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KaktoR 21-10-2025 09:06

1 Attachment(s)
Maybe try with other versions.

Here are all I have collected over time

hwang4 28-10-2025 23:46

Quote:

Originally Posted by Wanterlude (Post 508752)
NINJA GAIDEN 4

@image1.dat



sample: https://pixeldrain.com/u/NJw43Xpd
libs: https://pixeldrain.com/u/5XsLVhsL

Maybe someone has already found a solution?)

upd: https://www.patreon.com/posts/ninja-gaiden-4-141790975
thx razor12911


can't access the file !can you upload it to another site, (patreon.com is unavailable).thx!

KaktoR 29-10-2025 07:39

1 Attachment(s)
Quote:

Originally Posted by hwang4 (Post 508806)
can't access the file !can you upload it to another site, (patreon.com is unavailable).thx!

Here

JustFun 08-11-2025 00:16

Sanatorium A Mental Asylum Simulator

Code:

Selected ARC/DS method for Data1a-01.bin was:
xtool:c32mb:munity+srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,32 GB
Overall output size: 679,04 MB (Ratio 50.20%)


JustFun 08-11-2025 00:27

Peaceful Days

Code:

Selected ARC/DS method for Data1a-01.bin was:
srep_new:490g+lolz
------------------------------------------------------------------------------------------
Overall input size: 1,07 GB
Overall output size: 362,59 MB (Ratio 33.02%)


L33THAK0R 08-11-2025 19:22

Red Dead Redemption 2 Initial Results
 
Finally taking a crack at Red Dead Redemption 2 (version 1.0.1491.50), but I've been pretty disappointed with initial results

~108 GiB (MP assets ripped) -> ~76 GiB, using oo2core_5_win64.dll with the following MD5 hash

Code:

f60dd417457e2ec9be4b28242878dbc1
I did some initial digging on the AES encryption of the "*.rpf" archives, but haven't been able to find any community tools, outside of OpenIV (closed-source, no CLI functionality to decrypt multiple archives), SparkIV (only supports GTA IV), or CodeWalker (GTA V mapping utility), that support decryption and encryption of said archives. I've reached out to multiple members of the developer team but have been met with silence. Researching prior RAGE Engine titles, of note is "Grand Theft Auto V", found a toolkit that shows promise, found here, which supports said cryptography. Very loose *maybe* here, but reading through this forum thread has given me some guidance with a starting point for dumping the AES key for RDR2, of course the methodology will likely not be identical, but it's something.

I'm hopeful that since the RPF versions between GTA V (Version 7) & RDR2 (Version 8) are quite close, I might be able to jury-rig something together.

wareck 10-11-2025 14:38

Bigfoot Life
 
Quote:

data1.bin was: xtool:mmermaid:core_2.9.5:mzlib:dd3+LOLZ_NORMAL
data2.bin was: xtool:mzlib:dd3+razor_stdio
with data1 = *.ubulk and *.uexp

around 2.25gb final

Wanterlude 15-11-2025 23:21

1 Attachment(s)
Star Wars: Squadrons

use zstd 1.2.0
or frostbite plugin by Razor12911, but it doesn't work for me

KaktoR 16-11-2025 03:14

Anno 117

In Beta testing the structure looked exactly like anno 1800, but now it looks like they don't use any compression anymore.
Videos are kb2n but maybe you can rip 4K/FHD files (not tested yet).
Sounds are both pcm and oggvorb so use a mix of wemproc and msc.

Code:

  0000000000000800 1025271744 data\ui\video\4k\base\campaign\campaign_movie01_imposter_a.bk2
  000000003d1c7000 507623940  data\ui\video\4k\base\campaign\campaign_movie02_diana_snooping.bk2
  000000005b5e3000 783436492  data\ui\video\4k\base\campaign\campaign_movie03_collateral.bk2
  000000008a108000 750232692  data\ui\video\4k\base\campaign\campaign_movie04_alien.bk2
  00000000b6c82800 145519208  data\ui\video\4k\base\campaign\campaign_movie05_voadas_ambush_part1.bk2
  00000000bf74a000 382275528  data\ui\video\4k\base\campaign\campaign_movie05_voadas_ambush_part2.bk2
  00000000d63db000 394774512  data\ui\video\4k\base\campaign\campaign_movie06_voadas_defeat.bk2
  00000000edc57800 604861032  data\ui\video\4k\base\campaign\campaign_movie07_voada_backs_down.bk2
  0000000111d2f000 1166713092 data\ui\video\4k\base\campaign\campaign_movie08_a_marcia_triumph_a.bk2
  00000001575d9800 1166686676 data\ui\video\4k\base\campaign\campaign_movie08_a_marcus_triumph_a.bk2
  000000019ce7d800 1166695576 data\ui\video\4k\base\campaign\campaign_movie08_b_marcia_triumph_a.bk2
  00000001e2723800 1166675820 data\ui\video\4k\base\campaign\campaign_movie08_b_marcus_triumph_a.bk2
  0000000227fc4800 193718944  data\ui\video\4k\base\campaign\de_lucius_death_stabbed_marcia.bk2
  0000000233883800 172257676  data\ui\video\4k\base\campaign\de_lucius_death_stabbed_marcus.bk2
  000000023dccb000 184690336  data\ui\video\4k\base\campaign\de_lucius_death_stroke_marcia.bk2
  0000000248ced800 203480552  data\ui\video\4k\base\campaign\de_lucius_death_stroke_marcus.bk2
  0000000254efb800 178974240  data\ui\video\4k\base\campaign\eng_lucius_death_stabbed_marcus.bk2
  000000025f9aa800 220126412  data\ui\video\4k\base\campaign\eng_lucius_death_stroke_marcia.bk2
  000000026cb98800 219408708  data\ui\video\4k\base\campaign\eng_lucius_death_stroke_marcus.bk2
  0000000279cd7800 178839400  data\ui\video\4k\base\campaign\eng_luciusdeath_stabbed_marcia.bk2
  0000000284765800 171655440  data\ui\video\4k\base\campaign\fr_lucius_death_stabbed_marcia.bk2
  000000028eb1a000 156260236  data\ui\video\4k\base\campaign\fr_lucius_death_stabbed_marcus.bk2
  000000029801f800 196961188  data\ui\video\4k\base\campaign\fr_lucius_death_stroke_marcia.bk2
  00000002a3bf6000 203861080  data\ui\video\4k\base\campaign\fr_lucius_death_stroke_marcus.bk2
  00000002afe61000 178347444  data\ui\video\4k\base\campaign\zh_lucius_death_stabbed_marcia.bk2
  00000002ba877000 161438700  data\ui\video\4k\base\campaign\zh_lucius_death_stabbed_marcus.bk2
  00000002c426d000 185456316  data\ui\video\4k\base\campaign\zh_lucius_death_stroke_marcia.bk2
  00000002cf34a800 180489480  data\ui\video\4k\base\campaign\zh_lucius_death_stroke_marcus.bk2
  00000002d9f6b800 11190268  data\ui\video\4k\base\content\logo_ubisoft_anno_16-9_h264.bk2
  00000002daa17800 325396896  data\ui\video\4k\base\content\province_intro_albion_a.bk2
  00000002ee06a800 296100680  data\ui\video\4k\base\content\province_intro_latium_a.bk2
  00000002ffacd000 891554720  data\ui\video\4k\base\credits\credits_short.bk2
  0000000334d0e000 41389308  data\ui\video\4k\base\gamesetup\gamemodeselection_campaign.bk2
  0000000337487000 40518924  data\ui\video\4k\base\gamesetup\gamemodeselection_endless.bk2
  0000000339b2b800 40378744  data\ui\video\4k\base\gamesetup\province_intro_albion.bk2
  000000033c1ae000 40919960  data\ui\video\4k\base\gamesetup\province_intro_latium.bk2
  000000033e8b4800 122807792  data\ui\video\4k\base\mainmenu\mainmenutitle.bk2
  0000000345dd3000 15697092  data\ui\video\4k\base\pretitle\mainmenutitle_idle.bk2

