![]() |
Masquerade
Code:
Input size: 43.63 GB |
It Takes Two
Code:
Method : xtool_zlib+srep_new+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
Hi all,
I recently finally figured out how to properly encode and package .usm files, and I was wondering if anyone who has some experience here might be able to help me out with a little issue pertaining to implementing the new, encoded files. In the title "Batman: Arkham City" every encoded .usm, bar the initial file loaded "0_CW_Intro.usm", soft-locks the title at the conclusion of the video file, the only solution to this is manual user input to skip the cut-scene, which the title enables users to do for every pre-rendered cut-scene (all pre-rendered cut-scenes are contained within .usm files). This isn't a massive issue, as it can be solved by adding additional footage informing the user when to skip, however, I want to minimise this additional user-inputs if it is at all possible. I have multiple other titles I want to test out encoding .usm files on ("The Witcher 3: Wild Hunt", "Batman: Arkham Origins" & "Batman: Arkham Knight", to name a few), and as this is the first title I have attempted to encode .usm files on, I cannot say whether this is a title-specific issue or not. My current plan is to stitch on a 10 second clip at the end of each effected video notifying the user their input is required, as I don't think there is any other solution. |
Days Gone - Precompression
XTool - Kraken is 50% faster than OodleRec - Kraken, while the difference is between their ratio is 5% - 6% OodleRec - Kraken Code:
Compressed 34 files, 35,821,723 => 75,484,606 bytes. Ratio 210.72%XTool - Kraken Code:
Compressed 34 files, 35,821,723 => 73,598,522 bytes. Ratio 205.46%Final Compressors : XTool:Kraken + SREP + LOLZ : Code:
Compressed 34 files, 35,821,723 => 16,565,774 bytes. Ratio 46.25%Code:
Compressed 34 files, 35,821,723 => 16,007,052 bytes. Ratio 44.69% |
|
Days Gone - Full Game Precompression
XTool : v0.3.9 Used. Codec : Kraken. Libraries : Provided by Razor12911 for Days Gone. Results : Code:
Compressed 3,092 files, 64,172,576,777 => 103,896,774,882 bytes. Ratio 161.90%Final Size : 96.7 GB |
Days Gone [All Languages][v1.0]
Code:
Method :xtool_kraken+srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
unravel 1+2
unravel 1 final size 2.04gb
3.17gb to 4.68gb using munravel1 -c64mb without --dedup then srep+lolz from 4.68gb to 2.04gb nothing rip include trial exe srep:m3f:d1g:a2+lolz:mt4:mtt1:d128:fba4096:mc1023: pc4:gm20:dtb1:x2 unravel 2 final size 3.5gb 6.76gb to 10.1gb using munravel2 -c32mb without --dedup then srep+lolz from 10.1gb to 3.5gb... srep:m3f:d1g:a2+lolz:mt4:mtt1:d128:fba4096:mc1023: pc4:gm20:dtb1:x2 using razor unravel_R1.7z with xtool 0.3.18 *note you can improve ratio by using mt0 and increase d but super slow... |
Mass Effect Legendary Edition 43.5gb
Mass Effect 1 8.7gb
Mass Effect 2 15.3gb Mass Effect 3 19.7gb only english using razor unreal_R5... method mue3:m2+srep:m3f:d1g:a2:lolz:mt4:mtt1:d128:fba4096 :mc1023:pc4:dtb1 edit : compression with cls-bpk pass but give CRC error during decompression, maybe because of multichannel audio ? if you edit bik file it may work with cls-bik i remember that i tested it in the past when profargo released on number of games and some give the same error duing compression , need to tested... ME MISTAKE FOR NOT TESTING CLS-BPK UNPACK, SORRY... |
Guys, you can't use bpk for the videos in Mass Effect - crash on decompression...
|
Yes, you will get crc errors on some files.
|
Has anyone given "Sacred 3" a shot? I can't find much information about the engine used online, and no modding community exists (that I know of) to unpack the title's archives. level 9 zlib streams are present according to the "Game File Scanner" tool, however reflate/prelate have little effect (only able to find 10 streams). I'll try applying pzlib to see if that'll have any difference, I'll update in the coming days with results. If anyone would like a sample I'd be happy to upload it.
|
Yakuza 0 - Some Tests
.usm files when extracted, have no audio tracks to rip. .cpk files when extracted, useless because it spawns 20,000 files of 20-50 KB's. .Contains no streams at all, so you don't need to use a precompressor. Overall, you can't rip anything out with the modding tools. Most of you guys might have known about this but i still wanted to share it. Edit : Upon testing, here are the results. GFS didn't detected any streams though. Code:
precomp_mtx : |
CPK
Use crilayla :( Sad8669 |
Masquerade
No luck man :(. Thanks for the help, if you come up with some ideas be sure to remind me. |
| All times are GMT -7. The time now is 23:29. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com