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Save disk space for ISOs

10,045 bytes added, 09:34, 5 May 2020
Applicable to All Platforms
Disc images (commonly known as ISOs , but ISO is actually a specific format) are faithful software recreations of game disksdiscs (when made correctly). However, at with disc sizes ranging from 700 MB (CD) / , 1.4 GB (GC Mini-DVD) / , 4.7 GB (single-layered DVD) / , and 25 GB (Blu-Ray), they can get pretty taxing to disk for storage, as especially when newer generations of consoles comegames are getting bigger in file sizes.
It wouldn't be so bad if not for the fact that the actually useful game data itself is often times only a fraction of that data the actual disc size - for instance, the ''Super Mario 25th Anniversary '' Wii disk disc itself is a 4.7GB , when really the actual game with data is only a single SNES rom and nothing else ROM (12 MB of useful data, to be precise)and nothing else. So naturallyNaturally, one would want to trim the this extra "fat " as much as possible. This , which is what this improved version of a previous guide page aims to help forto achieve. Most of the information here is based partially on this [https://www.reddit.com/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide].
'''How does one lighten ISO / ROM dumps? '''
There are many ways. Some , some methods alter the dump copy data foreverwhile others can be converted back and forth with generally no lost. Some conversion are only playable on only some specific emulators. And many light dumps are unplayable and may not work on real hardware (though a bunch are). All depending on the method console and the consolemethod used. So you might want It's important to consider take all of this into consideration beforeattempting as most of these are console-specific.
This page was based partially on this [https://www.reddit.com/r/emulation/comments/3g933n/guide_reduce_the_size_of_your_ps2_gc_wii_x360_ds/ guide]. '''Archive-quality dump means ''' dumps are ones that the resulting compressed dump, when reverted converted back to its original state, will be have the same checksum as the official uncompressed release. Compressions that can't be reversed, or those that can be but will have missing or altered content, whether it interferes with functionality (rebuilt table of content) or not, are not archive -quality dumps. For example, the WBFS format , used for shrinking Wii discs, is not archive -quality since it may be missing padding content and upgrade partitions (which have their uses in 3DS/Wii modding) compared to an intact , uncompressed dump.
==Applicable to All Platforms==
===Audio-CD===
Sega-CD, PC-Engine, PlayStation, Sega Saturn... what did do these all have in common was their reliance on the ? They all use a regular CD format. ! Game developers often stored often orchestrated/Redbook music and occasionally voice acting, other sounds using the Audio-CD format. Of course, the CD contained also game data. But but it was terribly inefficient when it comes to disk disc storageas it also had to store the actual game along with the sound files. Even To put it in perspective, a 700 MB CD containing nothing but Audio-CD data can hold at most around 80 minutes worth of sound data, meaning games that used a lot of sounds were limited in size.
That's why devs Since then developers no longer used it, preferring use Audio-CD format and instead prefer custom audio formats that come included in the "game data" part of the diskdisc. By the time the PS1 gen generation came, the Audio-CD part was just used for messages like "Don't put this in a CD player, dumb user!" and little else (exceptions exist, of course!) * '''Full Dump:''' <br />BIN/ISO + CUE<br />BIN/ISO is the full disk data, including Audio-CD sound data and game data<br />CUE is the datasheet file* '''Light Dump:''' <br />ISO + MP3/WAV + CUE <br />ISO is the disk data with only the game data<br />MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space<br />CUE is the datasheet file
* '''Full Dump:''' <br>BIN/ISO + CUE
<br>BIN/ISO is the full disc data, including Audio-CD sound data and game data
<br>CUE is the datasheet file
* '''Light Dump:''' <br>ISO + MP3/WAV + CUE
<br>ISO is the disc data with only the game data
<br>MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space
<br>CUE is the datasheet file
* '''Archive-quality dump?''' No (unless audio is converted to and from uncompressed formats, which is unlikely)
* '''Gain:''' Several hundreds of MBs to just a few dozens, depending on how much this specific game relies on the Audio-CD sound format
* '''Can be reverted?''' Yes, just burn the ISO+MP3/WAV+CUE again using a CD burner tool (ImgBurner) either to a physical disk or as an ISO+BIN file. Lossy audio formats will result in data loss.
* '''Playable on Hardware?''' No, but can be reverted to be
* '''Playable on Emulators?''' Yes (use virtual drive if needed). Some aren't compatible with MP3 so convert to WAV with MP32WAV , if that's the case, convert them to WAV with MP32WAV. You may need Sega Cue Maker.
Examples:
M3U (playlist) files may be used too for this distribution scheme.
Sometimes dumps that come this way may not work on some emulators. This is often due to either an incorrect CUE files sometimes using the wrong filenames or using MP3 files instead of WAV files.
===Padding===
Devs often have their games much, much bigger than they need to be. They put by putting in accessible garbage data in the diskdisc. Garbage data isn't useful game data and is just bloats used to bloat the disk disc size. It's either a sequence of 00/FF (you know what's inside a file if you open it with a hex editor) or randomized garbage , random data, unused/cut content left during development, and in rare cases, datathat is completely unrelated to the game itself. An example of this is ''Shrek SuperSlam'' on the PS2 which has a working copy of ''Tony Hawk's Underground 2'' for the PSP hidden in the root of the disc.
Its The purpose of doing this can be to fill in some spots in on the disk disc so that specific parts of the game 's data are in specific certain areas of the disk (like the borders) and hence disc. This is done to increase the drive's reading speed is so that it's quick enough in these certain spots for the game to work properly. It's in the your best of your interests interest not to mess with this data arrangement (referred to as LBA and TOC in the case of GC/Wii/PS2/PSP) or else as it might break the game might not even work in some cases (it might in others though).
