View Full Version : Best Compression Methods for 'Specific' Games. Q&A
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Halo Master Chief Collection Full (Rus+Eng)
Halo 1 - 6.6 gb > 5.2 gb
Halo 2 - 28.1 gb > 16.8 gb
Halo 3 - 11 gb > 3.8 gb
Halo 3 ODST - 5.8 gb > 2.3 gb
Halo 4 - 24.6 gb > 13 gb
Halo Reach - 17.4 gb > 4.4 gb
GroundHog - 7 gb > 4.4 gb
Common files - 12.8 gb > 4.1 gb
Total size - 113.5 gb > 53.9 gb
Used tools - XTool v0.12, SREP, LOLZ, RAZOR(MT), BPK
Install time - install not created.
Halo Master Chief Collection Full (Rus+Eng)
You can delete multiplayer files if you don't need them
Multiplayer files:
groundhog folder = Halo2 mp
halo3\maps\armory.map
halo3\maps\bunkerworld.map
halo3\maps\chill.map
halo3\maps\chillout.map
halo3\maps\construct.map
halo3\maps\cyberdyne.map
halo3\maps\deadlock.map
halo3\maps\descent.map
halo3\maps\docks.map
halo3\maps\fortress.map
halo3\maps\ghosttown.map
halo3\maps\guardian.map
halo3\maps\isolation.map
halo3\maps\lockout.map
halo3\maps\midship.map
halo3\maps\riverworld.map
halo3\maps\salvation.map
halo3\maps\sandbox.map
halo3\maps\shrine.map
halo3\maps\sidewinder.map
halo3\maps\snowbound.map
halo3\maps\spacecamp.map
halo3\maps\warehouse.map
halo3\maps\zanzibar.map
halo4\maps\ca_basin.map
halo4\maps\ca_blood_cavern.map
halo4\maps\ca_blood_crash.map
halo4\maps\ca_canyon.map
halo4\maps\ca_creeper.map
halo4\maps\ca_deadlycrossing.map
halo4\maps\ca_dropoff.map
halo4\maps\ca_forge_bonanza.map
halo4\maps\ca_forge_erosion.map
halo4\maps\ca_forge_ravine.map
halo4\maps\ca_gore_valley.map
halo4\maps\ca_highrise.map
halo4\maps\ca_port.map
halo4\maps\ca_rattler.map
halo4\maps\ca_redoubt.map
halo4\maps\ca_spiderweb.map
halo4\maps\ca_tower.map
halo4\maps\ca_warhouse.map
halo4\maps\dlc01_engine.map
halo4\maps\dlc01_factory.map
halo4\maps\dlc_dejewel.map
halo4\maps\dlc_dejunkyard.map
halo4\maps\dlc_forge_island.map
halo4\maps\ff151_mezzanine.map
halo4\maps\ff152_vortex.map
halo4\maps\ff153_caverns.map
halo4\maps\ff154_hillside.map
halo4\maps\ff155_breach.map
halo4\maps\ff81_courtyard.map
halo4\maps\ff82_scurve.map
halo4\maps\ff84_temple.map
halo4\maps\ff86_sniperalley.map
halo4\maps\ff87_chopperbowl.map
halo4\maps\ff90_fortsw.map
halo4\maps\ff91_complex.map
halo4\maps\ff92_valhalla.map
halo4\maps\wraparound.map
halo4\maps\z05_cliffside.map
halo4\maps\z11_valhalla.map
halo4\maps\zd_02_grind.map
haloreach\maps\20_sword_slayer.map
haloreach\maps\30_settlement.map
haloreach\maps\35_island.map
haloreach\maps\45_aftship.map
haloreach\maps\45_launch_station.map
haloreach\maps\50_panopticon.map
haloreach\maps\52_ivory_tower.map
haloreach\maps\70_boneyard.map
haloreach\maps\cex_beaver_creek.map
haloreach\maps\cex_damnation.map
haloreach\maps\cex_hangemhigh.map
haloreach\maps\cex_headlong.map
haloreach\maps\cex_prisoner.map
haloreach\maps\cex_timberland.map
haloreach\maps\condemned.map
haloreach\maps\dlc_invasion.map
haloreach\maps\dlc_medium.map
haloreach\maps\dlc_slayer.map
haloreach\maps\forge_halo.map
haloreach\maps\trainingpreserve.map
Masquerade
22-11-2020, 04:45
You can delete multiplayer files if you don't need them
Total size saved?
Not count.
But with only 1 language final size is 85.4GB.
I would say something about 20GB saved (if not more).
Snapppr6
22-11-2020, 06:18
size 1.4 gb
repack 1gb
method
srep mtx rz or razorx
you can get it smaller by using xtool but slow in dec
Assassins Creed Valhalla
oo2recm + oo2core_7_win64.dll (only forge files)
Compressed 54 files, 44,889,374,720 => 95,540,304,795 bytes. Ratio 212.84%
Compression time: cpu 258.61 sec/real 13491.23 sec = 2%. Speed 3.33 mB/s
All OK
oo2recm is slow af. I will post final results in the next days if I get some free time (pretty busy atm).
Thanks to my friend Masquerade :p
Masquerade
23-11-2020, 13:26
^^
So basically, this game engine no longer uses LZO which means AFR is useless.
Now this engine uses oodle, and Valhalla has managed to use it without the oodle plugin.
Ubisoft use a different variant of this oodle 7 plugin, which only appears in one game AFAIK. This was probably released as the first iteration of their engine change. I think Valhalla is the first Oodle game that doesn't contain a plugin.
This plugin appears in Ghost Recon Breakpoint, and works on Valhalla as demonstrated above.
Here's the oodle 7 core you must use:
I use a different library (998KB) and it works too.
Snapppr6
25-11-2020, 00:00
^^
So basically, this game engine no longer uses LZO which means AFR is useless.
Now this engine uses oodle mermaid, and Valhalla has managed to use it without the oodle plugin.
Ubisoft use a different variant of this oodle 7 plugin, which only appears in one game AFAIK. This was probably released as the first iteration of their engine change. I think Valhalla is the first Oodle game that doesn't contain a plugin.
This plugin appears in Ghost Recon Breakpoint, and works on Valhalla as demonstrated above.
Here's the oodle 7 core you must use:
this game not have no cd dvd (ck)
what the porpose to repack it
this game not have no cd dvd (ck)
what the porpose to repack it
For my own purpose bro. Imagine there are still some people buying games :rolleyes:
samadrahman74
27-11-2020, 04:57
Assassins Creed 3 Remastered (+Liberation) V1.0.3
srep+lolz
20:39:03 - Conversion Initialized at Thu 11/26/2020.
20:39:03 - Starting "Data1.bin" Archive Creation.
02:32:38 - Archive "Data1.bin" Creation Complete.
02:32:38 - Sorting Storage Directories Started.
02:32:39 - Sorting Storage Directories Complete.
02:32:40 - Conversion Finished at Fri 11/27/2020.
------------------------------------------------------------
02:32:40 - Input Size: 39.23 GB.
02:32:41 - Output Size: 16.72 GB.
02:32:41 - DiskSpan LOG finalized.
---------------------------------------
Hexagon123
28-11-2020, 07:50
Total start size: 29.7GB
Compress with the following:
.STZ
XTool:c16m,t75p,dm2:zlib+srep:m3f:a2:l256+lolz:mc8 :tt4:mt4:mtb512m:d128m:fba4096:dto0:dm00:pc2:bm4:b lr4:bll8:blo8:lm0:bc4:cm1:mc256
.pck (StreamsMulti.pck)
msc+srep:m3f:a2:l256+mcm:t9
.sp2
srep:m3f:a2:l256+lolz:mc8:tt4:mt4:mtb512m:d128m:fb a4096:dto0:dm00:pc2:bm4:blr4:bll8:blo8:lm0:bc4:cm1 :mc256
Rest of the Files
srep:m3f:a2:l256+mcm:t9
Total packed size: 6.4GB
Based On: Steam Version
Game Version: 4.2.0 (Delux Edition)
Original Size: 2.87 GB
Compressed Size: 687 MB
Method,
*.mp3 - msc
Other Files - xzlib+srep:m3f:a16+lolz:dtb1:d128:mtt1:mt4:mc1023
[xzlib] -mzlib+reflate -c32mb -t100p-1
XTOOL - 2010_R5 (x64)
SREP - 3.92 (x64)
LOLZ - 22c4b (x64)
MSC - 0.0.6.5 alpha2 + pack_TAK v2.3.1.0
Note - Nothing Ripped.
Decompression (Using 4 CPU Threads)
FreeArc 0.67 (March 15 2014) extracting archive: Data_01.bin
Extracted 13,430 files, 716,311,282 => 3,066,831,773 bytes. Ratio 23.36%
Extraction time: cpu 28.80 sec/real 304.68 sec = 9%. Speed 10.07 mB/s
All OK
Install Started - 12:04:31.74
Install Finished - 12:09:37.20
Based On: Steam Version
Game Version: 1.5.4 (Ultimate Edition + All Languages + All DLCs)
Original Size: 98.0 GB
Compressed Size: 52.8 GB
Method,
*.forge - afr:a2+srep:m3f:a16+lolz:dtb1:d128:mtt1:mt4:mc1023
*.bk2 - bpk+srep:m3f:a16+lolz:dtb1:d128:mtt1:mt4:mc1023
Other Files - srep:m3f:a16+lolz:dtb1:d128:mtt1:mt4:mc1023
AFR - 0.0.2.0a7 (x64) + AFR Patch By Razor
SREP - 3.92 (x64)
LOLZ - 22c4b (x64)
FAZIP - 0.3 (x86)
Data_EN.bin - 2.46 GB (3.21 GB --> 2.46 GB)
7 Other Languages - 5.17 GB (9.34 GB --> 5.17 GB)
All Other Files (85.3 --> 45.1 GB)
Note - Nothing Ripped.
Decompression (Using 4 CPU Threads)
Install Started - 14:30:48.42
Install Finished - 21:21:29.08
Masquerade
29-11-2020, 23:56
how do I download Lolz? I couldn't find any website or download link.
LOLZ library is hosted on Krinkels forum, they changed theur rules so you must contribute to the forum in order to download files.
Because I can't download it and reupload it here (you can get banned for that) you will need to download a "pre made" compressor tool like UltraArc and take lolz_x64.exe from there. CLS-LOLZ (the unpacker) you can get from ASIS script. Then you are sorted.
Based On: Steam Version
Game Version: 2.2.10F
Original Size: 14.9 GB
Compressed Size: 5.07 GB
Method,
All Files - xzlib+srep:m3f:a16+lolz:dtb1:d128:mtt1:mt4:mc1023
[xzlib] -mzlib+reflate -c32mb -t100p-1
XTOOL - 2011_R1 (x64)
SREP - 3.92 (x64)
LOLZ - 22c4b (x64)
Data_01.bin - 11.3 GB (5.12 GB --> 1.58 GB)
Data_02.bin - 4.20 GB (4.87 GB --> 1.66 GB)
Data_03.bin - 13.1 GB (4.94 GB --> 1.82 GB)
Note - Nothing Ripped. There are some *.ogg files, but there was no difference using OGGRE.
Decompression (Using 4 CPU Threads)
FreeArc 0.67 (March 15 2014) extracting archive: Data_01.nano
Extracted 214 files, 1,698,668,663 => 5,121,610,745 bytes. Ratio 33.17%
Extraction time: cpu 33.59 sec/real 149.50 sec = 22%. Speed 34.26 mB/s
All OK
FreeArc 0.67 (March 15 2014) extracting archive: Data_02.nano
Extracted 37,258 files, 1,783,062,442 => 4,877,679,739 bytes. Ratio 36.56%
Extraction time: cpu 50.72 sec/real 423.52 sec = 12%. Speed 11.52 mB/s
All OK
FreeArc 0.67 (March 15 2014) extracting archive: Data_03.nano
Extracted 51,888 files, 1,963,190,702 => 4,942,682,557 bytes. Ratio 39.72%
Extraction time: cpu 60.48 sec/real 391.47 sec = 15%. Speed 12.63 mB/s
All OK
Install Started - 10:52:27.61
Install Finished - 11:08:40.68
Hexagon123
02-12-2020, 19:12
Total start size: 6.83GB
Compress with the following:
.resource
msc+srep:m3f:a2:l256+mcm:t9
.resS, .assets, .(noextension)
srep:m3f:a2:l256+lolz:mc8:tt4:mt4:mtb512m:d128m:fb a4096:dto0:dm00:pc2:bm4:blr4:bll8:blo8:lm0:bc4:cm1 :mc256
Rest of the Files
srep:m3f:a2:l256+mcm:t9
Total packed size: 2.42GB
HI! suggestion for the best method to compress "Twin Mirror"!thx!
HI! suggestion for the best method to compress "Twin Mirror"!thx!ue4dt+xZlib+srep+lolz
[External compressor:ue4dt]
header = 0
packcmd = ue4dt e -m2 -c512m -b512 0x5ACB2CE4AAD0B4182FA568CBED4C9C1D8C1ECCF06770A26D 8D9015F78B0B067E <stdin> <stdout>
Masquerade
06-12-2020, 02:21
This is a fun one! Read the steps carefully!
This is not MD5 perfect, but completely lossless.
This works on version v1.10 - but could change on newer versions! I checked the key using at0mos key dumper and it matches with the key in the current build of the below tool.
Part 1 - Decrypt the files:
1. Go here (https://github.com/gabriel-dehan/WolcenExtractor/releases/tag/wolcen-1.0.0-r1.0.1).
2. Download the zip and extract it. You need pakdecrypt.exe.
3. Go to your Wolcen folder, go into "Game".
4. Paste pakdecrypt here and make a new batch file.
5. In the batch file, paste this command:
for %%f in (*.pak) do pakdecrypt %%f %%f.zip
6. Run the bat file (do not run as administrator) and wait for the process to complete.
Part 2 - Preparing the files:
1. Copy all of the old pak files to a separate folder, since we no longer need them BUT it's always good to have a backup of the original copy.
2. Make a new batch file and paste this command:
ren *.zip *.