  000000034e57a000 269437752  data\ui\video\fhd\base\campaign\campaign_movie01_imposter_a.bk2
  000000035e66f000 133918760  data\ui\video\fhd\base\campaign\campaign_movie02_diana_snooping.bk2
  0000000366626800 204250356  data\ui\video\fhd\base\campaign\campaign_movie03_collateral.bk2
  00000003728f0800 196746916  data\ui\video\fhd\base\campaign\campaign_movie04_alien.bk2
  000000037e492800 38187208  data\ui\video\fhd\base\campaign\campaign_movie05_voadas_ambush_part1.bk2
  00000003808fe000 101092592  data\ui\video\fhd\base\campaign\campaign_movie05_voadas_ambush_part2.bk2
  0000000386967000 103943232  data\ui\video\fhd\base\campaign\campaign_movie06_voadas_defeat.bk2
  000000038cc88000 159414536  data\ui\video\fhd\base\campaign\campaign_movie07_voada_backs_down.bk2
  0000000396490000 302145312  data\ui\video\fhd\base\campaign\campaign_movie08_a_marcia_triumph_a.bk2
  00000003a84b6000 302176148  data\ui\video\fhd\base\campaign\campaign_movie08_a_marcus_triumph_a.bk2
  00000003ba4e3800 302158596  data\ui\video\fhd\base\campaign\campaign_movie08_b_marcia_triumph_a.bk2
  00000003cc50d000 302167816  data\ui\video\fhd\base\campaign\campaign_movie08_b_marcus_triumph_a.bk2
  00000003de538800 52451352  data\ui\video\fhd\base\campaign\de_lucius_death_stabbed_marcia.bk2
  00000003e173e800 46890072  data\ui\video\fhd\base\campaign\de_lucius_death_stabbed_marcus.bk2
  00000003e43f6800 50786372  data\ui\video\fhd\base\campaign\de_lucius_death_stroke_marcia.bk2
  00000003e7466000 55142608  data\ui\video\fhd\base\campaign\de_lucius_death_stroke_marcus.bk2
  00000003ea8fd000 48100276  data\ui\video\fhd\base\campaign\eng_lucius_death_stabbed_marcus.bk2
  00000003ed6dc800 59782580  data\ui\video\fhd\base\campaign\eng_lucius_death_stroke_marcia.bk2
  00000003f0fe0000 59212996  data\ui\video\fhd\base\campaign\eng_lucius_death_stroke_marcus.bk2
  00000003f4858800 48082048  data\ui\video\fhd\base\campaign\eng_luciusdeath_stabbed_marcia.bk2
  00000003f7633800 46349796  data\ui\video\fhd\base\campaign\fr_lucius_death_stabbed_marcia.bk2
  00000003fa267800 42202820  data\ui\video\fhd\base\campaign\fr_lucius_death_stabbed_marcus.bk2
  00000003fcaa7000 53560632  data\ui\video\fhd\base\campaign\fr_lucius_death_stroke_marcia.bk2
  00000003ffdbb800 55115352  data\ui\video\fhd\base\campaign\fr_lucius_death_stroke_marcus.bk2
  000000040324b800 48056056  data\ui\video\fhd\base\campaign\zh_lucius_death_stabbed_marcia.bk2
  0000000406020000 43580724  data\ui\video\fhd\base\campaign\zh_lucius_death_stabbed_marcus.bk2
  00000004089b0000 50779544  data\ui\video\fhd\base\campaign\zh_lucius_death_stroke_marcia.bk2
  000000040ba1d800 49277904  data\ui\video\fhd\base\campaign\zh_lucius_death_stroke_marcus.bk2
  000000040e91c800 9248084    data\ui\video\fhd\base\content\logo_ubisoft_anno_16-9_h264.bk2
  000000040f1ee800 84751980  data\ui\video\fhd\base\content\province_intro_albion_a.bk2
  00000004142c2000 76607036  data\ui\video\fhd\base\content\province_intro_latium_a.bk2
  0000000418bd1000 32876304  data\ui\video\fhd\base\gamesetup\gamemodeselection_campaign.bk2
  000000041ab2b800 33100912  data\ui\video\fhd\base\gamesetup\gamemodeselection_endless.bk2
  000000041cabd000 40756988  data\ui\video\fhd\base\gamesetup\province_intro_albion.bk2
  000000041f19b800 33127392  data\ui\video\fhd\base\gamesetup\province_intro_latium.bk2
  0000000421133800 98413104  data\ui\video\fhd\base\mainmenu\mainmenutitle.bk2
  0000000426f0e800 13218008  data\ui\video\fhd\base\pretitle\mainmenutitle_idle.bk2

