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#2491
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Ahhh i see, that makes sense xD.
But as you said, when space is empty it compresses well, which means in the final compressed data, the size of the video will removed right? and about the languages, panker1992 mentioned English Only and gave blocks of just ENG files but we are actually ripping languages other than English so how we get rid of other languages? or the ones mentioned were other than English? Sorry for being a numbskull and Thanks! |
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#2492
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hello people
![]() There is a serious business here and i have created a lil bit of chaos BTW my Final Size for RE8 = 16.1GB I am explaining and i will take RE8 For exampleThis game has total of 5.9 GB of audio plus videos files It has 9 languages which as audible not subs of anything totalling 2.25 GB Movies Total 1.79GB Rest is ambient Music Game Just generic Music Why in sevel hells would anyone with a mind compress this title altogether with lolz?? What I did was simple Remove all Videos and all Audios and ambient music etc and compressed textures aka tex files from the game down to 15 GB then i saw what video files are optional and removed them around 1GB of videos are optional how the game is made and what artist and directors did etc so all of those gone then i took the videos the game uses for the game and re encode them making them 70% smaller. Then i took 8 out of 9 spoken languages and completely removed them that is another 2 GB in final size. Then i said why not re encode the audio to a mid range wem files and save another 50% on the audio size. you separate them all pack them and patch in the files at the end.
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My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
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#2493
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This kind of interesting chaos is always welcome.
What i asked was that, are these audio files other than English? Code:
Block 1 721910965 807697466 731727462 em1000_v_dialogue.pck.3.x64.en Block 2 2422899086 2493439908 2422899086 em1110_v_dialogue.pck.3.x64.en Block 3 18114998188 18152135580 18119034210 em1150_v_dialogue.pck.3.x64.en Block 4 20249490548 20294360582 20254537491 em1230_v_dialogue.pck.3.x64.en Block 5 19302022331 19349746976 19302022331 em1260_v_dialogue.pck.3.x64.en Block 6 5506437541 5556561515 5506437541 em1262_v_dialogue.pck.3.x64.en Block 7 841520222 871463738 841520222 em1300_v_dialogue.pck.3.x64.en Block 8 20294360583 20341650467 20294360583 em1302_v_dialogue.pck.3.x64.en Block 9 18394439764 em1310_v_dialogue.pck.3.x64.en 18394439764 18438588281 Block 10 -- this one is 500mb 6100084475 6599324197 6100084475 pl1000_dialogue.pck.3.x64.en Block 11 -- this one is also big 300mb 156083303 470684395 191024214 movie_chapter3_dialog.pck.3.x64.en Block 12 20354417983 20417554742 20361475021 em1320_v_dialogue.pck.3.x64.en Block 13 18251704719 em4070_v_dialogue.pck.3.x64.en 18251704719 18380860641 Block 14 18454440446 18491950561 18454440446 em1330_v_dialogue.pck.3.x64.en Block 15 18217131131 18251704718 18220993113 em1370_v_dialogue.pck.3.x64.en Block 16 20180356416 20241899672 20187235043 em4103_v_dialogue.pck.3.x64.en Block 17 20079047866 20126111173 20079047866 em4105_v_dialogue.pck.3.x64.en Block 18 975582092 1008712930 975582092 pl2000_dialogue.pck.3.x64.en Block 19 Optional? 3261758961 3291738439 3265076495 movie_bonus_dialog.pck.3.x64.en Block 20 18082008046 18103123619 18084365781 em4130_v_dialogue.pck.3.x64.en Block 21 18606474237 18632973839 18606474237 em4104_v_dialogue.pck.3.x64.en Block 22 18152135581 18171592518 18152135581 em4090_v_dialogue.pck.3.x64.en Block 23 18171592519 18216296126 18171592519 em4000_v_dialogue.pck.3.x64.en Block 24 20126111174 20144293480 20126111174 em4100_v_dialogue.pck.3.x64.en Block 25 20144293481 20162068318 20144293481 em4101_v_dialogue.pck.3.x64.en Block 26 20162068319 em4102_v_dialogue.pck.3.x64.en 20162068319 20180356415 Block 27 18438588282 18454440445 18440377385 em4110_v_dialogue.pck.3.x64.en Block 28 6619741253 6630105302 6620935170 em4430_v_dialogue.pck.3.x64.en Block 29 6601679701 6612262879 6602864723 em4400_v_dialogue.pck.3.x64.en Block 30 956084055 967211189 956084055 em4122_v_dialogue.pck.3.x64.en Block 31 945198973 956084054 945198973 em4121_v_dialogue.pck.3.x64.en Block 32 937121945 em4120_v_dialogue.pck.3.x64.en 937121945 945198972 Block 33 18380860642 18394264859 18382352586 em4070_v.pck.3.x64.en Block 34 5458135716 5506437540 5458135716 em1261_v_dialogue.pck.3.x64.en |
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#2494
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Do you have a sample to listen to? I'm quite interested in how noticeable the quality loss is with ".wem" encoding!
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#2495
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Well,
The blocks Remove entire 9 languages at once and i chose to patch back only ENGLISH i can show you how to patch another language instead of english if that is what you desire GOD- i need a team chat so i can have a ncie talk with you guys Leethakor sample is here https://drive.google.com/file/d/1d86...ew?usp=sharing If you find any difference i will give you my tricks and tools ![]() PS Edit i forgot BGM = Background Music and it is patched back in after decompression it doesnt get lost
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My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
| The Following User Says Thank You to panker1992 For This Useful Post: | ||
L33THAK0R (16-07-2021) | ||
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#2496
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Which Blocks are the English ones (those you patch back) lmao.
This shit is getting crazier. Also if i extract a file and make it 00 with hex, and then patch it back, will it be the same as doing the offset process? Last edited by :( Sad8669; 16-07-2021 at 08:49. |
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#2497
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What you need isnt a block for language
Block = the area to cut with hex from and to from point A to point B offset 01 to offset 500 example given. What you need to patch a file is the file to patch and the starting offset where it starts inside the gigantic file!! it's practical usage have you seen my youtube videos where i explain how this works ? You can pack a game Fitgirl Size if you master what i am showing here
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My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
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#2498
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Please refer me toward the video.
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#2499
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Check Messages and you will find it
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My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
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#2500
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Quote:
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#2501
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what you saw is high quality 400kbps all the way to low quality 128kbps
i save many GB by doing this :P
__________________
My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
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#2502
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I look forward to being able to share some similarly impressive results in the near future!
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#2503
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Steel Division 2 [Build 7022650]
Start Size: 60.4GB
Code:
xreflate+srep+lolz Code:
precomp+srep+lolz This took 18-19 hours for me in total. |
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#2504
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UPDATE: It seems it was an error on my end after-all.
Has anyone else had issues with reflate & preflate regarding "The Saboteur"? I ran reflate for a good 14hrs prior, as a first test, but alas it was still stuck at the same spot. Just want to know if it's something on my end or just the title itself, as the "Odin Engine" is a custom game-engine only used for this title (I don't know if its a fork of something like UE3 or Source, I couldn't find any documentation on it, after a brief searching period), and I'm not sure how its game-data archives function. Last edited by L33THAK0R; 18-07-2021 at 01:40. |
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#2505
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Quote:
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