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Deathloop XTool+Kraken
19 gb > 56 gb > 48 gb > 17 gb Quote:
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DSG scans the input folder (game folder) and if DSG finds a "oo2core_#_Win64.dll" file it will copy it to either XTool or oo2rec folder, depending on if you use XTool or oo2rec. If DSG does not find a "oo2core_#_Win64.dll" file in input folder then DSG will use a file from "Resources\ADDONS\Libraries\Oodle" folder, depending on which "oodle number" you pick. In some cases a game will be shipped with a "wrong" file, in this case you have to test. |
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1 Attachment(s)
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Orcs Must Die! 3
Code:
-mxtool:OMD3+srep+4x4:lzma |
Orcs Must Die! 3 [Build 8508638]
*.PAK Code:
xtool_OMD3+srep+lolzCode:
srep+razor |
The Drained Goddess
Code:
xzlib+srep+lolz |
Age of Empires 3 Definitive Edition
1 language, v latest (I don't know lol) Code:
18:47:43 - Selected ARC/DS method for Data1a-01.bin was: xtool:c256mb:malz4:mreflate+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 |
FINAL FANTASY VII Remake Intergrade
Movies ripped, v1.001 Code:
09:51:56 - Selected ARC/DS method for Data1a-01.bin was: oo2reck:7+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000English, French and Japanese movies were ripped. Game was tested 100% in german + english with ripped video files (I played the game twice in english + german with all additional side quest stuff + DLC). I assume it will work on french and japanese languages too. How to know if the game works with ripped movie files? You will encounter game freezes on points were a video should play (the game is not "freezing" actually, but you can't do any actions). Luckily you can guess which video is missing or wrong ripped by folder and file names. *_US files are used for english only. Files without language code are used by french, german, japanese (except for credits videos, but this is obvious). You can delete language voiceovers out of "pakchunk0_s23-WindowsNoEditor.pak" file with quickbms + hex editor to save additional ~2GB, but I didn't for this test. |
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Hello, just a question when importing 0bit files, if I redo an extraction of mp4 files should I have 0bit files? |
Yes you will have null video files.
Zero bytes still takes up space, if you look at them in the file explorer the size doesn't change, since 00 bytes are repeated all until the end of the file, lossless data compression algorithms takes good use of repeated bytes, hence the compressed file is so small. i think that's how it works :D though i am not sure. OR you can take srep for example, it just saves the position of dupes occurrence and copies a single of copy of these dupes to those positions during decompression. |
Help with compressing Ender Lillies smaller please. Thanks.
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For the banks, try following this guide. |
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Anno 1800
v14.0, all DLC, nothing ripped Code:
11:38:48 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+srep_new+razor_mtx |
Five Nights At Freddy's: Security Breach [Build 8479365]
Code:
srep+razor/$pak=ue4d:key=85F7D4007015493ED0359C9007266038F8F7B1F96988F19A610103874CC95286+srep+lolz/$mp4=srep+zstdNotes:
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Winter Ember [Build 8534177] [Lossy + Lossless]
If you want to recode the videos, you can recode them to 3000kb/s bitrate using ffmpeg: Code:
for %f in (*.MP4) do ffmpeg -i "%f" -b:v 3000k "_%~nf.MP4"Compression Code:
xzlib+srep+lolz/$mp4=srepFinal Size [Lossless Videos]: 2.9GB Original Size [Recoded Videos]: 4.6GB Final Size [Recoded Videos]: 1.8GB |
Wolcen Lords of Mayhem [v1.1.5.5]
1 Attachment(s)
Step 1: Decrypt the game files:
Step 2: Compression
Start Size: 33.6GB Method for archive 1: Code:
xzlib+srep+lolzCode:
srep+lz4:l12 |
Couldn't find the answer through search. What compression method do I use for pdf files?
I think if we have a sticky thread about a general compression method for specific types of files, it would greatly help newbies like us. |
png, pdf = reflate
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1 Attachment(s)
Use precomp on pdf.
