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

:( Sad8669 11-05-2021 23:22

Quote:

Originally Posted by KaktoR (Post 491908)
Seems to me like a good known bug for most of the plugins from xtool.

Yeah, the same thing happens with Hitman 3 (Only individual files can be precompressed properly).
And FIFA 20 (XTool would use no CPU on files greater than 1.5 GB or some times 2.0 GB)

These are the ones i tested so far along with WDL.

Edit : Unravel Two post has been updated.

KaktoR 12-05-2021 08:02

Quote:

Originally Posted by :( Sad8669 (Post 491910)
Yeah, the same thing happens with Hitman 3 (Only individual files can be precompressed properly).
And FIFA 20 (XTool would use no CPU on files greater than 1.5 GB or some times 2.0 GB)

These are the ones i tested so far along with WDL.

Edit : Unravel Two post has been updated.

Bethesda plugin the same :p

Masquerade 12-05-2021 12:07

American Truck Simulator [v1.40.2.0 + All DLCs]
 
Code:

xreflate+srep+lolz
Beware on using high chunk sizes due to huge streams being decompressed in XTool.

Reflate used since it gives best ratio.

6.6GB ----> 3.8GB :D

L33THAK0R 13-05-2021 04:06

Quote:

Originally Posted by dixen (Post 484839)
XCOM 2 + War of the Chosen (RUS+ENG) [GOG] Re-Repack

*.upk + *.tfc (without _XPACK_) - uelr+xtool+oo2reck+srep+lolz
44 > 80 > 23 > 9.4 gb

*.tfc (_XPACK_) - oo2reck+srep+lolz
9 > 17 > 14 > 6.8 gb

*.bik + *.bk2 (not all files) - bpk+srep
9 > 8 gb

*.wem + *.bnk - srep+pmt(razor)
6 > 3.3 gb

Rest files - srep+lolz
600 mb > 70 mb

Repack size - 27.8 gb (without Long War 2 mod)
Game Size - 70 gb

Install time - 35 min.


sorry if these are a silly couple of questions but with xtool what codecs did you use? The "Game File Scanner" tool shows zlib and lzo strems but I'm not sure if there are others. Also what's pmt? Never used the razor tools before sorry if thats got an obvious answer.

Masquerade 13-05-2021 04:30

L33THAK0R
uelr processes the lzo streams, xtool will process the zlib streams.

PMT = parallel multithreaded tool

RZ is a single threaded compressor, so PMT splits the data input into chunks and compresses those chunks in parallel to essentially harness multithreaded operations and speed up encoding / decoding.

dixen 13-05-2021 04:44

Quote:

Originally Posted by L33THAK0R (Post 491929)
what codecs did you use?

XTool v0.12 + Zlib Codec

L33THAK0R 13-05-2021 05:08

Quote:

Originally Posted by Masquerade (Post 491930)
L33THAK0R
uelr processes the lzo streams, xtool will process the zlib streams.

PMT = parallel multithreaded tool

RZ is a single threaded compressor, so PMT splits the data input into chunks and compresses those chunks in parallel to essentially harness multithreaded operations and speed up encoding / decoding.

Ah, thanks for clearing that up with UELR, I got distracted to properly figure out what it does and wasn't sure if it handles LZO streams or did something like unpack UE3 archives. Thank you for explaining what PMT does, saved me a lot of time! It's fascinating how people are able to come up with these solutions honestly.

Masquerade 13-05-2021 14:41

The Bureau: XCOM Declassified
 
English Only.

Code:

uelr+srep+lolz
*.bik, *.pck (videos / sound paks)
Code:

srep+LZMA2
11.5GB ----> 4.3GB :D

With all other languages:

13.2GB ----> 5.9GB :D

L33THAK0R 13-05-2021 19:05

Hi all,

Could anyone share how to structure the compressor header for the Oodle precompressors? The only one I could find was from diskspan:

Code:

[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2reck7,oo2reck8]
header    = 0
unpackcmd = "Resources\OodleRec\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:oo2recm3,oo2recm4,oo2recm5,oo2recm6,oo2recm7,oo2recm8]
header    = 0
unpackcmd = "Resources\OodleRec\oo2recm.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

[External compressor:oo2recs3,oo2recs4,oo2recs5,oo2recs6,oo2recs7,oo2recs8]
header    = 0
unpackcmd = "Resources\OodleRec\oo2recs.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

However I'm fairly sure you're meant to reference which .ddl for the application to use but I'm not sure how to go about this. As a side question that's not as appropriate for this thread, if anyone could tell me the correct syntax for the header for use with ASIS, I'd greatly appreciate it.