PS: You can still use anno7.bms script to extract the entire game.

KaktoR 19-11-2025 07:33

Quote:

Originally Posted by Wanterlude (Post 508887)
Star Wars: Squadrons

use zstd 1.2.0
or frostbite plugin by Razor12911, but it doesn't work for me

It works fine, you have to use the correct config.

Code:

-mzstd
Streams: 8447 / 8447
Time: 00:00:34 (CPU 00:03:48)
Duplicates: 104 (0,00 MB) [0,00 MB >> 6,50 MB]
Srep decompression memory: 1,00 MB

Size: 411 MB >> 586 MB >> 579 MB >> 568 MB >> 344 MB

---

-mfrostbite3,zstd
Streams: 8338 / 8338
Time: 00:00:33 (CPU 00:03:46)
Duplicates: 0 (0,00 MB) [0,00 MB >> 0,00 MB]
Srep decompression memory: 2,00 MB

Size: 411 MB >> 579 MB >> 579 MB >> 568 MB >> 344 MB

The plugin skips streams which are less or equal 65536 bytes which leads to a bit better performance (see cpu time) with no impact in ratio afterwards.

L33THAK0R 20-11-2025 23:24

A Plague Tale: Innocence
 
Source: Clean GOG Files

Original Size: 41.5 GiB
Final Size: 10.032 GiB (Incl. installer)
Ripped Files: French/German loc.
Internal Tools used:

Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Bpk

External Tools used:
SFK
MParallel
HDiffPatch
OGGRE (Wwise)

Additional notes:

PCK archives can be processed for an approx ~100 MiB gain, however a good portion of the WEMs aren't worth processing, I made a basic python script to diff them, I'm sure anyone wanting to see similar gains is able to figure out their own solution.

Old archived, PCK/BNK BMS scripts won't work with these archives, I uploaded ones that do work, these also make ripping the localised content very easy.

There were a few kb worth of zlib/reflate streams, I was processing this title and the sequel, "A Plague Tale: Requiem" (which does have significant zlib/deflate streams present) in parallel and didn't realise I used the same config for this title, you can probably save a megabyte or two in the installer size if your forgo xtool. These results were obtained using xtool's "erase" functionality, so Razor12911's hard work can still be credited with it's success!

L33THAK0R 21-11-2025 09:27

CELT Audio Processing Inquiry
 
1 Attachment(s)
Has anyone dealt with CELT audio before? Was returning to see if I could improve upon my previously published results for Mad Max, as I'm in the process of redoing my previous attempts of "Avalanche Engine" titles. In said results, I noted a strange 800MiB file with an FSB5 header, that I wasn't able to parse, turns out it's just a very large sound bank, and I believe the tools I used previously weren't able to parse files of that size. Anywho I've come to discover the audio in this sound bank is encoded as CELT audio, which I've never encountered thus far, yet alone processed. I tried running it through MSC & SAC as the tools I used had added WAVEfmt headers, but no luck.

It's a codec that was developed by the Xiph.Org Foundation, but I'm unable to find any tools published for lossless compression of this particular codec, and haven't had any luck (not that you'd expect to) with any tools developed for other Xiph.Org Foundation codecs.

Attached are some samples extracted both with/without a header, if anyone is interested.

L33THAK0R 22-11-2025 01:21

Risk of Rain 2: Alloyed Collective
 
Source: Clean Steam Files

Build 20516955
Original Size: 3.0 GiB
Final Size: 1.604 GiB (Incl. installer)
Ripped Files: None

Internal Tools used:

Xtool v0.8.9 (Codecs: reflate, zlib, unity (lz4 v1.8.3)
Srep
Lolz

External Tools used:
SFK

MParallel
HDiffPatch
OGGRE (Wwise)

Additional notes: All raw WEMs are valid, BNKs only about 1/4 are valid.

KaktoR 22-11-2025 15:05

Kunitsu-Gami Path of the Goddess

Code:

22:15:25 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3:l10,d128mb
 22:15:25 - Selected ARC/DS method for Data1b-01.bin was: xtool:mzstd,l11:zstd_145+xtool:mzlib:mreflate:dd3:l10,d128mb
 22:15:25 - Selected ARC/DS method for Data1c-01.bin was: xtool:dd3:l10,d128mb
-----------------------------------------------------------------------------------------------------------------------------------------
 23:55:31 - Overall input size: 28,15 GB
 23:55:31 - Overall output size: 14,64 GB (Ratio 51.99%)
 23:55:31 - Overall conversion time: 01:40:04


wareck 23-11-2025 09:58

SpongeBob SquarePants - Titans of the Tide
 
hello
There is a lot of .bank file can be processed (gain around 200mb) ...