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F.E.A.R
latest version, incl all DLC Code:
17:36:13 - Selected ARC/DS method for Data1a-01.bin was: msc_tak+srep_new+4x4:lzma |
F.E.A.R 2
latest version, incl all DLC Code:
20:49:39 - Selected ARC/DS method for Data1a-01.bin was: bpk+xtool:mzlib+srep_new+4x4:lzma |
F.E.A.R. 3
latest version, incl all DLC Code:
22:41:45 - Selected ARC/DS method for Data1a-01.bin was: bpk+msc_tak+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 |
Yakuza 6 - From Yakuza's Series 7/7
Code:
Method : srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmCode:
$criwarevideo |
This BMF compressor not repleceable using the BIM compressor usage the MSC/FreeArc? Newest or patched/fixed versions, from fix freezing DDS compression its available? (Win7 x64) Found BMP only fixed v2.01 copy from FreeArc usages. (v1.1 its very old.) This v2.0 its totally lost from net?
This BIM v0.03 version, support only 24bit BMP, TGA and PNM/PPM images. (No available more info this compression rate difference than BMF.) |
MotoGP 22
Code:
xzlib+srep+lolz/$mp4=srep+lz4:l12I have stopped using zstd for videos and prefer lz4 instead because it is faster. CLS-LZ4 library used by Shegorat. |
Masquerade: Some code's contains ...lz4:l12 switches. This FreeArc 0.67 internal switches from lz4 algo?? Tested in Arc.exe with -mlz4:l12 don't work. Pure lz4 or lz4:h32m or lz4:h32m:b8m its ok.
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ZenStudios Pinball FX3 ".pxp" archives
1 Attachment(s)
Anyone given the ZenStudio's "Pinball FX" series a shot? Can't seem to find any information about the engine or the archives it uses. It (as well as all other ZenStudio titles) use a "*.pxp" archive format (File signature of 50 58 1A CD, decodes to "PX.Í"), and using the zlib codec under xtool picks up ~3 streams but crashes with a general decompression error after trying to parse them. Attached is a sample if anyone wants to have a look. Only mention I can find of this series/engine is this post, but cant find anything else online. There seems to be a QuickBMS script for decompressing these archives but unfortunately it doesn't seem to support the current iteration of ZenStudio's archive-type, introduced archives pertaining to more recent DLC.
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https://forum.xentax.com/viewtopic.php?t=10182
https://forum.xentax.com/viewtopic.php?f=10&t=10654 There is a decompression tool by Ekey, but i think you need to be a member to download it. |
2 Attachment(s)
I didn't include Ekey's unpacking tool as it serves the same purpose as the QuickBMS script, however its a tad more outdated and is less compatible with the more current iterations of the ".pxp" archive. For anyone interested I've attached the aforementioned tool, as well as the source code for Ekey's decompression library.
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Beyond Good & (And) Evil
Beyond Good & Evil (GOG Edition)
Files ripped:
2.02 GB => 520.7 MB Method: HTML Code:
srep + lolzThe tricky part about this one is calculating the offsets for localised content as well as the unused videos, as this data isn't stored in a logical way, thankfully though, through my analysis and subsequent repacking of titles utilising the "Jade" engine, I can say with a fair degree of confidence that only the primary localisation is intermingled with other data (such as graphical assets, animations and game logic) within a given "*.bfX" archive, with subsequent localisations, in this case the aforementioned five, being stored in a more logical way, allowing for fewer ripped blocks to be generated. |
DRAGON BALL Z: KAKAROT [v1.60][ENG]
Code:
Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmxCode:
$criwarevideo |
Martha is Dead
v1.04 Code:
14:50:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmartha:1+srep_new+4x4:lzma |
Dune: Spice Wars
Code:
res.compressed.pakCode:
wem files: 145mb -> 140mb with wemtool |
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
ex : https://bayfiles.com/P90ef8b3y6/tech...ets_all_bundle thanks |
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