(this is to restore the .pak extension to the files)
3. Move / Delete the 2 batch files and pakdecrypt.exe (no longer needed)
Part 3 - Compression:
1. Make first archive using these files:
Sounds_MISC.pak
Sounds-WEM.pak
Compress using:
srep+mtx:c64m:tXXX:rz
(where XXX is your thread count)
2. Make the next archive with every other files:
xzlib+srep+lolz
Total Compressed size: 12.09GB :D
Removed:
1. Sound files except english
2. Multiplayer files
3. Support files
Bink files(Output\win32\movies\*): bpk 277MB>>230MB
Everything else: 2.64GB
xtool > zlib+preflate > c256mb : 4.57GB
srep > m3f > l1024 : 3.06GB(Probably, can't remember exact size)
Method 1: 4x4:lzma:64mb:normal:bt4:273:mc1000:lc8 = 1.7GB
Method 2: lolz:dmo0:dto0:mc32:d16m:mtb16m:mt4:mtt1:tt1:fba40 96 = 1.63GB
Total: 1.93GB/1.86GB
Battlefield 3 + Eng Only
* Total size: 11.2 GB
* Final size: 7.71 GB
Methods
*.sb, *.cas == xtool (2020) or xtool (v9) / {zlib} + srep + lolz
*.exe, *.dll == srep + delta + nanozip
*.txt, *.rtf == srep + dict + nanozip
remaining == srep + nanozip
Coming Up:
1. Battlefield 4
2. Battlefield Hardline
3. Battlefield 5.
Edit : and Battlefield 1
Mortal Lord
09-12-2020, 04:19
Ori and the Will of the Wisps
Version: 3.1
Total start size: 11.86 GB
*.resS, *.assets, *.(no extension)
FreeArc 0.67 (March 15 2014) Using additional options: --cache=0 --logfile=log.log
Creating archive: D:\Arc\Output\Data1.BKR using msc+srep+lolz:d32:mtt1:mt4:mc1023
Memory for compression 0b, decompression 0b, cache 0b
Compressed 1,230 files, 10,739,723,477 => 1,995,714,064 bytes. Ratio 18.58%
Compression time: cpu 443.25 sec/real 19150.46 sec = 2%. Speed 0.56 mB/s
All OK
MSC:
10,739,723,477 bytes -> 10,718,501,946 bytes
SREP:
10,718,501,946 bytes -> 6,709,793,522 bytes
Lolz:
6,709,793,522 bytes -> 1,995,714,064 bytes
Start Time: 3:09:58 PM 12/8/2020
End Time: 8:29:16 PM 12/8/2020
Size: 1.85 GB
Other files
FreeArc 0.67 (March 15 2014) Using additional options: --cache=0 --logfile=log.log
Creating archive: D:\Arc\Output\Data2.BKR using msc+srep
Memory for compression 0b, decompression 0b, cache 0b
Compressed 3,159 files, 2,002,143,271 => 1,814,558,675 bytes. Ratio 90.63%
Compression time: cpu 11.73 sec/real 433.13 sec = 3%. Speed 4.62 mB/s
All OK
Start Time: 9:13:24 PM 12/8/2020
End Time: 9:20:50 PM 12/8/2020
Size: 1.68 GB
Final Size: 3.54 GB
Assassin's Creed Valhalla
v1.04, 1 language
oo2recm(oo7)+srep+LZMA-MT
19:00:36 - Starting "Data1.bin" Archive Creation.
00:20:07 - Archive "Data1.bin" Creation Complete.
Input Size: 49.23 GB.
Output Size: 28.01 GB.
Masquerade
10-12-2020, 12:31
Anyone knows how long it takes for oodlrec to parse cyberpunk?
It's really damn slow, was wondering if anyone knows how long it's expected to go for.
Update: takes scooter ~4 hrs to get to 4.2%
parnexcodes
10-12-2020, 19:05
Cyberpunk 2077 (Based on Codex) English Only
Original Size : 59GB (Excluding 3 GB Bonus Content)
Repack Size : 39.5 GB
Method : oo2reck+srep+xz (LOLZ much better but very slow)
Use oodle7 file from \bin\x64\
Compression time : 18hours
Decompression time : 2hr50m on 4core 8gb ram HDD
English Only
Original Size : 59.6GB
Repack Size : 40.1 GB >>>>> 59.6GB> 125GB > 84.5GB > 40.1GB
Method : xtool+srep:m3f:l512:m512+4x4:lzma:a1:mfbt4:32m:fb2 73:mc10000:lc8+diskspan:4.25GB:4.32GB
Use oodle7 file from \bin\x64\
Compression Time : 4Hours
Decompression Time : 70Min on 6Core 16GB Ram |RZ1600
Arc (https://www.fileforums.com/showpost.php?p=489349&postcount=13):
[External compressor:xtool]
header = 0
packcmd = XTool.exe precomp -mcp2077 -c128mb -t100p --dbase - - <stdin> <stdout>
unpackcmd = XTool.exe decode -t100p - - <stdin> <stdout>
Masquerade
12-12-2020, 14:05
Spent ages patching videos out of Cyberpunk 2077 just for bpk to do that endless extraction thing.
What a waste of time :(
Managed to get it to 36.9GB by patched out videos but since bpk does that thing you can only use srep leading to a 37.5GB repack (xtool + srep + lolz).
For the audio packs, xtool+srep+lzma2 (lolz is not worth it)
I am going to post my data sheet, here's all the videos with their decimal locations from the game ranging from largest size to smallest size (40mb) - all smaller ones were ignored.
basegame_5_video.archive
938983424 - 1683451019 - 00000000000001ea.kb2
3865538560 - 4011937979 - 000000000000012f.kb2
2924453888 - 3061543279 - 0000000000000176.kb2
6979723264 - 7100791887 - 000000000000014c.kb2
7572389888 - 7688552327 - 000000000000013a.kb2
7688552448 - 7804532159 - 00000000000000dd.kb2
3727880192 - 3843607171 - 000000000000001a.kb2
7390752768 - 7504962763 - 000000000000009a.kb2
4080529408 - 4190263323 - 00000000000001f5.kb2
3061547008 - 3157061311 - 0000000000000025.kb2
6622117888 - 6717121191 - 000000000000012c.kb2
6840016896 - 6918851327 - 000000000000005e.kb2
4536360960 - 4627345415 - 0000000000000153.kb2
7869325312 - 7959684047 - 000000000000009c.kb2
8103661568 - 8193355355 - 0000000000000001.kb2
8013971456 - 8103657939 - 0000000000000220.kb2
3157061632 - 3243022439 - 00000000000000ea.kb2
4990582784 - 5068423239 - 000000000000008a.kb2
332349440 - 406449271 - 00000000000000a5.kb2
1815740416 - 1889706651 - 00000000000000e3.kb2
7317245952 - 7390749839 - 00000000000001f6.kb2
261668864 - 332348067 - 00000000000001c8.kb2
3477536768 - 3546653107 - 0000000000000035.kb2
4190265344 - 4259151603 - 0000000000000187.kb2
4011941888 - 4080526847 - 0000000000000006.kb2
7504965632 - 7572386623 - 00000000000000a4.kb2
3410862080 - 3477533547 - 00000000000000e0.kb2
4439044096 - 4505519859 - 000000000000008c.kb2
6717124608 - 6783207623 - 000000000000021f.kb2
6167703552 - 6232610759 - 000000000000019f.kb2
7804534784 - 7869321931 - 000000000000017a.kb2
5819109376 - 5881040687 - 000000000000004f.kb2
58392576 - 119832895 - 00000000000000ec.kb2
7256686592 - 7317243491 - 00000000000001c4.kb2
4685377536 - 4745411375 - 0000000000000017.kb2
3600072704 - 3659929931 - 00000000000000b3.kb2
6397444096 - 6456784187 - 0000000000000119.kb2
4096 - 58388843 - 0000000000000169.kb2
4627349504 - 4685375843 - 00000000000001c0.kb2
1901895680 - 1959742587 - 00000000000000f1.kb2
1697021952 - 1754661895 - 00000000000001d3.kb2
3354673152 - 3410859227 - 00000000000001b4.kb2
4868861952 - 4924448247 - 00000000000000db.kb2
7959687168 - 8013970607 - 000000000000013f.kb2
5758160896 - 5812178115 - 00000000000000f8.kb2
3546656768 - 3600069203 - 00000000000001f7.kb2
820768768 - 874167455 - 0000000000000022.kb2
5707190272 - 5758158895 - 0000000000000020.kb2
4259151872 - 4309797919 - 0000000000000095.kb2
6571778048 - 6622114639 - 00000000000001af.kb2
6500806656 - 6551024559 - 00000000000000b2.kb2
4333166592 - 4382905099 - 0000000000000067.kb2
5314310144 - 5363969939 - 0000000000000105.kb2
3281571840 - 3330435919 - 0000000000000051.kb2
8464351232 - 8510832983 - 000000000000020a.kb2
5183967232 - 5229091915 - 00000000000001d5.kb2
406450176 - 450814239 - 0000000000000192.kb2
6456786944 - 6500805147 - 0000000000000130.kb2
8744194048 - 8788206363 - 000000000000007a.kb2
5271851008 - 5314310055 - 00000000000000e6.kb2
@Masquerade
0000000000000017.kb2
Compressed 1 file, 60,033,840 => 50,479,677 bytes. Ratio 84.09%
Compression time: cpu 0.02 sec/real 4.31 sec = 0%. Speed 13.93 mB/s
All OK
Extracted 1 file, 50,479,677 => 60,033,840 bytes. Ratio 84.09%
Extraction time: cpu 0.05 sec/real 4.75 sec = 1%. Speed 12.64 mB/s
All OK
Edit: After extracting all files from the archive and test binkpack again on all at once, you get some error warnings like "MotionData_warn". So I guess you have to separate all the "faulty" files (I guess they contain alpha channel or something). Hopefully someday profrager will update this tool and add at least a switch for this kind of files to skip them...
Masquerade
12-12-2020, 15:12
@kaktor I get no such "motion data warn" on the files I've patched.
And the file you tried works also for me, but on the credits video, example:
00000000000001ea.kb2
It's stuck
Yeah then it's something like a bug inside bpk or something. I compared two videos from this (0000000000000017.kb2 + 00000000000001ea.kb2) with RADTools but they seem to be identical (except for the duration and w/h ofcourse).
I'm corious: Did you test it with the exe file from binkpack?
Masquerade
12-12-2020, 23:55
I'm corious: Did you test it with the exe file from binkpack?
I haven't used bink_pack.exe since many months ago since it would always fail to pack the files properly. I could try again now.
Snapppr6
16-12-2020, 02:45
I haven't used bink_pack.exe since many months ago since it would always fail to pack the files properly. I could try again now.
can iget .exe version of binkpack and binkunpack.exe and thx your repack site look amzing
1. Audio files (x64\audio\*) 16.6Gb>15.6GB : lzt:49
2. Other rpf files except x64d.rpf 42GB> 16.2GB : xtool:mzlib+preflate:c256mb+srep:m2f:l1024+4x4:lzm a:64mb:normal:bt4:273:mc1000:lc8
3. x64d.rpf 1.68GB>1.31GB : bpk
4. Everything else 100MB>70.1MB : -mx
Total: 60.4GB > 33.3GB
rishikrap
21-12-2020, 06:54
What is the best compression method for Rocket League (Epic Games official Version)
Also, if anyone could link me to a tutorial which teaches how to compressit, that'd be a help.
U have UltraArc, just don't know how that works and what options to select.
Masquerade
21-12-2020, 14:31
What is the best compression method for Rocket League (Epic Games official Version)
uelr+srep+lolz
(providing the epic game version is same as steam version)
rishikrap
22-12-2020, 12:06
uelr+srep+lolz
(providing the epic game version is same as steam version)
It's different to some extent even though the folders are same, when I put the steam repack from fitgirl in the Epic Games folder, it had to redownload about 3.8gb.(Could be because of the crack too)
I used bpk+cp_2077(Xtools 2020)+xzlib+srep_new+lolz_mtx to achieve 48% compession i.e. from 12.9gb to 6.3gb.
Hope this helps anyone else in the future.
I think this is the absolute best conversion achievable since Fitgirl's old steam version was converted from 11.1gb to 5.5 i.e. also ~48%
Also any moderator looking at this you could add this to the Specific Game Index.
Your chain does not make any sense, just saying.
Masquerade
22-12-2020, 13:45
bpk+cp_2077(Xtools 2020)+xzlib+srep_new+lolz_mtx
uhhhh ok
1. There's no need for bpk since there's no bink videos in this game
2. Why are you using the cyberpunk 2077 precompressor on not cyberpunk 2077?????? :confused::confused::confused:
3. xzlib - we're getting somewhere, but this game is made in unreal engine 3 and is compressed with lzo and not zlib (zlib is ue4) - which is why you need to use UELR [Unreal Engine LZO Recompressor]
4. srep, great!
5. lolz_mtx - this has been proven to be slower IIRC and not worth whatever result you get. If you want a fast compression, use lzma2.
rishikrap
22-12-2020, 13:57
uhhhh ok
1. There's no need for bpk since there's no bink videos in this game
2. Why are you using the cyberpunk 2077 precompressor on not cyberpunk 2077?????? :confused::confused::confused:
3. xzlib - we're getting somewhere, but this game is made in unreal engine 3 and is compressed with lzo and not zlib (zlib is ue4) - which is why you need to use UELR [Unreal Engine LZO Recompressor]
4. srep, great!
5. lolz_mtx - this has been proven to be slower IIRC and not worth whatever result you get. If you want a fast compression, use lzma2.
I don't know.
I'm totally new to this like literally 100%.
Found a config, used CUI V3 GUI for diskspan to do this and it took 21 hrs to do this.
Now I don't know how to extract this things again so finding the forum.
Your chain does not make any sense, just saying.
I know, just googled and found the best options.
Masquerade
22-12-2020, 14:10
Sorry if I sounded harsh, not the intention, please feel free to ask questions :D
rishikrap
22-12-2020, 14:45
Sorry if I sounded harsh, not the intention, please feel free to ask questions :D
1. Could you help me out with what can I do to create an installer for this thing.
2. It'll install correct anyways regardless of all the unwanted methods right?
Update: I managed to find a Corepack UI installer which just needed me to change the name of the file in compier.ini so I did that and it proceeded, but it gives me a the error https://prnt.sc/w85cc2
Update 2: Managed to also make installer with the default lego template provided in CIU V3 and it did start and extracted some files and hung at 0.9% without utilizing any resources. I guess my compression technique sucked more than I expected.
So, I won't be able to install it in any way or is there some way I can save time and use what I compressed initally?
2 (A). If not, could you give me a single config that I can copy paste in Diskspan GUI by CIU V3.
3. Does SSD help with speeds at a good margin. I'm using HDD (not a good one either).
4. Also if this is too much hassle, can you give me a way to make an SFX using Ultraarc.
And by the way I used Cyberpunk 2077 compresser because it said in bracket Xtools 2020 and I thought this'd be the latest Xtools. And fitgirl says it uses Xtools library by Razor 1911 on the Rocket League Page, so I figured I should too.
I made one and it was easy install too, no issues at all, I didn't know what Xtools was that time, so I used default Ztools as precompressor, Lolz, Lzma2, Srep but it only compressed to 10.1gb, I don't know if X tools would improve the compression.
Only problem I have with Ultraarc sfx is it splits files too much even in a,b,c. Any way to use diskspan to make an sfx? And also achieve this conversion.
Hope you could solve all the doubts.:D
Update: I'm now using xlzo+uelr+srep_new+lzma2 to recompress, I hope I got it right this time.
I'll just need some proper tutorial on making an installer, that's the only thing that has eaten my brain. I don't care about the graphics or anything, I just want it to work ;__;.
My aim with this is simply to compress the Epic Games version maximum possible such that I have to download less. I'm doing this on an RDP (Intel(R) Xeon(R) Platinum 8168 CPU @ 2.70GHz 4 cores 8gb ram) which doesn't have bandwidth limitations.
Update: I'm now using xlzo+uelr+srep_new+lzma2 to recompress, I hope I got it right this time.
