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Does anyone know roughly what the average variance is for the final ratio of a given input, that's run through LOLZ?
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The Last of Us Part 1
v1.1.0.0 Code:
19:08:20 - Selected ARC/DS method for Data1a-01.bin was: xtool:c192mb:mpsarc:core_2.9.9+xtool:mpreflate:dd3+4x4:lzma |
L33THAK0R: Very input data dependent! Older, very older gamez, betterly compressible than previous 10-15 years ago to last years games. Average few percent to upto 10-25% betterly final compression ratio than LZMA. After, many data precompression (ex: xtool), prefiltering (ex: exe/delta) and such more...
Simply, this cannot be said in advance! It is necessary to experiment, it is possible to derive approximate information about the possible degree of compression from existing repacked games online. Small examples: This very old modded MSTS games *.ACE files with xzlib+srep+lolz combo avg. 25-40% final ratio than uncompressed sizes. *.RAW files in rare case upto 1.5-2* betterly compressed via delta+(srep)+lolz combo than simple LZMA only. Sound files final sizes difference its minimal few percentage. Achieve better rates use sound specific compression. KaktoR: What "mpsarc"?? |
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L33THAK0R: From what I have experienced with LOLZ so far, its operation is a bit more unusual compared to the standard LZMA. A given result cannot be reproduced, exactly byte, as with more commercial compressors. (Given compressed file size, like enwik8-10 results.) Certain switches of "Arc.exe" also affect the degree of final compression, I'm thinking here of the "-ds" switch, which is the default in principle or even if you (not) define it the final result may be different, say with "-dses/dsns" than otherwise.. LOLZ can sometimes be better without -dt/dtb, in some cases, than if we set everything to the max.
This small image shows the results of data files precompressed with xZLib+srep:m3f:a0 mode, and separately compressed to 7z, with the same compression settings. The difference between them is whether or not "-ds" or "-dses" switch was used during precompression. We would think that the end result would be the same if LZMA/LOLZ final compression were used for that archive. |
Hi all, can anyone look at the files of the game Bramble The Mountain King, there UE4 and encrypted files inside + kraken.
I tried the latest version of the unreal plugin, but it didn't work. (xtool last ver.). With ucas database the same thing. Can someone please see if it's the plugin not working or am I crooked? Key: Code:
0x0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3 |
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xtool precomp -c128mb -t50p -mue5:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+kraken |
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xtool precomp -c128mb -t50p -d1 -mue5:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+krakenCode:
xtool precomp -c128mb -t50p -d1 -mue4:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+kraken |
Just read a topic about unpacking PCK files. Nothing new, honestly, but an idea came in my mind about not just unpacking them, but also encode/decode the WEMs inside the PCK files. So far, nothing new. Just wanted to know, if there is a "elegant" way instead of my idea floating in my head. Maybe somthing more "automated".
I already know that this method works and it's CRC perfect after the last step. Code:
1. Unpack PCK files with quickbms + wwise.bmsCode:
Installing the repack |
This will absolutely work however you can replace The QuickBMS reimport with XTool erase/decode since the contents of a PCK aren't compressed so the wems will appear in plain bytes.
I've wanted in the past to find some way of adding a wem plugin to XTool so wems don't need to be extracted to disk (which is a long time when there are often thousands of tiny wems). |
Only bad thing left is that quickbms isn't able to create extracted folders in the same (sub)folder where the input files are. In AC games you have several dlc folders with pck files.
In those cases I just use a FOR loop for it, works great. However you have to use "cd /D" command everytime to switch the folder if you are on root level as working directory, otherwise quickbms will create the extracted folders inside root folder without _extracted prefix and you have to move them manually afterwards. |
Any idea, methods, tricks recompressing Trainz 2010 (and PTP2*) game *.CDP files/complete games???
Example file the following CDP format: http://lat-trainz-addons.1w.lv/DR1A-...20Pack.cdp.zip XTool 0.12/0.71 with zlib or zlib+(p)reflate methods or many precomp 0.4.x versions, not handle inflating the following file. GFS found ~19k ZLIB streams packed in level:9 mode. *Pro Train Perfect 2. Public copy not available. (The game based on TS2010.) |
This BK2 files cannot be compressed using BPK ?!
Its a new thing to me. Or i miss something ? (Other BIKs/BK2s compressing well.) XY@DESKTOP-TSNPU1C d:\repack\pack $ arc a -mbpk e:\bik.arc "d:\Layers of Fear - 2023-\Cron\Content\Movies\Intro\Intro_4K.bk2" FreeArc 0.67 (March 15 2014) creating archive: e:\bik.arc Compressed 1 file, 669,310,488 => 669,310,655 bytes. Ratio 100.00% Compression time: cpu 1.09 sec/real 4.47 sec = 24%. Speed 149.78 mB/s All OK wattafak@DESKTOP-TSNPU1C e:\repack\pack $ arc a -mbpk e:\bik2.arc "d:\Layers of Fear - 2023-\Cron\Content\Movies\CH5\Cinema\CH5_Cinema_Movie.b k2" FreeArc 0.67 (March 15 2014) creating archive: e:\bik2.arc Compressed 1 file, 100,336,964 => 100,336,995 bytes. Ratio 100.00% Compression time: cpu 0.14 sec/real 0.66 sec = 21%. Speed 151.72 mB/s All OK |
Yes, new bink2 videos cannot be compressed with bpk. Watch out for the "KB2n" file header with hex editor.
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