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Hi everyone, may I ask. Maybe someone knows the right compression method for the Ace Attorney Investigations Collection game? This game uses the unity engine and this is a sample file:
https://drive.google.com/file/d/168I...ew?usp=sharing Thank you:) |
lz4hc,l12 for bundle files
srep+lolz for rest |
hello everyone, let me ask again. what is the right compression method for the game Suicide Squad Kill the Justice League? here is the sample file:
https://drive.google.com/file/d/1tTg...ew?usp=sharing Thank you:) |
Hi Danziel
Suicide Squad Kill the Justice League uses. zlib+srep+lolz this game will not get compressed alot i believe that you will save about 20% compression.. ScOOt3r |
No Man's Sky
They switched from zlib to zstd |
Hello everyone, let me ask again. what is the right compression method for the game Marvels Spider-Man 2? here is the sample file:
https://drive.google.com/file/d/1VPa...ew?usp=sharing Thank you |
insomniac spiderman:rolleyes:
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KCD2 same as KCD
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This game uses xtool:kraken (pakchunk51-WindowsNoEditor.pak) but you have to decrypt it with xtool unreal plugin, use known key. |
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pakchunk51-WindowsNoEditor.pak But other .ucas & .pak files are not encrypted and oodle compressed..unfortunately did not have time to test it more. But they are not xtool:zlib also, no gain over srep+lolz only method. Maybe there's something I'm missing... |
You guys still deal with unreal engine slop?
It's always the same with UE: Either zlib or oodle is used crypted or not (use aes_finder on shipping exe to get the key if crypted) If oodle is used, mostly library 2.9.5 or 2.9.10_lib2 Poor ratio especially if oodle is used (> 80%) |
Danziel123 just doesn't learn. That's what.
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L33THAK0R
You don't need to cut anything from a file. There is a checkbox "Stop after # streams". Just select folder which contains all oo2core v2.9.X libraries and let it run. Based on the results (processed streams and time) you know what library you have to use. Mostly it's 2.9.5, sometimes 2.9.10 (lib2) and for the newer UE5 games in some cases 2.9.12 (last time I checked at least). PS: In any case, never ever use library 2.9.6. This version has a memory bug you will notice. |
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Tomb Raider IV-VI Remastered - Steam Version (Only 1 Language)
Code:
Selected ARC/DS method for Data1a-01.bin was: |
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1 Attachment(s)
It seems like the game: DreamWorks Kung Fu Panda - Showdown of Legendary Legends (2015) likely uses the LZ4 compression.
It was also used in Adventure Time: Finn & Jake Investigations (2015) running on the Vicious Engine 2. However, older games which used an older compression. The rundown: Magic for the file at 0x0: 56 C0 A9 2F Compressed header at 0x4: 04 22 4D 18 Uncompressed size at 0x8 Unknown at 0xC File offset at 0x10 |
Pretty sure it is lz4hc
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Hello everyone, please ask. Does anyone know the right compression method for the ETS 2 game? Because I have tried all compression methods starting from xtool:mzlib:mgdeflate:xtool:dd3+LZMA-MT, fast lzma2 or lzma2 still error or not finished (already waiting for 5 hours) and for gta v enhanced is the compression method still the same as the legacy version? Thank you
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sonic unleashed
Hello
I'm working on sonic unleashed. I'm near the solution but I'm not enough skilled to finish The game is compressed and packed xmemcomp (xbox) for compress and arsys (segs archive) for pack. for decompress: https://aluigi.altervista.org/bms/xcompress_file.bms unpack : https://aluigi.altervista.org/bms/arcsys.bms there is no problem for xcompress side bms2xtl works perfectly and give me a database. so the first step is ok, but I don't know how use the second step (arcsys) |
^^
The files that you have attached are compressed only with xmemcompress. Do you have any bigger samples? In any case, the arcsys bms script only mentions support for zlib/deflate/gzip so XTool's zlib+reflate codec should have no bother parsing that data without the need of a special database. |
Here an another sample.
