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Far Cry 4
Source: Clean Steam Files
Version 1.10 Original Size: 27.3 GiB Final Size: 10.705 GiB (Incl. installer) Ripped Files: Non EN. loc. Internal Tools used: Xtool v0.8.9 (Codecs: reflate, zlib) Srep Lolz Oggre External Tools used: SFK DELZORec MParallel Additional notes: Happy with how this turned out, a substantial improvement over my previous results, the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model. |
Zomborg v2017.3.0
Original Size: 2.21 GB Compress Size: 378.3 MB Method: Code:
* rest of the files = xtool:zlib:preflate+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1 |
Suicide Squad: Kill the Justice League
Source: Clean Steam Files
Build 17107881 Original Size: 96 GiB Final Size: 76.6 GiB (Incl. installer) Ripped Files: Non EN. loc. Internal Tools used: Xtool v0.8.9 (Codecs: reflate, zlib, unreal decrypt., oodle) Srep Lolz Additional notes: Opted to sacrifice size for speed for this title, on a 8c/16t machine install time was just over 11mins, versus my more aggressive testing which clocked in at ~45mins. |
UnderRail
1 Attachment(s)
Details:
Internal Tools used:
Additional notes: I'm very inexperienced with using xmemcompress for applicable use-cases, massive thank you to Razor12911 for providing the config (attached below), to process the "*.xnb" containers, other community tools that are able to parse other XNA titles using "*.xnb" containers, weren't able to with those compressed using LZX. Attached is said config. In comparison with other published results, there's a minimum of 640MiB in potential gains left on the table, alas I can't for the life of me figure out where though. As this is the first LZX-compressed XNA title I've approached, it's entirely possible I'm just missing something obvious. XNB Config: Code:
[Stream1] |
^^
I wrote this config a few years ago and it still holds up for XNB titles (afair I used it on Terraria) Code:
[Stream1]Beyond this, the real magic for xcompress streams lies in xtool.ini and the parameters that get passed to the exe file. |
A Variety of Results
Foreword: Thought I'd just post some of the more interesting projects in one large post rather than clog up the forums. Mainly to demonstrate that existing published results are able, (in some cases quite easily) to be improved outside of pure chance through non-deterministic algorithms. That being said, I'm still very much an amateur (see the "A Plague Tale: Requiem" & "Dead Island 2" entries), and despite my current knowledge and skill set, I still have plenty of room to learn and improve. Red Dead Redemption (PC Port)Details:
Internal Tools used:
Additional notes: Unable to process audio, in the original console releases there were a few hundred MiB of Bink1 video embedded, in the form of a projector film. I was unable to isolate these videos in the PC release. ///////////////////////////////// Dead Island 2Details:
Internal Tools used:
Additional notes: Was lazy with this one due to juggling more interesting projects at the time, did not process Wwise audio. ///////////////////////////////// The Darkness IIDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dark Souls RemasteredDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dying Light - The Following (Definitive Edition)Details:
Internal Tools used:
Additional notes: To process all OGG Vorbis audio you will need to patch some archives. ///////////////////////////////// Heavy RainDetails:
Internal Tools used:
Additional notes: Audio can be processed with MSC, however not all streams are valid, you will need to generate a database and rip the extracted streams. As assets are only compressed and not encrypted, I recommend ripping the compressed streams processed seperateley, diffing the individual streams and patching these compressed streams post-install, if you don't care for the end-user's write-endurance you can just brute force it with less elegant methods. Same method applies for ripping localised content. Additional Bink1 videos are also embedded within the main data containers. ///////////////////////////////// The Last of Us: Part IDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Lorelei and the Laser EyesDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// A Plague Tale: RequiemDetails:
Internal Tools used:
Additional notes: PCK & BNK archives were processed, localised content is compressed within archives, rip streams using a database. See my "A Plague Tale: Innocence" results for more information. ///////////////////////////////// Total War: Three KingdomsDetails:
Internal Tools used:
Additional notes: Audio was processed externally, and patched post-install. ///////////////////////////////// Trials RisingDetails:
Internal Tools used:
Additional notes: Wasn't able to extract audio for this title, it's one of the less documented "Trials" titles, tried a variety of solutions but no luck. Potentially future attempts could see some gains if audio is processed. |
Quote:
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Just use zstd without frostbite3 plugin.
-mzstd Code:
Streams: 1221475 / 1221493Code:
Streams: 1209456 / 1209471 |
Death Stranding (Director's Cut)
1 Attachment(s)
Details:
Internal Tools used:
Additional notes: Attached below are the XTool libraries (oodle being the important one), as well as a copy of Srep v3.2.0/the CLS version of srep I used for decomp, and DST (just so future users can find all the resources needed in one post). I couldn't get DST to work when I first tried this title around a year back, which it turns out was as a result of specifying an input/output in my arc.ini, rather than <stdin>/<stdout>. I really tried to get the WEMs & BNKs processed, total savings totaled out to ~401 MiB (full results below), but I couldn't justify the total additional writes needed to patch the files back (patch WEMs > build tmp for diff > diff decomp'd output > decomp external archives) for such a small gain. More importantly I screwed up something along the way and my final output for all *.bin files was 34.4 GiB with processing vs 30.3 GiB without. I've done so many tests with this title I'll take this minor improvement and let someone else perfect this title in the future. Code:
WEM Results:Code:
acece703e713163e9fa1afbb4ab90b78 *sq_cs40_s20000.bk2Non-en loc. were also ripped, all relevant "*.bin" archives can be found below Code:
93a37de4096fad67e0c99100775cce42.bin |
Sackboy: A Big Adventure
Details:
Internal Tools used:
Additional notes: This title proved to be an inspiration to developing a tool to rip encrypted & compressed assets, specifically within Unreal Engine 4 titles. Currently my python script has only been tested/supports this singular title, but the results are promising. Future improvements obviously lie with processing the Wwise audio. In theory it isn't too difficult and my proof of concept tool supports ripping certain blocks to process and patch in separately, without needing to re-write entire files, but I'd already spent a good amount of time getting this far and had since lost interest in perfecting this title. As I further develop this tool and provide additional functionality/compatibility, I'll release it publicly, however it's current state is still largely experimental. Erased files were validated by "extracting" them using FModel and examination via hex editor. A full play-through was conducted to confirm no issues persisted with said erased offsets being present. |
^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool? |
I also don't know either where is the difference. For this title you can extract wwise with bms script and rip the files with xtool erase command then since the wwise files aren't compressed.
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Darkmoon
Data1 : xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL (*.bundle) Data2 : xtool:mreflate:dd3+LOLZ_NORMAL (all other files except *.bundle *.dll *.exe) Data3 : xtool:mzlib:mreflate:dd3+razor_stdio (*.dll *.exe) final size 4.4gb (last update and with *.bank processed) |
Terra Invicta
Code:
10:57:13 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193:dd3+4x4:lzma |
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