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  #1  
Old 21-04-2022, 14:01
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F.E.A.R. 3
latest version, incl all DLC

Code:
 22:41:45 - Selected ARC/DS method for Data1a-01.bin was: bpk+msc_tak+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000
 22:41:45 - Selected ARC/DS method for Data1b-01.bin was: mpz_mtx
-------------------------------------------------------------------------------------------------------------------------------------------
 22:56:25 - » Installation folder size: 4.58 GB
 22:56:25 - » Data1a-01.bin file size: 2.53 GB
 22:56:25 - » Data1b-01.bin file size: 757.65 MB
 22:56:25 - » Compressed game size: 3.27 GB (Ratio 71.27%)

 23:00:29 - Overall decompression time: 00:03:57
 23:00:29 - All files have been successfully extracted!
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  #2  
Old 22-04-2022, 02:37
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Yakuza 6 - From Yakuza's Series 7/7

Code:
Method : srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcm
Compression Time : 8 Hours
Decompression Time : 1.5 Hours (4T)
Initial Size : 38.9 GB
Final Size : 27.8 GB.
Code:
$criwarevideo
*.usm
Note : You can use BCM with mtx to gain speed.

Last edited by :( Sad8669; 25-04-2022 at 16:30.
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  #3  
Old 22-04-2022, 05:10
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This BMF compressor not repleceable using the BIM compressor usage the MSC/FreeArc? Newest or patched/fixed versions, from fix freezing DDS compression its available? (Win7 x64) Found BMP only fixed v2.01 copy from FreeArc usages. (v1.1 its very old.) This v2.0 its totally lost from net?

This BIM v0.03 version, support only 24bit BMP, TGA and PNM/PPM images. (No available more info this compression rate difference than BMF.)
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  #4  
Old 22-04-2022, 07:31
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MotoGP 22

Code:
xzlib+srep+lolz/$mp4=srep+lz4:l12
29.2GB ---> 16.6GB

I have stopped using zstd for videos and prefer lz4 instead because it is faster.

CLS-LZ4 library used by Shegorat.

Last edited by Masquerade; 22-04-2022 at 14:17.
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  #5  
Old 22-04-2022, 11:41
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Masquerade: Some code's contains ...lz4:l12 switches. This FreeArc 0.67 internal switches from lz4 algo?? Tested in Arc.exe with -mlz4:l12 don't work. Pure lz4 or lz4:h32m or lz4:h32m:b8m its ok.
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  #6  
Old 22-04-2022, 14:16
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Quote:
Originally Posted by kj911 View Post
Masquerade: Some code's contains ...lz4:l12 switches. This FreeArc 0.67 internal switches from lz4 algo?? Tested in Arc.exe with -mlz4:l12 don't work. Pure lz4 or lz4:h32m or lz4:h32m:b8m its ok.
I am using cls-lz4 plugin by Shegorat. I have amended my post to reflect this.
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  #7  
Old 23-04-2022, 22:34
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ZenStudios Pinball FX3 ".pxp" archives

Anyone given the ZenStudio's "Pinball FX" series a shot? Can't seem to find any information about the engine or the archives it uses. It (as well as all other ZenStudio titles) use a "*.pxp" archive format (File signature of 50 58 1A CD, decodes to "PX.Í"), and using the zlib codec under xtool picks up ~3 streams but crashes with a general decompression error after trying to parse them. Attached is a sample if anyone wants to have a look. Only mention I can find of this series/engine is this post, but cant find anything else online. There seems to be a QuickBMS script for decompressing these archives but unfortunately it doesn't seem to support the current iteration of ZenStudio's archive-type, introduced archives pertaining to more recent DLC.
Attached Files
File Type: rar sample.rar (29.50 MB, 11 views)

Last edited by L33THAK0R; 24-04-2022 at 06:19. Reason: Was tired as fuck writing this, fixed some wording for clarification
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Old 24-04-2022, 01:33
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https://forum.xentax.com/viewtopic.php?t=10182
https://forum.xentax.com/viewtopic.php?f=10&t=10654

