Hacking WIA = Wii ISO Archive

Wiimm

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wishmasterf said:
Whats the difference between LZMA2 an 7zip?
LZMA2 should be an "Improved version of LZMA". Anywhere in the 7ZIP/LZMA doc I have read that it should better compress things like audio/video/pictures (or any other bad compressible stuff). In my tests LZMA beats LZMA2 in 80-90% and if not, the advantage of LZMA2 is minimal.

wishmasterf said:
Do this mean a implementation into USB-Loaders could be possible with useable speed? Maybe an extension to the wbfs-filesystem would be great to store them.
No, WIA is nothing for USB loaders because of RAM and CPU time usage.

QUOTE(wishmasterf @ Sep 18 2010, 06:21 PM)
Is there any possibility to implement full 7zip support? If it is done by your tool it is more handy to use.
At the moment I close the development of WIA. Perhaps I make some tests with greater chunk sizes. I think a complete compression as one chunk will never be part of WIT, because a) the file layer of my tools needs random access (e.g. for patching while copying) and b) this is a job for the packing tools. But it is no problem to write a little batch file that (de)compress an image. This is the old Unix philosophy.
 

wishmasterf

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Wiimm said:
LZMA2 should be an "Improved version of LZMA". Anywhere in the 7ZIP/LZMA doc I have read that it should better compress things like audio/video/pictures (or any other bad compressible stuff). In my tests LZMA beats LZMA2 in 80-90% and if not, the advantage of LZMA2 is minimal.
Ok so it seems for wii-data LZMA is more useful. But whats the differenz you compress with lzma and 7zip? do they any other compression stuff in combination?

Wiimm said:
No, WIA is nothing for USB loaders because of RAM and CPU time usage.
Ok. I only want to use it to archive my games, but it would be possible it would
be great to use that format. is WIA/PURE not useable for loaders or because of the compression?

QUOTE(Wiimm @ Sep 18 2010, 07:00 PM)
At the moment I close the development of WIA. Perhaps I make some tests with greater chunk sizes. I think a complete compression as one chunk will never be part of WIT, because a) the file layer of my tools needs random access (e.g. for patching while copying) and b) this is a job for the packing tools. But it is no problem to write a little batch file that (de)compress an image. This is the old Unix philosophy.
Ok. I agree with you.
 

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Wiimm said:
If you want the best compression at all than store your file in WIA/NONE and compress it with an external packer (like 7zip). The NONE format is designed for this use and minimize the management info. If you want WIA check sums than use WIA/PURGE instead. The compressed files are minimal larger. Before reading such image must be completely uncompressed.
How does using 7-zip LZMA1 on a WIA (no compression) compare to using 7-zip (LZMA1) on a FST dump? Are they essentially the same procedure (compressing decrypted files inside the Wii game, especially /DATA/)? I think they are:
QUOTE3-4 month ago I made test with decrypted images. If encrypting a decrypted images the result is the original ISO image. The advantage of decrypted images are that data don't looks like random data and that make decrypted images compressible

For a WIA-type format on USB loaders, a less compressed medium might work. It sounds very difficult though.
 

wishmasterf

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i tried:

./wwt EXTRACT --wia -p /dev/sdc3 SSDDRV
***** wwt: Wiimms WBFS Tool v1.17a.beta6 r1764 i386 - Dirk Clemens - 2010-09-18 *****
WBFSv1 #1 opened: /dev/sdc3
- EXTRACT SSDDRV -> WIA:Schlag den Raab [SSDDRV].wia
! wwt: *******************************************
! *** The WIA support is EXPERIMENTAL! ***
! *** The WIA format is in development! ***
! *** Don't use WIA files productive! ***
! *******************************************
!! wwt: ERROR #38 [INTERNAL ERROR] in WriteWIA() @ src/lib-wia.c#1524
!! Internal error

What i am doing wrong?
 

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wwt extract uses the old wbfslib extraction function (sequential writing). But wia needs to look inside the disc before starting writing. wwt extract does not support any patching or scrubbing. Rewriting it is already on my 2do list.

In other words: "wwt extarct --wia" does not work. (I have to deny this option).
 

wishmasterf

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Wiimm said:
wwt extract uses the old wbfslib extraction function (sequential writing). But wia needs to look inside the disc before starting writing. wwt extract does not support any patching or scrubbing. Rewriting it is already on my 2do list.

In other words: "wwt extarct --wia" does not work. (I have to deny this option).

Whats the best way to extract a game from a wbfs-partition into a wia-file?
 

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WIA supports now variable chunk sizes, always a multiple of 2 MiB. The 2 MiB base value is set, because is is the size of a Wii sector group. The 64 sectors in a Wii sector group share H2 hash values. Loading of all 64 sectors is necessary to calculate all hash values.

Since tomorrow the test script ./scrips/test-image-size.sh is running. Here is a sample result of Animal Crossing:

Code:
Summary of RUUP01, Animal Crossing: Let's Go to the City:

