#3166
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Ebola 3
Which is best compression method ?
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#3167
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Probably zlib used on game PAK file so use xtool+srep+lolz, srep on mp4 videos. Haven't downloaded this game so cannot confirm if zlib is used or not. Check with FModel
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#3168
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tried this method without success ! it doesn't contains zlibs!
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#3170
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Are there any other LZ4 libraries outside of the ones in the GitHub releases that can yield any half decent results/are there any reliable means to pick up dropped LZ4 streams? In a previous post here I was inquiring on some samples including an LZ4 one, and whilst the level 2 detection processes a number of streams, the total is still fairly low (~65/700) with the final result only being a ~110% inflation. I know not all streams are created equal and some are larger/smaller than others but I'm curious if processing the other dropped streams could result in a more significant result.
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#3171
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Good morning! I'd like to replace "Ultraarc v2.9.0.0 R9" with a simple .bat file, but the issue (for me) is I don't know how to merge the various .tmp file generated from compression into a final .bin file.
The reason why I'm asking this is because, sometimes, final .bin files decompression (whose setup.exe is generated using Inno Setup) generates an error (unarc.dll -1 error). If I decompress final .bin file with a simple .bat file, I have no unarc.dll error. Thank you for your reply! |
#3172
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Quote:
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#3173
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Thank you for your reply, but how can I use masks using batch file? Let me better explain: when I compress a batch of files using a specific mask (e.g. .bik or .bk2 files compressed with MASK=BPK), FA creates a .tmp file. What I'd like to do is add more .tmp files (created by the compression of other files using specific masks) to the one previously created and, when all files have been compacted, "close" the compression creating a final .bin file.
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#3174
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-m<default method>/$<mask1>=<method>/$<mask2>=<method> ...
arc.groups is required Tbh I don't understand what your question is about at all. It is like Masquerade already said, FA will create tmp files with every compression step and collect them together on final stage to create a readable archive then.
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#3175
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Project CARS 2 (7.1)
*.bff - XTool v053 (BMS DB)+srep+lolz 45.6 gb > 102 gb > 46 gb > 17.2 gb *.bik - bpk 2.6 gb > 1.9 gb *.bank - srep+lzma2 1 gb > 500 mb Rest files - srep+lolz 1 gb > 129 mb RePack's size - 20 gb Install time - 30 min (R5 3600) BMS Database - here Note. Also need oo2core_4_Win64.dll from Game folder. Last edited by dixen; 27-09-2022 at 02:38. |
The Following User Says Thank You to dixen For This Useful Post: | ||
JustFun (06-10-2022) |
#3176
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Ebola 3
Masquerade , checked with fmod , this game uses "oodles"
but need some help , i need to know which version of oo2core.dll , i must use? I tried (4,5,6,7,8,9) without good ratio! thx! |
#3177
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Please may you cut the first 100mb of the file and upload it? thanks.
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#3178
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Quote:
One more question: is there any way to speed up decompression? I've tried XLolz, which is very faster in compression rather than lolz, but decompression is slower and compression ratio is not as good as lolz. Any suggestions? Thank you. |
#3179
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Quote:
Your decompression speed will be limited by any precompressor you have used and what algo it's trying to recompress. I think you were talking about CyberPunk 2077, right? That game uses Oodle Kraken compression and XTool is working it's ass off to compress that for you as quick as possible. |
#3180
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Kena Bridge of Spirits
pak zlib bk2 bpk doesn't work (kb2n)
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