![]() |
I tested xtool in Divinity Original Sin 1 EE and 2.
GameMaster.pak[DOS2] => 426MB Code:
methods: |
Quote:
|
Quote:
|
|
Please help with the decompression program
|
Update available
Changes - added ea frostbite 3 oodle and zstd support for fifa 18 - added dunia 2 lzo support for fc series - added iw engine lz4hc support - added partial crilayla support for naruto series - added anvil engine lzo and oodle support - fixed crilayla inflation bug - fixed non-stdio mode bug - updated zlib precompression - removed MT scanning for some codecs |
Quote:
DataPC_LoadingRoom2.forge afr19: 10,780,672 => 13,917,326 => 8,970,681 bytes xtool: 10,780,672 => 13,917,332 => 8,983,511 bytes DataPC_Map_Menu.forge afr19: 1,605,632 => 6,956,755 => 821,299 bytes xtool: 1,605,632 => 6,957,991 => 820,636 bytes :confused::confused::confused: |
Quote:
|
Quote:
Quote:
|
Quote:
|
Yea, that game seems to contain lzopro compressed streams and I only added x86 support for now. Maybe it's AC4, not sure.
Edit: AC2 was affected due to me not registering what codec to use for restoring, guess it really is a waste of energy. Your file: Compressed 1 file, 88,997,888 => 189,610,506 bytes. Ratio 213.05% Compression time: cpu 0.09 sec/real 2.72 sec = 3%. Speed 32.66 mB/s |
Quote:
|
@Razor: Thanks mate for the update.
Keep up the good work. Xtool is going to be more than a precompressor, so not adding any game support diverts it from that path. |
Quote:
data.cpk (393 mb) NARUTO SHIPPUDEN Ultimate Ninja STORM 2 [External compressor:xprecomp] header = 0 packcmd = xtool.exe e:precomp:c32mb,t1:crilayla - - <stdin> <stdout> unpackcmd = xtool.exe d:precomp:c32mb,t1:crilayla - - <stdin> <stdout> Extracting archive: data.arc Extracting data.cpk (413123988 bytes) ERROR: file _TEST\data.cpk failed CRC check :confused: |
Hi Razor!
Did you test the sample I sent? |
xtool v 0.7 Tried it on a file from AC orgins
it didnt expanded. sorry to bother oodle was missing from arc.ini setting. this sorted the issue. afr expaned it to 163.15% while xtool to 162.91% xtool restored it in only 14sec while afr took 18 seconds in my system Now my only problem is with Dunia engine. i wrote dat file address in xtool.ini still no change. BTW is farcry primal and James Camerons avatar supported. |
Yep, didn't expand with :lzo
Maybe wrong codec in arc.ini? lzo2.dll is in place Edit: You have to use Code:
:oodleCode:
DataPC.forge (ACO) |
Quote:
In modified script only difference was that I disabled decompression by taking out "comtype" command and used "log" instead of "clog" to dump files raw & compressed. So I had both compressed and decompressed individual files from archive. Then it was only matter of finding right/best cmp settings through hex editor and binary comparison(first on few files and then all) to get best setting. And even wrong(but close) settings were still compatible with 80%+ of all archive. |
Quote:
|
Quote:
|
compr:
Code:
afr:v0+srep:m5f:l512:d512m:hash-+lolz:d64m - 37,6 MB (39 463 094 bytes)Code:
cls-afr, v019 (x86)Code:
1'070'530'560 -> afr: 1'767'925'585 bytes |
Similar happens on Agony's .PAK files(zlib,v0.7, v0.6 works good)
First file processed well,but the second one looks like simply copied. Cant upload files because they are more than 10 gigs. :/ |
Quote:
|
Update available
Changes - fixed crilayla bug on naruto games - fixed issue detecting lzo2a, lzo1c streams @doofoo24 I have to agree with elit, It's more headache separating the codecs. An example would be ztool itself, normally when I make changes to pzlib, if it's not related to precompression itself, I had to make the same changes in plz4, plzo... sometimes I forget doing this and end up with different sources of each, in one, a bug was fixed then another bug appears in another, now there are bugs all over the codecs, different bugs, you end up trying to fix one and another pops up and so forth. The idea of putting everything together means one code, if one codec is affected, then all will be affected then I'll know the source of the bug. Quote:
|
Quote:
ztool_08 Code:
Process ID : 12240Code:
Process ID : 12748 |
1 Attachment(s)
Quote:
Input: 278 MB (291,605,504 bytes) DataPC_Map_Menu.forge (ACI) DataPC_LoadingRoom2.forge (ACI) DataPC.forge (ACII) DataPC.forge (ACIV) Quote:
As for final output after compression, I'd be taking a gamble when I say it's headers since they include stuff like what codec was used since xtool is not just made for one game engine but I'll check in terms of the number of streams found by xtool vs afr |
Quote:
|
ALWAYS choose disable smilies, when posting/ replying ( checkbox below message box )
pain to have to come in & clean up posts & quotes. |
Quote:
Quote:
Quote:
|
Quote:
|
NSUNS3 XTool 0.8
Code:
dataRegion.cpk 607 MB> 1.59 GBCode:
FreeArc 0.67 (March 15 2014) creating archive: data.arcCode:
FreeArc 0.67 (March 15 2014) testing archive: data.arc |
Quote:
|
NARUTO SHIPPUDEN Ultimate Ninja STORM 2
FreeArc 0.67 unpacker. Extracting archive: data.arc Extracting dataRegion.cpk (716396224 bytes) All OK 129.547s: unarc x -o+ -w.\ -dp_TEST data.arc |
Update available
Changes - fixed 2gb+ input issue... (int32 instead of int64 :() Code:
xtl06: |
1 Attachment(s)
:confused:
|
crilayla only works with 32 bit
|
1 Attachment(s)
:confused: xtool 32bit
|
zstd and oodle are 64bit only. There is no 32bit for these
|
Quote:
libgcc_s_dw2-1.dll as for oodle, I didn't bother with 32-bit version considering the fact that it's memory hungry plus most games ship with the win64 version. |
xtool 0.9 precomp:t100p:lz4 :
COD WWII 38.4GB TO 62.3GB to 25.8gb srep+lolz COD AW 33GB TO 63.8GB to 20.3gb srep+lolz |
| All times are GMT -7. The time now is 18:48. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com