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Beyond Good & (And) Evil
Beyond Good & Evil (GOG Edition)
Files ripped:
2.02 GB => 520.7 MB Method: HTML Code:
srep + lolzThe 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. |
DRAGON BALL Z: KAKAROT [v1.60][ENG]
Code:
Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmxCode:
$criwarevideo |
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 |
Dune: Spice Wars
Code:
res.compressed.pakCode:
wem files: 145mb -> 140mb with wemtool |
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
ex : https://bayfiles.com/P90ef8b3y6/tech...ets_all_bundle thanks |
Quote:
Not much point in trying to recompress+patch it because a patch would be almost 17mb. |
The Riftbreaker [v27746]
Audio .zips: Code:
msc+oggre+srep+lzma2Code:
xzlib+srep+lolz |
Need for Speed Carbon
Original Size: 4.91 GB Compress Size: 2.41 GB Method: Code:
* any jpg files = packjpg |
Broforce v1131
Original Size: 457 MB Compress Size: 289 MB Method: Code:
* jpg = packjpgUpdate on 1 May 2022. |
Quote:
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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:lzmaCode:
Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2spgame|*.pdf |
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.) |
Project CARS 3 [v1.0.0.0.0705]
49.4GB ----> 19.1GB |
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.
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Quote:
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:
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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