplication complete!
100.0%
Errorlevel=0
Compressed 1 file, 31,837,733,330 => 28,713,904,996 bytes. Ratio 90.19%
Compression time: cpu 8.25 sec/real 1506.37 sec = 1%. Speed 21.14 mB/s
All OK
# arc t p:\ded.arc
FreeArc 0.67 (March 15 2014) testing archive: p:\ded.arc
Testing 1 file, 31,837,733,330 bytes. Processed 36.9%
ERROR: write error (disk full?) in compression algorithm dedup
#
[External compressor:dedup]
header = 0
packcmd = dedup.exe c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = dedup.exe d - - <stdin> <stdout>
Win10 Enterprise 21H2
Ryzen 7 9700x
32 GB RAM
ATM no more free time to testing.
Thanks for the program! :)
(Maybe later...)
Interesting (another dataset):
Microsoft Windows [Version 10.0.19044.5965]
(c) Microsoft Corporation. All rights reserved.
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 8.3%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.8%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.2%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.2%
ERROR: write error (disk full?) in compression algorithm dedup
Dragonis40
05-07-2025, 03:29
Good morning! I'm trying to compress "Banishers Ghosts Of New Eden" videogame, but i'm having some troubles with .bk2 files. How can i compress thwm? Bpk and Xtool bk2 plugin don't compress at all. What can i compress them? Thank you for you reply!
They are kb2n, you cannot compress them.
panker1992
05-07-2025, 15:05
# arc a -i2 -mdedup p:\ded.arc e:\shdw.xt
FreeArc 0.67 (March 15 2014) creating archive: p:\ded.arc
Compressing 1 file, 31,837,733,330 bytes
Compressing shdw.xt 99.9%
Compressing 31,837,733,330 bytes with dedup.exe c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
100.0%=== DEDUPLICATION (XXH3-128) ===
Pass 1: Scanning for block positions (minimal RAM)
Processing 29.65 GB input file...
Progress: 100.00%
Starting collision-free frequency-based deduplication...
Pass 1 complete: 44006478 blocks, 37991985 unique XXH3 hashes
100.0%Collision-Free Analysis: 6014493 duplicate blocks, 2938568 unique hashes cached
Pass 1.75: Loading ONLY duplicate block data into RAM...
100.0%Loaded 2938568 unique duplicate blocks into RAM
100.0%RAM usage: ~5.3% of original data (duplicates only)
Pass 2: Writing all blocks with XXH3 collision-free hints...
100.0%=== DEDUPLICATION RESULTS (XXH3-128) ===
Original Size: 29.65 GB (31837733330 bytes)
Compressed Size: 26.74 GB (28713904996 bytes)
Compression Ratio: 90.19% (1.11:1)
Space Saved: 2.91 GB (9.8%)
Total Blocks: 44006478
Unique Blocks: 37991985 (86.3%)
Duplicate Blocks: 6014493 (13.7%)
Cached Blocks: 2938568 (7.7% of unique)
Hash Algorithm: XXH3-128 (Collision-Free)
RAM breakdown: Tabs=1.31 GB, FreqMap=869.57 MB, Duplicates=1.58 GB, Total=3.74 GB (12.6% of input)
Collision-free deduplication complete!
100.0%
Errorlevel=0
Compressed 1 file, 31,837,733,330 => 28,713,904,996 bytes. Ratio 90.19%
Compression time: cpu 8.25 sec/real 1506.37 sec = 1%. Speed 21.14 mB/s
All OK
# arc t p:\ded.arc
FreeArc 0.67 (March 15 2014) testing archive: p:\ded.arc
Testing 1 file, 31,837,733,330 bytes. Processed 36.9%
ERROR: write error (disk full?) in compression algorithm dedup
#
[External compressor:dedup]
header = 0
packcmd = dedup.exe c $$arcdatafile$$.tmp $$arcpackedfile$$.tmp
unpackcmd = dedup.exe d - - <stdin> <stdout>
Win10 Enterprise 21H2
Ryzen 7 9700x
32 GB RAM
ATM no more free time to testing.
Thanks for the program! :)
(Maybe later...)
Interesting (another dataset):
Microsoft Windows [Version 10.0.19044.5965]
(c) Microsoft Corporation. All rights reserved.
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 8.3%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.8%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.2%
ERROR: write error (disk full?) in compression algorithm dedup
arc t e:\ixi-dedup.arc
FreeArc 0.67 (March 15 2014) testing archive: e:\ixi-dedup.arc
Testing 178 files, 12,435,931,640 bytes. Processed 15.2%
ERROR: write error (disk full?) in compression algorithm dedup
Hello, i am trying to understand what you are doing ...it's working fine here
As you see,decompression doesnt work for me.
What can i do?!
panker1992
06-07-2025, 07:39
Try this one and tell me
Its bit-identical with first version.
Its bit-identical with first version.
It works for me
Don't forget to update arc.ini
And you need to have dedup.exe both for compress and decompression.
you may also need to have admin rights to uncompress
panker1992
08-07-2025, 06:33
i think when i wrote this i had shared memory technology activated in one module :/ i will check and recompile one more version that doesnt use shared memory as this isnt needed here
L0v3craft
08-07-2025, 21:54
Someone checked "Tony Hawk's Pro Skater 3 + 4" ? The pak files are encrypted. I got the key and tried with "unrealengine_R13" and after zlib/reflate and kraken too. The precompression doesn't work. I guess we need of an updated plugin?
Masquerade
09-07-2025, 04:08
^^
Tony Hawk 1+2 used a custom algo.
You could always rebuild the paks like I did - but that's not lossless + CRC perfect
Jarmen_Kell
05-08-2025, 09:57
Any suggestion for "Le Mans Ultimate"?
Sample?
Edit: Waste of time. Use reflate on *.mas files...
Streams: 105 / 105
Time: 00:00:13 (CPU 00:01:02)
Size: 101 MB >> 749 MB
trillestdwane
14-08-2025, 19:10
I am having a bit of trouble trying to compress certain Unity games. When I try to use xtool:munity,lz4hc,l12:lz4_193 specifically, it compresses just fine. When I go to test unpacking in both DiskSpanGUI and an installer (using the Setup.dll generated from DiskSpanGUI post-compression) it always fails. I do not have these issues when I use xtool:c32mb:munity,lz4hc,l12, but the former command can get a better ratio.
Try another lz4 library version, such as lz4_190 up to lz4_194.
If nothing works send a sample file where extracting fails.
Himanshu
15-08-2025, 08:41
Red Dead Redemption (Test)
Files Test (381MB)
"mapres.rpf"
"blackwater.rpf"
Method ZSTD (ZSTD file attached)
-mzstd,l19
Result
FreeArc 0.67 (March 15 2014) creating archive: ZAZA.Test.bin
Compressed 2 files, 399,803,872 => 1,213,731,228 bytes. Ratio 303.58%
Compression time: cpu 0.61 sec/real 44.09 sec = 1%. Speed 9.07 mB/s
All OK
You can use Zlib+Zstd and get some streams
-mzlib+zstd,l19
FreeArc 0.67 (March 15 2014) creating archive: ZAZA.Test.bin
Compressed 2 files, 399,803,872 => 1,224,533,926 bytes. Ratio 306.28%
Compression time: cpu 0.61 sec/real 46.82 sec = 1%. Speed 8.54 mB/s
All OK
You can use Xtool Ver 0.4.3 to Ver 0.6.0 all works fine with ZSTD
Special thanks to Masquerade , Fitgirl and Kaktor
Dear ZAZA4EVER
I tried all versions of Xtool from 0.4.0 to 0.6.9 , with zstd but none of them gave me a ratio of more than 100% , I also tried with the libzstd.dll shared by you , but that didn't also work.
Kindly help me out.
Or can you share the Xtool version that you used , to compress the game with it's arc.ini file 🙏
Masquerade
16-08-2025, 14:10
^^
It's all in the levels, re-read ZAZA4EVER's post and you will see that you need to lock XTool's precompressor at ZSTD level 19.
-mzstd,l19
Someone checked "Tony Hawk's Pro Skater 3 + 4" ? The pak files are encrypted. I got the key and tried with "unrealengine_R13" and after zlib/reflate and kraken too. The precompression doesn't work. I guess we need of an updated plugin?
Hello
does someone progress on it ?
Himanshu
17-08-2025, 10:32
^^
It's all in the levels, re-read ZAZA4EVER's post and you will see that you need to lock XTool's precompressor at ZSTD level 19.
