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I need some (technical) information here.
Code:
xtool+msc+oggre Code:
xtool+oggre+msc |
Kaktor: Trying probable two step compressions methods, don't work?? First archive use xtool+msc only and pack again the new arc file use oggre. FreeArc anomalies, bug, not the msc/srep or any packers.
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Sleeping Dogs (Original / Definitive Edition)
2 Attachment(s)
Hi all,
Been looking into Sleeping Dogs, and after a bit of discussion with some more experienced/technical tool engineers, I've got to say I'm quite intrigued. It uses a very aggressive "LZ" algorithm, with a given ".BIG" (archive format for the title in question) decompressing to over twice its original size! It also seems the WWise ".pck" files used for audio within the title have the potential for additional gains using "OGGRE"/"MSC". Unfortunately for the former I don't possess the skill-set (yet) to adapt the provided compression/decompression algorithm to be able to parse inputs for use with a chain of compressors, but none the less I think its still interesting enough for others to see. Attached is a tool suite for processing the aforementioned ".BIG" archives, as well as a sample archive. |
Splinter Cell: Pandora Tomorrow v1.31 with Online+Maps Patch (Hungarian version!)
Results sizes its compressed only, without archive header. (Compressed directory size.) Data files (more extensions with *.uax files): 992 file, 1 065 351 100 byte Code:
xZLib+msc+srep:m3f:a0+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d160m:fba4096:oh14:ldc0:tt32:mc1023 Sound1 (MAPS.LM0/SM0, 2 file only): Code:
srep:m3f:l32:a0+msc+4x4+lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d160m:fba4096:tt16:mc1023 Sound1 notes: MSC with tak=9 and raw=2/bmp=0 options! Others its defaults. (wav/mp3=1 ...) Sound2 (*.hxb/hxc, *.LS0, *.SP0) 12 files, 192 933 113 byte Code:
tta+lzp:3:64m:h22:d64mb+4x4 (without 2 small files, smaller than 6kB: tta+lzma:ultra:bt4:273:mc1023) Sound3 (*.SS0) 27 files, 250 086 228 byte Code:
lolz:dt:dtb1:dtw1:dtm1:dto1:dtd1:mtt1:mt4:d128m:fba4096:tt32:mc1023 Binaries (*.exe/dll) 62 files, 41 353 387 byte Code:
rep+exe2+delta+lzma:ultra:mc384 This Lossy parts: Untouched videos size: 454 103 532 byte Recompressed videos size: 200 621 456 byte Code:
bpk+rep:64mb+lzp:128mb:3:h22:d256mb 2006.894MB --> 692.649MB (34.513% ratio) |
Dolmen
Use this oodle core. 7.3GB ---> 5.7GB [Game + 60FPS + 30FPS videos] 6.8GB ---> 5.1GB [Game + 60 FPS videos] 6.6GB ---> 5GB [Game + 30 FPS videos] |
Reversed compression switches
1 Attachment(s)
Please test the sample archive, from decompression. Packed with SREP+MSC method. MSC use WAV/RAW/MP3=1 options and SREP 3.92 with -m3f:l32 switches. And TAK 2.3.1 version. Any methods, its few percentage worse ratios. (LOLZ not tested.) Decompression resources, its minimized, don't required arc/cls.ini files. Tested in use Arc.exe/ini files and any combinations its ok from WinXP machine.
1. Download the sample, and unpack to any blank dirs. 2. Run bat file and see results. 3. Move *.sha file to "Unpacked" dirs and checking use TC or any apps. Thanks. |
1 Attachment(s)
Hai,
I'm trying to compress WWE 2K22 with Diskpan GUI by Cesar82 and it's been running for more than 5 hours. It's written in the top left corner 46:20:09 Is that normal? Compress method : xtool:mkraken:9+srep_new:1+lolz https://i.postimg.cc/nrgymYrK/Capture.png |
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xtool:mhydra:9+srep_new:1+lolz in Diskpan GUI, Hydra is only in Xtool or should I replace it with oodle selkie from razor? If something goes wrong please tell me Or can you tell me the compression method so I can copy-paste? |
The Sims 4 [Deluxe Edition] (v1.88.228.1020 + All DLCs + Soundtrack)
Code:
xzlib+srep+lolz/$mp3=mpz |
Quote:
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http://www.radgametools.com/images/o...pical_vbar.png This graphic is slightly outdated since the Oodle family now includes LZNA and Hydra which do not appear on the above, but the image still illustrates my point. |
1 Attachment(s)
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Input size: 1 187 289 114 byte (Files creation date: 2005.02.10/11.) Any tips, idea? And best methods from SFX folder compression? UPDATE: My "SFX" and "streams" folder CRC's hash files added. |
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L33THAKOR: Did you get a similar result for you too? Max. ~35-42MB size reductions?
Whats differences? 78732 packed 981MB vs. my ~1.07GB (1091MB) archive. :confused: New results with original files (not unpacked the game streams files): srep+oogre+lolz: 1 121 406kB oggre+srep+lolz: 1 116 863kB The streams files unpacked via SAAT tools to *.OGG files. Compress srep:m3f:l64 only: 1 099 616 kB (with l32: 1 095 842kB) LZMA2/d26/lp0/pb0 --> 1 080 775kB CAB/LZX:21 --> 1 079 857kB (better than LZMA2, LOL. Use PowerArc 7.00 CL version.) LOLZ: 1 077 415kB The SAAT exported OGG files reimported to original fileformats, totally lossless!! New created files (AA, ADVERTS, more..) no difference than original ones. Testing now lolz and oggre compress its *.OGG files. oggre:s3: 1 008 556kB (crunched again use srep:l32 --> 1 006 685kB) oggre:s3+lolz: 1 006 630kB (yes, very minimally better than srep-ed versions.) Note: All srep compressions, use -m3f defaults switches. Conclusions? Make packed archive with WinXP compatible decompressors, use LOLZ only. Get better ratio and x64 systems? Use oggre+srep+lolz methods. (or and use SAAT tools from recreating original streams files, after decompression.) Alternative ways, testing now, use OGG rehuffing, with ~2-3% or higher, taken from input/compressed size savings from *.OGG files packing without OGGRE. |
Sniper Elite 5
Code:
20:57:01 - Selected ARC/DS method for Data1b-01.bin was: srep_new:1+lzma2:d96m:fb273:lc4:mc1000000 |
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