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Carte de Schillerkiez
13 mai 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Texte
Autres articles (95)
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MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
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"
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13 mars 2023, par Erin — Analytics Tips -
Parsing The Clue Chronicles
30 décembre 2018, par Multimedia Mike — Game HackingA 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 :
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 :- How large is the corpus of data that I need to be sure to support ?
- What parsing approach should I take ?
- What is the exact language format ?
- 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.
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FFmpeg encoding produces slightly incompatible MKV/MP4 container
11 juin 2018, par james2048I’ve been using the FFmpeg libraries to read and write media files using the C API.
So far, reading seems to be pretty straightforward. I am able to read frames which I can then process, convert to RGB, process, and then convert back to YUV420 to be encoded.
The encoded files play back with VLC media player fine, and Windows Media Player if I have a codec pack installed. However, they do behave strangely : the stock Windows 10 player won’t play them, same for Adobe Premiere. Also thumbnailers don’t work on it.
Basically it seems like nothing other than VLC or FFmpeg itself can play/process the file. I have seen this with both MP4 and MKV, so it is not a format-specific issue.The problems go away once you remux the file with FFmpeg, for example "ffmpeg -i input.mkv -c copy output.mkv". Everything can play the file correctly.
Also, the "remuxing.c" sample from the official samples works as well, with the same library version and compilers that I’m using (Visual Studio 2017, FFmpeg compiled with MinGW). It will fix the file and make it playable in all software.I’m not sure what could be causing this. I also don’t understand what the remuxing "fixed". It must be a container issue as the frames aren’t touched by remuxing.
I have analysed the output MKVs with FFprobe -show_packets. It seems to have budged the packet timestamps a little constant factor, and the output stream now has
is_avc=true and nal_length_size=4 instead of is_avc=false and nal_length_size=0, but apart from that the files are identical.Now here’s the output of FFprobe with the 3 last test packets, stream info and format info for both streams. As you can see, they are identical except for a couple of field. But something in here must have been "fixed" during remuxing to make it work.
[PACKET]
codec_type=video
stream_index=0
pts=59050
pts_time=59.050000
dts=58890
dts_time=58.890000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=427
pos=277358
flags=__
[/PACKET]
[PACKET]
codec_type=video
stream_index=0
pts=58970
pts_time=58.970000
dts=58970
dts_time=58.970000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=205
pos=277792
flags=__
[/PACKET]
[PACKET]
codec_type=video
stream_index=0
pts=59130
pts_time=59.130000
dts=59050
dts_time=59.050000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=268
pos=278004
flags=__
[/PACKET]
[STREAM]
index=0
codec_name=h264
codec_long_name=H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
profile=Main
codec_type=video
codec_time_base=1/2000
codec_tag_string=[0][0][0][0]
codec_tag=0x0000
width=720
height=576
coded_width=720
coded_height=576
has_b_frames=2
sample_aspect_ratio=N/A
display_aspect_ratio=N/A
pix_fmt=yuv420p
level=50
color_range=unknown
color_space=unknown
color_transfer=unknown
color_primaries=unknown
chroma_location=left
field_order=progressive
timecode=N/A
refs=1
is_avc=false
nal_length_size=0
id=N/A
r_frame_rate=299/12
avg_frame_rate=1000/1
time_base=1/1000
start_pts=0
start_time=0.000000
duration_ts=N/A
duration=N/A
bit_rate=N/A
max_bit_rate=N/A
bits_per_raw_sample=8
nb_frames=N/A
nb_read_frames=N/A
nb_read_packets=737
DISPOSITION:default=1
DISPOSITION:dub=0
DISPOSITION:original=0
DISPOSITION:comment=0
DISPOSITION:lyrics=0
DISPOSITION:karaoke=0
DISPOSITION:forced=0
DISPOSITION:hearing_impaired=0
DISPOSITION:visual_impaired=0
DISPOSITION:clean_effects=0
DISPOSITION:attached_pic=0
DISPOSITION:timed_thumbnails=0
TAG:DURATION=00:00:59.211000000
[/STREAM]
[FORMAT]
filename=testEncLeft.mkv
nb_streams=1
nb_programs=0
format_name=matroska,webm
format_long_name=Matroska / WebM
start_time=0.000000
duration=59.211000
size=278349
bit_rate=37607
probe_score=100
