
Recherche avancée
Autres articles (50)
-
Contribute to a better visual interface
13 avril 2011MediaSPIP is based on a system of themes and templates. Templates define the placement of information on the page, and can be adapted to a wide range of uses. Themes define the overall graphic appearance of the site.
Anyone can submit a new graphic theme or template and make it available to the MediaSPIP community. -
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" (...) -
Les notifications de la ferme
1er décembre 2010, parAfin d’assurer une gestion correcte de la ferme, il est nécessaire de notifier plusieurs choses lors d’actions spécifiques à la fois à l’utilisateur mais également à l’ensemble des administrateurs de la ferme.
Les notifications de changement de statut
Lors d’un changement de statut d’une instance, l’ensemble des administrateurs de la ferme doivent être notifiés de cette modification ainsi que l’utilisateur administrateur de l’instance.
À la demande d’un canal
Passage au statut "publie"
Passage au (...)
Sur d’autres sites (6155)
-
Nexus One
19 mars 2010, par Mans — UncategorizedI have had a Nexus One for about a week (thanks Google), and naturally I have an opinion or two about it.
Hardware
With the front side dominated by a touch-screen and a lone, round button, the Nexus One appearance is similar to that of most contemporary smartphones. The reverse sports a 5 megapixel camera with LED flash, a Google logo, and a smaller HTC logo. Power button, volume control, and headphone and micro-USB sockets are found along the edges. It is with appreciation I note the lack of a front-facing camera ; the silly idea of video calls is finally put to rest.
Powering up the phone (I’m beginning to question the applicability of that word), I am immediately enamoured with the display. At 800×480 pixels, the AMOLED display is crystal-clear and easily viewable even in bright light. In a darker environment, the display automatically dims. The display does have one quirk in that the subpixel pattern doesn’t actually have a full RGB triplet for each pixel. The close-up photo below shows the pattern seen when displaying a solid white colour.
The result of this is that fine vertical lines, particularly red or blue ones, look a bit jagged. Most of the time this is not much of a problem, and I find it an acceptable compromise for the higher effective resolution it provides.
Basic interaction
The Android system is by now familiar, and the Nexus offers no surprises in basic usage. All the usual applications come pre-installed : browser, email, calendar, contacts, maps, and even voice calls. Many of the applications integrate with a Google account, which is nice. Calendar entries, map placemarks, etc. are automatically shared between desktop and mobile. Gone is the need for the bug-ridden custom synchronisation software with which mobile phones of the past were plagued.
Launching applications is mostly speedy, and recently used apps are kept loaded as long as memory needs allow. Although this garbage-collection-style of application management, where you are never quite sure whether an app is still running, takes a few moments of acclimatisation, it works reasonably well in day to day use. Most of the applications are well-behaved and save their data before terminating.
Email
Two email applications are included out of the box : one generic and one Gmail-only. As I do not use Gmail, I cannot comment on this application. The generic email client supports IMAP, but is rather limited in functionality. Fortunately, a much-enhanced version, K-9, is available for download. The main feature I find lacking here is threaded message view.
The features, or lack thereof, in the email applications is not, however, of huge importance, as composing email, or any longer piece of text, is something one rather avoids on a system like this. The on-screen keyboard, while falling among the better of its kind, is still slow to use. Lack of tactile feedback means accidentally tapping the wrong key is easily done, and entering numbers or punctuation is an outright chore.
Browser
Whatever the Nexus lacks in email abilities, it makes up for with the browser. Surfing the web on a phone has never been this pleasant. Page rendering is quick, and zooming is fast and simple. Even pages not designed for mobile viewing are easy to read with smart reformatting almost entirely eliminating the sideways scrolling which hampered many a mobile browser of old.
Calls and messaging
Being a phone, the Nexus One is obviously able to make and receive calls, and it does so with ease. Entering a number or locating a stored contact are both straight-forward operations. During a call, audio is clear and of adequate loudness, although I have yet to use the phone in really noisy surroundings.
The other traditional task of a mobile phone, messaging, is also well-supported. There isn’t really much to say about this.
