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EzzEldin16 06-11-2016 10:43

Share Your best method
 
i made this thread so all fileforums users could share the best compression methods they have to help each other to find the best compression method
SHARE and also share your methods problems or compressores problems
but i can't help with reflate de-compression or even precomp sorry :D
Code:

MY METHODS :
;  Basic Methods
mc1        = rep+exe2+delta+4x4+lzma:max:75
mc2        = srep+rep+exe2+delta+4x4+lzma:max:75
mc3        = precomp+srep+rep+exe2+delta+4x4+lzma:max:75

;  Submask Section
stdlz      = srep64+4x4:lzma:normal:100m
static      = srep64+exe2+delta
staticx    = srep64:m3f:a64:d1g+exe2+delta
dictionary  = dict:p:128m+lzp:64m:105:d1m:s32:h22+ppmd:12:192m

;  Speeds Section
fastest    = static+zstd/$msrsolid=pcf
fast        = static+7z/$msrsolid=pcf/$void=srep
fast2      = static+4x4:lzma:normal:50m/$msrsolid=msr/$void=srep64
fast3      = pzlib+static+4x4:lzma:normal:50m/$precomp3=precomp3/$void=srep:m3f:a16
slow        = precomp:slow:t-j:v+srep+delta+7z:x9:d256m

;  Modes Section
normal      = static+7z/$msrsolid=pcf/$void=srep/$deflate=reflate+static+7z
good        = static+7z/$msrsolid=pcf/$void=srep/$deflate=precomp+static+7z
best        = static+7z/$msrsolid=pcf/$void=srep/$deflate=reflate+precomp+static+7z

;  Mask Section for Game Repacking the best most recommended options are optimal and placebo
sonido      = static+zstd/$msrsolid=msr
optimal    = static+xz/$msrsolid=msr/$void=srep64
ultra      = static+xz/$msrsolid=msr/$void=srep64/$deflate=reflate+static+lz77
placebo    = static+xz/$msrsolid=msr/$void=srep64/$deflate=precomp+static+lz77
deflate    = static+xz/$msrsolid=msr/$void=srep64/$deflate=reflate+precomp+static+lz77
brute      = static+xz/$msrsolid=msr/$void=srep64/$deflate=brute+static+lz77

;  Max Section
max        = precomp+static+lzham/$msrsolid=msr/$void=srep64
max2        = precomp043+msc+srep64:m3f:a64:d1g+nz
max3        = precomp043+msc+srep64:m3f:a64:d1g+zcm
maxfast    = pzlib+msc+srep64:m3f:a64:d1g+xz
max4        = srep:m3f:a64:d1g+xz
max5        = srep64:m3f:a64:d1g+zcm
max6        = srep:m3f:a64:d1g+nz

;  Corepack
corepack    = precomp038+srep+delta+lzma:177mb:fb273:lc8
corepack2  = precomp038+msc+srep+lzma:177mb:fb273:lc8

;  GB section
F4          = srep:m3f:a1+lzma:69mb:normal:bt4:128:lc8
FRL        = reflate+srep+delta+lzma:64mb:normal:32
60GB        = msc+7z+precomp+srep+rep:512mb+delta+lzma:1gb:273:ht4:mc512
91          = precomp+srep:m3f:a16:d1g+nz

;  Blackbox
blackbox    = srep+lzma:a1:mfbt4:d200m:fb273:mc1000:lc8
blackbox2  = srep+lzma:2000mb:normal:bt4:128:mc1000:lc8
blackbox3  = precomp038+srep+lzma:69mb:normal:bt4:128:lc8
blackbox4  = precomp038+srep64+4x4:lzma:a1:mfbt4:d80m:fb128:mc999:lc8

;  Third-Party Presets
DIRT        = rep:1487424kb+exe+delta+lzma:170mb:normal:bt4:128
ADIHIYAS    = srep+lzma:a8:mfbt4:d256m:fb273:mc1000:lc8
ANNO        = reflate+srep+lzma:69mb:normal:bt4:128:lc8
MADMAX      = reflate+lzma+srep:m3f:a1:d1g+xz
FreeARC    = dict:2519kb:80%:l8192:m400:s100+lzp:2519kb:92%:145:h22:d1mb+ppmd:16:384mb
FreeARC2    = rep:26mb+exe+delta+lzma:26mb:normal:bt4:128
J.F.K      = reflate+srep:m3f:a1:d1g+lzma:a1:mfbt4:d155m:fb273: mc999:lc8
intense    = lightpcf+reflate+static+xz/$msrsolid=msr+zstd/$void=srep64+zstd
lztmax      = reflate+lzma+srep64+delta+msc+exe2+lzt+xz/$jpgsolid=jpg+zstd/$void=srep64+zstd/$text=nz/$precomp=precomp+msc+srep64+delta+lzt

