Homebrew RELEASE NSZ Title Compression Results

JRoad

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NCZ is just compressed NCA with untouched header. Encryption is still there untouched.
In the header that's true, the body is plaintexted in the compression process, then is re-encrypted after decompression. The process works perfectly and files verify and hash fine after decompression.

--------------------- MERGED ---------------------------

4 % of original NSP size? How is that even possible, wtf.
My theory is games with a color palette that has few variation will compress really well, like hollow knight for example that uses colors to differentiate the different parts of Hallownest.
 
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masagrator

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My theory is games with a color palette that has few variation will compress really well, like hollow knight for example that uses colors to differentiate the different parts of Hallownest.
More repetetive data = more compression. Games that are already compressed (Telltale games or UE4 games) have very weak compression ratio. Unity games may vary, because some devs are using compression for all assets, some only for part of assets, some none at all. Darkest Dungeon have good compression, because many data are uncompressed.

And here is table on GDrive to look online
https://docs.google.com/spreadsheet...kvx6w0_PNE7jU-6URjEjUXYcE/edit#gid=1033668554
 
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morvoran

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There are some very impressive results in that csv file. I see good things coming due to this new container file format. I can't wait for it to become the norm of all switch "backup" methods.
 
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blawar

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Nicely done! That's some impressive stats for sure!
Now we need a way to load the compressed files directly :P (I know it's not possible with the standard OS. This is a joke)

OFW no way, however I am thinking about adding installing NSZ support to my atmosphere fork. My only hesitation is the support nightmare of people switching CFW's (either intentionally or not) and their games no longer working.

If wonder if this would already work with Tinson and Tinfoil.

NSZ files are already installable with Tinfoil 5.00+

I am adding support to OG Tinfoil eventually.
 

linuxares

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OFW no way, however I am thinking about adding installing NSZ support to my atmosphere fork. My only hesitation is the support nightmare of people switching CFW's (either intentionally or not) and their games no longer working.



NSZ files are already installable with Tinfoil 5.00+

I am adding support to OG Tinfoil eventually.
Is it possible to do a module that you can load in to Atmosphere?
 
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blawar

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Is it possible to do a module that you can load in to Atmosphere?

It should be, however one thing that is abundantly clear: users cannot reliably copy files from a zip file, and HOS does not give specific error messages about it when it is not correct. It needs to be as simple as "update to the latest atmosphere, reinx, or SX". ReiNX and SX would be amenable to such standardization given source code was provided, however I am not hopeful that I could get the code into Atmosphere's master given reswitch's stance on NSP's.
 

linuxares

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It should be, however one thing that is abundantly clear: users cannot reliably copy files from a zip file, and HOS does not give specific error messages about it when it is not correct. It needs to be as simple as "update to the latest atmosphere, reinx, or SX". ReiNX and SX would be amenable to such standardization given source code was provided, however I am not hopeful that I could get the code into Atmosphere's master given reswitch's stance on NSP's.
If the module can be downloaded from example Github or such. I see no problem at all with it. I rather appreciate it since it would open a lot of saved space. I don't know if you used Wii? But using trimmed ISO files save a TON of space. So I'm all for if a module is possible to be created that works on Rei, Atmo and SX.

EDIT: I mean, people already need to get sigpatches for Atmo from external sources today. so it's no biggie I would say.
 
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masagrator

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compression level 17 = 9.26GB !! how did you manage 2.2GB ??
Huh?

Screenshot_20191010_192853.jpg
 

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