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13:03:18 - Selected ARC/DS method for Data1a-01.bin was: oo2recm8+xtool:mzlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Even worse that with xtool applied the size is bigger then my last repack with just oo2recm https://fileforums.com/showpost.php?...postcount=2136 |
They are Billions
v1.1.4 Code:
19:48:52 - Selected ARC/SPLIT method for Data1a-01.bin was: srep_new+lolz:d64:mtt1:mt12:mc1023/$storepack=FA-MIN/$libpack=srep_new+razor_mtx/$oggretheyarebillions=oggre/$deflatetheyarebillions=xt_zlib+srep_new+lolz:d64:mtt1:mt12:mc1023 |
Battlefield 2042 test
Code:
srep+4x4:lzma |
Skyrim Anniversary Edition test
Code:
Compressed 15 files, 9,955,981,643 => 16,269,399,549 bytes. Ratio 163.41%Use lz4 v1.8.3 library PS: t100p stuck for me, so use a lower thread usage for xtool |
Microsoft Train Simulator *.ACE files:
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Red the magic switch! Nice compression gain! And overall usage all physical RAM! (8GB and 87% usage vs. 97-99%) oh14 its minimally better compression. Defaults: oh12 tt1 its very fast mode, max usage: tt16 or tt32!! Higher values not better and extremely slow compression. Difference? Old version 2.93GB! New, with tt1 (compress again with tt16 and d160m switches in last time)* 2.80GB!! ~5% compression rate gain. UPDATE: Aaarrgh! The test package don't decompresseable! CLS-ini error or any tips? *tt32 its probably very best results. Calculated compression time avg. ~2days! Overkill. |
Question about LOLZ
Could someone familiar with LOLZ parameters help me with some questions?
How is actual memory usage calculated using for multi thread used An X value for dictionary (-d)? Considering that the supported values for dictionary are from 0 to 2047 "-d[0..2047]): 64m". If you enter a value above 2047 (such as 2050) will the default value be set to the dictionary (64m) or will the maximum value (2047m) be used? I need this information because I created presets for LOLZ in DiskSpan GUI. The memory and thread information will be obtained when starting the DiskSpan GUI and then starting the compression will be calculated based on the threads and RAM of the system. It will also be informed the number of system theads replaced <thread> by the number of virtual cores (threads) of the current CPU during the conversion. So one more question arises... In the lolz documentation it states that the supported values are 1 to 16 thread: "mt threads(-mt[1..16]): 1" If using a Ryzen processor 9, 5900x is 24 threads, so if you use -mt24, lolz will set it to 1 (default) or to 16 (Maximum supported). Below is the example where it will be in LOLZ presets in DiskSpan GUI. Code:
LOLZ_HIGH = lolz:dtb1:d<expr:0.65*memory/(thread+1)/1048576>m:mtt1:mt<thread>:mc1023 |
Its calculated result correct?? See the linked picture from my friend laptop specifications. --> https://i.kek.sh/zUjUwL6MVZE.jpg
Example: Intel Core I3-1005G1 CPU, Win10 x64 with 8GB memory. (Total cores: 2, Total Threads: 4) Available physical RAM 8GB --> 8589934592 byte PreCalculate: 0.65*8589934592 = 5583457484,8 Cores --> 4+1 = 5 Final calculate: 5583457484,8/5/1048576 = 1064.96 MB?? Try it added extra /8 values? 132MB values its really. Use -mtt1 and -mt4 mode and -d128m dictionary size, eats 5.2-5.5GB's memory from during compression. |
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LOLZ_HIGH = lolz:dtb1:d1065m:mtt1:mt4:mc1023Example: If using a Ryzen 5900x (24 theads) and 32 GB of RAM we would have: Code:
LOLZ_HIGH = lolz:dtb1:d852m:mtt1:mt24:mc1023Maybe it's not just simply multiplying the dictionary by the number of threads, that's my question. Can not understand. See the attached video. |
Has anyone here had any luck getting Final Fantasy X/X-2 HD to decompress without any issues? The method on here is basically xtool(xzlib)+srep+lolz, but that ends up with a corrupted archive error during decompression not even half-way. I have tried the following:
I really don't know what the problem is with this game, and trying to compress the 2 games separately still results in a corrupted error too during decompression. |
Hellblade: Senua's Sacrifice Enhanced
Video documentary ripped Code:
17:51:27 - Selected ARC/DS method for Data1a-01.bin was: srep_new+LZMA-MT |
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[External compressor:xtool] |
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@its_gnar_again
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UPDATE: I tried specifically using reflate on xtool+srep+lolz, and still get a decompression error. However, I did try using xtool only and it decompressed just fine...what could honestly be the issue? I would like to get this figured out. :confused: |
Maybe check your CLS.ini settings for lolz and srep.
