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Panky 13-04-2018 09:26

Crilayla test

b01.cpk (Ni no Kuni II Revenant Kingdom)

Code:

Process ID      : 6940
Thread ID        : 7036
Process Exit Code: 0
Thread Exit Code : 0

User Time        :          3.578s
Kernel Time      :          0.062s
Process Time    :          3.640s
Clock Time      :          3.838s

Working Set      :          24056 KB
Paged Pool      :            100 KB
Nonpaged Pool    :              9 KB
Pagefile        :          50852 KB
Page Fault Count : 8050

IO Read          :            3790 KB (in              61 reads )
IO Write        :            7421 KB (in            116 writes)
IO Other        :              5 KB (in            529 others)


Jiva newstone 13-04-2018 18:30

xtool also working on xdelta patched, i mean pzlib not working fine, but xtl is working

Razor12911 13-04-2018 19:53

1 Attachment(s)
Here's Crilayla test 2

You must just get the same output.

Simorq 13-04-2018 22:38

Crilayla Test
Code:

Naruto Revolution data.cpk 1.29 GB >> 3.34 GB
Code:

Process ID      : 1076
Thread ID        : 6320
Process Exit Code: 0
Thread Exit Code : 0

User Time        :        405.037s
Kernel Time      :          5.171s
Process Time    :        410.208s
Clock Time      :        1341.003s

Working Set      :          156948 KB
Paged Pool      :              97 KB
Nonpaged Pool    :              9 KB
Pagefile        :          169172 KB
Page Fault Count : 56732

IO Read          :        1353038 KB (in          21143 reads )
IO Write        :        3507341 KB (in          54803 writes)
IO Other        :              4 KB (in            310 others)


Process ID      : 4476
Thread ID        : 5888
Process Exit Code: 0
Thread Exit Code : 0

User Time        :          96.638s
Kernel Time      :          7.546s
Process Time    :        104.184s
Clock Time      :        593.379s

Working Set      :          430296 KB
Paged Pool      :              97 KB
Nonpaged Pool    :              15 KB
Pagefile        :          474600 KB
Page Fault Count : 186584

IO Read          :        1353038 KB (in          21143 reads )
IO Write        :        3507341 KB (in          54803 writes)
IO Other        :              5 KB (in            229 others)


Mini 14-04-2018 01:10

Metal Gear Rising - Revengeance data106.cpk (106 MB)

data106.cpk.out1 307 MB (322 219 952)
data106.cpk.out2 307 MB (322 219 952)

Quote:

Process ID : 16504
Thread ID : 16288
Process Exit Code: 0
Thread Exit Code : 0

User Time : 116.656s
Kernel Time : 0.218s
Process Time : 116.874s
Clock Time : 118.159s

Working Set : 132664 KB
Paged Pool : 99 KB
Nonpaged Pool : 9 KB
Pagefile : 145952 KB
Page Fault Count : 49280

IO Read : 102177 KB (in 1598 reads )
IO Write : 314667 KB (in 4917 writes)
IO Other : 6 KB (in 2014 others)


Process ID : 9808
Thread ID : 14012
Process Exit Code: 0
Thread Exit Code : 0

User Time : 142.437s
Kernel Time : 0.359s
Process Time : 142.796s
Clock Time : 46.794s

Working Set : 354384 KB
Paged Pool : 99 KB
Nonpaged Pool : 14 KB
Pagefile : 386788 KB
Page Fault Count : 151306

IO Read : 102177 KB (in 1598 reads )
IO Write : 314667 KB (in 4917 writes)
IO Other : 7 KB (in 908 others)

Mini 14-04-2018 01:58

Metal Gear Rising - Revengeance data001.cpk (1.02 GB)

data001.cpk.out1 1.61 GB (1 738 216 504)
data001.cpk.out2 1.61 GB (1 738 216 504)

Quote:

Process ID : 744
Thread ID : 13628
Process Exit Code: 0
Thread Exit Code : 0

User Time : 312.843s
Kernel Time : 0.703s
Process Time : 313.546s
Clock Time : 314.184s