ÂÂÂÂ60891211ÂÂ17.26%ÂÂÂÂ3:23.487 m:sÂÂWIA/LZMA@50
ÂÂÂÂ60892381ÂÂ17.26%ÂÂÂÂ3:24.152 m:sÂÂWIA/LZMA2@50
ÂÂÂÂ62191768ÂÂ17.63%ÂÂÂÂ1:44.277 m:sÂÂWIA/NONE@5 + 7Z
ÂÂÂÂ62198411ÂÂ17.63%ÂÂÂÂ1:42.936 m:sÂÂWIA/NONE@2 + 7Z
ÂÂÂÂ62198529ÂÂ17.63%ÂÂÂÂ1:42.429 m:sÂÂWIA/NONE@1 + 7Z
ÂÂÂÂ62204066ÂÂ17.63%ÂÂÂÂ1:46.096 m:sÂÂWIA/NONE@10 + 7Z
ÂÂÂÂ62209772ÂÂ17.63%ÂÂÂÂ1:51.934 m:sÂÂWIA/NONE@20 + 7Z
ÂÂÂÂ62233563ÂÂ17.64%ÂÂÂÂ2:10.734 m:sÂÂWIA/NONE@50 + 7Z
ÂÂÂÂ64299774ÂÂ18.23%ÂÂÂÂ2:49.430 m:sÂÂWIA/LZMA@20
ÂÂÂÂ64304336ÂÂ18.23%ÂÂÂÂ2:48.873 m:sÂÂWIA/LZMA2@20
ÂÂÂÂ67348400ÂÂ19.09%ÂÂÂÂ2:39.179 m:sÂÂWIA/LZMA2@10
ÂÂÂÂ67354140ÂÂ19.09%ÂÂÂÂ2:38.835 m:sÂÂWIA/LZMA@10
ÂÂÂÂ73261909ÂÂ20.77%ÂÂÂÂ2:34.270 m:sÂÂWIA/LZMA@5
ÂÂÂÂ73264290ÂÂ20.77%ÂÂÂÂ2:33.395 m:sÂÂWIA/LZMA2@5
ÂÂÂÂ86310086ÂÂ24.47%ÂÂÂÂ2:32.665 m:sÂÂWIA/LZMA@2
ÂÂÂÂ86315021ÂÂ24.47%ÂÂÂÂ2:31.092 m:sÂÂWIA/LZMA2@2
ÂÂÂÂ95699469ÂÂ27.13%ÂÂÂÂ2:32.221 m:sÂÂWIA/LZMA2@1
ÂÂÂÂ95705674ÂÂ27.13%ÂÂÂÂ2:33.008 m:sÂÂWIA/LZMA@1
ÂÂ 347250800ÂÂ98.45%ÂÂÂÂÂÂ10.787 secÂÂWIA/NONE@1
ÂÂ 349338652ÂÂ99.04%ÂÂÂÂÂÂ10.699 secÂÂWIA/NONE@2
ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.870 secÂÂWDF
ÂÂ 357217459 101.28%ÂÂÂÂ1:52.452 m:sÂÂWDF + 7Z
ÂÂ 365782884 103.71%ÂÂÂÂÂÂ11.030 secÂÂWIA/NONE@5
ÂÂ 386424880 109.56%ÂÂÂÂÂÂ11.253 secÂÂWIA/NONE@10
ÂÂ 427711712 121.26%ÂÂÂÂÂÂ12.316 secÂÂWIA/NONE@20
ÂÂ 632839056 179.42%ÂÂÂÂÂÂ17.391 secÂÂWIA/NONE@50
'@N' is the chunk-size-factor. '@50' means: 50 * base_chunk_size = 100 MiB. For this @50 calculation wit needs about 300 MiB of RAM. All compressions done with level 9. You see that the internal WIA/LZMA@50 beats the best external 7zip compression.

Some more results:
Code:
Summary of RTYP01, Wii Chess:

ÂÂÂÂ 5981290ÂÂ23.75%ÂÂÂÂÂÂ 7.708 secÂÂWIA/NONE@2 + 7Z
ÂÂÂÂ 5981671ÂÂ23.75%ÂÂÂÂÂÂ 7.434 secÂÂWIA/NONE@1 + 7Z
ÂÂÂÂ 6002681ÂÂ23.84%ÂÂÂÂÂÂ10.028 secÂÂWIA/NONE@5 + 7Z
ÂÂÂÂ 6006321ÂÂ23.85%ÂÂÂÂÂÂ15.125 secÂÂWIA/NONE@10 + 7Z
ÂÂÂÂ 6017045ÂÂ23.89%ÂÂÂÂÂÂ23.302 secÂÂWIA/NONE@20 + 7Z
ÂÂÂÂ 6032166ÂÂ23.95%ÂÂÂÂÂÂ17.689 secÂÂWIA/LZMA2@10
ÂÂÂÂ 6032188ÂÂ23.95%ÂÂÂÂÂÂ17.699 secÂÂWIA/LZMA@10
ÂÂÂÂ 6035721ÂÂ23.97%ÂÂÂÂÂÂ13.301 secÂÂWIA/LZMA@5
ÂÂÂÂ 6036265ÂÂ23.97%ÂÂÂÂÂÂ13.104 secÂÂWIA/LZMA2@5
ÂÂÂÂ 6041735ÂÂ23.99%ÂÂÂÂÂÂ26.614 secÂÂWIA/LZMA@20
ÂÂÂÂ 6043348ÂÂ24.00%ÂÂÂÂÂÂ42.627 secÂÂWIA/NONE@50 + 7Z
ÂÂÂÂ 6043533ÂÂ24.00%ÂÂÂÂÂÂ26.565 secÂÂWIA/LZMA2@20
ÂÂÂÂ 6066912ÂÂ24.09%ÂÂÂÂÂÂ52.676 secÂÂWIA/LZMA@50
ÂÂÂÂ 6069926ÂÂ24.10%ÂÂÂÂÂÂ52.802 secÂÂWIA/LZMA2@50
ÂÂÂÂ 6445219ÂÂ25.59%ÂÂÂÂÂÂ10.921 secÂÂWIA/LZMA2@2
ÂÂÂÂ 6445633ÂÂ25.59%ÂÂÂÂÂÂ10.680 secÂÂWIA/LZMA@2
ÂÂÂÂ 6509216ÂÂ25.85%ÂÂÂÂÂÂ10.872 secÂÂWIA/LZMA@1
ÂÂÂÂ 6510170ÂÂ25.85%ÂÂÂÂÂÂ10.822 secÂÂWIA/LZMA2@1
ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.511 secÂÂWDF
ÂÂÂÂ25381424 100.80%ÂÂÂÂÂÂ 9.289 secÂÂWDF + 7Z
ÂÂÂÂ28291852 112.36%ÂÂÂÂÂÂ 1.063 secÂÂWIA/NONE@1
ÂÂÂÂ32411632 128.72%ÂÂÂÂÂÂ 1.254 secÂÂWIA/NONE@2
ÂÂÂÂ50887424 202.10%ÂÂÂÂÂÂ 1.617 secÂÂWIA/NONE@5
ÂÂÂÂ81687568 324.42%ÂÂÂÂÂÂ 2.627 secÂÂWIA/NONE@10
ÂÂ 143290580 569.08%ÂÂÂÂÂÂ 4.613 secÂÂWIA/NONE@20
ÂÂ 328101744ÂÂ 1303%ÂÂÂÂÂÂ 9.869 secÂÂWIA/NONE@50


Summary of R64P01, Wii Music:

