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Update available
Changes - generate database feature fixed - fixed external executable support issues - fixed lz4f level setting bug |
Update available
Changes - updated oodle scanner - updated external executable support - updated configuration based plugin support to add depth information - updated verbose mode Notes Given that very small number of people are able to make their own plugins and codecs to use in xtool, I've added an example that imports codecs from QuickBMS after you have generated your database and have no codec to use with it. For compression: Code:
[cpk,snappy,rfpk]Code:
[blowfish,xxtea]Also note that if for whatever reason there is crc mismatch, xtool will still help you by applying xdelta automatically. :) Also also note that this generate temps files meaning the process is slower because it has to both read and write to disk therefore, only use this approach if there is nothing else that you can to do to improve the situation. |
OMG ok with this I think you opened can for a whole lot of more codecs/games to be able to process.
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Update available
Changes - fixed issue with storing correct recompression information when stream patching is performed Notes This issue was brought up by Masquerade and L0v3craft when they were trying to precompress WRC 10 and upon decoding xtool would produce an error so thanks to them, it has been resolved however I'd like to add more useful information regarding this game and why even with xtool helping you with deltas will not allow you to process all streams based on how xtool was designed. We all know that xtool patches streams if they cannot be restored correctly however it sets its own boundaries, by default the patch file cannot be 5% larger than the original size else the patch fails as highlighted here with some streams being missed. https://fileforums.com/showpost.php?...&postcount=248 This 5% can be changed by user via the command --diff=5p, with 5p being 5%, so to capture all these other streams, you'll have to increase this percentage. CHUNK_57.PKG using -mwrc10 Code:
Compressed 1 file, 99,435,664 => 189,185,421 bytes. Ratio 190.26%Code:
Compressed 1 file, 99,435,664 => 263,029,277 bytes. Ratio 264.52%Code:
[0] Processing lz4f stream at 0000000000005476 (514 >> 893 >> 514) using l9:b4:d0 has failed--diff=20p Code:
[0] Processing lz4f stream at 0000000000005476 (514 >> 893 >> 514) using l9:b4:d0 has failed |
LEGO® Star Wars™: The Skywalker Saga uses Kraken
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XTool is created by Razor12911 |
OMG it's a great tool! Thanks for it!
https://radaryonline.pl/gdzie-jest-burza/ |
Update available
Changes - added IO functions (erase, replace) - fixed external executable support bugs Notes Xtool has introduced IO functions, which should help you perform file and folder operations such as erase and replace (for now, more will be added). I actually wanted to add these functions a long time ago as they could be useful for repacking however I delayed them time after time because precompression needed more attention but as there have been no bug reports for the past 3 weeks I decided to start working on them. To summarise, Erase is a feature that fills a given input with zeroes in case you wanted to repack certain data separately and Replace is a feature that replaces existing data within certain files with another. Xtool will search for locations of the extracted streams and store these positions for when you use decode function to revert the changes (yes, the process is reversible) Erase Code:
xtool erase extracted_streams original_data [decode_data]An example is after extracting video files from an archive and then wanting to remove credits video, the syntax would be Code:
xtool erase credits.bk2 Gobi\Content\Paks\pakchunk33-WinGDK.pak credits.xtlReplace Code:
xtool replace old_streams new_streams original_data [decode_data]An example is having several modified files and the original files and you wanted to bulk replace these files, you'd have to prepare two folders with the same file structure and the syntax would be Code:
xtool replace "textures\original\*" "textures\modified\*" "game\*" mod_tex.xtlPS If you are using these features for a repack in which people would select languages or video credits for example, if the users did not select any of these to be installed then there would be missing files. Xtool's decode command would still work and will try to restore the original data using whatever data that was selected and available without problems. |
Update available