Working Set : 162948 KB
Paged Pool : 98 KB
Nonpaged Pool : 9 KB
Pagefile : 174120 KB
Page Fault Count : 58124

IO Read : 1076354 KB (in 16820 reads )
IO Write : 1697477 KB (in 26524 writes)
IO Other : 2 KB (in 1426 others)


Process ID : 2316
Thread ID : 5384
Process Exit Code: 0
Thread Exit Code : 0

User Time : 340.703s
Kernel Time : 0.656s
Process Time : 341.359s
Clock Time : 145.316s

Working Set : 449300 KB
Paged Pool : 98 KB
Nonpaged Pool : 14 KB
Pagefile : 487096 KB
Page Fault Count : 214743

IO Read : 1076354 KB (in 16820 reads )
IO Write : 1697477 KB (in 26524 writes)
IO Other : 3 KB (in 500 others)

darkwolves 14-04-2018 11:09

i want to test crilayla i am in the process of messing with a few games that have it so i have downloaded the file

Razor12911 14-04-2018 17:40

@darkwolves
Sweet

@everyone
thanks for the tests so far, the first release of xtool will come with two codecs, zlib and crilayla. It should be released this week and if no errors are arise then the next codec's development will begin.

darkwolves 14-04-2018 18:33

[QUOTE=Razor12911;470200]@darkwolves
Sweet

its amazing that lz4 was still working on newer games despite not being entirely completed too

KaktoR 15-04-2018 04:18

Quote:

Originally Posted by Razor12911 (Post 470200)
thanks for the tests so far, the first release of xtool will come with two codecs, zlib and crilayla. It should be released this week and if no errors are arise then the next codec's development will begin.

Nice, can't wait. Then i can finally test KCD + Sims 4 extracting again (ztool stucks)

KaktoR 15-04-2018 07:37

wars_dlc01.cpk (301mb) from Sonic Forces
wars_dlc01.cpk.out1 (331mb)
wars_dlc01.cpk.out2 (331mb)
Code:

Process ID      : 10716
Thread ID        : 8412
Process Exit Code: 0
Thread Exit Code : 0

User Time        :          24.312s
Kernel Time      :          0.343s
Process Time    :          24.655s
Clock Time      :          27.187s

Working Set      :          97200 KB
Paged Pool      :            100 KB
Nonpaged Pool    :              9 KB
Pagefile        :          108844 KB
Page Fault Count : 34175

IO Read          :          309030 KB (in            4830 reads )
IO Write        :          339319 KB (in            5302 writes)
IO Other        :              5 KB (in            325 others)


Process ID      : 4276
Thread ID        : 9316
Process Exit Code: 0
Thread Exit Code : 0

User Time        :          24.593s
Kernel Time      :          0.328s
Process Time    :          24.921s
Clock Time      :          14.906s

Working Set      :          173012 KB
Paged Pool      :            101 KB
Nonpaged Pool    :              13 KB
Pagefile        :          176044 KB
Page Fault Count : 58016

IO Read          :          309030 KB (in            4830 reads )
IO Write        :          339319 KB (in            5302 writes)
IO Other        :              5 KB (in            233 others)

wars_0.cpk (11.4GB) from Sonic Forces
wars_0.cpk.out1 (20.3GB)
wars_0.cpk.out2 (20.3GB)
Code:

Process ID      : 10356
Thread ID        : 6332
Process Exit Code: 0
Thread Exit Code : 0

User Time        :        405.599s
Kernel Time      :          12.093s
Process Time    :        417.692s
Clock Time      :        7466.814s

Working Set      :          444504 KB
Paged Pool      :              99 KB
Nonpaged Pool    :              9 KB
Pagefile        :          496884 KB
Page Fault Count : 148338

IO Read          :        12000054 KB (in          187503 reads )
IO Write        :        21291630 KB (in          332682 writes)
IO Other        :              2 KB (in            210 others)


Process ID      : 3188
Thread ID        : 7760
Process Exit Code: 0
Thread Exit Code : 0

User Time        :        157.199s
Kernel Time      :          23.765s
Process Time    :        180.964s
Clock Time      :        5138.080s