BUT-- the most common bar none use Another reason for this is having garbage data can be to screw with pirates and people , who download ISOs off /upload these games online sharing websites, by making the ISO bigger and harder to downloadstore. Some go a little step further and make that scramble the garbage data, not instead of just being a sequence of 00/FF , to make the ISO much, much harder to compress using regular archive formats like zip/, 7zip/, rar.., etc. You might be overjoyed to learn this has become the industry standard nowadays.
Many compression schemes remove or simplify padding patterns to allow for easier compression.
* '''Can be reverted?''' Yes, using extractcd (included with MAME)
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Only MAME , DuckStation and DEmul. Some libretro cores for other emulators started adding are starting to add support.* '''Can process multi track bin files?''' Yes.
MAME uses the CHD format for disc images in general and includes tools to convert from back and to itforth. It uses 7zip's LZMA compression on the game data and lossless FLAC compression for the audio data to optimize compression even further than with the using BIN+CUE+MP3/WAV data separation alone.
Placing '''Instructions'''Place chdman .exe and extractcd in the same directory as the dumps you want to compress (dumps must be in BIN+CUE format, ). Open Command Prompt and navigate to the directory where you placed chdman.exe and input one of the following command-line instructions can be used:
* BIN/CUE to CHD: <code>for %i in (*.cue) do chdman createcd -i "%i" -o "%~ni.chd"</code> (Windows)
* CHD to BIN/CUE: <code>for %i in (*.chd) do chdman extractcd -i "%i" -o "%~ni.cue"</code> (Windows)
Alternatively, if you only need to do one file you can use this: <code>chdman createcd -i "<FILENAME>.cue" -o "<FILENAME>.chd"</code>
If you have one of the European PSX games that feature features LibCrypt copy protection, then you will have a .sbi file in addition to the .bin/cue file. The CHD creation process doesn't process the .sbi file. Thus, you You will still need to have the .sbi file in the same directory as the.game file (in this case, the newly created CHD file for the game ) in order to run.
==PlayStation 1==
===ECM===
* '''Archive-quality dump?''' No (removes error correction data permanently)
* '''Gain:''' Not Immediate (ISO size doesn't change). ECM only zeroes out redundant error correction data (, but in some rare cases this data may be used for anti-piracy, hence corrupting the dump!). When coupled However it does achieves drastic size reductions when compressed to a compressed an archive format (7zip/gzip/zip) however it achieves drastic size reductions.* '''Tools Used:''' PakkISO or ECM Tools (from emuparadise download page). Drag-and-drop the iso on ISO onto the specific specified tool, then compress it with 7zip.
* '''Can be reverted?''' Yes, using the same tools (unECM). However, however there's is data loss (error correction data) which can damage a select few games. Check the hash with Redump to make sure nothing was altered.
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Only on recent SVN builds of PCSX-R and ePSXe (they also support 7zip/gzip/zip archives so use them with ECM). Other emulators don't, so you convert manually the ECM dump to an ISO dump whenever you want to play it.
===PBP (PSP Format for PS1 Images)===
* '''Tools Used:''' [https://www.reddit.com/r/PSP/wiki/psx2psp PSX2PSP], Popstation MD GUI, [https://www.psx-place.com/threads/w-i-p-utilities-cdda-enabler-for-psx-eboots-on-ps3.23539/ CDDA-ENABLER] (optimized for PS3) ...
* '''Can be reverted?''' Yes. Using For homemade EBOOTs it can be done by using the same tool, to generate the BIN+CUE files. For commercial releases from PSN you will have to use [https://github.com/xdotnano/PSXtract PSXtract]. There's data loss, although but it's negligible in terms of functionality.
* '''Playable on Hardware?''' On PSP, not on PS1.
* '''Playable on Emulators?''' RetroArch, PCSX-R, and ePSXe. PlayStation 3's ps1_netemu (can also use it after packaging it into a PS1 Classic and installation of installing said package).
Official PBP is the official format used by Sony for the PS1 Classics on PSP and PS3. Audio tracks may be compressed in ATRAC3, or as raw PCM (unsupported on PS3's ps1_netemu, supported on PSP only by the earliest versions of POPS or the newest ones with the [http://wololo.net/talk/viewtopic.php?f=28&t=41330&start=60 cdda_enabler plugin]) ===CHD===* '''Archive-quality dump?''' Yes* '''Gain:''' Immediate (better than PBP).* '''Tools Used:''' chdman* '''Can be reverted?''' Yes, using the same tool (chdman).* '''Playable on Hardware?''' No.* '''Playable on Emulators?''' libretro Beetle PSX, Avocado, DuckStation and PCSX ReARMed.
==PlayStation 2==
===Manual Scrubbing + GZIP Compression===
Often, times you can just open the ISO in UltraISO and find the dummy files. Sometimes they're obviously are obvious looking files , like DUMMY.BIN, DATA0.BIN (or .DAT), DUMMY.DAT, etc. Or , or are folders named with names like "PADDING" and stuff like thatsuch. You can look into the files (with a hex editor) to see if they're obvious obviously padding data (usually the offsets will be full of 00/FF, though sometimes it's not as obvious). However, you must never mess with LBA and TOC when removing padding. <!--So you try to change the size of the padding file inside the ISO to 0 MB or alter it directly with a hex editor so that it's all zeroed out.--><!--Wording is too weird to figure out what it's say, will fix when more information is obtained-->
* '''Archive-quality dump?''' No (missing data)
* '''Gain:''' Not Immediate (ISO dump size the same). Coupled , however when used with compression, however... the gain is really noticeable.* '''Tools Used:''' UltraISO, USBUtil, ExPERT/Xpert ([http://www.ps2-home.com/forum/viewtopic.php?t=3419 guides here])
* '''Can be reverted?''' Not really. Garbage data here is zeroed out, it's not important and you still have the same disk data structure.
* '''Playable on Hardware?''' Yes.(after GZIP-decompression) (some games may break)* '''Playable on Emulators?''' Yes.- PCSX2 (some games may break)
You may forego the manual scrubbing part entirely. If you feel adventurous you might want to do it to enhance compression though. Let's get to the meaty part though...
* '''Playable on Hardware?''' NO
* '''Playable on Emulators?''' Yes - PCSX2.
 