Masquerade 13-05-2021 23:10

You can use the {compressor} constant (freearc constant, not inno constant) to fit multiple tools with the same packcmd into one command:

Code:

[External compressor:oodlereck, oodlrecm, oodlerecs]
header = 0
packcmd = {compressor} e <stdin> <stdout>
unpackcmd = {compressor} d <stdin> <stdout>

Precompress the game using the Oodle core dll that the game comes with. Only some games require a different core to the one that ships (like Sekiro). Same dll used for precomp is also needed for decomp.

L33THAK0R 13-05-2021 23:44

Quote:

Originally Posted by Masquerade (Post 491947)
Precompress the game using the Oodle core dll that the game comes with.

Ah right, thank you, that makes it much clearer.

:( Sad8669 14-05-2021 07:59

Another 50 hours compression coming your way. You would call me a madman for that one.

shazzla 14-05-2021 12:30

Madman?! I dont think so...
I did compression marathons since LOLZ released..MONTHS of compressions.:D
Now what do you call me?!
Loool

Sorry for the off.

:( Sad8669 14-05-2021 15:11

Quote:

Originally Posted by shazzla (Post 491964)
Madman?! I dont think so...
I did compression marathons since LOLZ released..MONTHS of compressions.:D
Now what do you call me?!
Loool

Sorry for the off.

For the culture xD.

BTW that thing failed after taking 50 hours.

dixen 15-05-2021 04:45

Quote:

Originally Posted by shazzla (Post 491964)
I did compression marathons since LOLZ released..MONTHS of compressions.:D

-mtt1 -tt2 -mc16 -mt<cpu_cores> - faster lzma:ultra

shazzla 15-05-2021 05:25

Thanks,but i used d1023m. :) (16gb ram)

:( Sad8669 15-05-2021 05:51

Quote:

Originally Posted by dixen (Post 491977)
-mtt1 -tt2 -mc16 -mt<cpu_cores> - faster lzma:ultra

What about ratio? Is it any good?

:( Sad8669 15-05-2021 07:34

@Masquerade
Do you remember the lolz setting from when you compressed CB4?

L33THAK0R 15-05-2021 09:56

Quote:

Originally Posted by Masquerade (Post 491920)
Code:

xreflate+srep+lolz
Beware on using high chunk sizes due to huge streams being decompressed in XTool.

Reflate used since it gives best ratio.

6.6GB ----> 3.8GB :D

Sorry to always be asking questions here, but what does the pack/unpackcmd look like for xreflate? I had a look at the included usage/operations help section in the xtool .exe, however I don't see reflate as an option there.

:( Sad8669 15-05-2021 10:54

Quote:

Originally Posted by L33THAK0R (Post 491985)
Sorry to always be asking questions here, but what does the pack/unpackcmd look like for xreflate? I had a look at the included usage/operations help section in the xtool .exe, however I don't see reflate as an option there.

Hey, its not like there is a special parameter for unpackcmd.

Code:

[External compressor:xtool]
header    = 0
packcmd  = xtool.exe precomp -mreflate -c32mb -t100p --dbase - - <stdin> <stdout>
unpackcmd = xtool.exe decode -t100p - - <stdin> <stdout>

This is version 0.3.9 of XTool, as long as reflate libraries are there it will decompress.

Sorry for any lack of knowledge.

L33THAK0R 15-05-2021 11:55

Quote:

Originally Posted by :( Sad8669 (Post 491987)
Code:

packcmd  = xtool.exe precomp -mreflate -c32mb -t100p --dbase - - <stdin>

Unfortunately it would seem that this input isn't working for me, thank you for your input though! It's very much appreciated.

:( Sad8669 15-05-2021 12:07

Quote:

Originally Posted by L33THAK0R (Post 491988)
Unfortunately it would seem that this input isn't working for me, thank you for your input though! It's very much appreciated.

You are using the wrong version of xtool mate. If you are online rn dm me i would love to sort out the problem, as it will increase my knowledge too.

Edit: Use this one.

Masquerade 15-05-2021 12:19

Quote:

Originally Posted by :( Sad8669 (Post 491981)
@Masquerade
Do you remember the lolz setting from when you compressed CB4?

