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Not much point in trying to recompress+patch it because a patch would be almost 17mb. |
The Riftbreaker [v27746]
Audio .zips: Code:
msc+oggre+srep+lzma2Code:
xzlib+srep+lolz |
Need for Speed Carbon
Original Size: 4.91 GB Compress Size: 2.41 GB Method: Code:
* any jpg files = packjpg |
Broforce v1131
Original Size: 457 MB Compress Size: 289 MB Method: Code:
* jpg = packjpgUpdate on 1 May 2022. |
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Age of Empires II Definitive Edition
Update 61591, 1 Language, all DLC Code:
17:20:52 - Selected ARC/DS method for Data1a-01.bin was: precomp_mtx+srep_new+4x4:lzmaCode:
Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2spgame|*.pdf |
Quick noob decompression questions: This varying methods betterly safer from extraction process??
A: xZLib+delta+srep+lolz B: xZlib+srep+delta+lolz My test, its compression percentage differnece less than 0.1%. (B its smaller.) |
Project CARS 3 [v1.0.0.0.0705]
49.4GB ----> 19.1GB |
Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript ), however I can't seem to figure out which library version to use, the best I've gotten so far is ~850MB. I think if I exhaust all my options I'll just look into re-importing the decompressed assets to a modified archive, since some Russian modders were able to do so, in order to apply a total conversion translation mod to the titular title in question.
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First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work ;) I checked this game out and it uses lz4hc, not lz4. By using lz4 precompressor, you will end up getting 21/5539 streams. By switching the codec to lz4hc alone you will instantly get 4215/5539 [liblz4 v1.7.4]. This alone would seem pretty cool, until you see that the only streams that were inflated were the small ones, so you get very little size increase. In addition to this, you still have over 1000 compressed LZ4 streams still in the file. By digging a bit deeper into the info XTool is giving me (using verbose output), my next intention was to lock precompression at a certain level of lz4hc. I chose lz4hc level 9. This is because most of the streams previously were compressed at level 9. After making a new database and testing, we get these results:
This clearly shows that using anything newer than liblz4 v1.8.0 is going to yield extremely poor results. With the oldest 3 libraries, you will only miss 15 streams. In my opinion, this is completely acceptable. At this point, I stop testing and publish my findings in the XTool plugins thread. We all have a lot to thank Razor12911 for. |
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Cheers for the help and testing mate :cool: |
Update on Zen Studios ".pxp" archives
2 Attachment(s)
Over the last couple days I've been testing "BMS2XTOOL" on ".pxp" archives to try and see if through this method it's possible to both decrypt + expand the compressed streams present within a given ".pxp" archive, to make re-compressing said archives a viable prospect. However I've hit a roadblock unfortunately, as I can get xTool (v0.5.0) to detect some streams, but can't seem to figure out what codec to use, to actually process the majority of said streams.
Currently I'm associating the compressor type, "ZENPXP" with the "zlib" codec for use with "BMS2XTOOL", and combining this with the "reflate" codec in my arc.ini. For anyone interested, attached below is a sample testing suite, as well as just a copy of BMS2XTOOL, with the appropriate resources to generate your own database for said sample, should anyone be interested in looking at this. I've also tried to see if it's been documented anywhere within QuickBMS the compression algorithm used for a given "comtype" in a QuickBMS script but alas this doesn't seem to be the case |
VALORANT: Episode 4 Act 3
srep+lolz 23.5 GB> 7.2GB |
help please
okay I am having problems getting this to work what am I doing wrong
I place the wd1.xtl and xcompress in my xtool folder and use xtool precomp -mwd1 common.dat common.tmp it runs for a a few seconds and nothing happens it doesn't even make a common.tmp file |
sorry I forgot to say this is for Watch dogs 1 using the database method posted here
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Hey guys, what's the best method for The Walking Dead Definitive Series? I'm using DiskSpan GUI btw. Thank you.
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In this case, DiskspanGUI has nothing to handle those files. I would use cls-ttgd by Shegorat, but that isn't a public tool. Use this to decrypt the files: https://www.fileforums.com/showthread.php?p=483980 Then, compress with xtool(zlib+reflate)+srep+lolz. You can re-encrypt your decrypted files from earlier using the same tool to get MD5 perfectiom upon installation. |
hi guys, i want try to repack Harvest Moon: One World
from 850 Mb to 736 Mb , method pak folder srep+lolz i see on fitgirl , she is got 196 Mb have info ? |
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Hello everybody! A simple question: does a more powerful PC give better compression results rather then a less powerful one?
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Anyways... Make sure you used the correct key for decrypting the data. Check in hex editor that the decrypted file starts with ZCTT. ECTT will be an encrypted archive, ZCTT means you did it correctly. Test on a single TTARCH2, decrypt and see if you can inflate it with XTool. If you decrypted it right, you will get correct ZCTT header and XTool will be able to precompress the data. |
Harvest Moon: Its probably use SREP and RZ (v1.00) and two LOLZ version (last and older v20d3) compressors used from final packing. And ISDone x64 v0.6.0.2!
This piggy and fbz compressor tell someone something? |
I need some (technical) information here.
Code:
xtool+msc+oggreCode:
xtool+oggre+msc |
Kaktor: Trying probable two step compressions methods, don't work?? First archive use xtool+msc only and pack again the new arc file use oggre. FreeArc anomalies, bug, not the msc/srep or any packers.
