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Maybe try with other versions.
Here are all I have collected over time |
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can't access the file !can you upload it to another site, (patreon.com is unavailable).thx! |
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Sanatorium A Mental Asylum Simulator
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Selected ARC/DS method for Data1a-01.bin was: |
Peaceful Days
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Selected ARC/DS method for Data1a-01.bin was: |
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:
f60dd417457e2ec9be4b28242878dbc1I'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. |
Bigfoot Life
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around 2.25gb final |
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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 |
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-mzstd |
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! |
CELT Audio Processing Inquiry
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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. |
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. |
Kunitsu-Gami Path of the Goddess
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22:15:25 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3:l10,d128mb |
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:
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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. |
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 |
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. |
UnderRail
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Details:
Internal Tools used:
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] |
^^
I wrote this config a few years ago and it still holds up for XNB titles (afair I used it on Terraria) Code:
[Stream1]Beyond this, the real magic for xcompress streams lies in xtool.ini and the parameters that get passed to the exe file. |
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:
Internal Tools used:
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 2Details:
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Additional notes: Was lazy with this one due to juggling more interesting projects at the time, did not process Wwise audio. ///////////////////////////////// The Darkness IIDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dark Souls RemasteredDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dying Light - The Following (Definitive Edition)Details:
Internal Tools used:
Additional notes: To process all OGG Vorbis audio you will need to patch some archives. ///////////////////////////////// Heavy RainDetails:
Internal Tools used:
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 IDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Lorelei and the Laser EyesDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// A Plague Tale: RequiemDetails:
Internal Tools used:
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 KingdomsDetails:
Internal Tools used:
Additional notes: Audio was processed externally, and patched post-install. ///////////////////////////////// Trials RisingDetails:
Internal Tools used:
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. |
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Just use zstd without frostbite3 plugin.
-mzstd Code:
Streams: 1221475 / 1221493Code:
Streams: 1209456 / 1209471 |
Death Stranding (Director's Cut)
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Internal Tools used:
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:Code:
acece703e713163e9fa1afbb4ab90b78 *sq_cs40_s20000.bk2Non-en loc. were also ripped, all relevant "*.bin" archives can be found below Code:
93a37de4096fad67e0c99100775cce42.bin |
Sackboy: A Big Adventure
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Internal Tools used:
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. |
^^
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? |
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.
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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) |
Terra Invicta
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10:57:13 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193:dd3+4x4:lzma |
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 |
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Streams: 1845 / 1845However 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. |
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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. |
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https://github.com/facebook/zstd/releases/tag/v1.5.7
Here is my collection for every library which is compatible with xtool (x64 only). |
Thanks ^^
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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 16478000File 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.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. |
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 |
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Here are some other observations.
Language audio files: Code:
Container Header 17 bytesCode:
Container Header 12 bytesCode:
Container Header 12 bytes |
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