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  #136  
Old 15-06-2020, 03:39
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Thank you for the explanation.

I'm following slightly, here's what I understand:

Data1.bdh contains the sound folder, so you can use sfk to remove it (effectively removing the duplicated data) then after installing you can patch the sound folder back in by using sfk again.

Quote:
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.
So from this I gather that in the hex editor, it will show address "17f332aa" and then you go to address "1b898ca9" and replace all of the data between these 2 addresses with 0s so that it essentially becomes empty - leading to a deduplicated file with more efficient compression - yes?

Quote:
its only 7 blocks so use hex editor it will fast
Are all of these blocks in Data1.bdh or are they scattered over the 5 data files?

Quote:
Using a xdelta or zstd patch or bsdiff is a bad idea since you know what blocks to remove/inject.
So If you didn't know what parts of a file to remove and reinject, how would xdelta help? I thought xdelta can only create a patch based on an old file and a new file (by creating a patch with changed data betweeen the 2) - this part confuses me, because how will you be able to know which part of the file to remove?

I see the method would be create an xdelta patch using the modified, smaller file, and the original file then apply it after installing.
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  #137  
Old 17-06-2020, 09:47
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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.
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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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  #138  
Old 11-07-2020, 12:07
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Quote:
Originally Posted by Razor12911 View Post
then add more threads
also good to know there is something that uses leviathan, should be easy to add
Hi Razor
do you have any plan to add leviathan and hydra?

Last edited by bunti_o4u; 11-07-2020 at 12:12.
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  #139  
Old 11-07-2020, 16:38
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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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  #140  
Old 18-07-2020, 19:38
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Exclamation Death Stranding

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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  #141  
Old 18-07-2020, 19:44
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It's encrypted, I took a look at it and tried to make decryption tool
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  #142  
Old 19-07-2020, 04:21
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Quote:
Originally Posted by Razor12911 View Post
It's encrypted, I took a look at it and tried to make decryption tool
will you continue to make this decryption tool ?

It will be great !
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  #143  
Old 19-07-2020, 16:19
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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.
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  #144  
Old 20-07-2020, 01:28
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Smile

Sure, we all will wait for them and you too
Thanks
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  #145  
Old 29-05-2021, 08:42
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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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  #146  
Old 29-05-2021, 08:51
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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>
This is the packcmd given. {compressor} translates the name of the method into the exe file used for the method.

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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  #147  
Old 29-05-2021, 20:13
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Quote:
Originally Posted by Masquerade View Post
Your arc.ini is incorrect.

Code:
[External compressor:oo2reck,oo2recm,oo2recs]
header    = 0
packcmd   = {compressor} e <stdin> <stdout>
unpackcmd = {compressor} d <stdin> <stdout>
This is the packcmd given. {compressor} translates the name of the method into the exe file used for the method.

Put the oodle core in the same folder as the oodle precompressor. It will automatically use it.

Then your method: oo2recm+oo2recs+srep+lolz
Thank you very much for your speedy response! Unfortunately I'm still unable to compress the files of "Wolfenstein II (2): The New Colossus". My arc.ini now looks like the following, and the folder structure for the Oodle pre-compressor tool now looks like the following. When attempting to compress the files, however, I recieve this error. The same error is received regardless of the order of the Mermaid & Selkie Oodle pre-compressors used. I'm honestly rather confused why this tool refuses to play nicely.
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  #148  
Old 29-05-2021, 23:14
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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
<stdin> <stdout> :
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
Arc.ini :
Code:
[External compressor:oo2reck,oo2recs,oo2recm]
header    = 0
packcmd   = "Resources\OodleRec\{compressor}" e <stdin> <stdout>
Note : All test are performed using Tiny Compressor v1.4 and always use <stdin> <stdout> when using constants.
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  #149  
Old 30-05-2021, 00:46
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Quote:
Originally Posted by :( Sad8669 View Post
Brother, I have mentioned it before, that you have to use <stdin> <stdout>.
Ah, I assumed that
Code:
<stdin> <stdout>
and
Code:
$$arcdatafile$$.tmp $$arcpackedfile$$.tmp
could be used interchangeably, thank you for clearing this up!
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  #150  
Old 30-05-2021, 00:58
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Quote:
Originally Posted by L33THAK0R View Post
Ah, I assumed that
Code:
<stdin> <stdout>
and
Code:
$$arcdatafile$$.tmp $$arcpackedfile$$.tmp
could be used interchangeably, thank you for clearing this up!
This is true only in some cases. E.g. XTool and SREP can either run in stdio or $$arc$$ mode. It's best not to deviate from whatever is given to you in the packing example unless you are prepared ro sit and test various methods.
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