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#4456
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Far Cry 4
Source: Clean Steam Files
Version 1.10 Original Size: 27.3 GiB Final Size: 10.705 GiB (Incl. installer) Ripped Files: Non EN. loc. Internal Tools used: Xtool v0.8.9 (Codecs: reflate, zlib) Srep Lolz Oggre External Tools used: SFK DELZORec MParallel Additional notes: Happy with how this turned out, a substantial improvement over my previous results, the approx. ~200 MiB reduction can be attributed to more effective processing of the Vorbis OGG audio, as well as tighter tuning for the lolz model. |
| The Following 2 Users Say Thank You to L33THAK0R For This Useful Post: | ||
Dunnowho69 (08-02-2026), JustFun (03-12-2025) | ||
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#4457
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Zomborg v2017.3.0
Original Size: 2.21 GB Compress Size: 378.3 MB Method: Code:
* rest of the files = xtool:zlib:preflate+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1 Last edited by Carldric Clement; 22-02-2026 at 21:32. |
| The Following User Says Thank You to Carldric Clement For This Useful Post: | ||
JustFun (03-12-2025) | ||
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#4458
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Suicide Squad: Kill the Justice League
Source: Clean Steam Files
Build 17107881 Original Size: 96 GiB Final Size: 76.6 GiB (Incl. installer) Ripped Files: Non EN. loc. Internal Tools used: Xtool v0.8.9 (Codecs: reflate, zlib, unreal decrypt., oodle) Srep Lolz Additional notes: Opted to sacrifice size for speed for this title, on a 8c/16t machine install time was just over 11mins, versus my more aggressive testing which clocked in at ~45mins. |
| The Following User Says Thank You to L33THAK0R For This Useful Post: | ||
JustFun (03-12-2025) | ||
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#4459
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UnderRail
Details:
Internal Tools used:
Additional notes: I'm very inexperienced with using xmemcompress for applicable use-cases, massive thank you to Razor12911 for providing the config (attached below), to process the "*.xnb" containers, other community tools that are able to parse other XNA titles using "*.xnb" containers, weren't able to with those compressed using LZX. Attached is said config. In comparison with other published results, there's a minimum of 640MiB in potential gains left on the table, alas I can't for the life of me figure out where though. As this is the first LZX-compressed XNA title I've approached, it's entirely possible I'm just missing something obvious. XNB Config: Code:
[Stream1] Name=xmemcompress Codec=xmemcompress BigEndian=0 Signature=0x77424E58 Structure=Signature(4),Unk1(2),CSize(4),DSize(4),Stream StreamOffset=0 CompressedSize=CSize - 14 DecompressedSize=DSize Condition2=CSize>=256 Condition1=DSize>CSize Last edited by L33THAK0R; 28-11-2025 at 22:20. |
| The Following 2 Users Say Thank You to L33THAK0R For This Useful Post: | ||
JustFun (03-12-2025), Wanterlude (29-11-2025) | ||
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#4460
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^^
I wrote this config a few years ago and it still holds up for XNB titles (afair I used it on Terraria) Code:
[Stream1] Name=xnb Codec=xmemcompress BigEndian=0 Signature=0x77424E58 Structure=Signature(4),XNBFormatVersion(1),Compressed(1),FileSize(4),DSize(4),Stream CompressedSize=FileSize-14 DecompressedSize=DSize Condition1=Compressed = 0x81 Beyond this, the real magic for xcompress streams lies in xtool.ini and the parameters that get passed to the exe file. |
| The Following User Says Thank You to Masquerade For This Useful Post: | ||
Wanterlude (29-11-2025) | ||
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#4461
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A Variety of Results
Foreword: Thought I'd just post some of the more interesting projects in one large post rather than clog up the forums. Mainly to demonstrate that existing published results are able, (in some cases quite easily) to be improved outside of pure chance through non-deterministic algorithms. That being said, I'm still very much an amateur (see the "A Plague Tale: Requiem" & "Dead Island 2" entries), and despite my current knowledge and skill set, I still have plenty of room to learn and improve. Red Dead Redemption (PC Port)Details:
