#4261
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It seems like the game: DreamWorks Kung Fu Panda - Showdown of Legendary Legends (2015) likely uses the LZ4 compression.
It was also used in Adventure Time: Finn & Jake Investigations (2015) running on the Vicious Engine 2. However, older games which used an older compression. The rundown: Magic for the file at 0x0: 56 C0 A9 2F Compressed header at 0x4: 04 22 4D 18 Uncompressed size at 0x8 Unknown at 0xC File offset at 0x10 |
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#4262
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Pretty sure it is lz4hc
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#4263
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Hello everyone, please ask. Does anyone know the right compression method for the ETS 2 game? Because I have tried all compression methods starting from xtool:mzlib:mgdeflate:xtool:dd3+LZMA-MT, fast lzma2 or lzma2 still error or not finished (already waiting for 5 hours) and for gta v enhanced is the compression method still the same as the legacy version? Thank you
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#4264
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Quote:
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#4265
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sonic unleashed
Hello
I'm working on sonic unleashed. I'm near the solution but I'm not enough skilled to finish The game is compressed and packed xmemcomp (xbox) for compress and arsys (segs archive) for pack. for decompress: https://aluigi.altervista.org/bms/xcompress_file.bms unpack : https://aluigi.altervista.org/bms/arcsys.bms there is no problem for xcompress side bms2xtl works perfectly and give me a database. so the first step is ok, but I don't know how use the second step (arcsys) |
#4266
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^^
The files that you have attached are compressed only with xmemcompress. Do you have any bigger samples? In any case, the arcsys bms script only mentions support for zlib/deflate/gzip so XTool's zlib+reflate codec should have no bother parsing that data without the need of a special database. |
#4267
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Here an another sample.
but I think you're right most of the files are gzipped after xcompress. https://mega.nz/file/WlJ3wDAC#O3pO6D...I_wSgVGHWc2ikw |
#4268
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^^
That file you sent contains sound data. |
#4269
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X4 Foundations
v7.50 Code:
20:52:18 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzlib:dd3+4x4:lzma 20:52:18 - Selected ARC/DS method for Data1b-01.bin was: msc 20:52:18 - Selected ARC/DS method for Data1c-01.bin was: oggre 20:52:18 - Selected ARC/DS method for Data1d-01.bin was: xtool:dd3+FA-MIN 20:52:18 - Selected ARC/DS method for Data1e-01.bin was: xtool:dd3:l10,d128mb --------------------------------------------------------------------------------------- 21:48:52 - Overall input size: 32.33 GB 21:48:52 - Overall output size: 18.57 GB (Ratio 57.42%) 21:48:52 - Overall conversion time: 00:56:33 Code:
04.dat 0000000006339381.ogg 000000001212EBDD.ogg 06.dat 00000000026B4B51.ogg 0000000006DFAED3.ogg 0000000007553031.ogg 000000000758F062.ogg 0000000007621FDA.ogg 0000000007A0FD8C.ogg 0000000007A32F36.ogg 0000000007A9CDA1.ogg 0000000007BF888F.ogg 0000000007C35E87.ogg 0000000007DB2AC1.ogg 000000000BC6F8B6.ogg ego_dlc_boron\ext_02.dat 0000000000000000.ogg 0000000000D68742.ogg 000000000188BF76.ogg 00000000041CA372.ogg 0000000004E2B710.ogg 00000000056C8303.ogg 0000000008697024.ogg 000000000B61F5FE.ogg 000000000B678133.ogg 000000000B79804C.ogg 000000000B87D8CD.ogg 000000000D1C9B6C.ogg 000000000D1FFC8B.ogg 000000000D22E54B.ogg 000000000D283532.ogg 000000000D2E95A8.ogg 000000000D32E5C9.ogg 000000000D389BD7.ogg 000000000D3AA153.ogg 000000000D3E5CF1.ogg 000000000D430C00.ogg 000000000D49C44A.ogg 000000000D5082B9.ogg 000000000D80042E.ogg 000000000DAB3D6A.ogg 000000000DB9DD2A.ogg 000000000DBEA7ED.ogg 000000000DC8901B.ogg 000000000DC9BF6A.ogg 000000000DE106B3.ogg 000000000DE2A86A.ogg ego_dlc_mini_01\ext_02.dat 0000000000937321.ogg 0000000002CC1CA9.ogg ego_dlc_pirate\ext_02.dat 0000000003939CBB.ogg ego_dlc_terran\ext_02.dat 000000000299C5C0.ogg 000000000529020E.ogg 0000000007596E61.ogg ego_dlc_timelines\ext_02.dat 0000000006B12A2B.ogg 000000000757B341.ogg 00000000081746FF.ogg 00000000094831AB.ogg
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#4270
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Tomb Raider (2013)
GOG Release - Build ID 54388455997567214
Original Size: 10.87 GiB Final Size: 5.66 GiB Ripped Files: Non-EN Loc. Tools used: Xtool v0.8.9 (Codecs: zlib, relfate, bink) Srep Lolz Msc Notes: I've been revisiting titles using the Foundation Engine after deciding to put the time in to properly processing the *.mul found in earlier titles (More recent titles such as "Shadow of the Tomb Raider" use the *.wem format instead, and offer far less impressive gains). The *.mul file-type is just a basic FSB4 container with a few hundred bytes added on as a header and are stored uncompressed within the *.tiger archives, making offset patching very straight forward, I highly recommend using MParallel for post-install patching as there are just shy of 10,000 files for this smaller title. Actual gains aren't too impressive as my previous compression for this title came in at 5.80 GiB, with an additional approx. 6 GiB of writes needed for this patching method, but I think it's interesting none-the-less seeing how small some titles can be made. Further gains could be made by ripping multiplayer-exclusive assets, I identified ~90 MiB of audio but was unable to immediately identify any other exclusive assets. I didn't get around to experimenting with any issues from ripping this assets, but my immediate thoughts are it should be fine considering the GOG release already has the multiplayer component removed. |
#4271
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![]()
Sample
https://pixeldrain.com/u/3rq5jVRz I tried both psarc plugin and oo2reck, but no precompress, i don't know what i am missing, maybe dll versions ? ![]() |
#4272
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Quote:
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prince55 (04-04-2025), Wanterlude (06-04-2025) |
#4273
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Quote:
insomniac:rcra or insomniac:rcrads insomniac:rcrads - uses gdeflate, so its additional use is pointless. Code:
test file: sp-common.psarc (19.8 gb) insomniac:rcra Streams: 130981 / 130981 Time: 00:01:12 (CPU 00:05:34) Size: 19.9 GB >> 31.8 GB insomniac:rcrads Streams: 130981 / 130981 Time: 00:01:05 (CPU 00:05:41) Size: 19.9 GB >> 31.8 GB insomniac:rcra + gdeflate Streams: 130981 / 130982 Time: 00:01:08 (CPU 00:05:46) Size: 19.9 GB >> 31.8 GB Last edited by Wanterlude; 04-04-2025 at 00:07. |
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#4274
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BLEACH Rebirth of Souls
72GB --> 52GB Quote:
Quote:
Quote:
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#4275
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Yeah ,sometimes reflate fails for me,too.
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