Without processing theses files , this works:

Quote:

15:46:32 - Selected ARC method for Data1a-01.bin was: poo2reck:core_2.9.10:lib_2+poo2recm:core_2.9.10:li b_2+xtool:dd3+lolz:d59:mtt1:mt16:mc1023
15:46:32 - Selected ARC method for Data1b-01.bin was: xtool:dd3+bcm
15:46:32 - Selected ARC method for Data1c-01.bin was: xtool:c32mb:d1:mreflate+xtool:dd3+razor_mtx
---------------------------------------------------------------------------------------------------------------------------------------------------------
18:57:28 - Overall input size: 9,83 GB
18:57:28 - Overall output size: 5,98 GB (Ratio 60.82%)
18:57:28 - Overall conversion time: 03:09:29
18:57:28 - Overall conversion media: 1 custom media


L33THAK0R 23-11-2025 22:00

Far Cry 4
 
Source: Clean Steam Files

Version 1.10
Original Size: 27.3 GiB
Final Size: 10.705 GiB (Incl. installer)
Ripped Files: Non EN. loc.

Internal Tools used:

Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre

External Tools used:
SFK
DELZORec
MParallel

Additional notes: Happy with how this turned out, a substantial improvement over my previous results, the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model.

Carldric Clement 24-11-2025 05:31

Zomborg v2017.3.0

Original Size: 2.21 GB
Compress Size: 378.3 MB

Method:
Code:

* rest of the files = xtool:zlib:preflate+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1

L33THAK0R 25-11-2025 21:19

Suicide Squad: Kill the Justice League
 
Source: Clean Steam Files

Build 17107881
Original Size: 96 GiB
Final Size: 76.6 GiB (Incl. installer)
Ripped Files: Non EN. loc.

Internal Tools used:

Xtool v0.8.9 (Codecs: reflate, zlib, unreal decrypt., oodle)
Srep
Lolz

Additional notes:

Opted to sacrifice size for speed for this title, on a 8c/16t machine install time was just over 11mins, versus my more aggressive testing which clocked in at ~45mins.

L33THAK0R 27-11-2025 21:23

UnderRail
 
1 Attachment(s)
Details:
  • Source: Clean GOG Files
  • Version 1.2.0.23
  • Original Size: 11 GiB
  • Final Size (Without MSC) : 5.17 GiB (Incl. installer)
  • Final Size (With MSC) : 4.84 GiB (Incl. installer)
  • Ripped Files: None

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib, xmemcompress)
  • Srep
  • Lolz
  • Oggre
  • MSC
External Tools used:
  • None

Additional notes:

I'm very inexperienced with using xmemcompress for applicable use-cases, massive thank you to Razor12911 for providing the config (attached below), to process the "*.xnb" containers, other community tools that are able to parse other XNA titles using "*.xnb" containers, weren't able to with those compressed using LZX. Attached is said config. In comparison with other published results, there's a minimum of 640MiB in potential gains left on the table, alas I can't for the life of me figure out where though. As this is the first LZX-compressed XNA title I've approached, it's entirely possible I'm just missing something obvious.

XNB Config:

Code:

[Stream1]
Name=xmemcompress
Codec=xmemcompress
BigEndian=0
Signature=0x77424E58
Structure=Signature(4),Unk1(2),CSize(4),DSize(4),Stream
StreamOffset=0
CompressedSize=CSize - 14
DecompressedSize=DSize
Condition2=CSize>=256
Condition1=DSize>CSize


Masquerade 28-11-2025 06:59

^^
I wrote this config a few years ago and it still holds up for XNB titles (afair I used it on Terraria)

Code:

[Stream1]
Name=xnb
Codec=xmemcompress
BigEndian=0
Signature=0x77424E58
Structure=Signature(4),XNBFormatVersion(1),Compressed(1),FileSize(4),DSize(4),Stream
CompressedSize=FileSize-14
DecompressedSize=DSize
Condition1=Compressed = 0x81

XNB files have a byte two bytes after the 4 byte magic which is always 0x81 if the data is compressed, I was using this to simply skip uncompressed data.

Beyond this, the real magic for xcompress streams lies in xtool.ini and the parameters that get passed to the exe file.

L33THAK0R 29-11-2025 08:31

A Variety of Results
 
Foreword: Thought I'd just post some of the more interesting projects in one large post rather than clog up the forums. Mainly to demonstrate that existing published results are able, (in some cases quite easily) to be improved outside of pure chance through non-deterministic algorithms. That being said, I'm still very much an amateur (see the "A Plague Tale: Requiem" & "Dead Island 2" entries), and despite my current knowledge and skill set, I still have plenty of room to learn and improve.
Red Dead Redemption (PC Port)
Details:
  • Source: Clean Steam Files
  • Build 16471194
  • Original Size: 8.88 GiB
  • Final Size : 5.16 GiB (Incl. Installer)
  • Ripped Files: None

Internal Tools used:
  • Xtool v0.5.3 (Codecs: reflate, zlib, zstd)
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

Unable to process audio, in the original console releases there were a few hundred MiB of Bink1 video embedded, in the form of a projector film. I was unable to isolate these videos in the PC release.

/////////////////////////////////
Dead Island 2
Details:
  • Source: Clean Steam Files
  • Build 20514355
  • Original Size: 70.79/71.09 GiB
  • Final Size : 47.90/48.20 GiB (Incl. Installer)
  • Ripped Files: 2160p/1080p Video

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib, unreal, oodle)
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

Was lazy with this one due to juggling more interesting projects at the time, did not process Wwise audio.

/////////////////////////////////
The Darkness II
Details:
  • Source: Clean Steam Files
  • Build 11598
  • Original Size: 6.70 GiB
  • Final Size : 4.44 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc.

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • MSC
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

None.