Working Set      :        1042488 KB
Paged Pool      :              99 KB
Nonpaged Pool    :              13 KB
Pagefile        :        1159664 KB
Page Fault Count : 653581

IO Read          :        12000053 KB (in          187503 reads )
IO Write        :        21291630 KB (in          332682 writes)
IO Other        :              2 KB (in            136 others)


Sergey3695 15-04-2018 16:17

del

Razor12911 17-04-2018 15:08

1 Attachment(s)
Crilayla test #3

Test this on the Naruto series, some streams are left behind, I have no idea how to decrypt all of them at the moment.

What is tested here is to see if any sort of inflation happens on all the games of the series.

Andu21 19-04-2018 04:54

Razor, why this happens? Shouldn't the compressed output be less?

Code:

TombRaider_Beginning.pcf                                4.92 GB > 491 MB
TombRaider_Beginning.xtl                                4.99 GB > 660 MB


darkwolves 19-04-2018 05:10

Quote:

Originally Posted by Andu21 (Post 470375)
Razor, why this happens? Shouldn't the compressed output be less?

Code:

TombRaider_Beginning.pcf                                4.92 GB > 491 MB
TombRaider_Beginning.xtl                                4.99 GB > 660 MB


the pcf looks to be normal precomp format
what are your arc.ini settings for xtool?

Andu21 19-04-2018 05:15

Default settings from xtool 01.

darkwolves 19-04-2018 05:43

Quote:

Originally Posted by Andu21 (Post 470379)
Default settings from xtool 01.

[External compressor:xprecomp]
header = 0
packcmd = xtool.exe e:precomp:c32mb,t3 - - <stdin> <stdout>
unpackcmd = xtool.exe d:precomp:t75p - - <stdin> <stdout>

this?

Andu21 19-04-2018 05:53

Yes, but not through FA.

darkwolves 19-04-2018 07:16

Quote:

Originally Posted by Andu21 (Post 470388)
Yes, but not through FA.

i am having no problems with it like that i'm using a compressor similar to pankers

Andu21 20-04-2018 04:51

AFAIK the more the inflation the less the final size, not the case now and i wonder why.

ZakirAhmad 20-04-2018 06:07

Quote:

Originally Posted by Andu21 (Post 470419)
AFAIK the more the inflation the less the final size, not the case now and i wonder why.

Not the case always.

darkwolves 20-04-2018 15:52

what comes after the inflation is the crucial part i think... some compressors work better for certain games

ShivShubh 21-04-2018 12:25

Quote:

Originally Posted by Andu21 (Post 470419)
AFAIK the more the inflation the less the final size, not the case now and i wonder why.

Thats always true, more inflation = more compression by a stronger compressor. But thats not the case here, the extra inflation that you see in these situations is not actually extra inflation but it is actually the loss data, in other ways you can understand it as patch data which is required to restore the new zlib/deflate stream created by the tool to original just like how reflate creates raw files. XTool is able to properly restore streams almost the same as original streams hence it doesn't have much loss data (the extra inflation which it is not) as compared to others.

elit 23-04-2018 16:31

Razor if I may recommend you, have a look at cpk.bms script from standard quickbms scripts set. Reason why is because it handle all kind of formats and coding and using it so far I was able to unpack any cpk file from all kind of games, except one single cpk file. It could help you broad xtool's CRI compatibility further.

ShivShubh 24-04-2018 03:10

Quote:

Originally Posted by elit (Post 470480)
Razor if I may recommend you, have a look at cpk.bms script from standard quickbms scripts set. Reason why is because it handle all kind of formats and coding and using it so far I was able to unpack any cpk file from all kind of games, except one single cpk file. It could help you broad xtool's CRI compatibility further.

In which case xtool's crilayla didnt work for you ? I have tested it on more than a few games, it worked everywhere except for the encrypted games which is obvious.

darkwolves 24-04-2018 13:32

the cpk.bms has nothing whatsoever to do with actual inflation it is designed to extract and decompress the file hence the bigger size that is not inflation that is just a result of decompiling the data..