==PlayStation 3==
===Extracted files (aka JB format/GAMES)===
* '''Archive-quality dump?''' Not directly (BD filesystem metadata lost).
* '''Gain:''' Immediate (any padding between files is removed).
* '''Tools Used:''' Most on-console file managers and *man homebrews, 7-Zip and other standard ISO extractors on PC.
* '''Can be reverted?''' Yes, using PS3 ISO Rebuilder and an [http://jonnysp.bplaced.net/ IRD file] representing the original file locations. Generic inaccurate JB to ISO conversions possible with makeps3iso (preferred) or genps3iso.
* '''Playable on Hardware?''' Yes - on CFW/HEN
* '''Playable on Emulators?''' Yes - RPCS3
 
For a long time (before the availability of Cobra and Mamba) the only playable format for PS3 backups (relying on little more than "peek and poke" CFW-provided syscalls to mount the game's folder over the currently inserted disc) but also the least accurate one, with significant compatibility issues (varying on whether the backup is stored on an internal or external drive, whether an original game disc is currently inserted, various optional hacks such as "BDMirror" moving the files to the root of the external drive on demand, ...)
==PlayStation Portable==
* '''Gain:''' Immediate (ISO dump size lowers). Substantial, depending on game. Higher compression levels generally produce decreasing space gains while potentially increasing load times. Some tools allow for leaving audio/video content uncompressed.
* '''Tools Used:''' CISO, CISO GUI, maxcso, UMDGen, PSP ISO Compressor, CISO Multi Compressor, CISO XP, ...
<br />CISO GUI (CISO is command line-based): Drag-and-drop ISO file on program, Select compression level (1 to 9 (Max)), "Compress", and choose directory for saving the new CSO file.
<br />UMDGen is a PSP ISO editor. You can save to either the CSO format with this.
* '''Can be reverted?''' Yes, using the same tools and saving in ISO (uncompressed) format. No data loss.
* '''Playable on Hardware?''' Yes - most CFWs (Possibly longer load times though).
* '''Playable on Emulators?''' Yes - PPSSPP.
 
