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Corona Radiata
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Lights in the Sky
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Head Down
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Echoplex
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Discipline
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Letting You
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (74)
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Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir -
Demande de création d’un canal
12 mars 2010, parEn fonction de la configuration de la plateforme, l’utilisateur peu avoir à sa disposition deux méthodes différentes de demande de création de canal. La première est au moment de son inscription, la seconde, après son inscription en remplissant un formulaire de demande.
Les deux manières demandent les mêmes choses fonctionnent à peu près de la même manière, le futur utilisateur doit remplir une série de champ de formulaire permettant tout d’abord aux administrateurs d’avoir des informations quant à (...) -
Diogene : création de masques spécifiques de formulaires d’édition de contenus
26 octobre 2010, parDiogene est un des plugins ? SPIP activé par défaut (extension) lors de l’initialisation de MediaSPIP.
A quoi sert ce plugin
Création de masques de formulaires
Le plugin Diogène permet de créer des masques de formulaires spécifiques par secteur sur les trois objets spécifiques SPIP que sont : les articles ; les rubriques ; les sites
Il permet ainsi de définir en fonction d’un secteur particulier, un masque de formulaire par objet, ajoutant ou enlevant ainsi des champs afin de rendre le formulaire (...)
Sur d’autres sites (6720)
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Further Dreamcast Hacking
3 février 2011, par Multimedia Mike — Sega DreamcastI’m still haunted by Sega Dreamcast programming, specifically the fact that I used to be able to execute custom programs on the thing (roughly 8-10 years ago) and now I cannot. I’m going to compose a post to describe my current adventures on this front. There are 3 approaches I have been using : Raw, Kallistios, and the almighty Linux.
Raw
What I refer to as "raw" is an assortment of programs that lived in a small number of source files (sometimes just one ASM file) and could be compiled with the most basic SH-4 toolchain. The advantage here is that there aren’t many moving parts and not many things that can possibly go wrong, so it provides a good functional baseline.One of the original Dreamcast hackers was Marcus Comstedt, who still has his original DC material hosted at the reasonably easy-to-remember URL mc.pp.se/dc. I can get some of these simple demos to work, but not others.
I also successfully assembled and ran a pair of 256-byte (!!) demos from this old DC scene page.
KallistiOS
KallistiOS (or just KOS) was a real-time OS developed for the DC and was popular among the DC homebrew community. All the programming I did back in the day was based around KOS. Now I can’t get any of it to work. More specifically, KOS can’t seem to make it past a certain point in its system initialization.The Linux Option
I was never that excited about running Linux on my Dreamcast. For some hackers, running Linux on a given piece of consumer electronics is the highest attainable goal. Back in the day, I looked at it from a much more pragmatic perspective— I didn’t see much use in running Linux on the DC, not as much as running KOS which was developed to be a much more appropriate fit.However, I was able to burn a CD-R of an old binary image of Linux 2.4.5 compiled for the Dreamcast and boot it some months ago. So I at least have a feeling that this should work. I have never cross-compiled a kernel of my own (though I have compiled many, many x86 kernels in my time, so I’m not a total n00b in this regard). I figured this might be a good time to start.
The first item that worries me is getting a functional cross-compiling toolchain. Fortunately, a little digging in the Linux kernel documentation pointed me in the direction of a bunch of ready-made toolchains hosted at kernel.org. So I grabbed one of the SH toolchains (gcc-4.3.3-nolibc) and got rolling.
I’m well familiar with the cycle of
'make menuconfig'
in order to pick configuration options, and then'make'
to build a kernel (or usually'make zImage'
or'make bzImage'
to create compressed images). For cross compiling, the primary difference seems to be editing the root Makefile in the Linux source code tree (I’m using 2.6.37, the latest stable as of this writing) and setting a value for the CROSS_COMPILE variable. Then, run'make menuconfig'
followed by'make'
as normal.The Linux 2.6 series is supposed to support a range of Renesas (formerly Hitachi) SH processors and board configurations. This includes reasonable defaults for the Sega Dreamcast hardware. I got it all compiling except for a series of .S files. Linus Torvalds once helped me debug a program I work on so I thought I’d see if there was something I could help debug here.