RamiroCruzo 25-04-2018 06:26

Quote:

Originally Posted by darkwolves (Post 470492)
the cpk.bms has nothing whatsoever to do with actual inflation it is designed to extract and decompress the file hence the bigger size that is not inflation that is just a result of decompiling the data..

Ouch...You really shouldn't reply when you don't know, each file extracted by cpk.bms is infact a Crilayla stream which is extracted by XTool too, so apart from size of tables in .cpk files, their results are identical unless there is encryption on top of streams.

darkwolves 26-04-2018 17:08

Quote:

Originally Posted by RamiroCruzo (Post 470497)
Ouch...You really shouldn't reply when you don't know, each file extracted by cpk.bms is infact a Crilayla stream which is extracted by XTool too, so apart from size of tables in .cpk files, their results are identical unless there is encryption on top of streams.

ok whatever you say i've been using it for a long time i believe what i see from my own personal experiments not what people tell me

Razor12911 26-04-2018 21:32

Quote:

Originally Posted by Andu21 (Post 470375)
Razor, why this happens? Shouldn't the compressed output be less?

Code:

TombRaider_Beginning.pcf                                4.92 GB > 491 MB
TombRaider_Beginning.xtl                                4.99 GB > 660 MB


Can you rerun the test using 0.2, thanks in advance

@Shiv, Ramiro and darkwolves
From my personal experience with crilayla, what darkwolves is saying is right but I'm not going through that source, it's exhausting to translate all that stuff to Delphi, however what Ramiro and Shiv are saying is also correct to a certain extent, it's the same thing, it only differs if the the stream do not start with CRILAYLA, either because they are encrypted or it's just missing, there were a few samples I have received where instead of CRILAYLA header you just find a null header, in this case, xtool approach will not work. But keep up with the debate, it's good.

darkwolves 26-04-2018 23:04

Quote:

Originally Posted by Razor12911 (Post 470516)
Can you rerun the test using 0.2, thanks in advance

@Shiv, Ramiro and darkwolves
From my personal experience with crilayla, what darkwolves is saying is right but I'm not going through that source, it's exhausting to translate all that stuff to Delphi, however what Ramiro and Shiv are saying is also correct to a certain extent, it's the same thing, it only differs if the the stream do not start with CRILAYLA, either because they are encrypted or it's just missing, there were a few samples I have received where instead of CRILAYLA header you just find a null header, in this case, xtool approach will not work. But keep up with the debate, it's good.

i been repacking crilayla games for some time now its funny this is like the third time someone has said i was wrong and razor came in later and told them i was right lol

ShivShubh 26-04-2018 23:52

Quote:

Originally Posted by darkwolves (Post 470520)
i been repacking crilayla games for some time now its funny this is like the third time someone has said i was wrong and razor came in later and told them i was right lol

Or maybe there was just a misunderstanding ? Because I can't properly understand what you are trying to say by this :-

Code:

the cpk.bms has nothing whatsoever to do with actual inflation it is designed to extract and decompress the file hence the bigger size that is not inflation that is just a result of decompiling the data..
CPK bms by aluigi has the algorithm (comtype cpk) decompression function, the compressed streams are actually decompressed during the extraction process which is equivalent to the inflation done by XTool.

Quote:

Originally Posted by Andu21 (Post 470375)
Razor, why this happens? Shouldn't the compressed output be less?

TombRaider_Beginning.pcf 4.92 GB > 491 MB
TombRaider_Beginning.xtl 4.99 GB > 660 MB

Quote:

Originally Posted by Razor12911 (Post 470516)
Can you rerun the test using 0.2, thanks in advance

Results made using XTool 0.2 on TombRaider_Beginning.pdf (904 MB)

Code:

PDF (904 MB) --> precomp (4.92 GB) --> 4x4:b32m:t4:lzma (550 MB)
PDF (904 MB) --> xtool, c32m (4.98 GB) --> 4x4:b32m:t4:lzma (710 MB)
PDF (904 MB) --> xtool, c256m (5.05 GB) --> 4x4:b32m:t4:lzma (686 MB)

