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Horizon Zero Dawn Remastered
Same as Forbidden West |
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143GB --> 85.4GB |
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+ you can compress video files and audio banks too.
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^^ Oh yeah, that also
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Plus FG uses 2047m:mt1.
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Incursion Red River
Code:
srep+lolzCompressed size: 13.6GB Paks are not compressed and are not encrypted. Compression took ~21 hours on 4c/8t CPU |
Cryptmaster
1 Attachment(s)
Spanish (ES) language files ripped
srep+lolz+oggre This title was an interesting one as the language files (stored as fsb containers) do not have any consistent ordering within the Unity resource archives, majority. An AI/ML model, specifically an ASR model was used in conjunction with some Python scripting to determine whether a given input contained English or Spanish dialogue. Approx. 200 files had to be processed manually as they contained only a single word, or had a heavy post-processing filter applied, making it difficult to get a definitive result, overall success rate was approx. 94%. English was preferred in analysis to reduce likelihood of English files being accidentally misidentified and ripped. Final total size of archives: 965 MiB Based on v1.042, GOG Release I estimate there might still be a few Spanish files I was not able to identify, with more aggressive packing techniques I think it's definitely possible to reduce overall size to ≤900 MiB. Attached is a checksum file with all ripped files, you're welcome. |
Assassin's Creed Mirage (English and Arabic Only)
*.*.forge files Quote:
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Dragon's Dogma 2
what's the best method ? thx!
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I would say zstd
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Been digging through the files myself, zstd+deflate streams
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s.t.a.l.k.e.r. 2: heart of chornobyl
best method? |
Send sample man. Everytime the same.
Edit: This is again a shit UE5 game. Try the usual things. |
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https://drive.google.com/file/d/1AZe...usp=drive_link |
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Code:
mue5:k0x33A604DF49A07FFD4A4C919962161F5C35A134D37EFA98DB37A34F6450D7D386:n128+kraken:l8+mermaid -lm -d3oo2core_9_win64.dll 2.9.6 or 2.9.9 |
Do not use 2.9.6.
2.9.5 is the correct one. |
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xtool:c32mb:d1:mue5,k0x33A604DF49A07FFD4A4C919962161F5C35A134D37EFA98DB37A34F6450D7D386:mkraken:core_2.9.5+srep_new:393b+lolz |
Alan Wake 2
v1.2.4, nothing ripped Code:
20:16:46 - Selected ARC/DS method for Data1a-01.bin was: xtool:maw2:dd3:l10,d128mb |
Indiana Jones and the Great Circle
1 Attachment(s)
Indiana Jones and the Great Circle (Test)
Files Test (50.7MB) Code:
"base\gameresources_50.streamdb"Code:
-moo2reckCode:
FreeArc 0.67 (March 15 2014) creating archive: ZAZA.Test.V5.binor oodle lib version 2.9.10 all both is the same result thanks to Kaktor for oodle lib versions Here |
Red Dead Redemption
1 Attachment(s)
Red Dead Redemption (Test)
Files Test (381MB) Code:
"mapres.rpf"Code:
-mzstd,l19Code:
FreeArc 0.67 (March 15 2014) creating archive: ZAZA.Test.binCode:
-mzlib+zstd,l19Code:
FreeArc 0.67 (March 15 2014) creating archive: ZAZA.Test.binSpecial thanks to Masquerade , Fitgirl and Kaktor |
1 Attachment(s)
Indiana Jones and the Great Circle
.streamdb and .resources files Quote:
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Repack Size: 86GB use the file attached thanks to Kaktor for oodle lib |
Sunset Overdrive
1 Attachment(s)
Based on latest CSF
xtool (marginal zlib gains) + srep + lolz Original Size: 22.9 GiB Without Ripped Videos: 12.9 GiB With Ripped Videos: 14.4 GiB Non-EN loc., 894 MiB of "optional videos" (start-up cinematics and a 853 MiB promotional video that was used for the "Dawn of the Rise of the Fallen Machines" DLC (same video as seen in this YouTube video), as well as the credits cinematic. Should be noted for ripped videos a dummy Bink video needs to be written from the start offset of a given ripped video, otherwise the title softlocks. Bink videos are also unable to be packed despite being KB2j variants, either with the xtool plugin or with bpk, bpk refuses outright, xtool plugin at least detects the streams, decoding with the RAD Video Tools shows no visual or audio artefacts strangely. Attached are some modding scripts that are useful if anyone wants to dig around the files further, I know the original XBOX release had assets compressed with LZ4 (From watching GDC talks where Insomniac developers directly reference this) however I was unable to find any LZ4 streams in either the asset archives or in the decompressed assets, zlib streams are largely in the toc/dag files from testing. Further gains could likely be made by compressing the audio, encoded with the *.wem structure. Spent a long time trying different approaches, very disappointed with how this one turned out but I've got quite the backlog of projects and alas I have to move on. |
@L33THAK0R
I was able to pack the bink videos. There are 3, one of them is BK2, the others BIK. Code:
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data1a-01.bing00s001 WEM files 733MB -> 672MB Just make sure to exclude WEM files which are less than 100kb in size if you process them. There is always a magic line for the WEM files for which - if they less than size X - processing them will yield in zero ratio or sometimes even in negative ratio. |
Dreamfall: The Longest Journey - Steam Version
Code:
Selected ARC/DS method for Data1a-01.bin was: |
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Don't hassle with the language files. Imo they aren't worth to process with wemtool (just ~15mb per language if you skip all files below 100kb).
