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Forza Horizon 5 - Precompression
Code:
Overall input size: 92.32 GB |
Yakuza Kiwami 2 - From Yakuza's Series 2/7
Code:
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
God Of War - BNK Sound Files
1 Attachment(s)
Well, if anyone is interested in hearing/extracting GOW sounds, you can do the following.
They are found here, GodOfWar\exec\wad\pc_le\soundbanks with extension .sdp Open any of the file with HxD, select everything and scroll down until you see BKHD. Delete all hex code to the point you see "BKHD", also delete the highlighted area. Now, you have a bank file. Which can be extracted using armyoftwo.bms (QuickBMS). OR You can use bnkextr, its faster. https://github.com/eXpl0it3r/bnkextr After extracting the bank, you will find alot of .wem files named as .wav Convert them to OGG, if you want to hear them. |
1 Attachment(s)
Thanks for the hint.
You can repack extracted files with plain zip (0 compression, just storing) and create a diff file to patch back to original. Now find a way to do the hex editing for hundreds of files in a batch :p |
Creating diff was also in my mind, but there is no bnk repacker so you can't hope to use WemTool on the inside .wem files, since there would be no way to rebuild them.
If there was a bnkrepacker, we might have saved 150~200 MB (only 1~2 MB compression with WemTool on 80 MB files) BKHD header occurs at different places in different files, i think there is no pattern + we can ignore some 1 KB ~ 1 MB files :D |
Serious Sam: Siberian Mayhem
Start Size: 25.5GB Method: Code:
xtool+msc+srep+lolzNotes: *.gro archives are Zip files. |
Quote:
XTool v0.40 + Reflate = All *.gro - 28 gb > 50 gb..but..error unpack from lolz (it just closed on 6.4%):confused: UPD XTool + zlib+preflate Quote:
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God of War - English Only [Day 1 Patch Not Included]
Code:
Method : srep:m3f:l512+lzma:a1:mfbt4:256m:fb273:mc1000000000:lc8 |
Kapia
Code:
srep+lolz |
Quote:
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I saw those. I think may be a good idea to have another go and use QuickBMS to import the oggs back to their correct spot in the archive. Using oggre in the pipeline would probably cause issues.
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I guess you can just make a xtool database for this.
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There's only about 350mb of OGG audio in the game.
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Neon Abyss
Step 1: 7x bundle files (ignoring StandaloneWindows64) - Use UBT to decompress them, then recompress each bundle and make a patch for each. I ended up with ~16mb of HDiffZ patches in total. When decompressed, the game requires 2.3GB of disk space despite only being 1GB when compressed. Step 2: Compress: Code:
srep+lolz/$mp4=srep+zstd/$bank=srep+razor/$hdiffz=srep |
Rugby 22
Code:
srep+lolz/$wav=msc+srep+lzma2/$mp4=srep+zstdI experienced issues with srep v3.92b with this game so I used srep v3.2 instead. |
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