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#121
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This game use kraken?
Edit: https://fileforums.com/showpost.php?...23&postcount=7 + https://fileforums.com/showpost.php?...21&postcount=5
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Last edited by KaktoR; 13-06-2020 at 12:44. |
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#122
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Quote:
![]() If I am incorrect, I will try a different tool. I saw that panker pointed to poodle including an oo2core_4_win64.dll, will this not cause incompatibility with the oo2core_6 used in Sekiro? I read that you recommended oo2reck on another thread: https://www.fileforums.com/showpost....18&postcount=2 As well as another poster: https://www.fileforums.com/showpost....44&postcount=8 |
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#123
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Only because I totally forgot about ztool oodle
![]() I would say just test on a single file and compare
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#124
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Quote:
Edit: ZTool doesn't appear to have a oodle option, perhaps I am missing something? Edit 2: I just figured out Poodle will work with different cores. I think I am sorted. Thank you again sir. Edit 3: poodle has 100% ratio on a 516mb sample. Edit 4: kraken has 100% ratio too. I am slightly clueless. Last edited by Masquerade; 13-06-2020 at 13:32. |
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#125
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Update: I also tried XTool Oodle but still no luck. 100% ratio every time.
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#126
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XTool oodle is broken (still). Hopefully razor12911 sort this problem somewhere in future
![]() I am download this game right now again and will test something.
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#127
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I can send you sample, save you some time and bandwidth if you wish.
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#128
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Already finished
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#129
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Data2.bdt
Code:
Compressed 1 file, 387,579,088 => 717,672,363 bytes. Ratio 185.17% Compression time: cpu 0.36 sec/real 39.50 sec = 1%. Speed 9.81 mB/s All OK Extracted 1 file, 717,672,363 => 387,579,088 bytes. Ratio 185.17% Extraction time: cpu 0.23 sec/real 46.70 sec = 1%. Speed 8.30 mB/s All OK Arc.ini Code:
[External compressor:zOodle,zoodle] header = 0 packcmd = "_Compressors\zoodle\zOodle_x64" e:poodle:t75p:cm0 - - <stdin> <stdout> unpackcmd = "_Compressors\zoodle\zOodle_x64" d:poodle:t75p:cm0 - - <stdin> <stdout>
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Masquerade (13-06-2020) | ||
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#130
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Quote:
Where can I finf a copy of ZTool since my copy doesn't have an Oodle option in the list of codecs? I currently assume UltraArc will have such a copy? |
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#131
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If I remember correctly oodle codec for ztool was standalone (seperated from ztool). I think it was a leaked version. Use the files from previous linked post.
And I don't know why it won't work with the o6 library. Just use the o4 library and all is good
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Masquerade (14-06-2020) | ||
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#132
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I went back today and did some digging, it turns out you are correct in saying that core 4 works, because I removed the core 6 from oodle rec and replaced with core + ext 4 from poodle and I got better results than poodle:
![]() Here they are side by side. "kraken" is oo2reck while poodle is poodle. Tested on Data4.bdt (516mb). Update: Precompression has worked, here is result:
Last edited by Masquerade; 14-06-2020 at 01:38. |
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KaktoR (14-06-2020) | ||
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#133
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Quote:
"That" Game you talk about is my favorite game ![]() I have made it 7.1GB in total patch 1.04 use my way if you want and here are the blocks if you want to go sfk style. offset (hex) Block 1 17f332aa to 1b898ca9 Block 2 28c02dba to 53ae4699 Block 3 55e2a35a to 59987939 Block 4 5d37301a to 622e4cf9 Block 5 647e7c6a to 66b999a9 Block 6 6acdb9ba to 754c22d9 Block 7 79eb250a to 7c00e649 Remember to pack sounds together except the language ones
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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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#134
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Hello panker1992, I hope my mess of oodlerec hasn't offended you or your favourite game
![]() I do not know what you mean by "go sfk style" - I saw in your Resident Evil 3 Remake conversion that is some kind of patching tool. I hope you don't mind if I ask which files contain which blocks? Will this result in a CRC perfect installation (when compared with retail build)? Thank you. Last edited by Masquerade; 15-06-2020 at 01:43. |
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#135
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Quote:
Let me answer your questions one by one. Fitgirl went sfk style first and she manages to keep crc the same. it Separates data in large archives and it makes lolz ridiculously fast and efficient. in some options it completely removes data... foreign languages you dont need. the above blocks i removed result in all languages being removed and you get to keep what you want from folder "sound" of the game. Data1.bdh has the entire folder named sound compressed in it, by removing the data you wont miss anything but a bad crc. you can even repatch it after to get it perfect crc match. another example: DMC5 has a 32GB file which contains 10GB of movies and sounds. if you sfk remove the 10GB of high entropy low compressability of stuff you will feed lolzi with pure textures and get high compressed file and very good speed. In order to remove the data from the blocks above you need hex editor or convert them in decimal and use sfk, then zero them out and patch them back into position as shown in re3. its only 7 blocks so use hex editor it will fast Using a xdelta or zstd patch or bsdiff is a bad idea since you know what blocks to remove/inject.
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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. Last edited by panker1992; 15-06-2020 at 02:14. |
| The Following User Says Thank You to panker1992 For This Useful Post: | ||
Masquerade (15-06-2020) | ||
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