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Ahhh i see, that makes sense xD.
But as you said, when space is empty it compresses well, which means in the final compressed data, the size of the video will removed right? and about the languages, panker1992 mentioned English Only and gave blocks of just ENG files but we are actually ripping languages other than English so how we get rid of other languages? or the ones mentioned were other than English? Sorry for being a numbskull and Thanks! |
hello people :D
There is a serious business here and i have created a lil bit of chaos :D BTW my Final Size for RE8 = 16.1GB I am explaining :D and i will take RE8 For example This game has total of 5.9 GB of audio plus videos files It has 9 languages which as audible not subs of anything totalling 2.25 GB Movies Total 1.79GB Rest is ambient Music Game Just generic Music Why in sevel hells would anyone with a mind compress this title altogether with lolz?? What I did was simple Remove all Videos and all Audios and ambient music etc and compressed textures aka tex files from the game down to 15 GB then i saw what video files are optional and removed them around 1GB of videos are optional how the game is made and what artist and directors did etc so all of those gone then i took the videos the game uses for the game and re encode them making them 70% smaller. Then i took 8 out of 9 spoken languages and completely removed them that is another 2 GB in final size. Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size. you separate them all pack them and patch in the files at the end. |
This kind of interesting chaos is always welcome.
What i asked was that, are these audio files other than English? Code:
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Well,
The blocks Remove entire 9 languages at once and i chose to patch back only ENGLISH i can show you how to patch another language instead of english if that is what you desire GOD- i need a team chat so i can have a ncie talk with you guys Leethakor sample is here https://drive.google.com/file/d/1d86...ew?usp=sharing If you find any difference i will give you my tricks and tools :D PS Edit i forgot :D BGM = Background Music and it is patched back in after decompression :D it doesnt get lost |
Which Blocks are the English ones (those you patch back) lmao.
This shit is getting crazier. Also if i extract a file and make it 00 with hex, and then patch it back, will it be the same as doing the offset process? |
What you need isnt a block for language
Block = the area to cut with hex from and to from point A to point B offset 01 to offset 500 example given. What you need to patch a file is the file to patch and the starting offset where it starts inside the gigantic file!! it's practical usage have you seen my youtube videos where i explain how this works ? You can pack a game Fitgirl Size if you master what i am showing here |
Please refer me toward the video.
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Check Messages and you will find it
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what you saw is high quality 400kbps all the way to low quality 128kbps
i save many GB by doing this :P |
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Steel Division 2 [Build 7022650]
Start Size: 60.4GB
Code:
xreflate+srep+lolzCode:
precomp+srep+lolzThis took 18-19 hours for me in total. |
UPDATE: It seems it was an error on my end after-all.
Has anyone else had issues with reflate & preflate regarding "The Saboteur"? I ran reflate for a good 14hrs prior, as a first test, but alas it was still stuck at the same spot. Just want to know if it's something on my end or just the title itself, as the "Odin Engine" is a custom game-engine only used for this title (I don't know if its a fork of something like UE3 or Source, I couldn't find any documentation on it, after a brief searching period), and I'm not sure how its game-data archives function. |
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