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Old 13-11-2024, 13:30
wareck wareck is offline
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Hello, I'm not a very good repacker, but I know some basis...

1 for finding codec:
-experience (after a while you will know that game made by unreal, or by this other kind of editor use the same compression template)
-hexeditor (you can find some signature or some indications like ogg, wave, mpeg ect)
-game scanner tool (you can find it on this forum)
-"monkey test" test this parameter or this and compare results. For some game it takes me days to find the right setup to gain some %

2 masked compression:
$xxx is mean a group
for example $bmp is for "all file in the bmp group"
It can be .bmp .gif . bitmap (you can setup this group in arc.group)
then the method
in you example $wav=tta it means that all file in the "$wav" group will be processed with TTA method
at the begining of the mask you have rzm
It mean that the files who are not in a group or if the method for this file will fail, it will processed by the main method rzm

3. srep
if you use a normal process like diskspangui or similar
the process will first do a solid chunk (like is you use 7zip with store option and 0 compression)
file1+file2+file3+file4... => bigfile
the srep will work on the bigfille
file1+file2+file3+file4=>bigfile=>srep>=bigfile.sr ep
then bigfile processed by srep will be processed by the final compressor

file1+fille2+file3+file4...=> bifile=>srep => bigfile.srep=>lzma2= > archive
In your question, 64mb is the chunk srep will work with.
it's not the size of the final files, its how many partial chunk of "bigfile" it will work in the same time.
big chunk give better results, but slower compression/decompression.
and less computer compatibility (if you decompress this file on a slow computer with low memory it may fail)
lower chunk size lower the deduplication results, faster compression and decompression but bigger final files.
it's more or less a compromise...
this is very linked to the file.
if you try to srep audio or video files you will not find deduplication (same words, same octet combinasion)
but for texture, in some games there is a lot of same structure, same files, you will have a lot of redundancy and it will reduce the file a lot...


the best method is to experiment, test, try and try again
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