CISO GUI and CISO XP: Drag-and-drop ISO file on program, Select compression level (1 to 9 (Max)), "Compress", and choose directory for saving the new CSO file.
 
UMDGen is a PSP ISO editor. You can save to either the CSO format with this.
===DAX, JSO, ZSO===
Official format for digitally distributed PSP/minis (partially related to the one used for PS1 games), containing a compressed disc image and optionally a custom boot logo.
 
==PlayStation Vita==
===Trimming===
* '''Archive-quality dump?''' No, but trivially undoable.
* '''Gain:''' Immediate (ROM size lowers).
* '''Tools Used:''' None - [https://github.com/motoharu-gosuto/psvgamesd#trimming-zeroes manual process]
* '''Can be reverted?''' Yes (see above).
* '''Playable on Hardware?''' Yes - with psvgamesd.
* '''Playable on Emulators?''' ?
 
The psvgamesd gamecard backup creation and mounting tools supports mounting a trimmed backup (although no tools exist for dumping directly in trimmed format, or converting between full and trimmed.
 
Neither variant of the .psv format (unrelated to the Cobra Blackfin's .psv format) has caught on, despite being the most accurate options for physical game backups.
 
 
===Extracted files (NoNpDRM format)===
* '''Archive-quality dump?''' No for physical titles, close enough (and generally accepted as such) but no cigar for digital ones.
* '''Gain:''' Immediate (compared to ROM).
* '''Tools Used:''' NoNpDRM plugin + a file manager like VitaShell.
* '''Can be reverted?''' No.
* '''Playable on Hardware?''' Yes - with the NoNpDRM plugin.
* '''Playable on Emulators?''' ?
 
NoNpDRM is a Vita plugin that generates decrypted licenses (valid for any console) when running an original Vita title, as well as allowing the system to accept those licenses, allowing for playing the encrypted files directly copied from a game card or memory card (by extension the name is therefore also used for such files, or the combination of the game's files and a decrypted license).
 
NoPsmDRM is the equivalent for PlayStation Mobile titles.
 
An hypothetical NoPspEmuDRM, allowing for PSP/PS1 eboots to be natively runnable and manageable from the LiveArea/Content Manager, is currently not known to exist nor believed to be in development.
==Dreamcast==
===CHD Archive Format===
* '''Archive-quality dump?''' CHD v4: No (missing datadue to lossy compression, no gameplay issues). CHD v5: Possibly Archive-quality.
* '''Gain:''' Immediate (ROM dump size lowers).
* '''Tools Used:''' GDI to CHD converter.
* '''Can be reverted?''' NoYes with CHD v5.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Yes - DEmul, Reicast and Redream
==GameCube / Wii==
 
