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Also what I'm looking for is some sort of tool that you can take Unity assets off of and precompress, and during install they're decompressed and put back on the Unity files. Is it possible? |
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Assassins Creed 2 *.dat files blocks addresses doesn't match
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I extract the DataPC.forge file using quickBMS script and after that i try to put them back into where it was using raw injector but it doesn't work out because the all extracted *.dat files doesn't have the same hexadecimals address so my question is how do i solve this & why blocks are isn't the same?
Trying to find the 87.dat block Start Offset and End Offset in DataPC.forge using HxD https://drive.google.com/file/d/15Og...atcpOML7D/view But it doesn't work out? https://drive.google.com/file/d/1ME-...GABq2mgRJ/view These are the unpack files https://drive.google.com/file/d/1ova...U1YYmZxn-/view |
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Can someone look at this kind of files and what I can do with them? They have "RIFF8-��WAVEfmt".
Sample as attachment |
Not sure what it is. VGMStream cannot detect what it is and wwise2ogg will only give a 17kb output.
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Golf With Your Friends (Build 11145867)
Code:
xtool_unity_dd5+lolz |
Hi all !
Frostpunk V1.6.1 - GOTY Latest XTool : Zero inflation. Any kind of variations of ZLib,Preflate,Reflate -cXXmb ,no success. But this version inflates the data well ! XTool version 0.9 Created by Razor12911 Commands: e - encode d - decode Operations and codecs available: precomp - data precompression zlib : loaded crilayla : not loaded lz4 : loaded zstd : loaded lzo : loaded oodle : loaded Options: precomp - data precompression c# : chunk size (default 16mb) t# : number of threads, use p for percentage dm#: decoding memory [1(low) .. 3(max)] dt#: diff tolerance (default 0.1) Other game's ZLib files are OK. What am i do wrong ? |
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I can confirm. Sample should be around 106% |
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try xtool 0.12 |
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@kuyhaa : i would like to use the newest version,btw thank you !:)
Sample from GOTY V1.6.1 : XTool v0.9 : arc a -mxprecomp32 e:\animations32.arc e:\animations.dat FreeArc 0.67 (March 15 2014) creating archive: e:\animations.arc Compressed 1 file, 29,260,989 => 50,177,682 bytes. Ratio 171.48% Compression time: cpu 0.02 sec/real 12.71 sec = 0%. Speed 2.30 mB/s All OK arc t e:\animations32.arc FreeArc 0.67 (March 15 2014) testing archive: e:\animations32.arc Tested 1 file, 50,177,682 => 29,260,989 bytes. Ratio 171.48% Testing time: cpu 0.02 sec/real 0.85 sec = 2%. Speed 34.25 mB/s All OK Latest XTool : Nothing. Edit: XTool V0.7.1 : Works fine ! Thank you Razor12911 ! |
Marvels Spiderman Remastered [Build 10619930]
Archive 1 content: All files from asset_archive folder except dag, toc and languages. Archive 2 content: All remanining files except languages. Archive 1: Code:
xtool_spidey_dd5+lolzCode:
xtool_reflate+razor-stdioCode:
razor-stdioCode:
Original Size | 79GB |
Warhammer 40,000: Boltgun [1.17.38829.471]
Code:
kraken+preflate+dedup+lolz |
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https://bayfiles.com/D6bdh7taze/Boltgun_xtl |
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Which Version of oo2core.dll , should i use ? |
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It contains multiple wem files. I converted one of them. |
State of Decay 2
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Has anyone had any luck with any LZ4 library for "State of Decay 2"? Threads around the net indicate it uses some sort of "custom" LZ4 solution, however QuickBMS is able to parse it with it's built in LZ4 comtype. Currently exhausted a good collection of ~20 libraries through trials and I'm yet to pick up or detect a single stream.
Attached is a sample ".pak" archive should this compression quandary tickle anyone else's fancy. |
Shame Legacy
*.pak: Code:
ue4d:key=07E35C91100A9B400B1A87B15337BEEAC3545EEE30786F21CB2EE7283AF51743+xtool_zlib_dd5+lolzCode:
razor-stdioUsed CLS-UE4D library by Shegorat. Thanks to Razor12911 and ProFrager for XTool and Lolz. Thanks to Bulat Ziganshin for FreeArc and srep. |
Anyone can help me with srep options to use? I'm getting stuck here a bit.
