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#1
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Quote:
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#2
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Pretty sure you have to use a lz4 library aswell.
__________________
Haters gonna hate
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#3
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LZ4 precompression is handled by lz4.exe in this case, plugged in via xtool.ini.
@kuyhaa Are you trying an updated version? The database was created for the release version of the game. |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
KaktoR (15-05-2023) | ||
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#4
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Quote:
if use lz4f:l10 ![]() Code:
Streams: 5575 / 20181 Time: 00:00:32 (CPU 00:13:10) Size: 8.23 GB >> 9.73 GB Last edited by kuyhaa; 15-05-2023 at 03:57. |
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#5
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In that case, you will need to make a new database.
You will need VGMToolbox, which you can download here. Copy this text and save it as PPKG.XML inside the "plugins\AdvancedCutter" folder. Open the tool and go to Misc Tools ---> Extraction Tools ---> Generic ---> Advanced Cutter / Offset Finder. In the presets drop down box, select PPKG from the list and then click "Load". Then, drag the three PKG files into the drag'n'drop box to the left of the preset box. After all the streams have been extracted, rename the extracted folders to remove the _CUT suffix. To generate the database, just open a command prompt window in the folder containing the pkg files and do: Code:
for %f in (*.PKG) do xtool generate -c128mb -t100p -mlz4f "%~nf" "%f" TTIoM3.xtl |
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#6
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Divinity: Original Sin [Enhanced Edition]
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| The Following 5 Users Say Thank You to Masquerade For This Useful Post: | ||
Abbat (03-02-2024), Dunnowho69 (20-07-2025), Gehrman (17-05-2023), L0v3craft (16-05-2023), ScOOt3r (16-05-2023) | ||
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#7
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Quote:
![]() Code:
Streams: 19102 / 19113 Time: 00:02:28 (CPU 00:00:55) Size: 8.23 GB >> 13.4 GB |
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#8
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looks like a bug in xtool GUI with unreal plugin
Quote:
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#9
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Letting you know here that the playstation archive plugin doesn't work with xtool 0.7.2(HF) on decompression step.
It works with xtool 0.7.1
__________________
Haters gonna hate
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#10
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[Proof of Concept / Work In Progress] Yakuza SLLZ v1
This is a little project I've been working on in an attempt to implement the SLLZ algorithm found in Yakuza games as an XTool plugin. The code used for compression and decompression was written by Kaplas80. The attempt was to make it into a standalone executable. I wanted to share it here despite being unfinished. Requires .NET Framework v4.8. There are a few problems with the plugin in its current state. Decompression of sllz streams seems to work completely fine. However, compression is slow and is missing the 2x 4 bytes of header information containing the compressed size and decompressed size (because for some reason Visual Studio insists on this being 8 byte rather than 4 byte arrays). They are filled as 00 bytes instead for the time being. The compressor is also bugged in other ways when I tested on samples from Yakuza Kiwami. Reading and writing to stdin/stdout hasn't been added yet so it's even slower since data needs to be extracted to disk. Here's some information about this algorithm from its header: Code:
First 4 bytes, Magic: SLLZ Next byte, endianness: 00 (little) Next byte, version: 01 or 02 (compression version - v2 is zlib I think) Next 2 bytes is header size (from what I've seen, always 0x1000 because the header is always 16 bytes in my findings) Next 4 bytes is decompressed size. Next 4 bytes is compressed size. Total: 16 bytes Code:
[Stream1] Name=yakuza Codec=sllz BigEndian=0 Signature=0x5A4C4C53 Structure=Signature(4),Endianness(1),Version(1),HeaderSize(2),CSize(4),DSize(4),Stream StreamOffset=-16 CompressedSize=CSize DecompressedSize=DSize Code:
xtool precomp -myakuza -df20p -c128mb -t12 hact.par XTool is created by Razor12911 Streams: 873 / 3397 Time: 00:11:34 (CPU 00:00:17) Size: 398 MB >> 404 MB
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#11
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Witcher 3: Complete
Used xtool v0.7.3 hotfix -mzlib+reflate Quote:
Quote:
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| The Following 5 Users Say Thank You to dixen For This Useful Post: | ||
Abbat (03-02-2024), Gehrman (02-07-2023), Razor12911 (08-07-2023), Wanterlude (02-07-2023), wrathma (22-01-2026) | ||
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#12
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Plugin update available
Changes - Improved stream detection in unreal engine plugin's ue5 codec (ucas/utoc format) Notes I just wished the format of unreal engine file system would stop changing because it's a headache trying to write one library that supports all current and future games and even this plugin has a caveat, mainly the first and last stream left behind and not decrypted because if I tried to grab them using the current method that would mean false positives, I've left R9 just in case R10's detection is worse but good luck. pakchunk0optional-Windows.ucas (I don't know what game is this but it was a sample I was sent a while ago) Unreal Engine ucas database maker doesn't work on this file... because they changed they format... Code:
-mue5:k0xCD353CBF6E250AF8ADF4B2B0F79649A27D2BC743AB0AAAEB202DEF7A7C19B2DB+kraken -d1 Code:
Tested 1 file, 437,937,960 => 290,461,744 bytes. Ratio 150.77% Testing time: cpu 0.19 sec/real 11.54 sec = 2%. Speed 25.17 mB/s Code:
Tested 1 file, 578,518,003 => 290,461,744 bytes. Ratio 199.17% Testing time: cpu 0.25 sec/real 16.30 sec = 2%. Speed 17.82 mB/s Last edited by Razor12911; 08-07-2023 at 22:45. Reason: hotfix uploaded |
| The Following 7 Users Say Thank You to Razor12911 For This Useful Post: | ||
Gehrman (09-07-2023), hdneo (09-07-2023), L0v3craft (12-07-2023), Masquerade (08-07-2023), ScOOt3r (09-07-2023), shazzla (08-07-2023), Wanterlude (08-07-2023) | ||
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#13
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The Legend of Heroes Trails into Reverie
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| The Following 7 Users Say Thank You to Masquerade For This Useful Post: | ||
dixen (09-07-2023), Gehrman (09-07-2023), kuyhaa (10-07-2023), Razor12911 (10-07-2023), ScOOt3r (09-07-2023), shazzla (09-07-2023), Wanterlude (10-07-2023) | ||
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#14
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Plugin update available
Changes - Improved stream detection in unreal engine plugin's ue5 codec (ucas/utoc format) Notes Using ue5 codec even on pak files yielded streams which should not have been detected meaning ratio is affected one way or another and this release tackles false positive detections. |
| The Following 4 Users Say Thank You to Razor12911 For This Useful Post: | ||
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#15
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Plugin update available
Changes - ue3 codec no longer requires m# parameter to work - ue3 codec supports lzopro streams (requires lzopro executable plugin) - ue4 codec speed improvement - ue4 codec improved detection - ue5 codec minor bug fixes Notes This update is primarily made for the next xtool release (0.7.7) but it should work fine for older versions. Link |
| The Following 8 Users Say Thank You to Razor12911 For This Useful Post: | ||
Cesar82 (26-07-2023), Gehrman (26-07-2023), KaktoR (26-07-2023), L0v3craft (26-07-2023), Masquerade (26-07-2023), Pantsi (26-07-2023), shazzla (26-07-2023), Wanterlude (26-07-2023) | ||
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