Seems like other pdf files will produce similar differences. Precomp has inbuilt PDF scanner so it is able to properly scan and inflate all the PDF streams hence the better output.

darkwolves 27-04-2018 01:53

because it is designed to decompile and extract once extracted it no longer even reads as a cpk file until it is recompressed and encrypted with a cpk tool it would take razor forever to be able to read through all that data and try implementing it into xtool

ShivShubh 27-04-2018 02:29

Quote:

Originally Posted by darkwolves (Post 470524)
because it is designed to decompile and extract once extracted it no longer even reads as a cpk file until it is recompressed and encrypted with a cpk tool it would take razor forever to be able to read through all that data and try implementing it into xtool

Why would it be able to read as cpk file after extraction ? Its obvious it wont be read as CPK. And as far as I think XTool's crilayla is based on cpk bms thats why there's no x64 build for it.

darkwolves 27-04-2018 03:32

Quote:

Originally Posted by ShivShubh (Post 470525)
Why would it be able to read as cpk file after extraction ? Its obvious it wont be read as CPK. And as far as I think XTool's crilayla is based on cpk bms thats why there's no x64 build for it.

if it is extracted it needs to be recompressed by a cpk tool the way razor is making it is were the file inflates not extracts he even said above
how exhausting it is to have to translate all of that

ShivShubh 27-04-2018 04:19

Quote:

Originally Posted by darkwolves (Post 470531)
he even said above how exhausting it is to have to translate all of that

You understood that incorrectly, he meant to say it is exhausting to translate CPK's BMS language into Delphi which is a totally different thing.

darkwolves 27-04-2018 09:44

Quote:

Originally Posted by ShivShubh (Post 470533)
You understood that incorrectly, he meant to say it is exhausting to translate CPK's BMS language into Delphi which is a totally different thing.

oh no i understood that very correctly considering... i have done that enough myself trying to develop my own tool for it his way is faster and its easier so him using a cpk bms would only hinder him and make the project take longer.... and it would only work to a point because some cpk games will not even work with the bms i began using a different tool that extracts all cpk files as well as viewing the content within deeming the cpk bms unreliable

shazzla 01-05-2018 02:46

@Razor12911

its not about ratio ,just for the records :)

XTool V0.2 x64

[External compressor:xprecomp]
header = 0
packcmd = xtool.exe e:precomp:c64mb,t75p:zlib - - <stdin> <stdout>
unpackcmd = xtool.exe d:precomp:t75p - - <stdin> <stdout>

arc a -mxprecomp p:\x.arc "d:\00_win32_audio.zip"

FreeArc 0.67 (March 15 2014) creating archive: p:\x.arc
Compressed 1 file, 1,870,559,418 => 1,870,559,726 bytes. Ratio 100.00%
Compression time: cpu 3.23 sec/real 67.89 sec = 5%. Speed 27.55 mB/s
All OK

arc t p:\x.arc

FreeArc 0.67 (March 15 2014) testing archive: p:\x.arc
Testing 1 file, 1,870,559,418 bytes. Processed 89.0%WARNING: CRC failed in "00_win32_audio.zip".
Tested 1 file, 1,870,559,726 => 1,870,559,418 bytes. Ratio 100.00%
Testing time: cpu 1.78 sec/real 2.32 sec = 77%. Speed 804.75 mB/s
There were 1 warning(s)

dataset : (1.74GB)

https://mega.nz/#!g4phDAiZ!bUFwMndnl...9i3Mnf3PclAKi8

darkwolves 03-05-2018 10:30

@shazzla

i just use msc+srep+lzma on those files and call it a day lol

ZakirAhmad 12-05-2018 09:32

@razor. i tried xtools zlib preprocessor against sevral game files like tomb raider 2013, mass effect 3, splinter cell etc. in all cases, in all cases it produced same result as is produced by precomp042 and also performed better than ztool (speed as well as precompression). hence, i consider it stable.

Razor12911 26-05-2018 15:17

Can someone upload samples from games that utilize Anvil Engine, thank you.

Those
https://en.wikipedia.org/wiki/AnvilNext


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