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The Great Big Beautiful Tomorrow
28 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Texte
Autres articles (86)
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Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
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Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...) -
(Dés)Activation de fonctionnalités (plugins)
18 février 2011, parPour gérer l’ajout et la suppression de fonctionnalités supplémentaires (ou plugins), MediaSPIP utilise à partir de la version 0.2 SVP.
SVP permet l’activation facile de plugins depuis l’espace de configuration de MediaSPIP.
Pour y accéder, il suffit de se rendre dans l’espace de configuration puis de se rendre sur la page "Gestion des plugins".
MediaSPIP est fourni par défaut avec l’ensemble des plugins dits "compatibles", ils ont été testés et intégrés afin de fonctionner parfaitement avec chaque (...)
Sur d’autres sites (11188)
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Dreamcast SD Adapter and DreamShell
31 décembre 2014, par Multimedia Mike — Sega DreamcastNope ! I’m never going to let go of the Sega Dreamcast hacking. When I was playing around with Dreamcast hacking early last year, I became aware that there is such a thing as an SD card adapter for the DC that plugs into the port normally reserved for the odd DC link cable. Of course I wanted to see what I could do with it.
The primary software that leverages the DC SD adapter is called DreamShell. Working with this adapter and the software requires some skill and guesswork. Searching for these topics tends to turn up results from various forums where people are trying to cargo-cult their way to solutions. I have a strange feeling that this post might become the unofficial English-language documentation on the matter.
Use Cases
What can you do with this thing ? Undoubtedly, the primary use is for backing up (ripping) the contents of GD-ROMs (the custom optical format used for the DC) and playing those backed up (ripped) copies. Presumably, users of this device leverage the latter use case more than the former, i.e., download ripped games, load them on the SD card, and launch them using DreamShell.However, there are other uses such as multimedia playback, system exploration, BIOS reprogramming, high-level programming, and probably a few other things I haven’t figured out yet.
Delivery
I put in an order via the dc-sd.com website and in about 2 short months, the item arrived from China. This marked my third lifetime delivery from China and curiously, all 3 of the shipments have pertained to the Sega Dreamcast.
I thought it was very interesting that this adapter came in such complete packaging. The text is all in Chinese, though the back states “Windows 98 / ME / 2000 / XP, Mac OS 9.1, LINUX2.4”. That’s what tipped me off that they must have just cannibalized some old USB SD card readers and packaging in order to create these. Closer inspection of the internals through the translucent pink case confirms this.
Usage
According to its change log, DreamShell has been around for a long time with version 1.0.0 released in February of 2004. The current version is 4.0.0 RC3. There are several downloads available :- DreamShell 4.0 RC 3 CDI Image
- DreamShell 4.0 RC 3 + Boot Loader
- DreamShell 4.0 RC 3 + Core CDI image
Option #2 worked for me. It contains a CDI disc image and the DreamShell files in a directory named DS/.
Burn the CDI to a CD-R in the normal way you would burn a bootable Dreamcast disc from a CDI image. This is open-ended and left as an exercise to the reader, since there are many procedures depending on platform. On Linux, I used a small script I found once called burncdi-dc.sh.
Then, copy the contents of the DS/ folder to an SD card. As for filesystem, FAT16 and FAT32 are both known to work. The files in DS/ should land in the root of the SD card ; the folder DS/ should not be in the root.
Plug the SD card into the DC SD adapter and plug the adapter in the link cable port on the back of the Dreamcast. Then, boot the disc. If it works, you will see this minor corruption of the usual Sega licensing screen :
Then, there will be a brief white-on-black text screen that explains the booting process :
Then, there will be the main DreamShell logo :
Finally, you will land on the DreamShell main desktop :
Skepticism
At first, I was supremely skeptical of the idea that this SD adapter could perform speedily enough to play games reasonably. This was predicated on the observation that my DC coder’s cable that I used to use for homebrew development could not transfer faster than 115200 bits/second, amounting to about 11 kbytes/sec. I assumed that this was a fundamental limitation of the link port.In fact, I ripped a few of my Dreamcast discs over a decade ago and still have those rips lying around. So I copied the ISO image of Resident Evil : Code Veronica — the game I personally played most on the DC — to the SD card (anywhere works) and used the “ISO loader” icon seen on the desktop above to launch the game.
It works :
The opening FMV plays at full speed. Everything loads as fast as I remember. I was quite surprised.