Internal Tools used:
Additional notes: Unable to process audio, in the original console releases there were a few hundred MiB of Bink1 video embedded, in the form of a projector film. I was unable to isolate these videos in the PC release. ///////////////////////////////// Dead Island 2Details:
Internal Tools used:
Additional notes: Was lazy with this one due to juggling more interesting projects at the time, did not process Wwise audio. ///////////////////////////////// The Darkness IIDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dark Souls RemasteredDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Dying Light - The Following (Definitive Edition)Details:
Internal Tools used:
Additional notes: To process all OGG Vorbis audio you will need to patch some archives. ///////////////////////////////// Heavy RainDetails:
Internal Tools used:
Additional notes: Audio can be processed with MSC, however not all streams are valid, you will need to generate a database and rip the extracted streams. As assets are only compressed and not encrypted, I recommend ripping the compressed streams processed seperateley, diffing the individual streams and patching these compressed streams post-install, if you don't care for the end-user's write-endurance you can just brute force it with less elegant methods. Same method applies for ripping localised content. Additional Bink1 videos are also embedded within the main data containers. ///////////////////////////////// The Last of Us: Part IDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// Lorelei and the Laser EyesDetails:
Internal Tools used:
Additional notes: None. ///////////////////////////////// A Plague Tale: RequiemDetails:
Internal Tools used:
Additional notes: PCK & BNK archives were processed, localised content is compressed within archives, rip streams using a database. See my "A Plague Tale: Innocence" results for more information. ///////////////////////////////// Total War: Three KingdomsDetails:
Internal Tools used:
Additional notes: Audio was processed externally, and patched post-install. ///////////////////////////////// Trials RisingDetails:
Internal Tools used:
Additional notes: Wasn't able to extract audio for this title, it's one of the less documented "Trials" titles, tried a variety of solutions but no luck. Potentially future attempts could see some gains if audio is processed. Last edited by L33THAK0R; 29-11-2025 at 08:34. |
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#4462
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Quote:
Quote:
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#4463
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Just use zstd without frostbite3 plugin.
-mzstd Code:
Streams: 1221475 / 1221493 Time: 00:28:08 (CPU 03:36:37) Duplicates: 557369 (1,97 GB) [2,75 GB >> 5,77 GB] Srep decompression memory: 1,11 GB Size: 31,3 GB >> 47,5 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB Done!!! Code:
Streams: 1209456 / 1209471 Time: 00:29:20 (CPU 03:45:03) Duplicates: 545689 (1,97 GB) [2,75 GB >> 5,11 GB] Srep decompression memory: 1,11 GB Size: 31,3 GB >> 46,9 GB >> 41,8 GB >> 37,4 GB >> 22,9 GB Done!!!
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| The Following User Says Thank You to KaktoR For This Useful Post: | ||
shazzla (30-11-2025) | ||
|
#4464
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Death Stranding (Director's Cut)
Details:
Internal Tools used:
Additional notes: Attached below are the XTool libraries (oodle being the important one), as well as a copy of Srep v3.2.0/the CLS version of srep I used for decomp, and DST (just so future users can find all the resources needed in one post). I couldn't get DST to work when I first tried this title around a year back, which it turns out was as a result of specifying an input/output in my arc.ini, rather than <stdin>/<stdout>. I really tried to get the WEMs & BNKs processed, total savings totaled out to ~401 MiB (full results below), but I couldn't justify the total additional writes needed to patch the files back (patch WEMs > build tmp for diff > diff decomp'd output > decomp external archives) for such a small gain. More importantly I screwed up something along the way and my final output for all *.bin files was 34.4 GiB with processing vs 30.3 GiB without. I've done so many tests with this title I'll take this minor improvement and let someone else perfect this title in the future. Code:
