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1 Attachment(s)
Distant Worlds 2
Code:
xtool precomp -mDistantWorlds2 -c64mb -t12 Dhayut.16fded53a296c46dd06a09d8bd780324.bundle |
2 Attachment(s)
WWE 2K22 research information
Straight away I'll say working on this game has been a headache especially since there is no information online so I'll post some information if someone wants to continue to work on it but doesn't know where to start. This game is heavily obfuscated/encrypted. The header structed is encrypted, the data itself is encrypted. They used weak xor encryption which is weak but the catch is these keys are different for each stream/block that's encrypted, they are generated based on a generated hash to produce a 256 byte key. Since I had no idea how to decrypt the header to get these hash values, I just hijacked the exe by injecting code then to be able to obtain decrypted headers which has a structure that looks like this Code:
typeThe attachment contains decrypted headers for the first 15GB. Code:
[0] Performing scan from block 0000000000000000 to 0000000000003E87 (16008) |
Me and Cesar took the opportunity and tested some plugins if they are still working.
Ubisoft Dunia 2 (use xtool 0.3.21 with dunia2_db_R3) Code:
Far Cry 3Not tested: FCP (probably same modified lz4 as WD2) Cyberpunk 2077 Code:
xtool 0.3.21Unravel 1 + 2 (use xtool 0.3.21) Code:
Compressed 1 file, 209,006,308 => 412,014,267 bytes. Ratio 197.13%Deathloop (xtool 0.4.5 or 0.3.21 does not matter, both are working) Code:
Compressed 1 file, 370,332,059 => 538,901,543 bytes. Ratio 145.52%Haemimont Engine (test from "Surviving Mars", xtool 0.4.5 or 0.3.21 does not matter, both are working) Code:
Compressed 1 file, 117,390,334 => 183,791,889 bytes. Ratio 156.56% |
Plugins Updated
Changes - Updated Unreal Engine plugin |
1 Attachment(s)
lz4x
Supported games Unravel games and to be used by QuickBMS scripts... Results Unravel "kits\Unravel.kit.0" Code:
Compressed 1 file, 209,006,308 => 411,939,814 bytes. Ratio 197.09% |
Quote:
Code:
Compressed 1 file, 6,970,632 => 15,132,802 bytes. Ratio 217.09% |
1 Attachment(s)
Crilayla
Supported games To be used by QuickBMS scripts... Results Metal Gear Rising: Revengeance "data106.cpk" Code:
Compressed 1 file, 104,629,360 => 322,219,345 bytes. Ratio 307.96% |
1 Attachment(s)
WRC10 [LZ4F]
Code:
Compressing CHUNK_14.PKG |
1 Attachment(s)
Age of Empires III: Definitive Edition LZ4 plugin
https://krinkels.org/threads/age-of-...s-iii-de.4777/ |
Quote:
Using -mxtool:crilayla works without error but does not expand at all. dbxv2.xlt generated with bms2xtl using cpk.bms script works (using -mxtool:dbxv2) and .cpk IS expanded. But I don't see how to use this external cpk_R1 plugin, nothing is expanded with crilayla.exe, crilayla.dll and xtool.ini in xtool path (I'm using xtool.ini from latest xtool, section name [crilayla]), maybe I'm missing something? Thanks in advance, regards |
1 Attachment(s)
Orcs Must Die! 3 [LZ4HC]
Code:
xtool precomp -mOMD3 -c128mb pakchunk42-WindowsNoEditor.pak pakchunk42-WindowsNoEditor.xt_out |
Quote:
I'm leaving this information here in case people in futruee start complaining about slow installation times for this game when they use xtool. Oodle precompressor side protect does not have this memory threshold so you can use that however be sure to use the libraries attached in deathloop oo2core 7 and 8 are required, oo2core 7 is the one that passes some commands to the original library because not only did they use large streams they used non standard compression settings so good luck :) Quote:
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1 Attachment(s)
Project CARS [RC4 + XCompress]
Code:
Compressing Monterey.bff, 222,888,414 bytes |
^
This also works with pcars2 and pcars3 (same bms script). |
Quote:
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Sorry, I wanted to write "same bms script" lol. For some reason I wrote something different
Edit: Corrected my post |
1 Attachment(s)
Automobilista 2 [RC4 + ZLIB]
Code:
Compressing BOOTFLOW.bff, 29,921,681 bytes |
1 Attachment(s)
Super Robot Wars 30 [DECRYPTION ONLY] [Blowfish]
Code:
Compressing default.cpk, 7,600,688 bytes |
1 Attachment(s)
Ultra Age [v2] [Oodle]
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1 Attachment(s)
Project CARS 3 [RC4 + Kraken]
Code:
Compressing Shanghai[Group].bff, 347,349,287 bytes |
1 Attachment(s)
DIRT 5 [LZ4]
Code:
Compressing 64_WIP_DEV.dat, 179,810,694 bytes |
1 Attachment(s)
Castle Of Illusion [LZ4HC]
Code:
Compressing data.pak, 824,928,625 bytes |
1 Attachment(s)
Test Drive: Ferrari Racing Legends [RC4 + XCompress]
Code:
XTool is created by Razor12911 |
Is there any location to download old version of plugins and database makers?
