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#1
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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. |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
KaktoR (14-06-2020) | ||
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#2
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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
__________________
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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#3
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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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#4
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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.
__________________
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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#5
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you select the block of the data then right click fill block with zeroes
![]() i think i posted a how to on the forum. and i will likely pop a video at some point but i am bad at videos!! even if you pack the game itslef entirely it will cost you 8 GB with all languages.
__________________
My projects : Masked Compression, lzma2(xz) on Freearc, Zstd compressor for windows My optimizations : packjpg.exe, zstd, lzham, precomp-dev-0.45. |
| The Following User Says Thank You to panker1992 For This Useful Post: | ||
Masquerade (17-06-2020) | ||
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#6
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yeah but it will be part of xtool, currently busy with the project so you're gonna have to wait.
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#7
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this game seems use oodle but i tested some files and there is no expand
Is it encrypted or i miss something ![]()
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#8
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It's encrypted, I took a look at it and tried to make decryption tool
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#9
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Quote:
It will be great ! |
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#10
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Lel you'd have to wait for these guys
https://forum.xentax.com/viewtopic.p...21829&start=45 I don't have this game, only have a few samples and I have never dealt with the encryption used in the game so wait for the people in that forum to come up with ideas and I may use their findings to make decryption tool for freearc. |
| The Following User Says Thank You to Razor12911 For This Useful Post: | ||
prince55 (20-07-2020) | ||
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#11
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Sure, we all will wait for them and you too
![]() Thanks |
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#12
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Sorry to revive an old topic with a rather silly lot of questions, but what exactly should the arc.ini and resource folder structure look like, when attempting to use more than one of the available Oodle pre-compressors? The title I'm attempting to apply these pre-compressors too is the GOG release of "Wolfenstein II (2): The New Colossus", the Oodle stream scanner tool indicates both Oodle Mermaid & Selkie are used.
I've only ever compressed titles using the Oodle Kraken precompressor included with XTool 2020 and have never used this project before (out of both a lack of understanding and a lack of need). My arc.ini currently looks like this, with the string of compressors to use (Tiny Compressor), looking like this. Two areas of confusion that I have is how exactly does oo2rec(k/m/s).exe know where to look for the oo2core..._win64.dll, and where should this .dll be located relative to the compressor's .exe? The current structure I have looks like this (oo2core_5_win64.dll is the same .dll present in the "Wolfenstein II: The New Colossus" root directory.). I've gone through the included arc.ini in the attached tool on this topic as well as the pack/unpack.bat files but I still can't seem to understand how to operate these tools. If anyone is willing to help me out and requires any additional information I am happy to do so. Thank you for reading through the entirety of this rather lengthy post, any help anyone can offer will be greatly appreciated! |
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#13
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Your arc.ini is incorrect.
Code:
[External compressor:oo2reck,oo2recm,oo2recs]
header = 0
packcmd = {compressor} e <stdin> <stdout>
unpackcmd = {compressor} d <stdin> <stdout>
Put the oodle core in the same folder as the oodle precompressor. It will automatically use it. Then your method: oo2recm+oo2recs+srep+lolz |
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#14
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Quote:
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#15
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Brother, I have mentioned it before, that you have to use <stdin> <stdout>.
Here, for your satisfaction i have tested it on your favourite tool. $$arcdatafile$$.tmp $$arcpackedfile$$.tmp : Code:
FreeArc 0.67 (March 15 2014) updating archive: Data.arc Compressing 1 file, 5,656,576 bytes. Processed 0% Compressing 5,656,576 bytes with "Resources\OodleRec\oo2reck" e $$arcdatafile$$.tmp $$arcpackedfile$$.tmp Errorlevel=0 ERROR: general (de)compression error in oo2reck Code:
FreeArc 0.67 (March 15 2014) updating archive: Data.arc Compressed 1 file, 5,656,576 => 6,925,113 bytes. Ratio 122.43% Compression time: cpu 0.02 sec/real 1.18 sec = 1%. Speed 4.78 mB/s All OK Code:
[External compressor:oo2reck,oo2recs,oo2recm]
header = 0
packcmd = "Resources\OodleRec\{compressor}" e <stdin> <stdout>
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