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  #1  
Old 28-04-2022, 12:02
Masquerade Masquerade is offline
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The Riftbreaker [v27746]

Audio .zips:

Code:
msc+oggre+srep+lzma2
Everything else:

Code:
xzlib+srep+lolz
6.4GB ---> 4.4GB
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  #2  
Old 30-04-2022, 07:12
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Carldric Clement Carldric Clement is offline
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Need for Speed Carbon

Original Size: 4.91 GB
Compress Size: 2.41 GB

Method:
Code:
*  any jpg files = packjpg
*  rest of files = xprecomp+srep:m3f:a2+exe2+7z:d128m:mt2

XTool Used Plugins = ZLib, Reflate, LZ4HC

Last edited by Carldric Clement; 15-05-2022 at 06:27.
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  #3  
Old 30-04-2022, 07:42
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Broforce v1131

Original Size: 457 MB
Compress Size: 289 MB

Method:
Code:
* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1
* asset bundle unity = xtool:zlib:unity+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1
Thanks to L33THAK0R for suggesting reduced size.
Update on 1 May 2022.

Last edited by Carldric Clement; 30-04-2022 at 22:49.
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  #4  
Old 30-04-2022, 17:33
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L33THAK0R L33THAK0R is offline
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Quote:
Originally Posted by Carldric Clement View Post
Broforce v1131

Original Size: 457 MB
Compress Size: 337 MB

Method:
Code:
* jpg = packjpg
* rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1
you can reduce this to ~290mb (Incl. installer) if you decompress the Unity assets.
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  #5  
Old 01-05-2022, 01:40
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Age of Empires II Definitive Edition
Update 61591, 1 Language, all DLC

Code:
 17:20:52 - Selected ARC/DS method for Data1a-01.bin was: precomp_mtx+srep_new+4x4:lzma
 17:20:52 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma
-----------------------------------------------------------------------------------------
 21:51:31 - Overall input size: 44.71 GB
 21:51:31 - Overall output size: 24.40 GB (Ratio 54.57%)
 21:51:31 - Data files creation time: 04:09:05
Code:
Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2spgame|*.pdf

Why precomp? Xtool is ~200mb bigger

WemTool on wem files gives some mb, not worth it
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  #6  
Old 01-05-2022, 14:29
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Quick noob decompression questions: This varying methods betterly safer from extraction process??

A: xZLib+delta+srep+lolz
B: xZlib+srep+delta+lolz

My test, its compression percentage differnece less than 0.1%. (B its smaller.)
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  #7  
Old 02-05-2022, 03:08
Masquerade Masquerade is offline
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Project CARS 3 [v1.0.0.0.0705]
  • *.bff
    Code:
    xPCARS3+srep+lolz
  • *.bk2
    Code:
    bpk (hash fail on decompression so use bpk exes and hdiff patch them)
  • *.bank
    Code:
    msc+srep+lzma2
  • Everything else
    Code:
    precomp:d0+srep+lolz

49.4GB ----> 19.1GB

Last edited by Masquerade; 02-05-2022 at 05:15.
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  #8  
Old 07-05-2022, 05:04
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L33THAK0R L33THAK0R is offline
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Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript ), however I can't seem to figure out which library version to use, the best I've gotten so far is ~850MB. I think if I exhaust all my options I'll just look into re-importing the decompressed assets to a modified archive, since some Russian modders were able to do so, in order to apply a total conversion translation mod to the titular title in question.
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  #9  
Old 07-05-2022, 11:10
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Quote:
Originally Posted by L33THAK0R View Post
Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript )
I think you are overthinking this.

First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work

I checked this game out and it uses lz4hc, not lz4. By using lz4 precompressor, you will end up getting 21/5539 streams. By switching the codec to lz4hc alone you will instantly get 4215/5539 [liblz4 v1.7.4].

This alone would seem pretty cool, until you see that the only streams that were inflated were the small ones, so you get very little size increase. In addition to this, you still have over 1000 compressed LZ4 streams still in the file.

By digging a bit deeper into the info XTool is giving me (using verbose output), my next intention was to lock precompression at a certain level of lz4hc. I chose lz4hc level 9. This is because most of the streams previously were compressed at level 9. After making a new database and testing, we get these results:
  • 5524/5539 streams [liblz4 v1.7.3, v1.7.4, v1.8.0].
  • 5488/5539 streams [liblz4 v1.8.1].
  • 5424/5539 streams [liblz4 v1.8.2, v1.8.3, v1.9.3].

This clearly shows that using anything newer than liblz4 v1.8.0 is going to yield extremely poor results. With the oldest 3 libraries, you will only miss 15 streams. In my opinion, this is completely acceptable. At this point, I stop testing and publish my findings in the XTool plugins thread.

We all have a lot to thank Razor12911 for.

Last edited by Masquerade; 07-05-2022 at 11:17.
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  #10  
Old 08-05-2022, 02:02
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Quote:
Originally Posted by Masquerade View Post
I checked this game out and it uses lz4hc, not lz4.
Ah that'd definitely explain things, I didn't even think to see if I was using the wrong codec

Quote:
Originally Posted by Masquerade View Post
I think you are overthinking this.

First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work
Yeah I was using bms2xtl, just thought rebuilding an archive would be the next step if I couldn't figure out how to pick up more streams.

Cheers for the help and testing mate
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  #11  
Old 08-05-2022, 21:26
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Update on Zen Studios ".pxp" archives

Over the last couple days I've been testing "BMS2XTOOL" on ".pxp" archives to try and see if through this method it's possible to both decrypt + expand the compressed streams present within a given ".pxp" archive, to make re-compressing said archives a viable prospect. However I've hit a roadblock unfortunately, as I can get xTool (v0.5.0) to detect some streams, but can't seem to figure out what codec to use, to actually process the majority of said streams.

Currently I'm associating the compressor type, "ZENPXP" with the "zlib" codec for use with "BMS2XTOOL", and combining this with the "reflate" codec in my arc.ini.

For anyone interested, attached below is a sample testing suite, as well as just a copy of BMS2XTOOL, with the appropriate resources to generate your own database for said sample, should anyone be interested in looking at this. I've also tried to see if it's been documented anywhere within QuickBMS the compression algorithm used for a given "comtype" in a QuickBMS script but alas this doesn't seem to be the case
Attached Files
File Type: rar BMS2xTool Setup for Sample.rar (33.07 MB, 44 views)
File Type: rar Sample + Testing Suite.rar (30.37 MB, 39 views)
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  #12  
Old 10-05-2022, 15:59
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VALORANT: Episode 4 Act 3

srep+lolz

23.5 GB> 7.2GB
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  #13  
Old 11-05-2022, 06:31
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sorry I forgot to say this is for Watch dogs 1 using the database method posted here
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Old 13-05-2022, 22:29
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Hey guys, what's the best method for The Walking Dead Definitive Series? I'm using DiskSpan GUI btw. Thank you.
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  #15  
Old 13-05-2022, 22:59
Masquerade Masquerade is offline
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Quote:
Originally Posted by pslove View Post
Hey guys, what's the best method for The Walking Dead Definitive Series? I'm using DiskSpan GUI btw. Thank you.
Telltale game, so all of the ttarch2 files that have headers beginning with ECTT are encrypted using Blowfish encryption.

In this case, DiskspanGUI has nothing to handle those files. I would use cls-ttgd by Shegorat, but that isn't a public tool.

Use this to decrypt the files: https://www.fileforums.com/showthread.php?p=483980

Then, compress with xtool(zlib+reflate)+srep+lolz. You can re-encrypt your decrypted files from earlier using the same tool to get MD5 perfectiom upon installation.
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