WEM Results: Original Archive: 3460515fd6d930b689143a8b9a51a060.bin Size: 2.381836 GiB Size of Valid WEMs: 0.390625 GiB Original Archive: 40fb866e44aec444200cdb0c384cf5a5.bin Size: 4.083984 GiB Size of Valid WEMs: 0.126953 GiB Original Archive: 477e458b2c825633499874678a2b9ea5.bin Size: 3.375977 GiB Size of Valid WEMs: 0.448242 GiB Original Archive: 596c31fc02eca656d5ecdb546c52a7af.bin Size: 1.516602 GiB Size of Valid WEMs: 0.032227 GiB Original Archive: 7017f9bb9d52fc1c4433599203cc51b1.bin Size: 6.795898 GiB Size of Valid WEMs: 3.263672 GiB Original Archive: a53f66da5938a089f06b8a0c07c97f18.bin Size: 0.563477 GiB Size of Valid WEMs: 0.036133 GiB Original Archive: dc847b243b638c5ce539d4be7ff48007.bin Size: 1.999023 GiB Size of Valid WEMs: 0.05957 GiB Original Archive: fcd4b5918cea9a220c0da171bb60c214.bin Size: 1.310547 GiB Size of Valid WEMs: 0.048828 GiB All Savings: ~410 MiB Code:
acece703e713163e9fa1afbb4ab90b78 *sq_cs40_s20000.bk2 cc7f1ba54d38343449dde506c335f45e *sq_cs01_s00750.bk2 8cb3ad4675d07c15bd5b3d3d80667ca8 *sq_cs03_s01000.bk2 ba1ffd83f835eb433c195b41ce01c5ba *sq_cs10_s00700.bk2 e9aea7a3bdd6d07fc2a3b23dcf21f799 *sq_cs10_s90000.bk2 f6cb3f869106b223ba4a7f9aff04beb3 *sq_cs07_s00400.bk2 e0a62409c56963a1aa592a9129522617 *sq_cs01_s00900.bk2 b4a8d52213762d37e36259d7d326906f *sq_cs05_s01400.bk2 ba7e5e2e6f3fa28f71a046522f2d693d *sq_cs03_s01150.bk2 8adfc5e0c12d4592d2b27a647eb4efdd *sq_cs08_s00200.bk2 c53b0419aac17af547ed3c7f638e1958 *sq_cs08_s01080.bk2 fdc80f4a430c77d1b406707a388242f7 *sq_cs80_s00100_c004.bk2 583c15d6536b300d54021fc408b7c340 *sq_cs03_s00150.bk2 6fe7cc2224cd75370abf4fcc21ff03b6 *sq_cs80_s00100_c006.bk2 14903e6f2286f9a1fbd4a9f0047ed2d5 *sq_cs02_s00300.bk2 087dbdc8f364ca79fd16db054c16ca5e *sq_cs04_s00900.bk2 d0155f203ed7e8a36a313952a1291a09 *sq_cs80_s00100_c001.bk2 19a30487ddf45d26cd98e30c6290e70c *sq_cs80_s00100_c002.bk2 1baa25a412641509338737a87f806e06 *sq_cs04_s00700.bk2 ead776fbde6233b818688e11b86f5720 *sq_cs03_s00400.bk2 ea9612b9808a0582f651232487cffa8e *sq_cs05_s01500.bk2 0c73579bcf9db5d41088d31a48f39790 *sq_cs08_s00350.bk2 d594a38aa77a2e4028295e0116ccedbf *sq_cs06_s01100.bk2 6c4e17e46fd5dd4703c41102d656e60f *sq_cs03_s00490.bk2 74dd45ff115560379cf1726ad63587ca *sq_cs04_s01100.bk2 91a112e465106dada221417271b3fab6 *sq_cs80_s00100_c003.bk2 c96c77a4a2b6b4c38145ccb1cbec4788 *sq_cs08_s01020.bk2 242d14dcead2caa2c8bfc84491f17413 *sq_cs05_s00050.bk2 942a4cbed3d346229e34469c30a14c3d *sq_cs07_s00300.bk2 197bc090cba439a25c5d06741125af84 *sq_cs07_s00350.bk2 450e69c01a0b483524edff061ea0abf1 *sq_cs80_s00100_c007.bk2 41d0a1e1edacf4932450ff42cc14accf *sq_cs80_s00100_c005.bk2 e6ecda36874f0800885f33733aa9f561 *sq_cs06_s00360.bk2 7c84673df30c0fb76b612a9d77a9afe5 *sq_cs02_s00400.bk2 ae269228bd156da786fb1f92990f7847 *sq_cs02_s01500.bk2 3ec77daed9bf2cdd593346d7b450f638 *sq_cs02_s00700.bk2 0e55091c44cc9f405a528d0e70d66b79 *sq_cs10_s00440.bk2 9de4e36e3af2ca91e6f5c6c1a7e0ef5a *sq_cs00_s00100.bk2 9e625d144b95bd3ff9eb41f92e52df2b *sq_cs00_s00600.bk2 162c9837c0b849313e572fd5196d79b5 *sq_cs00_s00500.bk2 Non-en loc. were also ripped, all relevant "*.bin" archives can be found below Code:
93a37de4096fad67e0c99100775cce42.bin 4707c0dea95bdf7b38ed0d838965e0e6.bin 177469b03caa26c0651de930f368a3ad.bin 1dbc7dd0dcb80b83eade1ab381422ea5.bin 507b57fe3eb2170e71997df17e478a2d.bin f70387b309fdda4e66a9d1808815252d.bin 6e0de0395842dfb82888e339230534e1.bin 73a5378183017eeacff7adcd23e66430.bin 84531a1f1930d4626bdb5f1679e94b0b.bin 7ccfce87d9887adf1689fbd07df4200a.bin 8d60c6e8d6ce70496107e588205a3054.bin 2b23c8aeeebf8df30f2caf770c9c9b1d.bin 6fb69851f3279ea051f48ee6c98c73fe.bin 51dc3286c8bb6d6139af5f7f5c0b6f59.bin 9abda4bd99f4fa01951fd153775e7e8d.bin 345184e6dd9b47d6587a8f9267a818a6.bin 9f7b09f5d311e88d090ae516e18d80df.bin 17881513a7e2a728ccd2ae7301dc9054.bin a53f66da5938a089f06b8a0c07c97f18.bin 968bf82f34e2b499687c901a888e633a.bin 