Changes - added IO functions (find, extract, patch) - generate database feature and IO functions now can search for streams larger than chunk size Notes More IO functions introduced. Find simply helps you track positions of extracted files from a given input, while extract uses a generated decode file data input to extract streams in case if you wanted another person to extract their very own streams using your own findings and patch, well patch compares two inputs and generates a diff file which can allow you to patch an input to make it similar to the new data. Find Code:
xtool find [parameters] extracted_streams original_data [decode_data]An example where I wanted to make a guide of how to separate english, german, italian, russian and spanish languages from the game would be something like: Code:
xtool find "extracted\en\*" "game\*" en.xtlExtract Code:
xtool extract decode_data original_data extracted_streamsA use case for it would be similar to the find example but from another user's perspective, so if someone uploaded decode data to use to extract my very own streams from their investigations, rather than them giving me position ranges for languages or the tools to use, we can just use their uploaded decode data to do it ourselves Code:
xtool extract en.xtl "game\*" "extracted\en\*"Code:
xtool erase "extracted\*" "game\*" languages.xtlCode:
xtool decode languages.xtl "extracted\*" "game\*"Code:
xtool patch [parameters] old_data new_data patch_dataCode:
xtool patch "Sims4\*" "Sims4_updated\*" sims4_wedding_stories.patchCode:
xtool decode sims4_wedding_stories.patch "Sims4\*" |
Update available
Changes - added IO functions (archive, execute) - fixed issue in patch io function - removed compression on patch diff files Notes More IO functions added. Archive behaves like -m0 but allows you to the archive to stdout and read from stdin when decoding (if you ever need that). Then there is execute which allows you execute several instances of another executable in parallel mode while all their inputs are fed from one source and all their output is fed to one destination. Archive Code:
xtool archive files1 files2... archiveCode:
xtool archive game\* mygame.xtlCode:
xtool execute [parameters] input output [exec_syntax]Code:
xtool.exe execute -c64mb -t8 UI.sb UI.bin bcm.exe -b64 [filein] [fileout][filein], [fileout], [stdin], [stdout] can be used and denote what IO the program being executed uses. [] is used to avoid conflicting with Freearc's <> Freearc example would look like this Code:
[External compressor:xbcm] |
Update available
Changes - added png stream preprocessor - removed grittibanzli codec (since nobody uses it) Notes Xtool is able to process deflate/zlib streams and png images do contain these streams however, they are split up into several blocks which at times does prevent the program from being able to process them. The png stream preprocessor's job is to concatenate (rejoin all these blocks into a single stream) which can then be processed by xtool, so if you know your input contains these images then it's best to include -mpng into the method chain and use -d1 to first preprocess the streams then process them using zlib, reflate or preflate (preflate is the preferred method to use). Results without png preprocessor: Code:
Compressed 1 file, 7,232,549 => 8,291,632 bytes. Ratio 114.64% -mreflateCode:
Compressed 1 file, 7,232,549 => 26,075,119 bytes. Ratio 360.52% -mpng+reflate -d1 |
@Razor12911, can i use the parameters in that order in freearc commandline?
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xtool:mpreflate:mpng:d1 |
yes but you'll have to change arc.ini from { -moption} to { -option}
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Yes, I use { -option} in Arc.ini of the DSG. I tested precompressing pngs with just "xtool:mpreflate" or with "xtool:mpreflate:mpng:d1" and got similar (near)I figured I was using the command order wrong. |
sorry, for asking this question here, i don't know where to ask.
someone please tell me and give me, best .Wav (.pck) compressor with arc.ini info and required files. Thanks 😊 hint: i try Pck files, on GFC. Game File Scanner showing WAV streams. so i guess i can use Wav compressor. |
msc :confused:
And I don't know what this has to do with xtool. |
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i try msc, but wont work. can you help me. :) |
yasitha: Try it use testing tta methods from FreeArc and totally ignored file extension from during compression.
This compression oks, use final packing the following switches: tta+srep+lzma or lolz |
Afaik freearc's tta works on per file basis,while msc works on stream(/file)?!