/////////////////////////////////
Dark Souls Remastered
Details:
  • Source: Clean Steam Files
  • Build 9694186
  • Original Size: 6.86 GiB
  • Final Size : 4.03 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc.

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • MSC
  • Srep
  • Lolz
  • Bpk
External Tools used:
  • None

Additional notes:

None.

/////////////////////////////////
Dying Light - The Following (Definitive Edition)
Details:
  • Source: Clean GOG Files
  • Version 1.54.0
  • Original Size: 27.6 GiB
  • Final Size : 12.9 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc., Optional Main Menu Promo Videos

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • Oggre
  • Srep
  • Lolz
  • Bpk
External Tools used:
  • HDiffZ

Additional notes:

To process all OGG Vorbis audio you will need to patch some archives.

/////////////////////////////////
Heavy Rain
Details:
  • Source: Clean Steam Files
  • Build 5236766
  • Original Size: 31.70 GiB
  • Final Size : 7.88 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc., Optional BTS Video

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • MSC
  • Srep
  • Lolz
  • Bpk
External Tools used:
  • Mparallel
  • SFK

Additional notes:

Audio can be processed with MSC, however not all streams are valid, you will need to generate a database and rip the extracted streams. As assets are only compressed and not encrypted, I recommend ripping the compressed streams processed seperateley, diffing the individual streams and patching these compressed streams post-install, if you don't care for the end-user's write-endurance you can just brute force it with less elegant methods. Same method applies for ripping localised content. Additional Bink1 videos are also embedded within the main data containers.

/////////////////////////////////
The Last of Us: Part I
Details:
  • Source: Clean Steam Files
  • Build 17034831
  • Original Size: 62.8 GiB
  • Final Size : 38.4 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc., Optional BTS Video, Credits

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib, oodle, psarc)
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

None.

/////////////////////////////////
Lorelei and the Laser Eyes
Details:
  • Source: Clean Steam Files
  • Build 15691260
  • Original Size: 1.180 GiB
  • Final Size : 0.535 GiB (Incl. Installer)
  • Ripped Files: None

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

None.

/////////////////////////////////
A Plague Tale: Requiem
Details:
  • Source: Clean GOG Files
  • Build 56580004591411255
  • Original Size: 49.4 GiB
  • Final Size : 24.3 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc.

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • Srep
  • Lolz
External Tools used:
  • SFK
  • Mparallel
  • Oggre (Wwise)

Additional notes:

PCK & BNK archives were processed, localised content is compressed within archives, rip streams using a database. See my "A Plague Tale: Innocence" results for more information.

/////////////////////////////////
Total War: Three Kingdoms
Details:
  • Source: Scene Release
  • Build 10356423
  • Original Size: 39.5 GiB
  • Final Size : 15.6 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc.

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • Srep
  • Lolz
External Tools used:
  • SFK
  • Mparallel
  • Oggre (Wwise)

Additional notes:

Audio was processed externally, and patched post-install.

/////////////////////////////////
Trials Rising
Details:
  • Source: Scene Release
  • Build 10831717
  • Original Size: 25.92 GiB
  • Final Size : 15.83 GiB (Incl. Installer)
  • Ripped Files: Non EN Loc. Videos

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib)
  • Srep
  • Lolz
  • Bpk
External Tools used:
  • None

Additional notes:

Wasn't able to extract audio for this title, it's one of the less documented "Trials" titles, tried a variety of solutions but no luck. Potentially future attempts could see some gains if audio is processed.

wareck 30-11-2025 07:22

Quote:

Originally Posted by Wanterlude (Post 508887)
Star Wars: Squadrons

use zstd 1.2.0
or frostbite plugin by Razor12911, but it doesn't work for me

yes you need to modify frostbibe3.ini and add :

Quote:

[Stream13]
// SWSquadrons
Name=swsquadrons
Codec=zstd
BigEndian=1
Signature=0x700F
Structure=Dict(1),DSize(3),Signature(2),CSize(2),Z StdHdr(4),Stream
StreamOffset=-4
CompressedSize=CSize
DecompressedSize=DSize
Condition1=DSize > CSize
Condition2=CSize > 64
Condition3=CSize <= 65536
Condition4=DSize <= 65536
Condition5=Dict=0
Condition6=ZStdHdr = 0x28B52FFD

then use xtool:c32mb:mfrostbite3,swsquadrons

KaktoR 30-11-2025 09:47

Just use zstd without frostbite3 plugin.

-mzstd
Code:

Streams: 1221475 / 1221493
Time: 00:28:08 (CPU 03:36:37)
Duplicates: 557369 (1,97 GB) [2,75 GB >> 5,77 GB]
Srep decompression memory: 1,11 GB

Size: 31,3 GB >> 47,5 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB

Done!!!

-mfrostbite3,zstd (your modified config)
Code:

Streams: 1209456 / 1209471
Time: 00:29:20 (CPU 03:45:03)
Duplicates: 545689 (1,97 GB) [2,75 GB >> 5,11 GB]
Srep decompression memory: 1,11 GB

Size: 31,3 GB >> 46,9 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB

Done!!!


L33THAK0R 04-12-2025 23:19

Death Stranding (Director's Cut)
 
1 Attachment(s)
Details:
  • Source: Clean Steam Files
  • Build 13300582
  • Original Size: 61.42 GiB
  • Final Size: 45.25 GiB (Incl. Installer)
  • Ripped Files: Studio credit video present on new game.

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib, oodle)
  • Srep (v3.2.0)
  • Lolz
  • DST
External Tools used:
  • None

Additional notes: Attached below are the XTool libraries (oodle being the important one), as well as a copy of Srep v3.2.0/the CLS version of srep I used for decomp, and DST (just so future users can find all the resources needed in one post). I couldn't get DST to work when I first tried this title around a year back, which it turns out was as a result of specifying an input/output in my arc.ini, rather than <stdin>/<stdout>.