ÂÂÂÂ78422263ÂÂ55.83%ÂÂÂÂ1:53.885 m:sÂÂWIA/LZMA2@50
ÂÂÂÂ78431570ÂÂ55.84%ÂÂÂÂ1:54.198 m:sÂÂWIA/LZMA@50
ÂÂÂÂ81707918ÂÂ58.17%ÂÂÂÂ1:11.340 m:sÂÂWIA/LZMA2@20
ÂÂÂÂ81715314ÂÂ58.17%ÂÂÂÂ1:11.705 m:sÂÂWIA/LZMA@20
ÂÂÂÂ83433479ÂÂ59.40%ÂÂÂÂÂÂ47.110 secÂÂWIA/NONE@5 + 7Z
ÂÂÂÂ83438473ÂÂ59.40%ÂÂÂÂÂÂ46.484 secÂÂWIA/NONE@10 + 7Z
ÂÂÂÂ83443384ÂÂ59.40%ÂÂÂÂÂÂ47.118 secÂÂWIA/NONE@2 + 7Z
ÂÂÂÂ83445355ÂÂ59.40%ÂÂÂÂÂÂ43.592 secÂÂWIA/NONE@1 + 7Z
ÂÂÂÂ83483280ÂÂ59.43%ÂÂÂÂÂÂ51.678 secÂÂWIA/NONE@20 + 7Z
ÂÂÂÂ83490161ÂÂ59.44%ÂÂÂÂ1:23.211 m:sÂÂWIA/NONE@50 + 7Z
ÂÂÂÂ87204268ÂÂ62.08%ÂÂÂÂ1:00.723 m:sÂÂWIA/LZMA2@10
ÂÂÂÂ87224566ÂÂ62.10%ÂÂÂÂ1:00.646 m:sÂÂWIA/LZMA@10
ÂÂÂÂ97078183ÂÂ69.11%ÂÂÂÂÂÂ53.209 secÂÂWIA/LZMA2@5
ÂÂÂÂ97078452ÂÂ69.11%ÂÂÂÂÂÂ53.148 secÂÂWIA/LZMA@5
ÂÂ 105829433ÂÂ75.34%ÂÂÂÂÂÂ50.082 secÂÂWIA/LZMA2@2
ÂÂ 105833929ÂÂ75.34%ÂÂÂÂÂÂ49.774 secÂÂWIA/LZMA@2
ÂÂ 106682518ÂÂ75.95%ÂÂÂÂÂÂ50.268 secÂÂWIA/LZMA@1
ÂÂ 106682955ÂÂ75.95%ÂÂÂÂÂÂ49.859 secÂÂWIA/LZMA2@1
ÂÂ 140457044 100.00%ÂÂÂÂÂÂ 1.638 secÂÂWDF
ÂÂ 142055004 101.13%ÂÂÂÂÂÂ 5.060 secÂÂWIA/NONE@1
ÂÂ 142338150 101.33%ÂÂÂÂÂÂ43.443 secÂÂWDF + 7Z
ÂÂ 146174672 104.07%ÂÂÂÂÂÂ 5.156 secÂÂWIA/NONE@2
ÂÂ 152460776 108.54%ÂÂÂÂÂÂ 5.400 secÂÂWIA/NONE@5
ÂÂ 183260900 130.47%ÂÂÂÂÂÂ 6.013 secÂÂWIA/NONE@10
ÂÂ 224547732 159.86%ÂÂÂÂÂÂ 7.207 secÂÂWIA/NONE@20
ÂÂ 429675076 305.91%ÂÂÂÂÂÂ12.288 secÂÂWIA/NONE@50


Summary of RHAP01, Wii Play:

ÂÂÂÂ52893091ÂÂ52.02%ÂÂÂÂÂÂ35.782 secÂÂWIA/NONE@2 + 7Z
ÂÂÂÂ52901631ÂÂ52.03%ÂÂÂÂÂÂ35.432 secÂÂWIA/NONE@1 + 7Z
ÂÂÂÂ52902651ÂÂ52.03%ÂÂÂÂÂÂ36.355 secÂÂWIA/NONE@5 + 7Z
ÂÂÂÂ52908308ÂÂ52.04%ÂÂÂÂÂÂ36.750 secÂÂWIA/NONE@10 + 7Z
ÂÂÂÂ52916403ÂÂ52.05%ÂÂÂÂÂÂ43.483 secÂÂWIA/NONE@20 + 7Z
ÂÂÂÂ52937241ÂÂ52.07%ÂÂÂÂÂÂ59.728 secÂÂWIA/NONE@50 + 7Z
ÂÂÂÂ54597337ÂÂ53.70%ÂÂÂÂ1:21.594 m:sÂÂWIA/LZMA@50
ÂÂÂÂ54597735ÂÂ53.70%ÂÂÂÂ1:22.204 m:sÂÂWIA/LZMA2@50
ÂÂÂÂ54627150ÂÂ53.73%ÂÂÂÂÂÂ55.502 secÂÂWIA/LZMA@20
ÂÂÂÂ54629461ÂÂ53.73%ÂÂÂÂÂÂ55.868 secÂÂWIA/LZMA2@20
ÂÂÂÂ56406894ÂÂ55.48%ÂÂÂÂÂÂ46.207 secÂÂWIA/LZMA@10
ÂÂÂÂ56427328ÂÂ55.50%ÂÂÂÂÂÂ46.647 secÂÂWIA/LZMA2@10
ÂÂÂÂ62356271ÂÂ61.33%ÂÂÂÂÂÂ41.817 secÂÂWIA/LZMA@5
ÂÂÂÂ62368744ÂÂ61.35%ÂÂÂÂÂÂ42.040 secÂÂWIA/LZMA2@5
ÂÂÂÂ69962003ÂÂ68.81%ÂÂÂÂÂÂ38.831 secÂÂWIA/LZMA2@2
ÂÂÂÂ69962366ÂÂ68.82%ÂÂÂÂÂÂ39.561 secÂÂWIA/LZMA@2
ÂÂÂÂ72703816ÂÂ71.51%ÂÂÂÂÂÂ38.607 secÂÂWIA/LZMA@1
ÂÂÂÂ72713902ÂÂ71.52%ÂÂÂÂÂÂ38.876 secÂÂWIA/LZMA2@1
ÂÂ 101425992ÂÂ99.77%ÂÂÂÂÂÂ 3.822 secÂÂWIA/NONE@1
ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.372 secÂÂWDF
ÂÂ 103038012 101.35%ÂÂÂÂÂÂ34.785 secÂÂWDF + 7Z
ÂÂ 105545700 103.82%ÂÂÂÂÂÂ 3.896 secÂÂWIA/NONE@2
ÂÂ 121989888 119.99%ÂÂÂÂÂÂ 4.343 secÂÂWIA/NONE@5
ÂÂ 142631928 140.30%ÂÂÂÂÂÂ 4.759 secÂÂWIA/NONE@10
ÂÂ 183918760 180.91%ÂÂÂÂÂÂ 6.128 secÂÂWIA/NONE@20
ÂÂ 328097564 322.74%ÂÂÂÂÂÂ 9.740 secÂÂWIA/NONE@50