There is a decompression tool by Ekey, but i think you need to be a member to download it.
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  #9  
Old 24-04-2022, 01:41
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I didn't include Ekey's unpacking tool as it serves the same purpose as the QuickBMS script, however its a tad more outdated and is less compatible with the more current iterations of the ".pxp" archive. For anyone interested I've attached the aforementioned tool, as well as the source code for Ekey's decompression library.
Attached Files
File Type: rar CSPXPUnpacker_0.2.rar (32.0 KB, 6 views)
File Type: rar ZENLib_Src.rar (9.5 KB, 8 views)
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  #10  
Old 24-04-2022, 06:33
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Beyond Good & (And) Evil

Beyond Good & Evil (GOG Edition)

Files ripped:
  • German, Dutch, Spanish, French, Italian localised content can be ripped, amounting to 0.96GB
  • Unused pre-rendered trailer footage as well as the "Making Of" Bink1 file in the root directory can be safely removed, amounting to 0.22GB (or at the very least I haven't had any user reports of the contrary being true, I myself have only tested ~30minutes of gameplay so I can't be certain either)

2.02 GB => 520.7 MB

Method:
HTML Code:
srep + lolz
Compression time - 30 minutes

The tricky part about this one is calculating the offsets for localised content as well as the unused videos, as this data isn't stored in a logical way, thankfully though, through my analysis and subsequent repacking of titles utilising the "Jade" engine, I can say with a fair degree of confidence that only the primary localisation is intermingled with other data (such as graphical assets, animations and game logic) within a given "*.bfX" archive, with subsequent localisations, in this case the aforementioned five, being stored in a more logical way, allowing for fewer ripped blocks to be generated.

Last edited by L33THAK0R; 24-04-2022 at 06:36. Reason: Forgot to include the method used (whoops!)
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  #11  
Old 24-04-2022, 09:30
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DRAGON BALL Z: KAKAROT [v1.60][ENG]

Code:
Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmx
Compression Time : 10.3 Hours
Decompression Time : ~ 55 Minutes (4T)
Initial Size : 36.8 GB
Final Size : 28.9 GB.
Ripped Files : Japanese audio.
Code:
$criwarevideo
*.usm
Note : Compressor "bcmx" is just bcm used with MTX.

Last edited by :( Sad8669; 25-04-2022 at 16:29. Reason: Updated Decompression Time....
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  #12  
Old 25-04-2022, 09:24
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Martha is Dead
v1.04

Code:
 14:50:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmartha:1+srep_new+4x4:lzma
 14:50:47 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-------------------------------------------------------------------------------------------------------------------------------------------
 17:47:31 - Overall input size: 17.13 GB
 17:47:31 - Overall output size: 14.05 GB (Ratio 82.01%)
 17:47:31 - Overall conversion time: 02:53:12

 18:22:38 - Overall decompression time: 00:35:01
 18:22:38 - All files have been successfully extracted!
You can speed up compression by doing it on ssd because of copying temp files.
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Last edited by KaktoR; 25-04-2022 at 09:26.
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  #13  
Old 26-04-2022, 09:24
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Dune: Spice Wars

Code:
res.compressed.pak

xtool+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 725,268,911 bytes. Ratio 24.52%
Compression time: cpu 2.50 sec/real 484.56 sec = 1%. Speed 6.11 mB/s
All OK

precomp+srep+4x4:lzma
Compressed 1 file, 2,958,404,716 => 704,372,043 bytes. Ratio 23.81%
Compression time: cpu 3.48 sec/real 564.58 sec = 1%. Speed 5.24 mB/s
All OK
Code:
wem files: 145mb -> 140mb with wemtool
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Last edited by KaktoR; 26-04-2022 at 09:27.
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  #14  
Old 28-04-2022, 08:56
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anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?

ex : https://bayfiles.com/P90ef8b3y6/tech...ets_all_bundle

thanks
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Old 28-04-2022, 09:45
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Quote:
Originally Posted by kuyhaa View Post
anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
You can decompress that bundle with UBT.

Not much point in trying to recompress+patch it because a patch would be almost 17mb.
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