Recherche avancée

Médias (91)

Autres articles (38)

  • Submit bugs and patches

    13 avril 2011

    Unfortunately a software is never perfect.
    If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
    If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
    You may also (...)

  • HTML5 audio and video support

    13 avril 2011, par

    MediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
    The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
    For older browsers the Flowplayer flash fallback is used.
    MediaSPIP allows for media playback on major mobile platforms with the above (...)

  • Support audio et vidéo HTML5

    10 avril 2011

    MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
    Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
    Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
    Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)

Sur d’autres sites (6577)

  • Can I get pictures/stills/photos from inside a container file from a CD-I disc ?

    8 décembre 2017, par user9047197

    I have ffmpeg setup.

    Is there a way to extract pictures/stills/photos (etc) from a container (file) that’s from an old CD-I game that I have.

    I don’t want to extract the audio nor video. And I don’t want frames from the videos either.

    I want the bitmaps (etc) from INSIDE that container file.

    I know my Windows 8.1 PC can’t read inside that container file - so I’m hoping there’s a way to extract all the files (I want) instead using ffmpeg.

    (IsoBuster only gives the audio and video so I know already about IsoBuster.)

    I think there are no individual headers for the pictures/stills/photos, etc.

    Here’s what ExifTool decoded the file as :

    ExifTool Version Number (10.68)
    File Name (green.3t)
    File Size (610 MB)
    File Permissions (rw-rw-rw-)
    File Type (MPEG)
    File Type Extension (mpg)
    MIME Type (video/mpeg)
    MPEG Audio Version (1)
    Audio Layer (2)
    Audio Bitrate (80 kbps)
    Sample Rate (44100)
    Channel Mode (Single Channel)
    Mode Extension (Bands 4-31)
    Copyright Flag (False)
    Original Media (False)
    Emphasis (None)
    Image Width (368)
    Image Height (272)
    Aspect Ratio (1.0695)
    Frame Rate (25 fps)
    Video Bitrate (1.29 Mbps)
    Duration (1:02:12 approx)
    Image Size (368x272)
    Megapixels (0.100)

    Thank you for reading and - help !! :D

  • Parsing The Clue Chronicles

    30 décembre 2018, par Multimedia Mike — Game Hacking

    A long time ago, I procured a 1999 game called Clue Chronicles : Fatal Illusion, based on the classic board game Clue, a.k.a. Cluedo. At the time, I was big into collecting old, unloved PC games so that I could research obscure multimedia formats.



    Surveying the 3 CD-ROMs contained in the box packaging revealed only Smacker (SMK) videos for full motion video which was nothing new to me or the multimedia hacking community at the time. Studying the mix of data formats present on the discs, I found a selection of straightforward formats such as WAV for audio and BMP for still images. I generally find myself more fascinated by how computer games are constructed rather than by playing them, and this mix of files has always triggered a strong “I could implement a new engine for this !” feeling in me, perhaps as part of the ScummVM project which already provides the core infrastructure for reimplementing engines for 2D adventure games.

    Tying all of the assets together is a custom high-level programming language. I have touched on this before in a blog post over a decade ago. The scripts are in a series of files bearing the extension .ini (usually reserved for configuration scripts, but we’ll let that slide). A representative sample of such a script can be found here :

    clue-chronicles-scarlet-1.txt

    What Is This Language ?
    At the time I first analyzed this language, I was still primarily a C/C++-minded programmer, with a decent amount of Perl experience as a high level language, and had just started to explore Python. I assessed this language to be “mildly object oriented with C++-type comments (‘//’) and reliant upon a number of implicit library functions”. Other people saw other properties. When I look at it nowadays, it reminds me a bit more of JavaScript than C++. I think it’s sort of a Rorschach test for programming languages.

    Strangely, I sort of had this fear that I would put a lot of effort into figuring out how to parse out the language only for someone to come along and point out that it’s a well-known yet academic language that already has a great deal of supporting code and libraries available as open source. Google for “spanish dolphins far side comic” for an illustration of the feeling this would leave me with.

    It doesn’t matter in the end. Even if such libraries exist, how easy would they be to integrate into something like ScummVM ? Time to focus on a workable approach to understanding and processing the format.

    Problem Scope
    So I set about to see if I can write a program to parse the language seen in these INI files. Some questions :

    1. How large is the corpus of data that I need to be sure to support ?
    2. What parsing approach should I take ?
    3. What is the exact language format ?
    4. Other hidden challenges ?

    To figure out how large the data corpus is, I counted all of the INI files on all of the discs. There are 138 unique INI files between the 3 discs. However, there are 146 unique INI files after installation. This leads to a hidden challenge described a bit later.

    What parsing approach should I take ? I worried a bit too much that I might not be doing this the “right” way. I’m trying to ignore doubts like this, like how “SQL Shame” blocked me on a task for a little while a few years ago as I concerned myself that I might not be using the purest, most elegant approach to the problem. I know I covered language parsing a lot time ago in university computer science education and there is a lot of academic literature to the matter. But sometimes, you just have to charge in and experiment and prototype and see what falls out. In doing so, I expect to have a better understanding of the problems that need to solved and the right questions to ask, not unlike that time that I wrote a continuous integration system from scratch because I didn’t actually know that “continuous integration” was the keyword I needed.