Multimedia
Having a bit of an interest in most things multimedia, I obviously tested the capabilities of the Nexus by throwing some assorted samples at it, revealing ample space for improvement. With video limited to H.264 and MPEG4, and the only supported audio codecs being AAC, MP3, Vorbis, and AMR, there are many files which will not play.
To make matters worse, only selected combinations of audio and video will play together. Several video files I tested played without sound, yet when presented with the very same audio data alone, it was correctly decoded. As for container formats, it appears restricted to MP4/MOV, and Ogg (for Vorbis). AVI files are recognised as media files, but I was unable to find an AVI file which would play.
With a device clearly capable of so much more, the poor multimedia support is nothing short of embarrassing.
The Market
Much of the hype surrounding Android revolves around the Market, Google’s virtual marketplace for app authors to sell or give away their creations. The thousands of available applications are broadly categorised, and a search function is available.
The categorised lists are divided into free and paid sections, while search results, disappointingly, are not. To aid the decision, ratings and comments are displayed alongside the summary and screenshots of each application. Overall, the process of finding and installing an application is mostly painless. While it could certainly be improved, it could also have been much worse.
The applications themselves are, as hinted above, beyond numerous. Sadly, quality does not quite match up to quantity. The vast majority of the apps are pointless, though occasionally mildly amusing, gimmicks of no practical value. The really good ones, and they do exist, are very hard to find unless one knows precisely what to look for.
Battery
Packing great performance into a pocket-size device comes with a price in battery life. The battery in the Nexus lasts considerably shorter time than that in my older, less feature-packed Nokia phone. To some extent this is probably a result of me actually using it a lot more, yet the end result is the same : more frequent recharging. I should probably get used to the idea of recharging the phone every other night.
Verdict
The Nexus One is a capable hardware platform running an OS with plenty of potential. The applications are still somewhat lacking (or very hard to find), although the basic features work reasonably well. Hopefully future Android updates will see more and better core applications integrated, and I imagine that over time, I will find third-party apps to solve my problems in a way I like. I am not putting this phone on the shelf just yet.
-
Converting a voice recording into an mp3
21 juillet 2023, par Raphael MFor a vue.js messaging project, I'm using the wavesurfer.js library to record voice messages. However Google chrome gives me an audio/webm blob and Safari gives me an audio/mp4 blob.


I'm trying to find a solution to transcode the blob into audio/mp3. I've tried several methods, including ffmpeg. However, ffmpeg gives me an error when compiling "npm run dev" : "Can't resolve '/node_modules/@ffmpeg/core/dist/ffmpeg-core.js'".


"@ffmpeg/core": "^0.11.0",
"@ffmpeg/ffmpeg": "^0.11.6"



I tried to downgrade ffmpeg


"@ffmpeg/core": "^0.9.0",
"@ffmpeg/ffmpeg": "^0.9.8"



I no longer get the error message when compiling, but when I want to convert my audio stream, the console displays a problem with SharedBuffer : "Uncaught (in promise) ReferenceError : SharedArrayBuffer is not defined".


Here's my complete code below.
Is there a reliable way of transcoding the audio stream into mp3 ?


Can you give me an example ?