-mzstd,l19
Thanks Masquerade , it's working now
Earlier I was using -mzstd,l19 but it didn't work
Then I tried -mzlib+zstd:l19 & it worked
Assassins Creed: Mirage (v1.06 - No Denuvo Version) (English Only)
Ripped: ACMirage_plus.exe since it's not needed
For .FORGE files use:
xtool:manvil:core_2.8.4:dd3+lolz
For Sound files use:
xtool:dd3+bcm
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 37.5 GB
Compressed Game Size: 18.5 GB
I'm working on "Mafia The Old Country"
I found that:
For *.pak oodle kraken core_2.9.10 lib_2 and maybe ue4 (better ratio with)
but for *.ucas seems to be encrypted => no compression ratio
here a sample
https://mega.nz/folder/3kwS2LaA#7q_kcF1WkgZYFgn8RxJ5YQ
I'm working on "Mafia The Old Country"
I found that:
For *.pak oodle kraken core_2.9.10 lib_2 and maybe ue4 (better ratio with)
but for *.ucas seems to be encrypted => no compression ratio
here a sample
https://mega.nz/folder/3kwS2LaA#7q_kcF1WkgZYFgn8RxJ5YQ
0x79CC9CCE12698C8D04B7C69FC8D82691270C75BE28A55F01 EE95F62AC37BDF25
trillestdwane
27-08-2025, 13:49
What's the method for Metal Gear Solid Delta? Tried Kraken, only got a 70.9 GB result, I think I did it wrong. :eek:
xtool:d1:mue5:mkraken:core_2.9.5+srep+lolz
Metal Gear Solid Delta is OODLE-Kraken
What about *.war, *.upk & *.tfc from GoW Reloaded?
https://www.patreon.com/posts/gears-of-war-137428559
Watchmen: The End Is Nigh Part 2
Selected ARC/DS method for Data1a-01.bin was:
xtool:mpreflate+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 907,15 MB
Overall output size: 649,43 MB (Ratio 71.59%)
Watchmen: The End Is Nigh
Selected ARC/DS method for Data1a-01.bin was:
xtool:c1792mb:mbik+xtool:mpreflate+srep_new:490g+l olz
------------------------------------------------------------------------------------------
Overall input size: 1,44 GB
Overall output size: 869,67 MB (Ratio 58.88%)
Marine Sharpshooter II: Jungle Warfare
Selected ARC/DS method for Data1a-01.bin was:
msc_tak+srep_new:490g+razor_mtx
------------------------------------------------------------------------------------------
Overall input size: 1,10 GB
Overall output size: 367,44 MB (Ratio 32.53%)
Brothers: A Tale of Two Sons (Original Release)
Selected ARC/DS method for Data1a-01.bin was:
uelr+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,04 GB
Overall output size: 425,31 MB (Ratio 40.01%)
Redmist2013
01-09-2025, 23:11
https://www.patreon.com/posts/gears-of-war-137428559
Am I doing something wrong?
xtool.exe precomp -mue3 <infile> <outfile.xt>
None of the GoWR files are decompressing...
Razor12911
01-09-2025, 23:44
oh, you'll need oodle library near xtool. Something broke in the update which ended up requiring that library not sure why tho.
Murdered: Soul Suspect (Steam Version)
Selected ARC/DS method for Data1a-01.bin was:
uelr+xtool:c1792mb:mbk2:df20p+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 8,39 GB
Overall output size: 4,68 GB (Ratio 55.86%)
Driver: San Francisco v1.04.1114 (English Only)
For FMV(Videos) folder use:
bpk
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 5.88 GB
Compressed Game Size: 3.87GB
Cronos The New Dawn
data1 = xtool:mkraken:mmermaid:core_2.9.10:lib_2:mreflate: dd3+LOLZ_NORMAL (ucas utoc pak)
data2 = xtool:dd3+bcm (bk2 are "bk2n" not compressible by bnk)
data3 = xtool:dd3+LZMA-MT (other)
Metal EDEN
UE5 0xF61F3586B33384149B52A521B5454CF9D03C84DCDEFD0FE5 C79621ECCECB8BD9+kraken+mermaid
there is a SPACE in the decryption code. i cant remove. sry. :)
Guys, is there any suggested compression method for RE-Engine, especially for "Dead Rising Deluxe Remaster"?
Most of them had zlib or zstd. Try it out.
The Crew - Unlimited
For Video archives use:
bpk
For Sound archives use:
srep_new:490g+bcm
For rest of the files use:
srep_new:490g+razor_mtx
------------------------------------------------------------------------------------------
Game size: 24.2 GB
Compressed game size: 17.1 GB
P.S. You can compress even better if you use lolz compressor instead of razor
hi! which version of oo2core.dll should i use ? :)
What decompression method for DAT TCU?
What decompression method for DAT TCU?
Sample.
hi! which version of oo2core.dll should i use ? :)
Sample.
Dunnowho69
17-09-2025, 07:54
What is the best way to compress unity game for better ratio ? I tried the unity plugin but never seems to get anything extra with that, don't know where is the issue
What is the best way to compress unity game for better ratio ? I tried the unity plugin but never seems to get anything extra with that, don't know where is the issue
bundle files are usually compressed with lz4hc (mostly level 12). But tbh I don't have compressed any unity game since months.
Example "Universe Sandbox 2" (because I have installed it right now as the only unity engine game).
Universe Sandbox x64_Data\StreamingAssets\aa\StandaloneWindows64\de faultpersistent_assets_all.bundle
Streams: 2401 / 2401
Time: 00:00:02 (CPU 00:00:15)
Size: 248 MB >> 326 MB
Used unity plugin with lz4hc,l12 setting and lz4 library 1.9.4.
Sample.
https://drive.google.com/file/d/1ozYn0EPW4IvTjgDeFohs6tHyP33AboSD/view?usp=sharing
Looks like lzo
I don't know really much about lzo so this could be false positives. Someone else has to check
What decompression method for DAT TCU?
https://www.patreon.com/posts/crew-offline-138995143
Dunnowho69
17-09-2025, 10:27
bundle files are usually compressed with lz4hc (mostly level 12). But tbh I don't have compressed any unity game since months.
Example "Universe Sandbox 2" (because I have installed it right now as the only unity engine game).
Universe Sandbox x64_Data\StreamingAssets\aa\StandaloneWindows64\de faultpersistent_assets_all.bundle
Streams: 2401 / 2401
Time: 00:00:02 (CPU 00:00:15)
Size: 248 MB >> 326 MB
Used unity plugin with lz4hc,l12 setting and lz4 library 1.9.4.
Does the plugin not work on .resS , .assets ,.resouce files ? I was trying it on a game that doesn't have .bundle file, maybe that's why it didn't work. Anyway thanks for the help :D
Masquerade
17-09-2025, 11:11
^^
resS and assets files have no compression.
.resource files are either FMOD audio or videos.
The only file that is compressed which is in the <game name>_Data folder is data.unity3d.
Tom Clancy's Splinter Cell: Chaos Theory
Ripped: Foreign Languages, Versus Mode
For Videos use:
xtool:c1792mb:mbik+bcm
For Sounds use:
msc_tak+srep_new:490g+bcm
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 2.95 GB
Compressed game size: 1.67 GB
Tom Clancy's Splinter Cell
Ripped: Foreign Languages
For Videos use:
xtool:c1792mb:mbik+bcm
For Sounds use:
msc_tak+srep_new:490g+bcm
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 1.61 GB
Compressed game size: 952 MB
Far Cry 3 [Complete, Incl. DLC]
For Sounds use:
oggre+srep_new:490g+bcm
For everything else use:
bpk+xtool:c32mb:mfc3+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 8.25 GB
Compressed game size: 4.5 GB
L0v3craft
24-09-2025, 01:02
Hi guys. I'm trying to compress the game "WUCHANG: Fallen Feathers" v1.6 (179243).
It has two pak files (one is 41.6GB and the other one 14GB).
They are encrypted but not at all seems, because simply using srep+lolz the compression ratio is very good.
So I have used srep+lolz on all game files, compressed from 56.2GB to 18.4GB.
Another repacker (Elamigos) compressed the same game version (I compared the hashes of all game files) but his repack size is 17.5GB. He included also the soundtrack in the compression (so additional 137MB of mp3).
So I opened his archive and he used like me simply srep+lolz:
https://t1.pixhost.to/thumbs/8931/643855110_1.png (https://pixhost.to/show/8931/643855110_1.png)
https://t1.pixhost.to/thumbs/8931/643855112_immagine.png (https://pixhost.to/show/8931/643855112_immagine.png)
Now I don't think at all it is about some parameter of lolz or srep, because my repacks and his repacks usually are the same and in some case I compress a little better. In many cases we both compressed only using srep+lolz and no difference in final size.
My srep parameters: srep64 -m3f -a2
My lolz parameters: -d256mb -dtb1 -mtt1 -tt4 -mt10 -mc1023
Someone can help me to understand, please? Thanks.
aes encryption is used.
Try xtool ue plugin with key and srep+lolz
L0v3craft
24-09-2025, 02:34
aes encryption is used.
Try xtool ue plugin with key and srep+lolz
I found the password for his archive and I used that password to open it with Freearc. Freearc is showing exactly the method he used (like me srep+lolz). And as confirmation I have installed his repack monitoring the installation from the task manager and XTool is not running, only srep and lolz:
https://t1.pixhost.to/thumbs/8933/643879705_immagine.png (https://pixhost.to/show/8933/643879705_immagine.png)
However I tried what you suggested with the plugin "unrealengine_R13"":
XTool v0.8.9 here, only testing the decryption part and it stucks at some point:
https://t1.pixhost.to/thumbs/8933/643878172_xtool-stucks.png (https://pixhost.to/show/8933/643878172_xtool-stucks.png)
I tried also adding zlib+reflate after the key and it finds many more streams but stucks at the same point and anyway as you can see the size is not increasing, maybe the streams found are very small:
https://t1.pixhost.to/thumbs/8933/643878311_xtool-stucks-zlib-reflate.png (https://pixhost.to/show/8933/643878311_xtool-stucks-zlib-reflate.png)
this is with XTool v0.7.9, it doesn't stuck but it finds only 13 streams and I don't think this decryption can give some benefit:
https://t1.pixhost.to/thumbs/8933/643878231_xtool-v0-7-9.png (https://pixhost.to/show/8933/643878231_xtool-v0-7-9.png)
I guess the plugin "unrealengine_R13" is not compatible with these pak files format. I tried also extracting them with quickbms and "unreal_tournament_4_0.4.27e_paks_only.bms" but it is not able to decompress all the files...
