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  #1  
Old 16-07-2021, 08:56
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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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  #2  
Old 16-07-2021, 09:12
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Please refer me toward the video.
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  #3  
Old 16-07-2021, 09:27
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Check Messages and you will find it
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  #4  
Old 16-07-2021, 09:52
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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
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  #5  
Old 16-07-2021, 10:15
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Quote:
Originally Posted by panker1992 View Post
what you saw is high quality 400kbps all the way to low quality 128kbps

i save many GB by doing this :P
I look forward to being able to share some similarly impressive results in the near future!
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Old 17-07-2021, 10:34
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Steel Division 2 [Build 7022650]

Start Size: 60.4GB

Code:
xreflate+srep+lolz
For bonus content:

Code:
precomp+srep+lolz
Final Size: 29.2GB (29.4GB with Bonus Content)

This took 18-19 hours for me in total.
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  #7  
Old 17-07-2021, 21:13
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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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Old 18-07-2021, 02:12
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Quote:
Originally Posted by L33THAK0R View Post
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.
Try using old xtool. Also use stdio instead of using $$arc$$s, it's faster. Also, srep+lolz+bpk makes bpk useless since any bink data will be put through srep and lolz.
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Old 18-07-2021, 04:34
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Quote:
Originally Posted by Masquerade View Post
Try using old xtool
Yeah ended up going with xtool 2019.

Quote:
Also use stdio instead of using $$arc$$s, it's faster
I'm still a massive newbie so got no clue what stdio is, I'll have to research this

Quote:
Also, srep+lolz+bpk makes bpk useless since any bink data will be put through srep and lolz.
I'm fully aware, the actual order of compressors for that preset is bpk + srep + lolz, but as its my own script I haven't seen the need to change that (I have ~40 copies of it on my system, spread across multiple drives to limit the impact of storage I/O limitations, making it a pain to update all of em since at least 7 instances are running at any given time). Now that I think about it I used to use a mask for the bpk compressor (srep+lolz/$BINK=bpk) until a few months back when I encountered bink video files under different extension names & within archives, and stopped using it as a mask (couldn't be bothered constantly updating the mask), which probably explains the label of the preset.

Last edited by L33THAK0R; 18-07-2021 at 04:43.
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  #10  
Old 18-07-2021, 06:34
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Quote:
Originally Posted by L33THAK0R View Post
I'm still a massive newbie so got no clue what stdio is, I'll have to research this
Instead of $$arcdatafile$$.tmp $$arcpackedfile$$.tmp,you use - - <stdin> <stdout>

Example for old xtool:

Code:
packcmd = xtool e:precomp:t100p,c128m:zlib - - <stdin> <stdout>
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  #11  
Old 18-07-2021, 08:35
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Quote:
Originally Posted by Masquerade View Post
Instead of $$arcdatafile$$.tmp $$arcpackedfile$$.tmp,you use - - <stdin> <stdout>

Example for old xtool:

Code:
packcmd = xtool e:precomp:t100p,c128m:zlib - - <stdin> <stdout>
Ah alright, I didn't think there was an actual performance difference between the two, I'll run some tests to see what the difference is!
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  #12  
Old 18-07-2021, 03:22
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Someone knows a good compressor for gif images? If possible.
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Old 18-07-2021, 04:56
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flexiGIF - Lossless GIF/LZW optimization

Quote:
Originally Posted by KaktoR View Post
Someone knows a good compressor for gif images? If possible.
You maybe want to take a look at this:
flexiGIF - Lossless GIF/LZW optimization
Quote:
Keep in mind that flexiGIF's compression is very (!) slow, magnitudes slower than a standard GIF encoder.
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  #14  
Old 18-07-2021, 05:54
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Quote:
Originally Posted by BKR-TN View Post
You maybe want to take a look at this:
flexiGIF - Lossless GIF/LZW optimization
Very slow won't describe on how slow it actually is, not at all. Holy sh...
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  #15  
Old 18-07-2021, 06:31
Masquerade Masquerade is offline
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Quote:
Originally Posted by KaktoR View Post
Very slow won't describe on how slow it actually is, not at all. Holy sh...
Precomp supports gifs, run precomp+srep+your choiceof compress
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