No.
uelr+srep_new+lzma2
I think you have to work with file list to avoid errors with uelr (only include tfc, upk, ... files for uelr) if I'm not mistaken. Long time not worked with uelr to be fair. To achive that you have to open up config with _DiskSpan_GUI_CONFIG.bat file and go to the file lists. Make 2 file list files somewhere (1.txt, 2.txt). In 1.txt write all files which have lzo streams inside (mainly tfc, upk, I think). You can use wildcards (for example: *.tfc, each file type in a new line). In 2.txt write just a "*" (without ").
https://i.imgur.com/BP2Ueun.png
https://i.imgur.com/Vp7Rfy2.png
Save, close, start the GUI, select game folder, start.
You can also use a freearc archive with masking data compression, but I have no compatible files on hand atm. Maybe someone else can hep you otherwise.
------------------------------------------------
There are currently only 2 installer scripts comptaible, namely "Lite Installer (https://fileforums.com/showthread.php?t=103408)" and "CIU beta 7 (https://fileforums.com/showpost.php?p=489404&postcount=708)". The diskspan GUI will create a "Setup.dll" file which contains all used settings to install the files.
Compression speed depends on some more things then drive speed. First of all CPU speed and input.
UltraArc make a SFX only if you check the box "Self-Extractor". Keep in mind that this way you have to done things a bit different and you have to use/edit a mask method inside Config0.ini and maybe change arc.groups file. PS: In next update UltraArc will be removed because you can do all of this things directly inside diskspan GUI (testing atm). I'm sure my friend Masquerade will tell you more on how to config mask groups and methods properly (otherwise this here will be a whole book soon and I'm not in the mood to write one).
Using xtool or any other precompressor depends on input you have. Unreal engine games which use lzo codec aren't compatible with xtool (or vise-versa) because they use some special codec (if I remember right).
If you want to avoid the split file in UltraArc, open UltraArc.ini and change
FirstVolumeSize=9999999999
CustomVolumeSize=9999999999
or something even bigger, don't matter.
If you want max compression use lolz instead of lzma2.
rishikrap
22-12-2020, 23:52
No.
Yep, learned i the hard way. I slept after putting this and it got error after 2hr (Part of conversion log attached).
Only if I had stayed up for 6 more minutes.
Then I also tried
uelr+srep_new+lzma2
Replaced lzma2 with lolz_mtx. I hadn't seen the screenshot so again got the same LZO error.
Now, I have followed all that you have mentioned and started again.
Used uelr+srep_new+lolz_mtx for Data1
And srep_new+lolz_mtx for Data2 with 2.txt as included and 1.txt as excluded.
Also, does it matter if I use lolz or lolz_mtx, I just used mtx so it utilized full cpu, don't know if it would make difference in conversion time since I want the best conversion. And there are other lolz conversions n, f etc do they matter? I'm using default lolz_mtx
Thanks for the detailed screenshots and all the other informatin else I'd have done some mistake for sure.
https://drive.google.com/drive/folders/1xMeQJmdZlQEziQMbovTJA5Qhd34FZAlb
This was my inital output, is there any way, like any way in which I can just extract these without any error ;__;
bpk+cp_2077(Xtools 2020)+xzlib+srep_new+lolz_mtx
I get the error unsupported config in every installer I tried, even Light as you mentioned and not CIU either.
Are those files now useles since I can't extract them, should I delete them and accept that I wasted 21hrs and RDP money ;___;
Update: I used the config as mentioned above and got the same error again
https://prnt.sc/w8brei
I'm now using xtools and not uel(lzo) since you said it could be vice versa too. Plus fitgirl page also mentiones xtools library Also, I have reset the config to default without and file lists or so.
Currently retying with
xzlib+srep_new+lolz_mtx
If I get an error I'll replace xzlib with xlzo, since I don't know what'll work, and I had gotten success with xzlib earlier, hnce I'm trying xzlib first.
Masquerade
23-12-2020, 01:00
rishikrap
Using xzlib gives you no benefit, so there's no point to use it (UE3 does not use zlib). And then xlzo will not help either, since XTool cannot process these files IIRC (despite a .tfc file is given in example).
I'm downloading rocket league now from my Steam library, will give it a whirl then come back to you with some explanations on what to do.
Masquerade
23-12-2020, 02:16
OK so I'd like to start by apologising to you for denying the use of xtool zlib, this is the first UE3 game I've seen use zlib on tfc/upk archives:
SAMPLE - xzlib
Compressed 24 files, 1,926,995,396 => 7,144,830,307 bytes. Ratio 370.78%
Compression time: cpu 1.89 sec/real 94.48 sec = 2%. Speed 20.40 mB/s
All OK
With that established, I have tagged below a sample compressor that will allow you to make an archive compatible with the ASIS script (https://www.fileforums.com/showthread.php?t=99481) (I recommend using compact mode)
How to use:
Download the below 7z, extract it
Put your rocket league game folder in to In folder
Run the bat
Inside the bat, type:
xprecomp+srep+lolz/$wem=srep+pmt_razor
Wait until done!
Compression method explanation:
xprecomp = xtool, configured for zlib.
srep+lolz - srep to remove duplicates and lolz for main compressor. If you want to use lzma2, swap lolz for "7z".
What does $wem mean?
This is a mask, and masks are a way of using multiple compression methods in one archive.
Each mask (and the file types included by it) is included in arc.groups.
This allows the main data to be compressed with xtool,srep,lolz then the audio gets compressed with srep,razor(pmt).
PMT is a chunk based accelerator for slow compressors like mtx, but ASIS doesn't have MTX yet, so PMT is what to use.
Because PMT is chunk based, we run srep beforehand to catch duplicates.
You can define a mask using the arc.groups file, and the grouping must begin with $groupname:
Example:
$help
*.bin
*.blob
This means you can separate off bin and blob files using the /$help identifier in your method.
If that's a bit confusing, I'm sorry!
Anno 1800
v9.2, nothing ripped
01:27:17 - Selected ARC method for Data1.bin was: srep_new+razor_mtx
01:27:17 - Selected ARC method for Data2.bin was: xtool_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:f b273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
01:27:19 - Compression initialized in 23.12.2020 at 01:27:19.
01:27:19 - Starting Data1.bin archive creation.
01:50:04 - Moving Data1.bin.001 file to media folder.
01:50:05 - Starting Data2.bin archive creation.
03:36:09 - Moving Data2.bin.001 file to media folder.
03:36:11 - Compression finished in 23.12.2020 at 03:36:11.
--------------------------------------------------------------------------------------------------------------------------------------
03:36:12 - Getting size of the game: Anno 1800
03:36:12 - >> Installation folder size: 58.05 GB
03:36:12 - >> Data1.bin file size: 2.67 GB
03:36:12 - >> Data2.bin file size: 22.15 GB
03:36:12 - >> Compressed game size: 24.82 GB
--------------------------------------------------------------------------------------------------------------------------------------
03:36:12 - Overall input size: 58.05 GB
03:36:12 - Overall output size: 24.82 GB
03:36:12 - Overall conversion time: 02:08:52
@Masquerade: Latest ASIS beta has mtx :p
rishikrap
23-12-2020, 02:49
OK so I'd like to start by apologising to you for denying the use of xtool zlib, this is the first UE3 game I've seen use zlib on tfc/upk archives:
SAMPLE - xzlib
Compressed 24 files, 1,926,995,396 => 7,144,830,307 bytes. Ratio 370.78%
Compression time: cpu 1.89 sec/real 94.48 sec = 2%. Speed 20.40 mB/s
All OK
So, that means I was right after all, regardless of just using hit and trial and seeing fitgirl page to do it lol.
With that established, I have tagged below a sample compressor that will allow you to make an archive compatible with the ASIS script (https://www.fileforums.com/showthread.php?t=99481) (I recommend using compact mode)
How to use:
Download the below 7z, extract it
Put your rocket league game folder in to In folder
Run the bat
Inside the bat, type:
xprecomp+srep+lolz/$wem=srep+pmt_razor
Wait until done!
So, I have current compression running on CUI V3 b7.u4 with from around more than an hour and it hasn't yielded any errors either with these settings.
xzlib+srep_new+lolz_mtx
https://prnt.sc/w8eac5
So, do I keep it running or do I cancel it and do with what you specified or, will what I'm doing give me proper results that I can extract too by making setup using the ciu script. I haven't used the $web or masking since there was no option of doing anything as such.
Compression method explanation:
xprecomp = xtool, configured for zlib.
srep+lolz - srep to remove duplicates and lolz for main compressor. If you want to use lzma2, swap lolz for "7z".
What does $wem mean?
This is a mask, and masks are a way of using multiple compression methods in one archive.
Each mask (and the file types included by it) is included in arc.groups.
This allows the main data to be compressed with xtool,srep,lolz then the audio gets compressed with srep,razor(pmt).
PMT is a chunk based accelerator for slow compressors like mtx, but ASIS doesn't have MTX yet, so PMT is what to use.
Because PMT is chunk based, we run srep beforehand to catch duplicates.
You can define a mask using the arc.groups file, and the grouping must begin with $groupname:
Example:
$help
*.bin
*.blob
This means you can separate off bin and blob files using the /$help identifier in your method.
If that's a bit confusing, I'm sorry!
It was a little confusing not because of your explaination but because I don't know anything, but on reading multiple times I understood almost all of it
The only thing I'm confusd about is do I have to make/edit the arc.groups file manually or was the example just an example for explaination.
Thanks for all this, this explaination did make me understand the basic stuff that's happening which I didn't have any clue about.
Masquerade
23-12-2020, 02:58
The only thing I'm confusd about is do I have to make/edit the arc.groups file manually or was the example just an example for explaination.
I added arc.groups for you myself, but if you want to make future groupings, you must make them. If you don't have any issues, stick with what you have.
@Masquerade: Mass Effect 3 use zlib too (Unreal Engine).
rishikrap
23-12-2020, 03:56
I added arc.groups for you myself, but if you want to make future groupings, you must make them. If you don't have any issues, stick with what you have.
Thanks for doing that.
Now, just tell me the last thing, the settings I used have yielded me to 22% without errors, so should I use what you sent me or let CIU run its course and then create the setup using asis?
28610
I'm thinking of making another virtual machine and running what you sent me there, my current machine runs Intel Xeon Platinum 8168 4cores @2.70 Ghz with 8gb ram.
Can I cheap out on cores and use a dual core AMD Epyc 7452 dual core @2.40Ghz for that with 8gb as well. I know the task is cpu intensive hence virtual cpu's are already slowing me down significantly.
I don't expect 2 cores do the task at same time but just an hour or so more would not hurt as much and would be half the cost of 4 cores on Azure and if the time difference would be more than that then 4cores it is.
Masquerade
23-12-2020, 04:55
I'd just let it run the course now.
Anno 1800
v9.2, nothing ripped
01:27:17 - Selected ARC method for Data1.bin was: srep_new+razor_mtx
01:27:17 - Selected ARC method for Data2.bin was: xtool_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:f b273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
01:27:19 - Compression initialized in 23.12.2020 at 01:27:19.
01:27:19 - Starting Data1.bin archive creation.
01:50:04 - Moving Data1.bin.001 file to media folder.
01:50:05 - Starting Data2.bin archive creation.
03:36:09 - Moving Data2.bin.001 file to media folder.
03:36:11 - Compression finished in 23.12.2020 at 03:36:11.
--------------------------------------------------------------------------------------------------------------------------------------
03:36:12 - Getting size of the game: Anno 1800
03:36:12 - >> Installation folder size: 58.05 GB
03:36:12 - >> Data1.bin file size: 2.67 GB
03:36:12 - >> Data2.bin file size: 22.15 GB
03:36:12 - >> Compressed game size: 24.82 GB
--------------------------------------------------------------------------------------------------------------------------------------
03:36:12 - Overall input size: 58.05 GB
03:36:12 - Overall output size: 24.82 GB
03:36:12 - Overall conversion time: 02:08:52
srep_new:confused::confused:
srep_new:confused::confused:
srep_new and srep_old use the same srep compressor during compression, but include different decompressors in "Setup.dll" depending on _new or _old.
Previously CIU had two selection modes to include the srep which was "SREP N" or "SREP O", then changed to "SREP NEW" or "SREP OLD" (Full names of N or O).
As DiskSpan_GUI already creates the file with the decompressors, the choice of the decompressor is made in this way.
PS: srep_old has only 32-bit decompressors, but srep_new is the beta version of CLS srep (It is not a final version).
I don't know why we still use the old version, but I think that in some cases the new version may not be a good choice.
rishikrap
24-12-2020, 03:49
Rocket League Epic Games Version V1.0.10897.0 (Nothing Ripped)
[Steam Version Might work too, untested]
8:17:03 AM - You have chosen the unlimited type for the output size.
8:17:03 AM - ISO images will not be created when conversion is complete.
8:17:03 AM - The computer will remain on when the conversion is complete.
8:17:03 AM - Selected ARC method for Data1.bin was: xzlib+srep_new+lolz_mtx
--------------------------------------------------------------------------------------------------------------------------------------
8:17:05 AM - Compression initialized in 23/12/2020 at 8:17:05 AM.
8:17:05 AM - Starting Data1.bin archive creation.
5:22:58 AM - Moving Data1.bin.001 file to media folder.
5:23:04 AM - Compression finished in 24/12/2020 at 5:23:04 AM.
--------------------------------------------------------------------------------------------------------------------------------------
5:23:05 AM - Getting size of the game: Rocket League
5:23:05 AM - >> Installation folder size: 12.92 GB
5:23:05 AM - >> Compressed game size: 6.30 GB
--------------------------------------------------------------------------------------------------------------------------------------
5:23:05 AM - Overall input size: 12.92 GB
5:23:05 AM - Overall output size: 6.30 GB
5:23:05 AM - Overall conversion time: 21:05:58
Credits to
No.
I'd just let it run the course now.
For making me understand the basics and recommend me the best config for the best compression 48.7%
I still don't know how to make another installer work with my config, I'm just using Diskpan GUI from CIU V3 B7.U4 (https://fileforums.com/showthread.php?t=102510) and the default Shadow of Tomb Raider Installer as included in the package.
I tried Light Installer, ASIS Installer (https://fileforums.com/attachment.php?attachmentid=27787&d=1598635509) and CorePack installer but they gave the error of not recognizing the archive format, and ASIS not even an error, just installed the default Command & Conquer™ Remastered Collection and gave me a desktop shortcut.
Any mods @JustFun or whoever, if you find this worth it, please do add this the Index for future reference for anyone else.
Red Dead Redemption II
v1.0.1311.23, nothing ripped
15:43:21 - Selected ARC method for Data1.bin was: bpk
15:43:21 - Selected ARC method for Data2.bin was: razor_mtx
15:43:21 - Selected ARC method for Data3.bin was: oo2reck5+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
15:43:23 - Compression initialized in 24.12.2020 at 15:43:23.
15:43:23 - Starting Data1.bin archive creation.
15:46:52 - Moving Data1.bin.001 file to media folder.
15:46:53 - Starting Data2.bin archive creation.
17:34:59 - Moving Data2.bin.001 file to media folder.
17:35:00 - Starting Data3.bin archive creation.
00:08:32 - Moving Data3.bin.001 file to media folder.
00:08:33 - Moving Data3.bin.002 file to media folder.
00:08:33 - Moving Data3.bin.003 file to media folder.
00:08:33 - Moving Data3.bin.004 file to media folder.
00:08:33 - Compression finished in 25.12.2020 at 00:08:33.