@L0v3craft
Check his installed game size to yours, maybe it's lower?
L0v3craft
24-09-2025, 02:52
@L0v3craft
Check his installed game size to yours, maybe it's lower?
I have already checked, I have created the checksums file on my installation and verified on his installation, the files are the same and in addition he included 137MB for the soundtrack... so his repack is 1GB or so smaller than my repack.
If you are interested send me a pm for the files... so you can try too. Thanks.
I will check this as soon as I have downloaded the game.
L0v3craft: Try it use LDMF and 1(!) threads only mode from LOLZ!
example: lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:d256m:fba4096:mc1 023:tt16:mt1:ldmf1:ldc0:ldl5 /or tt8 its barely faster/
and really recommend use defeault SREP level/chunks sizes, aka l512 !
Compressible PCM audio founds or not the archives? Video files? (checking via MSC.)
Quckly testing add delta filters before others, checking compression ratio gains or not. /gain yes = delta+srep+lolz/
L0v3craft
24-09-2025, 04:39
L0v3craft: Try it use LDMF and 1(!) threads only mode from LOLZ!
example: lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:d256m:fba4096:mc1 023:tt16:mt1:ldmf1:ldc0:ldl5 /or tt8 its barely faster/
and really recommend use defeault SREP level/chunks sizes, aka l512 !
Compressible PCM audio founds or not the archives? Video files? (checking via MSC.)
Quckly testing add delta filters before others, checking compression ratio gains or not. /gain yes = delta+srep+lolz/
I will test those lolz parameters this evening/tonight. Thanks.
Ok I need to add -l512 to my srep parameters, because I use srep 3.93 and -l is zero by default.
msc_tak works , infact it compressed from 55.7GB to 54.9GB.
But I tested srep+4x4/lzma -> 20.3GB and after adding msc_tak before srep and the final size is smaller only of 100MB.
I never tested "delta" before than srep+lolz. I can test it with 4x4/lzma like srep+delta+4x4/lzma. But again Freearc is showing that Elamigos used only srep+lolz, I don't see "delta" in his method.
Use the delta algorithm at the beginning of the chain. It may improve the ratio, it may not.
Use 3.92 from SREP! (The default value of the "l/c" parameters is 512, if not defined separately.) You can play a little more with the a0/a1/a2 parameters, although it does not multiply much. (v3.93 contains decompression bug.)
Did you run MSC with only WAV=1? With the RAW=1 option, how many audio streams does it find? True, unpacking can be a little more problematic this way, but usually it works. What can be a problem if there is no error during packing, but when unpacking it does, because problematic RAW/PCM audio files can appear that run with errors.
It is interesting to note that the small test results show that with MSC there is only an extra 100MB gain at the end of the compression chain, after the initial 800MB size reduction.
In the case of LOLZ, in the case of compression on 1 thread as described above, be prepared for it to take up to ~2-3 days! It might only bring ~5%, but it might be more, since you've run it on 10 threads so far, it might even be a bigger profit.
ps: Hint, try use DLZ replacement from LZMA, from faster compression times testing than LOLZ. Use 256-512MB dictionary.
My preferred switches: -slp -d512m -lp0 -fb337 -mc8192 -cu3 -cm43
L0v3craft
24-09-2025, 06:03
Use 3.92 from SREP! (The default value of the "l/c" parameters is 512, if not defined separately.) You can play a little more with the a0/a1/a2 parameters, although it does not multiply much. (v3.93 contains decompression bug.)
I can't believe it... srep 3.2 is the solution.
srep(3.93)+4x4/lzma -> 20.3GB
srep(3.2)+4x4/lzma -> 19.4GB
but in decompression srep 3.2 doesn't work for me, so I tried srep 3.93 in decompression and works.
Masquerade
24-09-2025, 15:12
Don't use delta, it will only harm your ratio. Not useful since many years (if ever).
SREP 3.2 is always a good shout for especially buggy data too.
Dunnowho69
25-09-2025, 08:58
i normally use srep_3.92.exe -m5f -l128 -c64 $$arcdatafile$$.tmp $$arcpackedfile$$.tmp for srep but recently have been getting a lots of error: general (de)compression error in srep. and all those were unity games. it fixes if i remove -l128 and -c64 parameters. what could be the reason here ?
Don't use delta, it will only harm your ratio. Not useful since many years (if ever).
SREP 3.2 is always a good shout for especially buggy data too.
Not exactly. There are data samples which give better compression with delta. They are very rare and usually are found in obscure game engines, but still.
Assassins Creed: II (Steam Version)
For .FORGE files use:
afr+srep_new:490g+lolz
For Video files use:
xtool:c1792mb:mbik+bcm
For Sound files use:
srep_new:490g+bcm
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 5.65 GB
Compressed Game Size: 2.15 GB
Assassins Creed: Revelations (Steam Version) (English Only)
For .FORGE files use:
afr+srep_new:490g+lolz
For Video files use:
xtool:c1792mb:mbik+bcm
For Sound files use:
srep_new:490g+bcm
For rest of the files use:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Game size: 5.90 GB
Compressed Game Size: 2.64 GB
Game Version : 1.0
Ripped - Re-encoded Files : Nothing
Original Size : 6.0 GB
Compressed Size : 1.67 GB
Install Time : 5 Mins on HDD (Depends your system)
Method : srep:m3f+lzma2
Battlefield 6
Use frostbite3 plugin with nfsunbound config and oodle library located in game directory.
Wanterlude
21-10-2025, 07:54
NINJA GAIDEN 4
@image1.dat
gdeflate (+libs from game folders)
Streams: 2129 / 18496
Time: 00:00:49 (CPU 00:06:13)
Size: 1.08 GB >> 1.17 GB
sample: https://pixeldrain.com/u/NJw43Xpd
libs: https://pixeldrain.com/u/5XsLVhsL
Maybe someone has already found a solution?)
upd: https://www.patreon.com/posts/ninja-gaiden-4-141790975
thx razor12911
Maybe try with other versions.
Here are all I have collected over time
NINJA GAIDEN 4
@image1.dat
sample: https://pixeldrain.com/u/NJw43Xpd
libs: https://pixeldrain.com/u/5XsLVhsL
Maybe someone has already found a solution?)
upd: https://www.patreon.com/posts/ninja-gaiden-4-141790975
thx razor12911
can't access the file !can you upload it to another site, (patreon.com is unavailable).thx!
can't access the file !can you upload it to another site, (patreon.com is unavailable).thx!
Here
Sanatorium A Mental Asylum Simulator
Selected ARC/DS method for Data1a-01.bin was:
xtool:c32mb:munity+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,32 GB
Overall output size: 679,04 MB (Ratio 50.20%)
Peaceful Days
Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,07 GB
Overall output size: 362,59 MB (Ratio 33.02%)
L33THAK0R
08-11-2025, 19:22
Finally taking a crack at Red Dead Redemption 2 (version 1.0.1491.50), but I've been pretty disappointed with initial results
~108 GiB (MP assets ripped) -> ~76 GiB, using oo2core_5_win64.dll with the following MD5 hash
f60dd417457e2ec9be4b28242878dbc1
I did some initial digging on the AES encryption of the "*.rpf" archives, but haven't been able to find any community tools, outside of OpenIV (closed-source, no CLI functionality to decrypt multiple archives), SparkIV (only supports GTA IV), or CodeWalker (GTA V mapping utility), that support decryption and encryption of said archives. I've reached out to multiple members of the developer team but have been met with silence. Researching prior RAGE Engine titles, of note is "Grand Theft Auto V", found a toolkit that shows promise, found here (https://github.com/Neodymium146/gta-toolkit), which supports said cryptography. Very loose *maybe* here, but reading through this forum thread (https://gtaforums.com/topic/834128-how-to-decrypt-rpf-archives-on-pc/) has given me some guidance with a starting point for dumping the AES key for RDR2, of course the methodology will likely not be identical, but it's something.
I'm hopeful that since the RPF versions between GTA V (Version 7) & RDR2 (Version 8) are quite close, I might be able to jury-rig something together.
data1.bin was: xtool:mmermaid:core_2.9.5:mzlib:dd3+LOLZ_NORMAL
data2.bin was: xtool:mzlib:dd3+razor_stdio
with data1 = *.ubulk and *.uexp
around 2.25gb final
Wanterlude
15-11-2025, 23:21
Star Wars: Squadrons
use zstd 1.2.0
or frostbite plugin by Razor12911 (https://fileforums.com/showpost.php?p=488282&postcount=2), but it doesn't work for me
Anno 117
In Beta testing the structure looked exactly like anno 1800, but now it looks like they don't use any compression anymore.
Videos are kb2n but maybe you can rip 4K/FHD files (not tested yet).
Sounds are both pcm and oggvorb so use a mix of wemproc and msc.
