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

L33THAK0R 24-04-2022 06:33

Beyond Good & (And) Evil
 
Beyond Good & Evil (GOG Edition)

Files ripped:
  • German, Dutch, Spanish, French, Italian localised content can be ripped, amounting to 0.96GB
  • Unused pre-rendered trailer footage as well as the "Making Of" Bink1 file in the root directory can be safely removed, amounting to 0.22GB (or at the very least I haven't had any user reports of the contrary being true, I myself have only tested ~30minutes of gameplay so I can't be certain either)

2.02 GB => 520.7 MB

Method:
HTML Code:

srep + lolz
Compression time - 30 minutes

The tricky part about this one is calculating the offsets for localised content as well as the unused videos, as this data isn't stored in a logical way, thankfully though, through my analysis and subsequent repacking of titles utilising the "Jade" engine, I can say with a fair degree of confidence that only the primary localisation is intermingled with other data (such as graphical assets, animations and game logic) within a given "*.bfX" archive, with subsequent localisations, in this case the aforementioned five, being stored in a more logical way, allowing for fewer ripped blocks to be generated.

:( Sad8669 24-04-2022 09:30

DRAGON BALL Z: KAKAROT [v1.60][ENG]
 
Code:

Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmx
Compression Time : 10.3 Hours
Decompression Time : ~ 55 Minutes (4T)
Initial Size : 36.8 GB
Final Size : 28.9 GB.
Ripped Files : Japanese audio.

Code:

$criwarevideo
*.usm

Note : Compressor "bcmx" is just bcm used with MTX.

KaktoR 25-04-2022 09:24

Martha is Dead
v1.04

Code:

14:50:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmartha:1+srep_new+4x4:lzma
 14:50:47 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
 17:47:31 - Overall input size: 17.13 GB
 17:47:31 - Overall output size: 14.05 GB (Ratio 82.01%)
 17:47:31 - Overall conversion time: 02:53:12

 18:22:38 - Overall decompression time: 00:35:01
 18:22:38 - All files have been successfully extracted!

You can speed up compression by doing it on ssd because of copying temp files.

KaktoR 26-04-2022 09:24

Dune: Spice Wars

Code:

res.compressed.pak

xtool+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 725,268,911 bytes. Ratio 24.52%
Compression time: cpu 2.50 sec/real 484.56 sec = 1%. Speed 6.11 mB/s
All OK

precomp+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 704,372,043 bytes. Ratio 23.81%
Compression time: cpu 3.48 sec/real 564.58 sec = 1%. Speed 5.24 mB/s
All OK

Code:

wem files: 145mb -> 140mb with wemtool

kuyhaa 28-04-2022 08:56

anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?

ex : https://bayfiles.com/P90ef8b3y6/tech...ets_all_bundle

thanks

Masquerade 28-04-2022 09:45

Quote:

Originally Posted by kuyhaa (Post 496618)
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?

You can decompress that bundle with UBT.

Not much point in trying to recompress+patch it because a patch would be almost 17mb.

Masquerade 28-04-2022 12:02

The Riftbreaker [v27746]

Audio .zips:

Code:

msc+oggre+srep+lzma2
Everything else:

Code:

xzlib+srep+lolz
6.4GB ---> 4.4GB

Carldric Clement 30-04-2022 07:12

Need for Speed Carbon

Original Size: 4.91 GB
Compress Size: 2.41 GB

Method:
Code:

*  any jpg files = packjpg
*  rest of files = xprecomp+srep:m3f:a2+exe2+7z:d128m:mt2

XTool Used Plugins = ZLib, Reflate, LZ4HC


Carldric Clement 30-04-2022 07:42

Broforce v1131

Original Size: 457 MB
Compress Size: 289 MB

Method:
Code:

* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1
* asset bundle unity = xtool:zlib:unity+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1

Thanks to L33THAK0R for suggesting reduced size.
Update on 1 May 2022.

L33THAK0R 30-04-2022 17:33

Quote:

Originally Posted by Carldric Clement (Post 496643)
Broforce v1131

Original Size: 457 MB
Compress Size: 337 MB

Method:
Code:

* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1


you can reduce this to ~290mb (Incl. installer) if you decompress the Unity assets.

KaktoR 01-05-2022 01:40

Age of Empires II Definitive Edition
Update 61591, 1 Language, all DLC

Code:

17:20:52 - Selected ARC/DS method for Data1a-01.bin was: precomp_mtx+srep_new+4x4:lzma
 17:20:52 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-----------------------------------------------------------------------------------------
 21:51:31 - Overall input size: 44.71 GB
 21:51:31 - Overall output size: 24.40 GB (Ratio 54.57%)
 21:51:31 - Data files creation time: 04:09:05

Code:

Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2spgame|*.pdf

Why precomp? Xtool is ~200mb bigger

WemTool on wem files gives some mb, not worth it


kj911 01-05-2022 14:29

Quick noob decompression questions: This varying methods betterly safer from extraction process??

A: xZLib+delta+srep+lolz
B: xZlib+srep+delta+lolz

My test, its compression percentage differnece less than 0.1%. (B its smaller.)

Masquerade 02-05-2022 03:08

Project CARS 3 [v1.0.0.0.0705]
  • *.bff
    Code:

    xPCARS3+srep+lolz
  • *.bk2
    Code:

    bpk (hash fail on decompression so use bpk exes and hdiff patch them)
  • *.bank
    Code:

    msc+srep+lzma2
  • Everything else
    Code:

    precomp:d0+srep+lolz

49.4GB ----> 19.1GB

L33THAK0R 07-05-2022 05:04

Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript ), however I can't seem to figure out which library version to use, the best I've gotten so far is ~850MB. I think if I exhaust all my options I'll just look into re-importing the decompressed assets to a modified archive, since some Russian modders were able to do so, in order to apply a total conversion translation mod to the titular title in question.

Masquerade 07-05-2022 11:10

Quote:

Originally Posted by L33THAK0R (Post 496710)
Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript )

I think you are overthinking this.

First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work ;)

I checked this game out and it uses lz4hc, not lz4. By using lz4 precompressor, you will end up getting 21/5539 streams. By switching the codec to lz4hc alone you will instantly get 4215/5539 [liblz4 v1.7.4].

This alone would seem pretty cool, until you see that the only streams that were inflated were the small ones, so you get very little size increase. In addition to this, you still have over 1000 compressed LZ4 streams still in the file.

By digging a bit deeper into the info XTool is giving me (using verbose output), my next intention was to lock precompression at a certain level of lz4hc. I chose lz4hc level 9. This is because most of the streams previously were compressed at level 9. After making a new database and testing, we get these results:
  • 5524/5539 streams [liblz4 v1.7.3, v1.7.4, v1.8.0].
  • 5488/5539 streams [liblz4 v1.8.1].
  • 5424/5539 streams [liblz4 v1.8.2, v1.8.3, v1.9.3].

This clearly shows that using anything newer than liblz4 v1.8.0 is going to yield extremely poor results. With the oldest 3 libraries, you will only miss 15 streams. In my opinion, this is completely acceptable. At this point, I stop testing and publish my findings in the XTool plugins thread.

We all have a lot to thank Razor12911 for.


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