Thanks


<template>
 <div class="left-panel">
 <header class="radial-blue">
 <div class="container">
 <h1 class="mb-30">Posez votre première question à nos thérapeutes</h1>
 <p><b>Attention</b>, vous disposez seulement de 2 messages. Veillez à les utiliser de manière judicieuse !</p>
 <div class="available-messages">
 <div class="item disabled">
 <span>Message 1</span>
 </div>
 <div class="item">
 <span>Message 2</span>
 </div>
 </div>
 </div>
 </header>
 </div>
 <div class="right-panel">
 <div class="messagerie bg-light">
 <messaging ref="messagingComponent"></messaging>
 <footer>
 <button type="button"><img src="http://stackoverflow.com/assets/backoffice/images/record-start.svg" style='max-width: 300px; max-height: 300px' /></button>
 <div class="loading-animation">
 <img src="http://stackoverflow.com/assets/backoffice/images/record-loading.svg" style='max-width: 300px; max-height: 300px' />
 </div>
 <button type="button"><img src="http://stackoverflow.com/assets/backoffice/images/record-stop.svg" style='max-width: 300px; max-height: 300px' /></button>
 <div class="textarea gradient text-dark">
 <textarea placeholder="Posez votre question"></textarea>
 </div>
 <div class="loading-text">Chargement de votre microphone en cours...</div>
 <div class="loading-text">Envoi de votre message en cours...</div>
 <div ref="visualizer"></div>
 <button type="button"><img src="http://stackoverflow.com/assets/backoffice/images/send.svg" style='max-width: 300px; max-height: 300px' /></button>
 <div>
 {{ formatTimer() }}
 </div>
 </footer>
 </div>
 </div>
</template>

<code class="echappe-js"><script>&#xA;import Messaging from "./Messaging.vue";&#xA;import { createFFmpeg, fetchFile } from &#x27;@ffmpeg/ffmpeg&#x27;;&#xA;&#xA;export default {&#xA; data() {&#xA; return {&#xA; isMicrophoneLoading: false,&#xA; isSubmitLoading: false,&#xA; isMobile: false,&#xA; isMessagerie: false,&#xA; isRecording: false,&#xA; audioUrl: &#x27;&#x27;,&#xA; messageText: &#x27;&#x27;,&#xA; message:null,&#xA; wavesurfer: null,&#xA; access:(this.isMobile?&#x27;denied&#x27;:&#x27;granted&#x27;),&#xA; maxMinutes: 5,&#xA; orangeTimer: 3,&#xA; redTimer: 4,&#xA; timer: 0,&#xA; timerInterval: null,&#xA; ffmpeg: null,&#xA; };&#xA; },&#xA; components: {&#xA; Messaging,&#xA; },&#xA; mounted() {&#xA; this.checkScreenSize();&#xA; window.addEventListener(&#x27;resize&#x27;, this.checkScreenSize);&#xA;&#xA; if(!this.isMobile)&#xA; {&#xA; this.$moment.locale(&#x27;fr&#x27;);&#xA; window.addEventListener(&#x27;beforeunload&#x27;, (event) => {&#xA; if (this.isMessagerie) {&#xA; event.preventDefault();&#xA; event.returnValue = &#x27;&#x27;;&#xA; }&#xA; });&#xA;&#xA; this.initializeWaveSurfer();&#xA; }&#xA; },&#xA; beforeUnmount() {&#xA; window.removeEventListener(&#x27;resize&#x27;, this.checkScreenSize);&#xA; },&#xA; methods: {&#xA; checkScreenSize() {&#xA; this.isMobile = window.innerWidth < 1200;&#xA;&#xA; const windowHeight = window.innerHeight;&#xA; const navbarHeight = this.$navbarHeight;&#xA; let padding = parseInt(navbarHeight &#x2B;181);&#xA;&#xA; const messageListHeight = windowHeight - padding;&#xA; this.$refs.messagingComponent.$refs.messageList.style.height = messageListHeight &#x2B; &#x27;px&#x27;;&#xA; },&#xA; showMessagerie() {&#xA; this.isMessagerie = true;&#xA; this.