Remark I:
The test is done with the test script ./scripts/test-image-size.sh, it's part of the release. The command I used is:
Code:
./scripts/test-image-size.sh --fast --level @1,@2,@5,@10,@20,@50 \
ÂÂÂÂ--data --diff --dump --7zipÂÂ--compr non,lz,lz2 ./test-suite/*.wdf
Just call ./scripts/test-image-size.sh to print built in help.

Remark II:
The next beta release is coming today or tomorrow. The WIA format has not been changed since the previous beta, so that already generated WIAs can be used furthermore.


Remark III:
The new (and beta) tool 'wdf' can show some parameters of a wia. Try 'wdf +dump image'. If you forget the '+dump' is will pack the image to a WDF. You can also rename it to 'wdf-dump' to set dumping as default command. 'wdf --help' prints a help message.
 

vexing

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do you know why the internal compression is taking so much longer than external?
based on those 4 discs it looks like none@2 or none@5 plus external 7zip is a really good mix for speed and high compression...
have you tested conversion back to a scrubbed playable format? the speed benefit of external might be lost with the extra step
 

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vexing said:
do you know why the internal compression is taking so much longer than external?
based on those 4 discs it looks like none@2 or none@5 plus external 7zip is a really good mix for speed and high compression...Perhaps it is the compression level. 5 is the default and I use 9 (alll >=7 are equal). But I don't know the internals of 7zip.

QUOTE(vexing @ Sep 20 2010, 10:47 PM) have you tested conversion back to a scrubbed playable format? the speed benefit of external might be lost with the extra step
My test script make a diff for each created wia file.
 

vexing

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Wiimm said:
vexing said:
have you tested conversion back to a scrubbed playable format? the speed benefit of external might be lost with the extra stepMy test script make a diff for each created wia file.


by tested i meant timed. if it takes 10 minutes to go .7z -> .wia -> .iso but only takes 5 minutes to go .wia/lzma -> iso, that is important to know because they'll generally only be compressed once, but potentially decompressed multiple times

QUOTE(wishmasterf @ Sep 21 2010, 12:32 PM)
After your test Results i think LZMA with chunck - size 50 MiB should be the default setting. It seems it is most cases one of the best settings. What do you think wimm?

@50 was most compressed generally but the speed differences were significant at smaller chunk sizes... comparing @50 and @20 in that test set, at worst @20 was 6% larger final size and 17% faster, at best it was 2x as fast with a very slightly smaller final size.
 

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vexing said:
@50 was most compressed generally but the speed differences were significant at smaller chunk sizes... comparing @50 and @20 in that test set, at worst @20 was 6% larger final size and 17% faster, at best it was 2x as fast with a very slightly smaller final size.

Oh i see. So maybe the best setting could be @20. So we have to do more tests to find the best default setting because current setting @5 seems not the best way.

@wimm what do you think about changing the default chuck - size?
 

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In the latest beta @20 is the default. At this moment a script runs with @10,20,30,40,50 for about 10 different games. It will run until tomorrow. After that we can continue the discussion.

EDIT:
The first 3 results:

Code:
Summary of RUUP01, Animal Crossing: Let's Go to the City:

ÂÂÂÂ59919934ÂÂ16.98%ÂÂÂÂ3:04.094 m:sÂÂWIA/LZMA@40
ÂÂÂÂ60852341ÂÂ17.25%ÂÂÂÂ2:59.068 m:sÂÂWIA/LZMA@30
ÂÂÂÂ61577490ÂÂ17.45%ÂÂÂÂ3:13.285 m:sÂÂWIA/LZMA@50
ÂÂÂÂ64762661ÂÂ18.36%ÂÂÂÂ2:49.431 m:sÂÂWIA/LZMA@20
ÂÂÂÂ67473743ÂÂ19.13%ÂÂÂÂ2:42.040 m:sÂÂWIA/LZMA@10
ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.746 secÂÂWDF


Summary of RMCP01, Mario Kart Wii:

ÂÂ2258986334ÂÂ81.47%ÂÂ 28:37.735 m:sÂÂWIA/LZMA@50
ÂÂ2269315147ÂÂ81.84%ÂÂ 27:01.235 m:sÂÂWIA/LZMA@40
ÂÂ2275611253ÂÂ82.07%ÂÂ 21:50.050 m:sÂÂWIA/LZMA@20
ÂÂ2278355000ÂÂ82.17%ÂÂ 24:42.624 m:sÂÂWIA/LZMA@30
ÂÂ2311609224ÂÂ83.37%ÂÂ 18:21.345 m:sÂÂWIA/LZMA@10
ÂÂ2772579124 100.00%ÂÂÂÂ1:19.534 m:sÂÂWDF


Summary of R3OP01, Metroid: Other M:

ÂÂ5655712840ÂÂ72.59% 1:32:47.480 hmsÂÂWIA/LZMA@50
ÂÂ5663710912ÂÂ72.70% 1:28:19.128 hmsÂÂWIA/LZMA@40
ÂÂ5675384932ÂÂ72.85% 1:22:05.267 hmsÂÂWIA/LZMA@30
ÂÂ5694298457ÂÂ73.09% 1:13:04.454 hmsÂÂWIA/LZMA@20
ÂÂ5730003666ÂÂ73.55% 1:02:51.743 hmsÂÂWIA/LZMA@10
ÂÂ7790477636 100.00%ÂÂÂÂ4:10.745 m:sÂÂWDF

EDIT II:
Command is: ./test-image-size.sh --compr lz --level @10,@20,@30,@40,@50 --fast --data *.wdf
Do it with your games
wink.gif
 