Digression : My assumptions about serial speeds have often been mistaken. 10 years ago, I heard stories about how we would soon be able to watch streaming video on our cell phones. I scoffed because I thought the 56K limitation of dialup modems was some sort of fundamental speed-of-light type of limitation for telephony bandwidth, wired or wireless.
The desktop menu also includes a ‘speedtest’ tool that profiles the write and read performance of your preferred storage medium. For my fastest SD card (a PNY 2 GB card) :
This is probably more representative of the true adapter bandwidth as reading and writing is a good deal faster through more modern interfaces on PC and Mac with this same card.
Look at the other options on the speedtest console. Hard drive ? Apparently, it’s possible, but it requires a good deal more hardware hacking than just purchasing this SD adapter.
Ripping
As you can see from the Resident Evil screenshot, playing games works quite nicely. How about ripping ? I’m pleased to say that DreamShell has a beautiful ripping interface :
Enter a name for the disc (or read the disc label), select the storage medium, and let it, well, rip. It indicates which track it’s working on and the Sega logo acts as a progress bar, shading blue as the track rip progresses.
I’m finally, efficiently, archiving that collection of Sega Dreamcast demo discs ; I’m hoping they’ll eventually find a home at the Internet Archive. How is overall ripping performance ? Usually about 38-40 minutes to rip a full 900-1000 MB. That certainly beats the 27-28 hours that were required when I performed the ripping at 11 kbytes/sec via the DC coders cable.
All is well until I get a sector reading error :
That’s when it can come in handy to have 3 DC consoles (see ?! not crazy !).
Other Uses
There’s a file explorer. You can browse the filesystem of the SD card, visual memory unit, or the CD portion of the GD-ROM (would be more useful if it accessed the GD area). There are FFmpeg files included. So I threw a random Cinepak file and random MPEG-1 file at it to see what happens. MPEG-1 didn’t do anything, but this Cinepak file from some Sierra game played handily :
If you must enter strings, it helps to have a Dreamcast keyboard (which I do). Failing that, here’s a glimpse of the onscreen keyboard that DreamShell equips :
Learning to use it is a game in itself.
There is an option of installing DreamShell in the BIOS. I did not attempt this. I don’t know if it’s possible (not like there’s a lot of documentation)– perhaps a custom BIOS modchip is needed. But here’s what the screen looks like :
There is also a plain console to interact with (better have a physical keyboard). There are numerous file manipulation commands and custom system interaction commands. I see one interesting command called ‘addr’ that looks useful for dumping memory regions to a file.
A Lua language interpreter is also built in. I would love to play with this if I could ascertain whether DreamShell provided Dreamcast-specific APIs.
Tips And Troubleshooting
I have 3 Dreamcast consoles, affectionately named Terran, Protoss, and Zerg after the StarCraft II stickers with which they are adorned. Some seem to work better than others. Protoss seemed to be able to boot the DreamShell disc more reliably than the others. However, I was alarmed when it couldn’t boot one morning when it was churning the previous day.I think the problem is that it was just cold. That seemed to be the issue. I put in a normal GD-ROM and let it warm up on that disc for awhile and then DreamShell booted fine. So that’s my piece of cargo-culting troubleshooting advice.
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Adding an audio track to a video using it's own audio as a source ?
29 novembre 2016, par user41997I have a video file with the following layout :
- Video
- DTS audio
What I would like to do is :
- Video
- AAC audio (converted from the DTS source)
- DTS audio
I can’t wrap my head around the FFMPEG command I would need to do this, though, since I would need to convert the DTS audio to AAC and then place it ahead of the DTS track. The reason for this is the PS4 media player currently doesn’t let you select audio tracks and it only plays the first one it sees. It doesn’t support DTS audio but I’d like to keep it around.