I really tried to get the WEMs & BNKs processed, total savings totaled out to ~401 MiB (full results below), but I couldn't justify the total additional writes needed to patch the files back (patch WEMs > build tmp for diff > diff decomp'd output > decomp external archives) for such a small gain. More importantly I screwed up something along the way and my final output for all *.bin files was 34.4 GiB with processing vs 30.3 GiB without. I've done so many tests with this title I'll take this minor improvement and let someone else perfect this title in the future.

Code:

WEM Results:
Original Archive: 3460515fd6d930b689143a8b9a51a060.bin
Size: 2.381836 GiB
Size of Valid WEMs: 0.390625 GiB

Original Archive: 40fb866e44aec444200cdb0c384cf5a5.bin
Size: 4.083984 GiB
Size of Valid WEMs: 0.126953 GiB

Original Archive: 477e458b2c825633499874678a2b9ea5.bin
Size: 3.375977 GiB
Size of Valid WEMs: 0.448242 GiB

Original Archive: 596c31fc02eca656d5ecdb546c52a7af.bin
Size: 1.516602 GiB
Size of Valid WEMs: 0.032227 GiB

Original Archive: 7017f9bb9d52fc1c4433599203cc51b1.bin
Size: 6.795898 GiB
Size of Valid WEMs: 3.263672 GiB

Original Archive: a53f66da5938a089f06b8a0c07c97f18.bin
Size: 0.563477 GiB
Size of Valid WEMs: 0.036133 GiB

Original Archive: dc847b243b638c5ce539d4be7ff48007.bin
Size: 1.999023 GiB
Size of Valid WEMs: 0.05957 GiB

Original Archive: fcd4b5918cea9a220c0da171bb60c214.bin
Size: 1.310547 GiB
Size of Valid WEMs: 0.048828 GiB

All Savings: ~410 MiB

Videos were processed by first extracting all Bink files then rebuilding the hashed structure "<INSTALL_DIR>\movies\mono\*.bk2". Hashes can be found below (MD5):

Code:

acece703e713163e9fa1afbb4ab90b78 *sq_cs40_s20000.bk2
cc7f1ba54d38343449dde506c335f45e *sq_cs01_s00750.bk2
8cb3ad4675d07c15bd5b3d3d80667ca8 *sq_cs03_s01000.bk2
ba1ffd83f835eb433c195b41ce01c5ba *sq_cs10_s00700.bk2
e9aea7a3bdd6d07fc2a3b23dcf21f799 *sq_cs10_s90000.bk2
f6cb3f869106b223ba4a7f9aff04beb3 *sq_cs07_s00400.bk2
e0a62409c56963a1aa592a9129522617 *sq_cs01_s00900.bk2
b4a8d52213762d37e36259d7d326906f *sq_cs05_s01400.bk2
ba7e5e2e6f3fa28f71a046522f2d693d *sq_cs03_s01150.bk2
8adfc5e0c12d4592d2b27a647eb4efdd *sq_cs08_s00200.bk2
c53b0419aac17af547ed3c7f638e1958 *sq_cs08_s01080.bk2
fdc80f4a430c77d1b406707a388242f7 *sq_cs80_s00100_c004.bk2
583c15d6536b300d54021fc408b7c340 *sq_cs03_s00150.bk2
6fe7cc2224cd75370abf4fcc21ff03b6 *sq_cs80_s00100_c006.bk2
14903e6f2286f9a1fbd4a9f0047ed2d5 *sq_cs02_s00300.bk2
087dbdc8f364ca79fd16db054c16ca5e *sq_cs04_s00900.bk2
d0155f203ed7e8a36a313952a1291a09 *sq_cs80_s00100_c001.bk2
19a30487ddf45d26cd98e30c6290e70c *sq_cs80_s00100_c002.bk2
1baa25a412641509338737a87f806e06 *sq_cs04_s00700.bk2
ead776fbde6233b818688e11b86f5720 *sq_cs03_s00400.bk2
ea9612b9808a0582f651232487cffa8e *sq_cs05_s01500.bk2
0c73579bcf9db5d41088d31a48f39790 *sq_cs08_s00350.bk2
d594a38aa77a2e4028295e0116ccedbf *sq_cs06_s01100.bk2
6c4e17e46fd5dd4703c41102d656e60f *sq_cs03_s00490.bk2
74dd45ff115560379cf1726ad63587ca *sq_cs04_s01100.bk2
91a112e465106dada221417271b3fab6 *sq_cs80_s00100_c003.bk2
c96c77a4a2b6b4c38145ccb1cbec4788 *sq_cs08_s01020.bk2
242d14dcead2caa2c8bfc84491f17413 *sq_cs05_s00050.bk2
942a4cbed3d346229e34469c30a14c3d *sq_cs07_s00300.bk2
197bc090cba439a25c5d06741125af84 *sq_cs07_s00350.bk2
450e69c01a0b483524edff061ea0abf1 *sq_cs80_s00100_c007.bk2
41d0a1e1edacf4932450ff42cc14accf *sq_cs80_s00100_c005.bk2
e6ecda36874f0800885f33733aa9f561 *sq_cs06_s00360.bk2
7c84673df30c0fb76b612a9d77a9afe5 *sq_cs02_s00400.bk2
ae269228bd156da786fb1f92990f7847 *sq_cs02_s01500.bk2
3ec77daed9bf2cdd593346d7b450f638 *sq_cs02_s00700.bk2
0e55091c44cc9f405a528d0e70d66b79 *sq_cs10_s00440.bk2
9de4e36e3af2ca91e6f5c6c1a7e0ef5a *sq_cs00_s00100.bk2
9e625d144b95bd3ff9eb41f92e52df2b *sq_cs00_s00600.bk2
162c9837c0b849313e572fd5196d79b5 *sq_cs00_s00500.bk2

BPK picks up the streams but is unable to process them, it's still worth-while processing them with a final compressor of your choice.

