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-   -   Best Compression Methods for 'Specific' Games. Q&A (https://fileforums.com/showthread.php?t=99554)

:( Sad8669 16-07-2021 07:55

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!

panker1992 16-07-2021 08:12

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.

:( Sad8669 16-07-2021 08:24

This kind of interesting chaos is always welcome.

What i asked was that, are these audio files other than English?

Code:

Block 1
721910965 807697466
731727462 em1000_v_dialogue.pck.3.x64.en

Block 2
2422899086 2493439908
2422899086 em1110_v_dialogue.pck.3.x64.en

Block 3
18114998188 18152135580
18119034210  em1150_v_dialogue.pck.3.x64.en

Block 4
20249490548 20294360582
20254537491 em1230_v_dialogue.pck.3.x64.en

Block 5
19302022331 19349746976
19302022331 em1260_v_dialogue.pck.3.x64.en

Block 6
5506437541 5556561515
5506437541 em1262_v_dialogue.pck.3.x64.en

Block 7
841520222 871463738
841520222 em1300_v_dialogue.pck.3.x64.en

Block 8
20294360583 20341650467
20294360583 em1302_v_dialogue.pck.3.x64.en

Block 9
18394439764 em1310_v_dialogue.pck.3.x64.en
18394439764 18438588281

Block 10 -- this one is 500mb
6100084475 6599324197
6100084475 pl1000_dialogue.pck.3.x64.en

Block 11 -- this one is also big 300mb
156083303 470684395
191024214 movie_chapter3_dialog.pck.3.x64.en

Block 12 
20354417983 20417554742
20361475021 em1320_v_dialogue.pck.3.x64.en

Block 13 
18251704719 em4070_v_dialogue.pck.3.x64.en
18251704719 18380860641

Block 14 
18454440446 18491950561
18454440446 em1330_v_dialogue.pck.3.x64.en

Block 15 
18217131131 18251704718
18220993113 em1370_v_dialogue.pck.3.x64.en

Block 16
20180356416 20241899672
20187235043 em4103_v_dialogue.pck.3.x64.en

Block 17
20079047866 20126111173
20079047866 em4105_v_dialogue.pck.3.x64.en

Block 18
975582092 1008712930
975582092 pl2000_dialogue.pck.3.x64.en

Block 19 Optional?
3261758961 3291738439
3265076495 movie_bonus_dialog.pck.3.x64.en

Block 20
18082008046 18103123619
18084365781 em4130_v_dialogue.pck.3.x64.en

Block 21
18606474237 18632973839
18606474237 em4104_v_dialogue.pck.3.x64.en

Block 22
18152135581 18171592518
18152135581 em4090_v_dialogue.pck.3.x64.en

Block 23
18171592519 18216296126
18171592519 em4000_v_dialogue.pck.3.x64.en

Block 24
20126111174 20144293480
20126111174 em4100_v_dialogue.pck.3.x64.en

Block 25
20144293481 20162068318
20144293481 em4101_v_dialogue.pck.3.x64.en

Block 26
20162068319 em4102_v_dialogue.pck.3.x64.en
20162068319 20180356415

Block 27
18438588282 18454440445
18440377385 em4110_v_dialogue.pck.3.x64.en

Block 28
6619741253 6630105302
6620935170 em4430_v_dialogue.pck.3.x64.en

Block 29
6601679701 6612262879
6602864723 em4400_v_dialogue.pck.3.x64.en

Block 30
956084055 967211189
956084055 em4122_v_dialogue.pck.3.x64.en

Block 31
945198973 956084054
945198973 em4121_v_dialogue.pck.3.x64.en

Block 32
937121945 em4120_v_dialogue.pck.3.x64.en
937121945 945198972

Block 33
18380860642 18394264859
18382352586 em4070_v.pck.3.x64.en

Block 34
5458135716 5506437540
5458135716 em1261_v_dialogue.pck.3.x64.en

and also why rip BGM? doesn't it make the game feel weird xD?

L33THAK0R 16-07-2021 08:28

Quote:

Originally Posted by panker1992 (Post 493275)

Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size.

Do you have a sample to listen to? I'm quite interested in how noticeable the quality loss is with ".wem" encoding!

panker1992 16-07-2021 08:43

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

:( Sad8669 16-07-2021 08:46

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?

panker1992 16-07-2021 08:56

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

:( Sad8669 16-07-2021 09:12

Please refer me toward the video.

panker1992 16-07-2021 09:27

Check Messages and you will find it

L33THAK0R 16-07-2021 09:47

Quote:

Originally Posted by panker1992 (Post 493279)

Wow that's pretty incredible how little the loss in quality is to the naked human ear! I'll have to start experimenting with encoded audio now! Thankfully ".wem" files are fairly easy to encode (save for titles that use some older (~2008 - 2009) Vorbis codecs).

panker1992 16-07-2021 09:52

what you saw is high quality 400kbps all the way to low quality 128kbps

i save many GB by doing this :P

L33THAK0R 16-07-2021 10:15

Quote:

Originally Posted by panker1992 (Post 493285)
what you saw is high quality 400kbps all the way to low quality 128kbps

i save many GB by doing this :P

I look forward to being able to share some similarly impressive results in the near future!

Masquerade 17-07-2021 10:34

Steel Division 2 [Build 7022650]
 
Start Size: 60.4GB

Code:

xreflate+srep+lolz
For bonus content:

Code:

precomp+srep+lolz
Final Size: 29.2GB (29.4GB with Bonus Content)

This took 18-19 hours for me in total.

L33THAK0R 17-07-2021 21:13

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.

Masquerade 18-07-2021 02:12

Quote:

Originally Posted by L33THAK0R (Post 493295)
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.

Try using old xtool. Also use stdio instead of using $$arc$$s, it's faster. Also, srep+lolz+bpk makes bpk useless since any bink data will be put through srep and lolz.


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