Some examples:
* Super Mario Anniversary (Wii): 4.7 GB (original) > 12 MB (GCZ) (!!)
* Super Smash Bros Brawl (Wii): 7.8 GB (original) > 7.1 GB (GCZ) (main cause is FMV's low compression)
* Xenoblade PAL (Wii): 7.8 GB (original) > 6.3 GB (GCZ)
* Super Mario Galaxy 2 (Wii): 4.7 GB (original) > 1.8 GB (GCZ)
* Tales of Graces (Wii): 4.7 GB (original) > 4.2 GB (GCZ) (game data already fills the disk)
* Animal Crossing (GC): 1.4 GB (original) > 26 MB (GCZ)
* Zelda Four Swords Plus Japan (GC): 1.4 GB (original) > 480 MB (GCZ)
* Zelda Twilight Princess (GC): 1.4 GB (original) > 1.4 GB (GCZ) (game data already fills the disk)
* Megaman Collection (GC): 1.4 GB (original) > 1.1 GB (GCZ) (sound data is stored as uncompressed stream to fill disk)
People used to resort to WiiScrubber (Wii) and GCM Utility (GC) to scrub/trim games to end up with dumps that while they had no immediate size change, their randomized garbage data (like "dummy", "padding" or "znull") was still there but zeroed out making archived dumps using zip/7zip/rar formats have stunning gains (from 1.4GB uncompressed to 26MB zipped for Animal Crossing for example!). Of course, the file still needed to be uncompressed to its full size everytime you wanted to play it.
Dolphin can't play games directly from compressed archives (7zip/zip/gzip/rar...). Instead, it utilizes its own compression method.
* '''Archive-quality dump?''' Yes for GC games, Not directly for Wii games. (checksum won't can be the same, no gameplay issues - may be unscrubbed restored with [https://gbatempNKit).net/threads/new-app-nkit-restore-shrink-and-preserve-disc-images-in-playable-formerly-swiit.533402/ NKitRestore])
* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending on the game.
* '''Tools Used:''' Dolphin (right-click the game(s) in the games list and select "Compress ISO..." (or "Compressed selected ISOs..." if more than one is selected)); , [https://wiki.gbatemp.net/wiki/NKit NKit], or [https://wit.wiimm.de/ wit (Wiimms ISO Tools)]
* '''Can be reverted?''' Yes. You can right-click on the GCZ-compressed (in blue) ISOs in Dolphin and choose "Uncompress selected ISOs". Garbage data for Wii titles will be zeroed out and thus different from the official dump but will have no effect on gameplay in most cases - if desired can be unscrubbed [https://gbatemp.net/threads/new-app-nkit-restore-shrink-and-preserve-disc-images-in-playable-formerly-swiit.533402/ NKitRestore].
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Only Dolphin.
 
Some examples:
* Super Mario Anniversary (Wii): 4.7 GB (original) > 12 MB (GCZ) (!!)
* Super Smash Bros Brawl (Wii): 7.8 GB (original) > 7.1 GB (GCZ) (main cause is FMV's low compression)
* Xenoblade PAL (Wii): 7.8 GB (original) > 6.3 GB (GCZ)
* Super Mario Galaxy 2 (Wii): 4.7 GB (original) > 1.8 GB (GCZ)
* Tales of Graces (Wii): 4.7 GB (original) > 4.2 GB (GCZ) (game data already fills the disk)
* Animal Crossing (GC): 1.4 GB (original) > 26 MB (GCZ)
* Zelda Four Swords Plus Japan (GC): 1.4 GB (original) > 480 MB (GCZ)
* Zelda Twilight Princess (GC): 1.4 GB (original) > 1.4 GB (GCZ) (game data already fills the disk)
* Megaman Collection (GC): 1.4 GB (original) > 1.1 GB (GCZ) (sound data is stored as uncompressed stream to fill disk)
===Scrubbing and Trimming - GC/Wii===
* '''Archive-quality dump?''' Not directly, see note about reversing.
* '''Gain:''' Not Immediate for just scrubbing (ISO dump size the same); Immediate for trimming (ISO dump size lowers).
* '''Tools Used:''' GC-Tool ("wipe garbage data..." - Scrubbing for GameCube), GameCube ISO Trimmer (scrubbing and trimming for GameCube), WiiScrubber (scrubbing /trimming for Wii, although compressing with Dolphin will scrub it anyways).* '''Can be reverted?''' Yes, with WiiScrubber's undo file or (in case of scrubbing) [https://gbatemp.net/threads/new-app-nkit-restore-shrink-and-preserve-disc-images-in-playable-formerly-swiitNKit.533402/ NKitRestore]
* '''Playable on Hardware?''' Yes for scrubbing; some games won't work trimmed.
* '''Playable on Emulators?''' Yes for scrubbing; some games won't work trimmed.
Scrubbing games zeros out garbage/dummy data in the ISO file. The resulting file will be the same size, but it will be able to compress better than unmodified ISOs. The difference can be huge depending on the game. Animal Crossing, for instance, will compress to just a 26 MB .gcz file after being scrubbed!
Trimming games implies (also known as "trucha scrubbing", but and substantially different from the definition of "trimming" used in ROM-based systems) games will also remove defragment the garbage/dummy data outrightfiles moving them towards the start of the disc image, resulting in a smaller ISO file. The trimmed file can be used immediately at a smaller size without compression, but the game's internal structure will be wholly modified. '''Several games (the ones Games relying on direct sector access, (as opposed to consulting the filesystem) will break if you trim them.'''
===WBFS - Wii only===
* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending on the game.
* '''Tools Used:''' [http://www.wiibackupmanager.co.uk/downloads.html Wii Backup Manager] (after adding your game, go to "Transfer" and select "WBFS") or wit (Wiimms ISO Tools).
* '''Can be reverted?''' Maybe. WBFS files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestore) and, depending on settings at the time of conversion to WBFS, may be missing update/extras partitions (can be laboriously readded with wit or NKitRestore and a copy of the missing data).
* '''Playable on Hardware?''' Yes - Preferred format by most SD/USB loaders
* '''Playable on Emulators?''' Yes - Dolphin
A scrubbed and sparse (gap-dropping) format directly derived from the one used in the obsolete WBFS file system.
 