For example, I want to try old version of dunia database maker R3 with xtool 0.3.21.. Because I can't make latest (R5) version to work with FC6 and latest xtool 0.5.3. Yes, I have everything, not new at this at all, successfully created database fc6.xtl, have tried different versions of liblz4.dll with it, tried -d1 in arc.ini, all in same dir, etc etc, no error with -mxtool:fc6 but it simply does not expand. I'm grateful to anyone with any advice on this, maybe I'm missing something. P.S. btw, there are only _few_ old versions of plugins at "older releases" xtool link.. and none of database maker old releases. |
Quote:
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Updated Orcs Must Die! 3 LZ4HC database to game version v1.2.0.2 / Build 8601683.
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1 Attachment(s)
doboz Plugin for XTool
Just a very simple way of adding the ability to precompress streams compressed using doboz algorithm with XTool. You cannot use this on its own, just like xmemcompress plugin. It's designed to be used with BMS2XTL. Particularly, the Witcher 3 - which uses a fun compression cоcktail of many algos, one of which is doboz. Thanks to Attila T. Afra who's doboz compressor is used here. I found this on the wayback machine when looking for potential source code I could compile. |
Quote:
By the way, does anyone know what algorithm the *.str files use in Dead Space 2? |
1 Attachment(s)
Redout 2 [Leviathan]
Code:
Compressing pakchunk1optional-WindowsNoEditor.pak |
Finally I figured out bms->xtool. Was wondering why it doesn't work with:
Code:
Encode=quickbms.exe -s "comtype <codec> ; clog <fileout> 0 <insize> <outsize>" "" <filein>I have a question @razor, does this(quickbms method) have any constrains like internal codecs? For example chunk size 'c', does it exist in this realm too or not? |
Quote:
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1 Attachment(s)
King Arthur Knight's Tale
Supported games King Arthur Knight's Tale (requires oo2core_9_win64.dll) Usage Place kakt.dll near xtool.exe along with required libraries and use -mkakt Notes The library is required when encoding. Oodle supremacy strikes again: Making repacking obsolete since 2018 |
UE4 plugin (R6) don't work with Street Fighter V
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Sample?
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Quote:
Key Quote:
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1 Attachment(s)
Spiderman Remastered
Supported games Spiderman Remastered (requires liblz4.dll) Usage Place spidey.dll near xtool.exe along with required libraries and use -mspidey Notes The library is required when encoding. Might as well compress the game as is, lz4 in fast mode is used. Tested on small samples provided. Edit: Hotfix uploaded |
Thanks, here is a quick comparison
Code:
spidey+srep+lzma2 |
1 Attachment(s)
Saints Row 2022
Supported games Saints Row 2022 (requires liblz4.dll, xdelta_dll.dll) Saints Row Boss Factory (requires liblz4.dll, xdelta_dll.dll) Usage Place sr22.dll near xtool.exe along with required libraries and use -msr22 Notes The library is required when encoding. Results Code:
Tested 1 file, 30,616,424,238 => 20,075,203,334 bytes. Ratio 152.51% |
Plugin update available
Changes - Fixed issues in unity engine plugin from being able to process multiple streams in the same chunk - Added feature to allow user to enforce method used. Notes Unity plugin was heavily flawed because of a tiny coding mistake on my part, fixed the issue thanks to help of Masquerade and KaktoR. It was also brought to my attention that newer unity games use level 12 instead of level 10 lz4hc and as such, the user will need to specify the compression algorithm to use including level because that's the only way xdelta works. What does this mean for novices? If using -munity does not give you desired results, you can enforce the method like this: -munity,lz4 (this will set the method to lz4, I was given a sample that required this) -munity,lz4hc,l12 (this will set the method to lz4hc and use level 12, this is for newer unity games) -munity,lz4hc,l10 (this will set the method to lz4hc and use level 10, this is for older unity games) You can use verbose mode to see results and always remember than lz4hc compresses better than lz4. You can then play around with the two methods and the levels of lz4hc until you come close to the original size. |
Here are some games which I could process without any errors and maxed out stream detection
Cult of the Lamb -> lz4hc,l12 (lz4 library 1.8.2 - 1.9.3) Final Fantasy Pixel Remaster (all 6 games) -> lz4hc,l12 V Rising -> lz4 (lz4 library 1.8.0) Starship Troopers Terran Command -> lz4hc,l12 (lz4 library 1.9.3 on some small bundle files, not worth in my opinion) Outward -> lz4hc,l12 (lz4 library 1.8.2 - 1.9.3) |
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