0000000000000800 1025271744 data\ui\video\4k\base\campaign\campaign_movie01_im poster_a.bk2
000000003d1c7000 507623940 data\ui\video\4k\base\campaign\campaign_movie02_di ana_snooping.bk2
000000005b5e3000 783436492 data\ui\video\4k\base\campaign\campaign_movie03_co llateral.bk2
000000008a108000 750232692 data\ui\video\4k\base\campaign\campaign_movie04_al ien.bk2
00000000b6c82800 145519208 data\ui\video\4k\base\campaign\campaign_movie05_vo adas_ambush_part1.bk2
00000000bf74a000 382275528 data\ui\video\4k\base\campaign\campaign_movie05_vo adas_ambush_part2.bk2
00000000d63db000 394774512 data\ui\video\4k\base\campaign\campaign_movie06_vo adas_defeat.bk2
00000000edc57800 604861032 data\ui\video\4k\base\campaign\campaign_movie07_vo ada_backs_down.bk2
0000000111d2f000 1166713092 data\ui\video\4k\base\campaign\campaign_movie08_a_ marcia_triumph_a.bk2
00000001575d9800 1166686676 data\ui\video\4k\base\campaign\campaign_movie08_a_ marcus_triumph_a.bk2
000000019ce7d800 1166695576 data\ui\video\4k\base\campaign\campaign_movie08_b_ marcia_triumph_a.bk2
00000001e2723800 1166675820 data\ui\video\4k\base\campaign\campaign_movie08_b_ marcus_triumph_a.bk2
0000000227fc4800 193718944 data\ui\video\4k\base\campaign\de_lucius_death_sta bbed_marcia.bk2
0000000233883800 172257676 data\ui\video\4k\base\campaign\de_lucius_death_sta bbed_marcus.bk2
000000023dccb000 184690336 data\ui\video\4k\base\campaign\de_lucius_death_str oke_marcia.bk2
0000000248ced800 203480552 data\ui\video\4k\base\campaign\de_lucius_death_str oke_marcus.bk2
0000000254efb800 178974240 data\ui\video\4k\base\campaign\eng_lucius_death_st abbed_marcus.bk2
000000025f9aa800 220126412 data\ui\video\4k\base\campaign\eng_lucius_death_st roke_marcia.bk2
000000026cb98800 219408708 data\ui\video\4k\base\campaign\eng_lucius_death_st roke_marcus.bk2
0000000279cd7800 178839400 data\ui\video\4k\base\campaign\eng_luciusdeath_sta bbed_marcia.bk2
0000000284765800 171655440 data\ui\video\4k\base\campaign\fr_lucius_death_sta bbed_marcia.bk2
000000028eb1a000 156260236 data\ui\video\4k\base\campaign\fr_lucius_death_sta bbed_marcus.bk2
000000029801f800 196961188 data\ui\video\4k\base\campaign\fr_lucius_death_str oke_marcia.bk2
00000002a3bf6000 203861080 data\ui\video\4k\base\campaign\fr_lucius_death_str oke_marcus.bk2
00000002afe61000 178347444 data\ui\video\4k\base\campaign\zh_lucius_death_sta bbed_marcia.bk2
00000002ba877000 161438700 data\ui\video\4k\base\campaign\zh_lucius_death_sta bbed_marcus.bk2
00000002c426d000 185456316 data\ui\video\4k\base\campaign\zh_lucius_death_str oke_marcia.bk2
00000002cf34a800 180489480 data\ui\video\4k\base\campaign\zh_lucius_death_str oke_marcus.bk2
00000002d9f6b800 11190268 data\ui\video\4k\base\content\logo_ubisoft_anno_16-9_h264.bk2
00000002daa17800 325396896 data\ui\video\4k\base\content\province_intro_albio n_a.bk2
00000002ee06a800 296100680 data\ui\video\4k\base\content\province_intro_latiu m_a.bk2
00000002ffacd000 891554720 data\ui\video\4k\base\credits\credits_short.bk2
0000000334d0e000 41389308 data\ui\video\4k\base\gamesetup\gamemodeselection_ campaign.bk2
0000000337487000 40518924 data\ui\video\4k\base\gamesetup\gamemodeselection_ endless.bk2
0000000339b2b800 40378744 data\ui\video\4k\base\gamesetup\province_intro_alb ion.bk2
000000033c1ae000 40919960 data\ui\video\4k\base\gamesetup\province_intro_lat ium.bk2
000000033e8b4800 122807792 data\ui\video\4k\base\mainmenu\mainmenutitle.bk2
0000000345dd3000 15697092 data\ui\video\4k\base\pretitle\mainmenutitle_idle. bk2
000000034e57a000 269437752 data\ui\video\fhd\base\campaign\campaign_movie01_i mposter_a.bk2
000000035e66f000 133918760 data\ui\video\fhd\base\campaign\campaign_movie02_d iana_snooping.bk2
0000000366626800 204250356 data\ui\video\fhd\base\campaign\campaign_movie03_c ollateral.bk2
00000003728f0800 196746916 data\ui\video\fhd\base\campaign\campaign_movie04_a lien.bk2
000000037e492800 38187208 data\ui\video\fhd\base\campaign\campaign_movie05_v oadas_ambush_part1.bk2
00000003808fe000 101092592 data\ui\video\fhd\base\campaign\campaign_movie05_v oadas_ambush_part2.bk2
0000000386967000 103943232 data\ui\video\fhd\base\campaign\campaign_movie06_v oadas_defeat.bk2
000000038cc88000 159414536 data\ui\video\fhd\base\campaign\campaign_movie07_v oada_backs_down.bk2
0000000396490000 302145312 data\ui\video\fhd\base\campaign\campaign_movie08_a _marcia_triumph_a.bk2
00000003a84b6000 302176148 data\ui\video\fhd\base\campaign\campaign_movie08_a _marcus_triumph_a.bk2
00000003ba4e3800 302158596 data\ui\video\fhd\base\campaign\campaign_movie08_b _marcia_triumph_a.bk2
00000003cc50d000 302167816 data\ui\video\fhd\base\campaign\campaign_movie08_b _marcus_triumph_a.bk2
00000003de538800 52451352 data\ui\video\fhd\base\campaign\de_lucius_death_st abbed_marcia.bk2
00000003e173e800 46890072 data\ui\video\fhd\base\campaign\de_lucius_death_st abbed_marcus.bk2
00000003e43f6800 50786372 data\ui\video\fhd\base\campaign\de_lucius_death_st roke_marcia.bk2
00000003e7466000 55142608 data\ui\video\fhd\base\campaign\de_lucius_death_st roke_marcus.bk2
00000003ea8fd000 48100276 data\ui\video\fhd\base\campaign\eng_lucius_death_s tabbed_marcus.bk2
00000003ed6dc800 59782580 data\ui\video\fhd\base\campaign\eng_lucius_death_s troke_marcia.bk2
00000003f0fe0000 59212996 data\ui\video\fhd\base\campaign\eng_lucius_death_s troke_marcus.bk2
00000003f4858800 48082048 data\ui\video\fhd\base\campaign\eng_luciusdeath_st abbed_marcia.bk2
00000003f7633800 46349796 data\ui\video\fhd\base\campaign\fr_lucius_death_st abbed_marcia.bk2
00000003fa267800 42202820 data\ui\video\fhd\base\campaign\fr_lucius_death_st abbed_marcus.bk2
00000003fcaa7000 53560632 data\ui\video\fhd\base\campaign\fr_lucius_death_st roke_marcia.bk2
00000003ffdbb800 55115352 data\ui\video\fhd\base\campaign\fr_lucius_death_st roke_marcus.bk2
000000040324b800 48056056 data\ui\video\fhd\base\campaign\zh_lucius_death_st abbed_marcia.bk2
0000000406020000 43580724 data\ui\video\fhd\base\campaign\zh_lucius_death_st abbed_marcus.bk2
00000004089b0000 50779544 data\ui\video\fhd\base\campaign\zh_lucius_death_st roke_marcia.bk2
000000040ba1d800 49277904 data\ui\video\fhd\base\campaign\zh_lucius_death_st roke_marcus.bk2
000000040e91c800 9248084 data\ui\video\fhd\base\content\logo_ubisoft_anno_1 6-9_h264.bk2
000000040f1ee800 84751980 data\ui\video\fhd\base\content\province_intro_albi on_a.bk2
00000004142c2000 76607036 data\ui\video\fhd\base\content\province_intro_lati um_a.bk2
0000000418bd1000 32876304 data\ui\video\fhd\base\gamesetup\gamemodeselection _campaign.bk2
000000041ab2b800 33100912 data\ui\video\fhd\base\gamesetup\gamemodeselection _endless.bk2
000000041cabd000 40756988 data\ui\video\fhd\base\gamesetup\province_intro_al bion.bk2
000000041f19b800 33127392 data\ui\video\fhd\base\gamesetup\province_intro_la tium.bk2
0000000421133800 98413104 data\ui\video\fhd\base\mainmenu\mainmenutitle.bk2
0000000426f0e800 13218008 data\ui\video\fhd\base\pretitle\mainmenutitle_idle .bk2
PS: You can still use anno7.bms script to extract the entire game.
Star Wars: Squadrons
use zstd 1.2.0
or frostbite plugin by Razor12911 (https://fileforums.com/showpost.php?p=488282&postcount=2), but it doesn't work for me
It works fine, you have to use the correct config.
