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but as I said, I have a few ideas to reduce the memory requirements like getting rid of streams from memory that have restored the duplicated streams. I am not sure if srep does this already but if it doesn't then it should be a bonus. GPU memory usage is another thing that will be added but in future. I need start adding support for other codecs, especially the external ones. What I plan is for people to write their own plugins regardless whether they can write code or not. If you can figure out a header structure of a game, just write and ini file and give it to xtool and it will do the rest. This is mostly for lz4 games, encrypted ones or ones that require something special. I actually wanted xtool to be able to import stuff from quickbms because it already has a huge library of scripts for games. (too much work though) Here's an example of Saints Row IV Remastered, instead of making another side project, you just write this and give it to xtool. Code:
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@everyone here are some benchmarks, I finally written the decompression code, though it needs some tweaking before I can post update normal xtool Code:
Compressed 1 file, 320,782,304 => 108,018,914 bytes. Ratio 33.67%+ deduplication Code:
Compressed 1 file, 320,782,304 => 107,858,828 bytes. Ratio 33.62% |
Configuration feature is great! It would be so much easier to repack some obscure formats.
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I ran a memory usage test as you asked and these were the results. xtool-virtual-memory.tmp = 328 MB Decompression memory is 22 mb. 80,927 matches = 1,294,832 bytes = 0.10% of file = total 350 MB (with deduplication) Decompression memory is 1485 mb. 147,537 matches = 2,360,592 bytes = 0.18% of file = total 1485 MB (without deduplication) NOTE: Xtool uses memory of its own and this was not factored, about 190 MB so if you do the math, that's 350+190 = about 540 MB total memory while if xtool doesn't remove deduplicates and lets srep all the work that's 1485+190 = 1675 MB 540 MB vs 1675 MB memory usage, which is better? when 540 MB ram was used, xtool was decoding at 88.91 MB/s and when 1675 MB ram was used, xtool decoded at 27.45 MB/s so yes more speed and less memory usage, potato pcs should benefit greatly from this (like mine :o) |
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Hello, here is more data:
Both Scribblenauts games, +comic book (pdf format): Original size: 1.84GB https://i.imgur.com/jKD7fvx.png So, the xtool 2020 is running with zlib+preflate method, maybe I should have disabled it so it's zlib vs zlib. |
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FitGirl Repack take more HHD space for installing game ex. Far Cry 3 duology Need 17 GB HHD space free But the game Size was 10 GB ( language english. Without FC3 mapEditor ) *Sorry for my bad English as English is not my mother tongue 😅* |
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I feel slightly ashamed for not thinking the data could be encrypted. Didn't test to make a full archive with 2020, I will do this if you wish. Every time I put xtool 2020 up against xtool r12, r12 always produces a larger size. Both run at 128m chunk size. |
and the final size of 2020?
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@Razor12911 :
Few days ago i started playing with XTool 2008. Great job ! Thanks ! But i found this : Frostpunk - On the edge (Is its streams ZLIB? It must be IMHO) It cant precompress those .dat files. (For example ,common.dat and languages.dat were tested). Common.dat nearly a 600 MB file,languages.dat is a much smaller. In both case ,the output is the same. Older generation of XTool (AFAIR V0.9) precompresses commond.dat well to ~1.5 GB, languages.dat ,too. XTOOLs (older) setting was : 128mb XTOOLs (2008) setting was : 128mb ,d0 and d9 ,after this 256mb. (doesnt matter) In my other test i faced with this (dont remember what game,maybe Hellbound): XTool 2008 inflation was 2 gigs AFAIR ,compressed with LOLZ ,after that compressed the game without XTOOL2008 and the same LOLZ parameters and it was smaller with some MBs ! (maybe a special case ,dont know) ATM im away from my computer for the next...lot of days ,i cant send example files. Keep up the good work ! |
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