TAG:COMMENT=Slickline Player Export
TAG:ENCODER=Lavf57.83.100
[/FORMAT]And the info after remuxing, which works :
[PACKET]
codec_type=video
stream_index=0
pts=59050
pts_time=59.050000
dts=58890
dts_time=58.890000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=427
pos=277418
flags=__
[/PACKET]
[PACKET]
codec_type=video
stream_index=0
pts=58970
pts_time=58.970000
dts=58970
dts_time=58.970000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=205
pos=277852
flags=__
[/PACKET]
[PACKET]
codec_type=video
stream_index=0
pts=59130
pts_time=59.130000
dts=59050
dts_time=59.050000
duration=1
duration_time=0.001000
convergence_duration=N/A
convergence_duration_time=N/A
size=268
pos=278064
flags=__
[/PACKET]
[STREAM]
index=0
codec_name=h264
codec_long_name=H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
profile=Main
codec_type=video
codec_time_base=1/2000
codec_tag_string=[0][0][0][0]
codec_tag=0x0000
width=720
height=576
coded_width=720
coded_height=576
has_b_frames=2
sample_aspect_ratio=N/A
display_aspect_ratio=N/A
pix_fmt=yuv420p
level=50
color_range=unknown
color_space=unknown
color_transfer=unknown
color_primaries=unknown
chroma_location=left
field_order=progressive
timecode=N/A
refs=1
is_avc=true
nal_length_size=4
id=N/A
r_frame_rate=299/12
avg_frame_rate=1000/1
time_base=1/1000
start_pts=0
start_time=0.000000
duration_ts=N/A
duration=N/A
bit_rate=N/A
max_bit_rate=N/A
bits_per_raw_sample=8
nb_frames=N/A
nb_read_frames=N/A
nb_read_packets=737
DISPOSITION:default=1
DISPOSITION:dub=0
DISPOSITION:original=0
DISPOSITION:comment=0
DISPOSITION:lyrics=0
DISPOSITION:karaoke=0
DISPOSITION:forced=0
DISPOSITION:hearing_impaired=0
DISPOSITION:visual_impaired=0
DISPOSITION:clean_effects=0
DISPOSITION:attached_pic=0
DISPOSITION:timed_thumbnails=0
TAG:DURATION=00:00:59.212000000
[/STREAM]
[FORMAT]
filename=fixedLeft.mkv
nb_streams=1
nb_programs=0
format_name=matroska,webm
format_long_name=Matroska / WebM
start_time=0.000000
duration=59.212000
size=278409
bit_rate=37615
probe_score=100
TAG:COMMENT=Slickline Player Export
TAG:ENCODER=Lavf58.12.100
[/FORMAT]Here is how I’m setting up the output context, for reference : it’s pretty standard, following the sample code.
int ret;
avformat_alloc_output_context2(&outputFormatCtx, nullptr, nullptr, outFilePath.c_str());
av_dict_set(&outputFormatCtx->metadata, "comment", "FFmpeg Export", 0);
if (!outputFormatCtx)
{
LOG_AND_THROW("Could not allocate output context");
}
outputVideoStream = avformat_new_stream(outputFormatCtx, nullptr);
outputVideoStream->time_base = AVRational{ 1, AV_TIME_BASE }; // Stream timebase will be used by codec
if (!outputVideoStream)
{
LOG_AND_THROW("Failed allocating output stream");
}
// defaults to "libx264"
AVCodec *outCodec = avcodec_find_encoder_by_name(selectedCodecName.c_str());
if (!outCodec)
{
LOG_AND_THROW("Failed finding output codec");
}
AVDictionary *opts = nullptr;
if (selectedCodecName == "libx264")
{
opts = getX264CodecOptions();
}
encoderCtx = avcodec_alloc_context3(outCodec);
if (!encoderCtx)
{
LOG_AND_THROW("Failed to allocate the encoder context");
}
encoderCtx->width = width;
encoderCtx->height = height;
encoderCtx->pix_fmt = AV_PIX_FMT_YUV420P;
// time base for the frames we will provide to the encoder
encoderCtx->time_base = AVRational{ 1, AV_TIME_BASE };
// convert framerate from double to rational
encoderCtx->framerate = AVRational{ (int)(frameRate * AV_TIME_BASE), AV_TIME_BASE};
// Match encoderCtx time base for the stream
outputVideoStream->time_base = encoderCtx->time_base;
ret = avcodec_open2(encoderCtx, outCodec, &opts);
if (ret < 0)
{
LOG_AND_THROW_PARAM("Cannot open video encoder for stream: %d", ret);
}
// Fill in some params for MP4 stream, details about encoder
ret = avcodec_parameters_from_context(outputVideoStream->codecpar, encoderCtx);
if (ret < 0)
{
LOG_AND_THROW_PARAM("Failed to copy encoder parameters to output stream: %d", ret);
}
if (outputFormatCtx->oformat->flags & AVFMT_GLOBALHEADER)
{
encoderCtx->flags |= AV_CODEC_FLAG_GLOBAL_HEADER;
}
av_dump_format(outputFormatCtx, 0, filePath.c_str(), 1);
// End of encoder settings, setting up MP4
if (!(outputFormatCtx->oformat->flags & AVFMT_NOFILE))
{
ret = avio_open(&outputFormatCtx->pb, outFilePath.c_str(), AVIO_FLAG_WRITE);
if (ret < 0)
{
LOG_AND_THROW_PARAMSTR("Could not open output file '%s'", outFilePath.c_str());
}
}
ret = avformat_write_header(outputFormatCtx, nullptr);
if (ret < 0)
{
LOG_AND_THROW_PARAM("Error occurred when opening output file for writing: %d", ret);
}Can anyone help me figure out why the container is not playing properly ?
Thanks in advance.
-James