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BioShock Infinite
v31.08.2022 Code:
16:54:07 - Selected ARC/DS method for Data1a-01.bin was: xtool:c320mb:mbik |
Why did everyone started using xtool:dd3 instead of srep_new:3. It it better?
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Because it's faster.
Edit: "3" in dd# just represents the srep m#f setting m[1..5]. You can even use dd5 to get a bit better results in costs of speed. Edit2: A bit old, but my test in the past when this feature was introduced: https://fileforums.com/showthread.ph...129#post499129 |
@KaktoR did you try using xtool unreal 3 for the lzo? I'm interesred in the performance vs uelr.
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ANNO 1800
Update 18.0 Code:
20:37:16 - Selected ARC/DS method for Data1a-01.bin was: xtool:c1500mb:lm:mbk2:df20p+xtool:dd3 |
Thanks for the update. If dd3 can help me compressing the same size as srep and with less extraction time, I'll go ahead with it. My focus is to improve extraction speed at a cost of minimum difference in compression size. I'll try that for sure.
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Watch Dogs Database Generation
I know Masquerade made a database recently for the first "Watch Dogs" title, however I've found myself needing to re-generate a new database in my own conversion, as I've opted to include a variety of mods that restore features left on the cutting room floor as well as providing the end-user access to content previously only accessible through online-only interactions. This restoration overwrites a considerable amount of existing files, as such a new database is required.
My current database seems to be considerably smaller than Masquerade's however, with a final result of 3.84 MiB (versus Masquerade's 14.0 MiB). The only issue I can currently see is when the fat2_fat3.bms script attempts to process the "windy_city.fat/.dat" which gives the following error: Code:
Error: the compressed zlib/deflate input is wrong or incomplete (-3)Code:
elif ZTYPE == 2Code:
[Config]Code:
[xmemcompress] |
the window and partition for xmemcompress should be 32768 I believe, those configurations are for project cars
Code:
[xmemcompress] |
DOOM Eternal v6.66 Rev 2.2
** All bk2 except vs_first.bk2, vs_second.bk2 and doommarinesymbol_wide_fade.bk2. 88.7GB ---> 56GB |
The Sims 4 [v1.100.147.1030 + All DLCs]
Code:
xtool_zlib_dd5+LZMA2 |
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Could you send me one of these files? Thanks.
Edit: I looked, and I don't have any problems with the patched bink plugin. Code:
Compressed 3 files, 69,070,112 => 69,070,262 bytes. Ratio 100.00% |
XCOM 2
version 28 March 2022 Code:
20:51:40 - Selected ARC/DS method for Data1a-01.bin was: uelr+xtool:mkraken:core_2.4.1+xtool:mzlib:dd3+4x4:lzma |
Oggre Anomaly, a word of warning for those packing "Nioh 2".
Has anyone else experienced some issues with Oggre when processing a large amount of streams? I'm currently working on "Nioh 2", whose audio can be extracted into a readable Vorbis Ogg format. I individually packed every file (~9000) and compared the original file checksums to determine which files were incompatible and removed them accordingly. In the past this process has never failed me and has always without fail resulted in a successful decompression of those particular assets, however this time around it seems I'm left with a bit of a confusing result. Attempting to pack all the streams together results in the installer, presumably due to the CLS Oggre plugin, crashing.
Investigating the issue by creating a large stored archive of all files in their packable format shows a much clearer image: Code:
Original Input, Stored Archive (7.79 GB) -> Processed with Oggre (5.29 GB) -> Unpacked with Oggre (4.67 GB)I'll be then putting these 2 files alongside each other into one large archive, whilst praying I can squeeze some small gains but I'm under no illusion it'll almost certainly be a satisfactory result. Definitely not happy about the amount of additional R/W operations that'll be performed on the end-users drive, but its the best solution I can come up with. I should mention I was able to process the audio from the original "Nioh" without any trouble, which follows the same structure as "Nioh 2", with a pretty decent final result of 20.3 GB for v1.21.04 of the Complete Edition release for "Nioh". UPDATE: I ran an additional test with the original unmodified audio archives packed with a generic srep + lolz configuration, when alls said and done, srep actually works well with the duplicated data, resulting in an inflated final result of only 390MB. Given the negligible gains compared to the amount of data that would would need to be written (~16gb) for the original patching approach to work, I think for the time being, and in the interests of the end-user, I'll sacrifice this 390MB. |
Yeah, oggre is a mess.
