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Spitfire Parade - Crisis
15 mai 2011, par
Mis à jour : Septembre 2011
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Type : Audio
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Publier une image simplement
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Type : Video
Autres articles (13)
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Ajouter notes et légendes aux images
7 février 2011, parPour pouvoir ajouter notes et légendes aux images, la première étape est d’installer le plugin "Légendes".
Une fois le plugin activé, vous pouvez le configurer dans l’espace de configuration afin de modifier les droits de création / modification et de suppression des notes. Par défaut seuls les administrateurs du site peuvent ajouter des notes aux images.
Modification lors de l’ajout d’un média
Lors de l’ajout d’un média de type "image" un nouveau bouton apparait au dessus de la prévisualisation (...) -
Organiser par catégorie
17 mai 2013, parDans MédiaSPIP, une rubrique a 2 noms : catégorie et rubrique.
Les différents documents stockés dans MédiaSPIP peuvent être rangés dans différentes catégories. On peut créer une catégorie en cliquant sur "publier une catégorie" dans le menu publier en haut à droite ( après authentification ). Une catégorie peut être rangée dans une autre catégorie aussi ce qui fait qu’on peut construire une arborescence de catégories.
Lors de la publication prochaine d’un document, la nouvelle catégorie créée sera proposée (...) -
Les thèmes de MediaSpip
4 juin 20133 thèmes sont proposés à l’origine par MédiaSPIP. L’utilisateur MédiaSPIP peut rajouter des thèmes selon ses besoins.
Thèmes MediaSPIP
3 thèmes ont été développés au départ pour MediaSPIP : * SPIPeo : thème par défaut de MédiaSPIP. Il met en avant la présentation du site et les documents média les plus récents ( le type de tri peut être modifié - titre, popularité, date) . * Arscenic : il s’agit du thème utilisé sur le site officiel du projet, constitué notamment d’un bandeau rouge en début de page. La structure (...)
Sur d’autres sites (2388)
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Subtitling Sierra RBT Files
2 juin 2016, par Multimedia Mike — Game HackingThis is part 2 of the adventure started in my Subtitling Sierra VMD Files post. After I completed the VMD subtitling, The Translator discovered a wealth of animation files in a format called RBT (this apparently stands for “Robot” but I think “Ribbit” format could be more fun). What are we going to do ? We had come so far by solving the VMD subtitling problem for Phantasmagoria. It would be a shame if the effort ground to a halt due to this.
Fortunately, the folks behind the ScummVM project already figured out enough of the format to be able to decode the RBT files in Phantasmagoria.
In the end, I was successful in creating a completely standalone tool that can take a Robot file and a subtitle file and create a new Robot file with subtitles. The source code is here (subtitle-rbt.c). Here’s what the final result looks like :
“What’s in the refrigerator ?” I should note at this juncture that I am not sure if this particular Robot file even has sound or dialogue since I was conducting these experiments on a computer with non-working audio.
The RBT Format
I have created a new MultimediaWiki page describing the Robot Animation format based on the ScummVM source code. I have not worked with a format quite like this before. These are paletted animations which consist of a sequence of independent frames that are designed to be overlaid on top of static background. Because of these characteristics, each frame encodes its own unique dimensions and origin coordinate within the frame. While the Phantasmagoria VMD files are usually 288×144 (which are usually double-sized for the benefit of a 640×400 Super VGA canvas), these frames are meant to be plotted on a game field that was roughly 576×288 (288×144 doublesized).
For example, 2 minimalist animation frames from a desk investigation Robot file :
100×147
101×149As for compression, my first impression was that the algorithm was the same as VMD. This is wrong. It evidently uses an unmodified version of a standard algorithm called Lempel-Ziv-Stac (LZS). It shows up in several RFCs and was apparently used in MS-DOS’s transparent disk compression scheme.
Approach
Thankfully, many of the lessons I learned from the previous project are applicable to this project, including : subtitle library interfacing, subtitling in the paletted colorspace, and replacing encoded frames from the original file instead of trying to create a new file.Here is the pitch for this project :
- Create a C program that can traverse through an input file, piece by piece, and generate an output file. The result of this should be a bitwise identical file.
- Adapt the LZS compression decoding algorithm from ScummVM into the new tool. Make the tool dump raw Portable NetMap (PNM) files of varying dimensions and ensure that they look correct.
- Compress using LZS.
- Stretch the frames and draw subtitles.