--------------------------------------------------------------------------------------------------------------------------------------
00:08:33 - Creation of ISO files started.
00:08:33 - Creating Red Dead Redemption II DVD1.iso file.
00:29:39 - Creating Red Dead Redemption II DVD2.iso file.
00:49:01 - Creating Red Dead Redemption II DVD3.iso file.
01:11:17 - Creating Red Dead Redemption II DVD4.iso file.
01:27:45 - Creation of ISO files completed.
--------------------------------------------------------------------------------------------------------------------------------------
01:27:45 - Getting size of the game: Red Dead Redemption II
01:27:45 - >> Installation folder size: 116.82 GB
01:27:45 - >> Data1.bin file size: 1.67 GB
01:27:45 - >> Data2.bin file size: 18.59 GB
01:27:45 - >> Data3.bin file size: 65.35 GB
01:27:45 - >> Compressed game size: 85.62 GB
--------------------------------------------------------------------------------------------------------------------------------------
01:27:45 - Overall input size: 116.82 GB
01:27:45 - Overall output size: 85.62 GB
01:27:45 - Data files creation time: 08:25:09
01:27:45 - ISO images creation time: 01:19:11
01:27:45 - Overall conversion time: 09:44:21
After updating the INDEX, I realized that we need just 10 more methods to finish the year with 900 entries in INDEX, and we have 6 more days :p
FINAL FANTASY XV
Build 1282261, 1 language, all DLC
12:59:41 - Selected ARC method for Data1.bin was: bpk
12:59:41 - Selected ARC method for Data2.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
12:59:43 - Compression initialized in 25.12.2020 at 12:59:43.
12:59:46 - Starting Data1.bin archive creation.
13:31:22 - Moving Data1.bin.001 file to media folder.
13:31:25 - Starting Data2.bin archive creation.
18:04:18 - Moving Data2.bin.001 file to media folder.
18:04:20 - Moving Data2.bin.002 file to media folder.
18:04:21 - Moving Data2.bin.003 file to media folder.
18:04:21 - Compression finished in 25.12.2020 at 18:04:21.
--------------------------------------------------------------------------------------------------------------------------------------
18:04:21 - Getting size of the game: FINAL FANTASY XV
18:04:21 - >> Installation folder size: 98.96 GB
18:04:21 - >> Data1.bin file size: 15.60 GB
18:04:21 - >> Data2.bin file size: 47.27 GB
18:04:21 - >> Compressed game size: 62.87 GB
--------------------------------------------------------------------------------------------------------------------------------------
18:04:21 - Overall input size: 98.96 GB
18:04:21 - Overall output size: 62.87 GB
18:04:21 - Overall conversion time: 05:04:37
--------------------------------------------------------------------------------------------------------------------------------------
samadrahman74
26-12-2020, 08:15
hi
What is the best compression method arma 3 ?
Uses LZSS for compression
Snapppr6
26-12-2020, 13:12
hi
What is the best compression method arma 3 ?
I not have this game but I think its not to combrass lossly just try serp:m3f:a2+any comp(lzma, lzma2, lolz ,rz ,etc)
amin fear
27-12-2020, 02:49
Anybody have tested "NBA 2K21" with "BEST COMPRESSION RESULT" here in forum without errors ?
I have compressed game with below different switches successfully using "ZTOOL" & "XTOOL" but every time gives several error messages when extracting game!:confused:
The game have very big single data files between 12GB to 20GB, is this the problem ?
ZTOOL=>> 80GB>>45GB == gives error!
pzlib:m2+srep:m3f+lolz:dtb1:mtt1:mt4:d128m:mc1023
XTOOL=>> 80GB>>46GB == gives error!
xZLib+srep:m3f+4x4:b128mb:lzma:ultra:64m:bt4:fb273 :lc8:mc1000000
If anybody have tested WORKING compression switch for game please share it here!
Any help would be appreciated
hi
What is the best compression method arma 3 ?
Afaik it uses LZO.
samadrahman74
30-12-2020, 06:16
Afaik it uses LZO.
Uses LZSS for compression :confused:
Hexagon123
30-12-2020, 21:52
Start Sizes:
Total original size: 5.68GB
Total new size: 8.85GB
Note: This is not MD5 perfect, but completely lossless since it plays fine.
Compress with the following:
.resS, .assets, .(noextension): Note! For AssetBundles, use UABE to decompress them (Size for the AssetBundles: Old: 3.94GB, New: 7.12GB)
srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1: mtt1:mt4:d128m:fba4096
.bk2: Exclude the transparent and the credits video itself due to some CRC errors
bpk
Rest of the Files
srep:m5f:a2:l512+mcm:t9
Total packed size: 2.51GB
Snapppr6
31-12-2020, 08:17
original size 7.35gb v1.7 and all previous patches
ripped some mp file (zone mp .ff )
method:
1) main .iwd files srep:m3f:a2+7z
2) zone .ff files precompx+srep+lzma
3) videos .bik files binkpack.exe
4) rest of files and .exe srep+nanozip
comprassed size 3.93gb
6 hours to go, until I edit Index and add last entries for this year, we need 7 more to reach 900 entries.
Have fun, thx to everyone involved and Happy New Year!!!!!
6 hours to go
When you posted your message it was already 2:30am on the 1-1-2021 in Australia ;)
Happy New Year to you and everyone else.
samadrahman74
01-01-2021, 05:36
WWE 2K Battlegrounds
delete all file .webm
xzlib+srep+Lolz
19:00:00 - Conversion Initialized at Thu 12/31/2020.
19:00:00 - Starting "Data1.bin" Archive Creation.
21:22:34 - Archive "Data1.bin" Creation Complete.
21:22:35 - Sorting Storage Directories Started.
21:22:35 - Sorting Storage Directories Complete.
21:22:35 - Conversion Finished at Thu 12/31/2020.
------------------------------------------------------------
21:22:36 - Input Size: 7.15 GB.
21:22:37 - Output Size: 4.00 GB.
21:22:37 - DiskSpan LOG finalized.
When you posted your message it was already 2:30am on the 1-1-2021 in Australia ;)
Happy New Year to you and everyone else.
Lol, but either way I could not update Index last night, broke my nose again :D :D hurts like hell
Masquerade
02-01-2021, 03:27
For Anno 1800, don't use pzlib as recommended by Zaza, it corrupts data12.rda on decompressor.
XTool v12 x64 gets stuck in compression.
Currently testing xtool 2020 edition.
For Anno 1800, don't use pzlib as recommended by Zaza, it corrupts data12.rda on decompressor.
XTool v12 x64 gets stuck in compression.
Currently testing xtool 2020 edition.
Use zlib codec for xt2020
https://fileforums.com/showpost.php?p=489510&postcount=2051
Grand Theft Auto V
v1.0.2189 / 1.52, nothing ripped
--------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------- CONVERSION DATE 02.01.2021 -----------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------
02:17:25 - You have chosen the BD25 type for the media size.
02:17:25 - ISO images will be created when the conversion is complete.
02:17:25 - The computer will shut down when the conversion is complete.
02:17:25 - Selected ARC method for Data1.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
02:17:26 - Compression initialized in 02.01.2021 at 02:17:26.
02:17:26 - Starting Data1.bin archive creation.
06:20:48 - Moving Data1.bin.001 file to media folder.
06:20:54 - Moving Data1.bin.002 file to media folder.
06:20:54 - Moving Data1.bin.003 file to media folder.
06:20:54 - Compression finished in 02.01.2021 at 06:20:54.
--------------------------------------------------------------------------------------------------------------------------------------
06:20:54 - Creation of ISO files started.
06:20:54 - Creating Grand Theft Auto V DVD1.iso file.
06:32:47 - Creating Grand Theft Auto V DVD2.iso file.
06:52:01 - Creating Grand Theft Auto V DVD3.iso file.
07:02:38 - Creation of ISO files completed.
--------------------------------------------------------------------------------------------------------------------------------------
07:02:38 - Getting size of the game: Grand Theft Auto V
07:02:38 - >> Installation folder size: 97.95 GB
07:02:38 - >> Compressed game size: 57.20 GB
--------------------------------------------------------------------------------------------------------------------------------------
07:02:38 - Overall input size: 97.95 GB
07:02:38 - Overall output size: 57.20 GB
07:02:38 - Data files creation time: 04:03:27
07:02:38 - ISO images creation time: 00:41:44
07:02:38 - Overall conversion time: 04:45:11
--------------------------------------------------------------------------------------------------------------------------------------
Lol, but either way I could not update Index last night, broke my nose again :D :D hurts like hell
Ouch! Not good to hear :(
Ouch! Not good to hear :(
Not good to feel too :D
Not a good start of 2021 lol, hopefully the rest of it will be better.
Cheers!
Masquerade
02-01-2021, 13:50
Use zlib codec for xt2020
https://fileforums.com/showpost.php?p=489510&postcount=2051
Yes, that's what I was trying and it worked :D
just got a few bits to tidy up now :D
Snapppr6
03-01-2021, 08:48
original size 1.85gb after remove VR and X64 files
combrased size 1.13gb
method:
xzlib+srep:m3f:a2:l512+xz
Masquerade
05-01-2021, 02:36
LEGO Ninjago game simply crashes after unpacking the game files with QuickBMS. Is there something I'm missing here?
Experienced this with other newer LEGO games.
Hexagon123
05-01-2021, 04:28
LEGO Ninjago game simply crashes after unpacking the game files with QuickBMS. Is there something I'm missing here?
Experienced this with other newer LEGO games.
I think you need some special workaround?
LEGO Ninjago game simply crashes after unpacking the game files with QuickBMS. Is there something I'm missing here?
Experienced this with other newer LEGO games.
All new LEGO games need exe patching at several places to be able to read unpacked data.
All new LEGO games need exe patching at several places to be able to read unpacked data.
If you want to, send me original and patched .exe, then I will make a patcher tool and share it here, so others can use it and patch their .exe easily.
Interresting! Tell me more!
He forgot to mention that by using Ergonomic Office Chair your compression time will be lowered by 48%
Joe Forster/STA
05-01-2021, 10:56
(Don't waste your attention on a spammer.)
If you want to, send me original and patched .exe, then I will make a patcher tool and share it here, so others can use it and patch their .exe easily.
Each new version of the same game has different places/bytes to be replaced. There is no universal solution.
Do you guys know what is the best compressor for MP4 video format (over 5 GB)? :(
Masquerade
05-01-2021, 23:56
Do you guys know what is the best compressor for MP4 video format (over 5 GB)? :(
srep
(you can't compress MP4 video)
srep
(you can't compress MP4 video)
THanks. and srep doesn't work well enough. :(
Actually you can compress losslessly mp4 file(s).
I know those files are already heavily compressed,but In my experiences RAZOR sometimes can compress it. Not a good ratio but better than LOLZ.
Do not use multithread.
I said ,in my experiences.
Actually you can compress losslessly mp4 file(s).
I know those files are already heavily compressed,but In my experiences RAZOR sometimes can compress it. Not a good ratio but better than LOLZ.
Do not use multithread.
I said ,in my experiences.
Thanks. I'll check it out.
Snapppr6
06-01-2021, 11:39
Thanks. I'll check it out. by using ffmpeg commandline or use free video commprassor google it
by using ffmpeg commandline or use free video commprassor google it
Thank you very much. It took a few days to test it because of the exam headache.
Meanwhile, I was able to reduce the video size of a MP4 file from 3.86GB to 390MB by changing the video bitrate using ffmpeg.exe. Interestingly, the video / audio quality does not drop that much (note that, In my case) and I'll do a few more tests to confirm..
Original Video Properties: Size: 3.86 GB
Length: 01:49:54
Resolution: 1920 x 1080
Video Bitrate: 4894 KB/S
Audio Bitrate: 136 KB/S
Video format: H264
Audio format: AAC
However, is there anything to reconstruct the video in its original form? because I think to compress my movie collection.
.
Thank you very much. It took a few days to test it because of the exam headache.
Meanwhile, I was able to reduce the video size of a MP4 file from 3.86GB to 390MB by changing the video bitrate using ffmpeg.exe. Interestingly, the video / audio quality does not drop that much (note that, In my case) and I'll do a few more tests to confirm..
Original Video Properties: Size: 3.86 GB
Length: 01:49:54
Resolution: 1920 x 1080
Video Bitrate: 4894 KB/S
Audio Bitrate: 136 KB/S
Video format: H264
Audio format: AAC
However, is there anything to reconstruct the video in its original form? because I think to compress my movie collection.
.
So you are trying to compress video lectures.
leave it and stay focused in online class.:D
and that is best way to save disc space.
So you are trying to compress video lectures.
leave it and stay focused in online class.:D
and that is best way to save disc space.
Ok, :D
But I record lecture videos because they're not available after the lecture and I want to study them again. ;)
Masquerade
08-01-2021, 05:18
Ok, :D
But I record lecture videos because they're not available after the lecture and I want to study them again. ;)
Best Compression Methods for 'Specific' Games. Q&A ;)
Best Compression Methods for 'Specific' Games. Q&A ;)
I know. I just replied to his message.
Hello
What's the best method to compress Life is Stranger 2 .pak files ?
Hexagon123
10-01-2021, 18:26
Hello
What's the best method to compress Life is Stranger 2 .pak files ?
I guess you have to try XTool?
Is there a possible way to use FreeArc 'Next when repacking? I meant to replace the general FreeArc.
Thanks.
Masquerade
17-01-2021, 02:49
Start size: 2.7GB
Compress using following method:
*.saf
srep+lolz
Everything else:
srep+razorx
Final Size: 1GB
Masquerade
21-01-2021, 12:48
Took a little look, here's my conclusion to what is what:
(these sizes come from my game which is v3.10.0)
chunk0.rpkg - chunk7.rpkg = Hitman 3 Content = 25.2GB
chunk8.rpkg = Unknown = 2.08GB (this file is simply adressed as Legacy)
chunk9.rpkg - chunk20.rpkg = Hitman 2 Content = 14.7GB
chunk21.rpkg - chunk27.rpkg = Hitman 1 Content = 12.7GB
Ofc srep+lolz isn't going to get you far here, huge waste of time. Compare these sizes to previous Hitman games and it's obvious the data is compressed. I was putting my bets on use of oodle, but it's clearly not!! :p:p
Oh and when an unpacking script finally comes available, the VR stuff is contained in the game files, so it can be ripped...
Oh and when an unpacking script finally comes available, the VR stuff is contained in the game files, so it can be ripped...
Yep I'm waiting too :D
Medal of Honor 2010 Limited Edition - English Only
* Original Size: 4.91GB
* Repack Size: 2.95GB
method:
*.upk, *.tfc = xtool 2020 (zlib+reflate) + srep + lolz
*.xxx, *.vp6 = srep + nz
*.exe, *.dll = srep+delta+nz
other files = srep + nz
Medal of Honor 2010 Limited Edition - English Only
* Original Size: 4.91GB
* Repack Size: 2.95GB
method:
*.upk, *.tfc = xtool 2020 (zlib+reflate) + srep + lolz
*.xxx, *.vp6 = srep + nz
*.exe, *.dll = srep+delta+nz
other files = srep + nz
why nz and not lolz??
Hexagon123
24-01-2021, 11:22
why nz and not lolz??
Because of possibilities that LOLZ is used for textures.
It would be nice to see how long the process is.
