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Unity decryption
2 Attachment(s)
Code:
using System;Code:
using System; |
No Man's Sky
v4.52 Code:
11:57:59 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd5+4x4:lzma |
Maybe someone knows a compress method for Brothers - A Tale of Two Sons - Remake? Sorry, I can't upload the test file, because the file is too large to upload. Thank you:)
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data1- i used xtool:mermaid+srep+lolz data2- movies (xbk2+srep) data3- all miscellaneous files srep+lolz total repack size was 13.0 im sure you can get better on the movie files a but xbk2 sucks for compression for me ScOOt3r |
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Almost spot on, I would like to make some additions. The 3GB pak file contains raw WWise audio. This can be packed with msc(tak)+razor. Most of the game data is stored uncompressed, there is only an incredibly tiny amount of mermaid streams so using any precompressor will have little impact on the end result. These handful of mermaid streams and the start of UCAS archives are becoming more common in Unreal Engine 5 games. The director's commentary video is KB2i so it can be packed / unpacked with cls-bpk.dll. Little point in using XTool for this task since bpk unpacks the video without data errors and there is no opportunity for multithreading. The remaining videos are KB2n which is unsupported by bpk (the XTool configuration sutomatically filters these videos). I used the latest BCM (v2.03 at time of writing) by Ilya Muravyov after srep to squeeze a slight bit extra compression. My size was 12.4GB for: Primary: srep+lolz Secondary: msc+razor Tertiary: srep+bcm Quaternary: bpk And the Director's Commentary can be separated to give 10.5GB minimum size. |
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Everything you need to know, I have already explained. |
Maybe someone knows the compression method for the wwe 2k24 game? This is the file for testing
.cak: https://drive.google.com/file/d/1bEf...ew?usp=sharing .pck: https://drive.google.com/file/d/1iIu...ew?usp=sharing Thank you:) |
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cak files hydra/leviathan. xtool plugin is required. |
Handball 17
Code:
srep+lolz/$wav=msc+razorCode:
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Maybe someone knows the compression method for the alone in the dark (remake) game? This is the file for testing:
.pak: https://drive.google.com/file/d/1LUR...ew?usp=sharing .ucas: https://drive.google.com/file/d/1i8s...ew?usp=sharing .utoc: https://drive.google.com/file/d/12Q_...ew?usp=sharing Thank you:) |
Oodle Kraken + Deflate
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Yes. Banks contain ogg audio. |
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here is the example file: .core: https://drive.google.com/file/d/130A...ew?usp=sharing .core.stream: https://drive.google.com/file/d/1I_K...ew?usp=sharing |
@danziel123
The Method I used for Horizon Forbidden was xtool:kraken+srep+lolz on .core files @71.8 Compression for a total size of 87.3 GB over 2 data files and 1 optional (digital extras) -im sure there is a better method but i tried many it took me several hours to compress as its a HUGE game.. Good Luck ScOOt3r |
Use insomniac plugin
I wonder how tf you assume oodle is used... |
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Repack Size: 81 Gb Final Size: 124 Gb *.core *.core.steam Quote:
I don't know if there are more files get the same error so I used this method Quote:
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Unholy v30764
https://i.ibb.co/Vmb0cX4/Imgcover.png
Code:
Precomp Method for Data_1.bin: • [ xtool:c32mb:mzlib:dd3+srep64:m5f:a16:d1g+delta+exe2+nz64:m16g:br512m:bw512m:p16:t16 ] • |
SOUTH PARK: SNOW DAY! [v.70374]
27.3 gb > 16.77 gb Unreal Engine 4 Plugin (by Razor)+zlib+dd5+lolz Unreal Key=0x0892FE168A3B47FA0406BB6255A17DE7D1FBA7D651CD BC694728A31DFA99BA1B Inst.time: 6 min [11400F] ----- The Callisto Protocol (English VO Only) [Build 13179062] 75.8 gb > 55.8 gb zlib+dd5+lzma2 Inst.time: 12 min [11400F] |
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Then I thought maybe new xtool version was the problem (do not wanted to blame Razor for that lol) so then I tested all xtool versions back to 0.7.9, same error. But then I remembered a problem a while ago about this game with some srep errors, so then I tested just precompressing and srep afterwards. While xtool did not gave me any error messages about srep, I tested srep instead of xtool dedup with srep.exe and this error appears: Code:
Compressing 176,993,820,246 bytes with "srep.exe" -hash- -m3f InFile OutFileCode:
60 GB input -> 7 GB output, Ratio 11.67%Code:
xtool:zstd+rep+srep+...Code:
Initial version (xtool:zstd:dd3+4x4:lzma)I hope this helps. |
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Code:
packcmd = xtool.exe precomp -t100p -dd5 -spa0:l1024 - - <stdin> <stdout> |
^
Not for me, so I post an alternative if that does not work for someone :) |
Hello does anyone know effective compression on Cities Skylines II ?
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It will require approximately 170 GB of free space for decompressed data and 90 GB for processing and compression. To avoid a SREP error, use the -l1024 parameter |
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i use Code:
xzstd+srep:m3f:l1024+lolz:dtb1:d128:mtt0:mt4:mc1023 |
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maybe someone knows the best compression method for the game white day 2? This is the test file:
https://drive.google.com/file/d/19Hb...ew?usp=sharing Thank you:) |
I will give you a hint.
Code:
Universal Oodle stream scannerCode:
Streams: 4382 / 4382You can do it bro. |
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This parameter is used to tell DiskSpan GUI which oodle library (oo2core_#_win64.dll) should be copied to the XTool folder before compression (The same oodle library will be included in Setup.dll). If you don't know the supported versions, you can open the Oodle_Libs.7z file inside the "..\ADDONS\Libraries\Oodle" folder to find out which versions are currently supported as a fake parameter (The fake parameter is exactly the name of the folder inside the 7-Zip archive such as "core_2.6.3"). Usage example: NOTES: In the first example, the "393b" parameter is also a fake parameter to inform which version of srep.exe will be used. Code:
xtool:mkraken:core_2.7.6+srep_new:393b+LZMA-MT |
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oodle_ver.exe is just for the libraries to know what library version the file is (drop any "oo2core_#_win64.dll" onto oodle_ver.exe will tell you the library version without looking manually with hex editor).
For game files to scan use "oo2scan_7_win64.exe" inside scanner folder from this link: https://fileforums.com/showthread.php?t=102453 PS: With big files, it could take a while before the process starts. Simply drag&drop the file into "oo2scan_7_win64.exe". You cannot know what library is used for the game if the game is not shipped with any oo2core library, but the release date of the game is a good start. However for newer titles I suggest starting with library v2.9.5 is a good idea (do not use library v2.9.6 at all because this library has a critical memory bug. This particullar library is just included for completition). If output/speed of processing is bad, increase or decrease library version until you find the matching library. |
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Xtool |
Hello, sorry if I ask again. how to compress ghostwire tokyo game? I have copied gwtokyo.xtl, gwtokyo.key & oo2core_7_win64.dll into the Resources\PRE\XTool_2020\Plugins folder and I checked in the DSG in the Xtool 2020 plugin section and ghostwire tokyo doesn't appear. Thank You
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I think you do not need them. Use unreal plugin with aes key + kraken + zlib + 512mb chunk size. And I think this game use a v2.8.x oodle library.
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You won't be able to scan for streams bevause this game's data is encrypted. KaktoR has told you everything you need to know.
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