And make sure you're using the correct cls files for lolz and srep |
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ZLib and LolZ are probably the best. I used them on my old projects back in the day and they performed well.
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Don't understand about "memory_for_models"? You used '"[' and "]", have the same meaning as parentheses for the calculation? It depends on what parameters? In these presets below what would the calculation be, give me an example so I can understand. Code:
LOLZ_FAST = lolz:d32m:mtt1:mt<thread>:fba4096:mc2;Consider as an example on a 24 thead cpu (I think lolz trunc to 16). ----------------- This calculation is correct (This without adding the use "memory_for_models" which I didn't understand)? To CPU 5900x (24 threads) lolz trunc to 16 threads lolz default mtb is 32m Code:
lolz:dtb1:d256m:mtt1:mt16:mc1023;(2816m + 64m + ?) * 16 2880m * 16 = 46080m |
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Thank you very much Edison007.
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PS: I noticed that if you compress as small as 300MB the value set for dictionary in console output during compression is smaller than if you compress as much as 30GB. Dictionary appears to be input size dependent. I will run some tests and see the results. Thanks! |
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MSC Questions: Use frog=9 switches equal to --bestnew or any OFR switches??
Example: chimes.wav file in 216 364 byte MSC with frog=9 switches: 36 455 byte (internally from ARC archive: 36 233 byte) Directly packing OFR with use --maximumcompression switches: 35 608 byte |
kj911
MSC version 0064 (ofr 4.910b) ArrOfFROGParams:array [1..9]of PAnsiChar=(' --mode fast --experimental --seek min --optimize best', '--mode normal --experimental --seek min --optimize best', '--mode high --experimental --seek min --optimize best', '--mode extra --experimental --seek min --optimize best', '--mode best --experimental --seek min --optimize best', '--mode highnew --experimental --seek min --optimize best', '--mode extranew --experimental --seek min --optimize best', '--mode bestnew --seek min --optimize best', '--maximumcompression --experimental --seek min --optimize best'); + https://krinkels.org/threads/msc-med...e-7#post-33503 |
What about *.shapes from Farming Sim 2022? Encrypt files?
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Hi, my friends)
What about decrypt/decompress *.FF from CoD BO 2?) |
Chorus
Do not use binkpack on video files. Again bpk fails because of 4k resolution, used codec or something else. RIP |
Grand Theft Auto III Definitive Edition
Grab oo2core from game files and rename from oo2core_8_win64.dll to oo2core_7_win64.dll.
Code:
oo2reck+srep+lolz |
Grand Theft Auto Vice City Definitive Edition
Grab oo2core from game files and rename from oo2core_8_win64.dll to oo2core_7_win64.dll.
Code:
oo2reck+srep+lolz/$mp4=srep |
Grand Theft Auto San Andreas Definitive Edition
Grab oo2core from game files and rename from oo2core_8_win64.dll to oo2core_7_win64.dll.
Code:
oo2reck+srep+lolz/$mp4=srep |
Chorus
Code:
12:00:47 - Selected ARC/DS method for Data1a-01.bin was: xt_zlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 |
Halo Infinite
*.module - oodle algorithm (kraken) Decompressed fine with Xtool v0.39 + oo2core_8_win64.dll 28 gb > 60 gb |
Hi! I'm new at game conversion. Is anyone know the best method to compress Sea of Thieves? And any tips for me as I am a beginner?
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@jihack
Maybe precompress with zlib because of UE4 engine (most of cases). Could be that the files are encrypted. Send me a sample .pak file Decryption key should be 0x37A0BC3DC2E01D9EB4923CA266A5701F56A4802347F07927 FC3FC25C93B31B50 |
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Bcs I can't pm anyone |
Maybe there is just "bad" data inside the files, hence the worse ratio.
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Halo Infinite
Code:
12:29:36 - Selected ARC/DS method for Data1a-01.bin was: oo2reck:8+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Data1b -> rest of the files PS: You can rip languages from movie files Academy_Tutorial_Intro.mp4 407mb -> 305mb with one language |
Horizon Zero Dawn Complete Edition
v1.11, one language Code:
19:32:12 - Selected ARC/DS method for Data1a-01.bin was: bpkCode:
MQ1_Intro_at_the_Hovel.bk2 |
What algorithms should be used to process SpellForce 3: Reforced?
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