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It seems like the game: DreamWorks Kung Fu Panda - Showdown of Legendary Legends (2015) likely uses the LZ4 compression.
It was also used in Adventure Time: Finn & Jake Investigations (2015) running on the Vicious Engine 2. However, older games which used an older compression. The rundown: Magic for the file at 0x0: 56 C0 A9 2F Compressed header at 0x4: 04 22 4D 18 Uncompressed size at 0x8 Unknown at 0xC File offset at 0x10 |
Pretty sure it is lz4hc
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Hello everyone, please ask. Does anyone know the right compression method for the ETS 2 game? Because I have tried all compression methods starting from xtool:mzlib:mgdeflate:xtool:dd3+LZMA-MT, fast lzma2 or lzma2 still error or not finished (already waiting for 5 hours) and for gta v enhanced is the compression method still the same as the legacy version? Thank you
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sonic unleashed
Hello
I'm working on sonic unleashed. I'm near the solution but I'm not enough skilled to finish The game is compressed and packed xmemcomp (xbox) for compress and arsys (segs archive) for pack. for decompress: https://aluigi.altervista.org/bms/xcompress_file.bms unpack : https://aluigi.altervista.org/bms/arcsys.bms there is no problem for xcompress side bms2xtl works perfectly and give me a database. so the first step is ok, but I don't know how use the second step (arcsys) |
^^
The files that you have attached are compressed only with xmemcompress. Do you have any bigger samples? In any case, the arcsys bms script only mentions support for zlib/deflate/gzip so XTool's zlib+reflate codec should have no bother parsing that data without the need of a special database. |
Here an another sample.
but I think you're right most of the files are gzipped after xcompress. https://mega.nz/file/WlJ3wDAC#O3pO6D...I_wSgVGHWc2ikw |
^^
That file you sent contains sound data. |
X4 Foundations
v7.50 Code:
20:52:18 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:lzmaCode:
04.dat |
Tomb Raider (2013)
GOG Release - Build ID 54388455997567214
Original Size: 10.87 GiB Final Size: 5.66 GiB Ripped Files: Non-EN Loc. Tools used: Xtool v0.8.9 (Codecs: zlib, relfate, bink) Srep Lolz Msc Notes: I've been revisiting titles using the Foundation Engine after deciding to put the time in to properly processing the *.mul found in earlier titles (More recent titles such as "Shadow of the Tomb Raider" use the *.wem format instead, and offer far less impressive gains). The *.mul file-type is just a basic FSB4 container with a few hundred bytes added on as a header and are stored uncompressed within the *.tiger archives, making offset patching very straight forward, I highly recommend using MParallel for post-install patching as there are just shy of 10,000 files for this smaller title. Actual gains aren't too impressive as my previous compression for this title came in at 5.80 GiB, with an additional approx. 6 GiB of writes needed for this patching method, but I think it's interesting none-the-less seeing how small some titles can be made. Further gains could be made by ripping multiplayer-exclusive assets, I identified ~90 MiB of audio but was unable to immediately identify any other exclusive assets. I didn't get around to experimenting with any issues from ripping this assets, but my immediate thoughts are it should be fine considering the GOG release already has the multiplayer component removed. |
The Last of us Part II
Sample
https://pixeldrain.com/u/3rq5jVRz I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ?:confused: |
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insomniac:rcra or insomniac:rcrads Quote:
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test file: sp-common.psarc (19.8 gb) |
BLEACH Rebirth of Souls
72GB --> 52GB Quote:
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Yeah ,sometimes reflate fails for me,too.
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