Same lolz packcmd I always use, detection on ofc

:( Sad8669 15-05-2021 12:23

Quote:

Originally Posted by Masquerade (Post 491990)
Same lolz packcmd I always use, detection on ofc

Please send an example with parameters i haven't seen your older posts so i don't know which one you always use.

kj911 15-05-2021 12:44

Any times recompress again the MSTS game Data1.arc package. (46 724 *.ACE files) use Tiny Compressor v1.4

First compression:
Use original settings.
SREP v3.93b, m3f
LOLZ: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023
Results: 2 743 249kB

Second compression:
SREP replaced to v3.92b versions
One LOLZ switch changed to via d64m to d128m
Results: 2 719 422kB

Third compression:
SREP default switch replaced to: m5f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 715 396kB

Note: Don't use tt256 switch! Compression speed hell slowly (and probably minimally better ratio), average ~2 to few kB/s!! tt8 doubled to tt16 or any higher ones, min. 100-200+ percentage extra compression times.

4nd compression, its final:
SREP default switch replaced to: m3f:a0
LOLZ switches changed to via d64m to d128m and added tt8 switch
Results: 2 711 752kB

Code:

C:\TinyGamePack>arc lt "I:\Data1.arc"
FreeArc 0.67 (March 15 2014) listing archive: I:\Data1.arc

Archive type: FreeArc
Total bytes: 10,109,289,936
Compressed bytes: 2,776,518,258
Ratio: 27.47%

Directory blocks: 1
Directory, bytes: 1,389,514
Directory, compressed: 315,314
Solid blocks: 1
Avg. blocksize: 9 gb

Compression memory: 4096 mb
Decompression memory: 4096 mb
Dictionary: -
....

              Pos            Size      Compressed  Files Method
-----------------------------------------------------------------------------
              31  10,109,289,936  2,776,518,258  46,724 xZLib+srep:m3f:a0+lolz
:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096:tt8:mc1023
-----------------------------------------------------------------------------
46,724 files, 10,109,289,936 bytes, 2,776,518,258 compressed
All OK

This Data2.arc set its recompressed again.
SREP its default settings.
LOLZ: Use d128m switches.
3nd recompress test in coming soon in last night.
2nd results: 625 893kB (First: 628 021kB)

3nd results: 624 127kB (with Data1.arc 4nd compression settings and remove unneccessary one *.lnk and *.log files before compression.) Finalized.
Next step for optimize Binaries data set. (few MB's) and write NSIS based installer.
Sounds packages its finished. Results: 634 861kB (MSC+SREP)
Note: Replaced TAK 2.3.0 to 2.3.1 its minimally better results: 634 836kB. Decompression its works.

KaktoR 15-05-2021 13:50

Mass Effect Legendary Edition uses oodle now.

Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.

Cesar82 15-05-2021 14:30

Maybe I already have this answer here on the forum somewhere, but I haven't found it.
Maybe it's not the right place to ask a question, but as this thread is answered a lot, I decided to post it here.
I would like to know if I rename a CLS library to another name should the section in the CLS.ini file have the same name as the CLS?
Example: I renamed CLS-SREP.dll to CLS-SREP_NEW.dl on DiskSpan_GUI.
Do I need to use the same name [SREP_NEW] section in CLS.ini?

Masquerade 15-05-2021 14:40

Cesar82

Yes

Masquerade 15-05-2021 14:43

Quote:

Originally Posted by KaktoR (Post 491993)
Mass Effect Legendary Edition uses oodle now.

Either the files are encrypted or the games use a codec (Leviathan/Hydra) which xtool/oo2rec doesn't know of atm.

Unreal Engine 3, no? Why not run uelr then check for oodle streams?

Maybe like the aforementioned XCOM game where oodle is embedded behind lzo and zlib ;)

KaktoR 15-05-2021 15:30

@Masquerade

uelr throws out an error (no lzo streams found or somewhat).

I can send you a sample if you like to check it out.

L33THAK0R 15-05-2021 20:04

Quote:

Originally Posted by :( Sad8669 (Post 491989)
You are using the wrong version of xtool mate.

Ah thank you, I assumed tiny compressor shipped with 0.3.9 but I see now this assumption was not the case! Thank you for linking me that release, I'll report back in a bit with hopefully some good news!

Masquerade 16-05-2021 00:01

Quote:

Originally Posted by KaktoR (Post 491998)
@Masquerade

uelr throws out an error (no lzo streams found or somewhat).

I can send you a sample if you like to check it out.

Sure, thanks!