Non-en loc. were also ripped, all relevant "*.bin" archives can be found below

Code:

93a37de4096fad67e0c99100775cce42.bin
4707c0dea95bdf7b38ed0d838965e0e6.bin
177469b03caa26c0651de930f368a3ad.bin
1dbc7dd0dcb80b83eade1ab381422ea5.bin
507b57fe3eb2170e71997df17e478a2d.bin
f70387b309fdda4e66a9d1808815252d.bin
6e0de0395842dfb82888e339230534e1.bin
73a5378183017eeacff7adcd23e66430.bin
84531a1f1930d4626bdb5f1679e94b0b.bin
7ccfce87d9887adf1689fbd07df4200a.bin
8d60c6e8d6ce70496107e588205a3054.bin
2b23c8aeeebf8df30f2caf770c9c9b1d.bin
6fb69851f3279ea051f48ee6c98c73fe.bin
51dc3286c8bb6d6139af5f7f5c0b6f59.bin
9abda4bd99f4fa01951fd153775e7e8d.bin
345184e6dd9b47d6587a8f9267a818a6.bin
9f7b09f5d311e88d090ae516e18d80df.bin
17881513a7e2a728ccd2ae7301dc9054.bin
a53f66da5938a089f06b8a0c07c97f18.bin
968bf82f34e2b499687c901a888e633a.bin
1a472f28ea1537dd3cb911fd1e18f2af.bin
a694c2e00b87cd761ee2a25b09a49ea7.bin
596c31fc02eca656d5ecdb546c52a7af.bin
3460515fd6d930b689143a8b9a51a060.bin
fcd4b5918cea9a220c0da171bb60c214.bin
477e458b2c825633499874678a2b9ea5.bin
7017f9bb9d52fc1c4433599203cc51b1.bin
732e43ff85a0e797a684c8a8c6e55627.bin
acc0d12f571a5b85f368497756cbcd3c.bin
b07acb141d08c46008235427b5c1a24a.bin
40fb866e44aec444200cdb0c384cf5a5.bin
c0306eef15c4b5122ab61a834f80d743.bin
59b95a781c9170b0d13773766e27ad90.bin
dc847b243b638c5ce539d4be7ff48007.bin


L33THAK0R 29-12-2025 01:09

Sackboy: A Big Adventure
 
Details:
  • Source: Clean Steam Files
  • Build 10884090
  • Original Size: 53 GiB
  • Final Size: 16.7 GiB (Incl. installer)
  • Ripped Files: Non EN Loc., ~110 MiB "Epic Online Services" installer

Internal Tools used:
  • Xtool v0.8.9 (Codecs: reflate, zlib, unreal)
  • Srep
  • Lolz
External Tools used:
  • None

Additional notes:

This title proved to be an inspiration to developing a tool to rip encrypted & compressed assets, specifically within Unreal Engine 4 titles. Currently my python script has only been tested/supports this singular title, but the results are promising. Future improvements obviously lie with processing the Wwise audio. In theory it isn't too difficult and my proof of concept tool supports ripping certain blocks to process and patch in separately, without needing to re-write entire files, but I'd already spent a good amount of time getting this far and had since lost interest in perfecting this title.

As I further develop this tool and provide additional functionality/compatibility, I'll release it publicly, however it's current state is still largely experimental. Erased files were validated by "extracting" them using FModel and examination via hex editor. A full play-through was conducted to confirm no issues persisted with said erased offsets being present.

Masquerade 29-12-2025 02:47

^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool?

KaktoR 29-12-2025 03:18

I also don't know either where is the difference. For this title you can extract wwise with bms script and rip the files with xtool erase command then since the wwise files aren't compressed.

L33THAK0R 29-12-2025 03:22

Quote:

Originally Posted by Masquerade (Post 509116)
^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool?

It doesn't, it was just an excuse to create my own tools to solve a given problem, helps hone skills for future projects/problems.

wareck 08-01-2026 22:44

Darkmoon
Data1 : xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL (*.bundle)
Data2 : xtool:mreflate:dd3+LOLZ_NORMAL (all other files except *.bundle *.dll *.exe)
Data3 : xtool:mzlib:mreflate:dd3+razor_stdio (*.dll *.exe)

final size 4.4gb (last update and with *.bank processed)

KaktoR 12-01-2026 02:42

Terra Invicta

Code:

10:57:13 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193:dd3+4x4:lzma
 10:57:13 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma
-----------------------------------------------------------------------------------------------------------------------------------------
 11:40:12 - Overall input size: 21,19 GB
 11:40:12 - Overall output size: 9,83 GB (Ratio 46.40%)
 11:40:12 - Overall conversion time: 00:42:56


dyren 20-01-2026 10:27

Hytale
 
Assets.zip:

Extract
Create hdiff patch (Assets folder to Assets.zip) (16MB)

For *.png xtool (-mpng+reflate -d1 -dd)+srep+rzs
Note: for some reason compressing with lolz or rzs it will result in a ratio slightly above of 100% (rzs being on the lower end)

For *.jpg brunsli

For *.ogg oggre
Note: The following files will cause oggre to crash during install/unpacking, compress with other tools, i used rzs, or try using oggre by itself, without arc:

Player_Hurt_Drowning_01.ogg
Player_Hurt_Drowning_02.ogg
Player_Hurt_Drowning_03.ogg
Player_Hurt_Drowning_04.ogg
Player_Hurt_Drowning_05.ogg
Player_Hurt_Drowning_06.ogg

For *.bin xtool (-mzstd (1.5.5 lib))+srep+lolz
Note: Couldnt get all the streams, tried multiple libs and levels

For rest of the files srep+lolz

With the hdiff patch file created earlier you can patch the folder back to the original .zip archive.