I think because it is lolz, it took about 24 hours? :D
Masquerade
27-01-2021, 09:16
@KaktoR
I reckon from 1PM yesterday to 8AM this morning (very very rough estimate). Having to run xtool without stdio really slowed things down.
However, the file VEHICLEUPGRADES.bff is corrupt after being decompressed with bdt, meaning all the time was wasted so I deleted my post.
Oh that's bad. RIP brother :D
I think xtool still needs fine-tuning for oodle codec.
LOL, yeah, I hate it too, when decompression fails after long compression time :D
Though, even worse, once I compressed the game, made installer and everything, and somehow forgot to test installation lol, and I happily burned it to disc˙s.
Some time after, I decided to install that game and play it, and boy was I dissapointed when I got decompression error at 72% :D
Masquerade
27-01-2021, 10:01
Going through picking up what clearly isn't going to work with bdt and go from there. The Shanghai file is also cannot be re-encrypted
LOL, yeah, I hate it too, when decompression fails after long compression time :D
Though, even worse, once I compressed the game, made installer and everything, and somehow forgot to test installation lol, and I happily burned it to disc˙s.
Some time after, I decided to install that game and play it, and boy was I dissapointed when I got decompression error at 72% :D
You still burning discs? :D
You still burning discs? :D
LOL, yeah, it is my favorite way of Backing Up files, games and pretty much everything I would need sometime.
Even though these days I can download games faster then I could install them lol, but still I like to backup on Disc`s, offline backup is the best backup :p.
The Medium
20:38:35 - Selected ARC method for Data1a.bin was: xtool_preflate+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
22:36:39 - Overall input size: 38.73 GB
22:36:39 - Overall output size: 17.75 GB
22:36:39 - Overall conversion time: 01:58:01
--------------------------------------------------------------------------------------------------------------------------------------
Snapppr6
30-01-2021, 09:40
original size 2gb after ripping some mp and unwented sound and video
reflate+serp+lzma2
repack size 1.23gb
STAR WARS BATTLEFRONT II
Celebration Edition
13:20:52 - Selected ARC method for Data1.bin was: xtool_zstd+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:f b273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
19:08:26 - Overall input size: 90,27 GB
19:08:26 - Overall output size: 63,74 GB
19:08:26 - Overall conversion time: 05:47:31
Note: Use zstd lib v1.3.0
Extracted 451 files, 68,435,068,787 => 96,929,288,702 bytes. Ratio 70.60%
Extraction time: cpu 5274.48 sec/real 2694.36 sec = 196%. Speed 35.97 mB/s
All OK
Masquerade
03-02-2021, 04:32
Ripped Soundtrack in WAV format.
Total Start Size: 13.1GB
Everything:
xtool+srep+lolz
*.mp3
mpz
Compressed Size: 8.78GB
Snapppr6
03-02-2021, 06:08
start size 1.67gb
srep:m3f:a2+7z
compressed 1.02gb
Hexagon123
03-02-2021, 16:03
Total start size: 3.5GB
Compress with the following:
.pak
XTool:c128m,t75p,dm2:zlib+srep:m5f:a2:l512+lolz:dt :dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096
Rest of the Files
srep:m5f:a2:l512+mcm:x11
Total packed size: 1.9GB
Sims 4
v1.70.84.1020, nothing ripped
12:21:15 - Selected ARC method for Data1.bin was: xtool_zlib+xtool_reflate+srep_new+4x4:b64mb:lzma:u ltra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
15:08:41 - Overall input size: 50.61 GB
15:08:41 - Overall output size: 28.91 GB
15:08:41 - Data files creation time: 02:29:14
15:08:41 - ISO images creation time: 00:18:08
15:08:41 - Overall conversion time: 02:47:23
--------------------------------------------------------------------------------------------------------------------------------------
Extracting Data1.bin file, Please Wait...
--------------------------------------------------------------------------------------------------------------------------------------
FreeArc 0.67 (March 15 2014) extracting archive: .\Conversion_Output\Sims 4 DVD1\Data1.bin.001
Extracting 4,268 files, 54,311,277,744 bytes. Processed 99.9%
Extracted 4,268 files, 24,577,323,615 => 54,311,277,744 bytes. Ratio 45.25%
Extraction time: cpu 2466.95 sec/real 1249.89 sec = 197%. Speed 43.45 mB/s
All OK
hydefromt70s
06-02-2021, 06:02
The Medium
16:39:58 - Selected ARC method for Data1.bin was: xtool_zlib+srep_new+lolz_mtx
------------------------------------------------------------------------------------
13:43:41 - Overall input size: 37,83 GB
13:43:41 - Overall output size: 15,17 GB
13:43:41 - Overall conversion time: 21:03:41
------------------------------------------------------------------------------------
Tried with lolz mt - took 21h !!! Unpacking now to check if everything is right. Can someone explain me why does it take so much RAM ??
Elite Dangerous Horizons
v2021-01-28
19:21:37 - Selected ARC method for Data1a.bin was: xtool_preflate+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
20:38:50 - Overall input size: 20.98 GB
20:38:50 - Overall output size: 14.73 GB
20:38:50 - Data file creation time: 01:08:28
Extracted 38,187 files, 15,814,328,948 => 22,531,389,592 bytes. Ratio 70.19%
Extraction time: cpu 1189.64 sec/real 800.00 sec = 149%. Speed 28.16 mB/s
All OK
hydefromt70s
06-02-2021, 14:23
I did some more tests today on "The Medium". My goal was to find the most efficient algorithm for test file which contains Zlib streams. The winner is XT xZlib (old xtool) - managed to inflate file from 968MB to 1250MB and with srep and lzma compression, final size went down to 283MB. That meets my expectation.
Now is the part where I don't understand things. If file contains Zlib streams (I did check in "Drop and Scan for Zlib" app so I'm sure of that) I was betting on XT2020 Zlib/reflate/preflate that one of them will be the most efficient pre-compressor and they didn't work at all! I thought that new version of xtool 2020 will be better than old one? What I don't understand here is why XT xZlib worked and XT2020 Zlib didn't? Are they not the same algorithms to deal with deflated streams?
Would highly appreciate if someone could explain this to me.
I did some more tests today on "The Medium". My goal was to find the most efficient algorithm for test file which contains Zlib streams. The winner is XT xZlib (old xtool) - managed to inflate file from 968MB to 1250MB and with srep and lzma compression, final size went down to 283MB. That meets my expectation.
Now is the part where I don't understand things. If file contains Zlib streams (I did check in "Drop and Scan for Zlib" app so I'm sure of that) I was betting on XT2020 Zlib/reflate/preflate that one of them will be the most efficient pre-compressor and they didn't work at all! I thought that new version of xtool 2020 will be better than old one? What I don't understand here is why XT xZlib worked and XT2020 Zlib didn't? Are they not the same algorithms to deal with deflated streams?
Would highly appreciate if someone could explain this to me.
Maybe it's because old XTool includes reflate automatically if the reflate libraries (raw2hif_dll.dll and hif2raw_dll.dll) are next to xtool.exe
If they were with XTool, try removing raw2hif_dll.dll and hif2raw_dll.dll from the old Xtool, or use XTool 2020 with "zlib+reflate" methods to get an equivalent comparison.
If I reported wrong, please correct me.
Edit:
I did some tests:
sample: pakchunk0-WindowsNoEditor.pak (from game version GOG)
The results were practically the same.
XTool v0.3.9 (2020) (only zlibwapi.dll next to XTool.exe)
packcmd = XTool.exe precomp -mzlib -c64mb -t100p --dbase - - <stdin> <stdout>
unpackcmd = XTool.exe decode -t100p - - <stdin> <stdout>
pack:
Compressed 1 file, 1,015,774,515 => 1,303,484,741 bytes. Ratio 128.32%
Compression time: cpu 1.03 sec/real 14.51 sec = 7%. Speed 70.00 mB/s
unpack:
Extracted 1 file, 1,303,484,741 => 1,015,774,515 bytes. Ratio 128.32%
Extraction time: cpu 1.84 sec/real 5.74 sec = 32%. Speed 177.02 mB/s
XTool v0.1.2 (OLD) (only zlibwapi.dll next to XTool.exe)
packcmd = XTool.exe e:precomp:t75p,c128m:zlib - - <stdin> <stdout>
unpackcmd = XTool.exe d:precomp:t90p - - <stdin> <stdout>
pack:
Compressed 1 file, 1,015,774,515 => 1,303,386,164 bytes. Ratio 128.31%
Compression time: cpu 1.05 sec/real 28.62 sec = 4%. Speed 35.50 mB/s
unpack:
Extracted 1 file, 1,303,386,164 => 1,015,774,515 bytes. Ratio 128.31%
Extraction time: cpu 1.50 sec/real 5.83 sec = 26%. Speed 174.33 mB/s
https://i.imgur.com/6oxJUx2.png
You can also combine xtool codecs like -mreflate+zlib
Razor12911
06-02-2021, 19:18
Maybe it's because old XTool includes reflate automatically if the reflate libraries (raw2hif_dll.dll and hif2raw_dll.dll) are next to xtool.exe
If they were with XTool, try removing raw2hif_dll.dll and hif2raw_dll.dll from the old Xtool, or use XTool 2020 with "zlib+reflate" methods to get an equivalent comparison.
If I reported wrong, please correct me.
this is correct but if you look at the time xtool took, one would assume that the either the codec didn't initialize due to missing libraries, failure to load libraries or incorrect command line used. I mean to process 968 MB worth of data taking only 3 secs seems like that's what happened.
Would highly appreciate if someone could explain this to me.
the arc.ini/command line you used for xtool would be helpful, that includes the libraries you placed near xtool 2020
Age of Wonders Planetfall
v1.403, nothing ripped
01:49:01 - Selected ARC method for Data1a.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc 1000000/$oggrepack=oggre/$mp3pack=mpz_mtx/$soundpack=srep_new+razor_mtx/$deflatepack=xtool_reflate+srep_new+4x4:b64mb:lzma :ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
02:25:35 - Overall input size: 16.24 GB
02:25:35 - Overall output size: 5.27 GB
02:25:35 - Data file creation time: 00:33:38
hydefromt70s
07-02-2021, 07:39
this is correct but if you look at the time xtool took, one would assume that the either the codec didn't initialize due to missing libraries, failure to load libraries or incorrect command line used. I mean to process 968 MB worth of data taking only 3 secs seems like that's what happened.
the arc.ini/command line you used for xtool would be helpful, that includes the libraries you placed near xtool 2020
And that's exactly what happened. I was using old version of DS GUI with XTools 0.37 and despite problem with loading xtool, GUI was saying everything's fine.
Now with DS GUI 1.0.0.1 and XTool 0.38 everything works as it should.
Thank you all.
Dragon Age Inquisition
v1.12, nothing ripped
13:30:11 - Selected ARC method for Data1a.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
15:29:49 - Overall input size: 44.46 GB
15:29:49 - Overall output size: 28.50 GB
15:29:49 - Overall conversion time: 01:59:37
Masquerade
11-02-2021, 12:04
Immortals Fenyx Rising quick test sample:
Compression used: selkie
FreeArc 0.67 (March 15 2014) Creating archive: __Test\output.MSQ using selkie
Memory for compression 0b, decompression 0b, cache 1mb
Compressing 1 file, 121,110,528 bytes
Compressing DataPC_Orpheus_gi.forge
Compressed 1 file, 121,110,528 => 180,603,282 bytes. Ratio 149.12%
Compression time: cpu 0.13 sec/real 9.88 sec = 1%. Speed 12.26 mB/s
All OK
Use the oodle core I posted here (https://fileforums.com/showpost.php?p=489150&postcount=2010).
You can also use the oo2core_8_win64.dll that comes with XTool 2020, but you'll need to rename it to oo2core_7_win64.dll in order for oo2recs to work with it!
Immortals: Fenyx Rising (RUS+ENG Voice) v1.1.1
v1
*.forge - oo2recks+srep+4x4:lzma
30.1 gb > 50 gb > 24.4 gb > 13.1 gb
Rest files - srep+4x4:lzma
RePack size - 15.6 gb.
Install time - almost 1 hour
v2
*.forge - srep+4x4:lzma
30.1 gb > 18.8 gb > 14.6 gb
Rest files - srep+4x4:lzma
RePack size - 17 gb.
Install time - 8 min.
v3
*.forge - srep+lolz
30.1 gb > 18.8 gb > 14 gb
Rest files - srep+4x4:lzma
RePack size - 16.3 gb.
Install time - 7 min.
NOTE.
Thanks Masquerade for shared .dll))
Hexagon123
16-02-2021, 18:11
Note: This is the Codex release one. (build version 1.7.3.0_5135400)
Total start size: 3.23GB
Compress with the following:
.pak, .mp4
srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1: mtt1:mt4:d128m:fba4096
Rest of the Files
srep:m5f:a2:l512+mcm:x11
Total packed size: 1.14GB
biotec2k8
18-02-2021, 12:13
Start size: 2.7GB
Compress using following method:
*.saf
srep+lolz
Everything else:
srep+razorx
Final Size: 1GB
Game: Shady Part of Me
I would like to package this game effectively. With which attributes is stated above.
The problem is now:
I get 2 BIN files when I compress the SAF with LOLZ and the rest with razorx.
Is there a possibility to create a self-extracting file from the two bin files?
Or can someone give me a tip on how to create an installer from the game?
Star Wars Jedi Fallen Order
v7th January 2021, 1 language
22:05:10 - Selected ARC method for Data1a.bin was: oo2recm7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
03:04:51 - Overall input size: 51.82 GB
03:04:51 - Overall output size: 43.34 GB
03:04:51 - Data files creation time: 04:26:14
Assassin's Creed Valhalla
v1.1.2, nothing ripped
23:29:50 - Selected ARC method for Data1a.bin was: oo2recm7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
06:16:46 - Overall input size: 71.07 GB
06:16:46 - Overall output size: 30.45 GB
06:16:46 - Overall conversion time: 06:46:54
Street Fighter V - Champion Edition (v6.000)
*.pak - Xtool v0.39(Zlib+UE4 codec)+SREP+LOLZ (Fast mode)
47 gb > 112 gb > 56 gb > 25.3 gb
Rest files - SREP+LZMA
460 mb > 403 mb
Test
Tested 70 files, 27,240,582,676 => 50,300,374,185 bytes. Ratio 54.16%
Testing time: cpu 622.50 sec/real 4127.19 sec = 15%. Speed 12.19 mB/s
All OK
[External compressor:xt20]
header = 0
packcmd = xt20\xt20 precomp -mzlib+preflate+ue4:m1:k5F6153346D665A4B384D3573354 B5743324C7A325673466E474B4937617A676C -d2 -c96mb -t100p-1 - - <stdin> <stdout>
Notes.
unreal.dll and option -d# is necessarily.
NO zlib+reflate because CRC errors
Masquerade
27-02-2021, 02:57
Beyond A Steel Sky uses ZSTD compression on the pak, but neither zstdrec nor xtool can inflate it.
Xtool:zlib will only inflate +0.44% over original size.
Any clues?
Did you use the correct zstdlib version?
Masquerade
27-02-2021, 10:03
Did you use the correct zstdlib version?
Good idea! Added new libzstd and it came to 109%. Good fun.
