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#1
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Thanks for the update. If dd3 can help me compressing the same size as srep and with less extraction time, I'll go ahead with it. My focus is to improve extraction speed at a cost of minimum difference in compression size. I'll try that for sure.
Quote:
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| The Following User Says Thank You to Fak Eid For This Useful Post: | ||
ScOOt3r (06-09-2023) | ||
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#2
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ANNO 1800
Update 18.0 Code:
20:37:16 - Selected ARC/DS method for Data1a-01.bin was: xtool:c1500mb:lm:mbk2:df20p+xtool:dd3
20:37:16 - Selected ARC/DS method for Data1b-01.bin was: xtool:mflac,l8+xtool:mzlib:mreflate+xtool:dd3+4x4:lzma
20:37:16 - Selected ARC/SPLIT method for Data1c-01.bin was: xtool:dd3+4x4:lzma/$mp3pack=7zdll-pm:m0=mp3det:m1=packmp3c/$bpkpack=bpk
-----------------------------------------------------------------------------------------
00:12:23 - Overall input size: 101.44 GB
00:12:23 - Overall output size: 30.63 GB (Ratio 30.20%)
00:12:23 - Overall conversion time: 03:34:59
Notes:
- bpk was used on bink1 files which are located in data3.rda
- You have to use -lm for bk2 plugin if you don't have 64GB RAM
- The following files contain bink videos: data3.rda, data11.rda, data12.rda, data13.rda, data16.rda and data18.rda. Use quickbms with "-f "{}.bk2,{}.bik"" file mask to extracrt just bink1/2 files.
- Use XTool erase to create xtl file and zero the files out of the game archives.
- Use XTool decode + xtl file to patch the files back afterwards.
- Some rda files also contain WEM files. You can use wemtool there.
- The language files also contain WEM files, but they are PCM, so you msc/xtool:flac on them.
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| The Following 5 Users Say Thank You to KaktoR For This Useful Post: | ||
JustFun (05-01-2024), L0v3craft (08-09-2023), Razor12911 (06-09-2023), ScOOt3r (06-09-2023), Wanterlude (06-09-2023) | ||
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#3
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Watch Dogs Database Generation
I know Masquerade made a database recently for the first "Watch Dogs" title, however I've found myself needing to re-generate a new database in my own conversion, as I've opted to include a variety of mods that restore features left on the cutting room floor as well as providing the end-user access to content previously only accessible through online-only interactions. This restoration overwrites a considerable amount of existing files, as such a new database is required.
My current database seems to be considerably smaller than Masquerade's however, with a final result of 3.84 MiB (versus Masquerade's 14.0 MiB). The only issue I can currently see is when the fat2_fat3.bms script attempts to process the "windy_city.fat/.dat" which gives the following error: Code:
Error: the compressed zlib/deflate input is wrong or incomplete (-3)
Info: algorithm 2
offset 494c62b4
input size 0x0000632b 25387
output size 0x00010000 65536
result 0xffffffff -1
Error: uncompressed data (-1) bigger than allocated buffer (224656)
It usually means that data is not compressed or uses another algorithm
Code:
elif ZTYPE == 2
comtype deflate
Code:
[Config] SafeMode=0 UserInput= Exclude=lzma_dynamic,snappy gzip=zlib deflate=reflate zlib_noerror=zlib deflate_noerror=reflate zlib=zlib oodle=leviathan xmemdecompress=xmemcompress lz4=lz4hc:l9 zenpxp=zenpxp lzo1x=lzo1x lzma_dynamic=reflate Code:
[xmemcompress] Encode=xcompress64.exe d -window=131072 -partition=524288 <library> Decode=xcompress64.exe e -window=131072 -partition=524288 <library> |
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#4
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the window and partition for xmemcompress should be 32768 I believe, those configurations are for project cars
Code:
[xmemcompress] Encode=xcompress.exe d -window=32768 -partition=32768 <library> Decode=xcompress.exe e -window=32768 -partition=32768 <library> |
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#5
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DOOM Eternal v6.66 Rev 2.2
** All bk2 except vs_first.bk2, vs_second.bk2 and doommarinesymbol_wide_fade.bk2. 88.7GB ---> 56GB |
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#6
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The Sims 4 [v1.100.147.1030 + All DLCs]
Code:
xtool_zlib_dd5+LZMA2 |
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#7
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Quote:
__________________
Haters gonna hate
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#8
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The modified import does indeed fix motion data warn but it does not fix err. Trying to compress the folder with those 3 videos present will just leave XTool hanging.