$refs.messagingComponent.scrollToBottom();&#xA; },&#xA; checkMicrophoneAccess() {&#xA; if (navigator.mediaDevices &amp;&amp; navigator.mediaDevices.getUserMedia) {&#xA;&#xA; return navigator.mediaDevices.getUserMedia({audio: true})&#xA; .then(function (stream) {&#xA; stream.getTracks().forEach(function (track) {&#xA; track.stop();&#xA; });&#xA; return true;&#xA; })&#xA; .catch(function (error) {&#xA; console.error(&#x27;Erreur lors de la demande d\&#x27;acc&#xE8;s au microphone:&#x27;, error);&#xA; return false;&#xA; });&#xA; } else {&#xA; console.error(&#x27;getUserMedia n\&#x27;est pas support&#xE9; par votre navigateur.&#x27;);&#xA; return false;&#xA; }&#xA; },&#xA; initializeWaveSurfer() {&#xA; this.wavesurfer = this.$wavesurfer.create({&#xA; container: &#x27;#visualizer&#x27;,&#xA; barWidth: 3,&#xA; barHeight: 1.5,&#xA; height: 46,&#xA; responsive: true,&#xA; waveColor: &#x27;rgba(108,115,202,0.3)&#x27;,&#xA; progressColor: &#x27;rgba(108,115,202,1)&#x27;,&#xA; cursorColor: &#x27;transparent&#x27;&#xA; });&#xA;&#xA; this.record = this.wavesurfer.registerPlugin(this.$recordPlugin.create());&#xA; },&#xA; startRecording() {&#xA; const _this = this;&#xA; this.isMicrophoneLoading = true;&#xA;&#xA; setTimeout(() =>&#xA; {&#xA; _this.checkMicrophoneAccess().then(function (accessible)&#xA; {&#xA; if (accessible) {&#xA; _this.record.startRecording();&#xA;&#xA; _this.record.once(&#x27;startRecording&#x27;, () => {&#xA; _this.isMicrophoneLoading = false;&#xA; _this.isRecording = true;&#xA; _this.updateChildMessage( &#x27;server&#x27;, &#x27;Allez-y ! Vous pouvez enregistrer votre message audio maintenant. La dur&#xE9;e maximale autoris&#xE9;e pour votre enregistrement est de 5 minutes.&#x27;, &#x27;text&#x27;, &#x27;&#x27;, &#x27;Message automatique&#x27;);&#xA; _this.startTimer();&#xA; });&#xA; } else {&#xA; _this.isRecording = false;&#xA; _this.isMicrophoneLoading = false;&#xA; _this.$swal.fire({&#xA; title: &#x27;Microphone non d&#xE9;tect&#xE9;&#x27;,&#xA; html: &#x27;<p>Le microphone de votre appareil est inaccessible ou l\&#x27;acc&#xE8;s a &#xE9;t&#xE9; refus&#xE9;.</p><p>Merci de v&#xE9;rifier les param&#xE8;tres de votre navigateur afin de v&#xE9;rifier les autorisations de votre microphone.</p>&#x27;,&#xA; footer: &#x27;<a href='http://stackoverflow.com/contact'>Vous avez besoin d\&#x27;aide ?</a>&#x27;,&#xA; });&#xA; }&#xA; });&#xA; }, 100);&#xA; },&#xA; stopRecording() {&#xA; this.stopTimer();&#xA; this.isRecording = false;&#xA; this.isSubmitLoading = true;&#xA; this.record.stopRecording();&#xA;&#xA; this.record.once(&#x27;stopRecording&#x27;, () => {&#xA; const blobUrl = this.record.getRecordedUrl();&#xA; fetch(blobUrl).then(response => response.blob()).then(blob => {&#xA; this.uploadAudio(blob);&#xA; });&#xA; });&#xA; },&#xA; startTimer() {&#xA; this.timerInterval = setInterval(() => {&#xA; this.timer&#x2B;&#x2B;;&#xA; if (this.timer === this.maxMinutes * 60) {&#xA; this.stopRecording();&#xA; }&#xA; }, 1000);&#xA; },&#xA; stopTimer() {&#xA; clearInterval(this.timerInterval);&#xA; this.timer = 0;&#xA; },&#xA; formatTimer() {&#xA; const minutes = Math.floor(this.timer / 60);&#xA; const seconds = this.timer % 60;&#xA; const formattedMinutes = minutes < 10 ? `0${minutes}` : minutes;&#xA; const formattedSeconds = seconds < 10 ? `0${seconds}` : seconds;&#xA; return `${formattedMinutes}:${formattedSeconds}`;&#xA; },&#xA; async uploadAudio(blob)&#xA; {&#xA; const format = blob.type === &#x27;audio/webm&#x27; ? &#x27;webm&#x27; : &#x27;mp4&#x27;;&#xA;&#xA; // Convert the blob to MP3&#xA; const mp3Blob = await this.convertToMp3(blob, format);&#xA;&#xA; const s3 = new this.