-mzstd
Streams: 8447 / 8447
Time: 00:00:34 (CPU 00:03:48)
Duplicates: 104 (0,00 MB) [0,00 MB >> 6,50 MB]
Srep decompression memory: 1,00 MB
Size: 411 MB >> 586 MB >> 579 MB >> 568 MB >> 344 MB
---
-mfrostbite3,zstd
Streams: 8338 / 8338
Time: 00:00:33 (CPU 00:03:46)
Duplicates: 0 (0,00 MB) [0,00 MB >> 0,00 MB]
Srep decompression memory: 2,00 MB
Size: 411 MB >> 579 MB >> 579 MB >> 568 MB >> 344 MB
The plugin skips streams which are less or equal 65536 bytes which leads to a bit better performance (see cpu time) with no impact in ratio afterwards.
L33THAK0R
20-11-2025, 23:24
Source: Clean GOG Files
Original Size: 41.5 GiB
Final Size: 10.032 GiB (Incl. installer)
Ripped Files: French/German loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Bpk
External Tools used:
SFK
MParallel
HDiffPatch
OGGRE (Wwise)
Additional notes:
PCK archives can be processed for an approx ~100 MiB gain, however a good portion of the WEMs aren't worth processing, I made a basic python script to diff them, I'm sure anyone wanting to see similar gains is able to figure out their own solution.
Old archived, PCK/BNK BMS scripts won't work with these archives, I uploaded ones that do work (https://fileforums.com/showpost.php?p=508911&postcount=3), these also make ripping the localised content very easy.
There were a few kb worth of zlib/reflate streams, I was processing this title and the sequel, "A Plague Tale: Requiem" (which does have significant zlib/deflate streams present) in parallel and didn't realise I used the same config for this title, you can probably save a megabyte or two in the installer size if your forgo xtool. These results were obtained using xtool's "erase" functionality, so Razor12911's hard work can still be credited with it's success!
L33THAK0R
21-11-2025, 09:27
Has anyone dealt with CELT audio (https://en.wikipedia.org/wiki/CELT) before? Was returning to see if I could improve upon my previously published results for Mad Max (https://fileforums.com/showpost.php?p=499870&postcount=3337), as I'm in the process of redoing my previous attempts of "Avalanche Engine" titles. In said results, I noted a strange 800MiB file with an FSB5 header, that I wasn't able to parse, turns out it's just a very large sound bank, and I believe the tools I used previously weren't able to parse files of that size. Anywho I've come to discover the audio in this sound bank is encoded as CELT audio, which I've never encountered thus far, yet alone processed. I tried running it through MSC & SAC as the tools I used had added WAVEfmt headers, but no luck.
It's a codec that was developed by the Xiph.Org Foundation, but I'm unable to find any tools published for lossless compression of this particular codec, and haven't had any luck (not that you'd expect to) with any tools developed for other Xiph.Org Foundation codecs.
Attached are some samples extracted both with/without a header, if anyone is interested.
L33THAK0R
22-11-2025, 01:21
Source: Clean Steam Files
Build 20516955
Original Size: 3.0 GiB
Final Size: 1.604 GiB (Incl. installer)
Ripped Files: None
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, unity (lz4 v1.8.3)
Srep
Lolz
External Tools used:
SFK
MParallel
HDiffPatch
OGGRE (Wwise)
Additional notes: All raw WEMs are valid, BNKs only about 1/4 are valid.
Kunitsu-Gami Path of the Goddess
22:15:25 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3:l10,d128mb
22:15:25 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzstd,l11:zstd_145+xtool:mzlib:mreflate:dd3: l10,d128mb
22:15:25 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
23:55:31 - Overall input size: 28,15 GB
23:55:31 - Overall output size: 14,64 GB (Ratio 51.99%)
23:55:31 - Overall conversion time: 01:40:04
hello
There is a lot of .bank file can be processed (gain around 200mb) ...
Without processing theses files , this works:
15:46:32 - Selected ARC method for Data1a-01.bin was: poo2reck:core_2.9.10:lib_2+poo2recm:core_2.9.10:li b_2+xtool:dd3+lolz:d59:mtt1:mt16:mc1023
15:46:32 - Selected ARC method for Data1b-01.bin was: xtool:dd3+bcm
15:46:32 - Selected ARC method for Data1c-01.bin was: xtool:c32mb:d1:mreflate+xtool:dd3+razor_mtx
---------------------------------------------------------------------------------------------------------------------------------------------------------
18:57:28 - Overall input size: 9,83 GB
18:57:28 - Overall output size: 5,98 GB (Ratio 60.82%)
18:57:28 - Overall conversion time: 03:09:29
18:57:28 - Overall conversion media: 1 custom media
L33THAK0R
23-11-2025, 22:00
Source: Clean Steam Files
Version 1.10
Original Size: 27.3 GiB
Final Size: 10.705 GiB (Incl. installer)
Ripped Files: Non EN. loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
External Tools used:
SFK
DELZORec
MParallel
Additional notes: Happy with how this turned out, a substantial improvement over my previous results (https://fileforums.com/showpost.php?p=499941&postcount=3345), the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model.
Carldric Clement
24-11-2025, 05:31
Zomborg v2017.3.0
Original Size: 2.21 GB
Compress Size: 378.3 MB
Method:
* rest of the files = xtool:zlib:preflate+srep:m3f:a2+exe2+lolz:d128m:mt 4:mtt1:lmdf1
L33THAK0R
25-11-2025, 21:19
Source: Clean Steam Files
Build 17107881
Original Size: 96 GiB
Final Size: 76.6 GiB (Incl. installer)
Ripped Files: Non EN. loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, unreal decrypt., oodle)
Srep
Lolz
Additional notes:
Opted to sacrifice size for speed for this title, on a 8c/16t machine install time was just over 11mins, versus my more aggressive testing which clocked in at ~45mins.
L33THAK0R
27-11-2025, 21:23
Details:
Source: Clean GOG Files
Version 1.2.0.23
Original Size: 11 GiB
Final Size (Without MSC) : 5.17 GiB (Incl. installer)
Final Size (With MSC) : 4.84 GiB (Incl. installer)
Ripped Files: None
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, xmemcompress)
Srep
Lolz
Oggre
MSC
External Tools used:
None
Additional notes:
I'm very inexperienced with using xmemcompress for applicable use-cases, massive thank you to Razor12911 for providing the config (attached below), to process the "*.xnb" containers, other community tools (https://github.com/LeonBlade/xnbcli/issues/18) that are able to parse other XNA titles using "*.xnb" containers, weren't able to with those compressed using LZX. Attached is said config. In comparison with other published results, there's a minimum of 640MiB in potential gains left on the table, alas I can't for the life of me figure out where though. As this is the first LZX-compressed XNA title I've approached, it's entirely possible I'm just missing something obvious.
XNB Config:
[Stream1]
Name=xmemcompress
Codec=xmemcompress
BigEndian=0
Signature=0x77424E58
Structure=Signature(4),Unk1(2),CSize(4),DSize(4),S tream
StreamOffset=0
CompressedSize=CSize - 14
DecompressedSize=DSize
Condition2=CSize>=256
Condition1=DSize>CSize
Masquerade
28-11-2025, 06:59
^^
I wrote this config a few years ago and it still holds up for XNB titles (afair I used it on Terraria)
[Stream1]
Name=xnb
Codec=xmemcompress
BigEndian=0
Signature=0x77424E58
Structure=Signature(4),XNBFormatVersion(1),Compres sed(1),FileSize(4),DSize(4),Stream
CompressedSize=FileSize-14
DecompressedSize=DSize
Condition1=Compressed = 0x81
XNB files have a byte two bytes after the 4 byte magic which is always 0x81 if the data is compressed, I was using this to simply skip uncompressed data.
Beyond this, the real magic for xcompress streams lies in xtool.ini and the parameters that get passed to the exe file.
L33THAK0R
29-11-2025, 08:31
Foreword: Thought I'd just post some of the more interesting projects in one large post rather than clog up the forums. Mainly to demonstrate that existing published results are able, (in some cases quite easily) to be improved outside of pure chance through non-deterministic algorithms. That being said, I'm still very much an amateur (see the "A Plague Tale: Requiem" & "Dead Island 2" entries), and despite my current knowledge and skill set, I still have plenty of room to learn and improve.
Red Dead Redemption (PC Port)
Details:
Source: Clean Steam Files
Build 16471194
Original Size: 8.88 GiB
Final Size : 5.16 GiB (Incl. Installer)
Ripped Files: None
Internal Tools used:
Xtool v0.5.3 (Codecs: reflate, zlib, zstd)
Srep
Lolz
External Tools used:
None
Additional notes:
Unable to process audio, in the original console releases there were a few hundred MiB of Bink1 video embedded, in the form of a projector film. I was unable to isolate these videos in the PC release.
/////////////////////////////////
Dead Island 2
Details:
Source: Clean Steam Files
Build 20514355
Original Size: 70.79/71.09 GiB
Final Size : 47.90/48.20 GiB (Incl. Installer)
Ripped Files: 2160p/1080p Video
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, unreal, oodle)
Srep
Lolz
External Tools used:
None
Additional notes:
Was lazy with this one due to juggling more interesting projects at the time, did not process Wwise audio.
/////////////////////////////////
The Darkness II
Details:
Source: Clean Steam Files
Build 11598
Original Size: 6.70 GiB
Final Size : 4.44 GiB (Incl. Installer)
Ripped Files: Non EN Loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
MSC
Srep
Lolz
External Tools used:
None
Additional notes:
None.