;  BETA section, dont ask for fixes whenever something exits BETA i will let you know
devastate  = msc+precomp+reflate+static+nz/$msrsolid=msr/$void=srep64+4x4:lzma:normal:100m
refl8      = msc+srep64+delta+exe2+xz/$jpgsolid=jpg+zstd/$void=srep64+zstd/$text=nz/$precomp=reflate+msc+srep64+delta+lz77
thirdmask  = static+xz/$msrsolid=msr+zstd/$void=srep64+zstd/$deflate=precomp+static+lz77
thirdmask2  = static+xz/$msrsolid=msr+zstd/$void=srep64+zstd/$deflate=reflate+static+lz77

;  Tiny SFX Usage
legacy      = msc+srep+delta+exe2+4x4:lzma:max:250m/$text=dictionary
legacy2    = msc+srep+delta+exe2+4x4:lzma:max:250m/$text=dictionary/$deflate=precomp+srep+delta+4x4:lzma:max:250m
sfx        = msc+srep+delta+exe2+4x4:lzma:100m:max/$text=dict:p:128m+lzp:64m:105:d1m:s32:h22+ppmd:12:192m
sfxmax      = precomp+msc+srep+delta+exe2+4x4:lzma:100m:max/$text=dict:p:128m+lzp:64m:105:d1m:s32:h22+ppmd:12:192m
lzma2      = 4x4:lzma:a1:mfbt4:d256m:fb273:mc1000:lc8
oldtxt      = dict:p:128m+lzp:64m:105:d1m:s32:h22+ppmd:12:192m


aswadd 06-11-2016 11:01

:D their is no best method :D you simply try what is the most suited one for your game :) it's useless to use a one method for all
BTW
srep:m3f:a16:d1g+nz (nz with o/O will give you better ratio than xz/lzma2 with the same time if you used much ram & more threads )

for zlib I usually use ppx2 with precomp038 it's the fastest way until now
for pzlib you know it will be a good replacement for reflate & Antiz
but still using ppx2 with precomp038 faster than pzlib for individual files :D

EzzEldin16 06-11-2016 11:07

i know i created this thread so everyone could share there methods and solve thier problems and learn something that's all :D

aswadd 06-11-2016 11:13

Quote:

Originally Posted by EzzEldin16 (Post 453626)
i know i created this thread so everyone could share there methods and solve thier problems and learn something that's all :D

better to play with other tools like fp8 :D it's a zlib stream detector & an excellent compressor in the same time will be in next version of EGY_Compressor

EzzEldin16 06-11-2016 11:31

update it soon :D

aswadd 06-11-2016 11:36

Quote:

Originally Posted by EzzEldin16 (Post 453628)
update it soon :D

Need many updates & i have many sheets for the University don't have much time :( BTW I fixed the reflate & will included many things :D

EzzEldin16 06-11-2016 11:38

i know it man education is time hungry when you have time text me so we work together 2 brains 4 arms :D

myrepack 06-11-2016 12:06

I think that it will be super helpful for new users to read a guide on each individual method, with examples.
Today all the info is scattered across dozens of posts in dozens of threads :(
That way people like me who really want to understand so they do better and contribute to this community back, can do so :)

EzzEldin16 06-11-2016 12:13

already added to my future plans
to make guides

myrepack 06-11-2016 12:19

Thanks a lot.
I will be ever grateful!

1234567890123 07-11-2016 01:16

Quote:

Originally Posted by aswadd (Post 453627)
better to play with other tools like fp8 :D it's a zlib stream detector & an excellent compressor in the same time will be in next version of EGY_Compressor

i tried it and yes it's better than nanozip generally but moore slow :(

aswadd 07-11-2016 01:19

Quote:

Originally Posted by 1234567890123 (Post 453643)
i tried it and yes it's better than nanozip generally but moore slow :(

Extremely slow it detects each file type then compress it , you should use it for masks or in a lower compression profile

1234567890123 07-11-2016 06:02

i don't use masks anymore because sometimes it gives bad compression ratio. like comressing game part part or folder splitter.compress all data with only one times is more better i think.

Amsal 07-11-2016 06:25

Quote:

Originally Posted by 1234567890123 (Post 453651)
i don't use masks anymore because sometimes it gives bad compression ratio. like comressing game part part or folder splitter.compress all data with only one times is more better i think.