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First I complete the previous statistic, games sorted by size:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Summary of RTYP01, Wii Chess:
ÂÂÂÂ 5988631ÂÂ23.78%ÂÂÂÂÂÂ12.346 secÂÂWIA/LZMA@10
ÂÂÂÂ 5988638ÂÂ23.78%ÂÂÂÂÂÂ16.758 secÂÂWIA/LZMA@40
ÂÂÂÂ 5991846ÂÂ23.79%ÂÂÂÂÂÂ15.880 secÂÂWIA/LZMA@20
ÂÂÂÂ 5993008ÂÂ23.80%ÂÂÂÂÂÂ19.073 secÂÂWIA/LZMA@30
ÂÂÂÂ 6000758ÂÂ23.83%ÂÂÂÂÂÂ26.570 secÂÂWIA/LZMA@50
ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.551 secÂÂWDF

Summary of RHAP01, Wii Play:
ÂÂÂÂ52889691ÂÂ52.02%ÂÂÂÂÂÂ54.111 secÂÂWIA/LZMA@40
ÂÂÂÂ54518891ÂÂ53.62%ÂÂÂÂÂÂ58.065 secÂÂWIA/LZMA@50
ÂÂÂÂ54624283ÂÂ53.73%ÂÂÂÂÂÂ46.948 secÂÂWIA/LZMA@20
ÂÂÂÂ55704936ÂÂ54.79%ÂÂÂÂÂÂ55.139 secÂÂWIA/LZMA@30
ÂÂÂÂ57338052ÂÂ56.40%ÂÂÂÂÂÂ42.529 secÂÂWIA/LZMA@10
ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.615 secÂÂWDF

Summary of R64P01, Wii Music:
ÂÂÂÂ78482721ÂÂ55.87%ÂÂÂÂ1:26.046 m:sÂÂWIA/LZMA@50
ÂÂÂÂ78554917ÂÂ55.92%ÂÂÂÂ1:07.163 m:sÂÂWIA/LZMA@30
ÂÂÂÂ80201008ÂÂ57.10%ÂÂÂÂ1:11.966 m:sÂÂWIA/LZMA@40
ÂÂÂÂ87138547ÂÂ62.03%ÂÂÂÂ1:03.106 m:sÂÂWIA/LZMA@20
ÂÂÂÂ92730914ÂÂ66.02%ÂÂÂÂÂÂ56.030 secÂÂWIA/LZMA@10
ÂÂ 140457044 100.00%ÂÂÂÂÂÂ 1.771 secÂÂWDF

Summary of RUUP01, Animal Crossing: Let's Go to the City:
ÂÂÂÂ59919934ÂÂ16.98%ÂÂÂÂ3:04.094 m:sÂÂWIA/LZMA@40
ÂÂÂÂ60852341ÂÂ17.25%ÂÂÂÂ2:59.068 m:sÂÂWIA/LZMA@30
ÂÂÂÂ61577490ÂÂ17.45%ÂÂÂÂ3:13.285 m:sÂÂWIA/LZMA@50
ÂÂÂÂ64762661ÂÂ18.36%ÂÂÂÂ2:49.431 m:sÂÂWIA/LZMA@20
ÂÂÂÂ67473743ÂÂ19.13%ÂÂÂÂ2:42.040 m:sÂÂWIA/LZMA@10
ÂÂ 352695380 100.00%ÂÂÂÂÂÂ 3.746 secÂÂWDF

Summary of RSPP01, Wii Sports:
ÂÂ 216528742ÂÂ32.68%ÂÂÂÂ5:04.531 m:sÂÂWIA/LZMA@40
ÂÂ 221789150ÂÂ33.48%ÂÂÂÂ5:16.142 m:sÂÂWIA/LZMA@50
ÂÂ 263512780ÂÂ39.77%ÂÂÂÂ5:00.687 m:sÂÂWIA/LZMA@30
ÂÂ 308851004ÂÂ46.62%ÂÂÂÂ4:46.731 m:sÂÂWIA/LZMA@20
ÂÂ 386233108ÂÂ58.30%ÂÂÂÂ4:24.775 m:sÂÂWIA/LZMA@10
ÂÂ 662451000 100.00%ÂÂÂÂÂÂ 6.536 secÂÂWDF

Summary of RZDP01, The Legend of Zelda: Twilight Princess:
ÂÂ 789065334ÂÂ68.54%ÂÂ 11:28.885 m:sÂÂWIA/LZMA@50
ÂÂ 802379665ÂÂ69.70%ÂÂ 10:09.330 m:sÂÂWIA/LZMA@30
ÂÂ 802389680ÂÂ69.70%ÂÂ 11:00.863 m:sÂÂWIA/LZMA@40
ÂÂ 815207971ÂÂ70.82%ÂÂÂÂ9:01.733 m:sÂÂWIA/LZMA@20
ÂÂ 844521882ÂÂ73.36%ÂÂÂÂ7:45.604 m:sÂÂWIA/LZMA@10
ÂÂ1151087416 100.00%ÂÂÂÂÂÂ39.561 secÂÂWDF

Summary of RMCP01, Mario Kart Wii:
ÂÂ2258986334ÂÂ81.47%ÂÂ 28:37.735 m:sÂÂWIA/LZMA@50
ÂÂ2269315147ÂÂ81.84%ÂÂ 27:01.235 m:sÂÂWIA/LZMA@40
ÂÂ2275611253ÂÂ82.07%ÂÂ 21:50.050 m:sÂÂWIA/LZMA@20
ÂÂ2278355000ÂÂ82.17%ÂÂ 24:42.624 m:sÂÂWIA/LZMA@30
ÂÂ2311609224ÂÂ83.37%ÂÂ 18:21.345 m:sÂÂWIA/LZMA@10
ÂÂ2772579124 100.00%ÂÂÂÂ1:19.534 m:sÂÂWDF

Summary of RLRP4F, Tomb Raider: Anniversary:
ÂÂ2073756489ÂÂ62.43%ÂÂ 32:33.090 m:sÂÂWIA/LZMA@50
ÂÂ2102999605ÂÂ63.31%ÂÂ 31:14.545 m:sÂÂWIA/LZMA@40
ÂÂ2123801189ÂÂ63.94%ÂÂ 29:13.895 m:sÂÂWIA/LZMA@30
ÂÂ2157426831ÂÂ64.95%ÂÂ 26:11.337 m:sÂÂWIA/LZMA@20
ÂÂ2210958277ÂÂ66.56%ÂÂ 22:52.909 m:sÂÂWIA/LZMA@10
ÂÂ3321312056 100.00%ÂÂÂÂ1:21.691 m:sÂÂWDF