/////////////////////////////////
Dark Souls Remastered
Details:
Source: Clean Steam Files
Build 9694186
Original Size: 6.86 GiB
Final Size : 4.03 GiB (Incl. Installer)
Ripped Files: Non EN Loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
MSC
Srep
Lolz
Bpk
External Tools used:
None
Additional notes:
None.
/////////////////////////////////
Dying Light - The Following (Definitive Edition)
Details:
Source: Clean GOG Files
Version 1.54.0
Original Size: 27.6 GiB
Final Size : 12.9 GiB (Incl. Installer)
Ripped Files: Non EN Loc., Optional Main Menu Promo Videos
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Oggre
Srep
Lolz
Bpk
External Tools used:
HDiffZ
Additional notes:
To process all OGG Vorbis audio you will need to patch some archives.
/////////////////////////////////
Heavy Rain
Details:
Source: Clean Steam Files
Build 5236766
Original Size: 31.70 GiB
Final Size : 7.88 GiB (Incl. Installer)
Ripped Files: Non EN Loc., Optional BTS Video
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
MSC
Srep
Lolz
Bpk
External Tools used:
Mparallel
SFK
Additional notes:
Audio can be processed with MSC, however not all streams are valid, you will need to generate a database and rip the extracted streams. As assets are only compressed and not encrypted, I recommend ripping the compressed streams processed seperateley, diffing the individual streams and patching these compressed streams post-install, if you don't care for the end-user's write-endurance you can just brute force it with less elegant methods. Same method applies for ripping localised content. Additional Bink1 videos are also embedded within the main data containers.
/////////////////////////////////
The Last of Us: Part I
Details:
Source: Clean Steam Files
Build 17034831
Original Size: 62.8 GiB
Final Size : 38.4 GiB (Incl. Installer)
Ripped Files: Non EN Loc., Optional BTS Video, Credits
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, oodle, psarc)
Srep
Lolz
External Tools used:
None
Additional notes:
None.
/////////////////////////////////
Lorelei and the Laser Eyes
Details:
Source: Clean Steam Files
Build 15691260
Original Size: 1.180 GiB
Final Size : 0.535 GiB (Incl. Installer)
Ripped Files: None
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
External Tools used:
None
Additional notes:
None.
/////////////////////////////////
A Plague Tale: Requiem
Details:
Source: Clean GOG Files
Build 56580004591411255
Original Size: 49.4 GiB
Final Size : 24.3 GiB (Incl. Installer)
Ripped Files: Non EN Loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
External Tools used:
SFK
Mparallel
Oggre (Wwise)
Additional notes:
PCK & BNK archives were processed, localised content is compressed within archives, rip streams using a database. See my "A Plague Tale: Innocence" results for more information (https://fileforums.com/showpost.php?p=508915&postcount=4451).
/////////////////////////////////
Total War: Three Kingdoms
Details:
Source: Scene Release
Build 10356423
Original Size: 39.5 GiB
Final Size : 15.6 GiB (Incl. Installer)
Ripped Files: Non EN Loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
External Tools used:
SFK
Mparallel
Oggre (Wwise)
Additional notes:
Audio was processed externally, and patched post-install.
/////////////////////////////////
Trials Rising
Details:
Source: Scene Release
Build 10831717
Original Size: 25.92 GiB
Final Size : 15.83 GiB (Incl. Installer)
Ripped Files: Non EN Loc. Videos
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Bpk
External Tools used:
None
Additional notes:
Wasn't able to extract audio for this title, it's one of the less documented "Trials" titles, tried a variety of solutions but no luck. Potentially future attempts could see some gains if audio is processed.
Star Wars: Squadrons
use zstd 1.2.0
or frostbite plugin by Razor12911 (https://fileforums.com/showpost.php?p=488282&postcount=2), but it doesn't work for me
yes you need to modify frostbibe3.ini and add :
[Stream13]
// SWSquadrons
Name=swsquadrons
Codec=zstd
BigEndian=1
Signature=0x700F
Structure=Dict(1),DSize(3),Signature(2),CSize(2),Z StdHdr(4),Stream
StreamOffset=-4
CompressedSize=CSize
DecompressedSize=DSize
Condition1=DSize > CSize
Condition2=CSize > 64
Condition3=CSize <= 65536
Condition4=DSize <= 65536
Condition5=Dict=0
Condition6=ZStdHdr = 0x28B52FFD
then use xtool:c32mb:mfrostbite3,swsquadrons
Just use zstd without frostbite3 plugin.
-mzstd
Streams: 1221475 / 1221493
Time: 00:28:08 (CPU 03:36:37)
Duplicates: 557369 (1,97 GB) [2,75 GB >> 5,77 GB]
Srep decompression memory: 1,11 GB
Size: 31,3 GB >> 47,5 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB
Done!!!
-mfrostbite3,zstd (your modified config)
Streams: 1209456 / 1209471
Time: 00:29:20 (CPU 03:45:03)
Duplicates: 545689 (1,97 GB) [2,75 GB >> 5,11 GB]
Srep decompression memory: 1,11 GB
Size: 31,3 GB >> 46,9 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB
Done!!!
L33THAK0R
04-12-2025, 23:19
Details:
Source: Clean Steam Files
Build 13300582
Original Size: 61.42 GiB
Final Size: 45.25 GiB (Incl. Installer)
Ripped Files: Studio credit video present on new game.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, oodle)
Srep (v3.2.0)
Lolz
DST
External Tools used:
None
Additional notes: Attached below are the XTool libraries (oodle being the important one), as well as a copy of Srep v3.2.0/the CLS version of srep I used for decomp, and DST (just so future users can find all the resources needed in one post). I couldn't get DST to work when I first tried this title around a year back, which it turns out was as a result of specifying an input/output in my arc.ini, rather than <stdin>/<stdout>.
I really tried to get the WEMs & BNKs processed, total savings totaled out to ~401 MiB (full results below), but I couldn't justify the total additional writes needed to patch the files back (patch WEMs > build tmp for diff > diff decomp'd output > decomp external archives) for such a small gain. More importantly I screwed up something along the way and my final output for all *.bin files was 34.4 GiB with processing vs 30.3 GiB without. I've done so many tests with this title I'll take this minor improvement and let someone else perfect this title in the future.
WEM Results:
Original Archive: 3460515fd6d930b689143a8b9a51a060.bin
Size: 2.381836 GiB
Size of Valid WEMs: 0.390625 GiB
Original Archive: 40fb866e44aec444200cdb0c384cf5a5.bin
Size: 4.083984 GiB
Size of Valid WEMs: 0.126953 GiB
Original Archive: 477e458b2c825633499874678a2b9ea5.bin
Size: 3.375977 GiB
Size of Valid WEMs: 0.448242 GiB
Original Archive: 596c31fc02eca656d5ecdb546c52a7af.bin
Size: 1.516602 GiB
Size of Valid WEMs: 0.032227 GiB
Original Archive: 7017f9bb9d52fc1c4433599203cc51b1.bin
Size: 6.795898 GiB
Size of Valid WEMs: 3.263672 GiB
Original Archive: a53f66da5938a089f06b8a0c07c97f18.bin
Size: 0.563477 GiB
Size of Valid WEMs: 0.036133 GiB
Original Archive: dc847b243b638c5ce539d4be7ff48007.bin
Size: 1.999023 GiB
Size of Valid WEMs: 0.05957 GiB
Original Archive: fcd4b5918cea9a220c0da171bb60c214.bin
Size: 1.310547 GiB
Size of Valid WEMs: 0.048828 GiB
All Savings: ~410 MiB
Videos were processed by first extracting all Bink files then rebuilding the hashed structure "<INSTALL_DIR>\movies\mono\*.bk2". Hashes can be found below (MD5):
acece703e713163e9fa1afbb4ab90b78 *sq_cs40_s20000.bk2
cc7f1ba54d38343449dde506c335f45e *sq_cs01_s00750.bk2
8cb3ad4675d07c15bd5b3d3d80667ca8 *sq_cs03_s01000.bk2
ba1ffd83f835eb433c195b41ce01c5ba *sq_cs10_s00700.bk2
e9aea7a3bdd6d07fc2a3b23dcf21f799 *sq_cs10_s90000.bk2
f6cb3f869106b223ba4a7f9aff04beb3 *sq_cs07_s00400.bk2
e0a62409c56963a1aa592a9129522617 *sq_cs01_s00900.bk2
b4a8d52213762d37e36259d7d326906f *sq_cs05_s01400.bk2
ba7e5e2e6f3fa28f71a046522f2d693d *sq_cs03_s01150.bk2
8adfc5e0c12d4592d2b27a647eb4efdd *sq_cs08_s00200.bk2
c53b0419aac17af547ed3c7f638e1958 *sq_cs08_s01080.bk2
fdc80f4a430c77d1b406707a388242f7 *sq_cs80_s00100_c004.bk2
583c15d6536b300d54021fc408b7c340 *sq_cs03_s00150.bk2
6fe7cc2224cd75370abf4fcc21ff03b6 *sq_cs80_s00100_c006.bk2
14903e6f2286f9a1fbd4a9f0047ed2d5 *sq_cs02_s00300.bk2
087dbdc8f364ca79fd16db054c16ca5e *sq_cs04_s00900.bk2
d0155f203ed7e8a36a313952a1291a09 *sq_cs80_s00100_c001.bk2
19a30487ddf45d26cd98e30c6290e70c *sq_cs80_s00100_c002.bk2
1baa25a412641509338737a87f806e06 *sq_cs04_s00700.bk2
ead776fbde6233b818688e11b86f5720 *sq_cs03_s00400.bk2
ea9612b9808a0582f651232487cffa8e *sq_cs05_s01500.bk2
0c73579bcf9db5d41088d31a48f39790 *sq_cs08_s00350.bk2
d594a38aa77a2e4028295e0116ccedbf *sq_cs06_s01100.bk2
6c4e17e46fd5dd4703c41102d656e60f *sq_cs03_s00490.bk2
74dd45ff115560379cf1726ad63587ca *sq_cs04_s01100.bk2
91a112e465106dada221417271b3fab6 *sq_cs80_s00100_c003.bk2
c96c77a4a2b6b4c38145ccb1cbec4788 *sq_cs08_s01020.bk2
242d14dcead2caa2c8bfc84491f17413 *sq_cs05_s00050.bk2
942a4cbed3d346229e34469c30a14c3d *sq_cs07_s00300.bk2
197bc090cba439a25c5d06741125af84 *sq_cs07_s00350.bk2
450e69c01a0b483524edff061ea0abf1 *sq_cs80_s00100_c007.bk2
41d0a1e1edacf4932450ff42cc14accf *sq_cs80_s00100_c005.bk2
e6ecda36874f0800885f33733aa9f561 *sq_cs06_s00360.bk2
7c84673df30c0fb76b612a9d77a9afe5 *sq_cs02_s00400.bk2
ae269228bd156da786fb1f92990f7847 *sq_cs02_s01500.bk2
3ec77daed9bf2cdd593346d7b450f638 *sq_cs02_s00700.bk2
0e55091c44cc9f405a528d0e70d66b79 *sq_cs10_s00440.bk2
9de4e36e3af2ca91e6f5c6c1a7e0ef5a *sq_cs00_s00100.bk2
9e625d144b95bd3ff9eb41f92e52df2b *sq_cs00_s00600.bk2
162c9837c0b849313e572fd5196d79b5 *sq_cs00_s00500.bk2
BPK picks up the streams but is unable to process them, it's still worth-while processing them with a final compressor of your choice.
