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  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • Creating farms of unique websites

    13 avril 2011, par

    MediaSPIP 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" (...)

  • 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 (...)

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  • Reverse Engineering Clue Chronicles Compression

    15 janvier 2019, par Multimedia Mike — Game Hacking

    My last post described my exploration into the 1999 computer game Clue Chronicles : Fatal Illusion. Some readers expressed interest in the details so I thought I would post a bit more about how I have investigated and what I have learned.

    It’s frustrating to need to reverse engineer a compression algorithm that is only applied to a total of 8 files (out of a total set of 140), but here we are. Still, I’m glad some others expressed interest in this challenge as it motivated me to author this post, which in turn prompted me to test and challenge some of my assumptions.

    Spoiler : Commenter ‘m’ gave me the clue I needed : PKWare Data Compression Library used the implode algorithm rather than deflate. I was able to run this .ini data through an open source explode algorithm found in libmpq and got the correct data out.

    Files To Study
    I uploaded a selection of files for others to study, should they feel so inclined. These include the main game binary (if anyone has ideas about how to isolate the decompression algorithm from the deadlisting) ; compressed and uncompressed examples from 2 files (newspaper.ini and Drink.ini) ; and the compressed version of Clue.ini, which I suspect is the root of the game’s script.

    The Story So Far
    This ad-hoc scripting language found in the Clue Chronicles game is driven by a series of .ini files that are available in both compressed and uncompressed forms, save for a handful of them which only come in compressed flavor. I have figured out a few obvious details of the compressed file format :

    bytes 0-3 "COMP"
    bytes 4-11 unknown
    bytes 12-15 size of uncompressed data
    bytes 16-19 size of compressed data (filesize - 20 bytes)
    bytes 20- compressed payload
    

    The average compression ratio is on the same order as what could be achieved by running ‘gzip’ against the uncompressed files and using one of the lower number settings (i.e., favor speed vs. compression size, e.g., ‘gzip -2’ or ‘gzip -3’). Since the zlib/DEFLATE algorithm is quite widespread on every known computing platform, I thought that this would be a good candidate to test.

    Exploration
    My thinking was that I could load the bytes in the compressed ini file and feed it into Python’s zlib library, sliding through the first 100 bytes to see if any of them “catch” on the zlib decompression algorithm.

    Here is the exploration script :

    <script src="https://gist.github.com/multimediamike/c95f1a9cc58b959f4d8b2a299927d35e.js"></script>

    It didn’t work, i.e., the script did not find any valid zlib data. A commentor on my last post suggested trying bzip2, so I tried the same script but with the bzip2 decompressor library. Still no luck.

    Wrong Approach
    I realized I had not tested to make sure that this exploratory script would work on known zlib data. So I ran it on a .gz file and it failed to find zlib data. So it looks like my assumptions were wrong. Meanwhile, I can instruct Python to compress data with zlib and dump the data to a file, and then run the script against that raw zlib output and the script recognizes the data.

    I spent some time examining how zlib and gzip interact at the format level. It looks like the zlib data doesn’t actually begin on byte boundaries within a gzip container. So this approach was doomed to failure.

    A Closer Look At The Executable
    Installation of Clue Chronicles results in a main Windows executable named Fatal_Illusion.exe. It occurred to me to examine this again, specifically for references to something like zlib.dll. Nothing like that. However, a search for ‘compr’ shows various error messages which imply that there is PNG-related code inside (referencing IHDR and zTXt data types), even though PNG files are not present in the game’s asset mix.

    But there are also strings like “PKWARE Data Compression Library for Win32”. So I have started going down the rabbit hole of determining whether the compression is part of a ZIP format file. After all, a ZIP local file header data structure has 4-byte compressed and uncompressed sizes, as seen in this format.

    Binary Reverse Engineering
    At one point, I took the approach of attempting to reverse engineer the binary. When studying a deadlisting of the code, it’s easy to search for the string “COMP” and find some code that cares about these compressed files. Unfortunately, the code quickly follows an indirect jump instruction which makes it intractable to track the algorithm from a simple deadlisting.

    I also tried installing some old Microsoft dev tools on my old Windows XP box and setting some breakpoints while the game was running and do some old-fashioned step debugging. That was a total non-starter. According to my notes :

    Address 0x004A3C32 is the setup to the strncmp(“COMP”, ini_data, 4) function call. Start there.

    Problem : The game forces 640x480x256 mode and that makes debugging very difficult.

    Just For One Game ?
    I keep wondering if this engine was used for any other games. Clue Chronicles was created by EAI Interactive. As I review the list of games they are known to have created (ranging between 1997 and 2000), a few of them jump out at me as possibly being able to leverage the same engine. I have a few of them, so I checked those… nothing. Then I scrubbed some YouTube videos showing gameplay of other suspects. None of those strike me as having similar engine characteristics to Clue Chronicles. So this remains a mystery : did they really craft this engine with its own scripting language just for one game ?

    The post Reverse Engineering Clue Chronicles Compression first appeared on Breaking Eggs And Making Omelettes.

  • iOs : Low frame per second(fps) for VGA resolution

    26 juillet 2014, par Bhuvan Balasubramanian

    I’m facing an issue in broadcasting video from one iPhone to another iPhone.

    The issue is when I view the friend’s live video in my iPhone, the frame per second(fps) is very low(it is 12fps). Video quality and audio is looking fine but the only problem is fps.

    I don’t know where I need to config/change the code to convert from variable fps to constant fps. Also to increase the fps as **24/30**.

    The resolution I used for broadcasting

    RESOLUTION_VGA,     // 480x640px (landscape) & 640x480px (portrait)

    I’m using following libraries for streaming

    1. MediaLibiOS - link
    2. Ffmpeg-2.2.1
    3. CommLibiOS
    4. libx264-r2409

    Wowza is a Media Server and iOS target version is 7.0

    Please help !

    Thanks in advance.

  • converting .mov wrapper with amr_nb audio codec to aac/mp4a codec

    9 janvier 2012, par Wonjoon Lee

    I am trying to implement a video messaging feature for cross platform(Android/iPhone) app.
    Currently, the app on Android records the video with AMR narrowband in .mov wrapper and iPhone cannot play this video. The backend is centos 5.5 and I am wondering if ffmpeg is useful for transcoding this.