Ideal space-saving option for Wii games to be played via an USB loader.
===CSO (aka CISO) - GC/Wii===
* '''Archive-quality dump?''' (Gamecube) Not clear; (Wii) Not directly, see note about reversing.
* '''Gain:''' Immediate (ISO dump size lowers). Less than WBFS.
* '''Tools Used:''' Wii Backup Manager (same as above, but select "CISO" - possibly Wii only), wit
* '''Can be reverted?''' Maybe. CISO files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestoresame caveats as WBFS).* '''Playable on Hardware?''' Yes (on Wii /Vwii only) - Nintendont for Gamecube games, uLoader for Wii games
* '''Playable on Emulators?''' Yes - Dolphin
A scrubbed and sparse (gap-dropping) format. Unrelated to the PSP's CSO format.
 
Great space-saving option for Gamecube games to be played on Nintendont.
 
===FST (extracted File System) - GC/Wii===
 
* '''Archive-quality dump?''' No
* '''Gain:''' Very low with GC ISOs, much better with Wii ones. Can also be combined with classic archives compression (ZIP/RAR/7z etc.) to match WIA and NKit compression ratios.
* '''Tools Used:''' [https://wit.wiimm.de/info/composing.html wit]
* '''Can be reverted?''' Partially via the align-files.txt created by wit when extracting.
* '''Playable on Hardware?''' (GC games on Wii/Vwii): Yes - [https://github.com/FIX94/Nintendont/ Nintendont]. (Other combinations): No
* '''Playable on Emulators?''' Yes - Dolphin (both GC and Wii)
 
