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#4471
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Hytale
Assets.zip:
Extract Create hdiff patch (Assets folder to Assets.zip) (16MB) For *.png xtool (-mpng+reflate -d1 -dd)+srep+rzs Note: for some reason compressing with lolz or rzs it will result in a ratio slightly above of 100% (rzs being on the lower end) For *.jpg brunsli For *.ogg oggre Note: The following files will cause oggre to crash during install/unpacking, compress with other tools, i used rzs, or try using oggre by itself, without arc: Player_Hurt_Drowning_01.ogg Player_Hurt_Drowning_02.ogg Player_Hurt_Drowning_03.ogg Player_Hurt_Drowning_04.ogg Player_Hurt_Drowning_05.ogg Player_Hurt_Drowning_06.ogg For *.bin xtool (-mzstd (1.5.5 lib))+srep+lolz Note: Couldnt get all the streams, tried multiple libs and levels For rest of the files srep+lolz With the hdiff patch file created earlier you can patch the folder back to the original .zip archive. Game size: 3.61GB Repack size: 1.2GB *rzs = RAZOR Archiver 1.0.3.7 |
| The Following User Says Thank You to dyren For This Useful Post: | ||
JustFun (30-03-2026) | ||
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#4472
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^
Code:
Streams: 1845 / 1845 Time: 00:00:00 (CPU 00:00:00) Size: 8,43 MB >> 109 MB However I don't know if you save anything from this to be honest. --- The only bad ogg file is Player_Hurt_Drowning_02.ogg in my test if you use oggre without freearc.
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Last edited by KaktoR; 20-01-2026 at 11:34. |
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#4473
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Quote:
Usually you can save a bit. - Ah, good to know. My setup either errored out or crashed completely with those files. As they werent big in size i didnt check them without freearc. |
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#4474
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https://github.com/facebook/zstd/releases/tag/v1.5.7
Here is my collection for every library which is compatible with xtool (x64 only).
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Haters gonna hate
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#4475
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Thanks ^^
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#4476
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Detroit Become Human
Answering this question here: https://fileforums.com/showpost.php?...7&postcount=14 Tools used: QB.Unpacker, HXD, XTool (erase, decode functions) What I've found out: Language files are mixed in many game archives. Example: BigFile_PC.d23 Code:
English -> _ENG -> Offset 16478000 Spanish -> _SPA -> Offset 16899800 File names are stored as plain text there. Just go to the offset in HXD (CTRL+G) and read a bit further on the right text until you reach the language code. You can also search for "57 41 56 45 66 6D 74" hex value and read a bit backwards to find the language code. Pattern: CNTR.Hdr - File name - RIFF Wavefmt header I've extracted the files with QB.Unpacker by EKey from github (you have to compile it with visual studio yourself). However you have to find out all the files which belongs to what languages yourself. There are thousands of it. The audio files will be stored in COM_SOUND_DATA folder. In DATA_CONTAINER folder there are video files (KB2j "4B 42 32 6A" header) which you may rip off from the game files with xtool erase function (same for audio files as both are stored as plain text aswell). Unfortunatelly the extracted files are extracted without any file extensions which makes it really hard to tell what files contain what actual data. Example: Probably the "Making of" bonus videos for the game (according to the name of the text inside HXD). Code:
File 7612 -> MAKINGOF_MAKING_DETROIT_JPN (Japanese) -> located in "BigFile_PC.d27" at offset 4F843800. File 7560 -> MAKINGOF_MAKING_DETROIT (all other languages I guess) -> located in "BigFile_PC.d24" at offset 800. Have fun. Edit: If you erase the extracted files out of the game files with xtool, the game files will have the same size as before but with zero'ed data which will lead to <1% compression ratio for that block inside the file.