Non-en loc. were also ripped, all relevant "*.bin" archives can be found below
93a37de4096fad67e0c99100775cce42.bin
4707c0dea95bdf7b38ed0d838965e0e6.bin
177469b03caa26c0651de930f368a3ad.bin
1dbc7dd0dcb80b83eade1ab381422ea5.bin
507b57fe3eb2170e71997df17e478a2d.bin
f70387b309fdda4e66a9d1808815252d.bin
6e0de0395842dfb82888e339230534e1.bin
73a5378183017eeacff7adcd23e66430.bin
84531a1f1930d4626bdb5f1679e94b0b.bin
7ccfce87d9887adf1689fbd07df4200a.bin
8d60c6e8d6ce70496107e588205a3054.bin
2b23c8aeeebf8df30f2caf770c9c9b1d.bin
6fb69851f3279ea051f48ee6c98c73fe.bin
51dc3286c8bb6d6139af5f7f5c0b6f59.bin
9abda4bd99f4fa01951fd153775e7e8d.bin
345184e6dd9b47d6587a8f9267a818a6.bin
9f7b09f5d311e88d090ae516e18d80df.bin
17881513a7e2a728ccd2ae7301dc9054.bin
a53f66da5938a089f06b8a0c07c97f18.bin
968bf82f34e2b499687c901a888e633a.bin
1a472f28ea1537dd3cb911fd1e18f2af.bin
a694c2e00b87cd761ee2a25b09a49ea7.bin
596c31fc02eca656d5ecdb546c52a7af.bin
3460515fd6d930b689143a8b9a51a060.bin
fcd4b5918cea9a220c0da171bb60c214.bin
477e458b2c825633499874678a2b9ea5.bin
7017f9bb9d52fc1c4433599203cc51b1.bin
732e43ff85a0e797a684c8a8c6e55627.bin
acc0d12f571a5b85f368497756cbcd3c.bin
b07acb141d08c46008235427b5c1a24a.bin
40fb866e44aec444200cdb0c384cf5a5.bin
c0306eef15c4b5122ab61a834f80d743.bin
59b95a781c9170b0d13773766e27ad90.bin
dc847b243b638c5ce539d4be7ff48007.bin
L33THAK0R
29-12-2025, 01:09
Details:
Source: Clean Steam Files
Build 10884090
Original Size: 53 GiB
Final Size: 16.7 GiB (Incl. installer)
Ripped Files: Non EN Loc., ~110 MiB "Epic Online Services" installer
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib, unreal)
Srep
Lolz
External Tools used:
None
Additional notes:
This title proved to be an inspiration to developing a tool to rip encrypted & compressed assets, specifically within Unreal Engine 4 titles. Currently my python script has only been tested/supports this singular title, but the results are promising. Future improvements obviously lie with processing the Wwise audio. In theory it isn't too difficult and my proof of concept tool supports ripping certain blocks to process and patch in separately, without needing to re-write entire files, but I'd already spent a good amount of time getting this far and had since lost interest in perfecting this title.
As I further develop this tool and provide additional functionality/compatibility, I'll release it publicly, however it's current state is still largely experimental. Erased files were validated by "extracting" them using FModel and examination via hex editor. A full play-through was conducted to confirm no issues persisted with said erased offsets being present.
Masquerade
29-12-2025, 02:47
^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool?
I also don't know either where is the difference. For this title you can extract wwise with bms script and rip the files with xtool erase command then since the wwise files aren't compressed.
L33THAK0R
29-12-2025, 03:22
^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool?
It doesn't, it was just an excuse to create my own tools to solve a given problem, helps hone skills for future projects/problems.
Darkmoon
Data1 : xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL (*.bundle)
Data2 : xtool:mreflate:dd3+LOLZ_NORMAL (all other files except *.bundle *.dll *.exe)
Data3 : xtool:mzlib:mreflate:dd3+razor_stdio (*.dll *.exe)
final size 4.4gb (last update and with *.bank processed)
Terra Invicta
10:57:13 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193:dd3+4x4:lzma
10:57:13 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma
-----------------------------------------------------------------------------------------------------------------------------------------
11:40:12 - Overall input size: 21,19 GB
11:40:12 - Overall output size: 9,83 GB (Ratio 46.40%)
11:40:12 - Overall conversion time: 00:42:56
Assets.zip:
Extract
Create hdiff patch (Assets folder to Assets.zip) (16MB)
For *.png xtool (-mpng+reflate -d1 -dd)+srep+rzs
Note: for some reason compressing with lolz or rzs it will result in a ratio slightly above of 100% (rzs being on the lower end)
For *.jpg brunsli
For *.ogg oggre
Note: The following files will cause oggre to crash during install/unpacking, compress with other tools, i used rzs, or try using oggre by itself, without arc:
Player_Hurt_Drowning_01.ogg
Player_Hurt_Drowning_02.ogg
Player_Hurt_Drowning_03.ogg
Player_Hurt_Drowning_04.ogg
Player_Hurt_Drowning_05.ogg
Player_Hurt_Drowning_06.ogg
For *.bin xtool (-mzstd (1.5.5 lib))+srep+lolz
Note: Couldnt get all the streams, tried multiple libs and levels
For rest of the files srep+lolz
With the hdiff patch file created earlier you can patch the folder back to the original .zip archive.
Game size: 3.61GB
Repack size: 1.2GB
*rzs = RAZOR Archiver 1.0.3.7
^
Streams: 1845 / 1845
Time: 00:00:00 (CPU 00:00:00)
Size: 8,43 MB >> 109 MB
zstd 1.5.7
However I don't know if you save anything from this to be honest.
---
The only bad ogg file is Player_Hurt_Drowning_02.ogg in my test if you use oggre without freearc.
^
Streams: 1845 / 1845
Time: 00:00:00 (CPU 00:00:00)
Size: 8,43 MB >> 109 MB
zstd 1.5.7
However I don't know if you save anything from this to be honest.
---
The only bad ogg file is Player_Hurt_Drowning_02.ogg in my test if you use oggre without freearc.
Oh damn, theres 1.5.7 for zstd? Didn't know that. Where can I find it exactly? Couldn't find it here, don't know if im searching incorrectly.
Usually you can save a bit.
-
Ah, good to know. My setup either errored out or crashed completely with those files. As they werent big in size i didnt check them without freearc.
https://github.com/facebook/zstd/releases/tag/v1.5.7
Here is my collection for every library which is compatible with xtool (x64 only).
Detroit Become Human
Answering this question here: https://fileforums.com/showpost.php?p=509307&postcount=14
Tools used: QB.Unpacker (https://github.com/Ekey/QD.BIG.Tool), HXD (https://mh-nexus.de/en/hxd/), XTool (https://fileforums.com/showthread.php?t=102832) (erase, decode functions)
What I've found out:
Language files are mixed in many game archives.
Example:
BigFile_PC.d23
English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800
and so on.
File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header
I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).
However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.
In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.
Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.
Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.
Have fun.
Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.
