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STAR WARS BATTLEFRONT II
Celebration Edition Code:
13:20:52 - Selected ARC method for Data1.bin was: xtool_zstd+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Code:
Extracted 451 files, 68,435,068,787 => 96,929,288,702 bytes. Ratio 70.60% |
Sniper Ghost Warrior Contracts v20210125 [Digital Deluxe Edition]
Ripped Soundtrack in WAV format.
Total Start Size: 13.1GB
Compressed Size: 8.78GB |
Battlefield 1942 + 2dls
start size 1.67gb
srep:m3f:a2+7z compressed 1.02gb |
Override 2: Super Mech League
Total start size: 3.5GB
Compress with the following:
Total packed size: 1.9GB |
Sims 4
v1.70.84.1020, nothing ripped Code:
12:21:15 - Selected ARC method for Data1.bin was: xtool_zlib+xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Code:
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1 Attachment(s)
The Medium
16:39:58 - Selected ARC method for Data1.bin was: xtool_zlib+srep_new+lolz_mtx ------------------------------------------------------------------------------------ 13:43:41 - Overall input size: 37,83 GB 13:43:41 - Overall output size: 15,17 GB 13:43:41 - Overall conversion time: 21:03:41 ------------------------------------------------------------------------------------ Tried with lolz mt - took 21h !!! Unpacking now to check if everything is right. Can someone explain me why does it take so much RAM ?? |
Elite Dangerous Horizons
v2021-01-28 Code:
19:21:37 - Selected ARC method for Data1a.bin was: xtool_preflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Code:
Extracted 38,187 files, 15,814,328,948 => 22,531,389,592 bytes. Ratio 70.19% |
The Medium - compression test and comparision
1 Attachment(s)
I did some more tests today on "The Medium". My goal was to find the most efficient algorithm for test file which contains Zlib streams. The winner is XT xZlib (old xtool) - managed to inflate file from 968MB to 1250MB and with srep and lzma compression, final size went down to 283MB. That meets my expectation.
Now is the part where I don't understand things. If file contains Zlib streams (I did check in "Drop and Scan for Zlib" app so I'm sure of that) I was betting on XT2020 Zlib/reflate/preflate that one of them will be the most efficient pre-compressor and they didn't work at all! I thought that new version of xtool 2020 will be better than old one? What I don't understand here is why XT xZlib worked and XT2020 Zlib didn't? Are they not the same algorithms to deal with deflated streams? Would highly appreciate if someone could explain this to me. |
Quote:
If they were with XTool, try removing raw2hif_dll.dll and hif2raw_dll.dll from the old Xtool, or use XTool 2020 with "zlib+reflate" methods to get an equivalent comparison. If I reported wrong, please correct me. Edit: I did some tests: sample: pakchunk0-WindowsNoEditor.pak (from game version GOG) The results were practically the same. Code:
XTool v0.3.9 (2020) (only zlibwapi.dll next to XTool.exe) |
You can also combine xtool codecs like -mreflate+zlib
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Age of Wonders Planetfall
v1.403, nothing ripped Code:
01:49:01 - Selected ARC method for Data1a.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000/$oggrepack=oggre/$mp3pack=mpz_mtx/$soundpack=srep_new+razor_mtx/$deflatepack=xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 |
1 Attachment(s)
Quote:
Now with DS GUI 1.0.0.1 and XTool 0.38 everything works as it should. Thank you all. |
Dragon Age Inquisition
v1.12, nothing ripped Code:
13:30:11 - Selected ARC method for Data1a.bin was: xtool_reflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 |
Immortals Fenyx Rising quick test sample:
Compression used: selkie Code:
FreeArc 0.67 (March 15 2014) Creating archive: __Test\output.MSQ using selkieYou can also use the oo2core_8_win64.dll that comes with XTool 2020, but you'll need to rename it to oo2core_7_win64.dll in order for oo2recs to work with it! |
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