$AWS.S3({&#xA; accessKeyId: &#x27;xxx&#x27;,&#xA; secretAccessKey: &#x27;xxx&#x27;,&#xA; region: &#x27;eu-west-1&#x27;&#xA; });&#xA;&#xA; var currentDate = new Date();&#xA; var filename = currentDate.getDate().toString() &#x2B; &#x27;-&#x27; &#x2B; currentDate.getMonth().toString() &#x2B; &#x27;-&#x27; &#x2B; currentDate.getFullYear().toString() &#x2B; &#x27;--&#x27; &#x2B; currentDate.getHours().toString() &#x2B; &#x27;-&#x27; &#x2B; currentDate.getMinutes().toString() &#x2B; &#x27;.mp4&#x27;;&#xA;&#xA; const params = {&#xA; Bucket: &#x27;xxx/audio&#x27;,&#xA; Key: filename,&#xA; Body: mp3Blob,&#xA; ACL: &#x27;public-read&#x27;,&#xA; ContentType: &#x27;audio/mp3&#x27;&#xA; }&#xA;&#xA; s3.upload(params, (err, data) => {&#xA; if (err) {&#xA; console.error(&#x27;Error uploading audio:&#x27;, err)&#xA; } else {&#xA; const currentDate = this.$moment();&#xA; const timestamp = currentDate.format(&#x27;dddd DD MMMM YYYY HH:mm&#x27;);&#xA;&#xA; this.updateChildMessage( &#x27;client&#x27;, &#x27;&#x27;, &#x27;audio&#x27;, mp3Blob, timestamp);&#xA; this.isSubmitLoading = false;&#xA; }&#xA; });&#xA; },&#xA; async convertToMp3(blob, format) {&#xA; const ffmpeg = createFFmpeg({ log: true });&#xA; await ffmpeg.load();&#xA;&#xA; const inputPath = &#x27;input.&#x27; &#x2B; format;&#xA; const outputPath = &#x27;output.mp3&#x27;;&#xA;&#xA; ffmpeg.FS(&#x27;writeFile&#x27;, inputPath, await fetchFile(blob));&#xA;&#xA; await ffmpeg.run(&#x27;-i&#x27;, inputPath, &#x27;-acodec&#x27;, &#x27;libmp3lame&#x27;, outputPath);&#xA;&#xA; const mp3Data = ffmpeg.FS(&#x27;readFile&#x27;, outputPath);&#xA; const mp3Blob = new Blob([mp3Data.buffer], { type: &#x27;audio/mp3&#x27; });&#xA;&#xA; ffmpeg.FS(&#x27;unlink&#x27;, inputPath);&#xA; ffmpeg.FS(&#x27;unlink&#x27;, outputPath);&#xA;&#xA; return mp3Blob;&#xA; },&#xA; sendMessage() {&#xA; this.isSubmitLoading = true;&#xA; if (this.messageText.trim() !== &#x27;&#x27;) {&#xA; const emmet = &#x27;client&#x27;;&#xA; const text = this.escapeHTML(this.messageText)&#xA; .replace(/\n/g, &#x27;<br>&#x27;);&#xA;&#xA; const currentDate = this.$moment();&#xA; const timestamp = currentDate.format(&#x27;dddd DD MMMM YYYY HH:mm&#x27;);&#xA;&#xA; this.$nextTick(() => {&#xA; this.messageText = &#x27;&#x27;;&#xA;&#xA; const textarea = document.getElementById(&#x27;messageTextarea&#x27;);&#xA; if (textarea) {&#xA; textarea.scrollTop = 0;&#xA; textarea.scrollLeft = 0;&#xA; }&#xA; });&#xA;&#xA; this.updateChildMessage(emmet, text, &#x27;text&#x27;, &#x27;&#x27;, timestamp);&#xA; this.isSubmitLoading = false;&#xA; }&#xA; },&#xA; escapeHTML(text) {&#xA; const map = {&#xA; &#x27;&amp;&#x27;: &#x27;&amp;amp;&#x27;,&#xA; &#x27;<&#x27;: &#x27;&amp;lt;&#x27;,&#xA; &#x27;>&#x27;: &#x27;&amp;gt;&#x27;,&#xA; &#x27;"&#x27;: &#x27;&amp;quot;&#x27;,&#xA; "&#x27;": &#x27;&amp;#039;&#x27;,&#xA; "`": &#x27;&amp;#x60;&#x27;,&#xA; "/": &#x27;&amp;#x2F;&#x27;&#xA; };&#xA; return text.replace(/[&amp;<>"&#x27;`/]/g, (match) => map[match]);&#xA; },&#xA; updateChildMessage(emmet, text, type, blob, timestamp) {&#xA; const newMessage = {&#xA; id: this.