- More compression. Find the minimum window for each frame.
Compression
Normally, my first goal is to decompress the video and store the data in a raw form. However, this turned out to be mathematically intractable. While the format does support both compressed and uncompressed frames (even though ScummVM indicates that the uncompressed path is yet unexercised), the goal of this project requires making the frames so large that they overflow certain parameters of the file.A Robot file has a sequence of frames and 2 tables describing the size of each frame. One table describes the entire frame size (audio + video) while the second table describes just the video frame size. Since these tables only use 16 bits to specify a size, the maximum frame size is 65536 bytes. Leaving space for the audio portion of the frame, this only leaves a per-frame byte budget of about 63000 bytes for the video. Expanding the frame to 576×288 (165,888 pixels) would overflow this limit.
Anyway, the upshot is that I needed to compress the data up front.
Fortunately, the LZS compressor is pretty straightforward, at least if you have experience writing VLC-oriented codecs. While the algorithm revolves around back references, my approach was to essentially write an RLE encoder. My compressor would search for runs of data (plentiful when I started to stretch the frame for subtitling purposes). When a run length of n=3 or more of the same pixel is found, encode the pixel by itself, and then store a back reference of offset -1 and length (n-1). It took a little while to iron out a few problems, but I eventually got it to work perfectly.
I have to say, however, that the format is a little bit weird in how it codes very large numbers. The length encoding is somewhat Golomb-like, i.e., smaller values are encoded with fewer bits. However, when it gets to large numbers, it starts encoding counts of 15 as blocks of 1111. For example, 24 is bigger than 7. Thus, emit 1111 into the bitstream and subtract 8 from 23 -> 16. Still bigger than 15, so stuff another 1111 into the bitstream and subtract 15. Now we’re at 1, so stuff 0001. So 24 is 11111111 0001. 12 bits is not too horrible. But the total number of bytes (value / 30). So a value of 300 takes around 10 bytes (80 bits) to encode.
Palette Slices
As in the VMD subtitling project, I took the subtitle color offered in the subtitle spec file as a suggestion and used Euclidean distance to match to the closest available color in the palette. One problem, however, is that the palette is a lot smaller in these animations. According to my notes, for the set of animations I scanned, only about 80 colors were specified, starting at palette index 55. I hypothesize that different slices of the palette are reserved for different uses. E.g., animation, background, and user interface. Thus, there is a smaller number of colors to draw upon for subtitling purposes.Scaling
One bit of residual weirdness in this format is the presence of a per-frame scale factor. While most frames set this to 100 (100% scale), I have observed 70%, 80%, and 90%. ScummVM is a bit unsure about how to handle these, so I am as well. However, I eventually realized I didn’t really need to care, at least not when decoding and re-encoding the frame. Just preserve the scale factor. I intend to modify the tool further to take scale factor into account when creating the subtitle.The Final Resolution
Right around the time that I was composing this post, The Translator emailed me and notified me that he had found a better way to subtitle the Robot files by modifying the scripts, rendering my entire approach moot. The result is much cleaner :
Turns out that the engine supported subtitles all along
It’s a good thing that I enjoyed the challenge or I might be annoyed at this point.
See Also
- Subtitling Sierra VMD Files : My effort to subtitle the main FMV files found in Sierra games.
The post Subtitling Sierra RBT Files first appeared on Breaking Eggs And Making Omelettes.
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ffmpeg | x265 VS ffmpeg
5 octobre 2016, par KdmeizkWhat are advantages (like a better result for example) to use
ffmpeg -i input -pix_fmt yuv444p -f yuv4mpegpipe - | x265.exe --input - --y4m --output output
instead of
ffmpeg -i input -pix_fmt yuv444p -c:v libx265 output
I saw often the first command, but with a bit of tests, the result is exactly the same for I/P/B frame numbers, and differ only of 20 B/s for I frame (plus, I assume this difference should not be taken into account).
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configure.ac : Erase default -O2 when setting -O3.
27 juillet 2014, par Erik de Castro Lopoconfigure.ac : Erase default -O2 when setting -O3.
Previously CFLAGS had a -O3 at the start and a -O2 at the end. According
to the GCC docs :https://gcc.gnu.org/onlinedocs/gcc-4.9.1/gcc/Optimize-Options.html
"If you use multiple -O options, with or without level numbers,
the last such option is the one that is effective" which means that
GCC doesn’t try to use SIMD to vectorize the code, etc."