Game size: 3.61GB
Repack size: 1.2GB

*rzs = RAZOR Archiver 1.0.3.7

KaktoR 20-01-2026 11:30

^
Code:

Streams: 1845 / 1845
Time: 00:00:00 (CPU 00:00:00)

Size: 8,43 MB >> 109 MB

zstd 1.5.7

However I don't know if you save anything from this to be honest.

---

The only bad ogg file is Player_Hurt_Drowning_02.ogg in my test if you use oggre without freearc.

dyren 20-01-2026 13:05

Quote:

Originally Posted by KaktoR (Post 509254)
^
Code:

Streams: 1845 / 1845
Time: 00:00:00 (CPU 00:00:00)

Size: 8,43 MB >> 109 MB

zstd 1.5.7

However I don't know if you save anything from this to be honest.

---

The only bad ogg file is Player_Hurt_Drowning_02.ogg in my test if you use oggre without freearc.

Oh damn, theres 1.5.7 for zstd? Didn't know that. Where can I find it exactly? Couldn't find it here, don't know if im searching incorrectly.
Usually you can save a bit.

-

Ah, good to know. My setup either errored out or crashed completely with those files. As they werent big in size i didnt check them without freearc.

KaktoR 20-01-2026 13:24

1 Attachment(s)
https://github.com/facebook/zstd/releases/tag/v1.5.7

Here is my collection for every library which is compatible with xtool (x64 only).

dyren 20-01-2026 21:55

Thanks ^^

KaktoR 01-02-2026 03:06

Detroit Become Human

Answering this question here: https://fileforums.com/showpost.php?...7&postcount=14

Tools used: QB.Unpacker, HXD, XTool (erase, decode functions)

What I've found out:

Language files are mixed in many game archives.

Example:
BigFile_PC.d23
Code:

English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800

and so on.

File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header

I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).

However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.

In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.

Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
Code:

File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.

Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.

Have fun.

Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.

wareck 01-02-2026 03:06

World War Z - Aftermath
 
For World War Z - Aftermath :

Data1 : *.pak except shared_video.pak and shared_sound.pak
xtool:mpreflate:dd3+LOLZ_NORMAL
Data2 : shared_video.pak
xtool:c1792mb:mbik:mbk2:df20p
Data3 : shared_sound.pak
if you know how to => FSB5 pre & post outside diskspan
xtool:mpreflate:dd3+LZMA-MT
data4 : other files
xtool:mpreflate:dd3+razor

Dunnowho69 01-02-2026 05:06

Quote:

Originally Posted by KaktoR (Post 509315)
Detroit Become Human

Answering this question here: https://fileforums.com/showpost.php?...7&postcount=14

Tools used: QB.Unpacker, HXD, XTool (erase, decode functions)

What I've found out:

Language files are mixed in many game archives.

Example:
BigFile_PC.d23
Code:

English -> _ENG -> Offset 16478000
Spanish -> _SPA -> Offset 16899800

and so on.

File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header

I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself).

However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder.

In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data.

Example:
Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD).
Code:

File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800.
File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800.

Probably you can make a small tool which reads the file headers and sort the files in different folders automatically.

Have fun.

Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.

Hopefully someone can make a tool :((

KaktoR 01-02-2026 05:58

1 Attachment(s)
Here are some other observations.

Language audio files:
Code:

Container Header  17 bytes
File size (CSize) 4 bytes
Unknown          4 bytes
Unknown (some ID) 20 bytes
Unknown          8 bytes
File name        different bytes lenght according to file name lenght
Language code    3 bytes
Unknown          4 bytes
Riff Wavefmt      16 bytes

Audio files (BKHD container):
Code:

Container Header  12 bytes
Unknown            25 bytes
Unknown (DC_DATA)  8 bytes
File size (CSize)  4 bytes
Unknown            4 bytes
Unknown            13 bytes
Unknown (COM_CONT) 8 bytes
Unknown            8 bytes
Unknown (LOADCONT) 8 bytes
Unknown            4 bytes
Unknown (CSNDBKDT) 8 bytes
Unknown            4 bytes
Unknown            4 bytes
BKHD Header        4 bytes

Video files (not required because you could simply use Mesa to extract or just use xtool bink plugin):
Code:

Container Header  12 bytes
Unknown            25 bytes
Unknown (DC_DATA)  8 bytes
Unknown            4 bytes
File size (CSize)  4 bytes
Unknown            4 bytes
Unknown            14 bytes
File size (CSize)  4 bytes (some other file size which differ slightly from first file size)
Unknown            4 bytes
Unknown            18 bytes
File size (CSize)  4 bytes (again some other file size which differ slightly from first file size)
Unknown            14 bytes
Unknown (repeat 1) 4 bytes
Unknown (repeat 2) 4 bytes
Unknown            12 bytes
Unknown (COM_CONT) 8 bytes
Unknown            8 bytes
Unknown (VIDEORES) 8 bytes
Unknown            9 bytes
File name          different bytes lenght according to file name lenght
Language code      3 bytes (only JPN)
Unknown            4 bytes
Bink Header        4 bytes


Dunnowho69 08-02-2026 00:59

Quote:

Originally Posted by L33THAK0R (Post 508936)
Source: Clean Steam Files

Version 1.10
Original Size: 27.3 GiB
Final Size: 10.705 GiB (Incl. installer)
Ripped Files: Non EN. loc.

Internal Tools used:

Xtool v0.8.9 (Codecs: reflate, zlib)
Srep
Lolz
Oggre

External Tools used:
SFK
DELZORec
MParallel

Additional notes: Happy with how this turned out, a substantial improvement over my previous results, the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model.

How to set DELZORec for installer?


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