$refs.messagingComponent.lastMessageId &#x2B; 1,&#xA; emmet: emmet,&#xA; text: text,&#xA; type: type,&#xA; blob: blob,&#xA; timestamp: timestamp&#xA; };&#xA;&#xA; this.$refs.messagingComponent.updateMessages(newMessage);&#xA; }&#xA; },&#xA;};&#xA;</script>



-
The 11th Hour RoQ Variation
12 avril 2012, par Multimedia Mike — Game Hacking, dreamroq, Reverse Engineering, roq, Vector QuantizationI have been looking at the RoQ file format almost as long as I have been doing practical multimedia hacking. However, I have never figured out how the RoQ format works on The 11th Hour, which was the game for which the RoQ format was initially developed. When I procured the game years ago, I remember finding what appeared to be RoQ files and shoving them through the open source decoders but not getting the right images out.
I decided to dust off that old copy of The 11th Hour and have another go at it.
Baseline
The game consists of 4 CD-ROMs. Each disc has a media/ directory that has a series of files bearing the extension .gjd, likely the initials of one Graeme J. Devine. These are resource files which are merely headerless concatenations of other files. Thus, at first glance, one file might appear to be a single RoQ file. So that’s the source of some of the difficulty : Sending an apparent RoQ .gjd file through a RoQ player will often cause the program to complain when it encounters the header of another RoQ file.I have uploaded some samples to the usual place.
However, even the frames that a player can decode (before encountering a file boundary within the resource file) look wrong.
Investigating Codebooks Using dreamroq
I wrote dreamroq last year– an independent RoQ playback library targeted towards embedded systems. I aimed it at a gjd file and quickly hit a codebook error.RoQ is a vector quantizer video codec that maintains a codebook of 256 2×2 pixel vectors. In the Quake III and later RoQ files, these are transported using a YUV 4:2:0 colorspace– 4 Y samples, a U sample, and a V sample to represent 4 pixels. This totals 6 bytes per vector. A RoQ codebook chunk contains a field that indicates the number of 2×2 vectors as well as the number of 4×4 vectors. The latter vectors are each comprised of 4 2×2 vectors.
Thus, the total size of a codebook chunk ought to be (# of 2×2 vectors) * 6 + (# of 4×4 vectors) * 4.
However, this is not the case with The 11th Hour RoQ files.
Longer Codebooks And Mystery Colorspace
Juggling the numbers for a few of the codebook chunks, I empirically determined that the 2×2 vectors are represented by 10 bytes instead of 6. Now I need to determine what exactly these 10 bytes represent.I should note that I suspect that everything else about these files lines up with successive generations of the format. For example if a file has 640×320 resolution, that amounts to 40×20 macroblocks. dreamroq iterates through 40×20 8×8 blocks and precisely exhausts the VQ bitstream. So that all looks valid. I’m just puzzled on the codebook format.
