#2956
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Beyond Good & (And) Evil
Beyond Good & Evil (GOG Edition)
Files ripped:
2.02 GB => 520.7 MB Method: HTML Code:
srep + lolz The tricky part about this one is calculating the offsets for localised content as well as the unused videos, as this data isn't stored in a logical way, thankfully though, through my analysis and subsequent repacking of titles utilising the "Jade" engine, I can say with a fair degree of confidence that only the primary localisation is intermingled with other data (such as graphical assets, animations and game logic) within a given "*.bfX" archive, with subsequent localisations, in this case the aforementioned five, being stored in a more logical way, allowing for fewer ripped blocks to be generated. Last edited by L33THAK0R; 24-04-2022 at 06:36. Reason: Forgot to include the method used (whoops!) |
The Following 3 Users Say Thank You to L33THAK0R For This Useful Post: | ||
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#2957
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DRAGON BALL Z: KAKAROT [v1.60][ENG]
Code:
Method : xt_zlib+srep:m3f:l512+lolz:normal/$criwarevideo=srep:m3f:l512+bcmx Compression Time : 10.3 Hours Decompression Time : ~ 55 Minutes (4T) Initial Size : 36.8 GB Final Size : 28.9 GB. Ripped Files : Japanese audio. Code:
$criwarevideo *.usm Last edited by :( Sad8669; 25-04-2022 at 16:29. Reason: Updated Decompression Time.... |
#2958
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Martha is Dead
v1.04 Code:
14:50:47 - Selected ARC/DS method for Data1a-01.bin was: xtool:mmartha:1+srep_new+4x4:lzma 14:50:47 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma ------------------------------------------------------------------------------------------------------------------------------------------- 17:47:31 - Overall input size: 17.13 GB 17:47:31 - Overall output size: 14.05 GB (Ratio 82.01%) 17:47:31 - Overall conversion time: 02:53:12 18:22:38 - Overall decompression time: 00:35:01 18:22:38 - All files have been successfully extracted!
__________________
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Last edited by KaktoR; 25-04-2022 at 09:26. |
#2959
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Dune: Spice Wars
Code:
res.compressed.pak xtool+srep+4x4:lzma Compressed 1 file, 2,958,404,716 => 725,268,911 bytes. Ratio 24.52% Compression time: cpu 2.50 sec/real 484.56 sec = 1%. Speed 6.11 mB/s All OK precomp+srep+4x4:lzma Compressed 1 file, 2,958,404,716 => 704,372,043 bytes. Ratio 23.81% Compression time: cpu 3.48 sec/real 564.58 sec = 1%. Speed 5.24 mB/s All OK Code:
wem files: 145mb -> 140mb with wemtool
__________________
Haters gonna hate
Last edited by KaktoR; 26-04-2022 at 09:27. |
#2960
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anyone, have method for .bundle file from StreamingAssets\aa\StandaloneWindows64 ?
ex : https://bayfiles.com/P90ef8b3y6/tech...ets_all_bundle thanks |
#2961
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Quote:
Not much point in trying to recompress+patch it because a patch would be almost 17mb. |
The Following User Says Thank You to Masquerade For This Useful Post: | ||
kuyhaa (01-05-2022) |
#2962
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The Riftbreaker [v27746]
Audio .zips: Code:
msc+oggre+srep+lzma2 Code:
xzlib+srep+lolz |
The Following User Says Thank You to Masquerade For This Useful Post: | ||
JustFun (10-05-2022) |
#2963
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Need for Speed Carbon
Original Size: 4.91 GB Compress Size: 2.41 GB Method: Code:
* any jpg files = packjpg * rest of files = xprecomp+srep:m3f:a2+exe2+7z:d128m:mt2 XTool Used Plugins = ZLib, Reflate, LZ4HC Last edited by Carldric Clement; 15-05-2022 at 06:27. |
#2964
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Broforce v1131
Original Size: 457 MB Compress Size: 289 MB Method: Code:
* jpg = packjpg * rest of files = xprecomp+srep:m3f:a2+exe2+lolz:d128:mt4:mtt1:lmdf1 * asset bundle unity = xtool:zlib:unity+srep:m3f:a2+exe2+lolz:d128m:mt4:mtt1:lmdf1 Update on 1 May 2022. Last edited by Carldric Clement; 30-04-2022 at 22:49. |
#2965
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you can reduce this to ~290mb (Incl. installer) if you decompress the Unity assets.
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The Following User Says Thank You to L33THAK0R For This Useful Post: | ||
Carldric Clement (30-04-2022) |
#2966
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Age of Empires II Definitive Edition
Update 61591, 1 Language, all DLC Code:
17:20:52 - Selected ARC/DS method for Data1a-01.bin was: precomp_mtx+srep_new+4x4:lzma 17:20:52 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:lzma ----------------------------------------------------------------------------------------- 21:51:31 - Overall input size: 44.71 GB 21:51:31 - Overall output size: 24.40 GB (Ratio 54.57%) 21:51:31 - Data files creation time: 04:09:05 Code:
Data1a = *.aoe2scenario|*.aoe2campaign|*.scx|*.png|*.aoe2spgame|*.pdf Why precomp? Xtool is ~200mb bigger WemTool on wem files gives some mb, not worth it
__________________
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#2967
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Quick noob decompression questions: This varying methods betterly safer from extraction process??
A: xZLib+delta+srep+lolz B: xZlib+srep+delta+lolz My test, its compression percentage differnece less than 0.1%. (B its smaller.) |
#2968
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Project CARS 3 [v1.0.0.0.0705]
49.4GB ----> 19.1GB Last edited by Masquerade; 02-05-2022 at 05:15. |
#2969
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Are there any reliable methods to discern which LZ4 library version works best with a given sample? I recently got interested in titles using LZ4, since I haven't tackled many, and thought I'd start off small with the 2013 title "Castle of Illusion", which has a singular archive containing all title assets, (decompressed archive inflates to 786 MB -> 1.20 GB, using the appropriate QuickBMSscript ), however I can't seem to figure out which library version to use, the best I've gotten so far is ~850MB. I think if I exhaust all my options I'll just look into re-importing the decompressed assets to a modified archive, since some Russian modders were able to do so, in order to apply a total conversion translation mod to the titular title in question.
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#2970
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Quote:
First of all, bms2xtl exists so you half of the job is already done for you. The other half of the job is about 20 minutes and a bit of guessing work I checked this game out and it uses lz4hc, not lz4. By using lz4 precompressor, you will end up getting 21/5539 streams. By switching the codec to lz4hc alone you will instantly get 4215/5539 [liblz4 v1.7.4]. This alone would seem pretty cool, until you see that the only streams that were inflated were the small ones, so you get very little size increase. In addition to this, you still have over 1000 compressed LZ4 streams still in the file. By digging a bit deeper into the info XTool is giving me (using verbose output), my next intention was to lock precompression at a certain level of lz4hc. I chose lz4hc level 9. This is because most of the streams previously were compressed at level 9. After making a new database and testing, we get these results:
This clearly shows that using anything newer than liblz4 v1.8.0 is going to yield extremely poor results. With the oldest 3 libraries, you will only miss 15 streams. In my opinion, this is completely acceptable. At this point, I stop testing and publish my findings in the XTool plugins thread. We all have a lot to thank Razor12911 for. Last edited by Masquerade; 07-05-2022 at 11:17. |
The Following User Says Thank You to Masquerade For This Useful Post: | ||
Gehrman (07-05-2022) |
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