1a472f28ea1537dd3cb911fd1e18f2af.bin a694c2e00b87cd761ee2a25b09a49ea7.bin 596c31fc02eca656d5ecdb546c52a7af.bin 3460515fd6d930b689143a8b9a51a060.bin fcd4b5918cea9a220c0da171bb60c214.bin 477e458b2c825633499874678a2b9ea5.bin 7017f9bb9d52fc1c4433599203cc51b1.bin 732e43ff85a0e797a684c8a8c6e55627.bin acc0d12f571a5b85f368497756cbcd3c.bin b07acb141d08c46008235427b5c1a24a.bin 40fb866e44aec444200cdb0c384cf5a5.bin c0306eef15c4b5122ab61a834f80d743.bin 59b95a781c9170b0d13773766e27ad90.bin dc847b243b638c5ce539d4be7ff48007.bin Last edited by L33THAK0R; 05-12-2025 at 10:27. Reason: Minor correction, KB2m videos aren't compatible with BPK, but still offer gains with lolz versus encrypted data. |
| The Following User Says Thank You to L33THAK0R For This Useful Post: | ||
JustFun (30-03-2026) | ||
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#4465
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Sackboy: A Big Adventure
Details:
Internal Tools used:
Additional notes: This title proved to be an inspiration to developing a tool to rip encrypted & compressed assets, specifically within Unreal Engine 4 titles. Currently my python script has only been tested/supports this singular title, but the results are promising. Future improvements obviously lie with processing the Wwise audio. In theory it isn't too difficult and my proof of concept tool supports ripping certain blocks to process and patch in separately, without needing to re-write entire files, but I'd already spent a good amount of time getting this far and had since lost interest in perfecting this title. As I further develop this tool and provide additional functionality/compatibility, I'll release it publicly, however it's current state is still largely experimental. Erased files were validated by "extracting" them using FModel and examination via hex editor. A full play-through was conducted to confirm no issues persisted with said erased offsets being present. |
| The Following User Says Thank You to L33THAK0R For This Useful Post: | ||
JustFun (30-03-2026) | ||
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#4466
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^^
How does this process differ to using a quickbms script with bypassed clog to write encrypted data from the pak straight to the disk so you can rip it with xtool? |
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#4467
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I also don't know either where is the difference. For this title you can extract wwise with bms script and rip the files with xtool erase command then since the wwise files aren't compressed.
__________________
Haters gonna hate
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#4468
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It doesn't, it was just an excuse to create my own tools to solve a given problem, helps hone skills for future projects/problems.
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#4469
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Darkmoon
Data1 : xtool:c32mb:munity,lz4hc,l12:dd3+LOLZ_NORMAL (*.bundle) Data2 : xtool:mreflate:dd3+LOLZ_NORMAL (all other files except *.bundle *.dll *.exe) Data3 : xtool:mzlib:mreflate:dd3+razor_stdio (*.dll *.exe) final size 4.4gb (last update and with *.bank processed) Last edited by wareck; 10-01-2026 at 23:41. |
| The Following User Says Thank You to wareck For This Useful Post: | ||
JustFun (30-03-2026) | ||
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#4470
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Terra Invicta
Code:
10:57:13 - Selected ARC/DS method for Data1a-01.bin was: xtool:munity,lz4hc,l12:lz4_193:dd3+4x4:lzma 10:57:13 - Selected ARC/DS method for Data1b-01.bin was: xtool:dd3+4x4:lzma ----------------------------------------------------------------------------------------------------------------------------------------- 11:40:12 - Overall input size: 21,19 GB 11:40:12 - Overall output size: 9,83 GB (Ratio 46.40%) 11:40:12 - Overall conversion time: 00:42:56
__________________
Haters gonna hate
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| The Following User Says Thank You to KaktoR For This Useful Post: | ||
JustFun (30-03-2026) | ||
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