    Next, what is the exact language format ? I realized that parsing the language isn’t the first and foremost problem here– I need to know exactly what the language is. I need to know what the grammar are keywords are. In essence, I need to reverse engineer the language before I write a proper parser for it. I guess that fits in nicely with the historical aim of this blog (reverse engineering).

    Now, about the hidden challenges– I mentioned that there are 8 more INI files after the game installs itself. Okay, so what’s the big deal ? For some reason, all of the INI files are in plaintext on the CD-ROM but get compressed (apparently, according to file size ratios) when installed to the hard drive. This includes those 8 extra INI files. I thought to look inside the CAB installation archive file on the CD-ROM and the files were there… but all in compressed form. I suspect that one of the files forms the “root” of the program and is the launching point for the game.

    Parsing Approach
    I took a stab at parsing an INI file. My approach was to first perform lexical analysis on the file and create a list of 4 types : symbols, numbers, strings, and language elements ([]{}()=., :). Apparently, this is the kind of thing that Lex/Flex are good at. This prototyping tool is written in Python, but when I port this to ScummVM, it might be useful to call upon the services of Lex/Flex, or another lexical analyzer, for there are many. I have a feeling it will be easier to use better tools when I understand the full structure of the language based on the data available.

    The purpose of this tool is to explore all the possibilities of the existing corpus of INI files. To that end, I ran all 138 of the plaintext files through it, collected all of the symbols, and massaged the results, assuming that the symbols that occurred most frequently are probably core language features. These are all the symbols which occur more than 1000 times among all the scripts :

       6248 false
       5734 looping
       4390 scripts
       3877 layer
       3423 sequentialscript
       3408 setactive
       3360 file
       3257 thescreen
       3239 true
       3008 autoplay
       2914 offset
       2599 transparent
       2441 text
       2361 caption
       2276 add
       2205 ge
       2197 smackanimation
       2196 graphicscript
       2196 graphic
       1977 setstate
       1642 state
       1611 skippable
       1576 desc
       1413 delayscript
       1298 script
       1267 seconds
       1019 rect
    

    About That Compression
    I have sorted out at least these few details of the compression :

    bytes 0-3    "COMP" (a pretty strong sign that this is, in fact, compressed data)
    bytes 4-11   unknown
    bytes 12-15  size of uncompressed data
    bytes 16-19  size of compressed data (filesize - 20)
    bytes 20-    compressed payload
    

    The compression ratios are on the same order of gzip. I was hoping that it was stock zlib data. However, I have been unable to prove this. I wrote a Python script that scrubbed through the first 100 bytes of payload data and tried to get Python’s zlib.decompress to initialize– no luck. It’s frustrating to know that I’ll have to reverse engineer a compression algorithm that deals with just 8 total text files if I want to see this effort through to fruition.

    Update, January 15, 2019
    Some folks expressed interest in trying to sort out the details of the compression format. So I have posted a followup in which I post some samples and go into deeper details about things I have tried :

    Reverse Engineering Clue Chronicles Compression

    The post Parsing The Clue Chronicles first appeared on Breaking Eggs And Making Omelettes.

  • FFmpeg C Api - Reduce fps but maintain video duration

    25 mars 2015, par Justin Bradley

    Using the FFmpeg C API I’m trying to convert an input video into a video that looks like an animated gif - meaning no audio stream and a video stream of 4/fps.

    I have the decode/encode part working. I can drop the audio stream from the output file, but I’m having trouble reducing the fps. I can change the output video stream’s time_base to 4/fps, but it increases the video’s duration - basically playing it in slow mo.

    I think I need to drop the extra frames before I write them to the output container.

    Below is the loop where I read the input frames, and then write them to output container.

    Is this where I’d drop the extra frames ? How do I determine which frames to drop (I,P,B frames) ?

    while(av_read_frame(input_container, &decoded_packet)>=0) {

       if (decoded_packet.stream_index == video_stream_index) {
           len = avcodec_decode_video2(input_stream->codec, decoded_frame, &got_frame, &decoded_packet);
           if(len < 0) {
               exit(1);
           }

           if(got_frame) {
               av_init_packet(&encoded_packet);
               encoded_packet.data =  NULL;
               encoded_packet.size =  0;

               if(avcodec_encode_video2(output_stream->codec, &encoded_packet, decoded_frame, &got_frame) < 0) {
                   exit(1);
               }
               if(got_frame) {
                   if (output_stream->codec->coded_frame->key_frame) {
                       encoded_packet.flags |= AV_PKT_FLAG_KEY;
                   }

                   encoded_packet.stream_index = output_stream->index;
                   encoded_packet.pts = av_rescale_q(current_frame_num, output_stream->codec->time_base, output_stream->time_base);
                   encoded_packet.dts = av_rescale_q(current_frame_num, output_stream->codec->time_base, output_stream->time_base);

                   if(av_interleaved_write_frame(output_container, &encoded_packet) < 0) {
                       exit(1);
                   }
                   else {
                       current_frame_num +=1;
                   }
               }
               frame_count+=1;
               av_free_packet(&encoded_packet);
           }
       }
    }