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Mirror's Edge Catalyst Woes
Can anyone recommend which library and/or version of XTool to use for processing "Mirror's Edge: Catalyst"'s LZ4 streams? I recently tried running my collection of LZ4 libraries against a 100MB sample, using XTool 0.7.8 however seemingly none of them were of any use (see the following pastebin output). I've had success in the past with another LZ4 Frostbite 3 title, "Battlefield: Hardline", however attempting to use the same library for Catalyst results in 0 streams being detected/processed.
I can only find one user actually succeeding to pre-compress Catalyst, who indicates they used "xtlz4(v12)" but I've no idea if this refers to the library or tool. Any advice would be greatly appreciated, I'm properly stumped with this one. |
Try its probably used old Xtool v0.12 with old lz4 libraries. (or used mixed/replaced in game related lz4 library dll.) Check it...
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If I remeber correct, 1.8.0+ should do it.
Edit: Code:
Streams: 1790 / 1815 |
Mary Skelter Finale
Code:
xtool_zlib_dd5+lolz/$mp4=srep/$bra=oggre |
Golf With Your Friends [Build 12062185]
Code:
xtool_unity_dd5+lolz |
Wild question, but would anyone happen to have a backup of the tool linked here?
https://forum.xentax.com/viewtopic.php?t=11106 The blog link is offline. The page is on the Wayback Machine, but the actual file download is blocked behind a xentax login so the file isn't on the wayback machine annoyingly. |
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Use the frostbite 3 plugin for this game -mfrostbite3:lz4 |
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Once I tried against a larger sample the plugin worked perfectly, many thanks for your hard-work on it! |
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Thanks for the link but that is for DPK4, I was looking for DPK5 version. It's alright now though, the game in question only used zlib so I've done it and moved on.
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Forza Horizon 5 V 1.604.481
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Final Size: 164 Gb |
PAYDAY 3
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Final Size: 46 Gb |
New Oodle Library (v0.1.0, as reported by oodle_ver.exe) Assistance Needed
1 Attachment(s)
I've been investigating a 2017 title "Lone Echo", which seems to use a previously undocumented Oodle Library, v0.1.0, and whose CRCs don't match any other libraries, as posted by KaktoR.
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I wouldn't say it is undocumented. The problem is that the game in question is exclusively for the oculus rift vr thing. Libraries can differ on different platforms.
And if I look at all the code in shared library, it differs much from the pc equivalent. |
Witchfire
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Final Size: 23.5 Gb |
Cyberpunk 2077
I did a bit of digging in last few days. Here are some observations. Maybe you might find it usefull. Code:
audio*.archive
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basegame_5_video.archive--- You can unpack the archives with WolvenKit. I used the console version and used command like this Code:
WolvenKit.CLI.exe <command> <InputFile> <option><OutputFolder> |
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Cyberpunk 2077
v2.0, incl DLC, 2 languages, incl bonus content Code:
08:53:27 - Selected ARC/DS method for Data1a-01.bin was: xtool:mcp2077+xtool:lm:c1024mb:mbk2:df20p+xtool:dd3+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000Code:
Overall output size: 62.60 GB (Ratio 75.38%) |
hi, any info for Tony Hawk's Pro Skater 1 + 2 ?
Code:
unreal + 0x94DEC78FBD9762E1674A3418 BFE8637587659532C1C053D1F4AA650E2176286CCode:
Streams: 49312 / 49737 49749 |
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Tony Hawk uses a non-standard encryption scheme such that decryption is possible using the attached script, but encryption is not.
https://files.catbox.moe/08vsy7.bms |
Forza Motorsport best method !
I tried xtool but can't precompress it, and lolz only does nothing
What i miss here :confused: |
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