The first issue was with ASM statements of a form similar to :
mov #0xffffffe0, r1
Now, the DC’s SH-4 is a RISC CPU. A lot of RISC architectures adopt a fixed instruction size of 32 bits. You can’t encode an entire 32-bit immediate value inside of a 32-bit instruction (there would be no room for the instruction encoding). Further, the SH series encoded instructions with a mere 16 bits. The move immediate data instruction only allows for an 8-bit, sign-extended value.
I decided that the above statement is equivalent to :
mov #-32, r1
I’ll give this statement the benefit of the doubt that it used to work with the gcc toolchain somewhere along the line. I assume that the assembler is supposed to know enough to substitute the first form with the second.
The next problem is that an ’sti’ instruction shows up in a number of spots. Using Intel x86 conventions, this is a "set interrupt flag" instruction (I remember that the 6502 CPU had the same instruction mnemonic, though its interrupt flag’s operation was opposite that of the x86). The SH-4 reference manual lists no ’sti’ instruction. When it gets to these lines, the assembler complains about immediate move instructions with too large data, like the instructions above. I’m guessing they must be macro’d to something else but I failed to find where. I commented out those lines for the time being. Probably not that smart, but I want to keep this moving for now.
So I got the code to compile into a kernel file called ’vmlinux’. I’ve seen this file many times before but never thought about how to get it to run directly. The process has usually been to compress it and send it over to lilo or grub for loading, as that is the job of the bootloader. I have never even wondered what format the vmlinux file takes until now. It seems that ’vmlinux’ is just a plain old ELF file :
$ file vmlinux vmlinux : ELF 32-bit LSB executable, Renesas SH, version 1 (SYSV), statically linked, not stripped
The ’dc-tool’ program that uploads executables to the waiting bootloader on the Dreamcast is perfectly cool accepting ELF files (and S-record files, and raw binary files). After a very lengthy upload process, execution fails (resets the system).
For the sake of comparison, I dusted off that Linux 2.4.5 bootable Dreamcast CD-ROM and directly uploaded the vmlinux file from that disc. That works just fine (until it’s time to go to the next loading phase, i.e., finding a filesystem). Possible issues here could include the commented ’sti’ instructions (could be that they aren’t just decoration). I’m also trying to understand the memory organization— perhaps the bootloader wants the ELF to be based at a different address. Or maybe the kernel and the bootloader don’t like each other in the first place— in this case, I need to study the bootable Linux CD-ROM to see how it’s done.
Optimism
Even though I’m meeting with rather marginal success, this is tremendously educational. I greatly enjoy these exercises if only for the deeper understanding they bring for the lowest-level system details. -
RoQ on Dreamcast
18 mars 2011, par Multimedia Mike — Sega DreamcastI have been working on that challenge to play back video on the Sega Dreamcast. To review, I asserted that the RoQ format would be a good fit for the Sega Dreamcast hardware. The goal was to play 640x480 video at 30 frames/second. Short version : I have determined that it is possible to decode such video in real time. However, I ran into certain data rate caveats.
First off : Have you ever wondered if the Dreamcast can read an 80mm optical disc ? It can ! I discovered this when I only had 60 MB of RoQ samples to burn on a disc and a spindle full of these 210MB-capacity 80mm CD-Rs that I never have occasion to use.
New RoQ Library
There are open source RoQ decoders out there but I decided to write a new one. A few reasons : 1) RoQ is so simple that I didn’t think it would take too long ; 2) it would be nice to have a RoQ library that is license-compatible (BSD-like) with the rest of the KallistiOS distribution ; 3) the idroq.tar.gz distribution, while license-compatible, has enough issues that I didn’t want to correct it.Thankfully, I was correct about the task not being too difficult : I put together a new RoQ decoder in short order. I’m a bit embarrassed to admit that the part I had the most trouble with was properly converting YUV -> RGB.