Code:
ERROR! Can't allocate memory: 9705 mb required |
Hitman 3 test using rpkg tool (because no plugin is available atm)
Code:
chunk0.rpkg (13.5GB)The time above was achived on a m2 ssd for a single test. Here again it is not recommended to do this kind of stuff on a ssd, even it is much faster. Extracting all rpkg's on a HDD took barely 4 hours. Next step is to make TAR files out of extracted files (this will take another bunch of hours), because somehow freearc seems to have problems with nearly 2 million extracted files. Code:
*.WWEM |
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With W3.xtl - decompression error for me:confused: |
XTool 0.6.9 + xdelta3_dll.dll + lz4_193 + doboz.dll
bms2xtl config Code:
lz4=lz4hc:l9 |
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Repella Fella
You can use ffmpeg to extract the vorbis audio tracks from the webm videos then make hdiffz patches to convert the oggs back into videos (note that the hdiff patches will be huge since they make up the entire video track). Only issue is that oggre is buggy af with these oggs, so it may just be easier to use: srep+lzma2 on the webm precomps+srep+lolz on everything else. Precomps = precomp stdin/stdio fork by Nicolas Comerci. 8GB > 7.2GB I spent all day trying to get oggre working, but it will crash without much of a pattern to go off. |
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Did it today with latest version. Code:
11:16:00 - Overall input size: 61.98 GB |
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Orcs Must Die! 3 [v1.2.1.0]
*.pak: Code:
xtool_OMD3_dd5+lolzCode:
xtool_zlib+razor-stdioRequires OMD3 database and lz4 library linked here. |
Good evening, is there a way to create a .tmp file from a decompressed (or unpacked) file or batch of files in order to use hdiffz.exe and so to create a .diff file?
A lot of videogames have several files that can be unpacked using specific tools, but no way to repack them. Maybe hdiffz.exe is a solution, but it needs a .tmp file. How to create it? Thanks in advance for your help! |
HDiffz does not need a .tmp file, read the usage instructions.
Old file and new file makes differential patch. |
Hi,
Does anyone have any samples of LZMA compressed Unity Asset Bundles that they could share with me? Thanks! |
Diablo IV
v1.0.2, incl. HD files Code:
10:50:35 - Selected ARC/DS method for Data1a-01.bin was: xtool:dd3+lzma2:d96m:fb273:lc4:mc1000000 |
Does anyone know roughly what the average variance is for the final ratio of a given input, that's run through LOLZ?
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The Last of Us Part 1
v1.1.0.0 Code:
19:08:20 - Selected ARC/DS method for Data1a-01.bin was: xtool:c192mb:mpsarc:core_2.9.9+xtool:mpreflate:dd3+4x4:lzma |
L33THAK0R: Very input data dependent! Older, very older gamez, betterly compressible than previous 10-15 years ago to last years games. Average few percent to upto 10-25% betterly final compression ratio than LZMA. After, many data precompression (ex: xtool), prefiltering (ex: exe/delta) and such more...
Simply, this cannot be said in advance! It is necessary to experiment, it is possible to derive approximate information about the possible degree of compression from existing repacked games online. Small examples: This very old modded MSTS games *.ACE files with xzlib+srep+lolz combo avg. 25-40% final ratio than uncompressed sizes. *.RAW files in rare case upto 1.5-2* betterly compressed via delta+(srep)+lolz combo than simple LZMA only. Sound files final sizes difference its minimal few percentage. Achieve better rates use sound specific compression. KaktoR: What "mpsarc"?? |
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L33THAK0R: From what I have experienced with LOLZ so far, its operation is a bit more unusual compared to the standard LZMA. A given result cannot be reproduced, exactly byte, as with more commercial compressors. (Given compressed file size, like enwik8-10 results.) Certain switches of "Arc.exe" also affect the degree of final compression, I'm thinking here of the "-ds" switch, which is the default in principle or even if you (not) define it the final result may be different, say with "-dses/dsns" than otherwise.. LOLZ can sometimes be better without -dt/dtb, in some cases, than if we set everything to the max.
This small image shows the results of data files precompressed with xZLib+srep:m3f:a0 mode, and separately compressed to 7z, with the same compression settings. The difference between them is whether or not "-ds" or "-dses" switch was used during precompression. We would think that the end result would be the same if LZMA/LOLZ final compression were used for that archive. |
Hi all, can anyone look at the files of the game Bramble The Mountain King, there UE4 and encrypted files inside + kraken.
I tried the latest version of the unreal plugin, but it didn't work. (xtool last ver.). With ucas database the same thing. Can someone please see if it's the plugin not working or am I crooked? Key: Code:
0x0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3 |
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Code:
xtool precomp -c128mb -t50p -mue5:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+kraken |
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Code:
xtool precomp -c128mb -t50p -d1 -mue5:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+krakenCode:
xtool precomp -c128mb -t50p -d1 -mue4:0D29D2B91A3564686C106FA7A96BE98D3AA13A55C80D4E3200EE608DA2C105E3+kraken |
Just read a topic about unpacking PCK files. Nothing new, honestly, but an idea came in my mind about not just unpacking them, but also encode/decode the WEMs inside the PCK files. So far, nothing new. Just wanted to know, if there is a "elegant" way instead of my idea floating in my head. Maybe somthing more "automated".
I already know that this method works and it's CRC perfect after the last step. Code:
1. Unpack PCK files with quickbms + wwise.bmsCode:
Installing the repack |
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