Quote:
Originally Posted by kj911
Noob questions from compression via LOLZ: Compression rate better than TTA (FreeArc) methods use LOLZ compressing *.WAV files??
Or use double compression from WAV files?
My favorized methods (from MSTS or any older(?) games): The *.WAV files compressed to --> Archive.arc (with TTA comp.) this archive compressed again to --> Archive2.arc (with REP) method. Fast and good ratio. Second compression process replacing REP to RAZOR or MSC or/and any ones?
Some testing its best rate. Size reduction lower than 35-40% via original size.
Example: Compressed 5001 WAV files. Size: 2.09GB --> 923MB--> 632MB
Please testing and find better methods.
|
Any tests:
Test1
Compressing WAV files used UltraARC 2.9.0.0R6. Its programs created 4 dataX.arc files.
Methods=SREP+LOLZ
Total size: 811672kB
Test2
Methods=MSC+LZMA2
Total size: 736416kB (187533+199572+282870+66441kB's)
Compression time its badly long. (TAK compressor issue.)
Test3
A test: Its will compress 923MB's ARC file (compressed WAV files with TTA methods) with RAZOR 1.03.7 compressor use 256MB dictionary size.
Its results: 646908kB
B test: Its will compress 923MB's ARC file (compressed WAV files with TTA methods) with LOLZ x64 compressors.
Methods: dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d64m:fba4096: f1023
Its results: 647626kB
Its use MMC switches?
And any big test results with UltraARC2.9.0.0R6 it will compress the full games via 40+ hours process times. (with splitted arc files.)
Generated archive files list:
data1a.arc: 1047552kB
data1b.arc: 604611kB
data2a.arc: 443966kB
data2b.arc: 1048576kB
data2c.arc: 243390kB
data3a.arc: 805187kB
data3b.arc: 309900kB
data4.arc: 703894kB
----------------------
Total: 5207076kB = ~4.966GB. Hmm. Tiny Compressor v1.4 results will better than UARC versions. Smaller than ~1.08GB file size.