:( Sad8669 16-05-2021 00:09

Crash Bandicoot 4 : It's About Time - Precompression

Code:

precomp_mtx = Compressed 1 file, 51,468,527 => 99,890,725 bytes. Ratio 194.08%
Compression time: cpu 0.14 sec/real 73.70 sec = 0%. Speed 0.70 mB/s
All OK

precomp_std = Compressed 1 file, 51,468,527 => 99,890,632 bytes. Ratio 194.08%
Compression time: cpu 0.06 sec/real 115.76 sec = 0%. Speed 0.44 mB/s
All OK

ZTool = Compressed 1 file, 51,468,527 => 99,678,983 bytes. Ratio 193.67%
Compression time: cpu 0.08 sec/real 4.15 sec = 2%. Speed 12.40 mB/s
All OK

xZLib ( 2020 ) = Compressed 1 file, 51,468,527 => 99,679,919 bytes. Ratio 193.67%
Compression time: cpu 0.16 sec/real 2.91 sec = 5%. Speed 17.66 mB/s
All OK

Reflate = Compressed 1 file, 51,468,527 => 99,703,191 bytes. Ratio 193.72%
Compression time: cpu 0.06 sec/real 4.39 sec = 1%. Speed 11.74 mB/s
All OK

Preflate = Compressed 1 file, 51,468,527 => 99,802,477 bytes. Ratio 193.91%
Compression time: cpu 0.11 sec/real 12.18 sec = 1%. Speed 4.22 mB/s
All OK

GrittiBanzli = Compressed 1 file, 51,468,527 => 113,351,828 bytes. Ratio 220.24%
Compression time: cpu 0.09 sec/real 130.33 sec = 0%. Speed 0.39 mB/s
All OK

pZlib3 = Compressed 1 file, 51,468,527 => 99,636,638 bytes. Ratio 193.59%
Compression time: cpu 0.09 sec/real 3.58 sec = 3%. Speed 14.38 mB/s
All OK


L33THAK0R 17-05-2021 09:18

Hi all,

I'm having a touch of trouble getting the Oodle stream precompressor working. The title I'm working on is XCOM 2. I'm a bit puzzled by the errors I've been getting. I've tried both "d" and "e" options but alas the error output is the same. I'm using
Code:

oo2reck4 + xzlib + uelr + srep + lolz
I'm not sure exactly what the commands are for the application and whether or not you need to specify the location of the .dll or if it just needs to be in the root directory of the app, the oo2reck header looks like this in case the header is the issue:
Code:

[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2reck7,oo2reck8]
header    = 0
packcmd  = "Resources\OodleRecK\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

Really sorry again if this is a silly question.

:( Sad8669 17-05-2021 09:39

Try using <stdin> <stdout>, like this :

Code:

[External compressor:oo2reck,ok]
header    = 0
packcmd  = "X\X\oo2reck" e <stdin> <stdout>

Delete oodle .dlls other than your game one.

Put directory in "X" place.

Masquerade 17-05-2021 10:55

Quote:

Originally Posted by L33THAK0R (Post 492050)
Hi all,

I'm having a touch of trouble getting the Oodle stream precompressor working. The title I'm working on is XCOM 2. I'm a bit puzzled by the errors I've been getting. I've tried both "d" and "e" options but alas the error output is the same. I'm using
Code:

oo2reck4 + xzlib + uelr + srep + lolz
I'm not sure exactly what the commands are for the application and whether or not you need to specify the location of the .dll or if it just needs to be in the root directory of the app, the oo2reck header looks like this in case the header is the issue:
Code:

[External compressor:oo2reck3,oo2reck4,oo2reck5,oo2reck6,oo2reck7,oo2reck8]
header    = 0
packcmd  = "Resources\OodleRecK\oo2reck.exe" d $$arcdatafile$$.tmp $$arcpackedfile$$.tmp

Really sorry again if this is a silly question.

Compress in this order:

uelr+xzlib+oodle

uelr first always.

Code:

[External compressor:oodlerecK]
header    = 0
packcmd  = Resources\{compressor} e <stdin> <stdout>

oodle core dll goes in the same folder as oodlreck.exe

:( Sad8669 17-05-2021 10:58

Crash Bandicoot : It's About Time [English Only]
 
Code:

Method : xtool_reflate+srep:m3f:l512+lolz:dtb1:d128:mtt0:mt4:mc1023
Compression Time : 25.3 hours
Decompression Time : 28 minutes (4T)
Initial Size : 22.6 GB
Final Size : 13.8 GB
Ripped Files : See below

Code:

