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#1
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what comes after the inflation is the crucial part i think... some compressors work better for certain games
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#2
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Thats always true, more inflation = more compression by a stronger compressor. But thats not the case here, the extra inflation that you see in these situations is not actually extra inflation but it is actually the loss data, in other ways you can understand it as patch data which is required to restore the new zlib/deflate stream created by the tool to original just like how reflate creates raw files. XTool is able to properly restore streams almost the same as original streams hence it doesn't have much loss data (the extra inflation which it is not) as compared to others.
Last edited by ShivShubh; 21-04-2018 at 12:27. |
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Andu21 (21-04-2018) | ||
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#3
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Razor if I may recommend you, have a look at cpk.bms script from standard quickbms scripts set. Reason why is because it handle all kind of formats and coding and using it so far I was able to unpack any cpk file from all kind of games, except one single cpk file. It could help you broad xtool's CRI compatibility further.
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#4
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#5
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the cpk.bms has nothing whatsoever to do with actual inflation it is designed to extract and decompress the file hence the bigger size that is not inflation that is just a result of decompiling the data..
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#6
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Ouch...You really shouldn't reply when you don't know, each file extracted by cpk.bms is infact a Crilayla stream which is extracted by XTool too, so apart from size of tables in .cpk files, their results are identical unless there is encryption on top of streams.
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#7
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Quote:
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Ideas are bulletproof... |
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#8
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@Razor12911
its not about ratio ,just for the records :) XTool V0.2 x64 [External compressor:xprecomp] header = 0 packcmd = xtool.exe e:precomp:c64mb,t75p:zlib - - <stdin> <stdout> unpackcmd = xtool.exe d:precomp:t75p - - <stdin> <stdout> arc a -mxprecomp p:\x.arc "d:\00_win32_audio.zip" FreeArc 0.67 (March 15 2014) creating archive: p:\x.arc Compressed 1 file, 1,870,559,418 => 1,870,559,726 bytes. Ratio 100.00% Compression time: cpu 3.23 sec/real 67.89 sec = 5%. Speed 27.55 mB/s All OK arc t p:\x.arc FreeArc 0.67 (March 15 2014) testing archive: p:\x.arc Testing 1 file, 1,870,559,418 bytes. Processed 89.0%WARNING: CRC failed in "00_win32_audio.zip". Tested 1 file, 1,870,559,726 => 1,870,559,418 bytes. Ratio 100.00% Testing time: cpu 1.78 sec/real 2.32 sec = 77%. Speed 804.75 mB/s There were 1 warning(s) dataset : (1.74GB) https://mega.nz/#!g4phDAiZ!bUFwMndnl...9i3Mnf3PclAKi8 Last edited by pakrat2k2; 03-05-2018 at 14:18. |
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#9
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@shazzla
i just use msc+srep+lzma on those files and call it a day lol
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#10
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@razor. i tried xtools zlib preprocessor against sevral game files like tomb raider 2013, mass effect 3, splinter cell etc. in all cases, in all cases it produced same result as is produced by precomp042 and also performed better than ztool (speed as well as precompression). hence, i consider it stable.
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Razor12911 (12-05-2018) | ||
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#11
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Can someone upload samples from games that utilize Anvil Engine, thank you.
Those https://en.wikipedia.org/wiki/AnvilNext |
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ShivShubh (24-11-2019) | ||
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#12
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Which Anvil engine?
Scimitar? Anvil? AnvilNext? AnvilNext 2?
__________________
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#14
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Here are samples from Origins, which is AnvilNext2. The only Anvil files i have atm on hard drive. Have fun
https://www96.zippyshare.com/v/klkEQZ94/file.html
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Razor12911 (26-05-2018) | ||
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#15
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Quote:
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| The Following User Says Thank You to Razor12911 For This Useful Post: | ||
ShivShubh (24-11-2019) | ||
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