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Posting it here aswell
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xtool:png+xtool:preflate+srep+lzma2 |
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so i can try and use thank you!! :) |
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:confused::confused::confused: what is this ? :eek: |
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During repacking of Final Fantasy XIII(PC version), I found that using
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xtool:d1:c64m:mzlib:mreflateCode:
[External compressor:xtool]Attachment 32015 Attachment 32016 ----------------------------------------------------------------------------------- EDIT2: Found the problem! It's with reflate. If I use zlib instead: Code:
xtool:d1:c32m:mzlib+srep64:m3f:mem8g:a0+4x4:lzma:64mb:normal:32:lc8ADDENUM: It's due to depth. Anything higher than -d0 cause failure during decompression. Zlib and preflate do not have this problem. Data tested is 'sys' directory(2.8gb) in Final Fantasy XIII(PC, fitgirl version). |
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xtool:d1:c64mb:mzlib:mreflate+srep64:m3f:mem8g:a0+4x4:lzma:64mb:normal:32:lc8EDIT: Found the problem, see 2 posts above. |
Also, aside from what I stated above, there was another interesting thing I found. When inflating(with reflate option), if I use c32m-c128m range, xtool process about 25150 streams. Then when I use -c256m, it only process ~22000 streams. And yet, if I use -c512m option, it again process ~25150 streams. All other options same. Go figure.
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And even more interesting, reflate is actually faster than zlib at same options(with depth 1 and chunk size of 32m at least)???:
Attachment 32013 Attachment 32014 |
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Update available
Changes - added wav stream detector - added flac codec - added jpg stream detector - added packjpg, brunsli, jojpeg codec - added feature that allows input to be a directory - added feature to extract detected streams - updated database feature - updated deduplication feature - IO function decode updated Notes I have added wav audio compression as an alternative of msc for people who has issues with it or don't want to use Freearc's tta codec as it processes wav files individually. One thing to note, it's not as good as tta, tak or even frog as it is based on flac codec (It was the only open source codec I could work with...). Also added jpg image compression codecs, you can pick between packjpg, brunsli or jojpeg. packjpg seems to have a memory leak, brunsli is fast but cannot deal with large jpg images and jojpeg can be used if you're after ratio as it is paq based (seems to be buggy so stick to packjpg or brunsli for now) A new parameter is added --extract=[path], this will extract all detected streams to a directory... if you're interested in the streams themselves. database and deduplication features have been updated and can now be used at all times without worrying about crc collisions. Special thanks to KaktoR for running several tests and Shelwien for providing compiled libraries for brunsli and jojpeg. @elit These issues will be investigated in time. |
Find little uncritical bug
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One question. Why TTA but not TAK? Quote:
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Interesting, I should note that compression difference between different wav codecs is minimal. Also for me in the past, I found wavpack the best, It handle more formats(WAV/BWF/RF64, Sony Wave64, Apple CAF, Philips DSDIFF, and Sony DSF (all with no size limitations)), more modes(8, 16, 24, and 32-bit integer PCM; 32-bit float PCM; DSD audio; mono, stereo, and multichannel; sampling rates from 6 to 192 kHz (and non-standard rates)), RIFF chunks, is open source, does support STDIO which for me work unlike flac, which for some reason during decompression kept running past original size inflating to infinity(when used in FA with stdio mode).
However, flac is great too because is non-symetric so decompression is fast(although wavpack also seem to support asym. cmp.). I wonder how this work, if xtool is able to use it on chunks when wav files are inside big game packs, that would be indeed very useful. In fact, I don't know what would be the point beyond that as we could then just use standalone codecs? |
Could someone please remind me what's the difference between the 0.3.21 and 0.6.0 versions?
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I picked codecs based on the information provided here, it's not that I haven't tried wavpack. I did but it requires additional code as it generates lossy wav and a patch file in case you wanted to restore the original pcm data whereas flac does not. In addition, it doesn't seem to be thread safe which means it cannot work in xtool environment (maybe I'm mistaking it with tta). Quote:
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I am also perfectly ok with flac as well so don't worry about it, I just though this one may have been better due to more formats supported. https://www.wavpack.com |
Update available
Changes - added fast lzma2 compression for portable mode - fixed issues with wav stream detection - fixed minor issue with stream deduplication feature Notes I have added fast lzma2 compression for users who would want to use xtool without FA but still want to perform compression immediately after precompressing. Example Code:
xtool.exe precomp -mzlib -c32mb -t100p --dbase --dedup --compress=l10,t100p - - |
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