- Nov 29, 2023
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Yes, WolfRPG game files are actually VERY efficiently compressed.I'm really surprised by how much memory use in WolfRPG game files. (64gb paged, my poor ssd suffers).
Not possible. To display all sprites in a gallery they must be decompressed in RAM (also other objects might reference sprites, like maps for example).I've tried decompressing, but it doesn't really increase the game size much (it's more cluster lost space). Do you think there might be an option in the GUI to load the data in a temporary physical location instead of RAM (pagefile)
This is the same for all rippers with a gallery, for example Unity's AssetStudio needs a lot of memory for the same reason too.
On the other hand, this is already implemented. That's exactly what the "-d" flag does. You run it as "gameripper.exe -d (path to game)", and it will decrypt and unpack all files in .wolf archives, but only one file at a time (eg. it will free the memory every time a file is processed).or a way to free memory every time it processes a wolf file?
Furthermore, "-d" just saves the file content as-is, it does not decode, meaning it requires much less memory (for example, it grabs a PNG file with full HD image of say 128K bytes from the .wolf archive, and saves it at once, so no more than 128K memory needed in total; while decoding the image for displaying would require 1920*1080*4=ca. 8M).
It should not crash, in worst case it should have displayed an "Out of memory" error message.I did a lot of tests before because the program crashed, which was easy. I think I wrote 300 GB in paging ram)
Thanks for the link, I'll look into this. GR should not crash.The game in question is this:
ハルキの最大の敵は理性 (Two beasts or Not to Beast!!)
GR will work with that version too, but you'll have to run with the "-d" flag.this version is special because the whole game is compressed in wolf files; the later versions, released after this one, have half of the files decrypted, so the game ripper works in those versions).
Yes, in order to use the asset in-game, it would have to decode it as well. But a game has an advantage here, as it does not need to load all assets like a ripper, because it knows when an asset is needed during game play so it can select which one to decode and keep in memory and which one to be freed accordingly.By the way, it should also pass the high ram consumption in the demo version of the game (1.40gb in wolf files).