Use a version near game release date (month / week) if possible and go downwards in libzstd versions until you reach a peak in precompression. I don't know if there is a proper way to detect what zstandard version the game was packed. But that's basically what I do (same with lz4).
Masquerade
28-02-2021, 01:49
I talked to spiritiovod and he managed to help identify that the version used was v1.4.4 of libzstd. Added that to zstdrec and wowzers:
Compressed 1 file, 15,471,886,944 => 31,903,067,738 bytes. Ratio 206.20%
Compression time: cpu 18.23 sec/real 1843.42 sec = 1%. Speed 8.39 mB/s
All OK
The Elder Scrolls Online
15:18:11 - Selected ARC method for Data1.bin was: bpk+srep_new+razor_mtx
15:18:11 - Selected ARC method for Data2.bin was: oo2reck7+oo2recs7+srep_new+4x4:b64mb:lzma:ultra:64 m:bt4:fb273:lc8:mc1000000
------------------------------------------------------------------------------------
02:01:02 - Overall input size: 95.05 GB
02:01:02 - Overall output size: 74.66 GB
02:01:02 - Overall conversion time: 10:42:48
Anyone knows what xtool+ue4 settings to use (m#) for Everspace 2? Ratio is always 100%:confused:
Hexagon123
01-03-2021, 13:14
Anyone knows what xtool+ue4 settings to use (m#) for Everspace 2? Ratio is always 100%:confused:
Try finding the possibly?
Snake288
01-03-2021, 13:32
Call of Duty Advanced Warfare sıkıştırma yöntemi?
I would like to know if there are tools and methods that I can use to compress this game
Horizon Zero Dawn
18:42:27 - Selected ARC method for Data1.bin was: bpk
18:42:27 - Selected ARC method for Data2.bin was: xtool_kraken4+srep_new+4x4:b64mb:lzma:ultra:64m:bt 4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
22:20:19 - Overall input size: 52.78 GB
22:20:19 - Overall output size: 41.71 GB
22:20:19 - Data files creation time: 02:51:31
Edit: Files to exclude from bpk (https://fileforums.com/showpost.php?p=487318&postcount=1851)
Hexagon123
01-03-2021, 15:27
Call of Duty Advanced Warfare sıkıştırma yöntemi?
I would like to know if there are tools and methods that I can use to compress this game
Use precomp?
sajmon83
03-03-2021, 14:07
v3 20.03.2021
Call of Duty 2 v1.3
Original size 3,44 GB One language >>> 2,50 GB nothing ripped
*.iwd - precomp+srep_new+mm+lolz:dtb1:d512m:mtt1:mc1023
Compressed 28 files, 3,665,523,982 => 2,681,617,294 bytes. Ratio 73.16%
Compression time: cpu 20.73 sec/real 10284.07 sec = 0%. Speed 0.36 mB/s
Rest of the files - precomp_mtx+exe2+razor_mtx
Compressed 66 files, 15,786,867 => 4,244,062 bytes. Ratio 26.88% 100%
Compression time: cpu 0.13 sec/real 18.92 sec = 1%. Speed 0.83 mB/s
Test results in the attached file.
Has anyone tried Half-Life Alyx?
Borderlands 3
v2021.01.21, 1 language
13:52:45 - Selected ARC method for Data1.bin was: xtool_ue4:m1:k0x115EE4F8C625C792F37A503308048E7972 6E512F0BF8D2AD7C4C87BC5947CBA7+xtool_reflate+srep_ new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc10000 00
--------------------------------------------------------------------------------------------------------------------------------------
18:56:02 - Overall input size: 91.16 GB
18:56:02 - Overall output size: 70.49 GB
18:56:02 - Overall conversion time: 05:03:16
Languages: https://fileforums.com/showpost.php?p=488178&postcount=6
Note: You can rip other languages from video files with ffmpeg. This will save you some additional mb's.
Unpack time: 45 min
Borderlands 3
v2021.01.21, 1 language
13:52:45 - Selected ARC method for Data1.bin was: xtool_ue4:m1:k0x115EE4F8C625C792F37A503308048E7972 6E512F0BF8D2AD7C4C87BC5947CBA7+xtool_reflate+srep_ new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc10000 00
--------------------------------------------------------------------------------------------------------------------------------------
18:56:02 - Overall input size: 91.16 GB
18:56:02 - Overall output size: 70.49 GB
18:56:02 - Overall conversion time: 05:03:16
Languages: https://fileforums.com/showpost.php?p=488178&postcount=6
Note: You can rip other languages from video files with ffmpeg. This will save you some additional mb's.
Unpack time: 45 min
Also you can rip non-english voices folders with QBMS and UnrealPak.exe in AdditionalContent *.pak (32 gb > 24 gb with -compress parameter)
Masquerade
07-03-2021, 03:36
Both games use same method:
xzlib+srep+lolz
ogg = oggre
Amnesia The Dark Descent Packed Size: 790MB
Amnesia A Machine For Pigs Packed Size: 1.6GB
Masquerade
07-03-2021, 03:37
Start Size: 44GB
Method:
xzlib+srep+lolz
mp3 soundtrack = mpz
Packed Size: 27.4GB
Masquerade
07-03-2021, 03:39
Start Size: 331MB
Method:
mcm:x11
Packed Size: 64.4MB
Masquerade
07-03-2021, 03:41
*.pdb ripped
Start Size: 15.5GB
Method:
xzlib+srep+lolz
MP4 videos = srep+lzma
Packed Size: 10.1GB
Masquerade
07-03-2021, 03:43
Start Size: 5.6GB
Method:
xzlib+srep+lolz
Packed Size: 3.2GB
Far Cry Primal (+HD-Textures)
*.dat - bpk+XTool(FCP Plugin) + SREP + LOLZ
16.20 gb > 16 gb > 11 gb > 9 gb
*.dat (hd-txtrs) - XTool(FCP Plugin) + SREP + LOLZ
3.4 gb > 4.2 gb > 3.8 gb > 2.3 gb
rest files - SREP + LOLZ
190 mb > 150 mb
:( Sad8669
08-03-2021, 20:21
Method [v1]
Method : SREP+4X4:LZMA
Initial Size : 69.58 GB.
Final Size: 53.68 GB.
Method [v2]
Method : oo2reck+oo2recs+oo2recm+srep:m3f:l512+4x4:b64mb:lz ma:ultra:64m:bt4:fb273:lc8:mc1000000
Compression Time : 9.6 Hours
Decompression Time : 1.7 Hours (4T)
Initial Size : 69.5 GB
Final Size: 35.2 GB
Borderlands 2 Remastered (RUS+ENG lang)
*.tfc, *.upk - uelr+srep+lolz
16 gb > 27 gb > 17 gb > 6.1 gb
*.bik video - bpk
3.2 gb > 2.2 gb
(exclude VO_ because CRC Errors)
*.pck (2 lang voice) - srep+lzma
5.4 gb > 2.5 gb
Rest files - srep+lzma
250 mb > 89 mb
24.2 gb > 11.3 gb
Install time - 9 min.
Note.
4K video deleted because upscale
Thank ProFrager for uelr tool and guys from csrin for Clean Steam Files))
Street Fighter V
18:32:22 - Selected ARC method for Data1a.bin was: xtool_ue4:m1:k0x5F6153346D665A4B384D3573354B574332 4C7A325673466E474B4937617A676C+xtool_zlib+srep_new +4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
21:40:18 - Overall input size: 52.77 GB
21:40:18 - Overall output size: 32.88 GB
21:40:18 - Overall conversion time: 03:07:51
--------------------------------------------------------------------------------------------------------------------------------------
hydefromt70s
10-03-2021, 17:37
Two Point Hospital with 9 DLC's. Nothing ripped.
05:47:32 - Selected ARC method for setup-1.bin was: srep_new+4x4:b128mb:lzma:ultra:128m:bt4:fb273:lc8: mc1000000
06:04:42 - Overall input size: 8,85 GB
06:04:42 - Overall output size: 3,06 GB
06:04:42 - Overall conversion time: 00:17:09
Forza Horizon 4 (Steam Version) [Only ENG Voice)
*.zip - XTool_preflate+srep+lzma
46 gb > 100 gb > 63 gb > 31 gb
*.minizip - XTool_preflate+srep+lzma
30 gb > 60 gb > 29 gb > 13.9 gb
*.bik, *.bank and rest files - srep+lzma
11 gb > 9 gb
90 gb > 55.5 gb
Install time - 110 minutes (4 cores, 4 threads - i5-7400)
NOTE.
XTool needed for preflate codec (without zlib) and -d# parameter
samadrahman74
11-03-2021, 01:47
hi
What is the best compression method arma 3 ?
Uses LZSS for compression
hydefromt70s
11-03-2021, 09:20
Tropico 5: Complete Collection (GOG). Includes all DLC's. Only English and Polish lang.
16:52:53 - Selected ARC method for setup-1.bin was: xtool_zlib+srep_new+4x4:b128mb:lzma:ultra:128m:bt4 :fb273:lc8:mc1000000
17:18:21 - Overall input size: 2,97 GB
17:18:21 - Overall output size: 2,02 GB
17:18:21 - Overall conversion time: 00:25:26
17:22:15 - Selected ARC method for setup-1.bin was: xtool_zlib+xtool_reflate+srep_new+4x4:b128mb:lzma: ultra:128m:bt4:fb273:lc8:mc1000000
18:14:20 - Overall input size: 2,97 GB
18:14:20 - Overall output size: 1,95 GB
18:14:20 - Overall conversion time: 00:52:02
hydefromt70s
11-03-2021, 11:29
Lust for Darkness. Nothing ripped
18:51:33 - Selected ARC method for setup-1.bin was: srep_new+4x4:b128mb:lzma:ultra:128m:bt4:fb273:lc8: mc1000000
19:26:53 - Overall input size: 14,30 GB
19:26:53 - Overall output size: 5,60 GB
19:26:53 - Overall conversion time: 00:35:19
Lust from Beyond. Nothing ripped.
20:52:03 - Selected ARC method for setup.bin was: srep_new+4x4:b128mb:lzma:ultra:128m:bt4:fb273:lc8: mc1000000
22:05:02 - Overall input size: 35,12 GB
22:05:02 - Overall output size: 13,99 GB
22:05:02 - Overall conversion time: 01:12:58
Hexagon123
11-03-2021, 18:32
Note: THX, Masquerade for using this dll. (https://fileforums.com/showpost.php?p=489150&postcount=2010)
Build version v1.1.1
Total start size: 35.1GB
Compress with the following:
.forge
oo2recs+srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dt o1:dtd1:mtt1:mt4:d128m:fba4096
Rest of the Files
srep:m5f:a2:l512+mcm:x11
Total packed size: 15.6GB (4xDVD5)
hydefromt70s
11-03-2021, 18:49
Tropico 6 GOG with DLC: Spitter, Lobbyistico, Caribbean Skies, Wall Street, El Prez Content Edition
02:03:47 - Selected ARC method for setup.bin was: xtool_zlib+xtool_reflate+srep_new+4x4:b128mb:lzma: ultra:128m:bt4:fb273:lc8:mc1000000
02:47:33 - Overall input size: 17,30 GB
02:47:33 - Overall output size: 6,54 GB
02:47:33 - Overall conversion time: 00:43:45
XIII
v20210223
22:38:31 - Selected ARC method for Data1a.bin was: srep+LZMA-MT
------------------------------------------------------------------------------------
23:28:04 - Overall input size: 22.05 GB
23:28:04 - Overall output size: 13.53 GB
23:28:04 - Overall conversion time: 00:49:28
Final Fantasy XIII + Final Fantasy XIII-2 + Lightning Returns Final Fantasy XIII
JP videos ripped
------------------------------------------------------------------------------------
---------------------------- CONVERSION DATE 13.03.2021 ----------------------------
------------------------------------------------------------------------------------
10:07:50 - Selected ARC method for Data1a.bin was: bpk+xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64 m:bt4:fb273:lc8:mc1000000
10:07:50 - Selected ARC method for Data2a.bin was: bpk+xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64 m:bt4:fb273:lc8:mc1000000
10:07:50 - Selected ARC method for Data3a.bin was: bpk+xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64 m:bt4:fb273:lc8:mc1000000
------------------------------------------------------------------------------------
13:12:31 - Getting size of data file of the game: FINAL FANTASY XIII
13:12:31 - >> Installation folder size: 29.01 GB
13:12:31 - >> Compressed game size: 21.51 GB
13:12:31 - Getting size of data file of the game: FINAL FANTASY XIII-2
13:12:31 - >> Installation folder size: 13.76 GB
13:12:31 - >> Compressed game size: 9.07 GB
13:12:31 - Getting size of data file of the game: LIGHTNING RETURNS - FINAL FANTASY XIII
13:12:31 - >> Installation folder size: 10.28 GB
13:12:31 - >> Compressed game size: 7.49 GB
------------------------------------------------------------------------------------
13:12:31 - Data files creation time: 02:31:40
Hexagon123
13-03-2021, 07:12
XIII
v20210223
22:38:31 - Selected ARC method for Data1a.bin was: srep+LZMA-MT
------------------------------------------------------------------------------------
23:28:04 - Overall input size: 22.05 GB
23:28:04 - Overall output size: 13.53 GB
23:28:04 - Overall conversion time: 00:49:28
Note: this is the unity remake from 2020.
Also, this game uses assetbundles.
L33THAK0R
13-03-2021, 18:03
Really quick question, whats the best algo (in terms of smallest final size) to use for compressing .pkz files? Not sure where else to ask.
Hexagon123
13-03-2021, 18:04
Really quick question, whats the best algo (in terms of smallest final size) to use for compressing .pkz files? Not sure where else to ask.
XTool, Precomp, or any ZLIB precompressor?
sajmon83
15-03-2021, 12:14
Really quick question, whats the best algo (in terms of smallest final size) to use for compressing .pkz files? Not sure where else to ask.
You have to find out for yourself what the effective precompressor will be. For example, I check from now on like this ^^
https://i.postimg.cc/F7GVnqPN/Test.png (https://postimg.cc/F7GVnqPN)
Masquerade
16-03-2021, 11:45
Start Size: 51GB
*.bffbdt+xtool_kraken+srep+lolz
Bink videos:bpk
Everything else:srep+razorx
Final Size: 23.4GB
Notes:
Using Project CARS 2 oodlerec build will of course be much smaller, but it takes long time... xtool is so much faster at the expense of packed size.
mausschieber
18-03-2021, 07:46
English Only
Original Size : 59.6GB
Repack Size : 40.1 GB >>>>> 59.6GB> 125GB > 84.5GB > 40.1GB
Method : xtool+srep:m3f:l512:m512+4x4:lzma:a1:mfbt4:32m:fb2 73:mc10000:lc8+diskspan:4.25GB:4.32GB
Use oodle7 file from \bin\x64\
Compression Time : 4Hours
Decompression Time : 70Min on 6Core 16GB Ram |RZ1600
Arc (https://www.fileforums.com/showpost.php?p=489349&postcount=13):
[External compressor:xtool]
header = 0
packcmd = XTool.exe precomp -mcp2077 -c128mb -t100p --dbase - - <stdin> <stdout>
unpackcmd = XTool.exe decode -t100p - - <stdin> <stdout>
is this a typo :4.25GB:4.32GB
is this a typo :4.25GB:4.32GB
It is the definition of the size of the slices of the diskspan of 4.25GB for the first disc and 4.32GB for the other discs (Configuration for DVD5 media).