This has the advantage of easy experimenting with [[#Destructive Modification]]. Includes all disadvantages of trimming.
===WIA (Wii ISO Archive) - Wii only?===
* '''Archive-quality dump?''' Not directly unless --raw option is given, effectively preventing any space savings.
* '''Gain:''' Immediate (ISO dump size lowers). Less More than WBFS.
* '''Tools Used:''' wit
* '''Can be reverted?''' Maybe. Just (same caveats as the previous formats, WIA files can always be converted back to ISO, but the conversion may be lossy (reversible with added workWBFS) depending on conversion settings.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' No
A scrubbed and compressed format designed for maximum space savings without cutting corners on corruption detection, but it's not directly playable or editable. Never really caught on and may be considered de facto deprecated by NKit. ===NKit formats - GC/Wii===* '''Archive-quality dump?''' Yes - by explicit design choice!* '''Gain:''' Immediate - (Wii) only for GCZ format.* '''Tools Used:''' NKit.* '''Can be reverted?''' Yes!* '''Playable on Hardware?''' (GC) Yes - ISO-based variant only (Wii) No* '''Playable on Emulators?''' Yes - Dolphin Apart from its previously mentioned unscrubbing/untrimming features mentioned in the above formats' descriptions, NKit is able to convert any ISO (clean dump or otherwise) to and from an [https://wiki.gbatemp.net/wiki/NKit/NKitFormat intermediate format applying various reversible changes] that optimize the image for lossless compression, including full decryption and optionally splitting the often non-unique update partitions to separate files. NKit-GCZ (as well as plain GCZ) is less space efficient than NKit-ISO compressed with a powerful general purpose archiver, however it is directly playable in Dolphin. NKit ISO is the ideal space-saving option for Gamecube games.
==Wii U==
All uncompressed ISO WUD dumps are 23.3GB, which makes compression needed de facto. Some examples:
* Super Mario World 3D: 23.3GB > 2.61GB (88% gain)
* New Super Mario Bros. U: 23.3GB > 1.8GB (92% gain)
* Donkey Kong Country Tropical Freeze: 23.3GB > 11.7GB (49% gain)
===WUD WUX (Wii U Compressed Image Dump Archive)===
* '''Archive-quality dump?''' Yes (lossless, doesn't actually alter the data).
* '''Gain:''' Immediate (ISO dump size lowerssmaller file than WUD): Around 50% gain usually (depending on the game)
* '''Tools Used:''' [http://mega.nz/#!llQwyQQZ!58fErjqM7pyQZKFKe0Qlu1yLP5EbtmOmiDUN1ElW07c wud tool]. To use, drag-and-drop the ISO on the executable.
* '''Can be reverted?''' Yes. The wud tool includes a decompression utility, which recreates the original file.
By Exzap, Cemu's author ([http://gbatemp.net/threads/wii-u-image-wud-compression-tool.397901/ release thread]). The tool detects duplicate sectors and only stores them once: all the empty ranges end up removed, storing only ranges which contain file or filesystem data. Of course, the original ISO can be reconstituted.
===RPXAPP (aka NUS/Installable Format)===* '''Archive-quality dump?''' No in regard to discs; Partially in regard to CDN data.* '''Gain:''' Immediate (Total size decreases, compared to disc image)* '''Tools Used:''' wud2app (disc image to APP), disc2app (original disc to APP), NUSPacker (extracted format to APP), Teconmoon's WiiVC Injector (Wii/RPL Gamecube disc image to Enhanced Vwii APP), ...* '''Can be reverted?''' No* '''Playable on Hardware?''' Yes (after installation)* '''Playable on Emulators?''' No Consisting of afolder containing *.app, *.h3, title.kcert, title.tik, and title.tmd files, this official Nintendo format is how tiles are stored on discs and some system titles are stored on the console and is very similar to how titles are stored on the CDN (on the CDN the files are named differently, .app files are encrypted with the title key and common keys and the tmd has a certificate chain on the end that is same for every tmd). Spilling This is equivalent to the WUDfiles contained within a 3DS CIA file; however unlike a 3DS title, converting a disc title to digital does not require modifying the title itself, thus leaving the title's Gutssignatures valid. ===RPX/RPL (aka Installed/Extracted/Loadiine Format)===* '''Archive-quality dump?''' No (dump is collapsed extracted to individual files)* '''Gain:''' Immediate (Total size decreases). Can be less than a WUD WUX depending on the game.* '''Tools Used:''' [http://wiiubrew.net/uwizard/ UWizard.] [http://digiex.net/guides-reviews/console-guides/nintendo-wii-u-guides/14680-wii-u-wud-loadiine-gx2-conversion-extract-wud-images-loadiine-use.html Follow this guide for usage information.] You'll need the disc key for the game you're trying to extract, which you should have gotten with the WUD.see below* '''Can be reverted?''' Any No, any padding /file order/signature information is lost.
* '''Playable on Hardware?''' Yes, use [https://github.com/dimok789/loadiine_gx2/releases Loadiine GX2]
* '''Playable on Emulators?''' Yes
 
Titles installed to USB or MLC are stored in this format, comprised of three "code", "content", and "meta" folders.
 
Can be extracted from disc images with DiscU, UWizard ([http://digiex.net/guides-reviews/console-guides/nintendo-wii-u-guides/14680-wii-u-wud-loadiine-gx2-conversion-extract-wud-images-loadiine-use.html follow this guide for usage information]) or JWUDTool, and from the installable format using JNUSTool. Can be converted to installable format with NUSPacker.
 