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libavcodec : ffprobe on file encoded with FFV1 codec reports "read_quant_table error"
20 novembre 2016, par Ali AlidoustI’m using the following code to encode a series of frames into an mkv or avi file with FFV1 encoding :
HRESULT Session::createContext(LPCSTR filename, UINT width, UINT height, UINT fps_num, UINT fps_den) {
LOG("Exporting to file: ", filename);
AVCodecID codecId = AV_CODEC_ID_FFV1;
this->pixelFormat = AV_PIX_FMT_YUV420P;
this->codec = avcodec_find_encoder(codecId);
RET_IF_NULL(this->codec, "Could not create codec", E_FAIL);
this->oformat = av_guess_format(NULL, filename, NULL);
RET_IF_NULL(this->oformat, "Could not create format", E_FAIL);
this->oformat->video_codec = codecId;
this->width = width;
this->height = height;
this->codecContext = avcodec_alloc_context3(this->codec);
RET_IF_NULL(this->codecContext, "Could not allocate context for the codec", E_FAIL);
this->codecContext->codec = this->codec;
this->codecContext->codec_id = codecId;
this->codecContext->pix_fmt = pixelFormat;
this->codecContext->width = this->width;
this->codecContext->height = this->height;
this->codecContext->time_base.num = fps_den;
this->codecContext->time_base.den = fps_num;
this->codecContext->gop_size = 1;
RET_IF_FAILED_AV(avformat_alloc_output_context2(&fmtContext, this->oformat, NULL, NULL), "Could not allocate format context", E_FAIL);
RET_IF_NULL(this->fmtContext, "Could not allocate format context", E_FAIL);
this->fmtContext->oformat = this->oformat;
this->fmtContext->video_codec_id = codecId;
this->stream = avformat_new_stream(this->fmtContext, this->codec);
RET_IF_NULL(this->stream, "Could not create new stream", E_FAIL);
this->stream->time_base = this->codecContext->time_base;
RET_IF_FAILED_AV(avcodec_parameters_from_context(this->stream->codecpar, this->codecContext), "Could not convert AVCodecContext to AVParameters", E_FAIL);
if (this->fmtContext->oformat->flags & AVFMT_GLOBALHEADER)
{
this->codecContext->flags |= CODEC_FLAG_GLOBAL_HEADER;
}
av_opt_set_int(this->codecContext->priv_data, "coder", 0, 0);
av_opt_set_int(this->codecContext->priv_data, "context", 1, 0);
av_opt_set_int(this->codecContext->priv_data, "slicecrc", 1, 0);
//av_opt_set_int(this->codecContext->priv_data, "slicecrc", 1, 0);
//av_opt_set_int(this->codecContext->priv_data, "pix_fmt", pixelFormat, 0);
RET_IF_FAILED_AV(avcodec_open2(this->codecContext, this->codec, NULL), "Could not open codec", E_FAIL);
RET_IF_FAILED_AV(avio_open(&this->fmtContext->pb, filename, AVIO_FLAG_WRITE), "Could not open output file", E_FAIL);
RET_IF_NULL(this->fmtContext->pb, "Could not open output file", E_FAIL);
RET_IF_FAILED_AV(avformat_write_header(this->fmtContext, NULL), "Could not write header", E_FAIL);
frame = av_frame_alloc();
RET_IF_NULL(frame, "Could not allocate frame", E_FAIL);
frame->format = this->codecContext->pix_fmt;
frame->width = width;
frame->height = height;
return S_OK;
}
HRESULT Session::writeFrame(IMFSample * pSample) {
IMFMediaBuffer *mediaBuffer = NULL;
BYTE *pDataNV12 = NULL;
DWORD length;
RET_IF_FAILED(pSample->ConvertToContiguousBuffer(&mediaBuffer), "Could not convert IMFSample to contagiuous buffer", E_FAIL);
RET_IF_FAILED(mediaBuffer->GetCurrentLength(&length), "Could not get buffer length", E_FAIL);
RET_IF_FAILED(mediaBuffer->Lock(&pDataNV12, NULL, NULL), "Could not lock the buffer", E_FAIL);
BYTE *pDataYUV420P = new BYTE[length];
this->convertNV12toYUV420P(pDataNV12, pDataYUV420P, this->width, this->height);
RET_IF_FAILED(av_image_fill_arrays(frame->data, frame->linesize, pDataYUV420P, pixelFormat, this->width, this->height, 1), "Could not fill the frame with data from the buffer", E_FAIL);
LOG_IF_FAILED(mediaBuffer->Unlock(), "Could not unlock the buffer");
frame->pts = av_rescale_q(this->pts++, this->codecContext->time_base, this->stream->time_base);
AVPacket pkt;
av_init_packet(&pkt);
pkt.data = NULL;
pkt.size = 0;
RET_IF_FAILED_AV(avcodec_send_frame(this->codecContext, frame), "Could not send the frame to the encoder", E_FAIL);
delete[] pDataYUV420P;
if (SUCCEEDED(avcodec_receive_packet(this->codecContext, &pkt))) {
RET_IF_FAILED_AV(av_interleaved_write_frame(this->fmtContext, &pkt), "Could not write the received packet.", E_FAIL);
}
av_packet_unref(&pkt);
return S_OK;
}
HRESULT Session::endSession() {
LOG("Ending session...");
LOG("Closing files...")