You can extract the WEM files with this tool I guess (I use another tool without 2GB limitation) https://www.fileforums.com/showpost....6&postcount=82 A bit messy but if you get any errors with that 2GB file limitation, just search for the first riff wavefmt stream somewhere in mid-file offset, then split this file into two halfs and use the extractor if you don't have other tools by hand. Like I said this is a bit messy but should work as a workaround. After split and extracting WEM files, erase WEM files with xtool erase command. Afterwards just merge the two files back into one file, then decode back WEM files afterwards with xtool. The rest is up to you. If I remember correctly the total save with processed WEM files is about 200-250MB in total without language files (input ~1.27 GB). |
Crash Time 2 - Steam Version (Only 1 Language)
Code:
Selected ARC/DS method for Data1a-01.bin was: |
The Crust
Code:
xtool:mreflate,l9+srep+lolzCompressed size: 3.60GB Paks are not encrypted, uses ZLib compression method. Compression took ~10 hours on 4c/8t CPU. |
Old TRS2004-2012 recompression issues
2 Attachment(s)
Any tools/idea from precompressing old TRS game series? Aka TRS2004 to 2012 games used *.ja archives. Newer TRS2012 SP1 and newer 20xx versions use (probably uncompressed) only *.tzarc game files.
Very old TRS2004 related *.ja extractor added and *.ja archive sample from the TRS2012 game. In last stage, the overall best methods from *.ja files: RAZOR only (stdio version) with 1023mb dictionary size, the files shrunked to 4.22GB. Any rest files use in: xZLib/xtool+msc+delta+srep+lolz or xZLib/xtool+RAZOR Output size differences abysmal, less than ~0.5MB's compressed size. (RZ used 256MB dict size. Larger probably get in 0.5-2MB extra size reduction.) The game not easily fit to onto ONE DVD5 sizes. |
Finnish Cottage Simulator
For paks: Code:
xtool:mkraken:ue5:k0x22269AD77003B4D9225C8FE775B448B8BEACA9D76D3AB881E5BD99D1584E4C76+srep+lolzCode:
srep+lolzCompressed size: 2.93GB Paks are encrypted, uses Oodle, kraken compression method. Compression took ~3.5 hours on 4c/8t CPU. Oodle version: 2.9.10, [Unreal Engine 5] oo2core_9_win64.dll (from Masquerade's xtool archive) |
Six Days in Fallujah
*.pak xtool:c32mb:mue4:mzlib+xtool:dd3+lolz:d62:mtt1:mt1 6:mc1023
*.bk2 xtool:dd3+bcm (not compatible with bkp bk2 compression) other files : xtool:mzlib:mreflate:dd3+razor_mtx 14:58:28 - Overall input size: 21,09 GB 14:58:28 - Overall output size: 9,85 GB (Ratio 46.70%) 14:58:28 - Overall conversion time: 01:00:27 14:58:28 - Overall conversion media: 1 custom media |
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Maybe use key from Bodycam-Win64-Shipping.exe to find out.
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