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Last edited by KaktoR; 01-02-2026 at 03:14. |
| The Following User Says Thank You to KaktoR For This Useful Post: | ||
Dunnowho69 (01-02-2026) | ||
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#4477
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World War Z - Aftermath
For World War Z - Aftermath :
Data1 : *.pak except shared_video.pak and shared_sound.pak xtool:mpreflate:dd3+LOLZ_NORMAL Data2 : shared_video.pak xtool:c1792mb:mbik:mbk2:df20p Data3 : shared_sound.pak if you know how to => FSB5 pre & post outside diskspan xtool:mpreflate:dd3+LZMA-MT data4 : other files xtool:mpreflate:dd3+razor |
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#4478
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Quote:
(
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#4479
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Here are some other observations.
Language audio files: Code:
Container Header 17 bytes File size (CSize) 4 bytes Unknown 4 bytes Unknown (some ID) 20 bytes Unknown 8 bytes File name different bytes lenght according to file name lenght Language code 3 bytes Unknown 4 bytes Riff Wavefmt 16 bytes Code:
Container Header 12 bytes Unknown 25 bytes Unknown (DC_DATA) 8 bytes File size (CSize) 4 bytes Unknown 4 bytes Unknown 13 bytes Unknown (COM_CONT) 8 bytes Unknown 8 bytes Unknown (LOADCONT) 8 bytes Unknown 4 bytes Unknown (CSNDBKDT) 8 bytes Unknown 4 bytes Unknown 4 bytes BKHD Header 4 bytes Code:
Container Header 12 bytes Unknown 25 bytes Unknown (DC_DATA) 8 bytes Unknown 4 bytes File size (CSize) 4 bytes Unknown 4 bytes Unknown 14 bytes File size (CSize) 4 bytes (some other file size which differ slightly from first file size) Unknown 4 bytes Unknown 18 bytes File size (CSize) 4 bytes (again some other file size which differ slightly from first file size) Unknown 14 bytes Unknown (repeat 1) 4 bytes Unknown (repeat 2) 4 bytes Unknown 12 bytes Unknown (COM_CONT) 8 bytes Unknown 8 bytes Unknown (VIDEORES) 8 bytes Unknown 9 bytes File name different bytes lenght according to file name lenght Language code 3 bytes (only JPN) Unknown 4 bytes Bink Header 4 bytes
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Last edited by KaktoR; 01-02-2026 at 06:25. |
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#4480
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Quote:
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#4481
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^^
Delzorec isn't compatible with FreeArc. You can generate dunia lzo databases with XTool duniadb maker or bms2xtl. |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
Dunnowho69 (08-02-2026) | ||
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#4482
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Yeah found out about that. Using the xtool plugin now. For installation i just need the lzo2.dll right ?
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#4483
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I think delzorec is better but needs more i/o operation.
However if you want to use delzorec: 1. Include delzorec inside your setup file or compressed game archives (if in setup.exe file then make sure that installer extract it in installation folder). 2. Run delzorec.exe with required parameters directly from installer script after installation is success or simply let it run a batch file from installation folder as working dir.
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| The Following User Says Thank You to KaktoR For This Useful Post: | ||
Dunnowho69 (08-02-2026) | ||
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#4484
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can someone help me. i have some .wem files i extracted from silent hill f .pak using this tool. the extracted wem files are playable. most of them contain pcm wav. i tried to compress them using msc but it doesnt work (gives same output as input file). i can see fitgirl used oggre on her repack but i cant find any ogg data in .wem files. i tried to compress .wem with oggre_wwise but still gave same output. wemtool also doesnt help much.
edit: attached sample |
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#4485
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This is audiokinetic wwise format (ogg vorbis), not pcm.
Use wemtool on them. PS: Skip all wem file below 100kb, otherwise you will get negative ratio. 2.88mb -> 2.64mb Edit: I extracted all audio files from the pak file and processed them with wemtool. Result: 8.14GB -> 7.61GB
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Last edited by KaktoR; 09-02-2026 at 03:11. |
| The Following User Says Thank You to KaktoR For This Useful Post: | ||
wrathma (09-02-2026) | ||
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