About the approach I took : While the original idroq.tar.gz decoder maintains YUV 4:2:0 codebooks (which led to chroma bugs during motion compensation) and FFmpeg’s decoder maintains YUV 4:4:4 codebooks, this decoder is built to convert the YUV 4:2:0 vectors into RGB565 vectors during the vector unpacking phase. Thus, the entire frame is rendered in RGB565 — no lengthy YUV -> RGB conversion after decoding — and all pixels are shuffled around as 16-bit units (minor speedup vs. shuffling everything as bytes).I also entertained the idea of maintaining YUYV codebooks (since the DC supports that colorspace as a texture format). But I scrapped that idea when I remembered it would lead to the same chroma bleeding problem seen in the original idroq.tar.gz decoder.
Onto The Dreamcast
I developed the library on a Linux computer, allowing it to output a series of PNM files for visual verification and debugging. Dropping it into a basic DC/KOS-compatible program was trivial and the first order of business was profiling.At first, I profiled the entire decode operation : open file, then read and decode each chunk while tossing away the results. I was roundly disappointed to see that, e.g., an 8.5-second RoQ sample needed a little more than 20 seconds to complete. Not real time. I performed a series of optimizations on the decoding library that netted notable performance gains when profiling on Linux. When I brought these same optimizations over to the DC, decoding time didn’t improve at all. This was my first suspicion that perhaps my assumptions regarding the DC’s optical drive’s data rate were not correct.
Dreamcast Data Rate Profiling
Let’s start with some definitions : In terms of data rate, an ’X’, i.e., 1X is the minimum data rate needed to read CD quality audio from a disc. At that speed, a drive should be able to stream 75 sectors each second. When reading mode 1/form 1 CD-ROM data, each sector has 2048 bytes (2 kbytes), so a single-speed data rate should achieve 150 kbytes/sec.The Dreamcast is supposed to possess a 12X optical drive. This would imply a maximum data rate of 150 kbytes/sec * 12 = 1800 kbytes/sec.
Rigging up a trivial experiment using the RoQ samples burned on a few different CD-R discs, the best data rate I can see is about 500-525 kbytes/sec, or around 3.5X.
Where’s the discrepancy ? My first theory has to do with the fact that not all optical media is created equal. This is why optical drives often advertise a slew of numbers which refer to the best theoretical speed for reading a CD vs. writing a CD-R vs. writing a CD-RW, etc. Perhaps the DC drive can’t read CD-Rs very quickly. To test this theory, I tried streaming a large file from a conventionally mastered CD-ROM. This worked well for the closest CD-ROM I had on hand : I was able to stream data at a rate that works out to about 6.5X.
I smell a science project for another evening : Profiling read speeds from a mastered CD-ROM, burned CD-R, and also a mastered GD-ROM, on each of the 3 Dreamcast consoles I possess (I’ve heard that there’s variance between optical drives depending on manufacturing run).
The Good News
I added a little finer-grained code to profile just the video decoding functions. The good news is that the decoder meets my real time goals : That 8.5-second RoQ sample encoded at 640x480x30fps makes its way through the video decoding functions on the DC in a little less than 5 seconds. If the optical drive can supply the data fast enough, the video decoder can take care of the rest.The RoQ encoder included with FFmpeg does not honor any bitrate parameters. Instead, I encoded the same file at 320x240. It reportedly decoded in real time and can be streamed in real time as well.
I say "reportedly" because I’m simply working from textual output at this point ; the next phase is to hook the decoder up to the display hardware.
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Added redirect and redirectParamName options.
13 février 2012, par Sebastian Tschanm js/jquery.fileupload.js Added redirect and redirectParamName options. This allows to set the redirect url for cross-domain iframe transport uploads, which will be sent to the upload server as form data parameter.