Ideal format for game modding, less so for playing on console due to Loadiine's intrinsic modus operandi (appearing to the OS as the host title, with potentially different permissions) leading to poor compatibility.
==Game Boy Advance / Nintendo DS / Nintendo 3DS==
===Trimming===
* '''Archive-quality dump?''' No (destructivedata removed)
* '''Gain:''' Immediate (ROM dump size lowers).
* '''Tools Used:''' NDSTokyoTrim (GBA/DS/3DS), rom_tool (3DS), GodMode9 (can directly dump DS/3DS cards in trimmed format)<br />NDSTokyoTrim: Drag-and-drop roms, and press "Trim". The original file will be overwritten! * '''Can be reverted?''' No. Sometimes it damages Some GBA/DS games may be broken by meaningful data at the game's functionality irreversiblyend of the ROM being mistaken for padding.
* '''Playable on Hardware?''' Yes, same file format.
* '''Playable on Emulators?''' Yes
While it doesn't affect Trimming involves deleting bytes from the end of the game's functionality by much other than being a smaller regular ROMup to until the first different one. However, with no mandatory allocation table, it's not advisable though intrinsecally possible to trim in many casesidentify the true end of the used area, including and therefore some GBA /DS games can be broken by naive automated trimming (for example Golden Sun DS). ===CIA (CTR Importable Archive, 3DS and DSiWare only)===* '''Archive-quality dump?''' No in generalregard to gamecard dumps; Partially in regard to CDN data. Rebuilding * '''Gain:''' Immediate (smaller than original ROM - not applicable to digital titles).* '''Tools Used:''' GodMode9 (can directly dump 3DS cards or installed titles to CIA, as well as converting 3DS to CIA), 3dsconv or 3DS Simple CIA Converter 5.0+ (3DS rom to CIA); makerom (3DS to/from CIA, NCCHs/DSiWare/ELF+RSF to 3DS/CIA), make_cia (DSiWare to CIA)* '''Can be reverted?''' No, if starting from a gamecard dump (update partitions removed, main content's ExHeader modified to change the media type from CARD/NAND to SD Application)* '''Playable on Hardware?''' Yes, after installation.* '''Playable on Emulators?''' Yes? Official Nintendo format for developers to install digital titles, later became the most popular format for installable homebrew and game backups owing to the internal structure relatively low marketshare of flashcards and emulators (and, for the rom might even destroy former, strong impopularity) in favor of CFW. Equivalent of the gameWii's functionality in WAD (for digital titles only) and the few games where it does matter DSi's TAD (again for example Golden Sun DSdigital titles only, and with basically no popular support due to the lack of any homebrew title installers supporting the format - not to be confused with an homonymous unofficial format nor with the files produced by the official export-DSiWare-to-SD feature) ===NCCHs (CXIs and CFAs, 3DS only)===* '''Archive-quality dump?''' No (partition table/ticket/signatures... removed), compared to CCI/3DS and CIA* '''Gain:''' Immediate (smaller than original ROM - not applicable to digital titles).* '''Tools Used:''' GodMode9, ctrtool, ...* '''Can be reverted?''' No (result will be unsigned)* '''Playable on Hardware?''' Not really, unless packaged back into a CIA or 3DS.* '''Playable on Emulators?''' Yes 3DS and CIA files, as well as already installed digital titles, are comprised of one or more NCCHs (also called "partitions" or "contents"): the main content (number 0)can either be an executable CXI for software, or a non-executable CFA for a data title. Additional CFAs may be present, [https://www.3dbrew.org/wiki/NCSD#Overview with conventional index numbers]. [[Citra]] can run CXIs directly.
==Xbox 360==
==Destructive Modification==
Of courseSometimes, there are also the devs who don't merely use garbage data for padding but also bloat most bloated part of the game is the game data partitself, either intentional or because of poor design choices. For instance, many PSP JRPGs have a specific FMV movie duplicated a dozen times, and the Megaman Collection on GC GCN stores its sound data using an uncompressed format bringing the size of that portion alone to 1GB. In many of these cases, there's just not much you can do about it without destructively altering the game 's data.
So what do some people do? Note when I say , "deletedeleting" it often means replacing the file with a 1KB dummy file to prevent the ISO file structure from collapsing on itself, but sometimes such care isn't even put into ensuring it's still in a functional state. Some examples:
* delete all videos: this brings Super Smash Bros Brawl to 4.7GB(mainly due to Subspace Emissary).
* delete all voice acting and occasionally sound and music: this brings Xenoblade PAL to 4.2 GB with even only one of both dubs removed.
* delete unused content you could get with emulator cheats like rooms and stuff.* delete "extra" languages other than Englishthe language you need.* If a game has multiple quests, they delete some then you could try deleting characters/quests they side-quest you don't like. Especially seen in compilations and stuff with demos includedas much.
Tools used for this are modding tools for rebuilding file trees, like UMDGen (PSP), Tinke (DS) and also regular ISO tools (PS1, Saturn)...
Since this results , in most of the case cases, in very noticeable detrimental effects in gameplay (if the game doesn't crash outright), this is nothing short of mutilating the game image. Some Sadly enough, some of these dumps make it to sharing sites sadly enough.
Avoid resorting to destructive modifications since it can lead to random crashes and unexpected behavior, especially in games with lots of shared assets. [[http://emulation.gametechwiki.com/index.php/File_Hashes Verifyyour dumps]] your dumps to make sure you don't have these, and if you still want to compress those reduce size, prefer using other methods or using uses decompression on demand. One reason to use a destructively modified dump is for burning your own Dreamcast games, as GD-ROMs were over a gigabyte in size and CD-Rs top out at 850MB.
* '''Archive-quality dump?''' No (destructive modRemoves data)
[[Category:FAQs]]
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