Summary of RSBP01, Super Smash Bros. Brawl:
ÂÂ4853083788ÂÂ67.06% 1:12:24.230 hmsÂÂWIA/LZMA@50
ÂÂ4870825955ÂÂ67.30% 1:08:49.432 hmsÂÂWIA/LZMA@40
ÂÂ4905166240ÂÂ67.78% 1:03:48.805 hmsÂÂWIA/LZMA@30
ÂÂ4964605482ÂÂ68.60%ÂÂ 56:54.690 m:sÂÂWIA/LZMA@20
ÂÂ5023845011ÂÂ69.41%ÂÂ 49:14.701 m:sÂÂWIA/LZMA@10
ÂÂ7236890204 100.00%ÂÂÂÂ3:58.607 m:sÂÂWDF

Summary of R3OP01, Metroid: Other M:
ÂÂ5655712840ÂÂ72.59% 1:32:47.480 hmsÂÂWIA/LZMA@50
ÂÂ5663710912ÂÂ72.70% 1:28:19.128 hmsÂÂWIA/LZMA@40
ÂÂ5675384932ÂÂ72.85% 1:22:05.267 hmsÂÂWIA/LZMA@30
ÂÂ5694298457ÂÂ73.09% 1:13:04.454 hmsÂÂWIA/LZMA@20
ÂÂ5730003666ÂÂ73.55% 1:02:51.743 hmsÂÂWIA/LZMA@10
ÂÂ7790477636 100.00%ÂÂÂÂ4:10.745 m:sÂÂWDF<!--c2--></div><!--ec2-->



And now I have bad news: The LZMA functions use a user specified allocation function. So it was easy to count the dynamic memory usage of LZMA/LZMA2. Here are the (bad) results:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ÂÂmethod levelÂÂÂÂÂÂÂÂ memory usage
-----------------------------------------
ÂÂ LZMAÂÂ.1ÂÂÂÂÂÂ 1831198 =ÂÂ 1.75 MiB
ÂÂ LZMAÂÂ.2ÂÂÂÂÂÂ 3174686 =ÂÂ 3.03 MiB
ÂÂ LZMAÂÂ.3ÂÂÂÂÂÂ 9072926 =ÂÂ 8.65 MiB
ÂÂ LZMAÂÂ.4ÂÂÂÂÂÂ32665886 =ÂÂ31.15 MiB
ÂÂ LZMAÂÂ.5ÂÂÂÂ 194146594 = 185.15 MiBÂÂdefault for 7zip
ÂÂ LZMAÂÂ.6ÂÂÂÂ 387084578 = 369.15 MiB
ÂÂ LZMAÂÂ.7-9:ÂÂ705851730 = 673.15 MiB

ÂÂ LZMA2 .1ÂÂÂÂÂÂ 4938158 =ÂÂ 4.71 MiB
ÂÂ LZMA2 .2ÂÂÂÂÂÂ 5986734 =ÂÂ 5.71 MiB
ÂÂ LZMA2 .3ÂÂÂÂÂÂ10705326 =ÂÂ10.21 MiB
ÂÂ LZMA2 .4ÂÂÂÂÂÂ32731566 =ÂÂ31.22 MiB
ÂÂ LZMA2 .5ÂÂÂÂ 194212274 = 185.22 MiBÂÂdefault for 7zip
ÂÂ LZMA2 .6ÂÂÂÂ 387150258 = 369.22 MiB
ÂÂ LZMA2 .7-9:ÂÂ705917410 = 673.22 MiB<!--c2--></div><!--ec2-->
Level 1-4 uses an other algorithm than 5-7. Level 7-9 are identically. Additionally WIA uses 2*chunk_size == 4MiB*factor of dynamic memory. BZIP2 level 9 should take 47 MiB.


Here is a general info about the LZMA encoder:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->LzmaCompress
------------

LZMA Encoder will use default values for any parameter, if it is
ÂÂ-1ÂÂfor any from: level, loc, lp, pb, fb, numThreads
ÂÂ 0ÂÂfor dictSize
ÂÂ
level - compression level: 0 <= level <= 9;

ÂÂlevel dictSize algoÂÂfb
ÂÂÂÂ0:ÂÂÂÂ16 KBÂÂ 0ÂÂÂÂ32
ÂÂÂÂ1:ÂÂÂÂ64 KBÂÂ 0ÂÂÂÂ32
ÂÂÂÂ2:ÂÂ 256 KBÂÂ 0ÂÂÂÂ32
ÂÂÂÂ3:ÂÂÂÂ 1 MBÂÂ 0ÂÂÂÂ32
ÂÂÂÂ4:ÂÂÂÂ 4 MBÂÂ 0ÂÂÂÂ32
ÂÂÂÂ5:ÂÂÂÂ16 MBÂÂ 1ÂÂÂÂ32
ÂÂÂÂ6:ÂÂÂÂ32 MBÂÂ 1ÂÂÂÂ32
ÂÂÂÂ7+:ÂÂ 64 MBÂÂ 1ÂÂÂÂ64

ÂÂThe default value for "level" is 5.