Here is an example codebook dump :
ID 0x1002, len = 0x0000014C, args = 0x1C0D 0 : 00 00 00 00 00 00 00 00 80 80 1 : 08 07 00 00 1F 5B 00 00 7E 81 2 : 00 00 15 0F 00 00 40 3B 7F 84 3 : 00 00 00 00 3A 5F 18 13 7E 84 4 : 00 00 00 00 3B 63 1B 17 7E 85 5 : 18 13 00 00 3C 63 00 00 7E 88 6 : 00 00 00 00 00 00 59 3B 7F 81 7 : 00 00 56 23 00 00 61 2B 80 80 8 : 00 00 2F 13 00 00 79 63 81 83 9 : 00 00 00 00 5E 3F AC 9B 7E 81 10 : 1B 17 00 00 B6 EF 77 AB 7E 85 11 : 2E 43 00 00 C1 F7 75 AF 7D 88 12 : 6A AB 28 5F B6 B3 8C B3 80 8A 13 : 86 BF 0A 03 D5 FF 3A 5F 7C 8C 14 : 00 00 9E 6B AB 97 F5 EF 7F 80 15 : 86 73 C8 CB B6 B7 B7 B7 85 8B 16 : 31 17 84 6B E7 EF FF FF 7E 81 17 : 79 AF 3B 5F FC FF E2 FF 7D 87 18 : DC FF AE EF B3 B3 B8 B3 85 8B 19 : EF FF F5 FF BA B7 B6 B7 88 8B 20 : F8 FF F7 FF B3 B7 B7 B7 88 8B 21 : FB FF FB FF B8 B3 B4 B3 85 88 22 : F7 FF F7 FF B7 B7 B9 B7 87 8B 23 : FD FF FE FF B9 B7 BB B7 85 8A 24 : E4 FF B7 EF FF FF FF FF 7F 83 25 : FF FF AC EB FF FF FC FF 7F 83 26 : CC C7 F7 FF FF FF FF FF 7F 81 27 : FF FF FE FF FF FF FF FF 80 80
Note that 0x14C (the chunk size) = 332, 0x1C and 0x0D (the chunk arguments — count of 2×2 and 4×4 vectors, respectively) are 28 and 13. 28 * 10 + 13 * 4 = 332, so the numbers check out.
Do you see any patterns in the codebook ? Here are some things I tried :
- Treating the last 2 bytes as U & V and treating the first 4 as the 4 Y samples :
- Treating the last 2 bytes as U & V and treating the first 8 as 4 16-bit little-endian Y samples :
- Disregarding the final 2 bytes and treating the first 8 bytes as 4 RGB565 pixels (both little- and big-endian, respectively, shown here) :
- Based on the type of data I’m seeing in these movies (which appears to be intended as overlays), I figured that some of these bits might indicate transparency ; here is 15-bit big-endian RGB which disregards the top bit of each pixel :
These images are taken from the uploaded sample bdpuz.gjd, apparently a component of the puzzle represented in this screenshot.
Unseen Types
It has long been rumored that early RoQ files could contain JPEG images. I finally found one such specimen. One of the files bundled early in the uploaded fhpuz.gjd sample contains a JPEG frame. It’s a standard JFIF file and can easily be decoded after separating the bytes from the resource using ‘dd’. JPEGs serve as intraframes in the coding scheme, with successive RoQ frames moving objects on top.However, a new chunk type showed up as well, one identified by 0×1030. I have never encountered this type. Where could I possibly find data about this ? Fortunately, iD Games recently posted all of their open sourced games at Github. Reading through the code for their official RoQ decoder, I see that this is called a RoQ_PACKET. The name and the code behind it are both supremely unhelpful. The code is basically a no-op. The payloads of the various RoQ_PACKETs from one sample are observed to be either 8784, 14752, or 14760 bytes in length. It’s very likely that this serves the same purpose as the JPEG intraframes.
Other Tidbits
I read through the readme.txt on the first game disc and found this nugget :g) Animations displayed normally or in SPOOKY MODE
SPOOKY MODE is blue-tinted grayscale with color cursors, puzzle
and game pieces. It is the preferred display setting of the
developers at Trilobyte. Just for fun, try out the SPOOKY
MODE.The MobyGames screenshot page has a number of screenshots labeled as being captured in spooky mode. Color tricks ?
Meanwhile, another twist arose as I kept tweaking dreamroq to deal with more RoQ weirdness : After modifying my dreamroq code to handle these 10-byte vectors, it eventually chokes on another codebook. These codebooks happen to have 6-byte vectors again ! Fortunately, I was already working on a scheme to automatically detect which codebook is in play (plugging the numbers into a formula and seeing which vector size checks out).
- Treating the last 2 bytes as U & V and treating the first 4 as the 4 Y samples :