P.S: If you use DiskSpan_GUI this is done automatically (value in bytes) based on the options on the CONFIG page of DiskSpan_GUI and selected tab of media type when making the compression.
Then the method adapted for DiskSpan_GUI can be used in this way:
xtool_cp2077+srep_new:m3f:l512:m512+4x4:lzma:a1:mf bt4:32m:fb273:mc10000:lc8
P.S: The chunk size on DiskSpan_GUI is set to "-c32mb", but if you want, just edit the "DiskSpan_x64.ini" file in the "Resources" folder on DiskSpan_GUI and change to "-c128mb" in section to "xtool_cp2077" method so that the method is exactly the same as the method informed by the user (I don't know if you will a lot of difference thid change)
HunterEmrah
18-03-2021, 18:36
can someone please share oodle dll for AC Valhalla ? which dll i should use ?
can someone please share oodle dll for AC Valhalla ? which dll i should use ?
There is no dll. Just use oodle 7 file
Hexagon123
18-03-2021, 21:00
There is no dll. Just use oodle 7 file
Also used to compress Immortals Fenyx Rising?
Masquerade
18-03-2021, 23:29
Also used to compress Immortals Fenyx Rising?
Yes
The Outer Worlds
05:39:23 - Selected ARC method for Data1a.bin was: xtool_preflate+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
09:58:59 - Overall input size: 55.45 GB
09:58:59 - Overall output size: 43.98 GB
09:58:59 - Data files creation time: 03:45:26
The Medium
v1.2
01:22:40 - Selected ARC method for Data1a.bin was: xtool_preflate+srep_new+4x4:b64mb:lzma:ultra:64m:b t4:fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
03:15:41 - Overall input size: 40.34 GB
03:15:41 - Overall output size: 19.33 GB
03:15:41 - Overall conversion time: 01:52:53
Masquerade
20-03-2021, 02:53
Start Size: 8.7GB
Method:
xtool+srep+lolz
Final Size: 4.36GB
Note: This game does have a UE4 hex key, but it's not encrypted. If interested, the key is:
0x2A472D4B6150645367566B597033733676397924423F4528 482B4D6251655468
Masquerade
23-03-2021, 09:19
Has anyone managed to decrypt Potentia? Tried ue4dt in m1 and m2 modes but no result with xtool precompressor.
Did not try xtool ue4 plugin.
Has anyone managed to decrypt Potentia? Tried ue4dt in m1 and m2 modes but no result with xtool precompressor.
Did not try xtool ue4 plugin.
Sample?
Masquerade
23-03-2021, 11:59
Sample?
A single pak file at 12.8GB - it will take me some hours to upload if you are interested.
oh and cls-ue4d did not work either.
A single pak file at 12.8GB - it will take me some hours to upload if you are interested.
oh and cls-ue4d did not work either.
Split *.pak with WinRAR 200 mb without compression and upload on Zippy))
Hexagon123
23-03-2021, 12:20
Split *.pak with WinRAR 200 mb without compression and upload on Zippy))
I think there are 2 possibly known versions of the same title by a different company?
One is the 1GB, while the other is 13GB by Wily Pumpkin?
Snake288
23-03-2021, 20:43
Split *.pak with WinRAR 200 mb without compression and upload on Zippy))
Hello Dixen
Potentia Total 65 7 Zip track files available
A Total Of 3 Downloads Consist Of Links
Total File Size Information : 12,8 gb
1 - https://www.transfernow.net/dl/20210323hEJmToKU/yzZnQB0S ( First Link 25 7zip Part files are available and you can download them at once or download them in one batch)
2 - https://www.transfernow.net/dl/20210324BfNPN5hY/o6apYbfe (Second Link 25 7 zip track files are available and you can download them at once or download them in bulk)
3 - https://www.transfernow.net/dl/20210324dahCMgY2/TAueYz2M (Third link 15 7 zip track files are available and you can download them at once or download them in bulk)
Tom Clancy's The Division 2
11:11:03 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmermaid:core_2.7.6+xtool:c1024mb:mbk2:df20p +xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8: mc1000000
11:11:03 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
---------------------------------------------------------------------------------------------------------------------------------------------------------
14:59:24 - Overall input size: 78.95 GB
14:59:24 - Overall output size: 59.06 GB (Ratio 74.81%)
14:59:24 - Overall conversion time: 03:36:08
Carldric Clement
23-03-2021, 21:10
Farming Simulator 15 (1.1.0.0)
Original Size: 2.72 GB
Repack Size: 1.31 GB
Option Method:Image File = jojpeg
Wav File = tta
All Files = xprecomp+srep:m3f:a2+exe2+lzma2:d128m:mt2
XTool used : ZLib, LZ4
Has anyone managed to decrypt Potentia? Tried ue4dt in m1 and m2 modes but no result with xtool precompressor.
Did not try xtool ue4 plugin.
Well..Nothing interesting
After UE4D plugin
Total encrypted UE records 37310/37310
After XTool v0.39
Compressed 1 file, 13,731,549,895 => 21,912,384,130 bytes. Ratio 159.58%
Compression time: cpu 13.81 sec/real 304.75 sec = 5%. Speed 45.06 mB/s
All OK
Key
0xF31F7A2739450967A8143CD631C61433121A51FCFD20D362 EF8884488BA3C263
:( Sad8669
24-03-2021, 23:27
Method : oo2recs+srep:m5f:a2:l512+lolz:dt:dtb1:dtw1:dtm1:dt o1:dtd1:mtt1:mt4:d128m:fba4096
Method 2 : srep:m3f+lzma:176m:normal:bt4:273:mc1000000000:lc8
Method 3 : srep:m3f+4x4:b128mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
Initial Size : 35.8 GB
Final Size : 15.8 GB
Hints : *.forge - *.pck - Other Files
Masquerade
25-03-2021, 02:32
@dixen
Thanks for the info. I tried ue4d but it crashed for me instantly. I will update the version to newest today.
hello! :D what am I missing for serious sam 2? i have seen other people get 2.2 GB, but my testing below shows a different size:
xtool+srep+lzma - 2.72 GB
also, a quick edit, i tried the same exact method listed on the index that was for serious sam 3 on here, but i get nowhere close to 3.3 GB, why? :confused:
Masquerade
25-03-2021, 13:57
hello! :D what am I missing for serious sam 2? i have seen other people get 2.2 GB, but my testing below shows a different size:
xtool+srep+lzma - 2.72 GB
also, a quick edit, i tried the same exact method listed on the index that was for serious sam 3 on here, but i get nowhere close to 3.3 GB, why? :confused:
xtool+srep+lolz
Well..Nothing interesting
After UE4D plugin
Total encrypted UE records 37310/37310
After XTool v0.39
Compressed 1 file, 13,731,549,895 => 21,912,384,130 bytes. Ratio 159.58%
Compression time: cpu 13.81 sec/real 304.75 sec = 5%. Speed 45.06 mB/s
All OK
Key
0xF31F7A2739450967A8143CD631C61433121A51FCFD20D362 EF8884488BA3C263
I tested compressing the "Potentia-WindowsNoEditor.pak" file = 12.8 GB (13,779,750,608 bytes)
The configuration used with XTool was:
xtool_ue4:m1:k0xF31F7A2739450967A8143CD631C6143312 1A51FCFD20D362EF8884488BA3C263
[External compressor:xtool_ue4]
header = 0
packcmd = "PRE\XTool_2020\Win64\XTool.exe" precomp -mzlib+ue4{:option} -c32mb -t100p -d1 --dbase - - <stdin> <stdout>
I don't know why but the Arc.exe returns return a value less than the file size (4.683.535.036 bytes = Ratio 33.99%), but the destination file was 23.1 GB (24,890,734,065 bytes)
Could someone do the test combining with zlib (Xtool.exe -mzlib+ue4:..) to see if only this happens or is it a bug in XTool or ARc.exe?
See the images in the attachment to better understand.
xtool+srep+lolz
2.50 gb now, i don't get it. :confused:
:( Sad8669
25-03-2021, 20:47
2.50 gb now, i don't get it. :confused:
Please make sure that you are using the correct parameters.
I ain't got that much experience, but recently played with the tools and the results were good. And try using Knight Compressor since it has built in options for parameters.
I tested compressing the "Potentia-WindowsNoEditor.pak" file = 12.8 GB (13,779,750,608 bytes)
The configuration used with XTool was:
xtool_ue4:m1:k0xF31F7A2739450967A8143CD631C6143312 1A51FCFD20D362EF8884488BA3C263
[External compressor:xtool_ue4]
header = 0
packcmd = "PRE\XTool_2020\Win64\XTool.exe" precomp -mzlib+ue4{:option} -c32mb -t100p -d1 --dbase - - <stdin> <stdout>
I don't know why but the Arc.exe returns return a value less than the file size (4.683.535.036 bytes = Ratio 33.99%), but the destination file was 23.1 GB (24,890,734,065 bytes)
Could someone do the test combining with zlib (Xtool.exe -mzlib+ue4:..) to see if only this happens or is it a bug in XTool or ARc.exe?
See the images in the attachment to better understand.
I just tested decrypt another ue4 plugin (No Razor12911) and xtool+preflate. No Compression with lolz
Please make sure that you are using the correct parameters.
I ain't got that much experience, but recently played with the tools and the results were good. And try using Knight Compressor since it has built in options for parameters.
I am using Knight Compressor...I am using the highest parameters for xtool and lolz/srep and I still get that.
:( Sad8669
26-03-2021, 07:45
I am using Knight Compressor...I am using the highest parameters for xtool and lolz/srep and I still get that.
Make sure that the version of your game matches with the one in the INDEX.
Parameters doesn't need to be high all the time, makes decompression slower. They should be the same as the one mentioned in the INDEX.
Masquerade
26-03-2021, 08:44
Yakuza 6
srep+lolz on everything except *.usm and *.awb in which case use srep+lzma
Ripped vf5end.usm (credits video).
Final size: 28GB
You can use lolz on the audio/videos for size decrease but with this amount of data it will take hours for not much of a tradeoff.
hydefromt70s
26-03-2021, 10:44
Srep: -m5f -a2
17:14:03 - Selected ARC method for setup.bin was: xtool_zlib+srep_new+4x4:b128mb:lzma:ultra:128m:bt4 :fb273:lc8:mc1000000
18:40:14 - Overall input size: 17,91 GB
18:40:14 - Overall output size: 13,28 GB
18:40:14 - Overall conversion time: 01:26:08
Hexagon123
26-03-2021, 12:40
Yakuza 6
srep+lolz on everything except *.usm and *.awb in which case use srep+lzma
Ripped vf5end.usm (credits video).
Final size: 28GB
You can use lolz on the audio/videos for size decrease but with this amount of data it will take hours for not much of a tradeoff.
SREP+LOLZ should've been used for .par files
Masquerade
26-03-2021, 13:03
SREP+LOLZ should've been used for .par files
That's... what I said.
Assassin's Creed Valhalla
v1.2.0, 1 language
14:28:01 - Selected ARC method for Data1a.bin was: oo2recm7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb2 73:lc8:mc1000000
------------------------------------------------------------------------------------
21:45:22 - Overall input size: 72.15 GB
21:45:22 - Overall output size: 30.56 GB
21:45:22 - Overall conversion time: 07:17:19
Masquerade
28-03-2021, 03:49
If you are compressing Crash Bandicoot 4, don't use any stdio.
STDIN for srep ---> crash at srep
STDIO for xtool ---> crash at xtool
After running both in normal $$arc$$ mode, it has precompressed and waiting to run through srep without issue.
If you are compressing Crash Bandicoot 4, don't use any stdio.
STDIN for srep ---> crash at srep
STDIO for xtool ---> crash at xtool
After running both in normal $$arc$$ mode, it has precompressed and waiting to run through srep without issue.
Nope, works fine for me with stdio (xtool).
If you are compressing Crash Bandicoot 4, don't use any stdio.
STDIN for srep ---> crash at srep
STDIO for xtool ---> crash at xtool
After running both in normal $$arc$$ mode, it has precompressed and waiting to run through srep without issue.
XTool_Preflate STDIN - No errors))
XTSRARC = xt20+srep+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:m c1000000
[External compressor:xt20]
header = 0
packcmd = xt20\xt20 precomp -mpreflate -c64mb -t100p --dbase - - <stdin> <stdout>
Masquerade
29-03-2021, 01:33
You see, with srep stdin I get:
ERROR! Input file is larger than filesize spe 5.5%
5.5%
Errorlevel=3
ERROR: write error (disk full?) in compression algorithm srep
Now, I did run last night , xtool+srep+lolz but the archive was broken so I am going again.
EDIT 2: After looking at srep command line, I'd need to use -s param to set the input size for stdin to something like 50GB in ordedr to not get this error, am surprised I didn't know this earlier.
If I remember right srep has still bugs with stdin, so always use $$InFile$$ $$OutFile$$ with srep to be safe.
[External compressor:srep]
header = 0
packcmd = "srep.exe" {options} InFile OutFile
datafile = InFile
packedfile = OutFile
samadrahman74
29-03-2021, 06:56
What is the problem ?
Project CARS 3
pcars3_bdt+pcars3_oo2reck+srep_new+lolz
https://s16.picofile.com/file/8429106500/Untitled.png
What is the problem ?
Project CARS 3
pcars3_bdt+pcars3_oo2reck+srep_new+lolz
https://s16.picofile.com/file/8429106500/Untitled.png
https://fileforums.com/showpost.php?p=490419&postcount=2
Masquerade
29-03-2021, 12:55
Ripped all files shown in this photo (https://i.imgur.com/t1guhYd.png) (unused videos) (25 vids + 3 folders = 380MB)
Start Size: 22.8GB
Compression method:
xtool-preflate+srep+lolz
on mp4 videos:
srep+LZMA2
Final Size: 14.0GB :D
Thanks KaktoR and dixen
You can even rip out unused languages from videos files with ffmpeg (https://www.ffmpeg.org/). Unfortunatelly the audio streams are not named, therefore you have to figure out what audio stream is what language they speak.
Usage:
ffmpeg -i "C_GameEnd.mp4" -map 0:0 -map 0:X -acodec copy -vcodec copy "Processed\C_GameEnd.mp4"
-map 0:X
I don't know what number is for which language. Use MPC and change audio track to listen.
X = Audio stream ID
-map 0:0 is the main audio track (non-voice) I guess.
First -map 0:0 tells ffmpreg to not touch non-voice track (main audio like sounds and stuff)
Second -map 0:X tells ffmpeg to not touch selected voice audio track (X).
In the above example ffmpeg removes all audio tracks with the exception of 0 (main audio track) and X.
"-acodec copy" tells ffmpeg to copy audio source (it doesn't change stuff like bitrate, etc.). Just a 1-to-1 copy without changing anything.
"-vcodec copy" is the same for video source.
If you want to leave 2 voice languages, add a third -map option:
ffmpeg -i "C_GameEnd.mp4" -map 0:0 -map 0:X -map 0:Y -acodec copy -vcodec copy "Processed\C_GameEnd.mp4"
Masquerade
29-03-2021, 15:35
therefore you have to figure out what audio stream is what language they speak.