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#9
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Could you send me one of these files? Thanks.
Edit: I looked, and I don't have any problems with the patched bink plugin. Code:
Compressed 3 files, 69,070,112 => 69,070,262 bytes. Ratio 100.00% Compression time: cpu 0.06 sec/real 1.12 sec = 6%. Speed 61.71 mB/s All OK Extracted 3 files, 69,070,262 => 69,070,112 bytes. Ratio 100.00% Extraction time: cpu 0.05 sec/real 0.60 sec = 8%. Speed 114.63 mB/s All OK
__________________
Haters gonna hate
Last edited by KaktoR; 09-09-2023 at 02:22. |
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#10
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XCOM 2
version 28 March 2022 Code:
20:51:40 - Selected ARC/DS method for Data1a-01.bin was: uelr+xtool:mkraken:core_2.4.1+xtool:mzlib:dd3+4x4:lzma 20:51:40 - Selected ARC/DS method for Data1b-01.bin was: xtool:lm:c1024mb:mbk2:df20p+xtool:dd3 20:51:40 - Selected ARC/SPLIT method for Data1c-01.bin was: xtool:dd3+4x4:lzma/$oggre=oggre/$wemtoolpack=xtool:dd3+zstd ------------------------------------------------------------------------------------------------------------------------------------------- 00:40:08 - Overall input size: 70.96 GB 00:40:08 - Overall output size: 25.26 GB (Ratio 35.59%) 00:40:08 - Overall conversion time: 03:48:26
__________________
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| The Following User Says Thank You to KaktoR For This Useful Post: | ||
JustFun (05-01-2024) | ||
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#11
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Oggre Anomaly, a word of warning for those packing "Nioh 2".
Has anyone else experienced some issues with Oggre when processing a large amount of streams? I'm currently working on "Nioh 2", whose audio can be extracted into a readable Vorbis Ogg format. I individually packed every file (~9000) and compared the original file checksums to determine which files were incompatible and removed them accordingly. In the past this process has never failed me and has always without fail resulted in a successful decompression of those particular assets, however this time around it seems I'm left with a bit of a confusing result. Attempting to pack all the streams together results in the installer, presumably due to the CLS Oggre plugin, crashing.
Investigating the issue by creating a large stored archive of all files in their packable format shows a much clearer image: Code:
Original Input, Stored Archive (7.79 GB) -> Processed with Oggre (5.29 GB) -> Unpacked with Oggre (4.67 GB) I'll be then putting these 2 files alongside each other into one large archive, whilst praying I can squeeze some small gains but I'm under no illusion it'll almost certainly be a satisfactory result. Definitely not happy about the amount of additional R/W operations that'll be performed on the end-users drive, but its the best solution I can come up with. I should mention I was able to process the audio from the original "Nioh" without any trouble, which follows the same structure as "Nioh 2", with a pretty decent final result of 20.3 GB for v1.21.04 of the Complete Edition release for "Nioh". UPDATE: I ran an additional test with the original unmodified audio archives packed with a generic srep + lolz configuration, when alls said and done, srep actually works well with the duplicated data, resulting in an inflated final result of only 390MB. Given the negligible gains compared to the amount of data that would would need to be written (~16gb) for the original patching approach to work, I think for the time being, and in the interests of the end-user, I'll sacrifice this 390MB. Last edited by L33THAK0R; 10-09-2023 at 23:20. |
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#12
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Yeah, oggre is a mess.
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#13
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Mirror's Edge Catalyst Woes
Can anyone recommend which library and/or version of XTool to use for processing "Mirror's Edge: Catalyst"'s LZ4 streams? I recently tried running my collection of LZ4 libraries against a 100MB sample, using XTool 0.7.8 however seemingly none of them were of any use (see the following pastebin output). I've had success in the past with another LZ4 Frostbite 3 title, "Battlefield: Hardline", however attempting to use the same library for Catalyst results in 0 streams being detected/processed.
I can only find one user actually succeeding to pre-compress Catalyst, who indicates they used "xtlz4(v12)" but I've no idea if this refers to the library or tool. Any advice would be greatly appreciated, I'm properly stumped with this one. |
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#14
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Quote:
Use the frostbite 3 plugin for this game -mfrostbite3:lz4 |
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#15
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Quote:
![]() Once I tried against a larger sample the plugin worked perfectly, many thanks for your hard-work on it! |
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