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

Hexagon123 15-02-2025 11:40

1 Attachment(s)
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

KaktoR 15-02-2025 11:51

Pretty sure it is lz4hc

Danziel123 04-03-2025 19:55

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

mausschieber 05-03-2025 05:40

Quote:

Originally Posted by Danziel123 (Post 506904)
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

Maybe this will help here

wareck 21-03-2025 22:31

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)

Masquerade 23-03-2025 05:44

^^
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.

wareck 23-03-2025 06:51

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

Masquerade 23-03-2025 08:54

^^
That file you sent contains sound data.

KaktoR 31-03-2025 00:57

X4 Foundations
v7.50

Code:

20:52:18 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:lzma
 20:52:18 - Selected ARC/DS method for Data1b-01.bin was: msc
 20:52:18 - Selected ARC/DS method for Data1c-01.bin was: oggre
 20:52:18 - Selected ARC/DS method for Data1d-01.bin was: xtool:dd3+FA-MIN
 20:52:18 - Selected ARC/DS method for Data1e-01.bin was: xtool:dd3:l10,d128mb
---------------------------------------------------------------------------------------
 21:48:52 - Overall input size: 32.33 GB
 21:48:52 - Overall output size: 18.57 GB (Ratio 57.42%)
 21:48:52 - Overall conversion time: 00:56:33

You have to filter out some of the OGG files since they will cause oggre to crash. The following list is for game version 7.50. Other versions might change this list. Not tested with French and Russian languages.

Code:

04.dat
0000000006339381.ogg
000000001212EBDD.ogg

06.dat
00000000026B4B51.ogg
0000000006DFAED3.ogg
0000000007553031.ogg
000000000758F062.ogg
0000000007621FDA.ogg
0000000007A0FD8C.ogg
0000000007A32F36.ogg
0000000007A9CDA1.ogg
0000000007BF888F.ogg
0000000007C35E87.ogg
0000000007DB2AC1.ogg
000000000BC6F8B6.ogg

ego_dlc_boron\ext_02.dat
0000000000000000.ogg
0000000000D68742.ogg
000000000188BF76.ogg
00000000041CA372.ogg
0000000004E2B710.ogg
00000000056C8303.ogg
0000000008697024.ogg
000000000B61F5FE.ogg
000000000B678133.ogg
000000000B79804C.ogg
000000000B87D8CD.ogg
000000000D1C9B6C.ogg
000000000D1FFC8B.ogg
000000000D22E54B.ogg
000000000D283532.ogg
000000000D2E95A8.ogg
000000000D32E5C9.ogg
000000000D389BD7.ogg
000000000D3AA153.ogg
000000000D3E5CF1.ogg
000000000D430C00.ogg
000000000D49C44A.ogg
000000000D5082B9.ogg
000000000D80042E.ogg
000000000DAB3D6A.ogg
000000000DB9DD2A.ogg
000000000DBEA7ED.ogg
000000000DC8901B.ogg
000000000DC9BF6A.ogg
000000000DE106B3.ogg
000000000DE2A86A.ogg

ego_dlc_mini_01\ext_02.dat
0000000000937321.ogg
0000000002CC1CA9.ogg

ego_dlc_pirate\ext_02.dat
0000000003939CBB.ogg

ego_dlc_terran\ext_02.dat
000000000299C5C0.ogg
000000000529020E.ogg
0000000007596E61.ogg

ego_dlc_timelines\ext_02.dat
0000000006B12A2B.ogg
000000000757B341.ogg
00000000081746FF.ogg
00000000094831AB.ogg


L33THAK0R 31-03-2025 23:08

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.

prince55 03-04-2025 16:23

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:

dixen 03-04-2025 22:26

Quote:

Originally Posted by prince55 (Post 507141)
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:

minsomniac:rcrads+gdeflate

Wanterlude 03-04-2025 22:27

Quote:

Originally Posted by prince55 (Post 507141)
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:

use insomniac plugin for xtool
insomniac:rcra or insomniac:rcrads

Quote:

Originally Posted by dixen (Post 507145)
minsomniac:rcrads+gdeflate

insomniac:rcrads - uses gdeflate, so its additional use is pointless.

Code:

test file: sp-common.psarc (19.8 gb)

insomniac:rcra

Streams: 130981 / 130981
Time: 00:01:12 (CPU 00:05:34)

Size: 19.9 GB >> 31.8 GB

insomniac:rcrads

Streams: 130981 / 130981
Time: 00:01:05 (CPU 00:05:41)

Size: 19.9 GB >> 31.8 GB

insomniac:rcra + gdeflate

Streams: 130981 / 130982
Time: 00:01:08 (CPU 00:05:46)

Size: 19.9 GB >> 31.8 GB


IRAQIGHOST 03-04-2025 23:47

BLEACH Rebirth of Souls

72GB --> 52GB

Quote:

xtool:mzlib:mreflate:dd3+LOLZ_NORMAL
I got CRC error with these two folders
Quote:

01MIDDLE - 02LOW
so I used this method
Quote:

xt_zlib+srep_new:393a+LOLZ_NORMAL

shazzla 04-04-2025 06:59

Yeah ,sometimes reflate fails for me,too.


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