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Thank you for the explanation.
I'm following slightly, here's what I understand: Data1.bdh contains the sound folder, so you can use sfk to remove it (effectively removing the duplicated data) then after installing you can patch the sound folder back in by using sfk again. Quote:
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I see the method would be create an xdelta patch using the modified, smaller file, and the original file then apply it after installing. |
you select the block of the data then right click fill block with zeroes :D
i think i posted a how to on the forum. and i will likely pop a video at some point but i am bad at videos!! even if you pack the game itslef entirely it will cost you 8 GB with all languages. |
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do you have any plan to add leviathan and hydra? |
yeah but it will be part of xtool, currently busy with the project so you're gonna have to wait.
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Death Stranding
this game seems use oodle but i tested some files and there is no expand
Is it encrypted or i miss something:confused::confused: |
It's encrypted, I took a look at it and tried to make decryption tool
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It will be great ! |
Lel you'd have to wait for these guys
https://forum.xentax.com/viewtopic.p...21829&start=45 I don't have this game, only have a few samples and I have never dealt with the encryption used in the game so wait for the people in that forum to come up with ideas and I may use their findings to make decryption tool for freearc. |
Sure, we all will wait for them and you too :)
Thanks |
Sorry to revive an old topic with a rather silly lot of questions, but what exactly should the arc.ini and resource folder structure look like, when attempting to use more than one of the available Oodle pre-compressors? The title I'm attempting to apply these pre-compressors too is the GOG release of "Wolfenstein II (2): The New Colossus", the Oodle stream scanner tool indicates both Oodle Mermaid & Selkie are used.
I've only ever compressed titles using the Oodle Kraken precompressor included with XTool 2020 and have never used this project before (out of both a lack of understanding and a lack of need). My arc.ini currently looks like this, with the string of compressors to use (Tiny Compressor), looking like this. Two areas of confusion that I have is how exactly does oo2rec(k/m/s).exe know where to look for the oo2core..._win64.dll, and where should this .dll be located relative to the compressor's .exe? The current structure I have looks like this (oo2core_5_win64.dll is the same .dll present in the "Wolfenstein II: The New Colossus" root directory.). I've gone through the included arc.ini in the attached tool on this topic as well as the pack/unpack.bat files but I still can't seem to understand how to operate these tools. If anyone is willing to help me out and requires any additional information I am happy to do so. Thank you for reading through the entirety of this rather lengthy post, any help anyone can offer will be greatly appreciated! |
Your arc.ini is incorrect.
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[External compressor:oo2reck,oo2recm,oo2recs]Put the oodle core in the same folder as the oodle precompressor. It will automatically use it. Then your method: oo2recm+oo2recs+srep+lolz |
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Brother, I have mentioned it before, that you have to use <stdin> <stdout>.
Here, for your satisfaction i have tested it on your favourite tool. $$arcdatafile$$.tmp $$arcpackedfile$$.tmp : Code:
FreeArc 0.67 (March 15 2014) updating archive: Data.arcCode:
FreeArc 0.67 (March 15 2014) updating archive: Data.arcCode:
[External compressor:oo2reck,oo2recs,oo2recm] |
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<stdin> <stdout>Code:
$$arcdatafile$$.tmp $$arcpackedfile$$.tmp |
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