ÂÂalgo = 0 means fast method
ÂÂalgo = 1 means normal method

dictSize - The dictionary size in bytes. The maximum value is
ÂÂÂÂÂÂÂÂ128 MB = (1 << 27) bytes for 32-bit version
ÂÂÂÂÂÂÂÂÂÂ1 GB = (1 << 30) bytes for 64-bit version
ÂÂÂÂ The default value is 16 MB = (1 << 24) bytes.
ÂÂÂÂ It's recommended to use the dictionary that is larger than 4 KB and
ÂÂÂÂ that can be calculated as (1 << N) or (3 << N) sizes.

lc - The number of literal context bits (high bits of previous literal).
ÂÂÂÂ It can be in the range from 0 to 8. The default value is 3.
ÂÂÂÂ Sometimes lc=4 gives the gain for big files.

lp - The number of literal pos bits (low bits of current position for literals).
ÂÂÂÂ It can be in the range from 0 to 4. The default value is 0.
ÂÂÂÂ The lp switch is intended for periodical data when the period is equal to 2^lp.
ÂÂÂÂ For example, for 32-bit (4 bytes) periodical data you can use lp=2. Often it's
ÂÂÂÂ better to set lc=0, if you change lp switch.

pb - The number of pos bits (low bits of current position).
ÂÂÂÂ It can be in the range from 0 to 4. The default value is 2.
ÂÂÂÂ The pb switch is intended for periodical data when the period is equal 2^pb.

fb - Word size (the number of fast bytes).
ÂÂÂÂ It can be in the range from 5 to 273. The default value is 32.
ÂÂÂÂ Usually, a big number gives a little bit better compression ratio and
ÂÂÂÂ slower compression process.

numThreads - The number of thereads. 1 or 2. The default value is 2.
ÂÂÂÂ Fast mode (algo = 0) can use only 1 thread.<!--c2--></div><!--ec2-->


Here are some statistics for different LZMA compression levels:
I have removed the level 9 results because they have always the same size as level 7.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Command: ./test-image-size --fast --data --compr lzma \
ÂÂÂÂÂÂÂÂ --level '.1@10,.1@30,.1@50,.3@10,.3@30,.3@50,
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ.4@10,.4@30,.4@50,.5@10,.5@30,.5@50,
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂ.7@10,.7@30,.7@50,.9@10,.9@30,.9@50'

Summary of RTYP01, Wii Chess:

ÂÂÂÂ 5988631ÂÂ23.78%ÂÂÂÂÂÂ16.644 secÂÂWIA/LZMA.7@10
ÂÂÂÂ 5993008ÂÂ23.80%ÂÂÂÂÂÂ19.199 secÂÂWIA/LZMA.7@30
ÂÂÂÂ 6000758ÂÂ23.83%ÂÂÂÂÂÂ26.419 secÂÂWIA/LZMA.7@50

ÂÂÂÂ 6003989ÂÂ23.84%ÂÂÂÂÂÂ10.368 secÂÂWIA/LZMA.5@10
ÂÂÂÂ 6011885ÂÂ23.87%ÂÂÂÂÂÂ15.737 secÂÂWIA/LZMA.5@30
ÂÂÂÂ 6016183ÂÂ23.89%ÂÂÂÂÂÂ20.926 secÂÂWIA/LZMA.5@50

ÂÂÂÂ 6469620ÂÂ25.69%ÂÂÂÂÂÂ 4.813 secÂÂWIA/LZMA.4@10
ÂÂÂÂ 6475005ÂÂ25.71%ÂÂÂÂÂÂ 8.049 secÂÂWIA/LZMA.4@30
ÂÂÂÂ 6480728ÂÂ25.73%ÂÂÂÂÂÂ11.323 secÂÂWIA/LZMA.4@50

ÂÂÂÂ 6526400ÂÂ25.92%ÂÂÂÂÂÂ 4.663 secÂÂWIA/LZMA.3@10
ÂÂÂÂ 6531781ÂÂ25.94%ÂÂÂÂÂÂ 7.764 secÂÂWIA/LZMA.3@30
ÂÂÂÂ 6537509ÂÂ25.96%ÂÂÂÂÂÂ11.069 secÂÂWIA/LZMA.3@50

ÂÂÂÂ 7760400ÂÂ30.82%ÂÂÂÂÂÂ 3.650 secÂÂWIA/LZMA.1@10
ÂÂÂÂ 7766124ÂÂ30.84%ÂÂÂÂÂÂ 6.847 secÂÂWIA/LZMA.1@30
ÂÂÂÂ 7771856ÂÂ30.86%ÂÂÂÂÂÂ10.080 secÂÂWIA/LZMA.1@50

ÂÂÂÂ25178940 100.00%ÂÂÂÂÂÂ 0.477 secÂÂWDF


Summary of RHAP01, Wii Play:

ÂÂÂÂ54518891ÂÂ53.62%ÂÂÂÂÂÂ56.844 secÂÂWIA/LZMA.7@50
ÂÂÂÂ54581887ÂÂ53.69%ÂÂÂÂÂÂ51.186 secÂÂWIA/LZMA.5@50
ÂÂÂÂ55704936ÂÂ54.79%ÂÂÂÂÂÂ54.885 secÂÂWIA/LZMA.7@30
ÂÂÂÂ55753006ÂÂ54.84%ÂÂÂÂÂÂ50.803 secÂÂWIA/LZMA.5@30
ÂÂÂÂ57318002ÂÂ56.38%ÂÂÂÂÂÂ43.461 secÂÂWIA/LZMA.5@10
ÂÂÂÂ57338052ÂÂ56.40%ÂÂÂÂÂÂ42.461 secÂÂWIA/LZMA.7@10

ÂÂÂÂ65129093ÂÂ64.06%ÂÂÂÂÂÂ38.521 secÂÂWIA/LZMA.4@50
ÂÂÂÂ66172590ÂÂ65.09%ÂÂÂÂÂÂ37.303 secÂÂWIA/LZMA.4@30
ÂÂÂÂ66190094ÂÂ65.10%ÂÂÂÂÂÂ33.862 secÂÂWIA/LZMA.4@10

ÂÂÂÂ76336545ÂÂ75.09%ÂÂÂÂÂÂ40.069 secÂÂWIA/LZMA.3@50
ÂÂÂÂ76344278ÂÂ75.09%ÂÂÂÂÂÂ36.378 secÂÂWIA/LZMA.3@10
ÂÂÂÂ76344553ÂÂ75.09%ÂÂÂÂÂÂ39.279 secÂÂWIA/LZMA.3@30

ÂÂÂÂ79552433ÂÂ78.25%ÂÂÂÂÂÂ23.264 secÂÂWIA/LZMA.1@50
ÂÂÂÂ79556018ÂÂ78.25%ÂÂÂÂÂÂ19.606 secÂÂWIA/LZMA.1@10
ÂÂÂÂ79557409ÂÂ78.25%ÂÂÂÂÂÂ23.197 secÂÂWIA/LZMA.1@30

ÂÂ 101659440 100.00%ÂÂÂÂÂÂ 1.425 secÂÂWDF


Summary of RZDP01, The Legend of Zelda: Twilight Princess:

