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Autres articles (95)
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HTML5 audio and video support
13 avril 2011, parMediaSPIP 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 de tous types de médias
10 avril 2011Contrairement à beaucoup de logiciels et autres plate-formes modernes de partage de documents, MediaSPIP a l’ambition de gérer un maximum de formats de documents différents qu’ils soient de type : images (png, gif, jpg, bmp et autres...) ; audio (MP3, Ogg, Wav et autres...) ; vidéo (Avi, MP4, Ogv, mpg, mov, wmv et autres...) ; contenu textuel, code ou autres (open office, microsoft office (tableur, présentation), web (html, css), LaTeX, Google Earth) (...)
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Support audio et vidéo HTML5
10 avril 2011MediaSPIP 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 (7490)
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Adding AY Files To The Game Music Website
1er décembre 2013, par Multimedia Mike — GeneralFor the first time since I launched the site in the summer of last year, I finally added support for new systems for my Game Music Appreciation site : A set of chiptune music files which bear the file extension AY. These files come from games that were on the ZX Spectrum and Amstrad CPC computer systems.
Right now, there are over 650 ZX Spectrum games in the site while there are all of 20 Amstrad CPC games. The latter system seems a bit short-changed, but I read that a lot of Amstrad games were straight ports from the Spectrum anyway since the systems possessed assorted similarities. This might help explain the discrepancy.
Technically
The AY corpus has always been low hanging fruit due to the fact that the site already supports the format courtesy of the game-music-emu backend. The thing that blocked me was that I didn’t know much about these systems. I knew that there were 2 systems (and possibly more) that shared the same chiptune format. Apparently, these machines were big in Europe (I was only vaguely aware of them before I started this project).Both the Spectrum and the Amstrad used Zilog Z-80 CPUs for computing and created music using a General Instruments synthesizer chip designated AY-3-8912, hence the chiptune file extension AY. This has 3 channels similar to the C64 SID chip. Additionally, there’s a fourth channel that game music emu calls “beeper” (and which Wikipedia describes as “one channel with 10 octaves”). Per my listening, it seems similar to the old PC speaker/honker. The metadata for a lot of the songs will specify either (AY) or (Beeper).
Wrangling Metadata
Large collections of AY files are easy to find ; as is typical for pure chiptunes, the files are incredibly small.As usual, the hardest part of the whole process was munging metadata. There seems to be 2 slightly different conventions for AY metadata, likely from 2 different people doing the bulk of the work and releasing the fruits of their labor into the wild. After I recognized the subtle differences between the 2 formats, it was straightforward to craft a tool to perform most of the work, leaving only a minimum of cleanup effort required afterwards.
(As an aside, I think this process is called extract – transform – load, or ETL. Sounds fancy and complicated, yet it’s technically one of the first computer programming tasks I was ever paid to perform.)
Collateral Damage
While pushing this feature, I managed to break the site’s search engine. The search solution I developed was always sketchy (involving compiling a C program as a static binary CGI script and trusting it to run on the server). I will probably need to find a better approach, preferably sooner than later. -
ASP.net swf game file preview (thumbnail)
12 avril 2015, par Moatasem bakriScenario :
I really in need for your help.
I have multiple swf game files which I want to view them on the page as thumbnails and let the visitor click on it to play the game.Required :
I want a tool that let make take a thumbnail from swf file, maybe the first frame of the file as image to view it.
maybe if there another way to preview the files in asp.net pages without the need to the following way could be better.
Bad news
I have viewed all the possible answers on StackOverFlow and even on Google but with no luck, they lead my to the following :
- use : https://swf.codeplex.com/ : I have tried it and now result
- use ffmpeg : but the feature is not available yet, and I’m getting the following error
’swf : could not find codec parameters’
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Approaches To Modifying Game Resource Files
16 août 2016, par Multimedia Mike — Game HackingI have been assisting The Translator in the translation of another mid-1990s adventure game. This one isn’t quite as multimedia-heavy as the last title, and the challenges are a bit different. I wanted to compose this post in order to describe my thought process and mental model in approaching this problem. Hopefully, this will help some others understand my approach since what I’m doing here often appears as magic to some of my correspondents.
High Level Model
At the highest level, it is valuable to understand the code and the data at play. The code is the game’s engine and the data refers to the collection of resources that comprise the game’s graphics, sound, text, and other assets.
Simplistic high-level game engine model
Ideally, we want to change the data in such a way that the original game engine adopts it as its own because it has the same format as the original data. It is very undesirable to have to modify the binary engine executable in any way.
Modifying The Game Data Directly
How to modify the data ? If we modify the text strings for the sake of language translation, one approach might be to search for strings within the game data files and change them directly. This model assumes that the text strings are stored in a plain, uncompressed format. Some games might store these strings in a text format which can be easily edited with any text editor. Other games will store them as binary data.
In the latter situation, a game hacker can scan through data files with utilities like Unix ‘strings’ to find the resources with the desired strings. Then, use a hex editor to edit the strings directly. For example, change “Original String”…
0098F800 00 00 00 00 00 00 00 4F 72 69 67 69 6E 61 6C 20 .......Original 0098F810 53 74 72 69 6E 67 00 00 00 00 00 00 00 00 00 00 String..........
…to “Short String” and pad the difference in string lengths using spaces (0x20) :
0098F800 00 00 00 00 00 00 00 53 68 6F 72 74 20 53 74 72 .......Short Str 0098F810 69 6E 67 20 20 20 00 00 00 00 00 00 00 00 00 00 ing ..........
This has some obvious problems. First, translated strings need to be of equal our smaller length compared to the original. What if we want to encode “Much Longer String” ?
0098F800 00 00 00 00 00 00 00 4D 75 63 68 20 4C 6F 6E 67 .......Much Long 0098F810 65 72 20 53 74 72 00 00 00 00 00 00 00 00 00 00 er Str..........
It won’t fit. The second problem pertains to character set limitations. If the font in use was only designed for ASCII, it’s going to be inadequate for expressing nearly any other language.
So a better approach is needed.
Understanding The Data Structures
An alternative to the approach outlined above is to understand the game’s resources so they can be modified at a deeper level. Here’s a model to motivate this investigation :
Model of the game resource archive format
This is a very common layout for such formats : there is a file header, a sequence of resource blocks, and a trailing index which describes the locations and types of the foregoing blocks.
What use is understanding the data structures ? In doing so, it becomes possible to write new utilities that disassemble the data into individual pieces, modify the necessary pieces, and then reassemble them into a form that the original game engine likes.
It’s important to take a careful, experimental approach to this since mistakes can be ruthlessly difficult to debug (unless you relish the thought of debugging the control flow through an opaque DOS executable). Thus, the very first goal in all of this is to create a program that can disassemble and reassemble the resource, thus creating an identical resource file. This diagram illustrates this complex initial process :
Rewriting the game resource file
So, yeah, this is one of the most complicated “copy file” operations that I can possibly code. But it forms an important basis, since the next step is to carefully replace one piece at a time.
Modifying a specific game resource
This diagram shows a simplistic model of a resource block that contains a series of message strings. The header contains pointers to each of the strings within the block. Instead of copying this particular resource block directly to the new file, a proposed modification utility will intercept it and rewrite the entire thing, writing new strings of arbitrary length and creating an adjusted header which will correctly point to the start of each new string. Thus, translated strings can be longer than the original strings.
Further Work
Exploiting this same approach, we can intercept and modify other game resources including fonts, images, and anything else that might need to be translated. I will explore specific examples in a later blog post.Followup
- Translating Return to Ringworld, in which I apply the ideas expressed in this post.