Ripped Files [Saves 378 MB]
----------------------------------
/134                         
/CrossPromo
/LoadingBar
*.Bumper_HSL_Sting.mp4
*.BumperATVI_Gamma.mp4
*.BumperTFB_Gamma.mp4
*.BumperUnreal_Gamma.mp4
*.C_GameEnd_TV_Shot006.mp4
*.C_GameEnd_TV_Shot007.mp4
*.C_GameEnd_TV_Shot008.mp4
*.C_Spyro02_MetropolisIntro.mp4
*.CinematicPlaceholder.mp4
*.CinematicPlaceholder_4K.mp4
*.CinematicPlaceholder_720p.mp4
*.CinematicPlaceholder_1080p.mp4
*.icon0.png
*.icon1.png
*.icon1_ja.png
*.IntroLoadingBar.mp4
*.IntroLoadingBar_Gamma.mp4
*.IntroLoadingNoBar.mp4
*.LastIntroMovie.mp4
*.LoadingScreenMovie_SP.mp4
*.LoopingLoadingScreenMovie_SP.mp4
*.MaskMonitor_Density.mp4
*.MaskMonitor_Gravity.mp4
*.MaskMonitor_Space.mp4
*.MaskMonitor_Time.mp4
---------------------------------
Ripped Tracks [English Only] [Saves 177 MB]
---------------------------------
*.C_GameEnd.mp4
*.C_GameStart.mp4
*.C_JungleOutro.mp4
*.C_MarshDingoIntro.mp4
*.C_NTropyBossIntro.mp4
*.C_NTropyBossOutro.mp4
*.C_PirateTawnaOutro.mp4
*.C_SpaceIntro.mp4
*.C_BonusEnd.mp4
*.C_BonusEnd1.mp4
*.C_BonusEnd2.mp4
*.C_CortexBossOutro.mp4
-------------------------------
Track Names [9 Tracks]
-------------------------------
Track 1 - English
Track 2 - X [Good chance of Arabic]
Track 3 - German [By Masquerade]
Track 4 - X [Good chance of Spanish]
Track 5 - Japanese
Track 6 - X
Track 7 - X
Track 8 - X
Track 9 - X
------------------------------
Ripping Tracks Script [FFMPEG]
-----------------------------
ffmpeg -i "C_GameEnd.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_GameEnd.mp4"
ffmpeg -i "C_GameStart.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_GameStart.mp4"
ffmpeg -i "C_JungleOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_JungleOutro.mp4"
ffmpeg -i "C_MarshDingoIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_MarshDingoIntro.mp4"
ffmpeg -i "C_NTropyBossIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_NTropyBossIntro.mp4"
ffmpeg -i "C_NTropyBossOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_NTropyBossOutro.mp4"
ffmpeg -i "C_PirateTawnaOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_PirateTawnaOutro.mp4"
ffmpeg -i "C_SpaceIntro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_SpaceIntro.mp4"
ffmpeg -i "C_BonusEnd.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd.mp4"
ffmpeg -i "C_BonusEnd1.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd1.mp4"
ffmpeg -i "C_BonusEnd2.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_BonusEnd2.mp4"
ffmpeg -i "C_CortexBossOutro.mp4" -map 0:0 -map 0:1 -acodec copy -vcodec copy "Processed\C_CortexBossOutro.mp4"

Note: This script is for English Only.
For more info click here.
Thanks to KaktoR for help with ffmpeg.
Thanks to Masquerade.
Thanks to dixen who helped Masquerade.
-------------------------------
Other
-----------------------------
UE4PrereqSetup_x64.exe [39.6 MB]
-------------------------------


:( Sad8669 18-05-2021 01:14

WWE 2K19 - Precompression

XTool - Kraken
Code:

Compressed 1 file, 3,291,136 => 21,504,257 bytes. Ratio 653.40%
Compression time: cpu 0.00 sec/real 15.72 sec = 0%. Speed 0.21 mB/s
All OK

OodleRec - Kraken
Code:

Compressed 1 file, 3,291,136 => 5,251,731 bytes. Ratio 159.57%
Compression time: cpu 0.00 sec/real 4.97 sec = 0%. Speed 0.66 mB/s
All OK


:( Sad8669 18-05-2021 07:26

Star Wars : Squadrons contains zstd streams. One of the rare ones....

Code:

Compressed 1 file, 128,425,034 => 184,641,111 bytes. Ratio 143.77%
Compression time: cpu 0.27 sec/real 13.69 sec = 1%. Speed 9.47 mB/s
All OK


Peter72 18-05-2021 12:26

I am a beginner here, and I have a question. What do I do when I get the code of compression of a specific game? How do I use it? So, take this example of IFR

https://fileforums.com/showpost.php?...postcount=2196

It has 3 methods. How do use any of them to compress the game?

And also, what is the difference between the method of compressing using code in .bat files and using dll files? And how to use the dll as well?


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