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Guys, any idea for "Tales of Arise"?
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NBA 2K22
xtool_zlib+srep+4x4 96.3 GB > 70.2 GB :rolleyes: |
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@L33THAK0R
I don't get it to work either, but for me the end is right in the begining of compression no matter what library I use :D "ERROR: general (de)compression error in xprecomp" Edit: Now I used xtool 0.3.16H + unity plugin + lz4 v180 library and it worked fine. Will test some more. I don't know if the unity plugin is compatible with latest xtool version? Edit 2: Ok unity plugin works with latest xtool version 0.3.21 Code:
newdunswardoutdoor_light_night_bundle |
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1 Attachment(s)
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I had no idea this repository existed! Thank you both for providing links, this should be quite useful in future testing!
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Slime Rancher v1.4.3
Original Size: 1.13 GB
Compressed Size: 467 MB Options: Code:
Rest of files: srep:m3f:a2+exe2+lolz |
Carldric Clement
It's just a unity game, xtool isn't needed. Nothing for it to precompress. |
Does anyone know what "Oodle" algorithims "Planet Zoo" uses? I'm fairly sure it uses "Kraken" (output size was inflated a considerable amount when testing with the "Kraken" xtool plugin) but I'm unsure if additional algorithims are used. The scanner tool thingamajig outputs a "0" for all files (unknown/invalid).
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NEO: The World Ends With You
srep+lzma (Without staff roll videos) Output size: 11.1 GB 8+ GB worth of USMs PLUS encrypted files...not worth messing with this unless you plan to re-encode them, and I don't even know if this one of those games where it has issues with touched USMs. |
can someone please share actual method for Total War Warhammer II with rebuilding pack files?
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Total War: Warhammer II
v1.12.0 incl all DLC Code:
10:57:36 - Selected ARC/DS method for Data1a-01.bin was: xzlib+srep+LZMA-MTmovies contain vp8 files, sound wem. |
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you can REMOVE it with RPFM. |
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Them and Us
uelr+srep+4x4 = 25gb >> 7gb - bpk on bik videos @Thank KaktoR |
Use uelr on *.tfc|*.u|*.udk|*.upk files
You can use bpk on bik videos. |
Anno 1800
v12.1, all DLC, nothing ripped Code:
17:00:46 - Selected ARC/DS method for Data1a-01.bin was: srep_new+razor_mtx |
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Do not use bpk on Alan Wake Remastered. Pretty much all videos give bad crc on extracting. I don't know if bpk has problems with 4K resolution or codec they use.
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Noob questions: This ECM prefilter tested from very old/older game files (like: textures, audio, any formats) compressions? Use before any precompressors or before srep+lzma/lolz compressions? Yes, the filter optimized this CD-image files compression.
https://encode.su/threads/2829-RAZOR...ll=1#post54307 https://encode.su/threads/2829-RAZOR...ll=1#post54336 |
Alpha Prime [2007]
Code:
Game Version : 1.3 |
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Farcry 6 - Precompression
Library used : LZ4 v1.8.2 (Thanks to KaKtor) Similar results can be obtained from LZ4 that comes with XTool v0.3.9. XTool Version : 0.3.9 Database : Created using Razor's db (fc6.xtl) Code:
[External compressor:xtool]Code:
Compressed 1 file, 683,722,320 => 1,286,884,486 bytes. Ratio 188.22% |
A Hat In Time - Ultimate Edition
All DLC Code:
Input size: 8.37 GB |
AKIBA'S TRIP - Hellbound & Debriefed
Code:
Input size: 2.47 GB |
Bullet Witch
All DLC Code:
Input size: 4.57 GB |
Hi all,
Has anyone given "Call of Duty: Black Ops III (3)" a shot? It piqued my interest when I saw the QuickBMS script for "xpack" archives[1] mentioned that the "LZO", "LZ4" & "Oodle" compression algorithms were used within these archives. I'm sure testing which libraries for "LZ4" give the best output won't be too tricky, but in regards to the "Oodle" codec(s) used, I'm a bit stumped. As far as I know a "oo2core_#_win64.dll" is required, with either "xtool" or "Oo2Rec#", to pre-compress a given file, however such a file isn't present within the root and sub-directories of the title in question. Does anyone have any idea how to go about pre-compressing the "Oodle" streams for this title? Apologies if I buggered the terminology. |
Well you can check with hex edit if the game has oodle at all (I don't know), if yes then just try all different libraries.
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Newest results, from previous months testing: MSC+SREP: 634 861kB (Use TAK 2.3.0) MSC+SREP: 634 836kB (Use TAK 2.3.1) Retested and again use MSC with TAK 2.3.1 and use with any extra switches and goal!! New Results: 630 595kB!! Nice, few MB's gain from previous versions. Overmaxed WAV compreesion. :) Tiny SFX compressor commands: Code:
arc a -lc1024 -ld1024 -ep1 -ed -r -w.\ data.bin -mmsc+rep:256mb+4x4 "Data\*"Code:
[External compressor:msc]More screens: https://i.kek.sh/MaGjls4ga1X.jpg https://i.kek.sh/468nxWxsqpv.jpg https://i.kek.sh/JK1wgOZUDQF.jpg https://i.kek.sh/9kw96quv88w.jpg |
NieR Replicant ver 1 22474487139
Anyone knows what zstd lib to use? It's slow af |
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for %f in (*.arc) do zstd -l "%f" |
Yes, the first file contains just 1 block with zstd (28B52FFD).
However, ratio with lzma2 for init.arc is about 70%. I will investigate it further :D |
KaktoR
You can use the following tools to extract all of the compressed ZSTD streams from NieR replicant. It will allow for decompression of 99% of streams. 1. VGM Toolbox and this script. Download latest zstd.exe. 2. Place the XML file in plugins\AdvancedCutter folder of VGMToolbox. 3. Open VGMToolbox, go to Misc. Tools > Extraction Tools > Generic > Advanced Cutter 4. From the drop down menu in the top right, select NieRReplicant and click LOAD. 5. Next, you can drop each of the arc files into the top left box and it will extract the streams. You only really need to do this for the large arc files. No need on the little ones. 6. After extracting the streams, run this python script for each of the files. This will remove the extra padding bytes (@) that the devs added so that each stream begins at an offset of divisible by 16. ZSTD will not decompress files that contain data after the end of the stream. Code:
for %f in (*.MSQ) do trimmer.py "%f"7. Code:
for /r %f in (*.MSQ) do zstd -d "%f" -o "%~df%~pf%~nf.DEC" |
Question is if it's profitable because with plain srep+lzma i get 13.5GB
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