Audio track 1 is english, audio track 3 is German. Can't understand much more right now.
Masquerade
30-03-2021, 05:14
Start Size: 69GB
Compression Method:
xtool+srep+lolz
Final Size: 20.3GB
Notes: This game does use bink video. I unpacked the bundle files but could not see any videos, not even a videos folder. I didn't take a deep look however.
If you can find the videos, you may be able to patch them out of the bundles then use bpk to lower the size.
Start Size: 69GB
Compression Method:
xtool+srep+lolz
Final Size: 20.3GB
Notes: This game does use bink video. I unpacked the bundle files but could not see any videos, not even a videos folder. I didn't take a deep look however.
If you can find the videos, you may be able to patch them out of the bundles then use bpk to lower the size.
I think you forget to add about 990 MB worth of .movie files (from The End achievement) and 2.9GB of soundtrack (flac and mp3), so the final size should be around 73GB.
Edit: I own the game and it is 73GB, so I just think that 69GB is just the bundle files with the dlls and exe :P
Hexagon123
30-03-2021, 13:16
Audio track 1 is english, audio track 3 is German. Can't understand much more right now.
unless you have to play throughout?
Kingdom Hearts HD 1.5 + 2.5 ReMIX
Main files - Xtool(xzlib)+srep+lzma (lolz takes 3 hours longer and there is barely a difference)
Video files - srep+lzma
Starting size: 45.84 GB
Output size: 34.4 GB
- Days/Recoded videos are ripped, since they're just compiled cutscenes turned into two extra movies.
Has anyone looked at the video files yet for the main games? They seem to be MP4s, but it's not possible to view their metadata/bitrate or even play them. I assume there would be no way to remove this encryption, right? Never heard of videos in a game having such a thing before.
:( Sad8669
03-04-2021, 02:01
Method : xZLib+SREP+LOLZ
Method 2 : SREP+LZMA
Method 3 : SREP+4X4:LZMA
Initial Size : 33.6 GB
Final Size : 26.6 GB
Hints : *.pak - *.usm,*.uasset,*.awb - Other Files
:( Sad8669
03-04-2021, 07:47
I was trying to decompress DBZ : Kakarot with the methods mentioned above. I was able to extract all the archives except the *.pak ones, which were compressed using xZLib+SREP+LOLZ.
While decompressing, i ran into an error saying :
ISDone.dll
Error code : -12
failed CRC check at pakchunk0-WindowsNoEditor.pak
If someone else faced this issue before or it was discussed in the past please refer me to that thread.
Edit : I managed to decompress the *.pak archive with LIS.
Hexagon123
03-04-2021, 12:30
I was trying to decompress DBZ : Kakarot with the methods mentioned above. I was able to extract all the archives except the *.pak ones, which were compressed using xZLib+SREP+LOLZ.
While decompressing, i ran into an error saying :
ISDone.dll
Error code : -12
failed CRC check at pakchunk0-WindowsNoEditor.pak
If someone else faced this issue before or it was discussed in the past please refer me to that thread.
It might be the code itself?
:( Sad8669
03-04-2021, 18:34
It might be the code itself?
The installer code? maybe, i am going to try some other installer scripts and see if it works.
For this one i used WPI by Razor12911 - added some external compressors and most of the time decompression goes smooth.
Edit : Check above messages.
sajmon83
04-04-2021, 05:35
Call of Duty World at War v1.7
Original size 8,05 GB One language >>> 3,85 GB nothing ripped
*.ff - zt_zlib+srep_new+mm+lolz:dtb1:d512m:mtt1:mc1023
Compressed 128 files, 2,415,695,168 => 799,966,928 bytes. Ratio 33.12%
Compression time: cpu 9.48 sec/real 4662.91 sec = 0%. Speed 0.52 mB/s
*.iwd - zt_zlib+srep_new+mm+lolz:dtb1:d512m:mtt1:mc1023
Compressed 35 files, 4,724,009,324 => 2,198,061,598 bytes. Ratio 46.53%
Compression time: cpu 13.05 sec/real 7282.30 sec = 0%. Speed 0.65 mB/s
*.bik - bpk
Compressed 23 files, 1,490,644,508 => 1,124,306,505 bytes. Ratio 75.42%
Compression time: cpu 0.89 sec/real 70.05 sec = 1%. Speed 21.28 mB/s
Rest of the files - precomp_mtx+razor_mtx
Compressed 47 files, 15,569,584 => 7,857,720 bytes. Ratio 50.47%
Compression time: cpu 0.00 sec/real 16.95 sec = 0%. Speed 0.92 mB/s
Test results in the excel attached file.
An example of an excel file:
https://i.imgur.com/ryI5FbZ.png
Kingdom Hearts HD 1.5 + 2.5 ReMIX
Main files - Xtool(xzlib)+srep+lzma (lolz takes 3 hours longer and there is barely a difference)
Video files - srep+lzma
Starting size: 45.84 GB
Output size: 34.4 GB
- Days/Recoded videos are ripped, since they're just compiled cutscenes turned into two extra movies.
Has anyone looked at the video files yet for the main games? They seem to be MP4s, but it's not possible to view their metadata/bitrate or even play them. I assume there would be no way to remove this encryption, right? Never heard of videos in a game having such a thing before.
They are mp4 files for sure. Looked a bit with hex
meta�������Oilst���G©too���?data�������TMPGEnc MPEG Smart Renderer 4 Version 4.0.15.50���"hdlr��������mdirappl�������������Àfree
But seems to crypted or somewhat, for whatever reason.
Masquerade
05-04-2021, 06:11
Was there ever an LZMA precompressor? I was reading some ancient threads in my search. At the time, it was said to be a difficult task and to avoid large xdeltas the right params had to be used in recompression. Read a bit on Encode through the wayback machine, but nothing really related to what I was looking for.
Reason I am asking, Crash Bandicoot N Sane Trilogy uses LZMA compression on the archives:
https://i.ibb.co/1sLgDsJ/Capture.png
There's an Extract tool for this game which removes the compression from the pak, and saves it as an decompressed pak file, only thing is no way to re-compress said pak.
https://github.com/AdventureT/Nst-Extractor/tree/master/NST_Extractor/SevenZip/sdk
Update: https://github.com/pashok6798/Crash-Bandicoot-NSAMETRILOGY-Tool/tree/master/CBNSTT
I found another tool with compression abilities, however it is a GUI with no command line unfortunately. Its says it can compress but it doesn't appear to do.
:( Sad8669
06-04-2021, 21:47
Method on *.cas : SREP+LZMA
Method on Other files : SREP+4X4:LZMA
Decompress Time : 52 ~ 53 minutes (4T)
Initial Size : 42.3 GB
Final Size : 39.2 GB
Method : fifa19_oo2reck+srep:m3f:l512+lolz:dtb1:d128m:mtt1: mt4:mc1023
Initial Size : 42.3 GB
Final Size : 32.3 GB
Compression Time : 38 hours ~ 40 hours
Decompression Time : 7 hours ~ 8 hours (4T)
FINAL FANTASY XIII
JP videos ripped, modded
22:45:26 - Selected ARC method for Data1a.bin was: bpk+xt_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4: fb273:lc8:mc1000000
--------------------------------------------------------------------------------------------------------------------------------------
05:37:27 - Overall input size: 124.27 GB
05:37:27 - Overall output size: 97.74 GB
05:37:27 - Overall conversion time: 06:51:54
A whole different game with mods :D
Mods used:
FF XIII HD Full Motion Video - English (https://www.nexusmods.com/finalfantasy13/mods/18)
The FF XIII HD Project (https://www.nexusmods.com/finalfantasy13/mods/17)
HD Models Plus (https://www.nexusmods.com/finalfantasy13/mods/11)
Clean ReShade Preset (https://www.nexusmods.com/finalfantasy13/mods/15)
FF13Fix (https://github.com/rebtd7/FF13Fix)
Install time: ~1.5h
ashishkumarji
07-04-2021, 01:54
Tell me, What about method compression for CoD Infinite Warfare? get-vidmateapp.com (https://get-vidmateapp.com/) get-mobdroapk.com (https://get-mobdroapk.com/)
Masquerade
07-04-2021, 02:58
Hex Edit instructions for LEGO Star Wars: The Force Awakens, to make the game run unpacked.
http://i.imgur.com/vNXOIMG.png
http://i.imgur.com/ekjt82o.png
Taken from Zehax, however the game version this change works on isn't specified.
Anyone can test this?
I'm still searching for how to patch these games, but everyone I've talked to is hiding information and doesn't want to share how to do it.
^
Because of reasons ... :D
Hello!
My questions: How to repackaging very old MSTS game with highly compression ratio?
Its probably make likely, two different variants for:
1. Very old PCs (1-2 Core CPUs) users with XP x86 SP2/3 compatibility installers and compressions. (Like FreeArc+SREP+PreComp 0.38 and any more)
2. And newest modern PCs (Core-i3 and higher era) and OS (Vista to Win10) with x86/x64 compatiblity and better maximum compression (FreeArc+SREP+PreComp+RZ+MSC and much more) than older variants.
This very old my repack use classic CMD based installation methods. This game size 7.6GB size reduced to 2.2GB and v2 unfinished version, lower than 2GB file size. (Added more fan made maps.)
Any good idea from best compression?
UPDATE: Testing game compression, use Tiny Compressor v1.4
Used methods: 2 (method 3, this oldschool testing now)
Results:
Source: 19 027 732 495 byte (159 379 files)
Compression time (CPU): ~17700 sec
Compressed size: 4 166 060 315 byte
17.72GB -> 3.88GB
UPDATE2: Method 3 compression failed to 40+ hour long time its my noob errors. Not enough free space from finishing. Pff.
Tested with Method 1:
Compression time (CPU): ~7383 sec
Compressed size: 6 699 140 554 byte (6.24GB)
Any idea how to make setup with stdio (reduced disk i/o) methods from decompression?
hydefromt70s
09-04-2021, 05:35
The Walking Dead: The Telltale Definitive Series`(RUS/ENG)
*.ttarch2 (without prefixes _ms_ & _voice_) - decrypt with key and QBMS
XTool+srep+lzma2 (2019) = 35 > 13 gb
Sound and other files - srep+4x4:lzma
Install size - 45.6 gb
RePack size - 19.06 gb
Install time - 60 min.
Decrypt key
For QBMS
For ttarchext
I'm planning to make may own repack of this game version and have few questions.
Obviously game is encrypted so it won't compress well until being decrypted first. If I decrypt the game first I understand I will get decrypted and unpacked game files – does the game work properly with unpacked files? Is there anyway to compress game with decryption on the fly?
I'm planning to make may own repack of this game version and have few questions.
Obviously game is encrypted so it won't compress well until being decrypted first. If I decrypt the game first I understand I will get decrypted and unpacked game files – does the game work properly with unpacked files? Is there anyway to compress game with decryption on the fly?
Only decrypt in new *.ttarch file..Unpack no needed
hydefromt70s
09-04-2021, 06:04
Only decrypt in new *.ttarch file..Unpack no needed
Sorry for being pain in the ass but I'm afraid I don't understand what do you mean by that. Could you explain it more? How can I take encryption off those files?
I'm using 'ttarchext.exe' tool for unpacking from zenhax forum (it has built-in encryption keys). Do I have to unpack each .ttarch2 files and then rebuilt them to take that encryption off or what?
Masquerade
09-04-2021, 07:45
Euro Truck Simulator 2
12GB into 4.9GB
xtool+srep+lolz
Use a small chunk size if you're on a low amount of RAM otherwise your PC will crash.
On newer XTools use -lm param.
:( Sad8669
09-04-2021, 08:16
Euro Truck Simulator 2
12GB into 4.9GB
xtool+srep+lolz
Use a small chunk size if you're on a low amount of RAM otherwise your PC will crash.
On newer XTools use -lm param.
Does lm mean 'limited memory' ?
Its merely just a guess.
if not i would like to know what does it do.
Snake288
09-04-2021, 08:20
Hello
Masquerade
Use a small chunk size if you're on a low amount of RAM otherwise your PC will crash.
On newer XTools use -lm param.
Informs by showing an example
;XTool 2020
[External compressor:xtool_zlib]
header = 0
packcmd = "PRE\XTool_2020\Win64\XTool.exe" precomp -mzlib -c64mb -t100p --dbase - - <stdin> <stdout>
Masquerade
09-04-2021, 09:23
Does lm mean 'limited memory' ?
Its merely just a guess.
if not i would like to know what does it do.
https://i.ibb.co/b7DP1BZ/Capture.png
You only need to use it if you are on a machine with low amounts of RAM, e.g. 16GB,
I use 64GB with a 256mb chunk size, no issues.
Snake288
09-04-2021, 10:09
-lm Help About The Example I Want To Use This Command
Does anyone know the sample Method
XTool 2020 -lm
:rolleyes:
xtool.exe precomp -mzlib -c64mb -t100p -lm --dbase - - <stdin> <stdout>
:( Sad8669
09-04-2021, 11:58
https://i.ibb.co/b7DP1BZ/Capture.png
You only need to use it if you are on a machine with low amounts of RAM, e.g. 16GB,
I use 64GB with a 256mb chunk size, no issues.
That is much appreciated, Thanks.
Also if you don't mind, where can i find information about what each parameter does?
I do know some basics, but they are just basics.
Inside the xtool help file....
Snake288
09-04-2021, 12:53
is there a way to use lolz?
Powerful compression methods ?
Computer system information
https://i.hizliresim.com/0ulCJQ.png
Tools I Use
DiskSpan_GUI 1.0.0.3 [2020.03.22] (xlz4 correction)
:( Sad8669
09-04-2021, 21:06
is there a way to use lolz?
Powerful compression methods ?
Computer system information
https://i.hizliresim.com/0ulCJQ.png
Tools I Use
DiskSpan_GUI 1.0.0.3 [2020.03.22] (xlz4 correction)
Different games have different encryption. You have to test the game and see for yourself which methods suits the best for it. While lolz is powerful its slow decompression speed is one of its drawbacks. And also use a precompressor before compressing a game such as XTool, ZTool (Old, but just in case), oo2reck.... etc
And don't forget to checkout the Specific Games Method INDEX.
Noob questions from compression via LOLZ: Compression rate better than TTA (FreeArc) methods use LOLZ compressing *.WAV files??
Or use double compression from WAV files?
My favorized methods (from MSTS or any older(?) games): The *.WAV files compressed to --> Archive.arc (with TTA comp.) this archive compressed again to --> Archive2.arc (with REP) method. Fast and good ratio. Second compression process replacing REP to RAZOR or MSC or/and any ones?
Some testing its best rate. Size reduction lower than 35-40% via original size.
Example: Compressed 5001 WAV files. Size: 2.09GB --> 923MB--> 632MB
Please testing and find better methods.
KaktoR: Yes! Not use MSC. Simple FreeArc compression schemes.
Partially tested "Archive.arc" file compressing, use MSC with FROG=9 parameters. (Size: 945602kB)
UPD: Test finished. Results, not good. Small reduction. Results: 906MB (928156kB)
Get the arc file use private testing?? Please via send pm.
Any info: SREP compressed: 632MB, REP compressed: 633MB. small differences.
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