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Don't hassle with the language files. Imo they aren't worth to process with wemtool (just ~15mb per language if you skip all files below 100kb).
You can extract the WEM files with this tool I guess (I use another tool without 2GB limitation) https://www.fileforums.com/showpost....6&postcount=82 A bit messy but if you get any errors with that 2GB file limitation, just search for the first riff wavefmt stream somewhere in mid-file offset, then split this file into two halfs and use the extractor if you don't have other tools by hand. Like I said this is a bit messy but should work as a workaround. After split and extracting WEM files, erase WEM files with xtool erase command. Afterwards just merge the two files back into one file, then decode back WEM files afterwards with xtool. The rest is up to you. If I remember correctly the total save with processed WEM files is about 200-250MB in total without language files (input ~1.27 GB). |
Crash Time 2 - Steam Version (Only 1 Language)
Code:
Selected ARC/DS method for Data1a-01.bin was: |
The Crust
Code:
xtool:mreflate,l9+srep+lolzCompressed size: 3.60GB Paks are not encrypted, uses ZLib compression method. Compression took ~10 hours on 4c/8t CPU. |
Old TRS2004-2012 recompression issues
2 Attachment(s)
Any tools/idea from precompressing old TRS game series? Aka TRS2004 to 2012 games used *.ja archives. Newer TRS2012 SP1 and newer 20xx versions use (probably uncompressed) only *.tzarc game files.
Very old TRS2004 related *.ja extractor added and *.ja archive sample from the TRS2012 game. In last stage, the overall best methods from *.ja files: RAZOR only (stdio version) with 1023mb dictionary size, the files shrunked to 4.22GB. Any rest files use in: xZLib/xtool+msc+delta+srep+lolz or xZLib/xtool+RAZOR Output size differences abysmal, less than ~0.5MB's compressed size. (RZ used 256MB dict size. Larger probably get in 0.5-2MB extra size reduction.) The game not easily fit to onto ONE DVD5 sizes. |
Finnish Cottage Simulator
For paks: Code:
xtool:mkraken:ue5:k0x22269AD77003B4D9225C8FE775B448B8BEACA9D76D3AB881E5BD99D1584E4C76+srep+lolzCode:
srep+lolzCompressed size: 2.93GB Paks are encrypted, uses Oodle, kraken compression method. Compression took ~3.5 hours on 4c/8t CPU. Oodle version: 2.9.10, [Unreal Engine 5] oo2core_9_win64.dll (from Masquerade's xtool archive) |
Six Days in Fallujah
*.pak xtool:c32mb:mue4:mzlib+xtool:dd3+lolz:d62:mtt1:mt1 6:mc1023
*.bk2 xtool:dd3+bcm (not compatible with bkp bk2 compression) other files : xtool:mzlib:mreflate:dd3+razor_mtx 14:58:28 - Overall input size: 21,09 GB 14:58:28 - Overall output size: 9,85 GB (Ratio 46.70%) 14:58:28 - Overall conversion time: 01:00:27 14:58:28 - Overall conversion media: 1 custom media |
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Maybe use key from Bodycam-Win64-Shipping.exe to find out.
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Hi everyone, may I ask. Maybe someone knows the right compression method for the Ace Attorney Investigations Collection game? This game uses the unity engine and this is a sample file:
https://drive.google.com/file/d/168I...ew?usp=sharing Thank you:) |
lz4hc,l12 for bundle files
srep+lolz for rest |
hello everyone, let me ask again. what is the right compression method for the game Suicide Squad Kill the Justice League? here is the sample file:
https://drive.google.com/file/d/1tTg...ew?usp=sharing Thank you:) |
Hi Danziel
Suicide Squad Kill the Justice League uses. zlib+srep+lolz this game will not get compressed alot i believe that you will save about 20% compression.. ScOOt3r |
No Man's Sky
They switched from zlib to zstd |
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