LOG_IF_FAILED_AV(av_write_trailer(this->fmtContext), "Could not finalize the output file.");
LOG_IF_FAILED_AV(avio_close(this->fmtContext->pb), "Could not close the output file.");
LOG_IF_FAILED_AV(avcodec_close(this->codecContext), "Could not close the codec.");
av_free(this->codecContext);
LOG("Done.")
return S_OK;
}The problem is that the generated file is not playable in either VLC or MPC-HC. However, MPC-HC reports following info in file properties :
General
Unique ID : 202978442142665779317960161865934977227 (0x98B439D9BE859109BD5EC00A62A238CB)
Complete name : T:\Test.mkv
Format : Matroska
Format version : Version 4 / Version 2
File size : 24.6 MiB
Duration : 147ms
Overall bit rate : 1 401 Mbps
Writing application : Lavf57.57.100
Writing library : Lavf57.57.100
Video
ID : 1
Format : FFV1
Format version : Version 0
Codec ID : V_MS/VFW/FOURCC / FFV1
Duration : 147ms
Width : 1 280 pixels
Height : 720 pixels
Display aspect ratio : 16:9
Frame rate mode : Constant
Frame rate : 1 000.000 fps
Color space : YUV
Chroma subsampling : 4:2:0
Bit depth : 8 bits
Compression mode : Lossless
Default : Yes
Forced : No
DURATION : 00:00:00.147000000
coder_type : Golomb RiceSomething to note is that it reports 1000 FPS which is weird since I’ve set
AVCodecContext::time_base
in the code.UPDATE 1 :
I managed to set the correct fps by setting
time_base
property of the stream :this->stream->time_base.den = fps_num;
this->stream->time_base.num = fps_den;VLC plays the output file but it shows VLC logo instead of the video, as if there is no video stream in the file.
UPDATE 2 :
Cleaned up the code. Now if I set
codecId = AV_CODEC_ID_MPEG2VIDEO
the output file is valid and is played in both VLC and MPC-HC. Usingffprobe
on the file with FFV1 encoding yields the following result :C:\root\apps\ffmpeg>ffprobe.exe t:\test.avi
ffprobe version 3.2 Copyright (c) 2007-2016 the FFmpeg developers
built with gcc 5.4.0 (GCC)
configuration: --disable-static --enable-shared --enable-gpl --enable-version3 --disable-w32threads --enable-dxva2 --enable-libmfx --enable-nvenc --enable-avisynth --enable-bzlib --enable-libebur128 --enable-fontconfig --enable-frei0r --enable-gnutls --enable-iconv --enable-libass --enable-libbluray --enable-libbs2b --enable-libcaca --enable-libfreetype --enable-libgme --enable-libgsm --enable-libilbc --enable-libmodplug --enable-libmp3lame --enable-libopencore-amrnb --enable-libopencore-amrwb --enable-libopenh264 --enable-libopenjpeg --enable-libopus --enable-librtmp --enable-libschroedinger --enable-libsnappy --enable-libsoxr --enable-libspeex --enable-libtheora --enable-libtwolame --enable-libvidstab --enable-libvo-amrwbenc --enable-libvorbis --enable-libvpx --enable-libwavpack --enable-libwebp --enable-libx264 --enable-libx265 --enable-libxavs --enable-libxvid --enable-libzimg --enable-lzma --enable-decklink --enable-zlib
libavutil 55. 34.100 / 55. 34.100
libavcodec 57. 64.100 / 57. 64.100
libavformat 57. 56.100 / 57. 56.100
libavdevice 57. 1.100 / 57. 1.100
libavfilter 6. 65.100 / 6. 65.100
libswscale 4. 2.100 / 4. 2.100
libswresample 2. 3.100 / 2. 3.100
libpostproc 54. 1.100 / 54. 1.100
[ffv1 @ 00000000006b83a0] read_quant_table error
Input #0, avi, from 't:\test.avi':
Metadata:
encoder : Lavf57.56.100
Duration: 00:00:04.94, start: 0.000000, bitrate: 107005 kb/s
Stream #0:0: Video: ffv1 (FFV1 / 0x31564646), yuv420p, 1280x720, 107717 kb/s, 29.97 fps, 29.97 tbr, 29.97 tbn, 29.97 tbc