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Old 25-12-2018, 05:41
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Quote:
Originally Posted by Simorq View Post
Code:
SREP 3.92 beta: huge-dictionary LZ77 preprocessor   (c) Bulat.Ziganshin********com
July 23, 2013    homepage: http://freearc.org/research/SREP.aspx

Usage: SREP [options] infile [outfile]
   infile/outfile can be specified as "-" for stdin/stdout
   "SREP [options] somefile" compresses data from somefile to somefile.srep
   "SREP [options] somefile.srep" decompresses data back to somefile
   "SREP [options]" compresses and "SREP -d [options]" decompresses data from stdin to stdout

Options are:
   -m1: fixed-window content-defined chunking with matches checked by VMAC
   -m2: order-1 content-defined chunking with matches checked by VMAC
   -m3: check matches by VMAC digest (compression memory = 7-8% of filesize)
   -m4: check matches by rereading old data (compression memory = 3-4% of filesize)
   -m5/-mx: rereading with byte-accurate matches (compression memory = 7-9% of filesize)
   -l: minimum LZ match length, default 512
   -c: size of hash chunk, by default as small as required to find all these LZ matches
   -aX/Y: alloc X bytes of those Y bits are set per L input bytes for compression
          accelerator. Y=0/1/2/4/8/16/32/64, -a0 is slowest but requires least memory
   -ia-: disable I/O acceleration to reduce memory usage (-m5* only)
   -tN: use N compression threads (only for -m1/-m2)

   -m1..-m5: index-LZ - list of matches saved at the end of compressed file
   -m1f..-m5f: future-LZ - decompression dictionary will hold only future matches
   -m1o..-m5o: I/O LZ - output file used as decompression dictionary
   -memBYTES: amount of RAM used by future-LZ/index-LZ decompression (extra goes into VM file)
      -mem75% AKA -mem75p means "use no more than 75% of RAM" - that's by default
      -mem600mb means itself
      -mem75%-600mb means "use no more than 75% of RAM minus 600 mb"
   -mBYTES: don't store matches larger than BYTES on future-LZ/index-LZ decompression

   -d: decompression (for -m1o..m5o requires only 24 mb of memory besides of OS I/O buffers)
   -delete: delete source file after successful (de)compression
   -sBYTES: explicitly specify filesize (for compression from stdin), default 25gb
   -bBYTES: change compression block size, default 8mb
   -index=FILENAME: read/write index of compressed data into separate file
   -temp=[FILENAME]: keep uncompressed data in the file in stdin-to-stdout mode, default srep-data.tmp
   -vmfile=FILENAME: temporary file used by Virtual Memory manager, default srep-virtual-memory.tmp
   -vmblock=BYTES: size of one block in VM temporary file, default 8mb

   -hash=vmac(default)/siphash/md5/sha1/sha512: store hash checksums in every block
   -hash-: don't store/check block checksums
   -mmap: use memory-mapped files for match checking
   -slp[+/-/]: force/disable/try(default) large pages support
   -pc[max_offset]: display performance counters [for matches closer than max_offset]
   -s: save printed stats from overwriting; -s+/-s-/-sX.Y: update stats every X.Y seconds
   -v[0..2]: verbosity level
   -rem...: command-line remark
Thanks a lot. 🤗

can you help me with something?

I know how to find Oodle games,
Oodle games have dll file inside the game and Oodle scan tells us which method that game used,
Kraken, Mermaid, Selkie. Jc4 used K&M ACO use Mermaid only. Please Correct me if I'm wrong 🤗

also i need to know, On none Oodle games
How can i find what kind of Compression,
used for the game?

It's very important to me to make best compression method for every game 🎮
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