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  • Le profil des utilisateurs

    12 avril 2011, par

    Chaque utilisateur dispose d’une page de profil lui permettant de modifier ses informations personnelle. Dans le menu de haut de page par défaut, un élément de menu est automatiquement créé à l’initialisation de MediaSPIP, visible uniquement si le visiteur est identifié sur le site.
    L’utilisateur a accès à la modification de profil depuis sa page auteur, un lien dans la navigation "Modifier votre profil" est (...)

  • Configurer la prise en compte des langues

    15 novembre 2010, par

    Accéder à la configuration et ajouter des langues prises en compte
    Afin de configurer la prise en compte de nouvelles langues, il est nécessaire de se rendre dans la partie "Administrer" du site.
    De là, dans le menu de navigation, vous pouvez accéder à une partie "Gestion des langues" permettant d’activer la prise en compte de nouvelles langues.
    Chaque nouvelle langue ajoutée reste désactivable tant qu’aucun objet n’est créé dans cette langue. Dans ce cas, elle devient grisée dans la configuration et (...)

  • Sélection de projets utilisant MediaSPIP

    29 avril 2011, par

    Les exemples cités ci-dessous sont des éléments représentatifs d’usages spécifiques de MediaSPIP pour certains projets.
    Vous pensez avoir un site "remarquable" réalisé avec MediaSPIP ? Faites le nous savoir ici.
    Ferme MediaSPIP @ Infini
    L’Association Infini développe des activités d’accueil, de point d’accès internet, de formation, de conduite de projets innovants dans le domaine des Technologies de l’Information et de la Communication, et l’hébergement de sites. Elle joue en la matière un rôle unique (...)

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  • Approaches To Modifying Game Resource Files

    16 août 2016, par Multimedia Mike — Game Hacking

    I 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.


    High-level game engine model
    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 model
    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
    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
    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

    The post Approaches To Modifying Game Resource Files first appeared on Breaking Eggs And Making Omelettes.

  • Approaches To Modifying Game Resource Files

    16 août 2016, par Multimedia Mike — Game Hacking

    I 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.


    High-level game engine model
    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 model
    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
    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
    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

  • ASP.net swf game file preview (thumbnail)

    12 avril 2015, par Moatasem bakri

    Scenario :

    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’