but I think you're right most of the files are gzipped after xcompress. https://mega.nz/file/WlJ3wDAC#O3pO6D...I_wSgVGHWc2ikw |
^^
That file you sent contains sound data. |
X4 Foundations
v7.50 Code:
20:52:18 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:lzmaCode:
04.dat |
Tomb Raider (2013)
GOG Release - Build ID 54388455997567214
Original Size: 10.87 GiB Final Size: 5.66 GiB Ripped Files: Non-EN Loc. Tools used: Xtool v0.8.9 (Codecs: zlib, relfate, bink) Srep Lolz Msc Notes: I've been revisiting titles using the Foundation Engine after deciding to put the time in to properly processing the *.mul found in earlier titles (More recent titles such as "Shadow of the Tomb Raider" use the *.wem format instead, and offer far less impressive gains). The *.mul file-type is just a basic FSB4 container with a few hundred bytes added on as a header and are stored uncompressed within the *.tiger archives, making offset patching very straight forward, I highly recommend using MParallel for post-install patching as there are just shy of 10,000 files for this smaller title. Actual gains aren't too impressive as my previous compression for this title came in at 5.80 GiB, with an additional approx. 6 GiB of writes needed for this patching method, but I think it's interesting none-the-less seeing how small some titles can be made. Further gains could be made by ripping multiplayer-exclusive assets, I identified ~90 MiB of audio but was unable to immediately identify any other exclusive assets. I didn't get around to experimenting with any issues from ripping this assets, but my immediate thoughts are it should be fine considering the GOG release already has the multiplayer component removed. |
The Last of us Part II
Sample
https://pixeldrain.com/u/3rq5jVRz I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ?:confused: |
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insomniac:rcra or insomniac:rcrads Quote:
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test file: sp-common.psarc (19.8 gb) |
BLEACH Rebirth of Souls
72GB --> 52GB Quote:
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Yeah ,sometimes reflate fails for me,too.
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Try with d1 parameter
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Seasons after Fall
GOG Release - Build ID 52358852926631596
Original Size: 3.83 GiB Final Size: 1.00 GiB (Incl. installer) Ripped Files: None. Tools used: Xtool v0.8.9 (Codecs: zlib, relfate) Srep Lolz Msc Oggre Notes: Briefly considered ripping localised audio but all localisations amount to less than 100 MiB. Used a new patching approach that turned out to net a 34.64% reduction (from 1.53 GiB). This involved building the oldPath post-install, rather than ripping one of the audio formats, for separate processing, from an existing oldPath and patching it post-install. A handful of the "*.wav" and ".ogg" audio don't play well with their respective compressor, so (like with many titles), validation tests will be required. I unfortunately didn't save the checksums for the offending files, as this particular title has been scattered across different drives for a handful of weeks now (due to unsatisfactory initial results), but thankfully given the size of the title, the validation tests don't take long. I'm unsure of room for further gains, the patch file is a close to perfectly optimised as I can currently manage, but if there is room by processing individual asset types separately, I'm not currently aware of them. |
Indika
GOG Release - Build ID 57836190042333563
Original Size: 48.5 GiB Final Size: 15.1 GiB (16,313,675,776 bytes) (Incl. installer) Ripped Files: None. Tools used: Xtool v0.8.9 (Codecs: zlib) (reflate is a touch hit or miss with UE titles, so I opt to play it safe and rely on zlib) Srep Lolz Oggre Notes: Additional gains were made by patching audio post-install. Unreal Engine 4 titles, in regards to titles that use regular Vorbis OGG audio store it without exception within the "*.uexp" files, archives were first unpacked then using a basic (but fast) python script I threw together, a 10-byte string was searched for within each extracted "*.uexp", resulting in only 772 MiB of writes for an approx. 110 (+/- 10) MiB improvement over current leading results. Honestly the real challenge was figuring out what I wanted to do for the game icon, I think it turned out alright but the art assets were surprisingly difficult to extend or frame so I went for a compromise using an asset from the official art book as a frame. https://i.imgur.com/5NsstHX.png I don't want to clog up the forums so I might make a bulk post of the few hundred compressions I've done in the last couple months, but whilst they are quite impressive for the most part in terms of ratio, there's nothing really interesting or unique about the processing methods. |
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