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cls-zstd v.25.03.04.rev.1:
- Updated zstd sources to version 1.5.7. - Improved error handling system. - Minor code optimizations. |
cls-zlib v.25.03.09.rev.1
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cls-lzav v.25.03.09.rev.1
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OGG_File_Checker
Some small batch I wrote some weeks ago. You can find the MESA tool here if you need it: https://www.patreon.com/posts/mesa-v-23-12-30-95531353 Example: Kingdome Come Deliverance 2, Music.pak There are a total of 2816 OggS vorbis streams. 40 of them will cause OGGRE to crash or stuck in an infinite loop on decompression. These bad files will be stored in a text file (Bad_Files.txt) and will be copied to _Bad_Files folder additionaly. Additionaly this tool will create patch files (stored in Patch_Files folder) if you want to patch the bad files back to original files afterwards. Checksum hashing is a bit slow especially if you have over 10k files (it will take a while). I didn't found a tool by now which works faster than xxhsum. Thanks to César for a little help with checksum checking. v2 changes: Subfolders are now supported. You can now copy/move entire game folder which includes OGG files and check them. Removed xdelta patch engine, only hdiff is supported now. There are some example files included in v2. |
CLS updates
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cls-lizard v.25.03.16.rev.1
----------------------------- cls-unpackmp2 v.25.05.14.rev.1
----------------------------- cls-ttgd v.25.06.23.rev.1
P.S. You can get MESA here, as all my projects is free for everyone |
cls-ue4d v.25.07.03.rev.1
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Hello
Sometimes, conversion is weird... I used cls-ue4d v.25.07.03.rev.1 on Sifu (last version) I know it works pretty well because I uncrypted .pak and remove some data in stream. With an hex editor i can see that the files is fully uncrypted. (I can compare extracted files with quickbms, exactly the same in the uncrypted file) With ued4t 99% uncrypted, with unreal xtool plugin around 98% If I work on file to compare extracted files there is some diff This makes tools like xtool missing some stream By the way the think I do not understand, is with partial uncrypt like with unreal plugin, the final compress ratio is better like for my tests : cls-ue4d+srep+lolz => 12gb xtool:mue4+srep+lolz => 10gb ue4dt+srep+lolz= 9.96gb |
Added new oodle library
- version 2.8.14 (lib2) from "CODMW3 (steam)" |
Archiver WIP 1, A brand new archiver with much much work poored into it
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This is a project i have been designing for the past year,
this is practically a brand new archiver, it has custom everything, Brand new Header, like Freearc which with its utility has taken this forum for the past decade and more this project's plan is to practically replace it. I have added a ton of stuff, including the ability to use external algorithms and tools, and i have also included xtool 7.9 from Razor Github page into it as an internal means to precompress. it comes with 2 modes, Solid Block, and Blocked compression you can rely on solid block to pack your games while a block compression can be used to maintain archives. I plan to expand this with GUI and a DLL for Inno. |
Microsoft is working on xtool-like tool (https://github.com/microsoft/preflate-rs)??
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A rewrite of precomp-cpp for speed and modularity, supports stdin and stdout natively, https://github.com/nicolas-comerci/precomp-cpp
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Its not M$. Its just a guy who calls himself ms. ;)
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Quote:
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Interesting. Maybe u have right. ;)
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Could someone write a "seemingly simple" CLS filter, a WIM format* (files store only compressed, aka hiddenly deduplicated) compressor with streaming functionality? (It would work exactly as if we were packing with the REP algorithm, as far as writing the ARC file is concerned, without temporary TEMP files) Many old games have a feature that a file exists in multiple copies, so we could avoid the classic "duped files removed before compression" and "Duping files... during the unpacking process" solutions.
*WIM-compression level: Store This is available in 7-Zip, but a CLS filter would be a better solution. When preparing a set of WAV files of nearly 5GB in this way, it consumes only 10-12MB of memory, while compressing to 3.2GB. (This is how much less needs to be copied/written before running the next algorithm.) In other words, if we manually deleted all duplicate files, the starting state would be this much smaller before running the other algorithms. I know, this is not typical for today's games. In this case, REP/SREP is not a viable option if MSC were the next algorithm or, for example, XTOOL. (The size of the deflated data file would be smaller.) We could also use ZPAQ, but it deduplicates at the file level, "with the -m0 or -m01 switches". In the example above, the prepared dataset will be around 3GB in size, but the final compression will be worse. (1.24GB vs. 1.35GB) With the -m0 switch, ~1.05GB, with -m01 it will consume ~150-170MB of memory during packaging. Compared to the 10-12MB used when 7-Zip/WIM compression. |
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