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  #4231  
Old 23-12-2024, 01:19
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L33THAK0R L33THAK0R is offline
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Quote:
Originally Posted by KaktoR View Post
@L33THAK0R

I was able to pack the bink videos. There are 3, one of them is BK2, the others BIK.

Code:
FreeArc 0.67 (March 15 2014) creating archive: Conversion_Output\Data1a-01.bin
Compressed 3 files, 1,580,482,272 => 1,292,223,837 bytes. Ratio 81.76%
Compression time: cpu 1.08 sec/real 154.58 sec = 1%. Speed 10.22 mB/s
All OK
As for the WEM files. I tested a bit with the language files and you will gain just a small amount of ratio even if you group+squash the files into one single file.

g00s001 WEM files 733MB -> 672MB

Just make sure to exclude WEM files which are less than 100kb in size if you process them. There is always a magic line for the WEM files for which - if they less than size X - processing them will yield in zero ratio or sometimes even in negative ratio.
I feel very silly now! It just so happens out of the 3 videos I sampled all had the KB2j signature, talk about rough luck. I need to start packing WEM files, never had massive luck with them due to the annoying packing process, appreciate the advice!
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  #4232  
Old 23-12-2024, 04:24
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Don't hassle with the language files. Imo they aren't worth to process with wemtool (just ~15mb per language if you skip all files below 100kb).

You can extract the WEM files with this tool I guess (I use another tool without 2GB limitation)
https://www.fileforums.com/showpost....6&postcount=82

A bit messy but if you get any errors with that 2GB file limitation, just search for the first riff wavefmt stream somewhere in mid-file offset, then split this file into two halfs and use the extractor if you don't have other tools by hand. Like I said this is a bit messy but should work as a workaround. After split and extracting WEM files, erase WEM files with xtool erase command. Afterwards just merge the two files back into one file, then decode back WEM files afterwards with xtool. The rest is up to you.

If I remember correctly the total save with processed WEM files is about 200-250MB in total without language files (input ~1.27 GB).
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Last edited by KaktoR; 23-12-2024 at 04:33.
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  #4233  
Old 26-12-2024, 13:36
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Crash Time 2 - Steam Version (Only 1 Language)

Code:
Selected ARC/DS method for Data1a-01.bin was: 
xtool:mpreflate+msc_tak+srep_new:393b+lolz
------------------------------------------------------------------------------------------
Overall input size: 1.95 GB
Overall output size: 890.81 MB (Ratio 44.58%)
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  #4234  
Old 31-12-2024, 07:54
dyren dyren is offline
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The Crust

Code:
xtool:mreflate,l9+srep+lolz
Game size: 5.16GB
Compressed size: 3.60GB

Paks are not encrypted, uses ZLib compression method.
Compression took ~10 hours on 4c/8t CPU.
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  #4235  
Old 03-01-2025, 09:16
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Old TRS2004-2012 recompression issues

Any tools/idea from precompressing old TRS game series? Aka TRS2004 to 2012 games used *.ja archives. Newer TRS2012 SP1 and newer 20xx versions use (probably uncompressed) only *.tzarc game files.

Very old TRS2004 related *.ja extractor added and *.ja archive sample from the TRS2012 game.

In last stage, the overall best methods from *.ja files:

RAZOR only (stdio version) with 1023mb dictionary size, the files shrunked to 4.22GB.

Any rest files use in: xZLib/xtool+msc+delta+srep+lolz or xZLib/xtool+RAZOR

Output size differences abysmal, less than ~0.5MB's compressed size. (RZ used 256MB dict size. Larger probably get in 0.5-2MB extra size reduction.) The game not easily fit to onto ONE DVD5 sizes.
Attached Files
File Type: 7z JA Extractor.7z (42.0 KB, 5 views)
File Type: 7z Data.ja.7z (9.07 MB, 2 views)
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  #4236  
Old 08-01-2025, 10:43
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Finnish Cottage Simulator

For paks:
Code:
xtool:mkraken:ue5:k0x22269AD77003B4D9225C8FE775B448B8BEACA9D76D3AB881E5BD99D1584E4C76+srep+lolz
Rest:
Code:
srep+lolz
Game size: 4.66GB
Compressed size: 2.93GB

Paks are encrypted, uses Oodle, kraken compression method.
Compression took ~3.5 hours on 4c/8t CPU.
Oodle version: 2.9.10, [Unreal Engine 5] oo2core_9_win64.dll (from Masquerade's xtool archive)
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  #4237  
Old 09-01-2025, 08:15
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Six Days in Fallujah

*.pak xtool:c32mb:mue4:mzlib+xtool:dd3+lolz:d62:mtt1:mt1 6:mc1023
*.bk2 xtool:dd3+bcm (not compatible with bkp bk2 compression)
other files : xtool:mzlib:mreflate:dd3+razor_mtx

14:58:28 - Overall input size: 21,09 GB
14:58:28 - Overall output size: 9,85 GB (Ratio 46.70%)
14:58:28 - Overall conversion time: 01:00:27
14:58:28 - Overall conversion media: 1 custom media
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  #4238  
Old 16-01-2025, 03:43
IRAQIGHOST IRAQIGHOST is offline
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Hi
What is the best method for Bodycam?
simple
https://www.swiftuploads.com/QN9mE6N736dW/file
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  #4239  
Old 16-01-2025, 07:16
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Maybe use key from Bodycam-Win64-Shipping.exe to find out.
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  #4240  
Old 16-01-2025, 13:13
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Quote:
Originally Posted by KaktoR View Post
Maybe use key from Bodycam-Win64-Shipping.exe to find out.
Thanks I found it
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  #4241  
Old 28-01-2025, 06:20
Danziel123 Danziel123 is offline
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Hi everyone, may I ask. Maybe someone knows the right compression method for the Ace Attorney Investigations Collection game? This game uses the unity engine and this is a sample file:
https://drive.google.com/file/d/168I...ew?usp=sharing
Thank you
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  #4242  
Old 28-01-2025, 07:09
dyren dyren is offline
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lz4hc,l12 for bundle files
srep+lolz for rest
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  #4243  
Old 29-01-2025, 23:59
Danziel123 Danziel123 is offline
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hello everyone, let me ask again. what is the right compression method for the game Suicide Squad Kill the Justice League? here is the sample file:
https://drive.google.com/file/d/1tTg...ew?usp=sharing
Thank you
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  #4244  
Old 30-01-2025, 05:09
ScOOt3r ScOOt3r is offline
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Smile

Hi Danziel

Suicide Squad Kill the Justice League uses. zlib+srep+lolz
this game will not get compressed alot i believe that you will save about 20% compression..

ScOOt3r
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  #4245  
Old 30-01-2025, 08:42
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No Man's Sky
They switched from zlib to zstd
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