#3826
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The Hopebringer
Code:
23:48:33 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmermaid:mhopebringer:dd3+4x4:lzma 23:48:33 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma ----------------------------------------------------------------------------------------- 00:20:16 - Overall input size: 9,73 GB 00:20:16 - Overall output size: 7,78 GB (Ratio 79.95%) 00:20:16 - Overall conversion time: 00:31:41
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JustFun (18-04-2024) |
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#3827
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Some Diskspan GUI settings for The Sinking City - The Merciful Madness and Starfield
Feel free to alter the LOLZ_ST lines to whatever you feel comfortable with if you don't like to wait for unpacks. Code:
The Sinking City - The Merciful Madness 47.5 GB -> 27.1 GB [Game1Settings] Name=The Sinking City Exec= MethodState=1 Data1.Name=Data1.bin Data1.ExclText= Data1.InclText=*.pak Data1.Method1=xtool:c128mb:d1:mue5,k0xAAF9AF1F40225A1241C120533277804B09A56CE78CBF100C131423788DB0E34F:mkraken:core_2.9.5+xtool:dd3+LOLZ_ST|0 Data1.SplitMode=2 Data2.Name=Data2.bin Data2.Method1=xtool:dd3+LOLZ_ST|0 Data2.InclText= Data2.SplitMode=2 Data2.ExclText=*.pak ---- DSG_arc.ini addition for LOLZ_ST LOLZ_ST = lolz:dtb1:d1536:mtt0:mtb64:mc1023 ----could just sub for other LOLZ methods for less compression and faster decompression Also Starfieldv1888 eng only 118 GB -> 62.3 GB [Game1Settings] Name=Starfield Exec= MethodState=1 Data1.Name=Data1.bin Data1.ExclText=*WwiseSounds*|*Voices* Data1.InclText=*.ba2|*.esm EGPath=C:\Program Files\Bethesda Softworks\Starfield Data1.Method1=xtool:mstarfield+xtool:mzlib:mreflate:dd3+LOLZ_ST|0 Data1.SplitMode=2 Data2.Name=Data2.bin Data2.Method1=msc+xtool:dd3+LOLZ_ST|0 Data2.InclText=*WwiseSounds*|*Voices* Data2.SplitMode=2 Data3.Name=Data3.bin Data3.Method1=xtool:c512mb:mbk2:df20p+LOLZ_ST|0 Data3.InclText=*.bk2 Data3.SplitMode=2 Data4.Name=Data4.bin Data4.Method1=xtool:dd3+LOLZ_ST/$mp3pack=7zdll-pm:m0=mp3det:m1=packmp3c|0 Data4.ExclText=*.ba2|*.bk2|*.esm Data4.SplitMode=1 |
The Following User Says Thank You to murphy78 For This Useful Post: | ||
JustFun (18-04-2024) |
#3828
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Quote:
18:37:14 - Selected ARC/DS method for BPK.bin was: bpk 18:37:14 - Selected ARC/DS method for BSA.bin was: xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023 18:37:14 - Selected ARC/DS method for ESM.bin was: xt_zlib+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc 1023 18:37:14 - Selected ARC/DS method for MP3.bin was: msc_tak:mp3=1:wav=1:raw=1:ddsraw=1:bmf=9:TAK=9:bmp =1:lzma,bt4,fb128,lc8+srep_old:392+lolz:dtb1:d512m :mtb96:ldl5:mc1023 18:37:14 - Selected ARC/DS method for OGG.bin was: oggre+srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc10 23 18:37:14 - Selected ARC/DS method for WAV.bin was: xtool:mflac,l8+srep_old:392+lolz:dtb1:d512m:mtb96: ldl5:mc1023 18:37:14 - Selected ARC/DS method for OTHERS.bin was: srep_old:392+lolz:dtb1:d512m:mtb96:ldl5:mc1023 23:55:30 - Overall input size: 12,22 GB 23:55:30 - Overall output size: 5,27 GB (Ratio 43.18%) 23:55:30 - Overall conversion time: 05:18:12 One cons is decompression time: about 19 minutes! How can I reduce this time? How did you obtain 10 minutes of decompression time? |
#3829
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^^
MSC's MP3 codec is quite slow. I'd recommend try mpzmt by BlackFire69 with srep after. Don't use srep+lolz after oggre. |
#3830
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There is a 7zip MP3 plugin which is super good, even better then mpz, and it will not be detected as virus unlike mpz (false positive)
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shazzla (19-01-2024) |
#3831
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Can it process stream ,or only for file ?
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#3832
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Both.
Code:
7zdll Compressed 1 file, 1,135,385,600 => 918,525,479 bytes. Ratio 80.90% Compression time: cpu 0.73 sec/real 78.90 sec = 1%. Speed 14.39 mB/s All OK mpzmt Compressed 1 file, 1,135,385,600 => 922,505,962 bytes. Ratio 81.25% Compression time: cpu 0.44 sec/real 75.45 sec = 1%. Speed 15.05 mB/s All OK
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The Following User Says Thank You to KaktoR For This Useful Post: | ||
shazzla (19-01-2024) |
#3833
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Quote:
I'll try to extract only .mp3 and .wav files from .bsa files to understand if it worth it in terms of decompression time! |
#3834
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^^
You cannot speed up oggre. |
#3835
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Quote:
So it can worth it! |
#3836
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If some kind soul can reveal method used for Monster Hunter Rise .pak files? Can't figure this one out...only two .pak files should be encrypted and with zlib and zstd streams but there is no AES key for this anywhere and using xtool on this will produce only small gain...but I saw few repackers ratio was *much* better. Tried creating database also but without luck.
Thanks in advance, regards. |
#3837
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^
zstd. Use xtool 0.8.4 + libzstd 1.1.4 https://www.patreon.com/posts/97128362 Code:
Streams: 77311 / 77311 Time: 00:05:06 (CPU 00:01:06) Size: 34.5 GB >> 48.2 GB Done!!! Code:
Streams: 20756 / 20756 Time: 00:03:52 (CPU 00:14:47) Size: 34.5 GB >> 36.0 GB Done!!!
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Last edited by KaktoR; 25-01-2024 at 06:48. |
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infovs (25-01-2024), Wanterlude (25-01-2024) |
#3838
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^you're right KaktoR,
![]() ![]() Thanks again, best regards |
#3839
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xtool library checker
![]()
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#3840
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Never seen a ReEngine game use anything else but libzstd.dll v1.1.4 when zstd is used by that engine.
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