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Sleeping Dogs (Original / Definitive Edition)
2 Attachment(s)
Hi all,
Been looking into Sleeping Dogs, and after a bit of discussion with some more experienced/technical tool engineers, I've got to say I'm quite intrigued. It uses a very aggressive "LZ" algorithm, with a given ".BIG" (archive format for the title in question) decompressing to over twice its original size! It also seems the WWise ".pck" files used for audio within the title have the potential for additional gains using "OGGRE"/"MSC". Unfortunately for the former I don't possess the skill-set (yet) to adapt the provided compression/decompression algorithm to be able to parse inputs for use with a chain of compressors, but none the less I think its still interesting enough for others to see. Attached is a tool suite for processing the aforementioned ".BIG" archives, as well as a sample archive. |
Splinter Cell: Pandora Tomorrow v1.31 with Online+Maps Patch (Hungarian version!)
Results sizes its compressed only, without archive header. (Compressed directory size.) Data files (more extensions with *.uax files): 992 file, 1 065 351 100 byte Code:
xZLib+msc+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d160m:fba4096:oh14:ldc0:tt32:mc1023Sound1 (MAPS.LM0/SM0, 2 file only): Code:
srep:m3f:l32:a0+msc+4x4+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d160m:fba4096:tt16:mc1023Sound1 notes: MSC with tak=9 and raw=2/bmp=0 options! Others its defaults. (wav/mp3=1 ...) Sound2 (*.hxb/hxc, *.LS0, *.SP0) 12 files, 192 933 113 byte Code:
tta+lzp:3:64m:h22:d64mb+4x4 (without 2 small files, smaller than 6kB: tta+lzma:ultra:bt4:273:mc1023)Sound3 (*.SS0) 27 files, 250 086 228 byte Code:
lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096:tt32:mc1023Binaries (*.exe/dll) 62 files, 41 353 387 byte Code:
rep+exe2+delta+lzma:ultra:mc384This Lossy parts: Untouched videos size: 454 103 532 byte Recompressed videos size: 200 621 456 byte Code:
bpk+rep:64mb+lzp:128mb:3:h22:d256mb2006.894MB --> 692.649MB (34.513% ratio) |
Dolmen
Use this oodle core. 7.3GB ---> 5.7GB [Game + 60FPS + 30FPS videos] 6.8GB ---> 5.1GB [Game + 60 FPS videos] 6.6GB ---> 5GB [Game + 30 FPS videos] |
Reversed compression switches
1 Attachment(s)
Please test the sample archive, from decompression. Packed with SREP+MSC method. MSC use WAV/RAW/MP3=1 options and SREP 3.92 with -m3f:l32 switches. And TAK 2.3.1 version. Any methods, its few percentage worse ratios. (LOLZ not tested.) Decompression resources, its minimized, don't required arc/cls.ini files. Tested in use Arc.exe/ini files and any combinations its ok from WinXP machine.
1. Download the sample, and unpack to any blank dirs. 2. Run bat file and see results. 3. Move *.sha file to "Unpacked" dirs and checking use TC or any apps. Thanks. |
1 Attachment(s)
Hai,
I'm trying to compress WWE 2K22 with Diskpan GUI by Cesar82 and it's been running for more than 5 hours. It's written in the top left corner 46:20:09 Is that normal? Compress method : xtool:mkraken:9+srep_new:1+lolz https://i.postimg.cc/nrgymYrK/Capture.png |
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xtool:mhydra:9+srep_new:1+lolz in Diskpan GUI, Hydra is only in Xtool or should I replace it with oodle selkie from razor? If something goes wrong please tell me Or can you tell me the compression method so I can copy-paste? |
The Sims 4 [Deluxe Edition] (v1.88.228.1020 + All DLCs + Soundtrack)
Code:
xzlib+srep+lolz/$mp3=mpz |
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http://www.radgametools.com/images/o...pical_vbar.png This graphic is slightly outdated since the Oodle family now includes LZNA and Hydra which do not appear on the above, but the image still illustrates my point. |
1 Attachment(s)
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Input size: 1 187 289 114 byte (Files creation date: 2005.02.10/11.) Any tips, idea? And best methods from SFX folder compression? UPDATE: My "SFX" and "streams" folder CRC's hash files added. |
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L33THAKOR: Did you get a similar result for you too? Max. ~35-42MB size reductions?
Whats differences? 78732 packed 981MB vs. my ~1.07GB (1091MB) archive. :confused: New results with original files (not unpacked the game streams files): srep+oogre+lolz: 1 121 406kB oggre+srep+lolz: 1 116 863kB The streams files unpacked via SAAT tools to *.OGG files. Compress srep:m3f:l64 only: 1 099 616 kB (with l32: 1 095 842kB) LZMA2/d26/lp0/pb0 --> 1 080 775kB CAB/LZX:21 --> 1 079 857kB (better than LZMA2, LOL. Use PowerArc 7.00 CL version.) LOLZ: 1 077 415kB The SAAT exported OGG files reimported to original fileformats, totally lossless!! New created files (AA, ADVERTS, more..) no difference than original ones. Testing now lolz and oggre compress its *.OGG files. oggre:s3: 1 008 556kB (crunched again use srep:l32 --> 1 006 685kB) oggre:s3+lolz: 1 006 630kB (yes, very minimally better than srep-ed versions.) Note: All srep compressions, use -m3f defaults switches. Conclusions? Make packed archive with WinXP compatible decompressors, use LOLZ only. Get better ratio and x64 systems? Use oggre+srep+lolz methods. (or and use SAAT tools from recreating original streams files, after decompression.) Alternative ways, testing now, use OGG rehuffing, with ~2-3% or higher, taken from input/compressed size savings from *.OGG files packing without OGGRE. |
Sniper Elite 5
Code:
20:57:01 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000 |
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