ÂÂ 789065334ÂÂ68.54%ÂÂ 11:34.274 m:sÂÂWIA/LZMA.7@50
ÂÂ 802379665ÂÂ69.70%ÂÂ 10:10.940 m:sÂÂWIA/LZMA.7@30
ÂÂ 813239107ÂÂ70.64%ÂÂÂÂ9:28.133 m:sÂÂWIA/LZMA.5@50
ÂÂ 817491653ÂÂ71.01%ÂÂÂÂ9:15.436 m:sÂÂWIA/LZMA.5@30
ÂÂ 844521882ÂÂ73.36%ÂÂÂÂ7:49.527 m:sÂÂWIA/LZMA.7@10
ÂÂ 845149686ÂÂ73.42%ÂÂÂÂ8:18.217 m:sÂÂWIA/LZMA.5@10

ÂÂ 884492436ÂÂ76.83%ÂÂÂÂ7:26.585 m:sÂÂWIA/LZMA.4@50
ÂÂ 884892143ÂÂ76.87%ÂÂÂÂ7:20.113 m:sÂÂWIA/LZMA.4@30
ÂÂ 889649735ÂÂ77.28%ÂÂÂÂ7:08.159 m:sÂÂWIA/LZMA.4@10

ÂÂ 942408457ÂÂ81.87%ÂÂÂÂ7:12.048 m:sÂÂWIA/LZMA.3@50
ÂÂ 942578262ÂÂ81.88%ÂÂÂÂ7:11.200 m:sÂÂWIA/LZMA.3@30
ÂÂ 943165136ÂÂ81.93%ÂÂÂÂ7:02.422 m:sÂÂWIA/LZMA.3@10

ÂÂ 984330688ÂÂ85.51%ÂÂÂÂ3:45.554 m:sÂÂWIA/LZMA.1@50
ÂÂ 984343775ÂÂ85.51%ÂÂÂÂ3:53.811 m:sÂÂWIA/LZMA.1@30
ÂÂ 984398563ÂÂ85.51%ÂÂÂÂ3:44.725 m:sÂÂWIA/LZMA.1@10

ÂÂ1151087416 100.00%ÂÂÂÂÂÂ36.551 secÂÂWDF


Summary of RLRP4F, Tomb Raider: Anniversary:

ÂÂ2073756489ÂÂ62.43%ÂÂ 32:22.690 m:sÂÂWIA/LZMA.7@50
ÂÂ2123801189ÂÂ63.94%ÂÂ 29:15.296 m:sÂÂWIA/LZMA.7@30
ÂÂ2141902453ÂÂ64.48%ÂÂ 26:39.062 m:sÂÂWIA/LZMA.5@50
ÂÂ2156698993ÂÂ64.93%ÂÂ 26:14.574 m:sÂÂWIA/LZMA.5@30
ÂÂ2210958277ÂÂ66.56%ÂÂ 23:03.245 m:sÂÂWIA/LZMA.7@10
ÂÂ2212088437ÂÂ66.60%ÂÂ 23:43.984 m:sÂÂWIA/LZMA.5@10

ÂÂ2370806434ÂÂ71.38%ÂÂ 19:43.723 m:sÂÂWIA/LZMA.4@50
ÂÂ2372960771ÂÂ71.44%ÂÂ 19:24.525 m:sÂÂWIA/LZMA.4@30
ÂÂ2375964632ÂÂ71.53%ÂÂ 18:59.445 m:sÂÂWIA/LZMA.4@10

ÂÂ2431305766ÂÂ73.20%ÂÂ 18:27.436 m:sÂÂWIA/LZMA.3@50
ÂÂ2431953929ÂÂ73.22%ÂÂ 18:25.719 m:sÂÂWIA/LZMA.3@30
ÂÂ2432645052ÂÂ73.24%ÂÂ 18:19.770 m:sÂÂWIA/LZMA.3@10

ÂÂ2462557634ÂÂ74.14%ÂÂÂÂ9:49.673 m:sÂÂWIA/LZMA.1@50
ÂÂ2462650468ÂÂ74.14%ÂÂÂÂ9:53.705 m:sÂÂWIA/LZMA.1@30
ÂÂ2462862468ÂÂ74.15%ÂÂÂÂ9:58.806 m:sÂÂWIA/LZMA.1@10

ÂÂ3321312056 100.00%ÂÂÂÂ1:25.943 m:sÂÂWDF<!--c2--></div><!--ec2-->


And this is the dynamic memory usage of the above methods sorted by usage:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ÂÂÂÂÂÂÂÂÂÂÂÂÂÂ needed memory
ÂÂÂÂ modeÂÂÂÂÂÂ (WIA+LZMA)
-----------------------------
LZMA .1 @10ÂÂÂÂÂÂ23 MiB
LZMA .3 @10ÂÂÂÂÂÂ51 MiB
LZMA .1 @30ÂÂÂÂÂÂ63 MiB
LZMA .3 @30ÂÂÂÂÂÂ91 MiB
LZMA .1 @50ÂÂÂÂ 103 MiB
LZMA .3 @50ÂÂÂÂ 131 MiB

LZMA .4 @10ÂÂÂÂ 205 MiB
LZMA .4 @30ÂÂÂÂ 245 MiB
LZMA .4 @50ÂÂÂÂ 285 MiB

LZMA .5 @10ÂÂÂÂ 389 MiB
LZMA .5 @30ÂÂÂÂ 429 MiB
LZMA .5 @50ÂÂÂÂ 469 MiB

LZMA .7 @10ÂÂÂÂ 693 MiB
LZMA .7 @30ÂÂÂÂ 733 MiB
LZMA .7 @50ÂÂÂÂ 773 MiB<!--c2--></div><!--ec2-->

<!--coloro:#800000--><span style="color:#800000"><!--/coloro--><b>Discussion: What is the best LZMA default?</b><!--colorc--></span><!--/colorc-->
I already offer some keywords like BEST, FAST, DEFAULT. Perhaps I need more like LOWMEM, HIMEM, ....
 

Bauldrick

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QUOTE said:
Perhaps I need more like LOWMEM, HIMEM, ....

Maybe MEM64,MEM128,MEM256 etc.... (I would use MEM64 for example) - Could wit not get that info (amount of RAM) from the box and use it as default?
 

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