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Old 06-11-2016, 11:43
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Post 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
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
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Last edited by pakrat2k2; 06-11-2016 at 20:33. Reason: added code so smilies wont affect input.
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  #2  
Old 06-11-2016, 12:01
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their is no best method 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
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  #3  
Old 06-11-2016, 12:07
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i know i created this thread so everyone could share there methods and solve thier problems and learn something that's all
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Old 06-11-2016, 12:13
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Quote:
Originally Posted by EzzEldin16 View Post
i know i created this thread so everyone could share there methods and solve thier problems and learn something that's all
better to play with other tools like fp8 it's a zlib stream detector & an excellent compressor in the same time will be in next version of EGY_Compressor
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Old 07-11-2016, 02:16
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Quote:
Originally Posted by aswadd View Post
better to play with other tools like fp8 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
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Old 07-11-2016, 02:19
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Quote:
Originally Posted by 1234567890123 View Post
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
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Old 06-11-2016, 12:31
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update it soon
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Old 06-11-2016, 12:36
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Quote:
Originally Posted by EzzEldin16 View Post
update it soon
Need many updates & i have many sheets for the University don't have much time BTW I fixed the reflate & will included many things
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Old 06-11-2016, 12:38
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i know it man education is time hungry when you have time text me so we work together 2 brains 4 arms
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Old 06-11-2016, 13:06
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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
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Old 06-11-2016, 13:13
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already added to my future plans
to make guides
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Old 06-11-2016, 13:19
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Thanks a lot.
I will be ever grateful!
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Old 07-11-2016, 07:02
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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.
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Old 07-11-2016, 07:25
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Quote:
Originally Posted by 1234567890123 View Post
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
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Old 07-11-2016, 11:44
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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
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