For World War Z - Aftermath :
Data1 : *.pak except shared_video.pak and shared_sound.pak
xtool:mpreflate:dd3+LOLZ_NORMAL
Data2 : shared_video.pak
xtool:c1792mb:mbik:mbk2:df20p
Data3 : shared_sound.pak
if you know how to => FSB5 pre & post outside diskspan
xtool:mpreflate:dd3+LZMA-MT
data4 : other files
xtool:mpreflate:dd3+razor
Dunnowho69
01-02-2026, 05:06
Detroit Become Human
Answering this question here: https://fileforums.com/showpost.php?p=509307&postcount=14
Tools used: QB.Unpacker (https://github.com/Ekey/QD.BIG.Tool), HXD (https://mh-nexus.de/en/hxd/), XTool (https://fileforums.com/showthread.php?t=102832) (erase, decode functions)
What I've found out:
Language files are mixed in many game archives.
Example:
BigFile_PC.d23
English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800
and so on.
File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header
I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).
However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.
In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.
Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.
Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.
Have fun.
Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.
Hopefully someone can make a tool :((
Here are some other observations.
Language audio files:
Container Header 17 bytes
File size (CSize) 4 bytes
Unknown 4 bytes
Unknown (some ID) 20 bytes
Unknown 8 bytes
File name different bytes lenght according to file name lenght
Language code 3 bytes
Unknown 4 bytes
Riff Wavefmt 16 bytes
Audio files (BKHD container):
Container Header 12 bytes
Unknown 25 bytes
Unknown (DC_DATA) 8 bytes
File size (CSize) 4 bytes
Unknown 4 bytes
Unknown 13 bytes
Unknown (COM_CONT) 8 bytes
Unknown 8 bytes
Unknown (LOADCONT) 8 bytes
Unknown 4 bytes
Unknown (CSNDBKDT) 8 bytes
Unknown 4 bytes
Unknown 4 bytes
BKHD Header 4 bytes
Video files (not required because you could simply use Mesa to extract or just use xtool bink plugin):
Container Header 12 bytes
Unknown 25 bytes
Unknown (DC_DATA) 8 bytes
Unknown 4 bytes
File size (CSize) 4 bytes
Unknown 4 bytes
Unknown 14 bytes
File size (CSize) 4 bytes (some other file size which differ slightly from first file size)
Unknown 4 bytes
Unknown 18 bytes
File size (CSize) 4 bytes (again some other file size which differ slightly from first file size)
Unknown 14 bytes
Unknown (repeat 1) 4 bytes
Unknown (repeat 2) 4 bytes
Unknown 12 bytes
Unknown (COM_CONT) 8 bytes
Unknown 8 bytes
Unknown (VIDEORES) 8 bytes
Unknown 9 bytes
File name different bytes lenght according to file name lenght
Language code 3 bytes (only JPN)
Unknown 4 bytes
Bink Header 4 bytes
Dunnowho69
08-02-2026, 00:59
Source: Clean Steam Files
Version 1.10
Original Size: 27.3 GiB
Final Size: 10.705 GiB (Incl. installer)
Ripped Files: Non EN. loc.
Internal Tools used:
Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre
External Tools used:
SFK
DELZORec
MParallel
Additional notes: Happy with how this turned out, a substantial improvement over my previous results (https://fileforums.com/showpost.php?p=499941&postcount=3345), the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model.
How to set DELZORec for installer?
Masquerade
08-02-2026, 10:43
^^
Delzorec isn't compatible with FreeArc.
You can generate dunia lzo databases with XTool duniadb maker or bms2xtl.
Dunnowho69
08-02-2026, 11:47
^^
Delzorec isn't compatible with FreeArc.
You can generate dunia lzo databases with XTool duniadb maker or bms2xtl.
Yeah found out about that. Using the xtool plugin now. For installation i just need the lzo2.dll right ?
I think delzorec is better but needs more i/o operation.
However if you want to use delzorec:
1. Include delzorec inside your setup file or compressed game archives (if in setup.exe file then make sure that installer extract it in installation folder).
2. Run delzorec.exe with required parameters directly from installer script after installation is success or simply let it run a batch file from installation folder as working dir.
can someone help me. i have some .wem files i extracted from silent hill f .pak using this tool (https://github.com/trumank/repak). the extracted wem files are playable. most of them contain pcm wav. i tried to compress them using msc but it doesnt work (gives same output as input file). i can see fitgirl used oggre on her repack but i cant find any ogg data in .wem files. i tried to compress .wem with oggre_wwise but still gave same output. wemtool also doesnt help much.
edit: attached sample
This is audiokinetic wwise format (ogg vorbis), not pcm.
Use wemtool on them.
PS: Skip all wem file below 100kb, otherwise you will get negative ratio.
2.88mb -> 2.64mb
Edit: I extracted all audio files from the pak file and processed them with wemtool.
Result: 8.14GB -> 7.61GB
This is audiokinetic wwise format (ogg vorbis), not pcm.
Use wemtool on them.
PS: Skip all wem file below 100kb, otherwise you will get negative ratio.
2.88mb -> 2.64mb
Edit: I extracted all audio files from the pak file and processed them with wemtool.
Result: 8.14GB -> 7.61GB
also i can see some of the files (20mb+) contains multiple bik headers. are those actual bik files and if yes are they compressable ?
Masquerade
11-02-2026, 05:27
^^
Check first if you can play them with bink player. Or check with Mesa.
Secondly, if they are KB2n, they are not supported by bpk.
Mewgenics
you have to extract ogg otherwise you will get crc errors on installaion that's why input size is bigger than original size (4.57GB vs 6.32GB) but output will get smaller this way (3.07GB vs 2.77GB).
17:59:55 - Selected ARC/DS method for Data1a-01.bin was: msc_tak:mp3=0:ddsraw=0:wav=1:raw=1:bmf=9:TAK=9:bmp =1:lzma,bt4,fb128,lc8+xtool:c128mb:mzlib:reflate:d d3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc100000 0
17:59:55 - Selected ARC/DS method for Data1b-01.bin was: oggre
-----------------------------------------------------------------------------------------------------------------------------------------
18:19:11 - Overall input size: 6,32 GB
18:19:11 - Overall output size: 2,77 GB (Ratio 43.84%)
18:19:11 - Overall conversion time: 00:19:14
^^
Check first if you can play them with bink player. Or check with Mesa.
Secondly, if they are KB2n, they are not supported by bpk.
they are not playable through rad video tools and bpk doesnt compress them.
Send sample
cant upload the file here. uploaded it here https://gofile.io/d/HRSRjZ
i might be wrong but opening this in a hex viewer shows that it has multiple "bpk" headers.
also can you help me with compressing the .ucas file (33gb). i know i have to use xtool with ue5 method but i get 0 streams detected there. i couldnt find any aes keys in it and i tried to open the ucas in fmodel and it didnt ask for any aes keys so i think its not encrypted.
That's are just some random data. None of them are valid.
What game?
Send sample (cut 100-200mb of the ucas files). Also send exe and utoc of it.
Send sample (cut 100-200mb of the ucas files). Also send exe and utoc of it.
https://gofile.io/d/2afICi
original SHf-Windows.ucas was 31.4 gb. i cut the first 200 mb. and everything else is unchanged.
Just use mermaid+kraken
Streams: 3239 / 3240
Time: 00:00:27 (CPU 00:02:21)
Size: 200 MB >> 630 MB
Just use mermaid+kraken
Streams: 3239 / 3240
Time: 00:00:27 (CPU 00:02:21)
Size: 200 MB >> 630 MB
this might be stupid but i still cannot get it to work.
> xtool.exe precomp -mkraken+mermaid -c32mb -t100p-1 - - < SHf-Windows.ucas > SHf-Windows.ucas.out
XTool is created by Razor12911
Version 0.8.7
Streams: 0 / 0
Time: 00:00:00 (CPU 00:00:00)
Size: 200 MB >> 200 MB
Did you used any library?
Did you used any library?
no that was the exact command i ran.
can you give me your command ?
edit: dsg also gives same output
--------------------------------------------------------------------------
----------------------- CONVERSION DATE 2026/02/16 -----------------------
--------------------------------------------------------------------------
20:49:01 - Deleting files from the output folder.
20:49:01 - Files have been deleted.
--------------------------------------------------------------------------
20:49:01 - You have chosen the DVD5 type for the media size.
20:49:01 - ISO images will not be created when conversion is complete.
20:49:01 - The computer will remain on when the conversion is complete.
20:49:01 - Selected ARC/DS method for Data1a-01.bin was: xtool:mkraken:mmermaid:3
--------------------------------------------------------------------------
20:49:01 - Compression initialized in 16/02/2026 at 20:49:01.
20:49:01 - Starting Data1a-01.bin archive creation.
20:49:11 - Moving Data1a-01.bin file to media folder.
20:49:11 - Compression finished in 16/02/2026 at 20:49:11.
--------------------------------------------------------------------------
20:49:11 - Getting size of the game: Unknown 1
20:49:11 - » Installation folder size: 213.45 MB
20:49:11 - » Compressed game size: 213.45 MB (Ratio 100.00%)
--------------------------------------------------------------------------
20:49:11 - Overall input size: 213.45 MB
20:49:11 - Overall output size: 213.45 MB (Ratio 100.00%)
20:49:11 - Overall conversion time: 00:00:09
20:49:11 - Overall conversion discs: 1 DVD5
--------------------------------------------------------------------------
Bro you have to use the correct oodle library!
Try v2.9.10 (2).
xtool:mkraken:mmermaid:core_2.9.10:lib_2
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