Haha man, if you have brain, then mask can atleast faster installation and many times better ratio. Just you need brain to use it ;)

aswadd 07-11-2016 10:44

for EX: a game like Syndicate 2012 I used precomp mask for only one file data type & it gave me around 47% Ratio instead of separate those files into another data :)
Masks is a good option if you intend to use one archive with different methods for similar types of data

Nizar3003 10-11-2016 07:49

how to used this method ???

lolaya 10-11-2016 10:33

msrep+a7a+exe2:d128m:fb128:mc1000

artag 07-12-2016 01:46

can anybody explain to me how the substitution works on arc.ini (to create more complex methods) the readme included with freearc is very confusing (it was automatically translated from russian.
For example:
Code:

5ccm2 = ccm2/$text=dict:p+lzp+ppmd:10:512mb/$wav=tta/$bmp=bmp/$jpg=jpg/$jpgsolid=precomp+rep:32/$iso=ecm+precomp+ccm2/$precomp=precomp+ccm2
what 5ccm2 means?
thanks
pd:i know i'm not sharing a method, but i cant find a more proper thread with the method substitution meaning.

78372 02-05-2017 01:03

I generally use precomp040+srep+delta+exe2+lzma. It depends on various games.

romulus_ut3 02-05-2017 01:18

Depends on the game I am compressing, really.

A Game that has Zlib streams will compress far better with Pzlib+Srep64+xz.

I am not a fan of using Delta+exe2 because quite frankly I have seen it yield poor results compared to using straight up srep64+xz.

There aren't any general method that'll work with every game. Each game is different unless it's built on the same engine (Like Source Engine, Unreal Engine, etc.)

Unreal Engine games usually compress to 38%~50% in average for me.

I get great results with Pzlib+msc+srep64+xz when used with Resident Evil 0 HD Remaster, for example.

romulus_ut3 02-05-2017 01:23

Quote:

Originally Posted by artag (Post 454264)
can anybody explain to me how the substitution works on arc.ini (to create more complex methods) the readme included with freearc is very confusing (it was automatically translated from russian.
For example:
Code:

5ccm2 = ccm2/$text=dict:p+lzp+ppmd:10:512mb/$wav=tta/$bmp=bmp/$jpg=jpg/$jpgsolid=precomp+rep:32/$iso=ecm+precomp+ccm2/$precomp=precomp+ccm2
what 5ccm2 means?
thanks
pd:i know i'm not sharing a method, but i cant find a more proper thread with the method substitution meaning.

That's actually a mask that you've included in your code. Masks are useful if you are compressing the game in one huge bundle. The arc.groups file classifies certain files formats and will compress them in the method described in the arc.ini to achieve best possible compression.

For example, jpg files are referred to as $solid. MSR aka Precomp43 will be used to compress those, if found.

$void are files that're already compressed to the max, like videos. If .bik files are found among what you're compressing, it'll use Srep64 to compress them, as these files can't be compressed further. (though in my experience, srep64+xz helps to reduce the size a tad more)

$text is declaring the method that'll be used to compress text files.

Simorq 02-05-2017 01:28

;Timick Methods - lzma:a1:mfbt3:d400m:fb32:mc1000000:lc8
;FitGirl Methods - lzma:ultra:512m:a2:mfbt4:fb1024:mc10000:lc8:lp4:pb 4
;Fenixx Methods - lzma:177mb:normal:bt4:128:mc10000:lc8
;Best Methods - lzma:200mb:normal:bt4:128:mc100000:lc8

Bulat 03-05-2017 00:26

Quote:

5ccm2 = ccm2/$text=dict:p+lzp+ppmd:10:512mb/$wav=tta/$bmp=bmp/$jpg=jpg/$jpgsolid=precomp+rep:32/$iso=ecm+precomp+ccm2/$precomp=precomp+ccm2
this line means:
- compress group $text with dict:p+lzp+ppmd:10:512mb
- compress group $wav with tta
- ....
- compress remaining files with ccm2

groups are defined in arc.groups file. i.e.

$exe
*.exe
*.dll
$text
*.txt
$binary
*.x
*.y
$default
*.z

means that exe/dll files will be placed in group $exe, txt files into $text, x/y/z and all unspecified files (denoted by $default) - in group $binary

arc.groups also establishes file sorting order for compression

Carldric Clement 14-06-2019 07:39

hmm... let me share some simple my method used from Mini Compressor. :D

Quote:

mcs = xprecomp+srep:m3f:a2+exe+lzma2:d128m:mt2/$bink=bpk+srep:m3f:a1:mem1024mb+tor:7/$void=srep:m3f:a2:mem1024mb+tor:7/$photo=jojpeg/$ogg=oggre/$wavz=tta/$mp3=packmp3+srep:m3f:a2+exe+tor
mcx = xprecomp+srep:m3f:a2+exe+lolz:d128m:mt2/$bink=bpk+srep:m3f:a1:mem1024mb+tor:7/$void=srep:m3f:a2:mem1024mb+tor:7/$photo=jojpeg/$ogg=oggre/$wavz=tta/$mp3=packmp3+srep:m3f:a2+exe+tor


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