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  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, 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 (...)

  • Mise à disposition des fichiers

    14 avril 2011, par

    Par défaut, lors de son initialisation, MediaSPIP ne permet pas aux visiteurs de télécharger les fichiers qu’ils soient originaux ou le résultat de leur transformation ou encodage. Il permet uniquement de les visualiser.
    Cependant, il est possible et facile d’autoriser les visiteurs à avoir accès à ces documents et ce sous différentes formes.
    Tout cela se passe dans la page de configuration du squelette. Il vous faut aller dans l’espace d’administration du canal, et choisir dans la navigation (...)

  • 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 (...)

Sur d’autres sites (15075)

  • How can i save the preview video in pictureBox1 to a avi/mp4 video file on hard disk using directshow ?

    10 avril 2016, par benny dayag

    The first problem maybe it’s not a problem but for some reason the video preview in the pictureBox1 is working but the frame rate seems not right. I can’t figure how to set/change it. The preview video seems a bit dart to the eyes not flickering but not moving smooth.

    The main problem is how to save the preview in the pictureBox1 or directly the streaming to a video file ? The MediaSubtype i’m getting is h.264

    The video is from the device legato game capture.

    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Data;
    using System.Drawing;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    using System.Windows.Forms;
    using DirectShowLib;
    using DirectShowLib.BDA;
    using DirectShowLib.DES;
    using DirectShowLib.DMO;
    using DirectShowLib.Dvd;
    using DirectShowLib.MultimediaStreaming;
    using DirectShowLib.SBE;
    using System.Runtime.InteropServices;
    using System.Management;
    using System.IO;
    using System.Drawing.Imaging;


    namespace Youtube_Manager
    {

       public partial class Elgato_Video_Capture : Form
       {


           IFileSinkFilter sink;

           IFilterGraph2 graph;
           ICaptureGraphBuilder2 captureGraph;
           System.Drawing.Size videoSize;

           string error = "";
           List devices = new List();
           IMediaControl mediaControl;

           public Elgato_Video_Capture()
           {
               InitializeComponent();



               if (comboBox1.Items.Count == 0)
               {
                   for (int xx = 1; xx <= 8; xx++)
                   {
                       comboBox1.Items.Add(xx);
                   }
               }

               InitDevice();
               timer1.Start();
           }

           IBaseFilter smartTeeFilter;
           IPin outPin;
           IPin inPin;
           private void InitDevice()
           {
               try
               {
                   //Set the video size to use for capture and recording
                   videoSize = new Size(827, 505);//1280, 720);

                   //Initialize filter graph and capture graph
                   graph = (IFilterGraph2)new FilterGraph();
                   captureGraph = (ICaptureGraphBuilder2)new CaptureGraphBuilder2();
                   captureGraph.SetFiltergraph(graph);
                   //Create filter for Elgato
                   Guid elgatoGuid = new Guid("39F50F4C-99E1-464A-B6F9-D605B4FB5918");
                   Type comType = Type.GetTypeFromCLSID(elgatoGuid);
                   IBaseFilter  elgatoFilter = (IBaseFilter)Activator.CreateInstance(comType);
                   graph.AddFilter(elgatoFilter, "Elgato Video Capture Filter");

                   //Create smart tee filter, add to graph, connect Elgato's video out to smart tee in
                   smartTeeFilter = (IBaseFilter)new SmartTee();

                   graph.AddFilter(smartTeeFilter, "Smart Tee");
                   outPin = GetPin(elgatoFilter, "Video");
                   inPin = GetPin(smartTeeFilter, "Input");
                   SetAndGetAllAvailableResolution(outPin);
                   graph.Connect(outPin, inPin);


                   //Create video renderer filter, add it to graph, connect smartTee Preview pin to video renderer's input pin
                   IBaseFilter videoRendererFilter = (IBaseFilter)new VideoRenderer();

                   graph.AddFilter(videoRendererFilter, "Video Renderer");
                   outPin = GetPin(smartTeeFilter, "Preview");

                   inPin = GetPin(videoRendererFilter, "Input");
                   graph.Connect(outPin, inPin);

                  // int hr = graph.Connect(outPin, inPin); ;
                  // DsError.ThrowExceptionForHR(hr);

                   captureGraph.SetOutputFileName(MediaSubType.Avi, @"e:\screenshots\test1.mp4", out smartTeeFilter, out sink);

                   //Render stream from video renderer
                   captureGraph.RenderStream(PinCategory.VideoPort, MediaType.Video, videoRendererFilter, null, null);
                   //Set the video preview to be the videoFeed panel
                   IVideoWindow vw = (IVideoWindow)graph;
                   vw.put_Owner(pictureBox1.Handle);
                   vw.put_MessageDrain(this.Handle);
                   vw.put_WindowStyle(WindowStyle.Child | WindowStyle.ClipSiblings | WindowStyle.ClipChildren);
                   vw.SetWindowPosition(0, 0, 827, 505);

                   //Start the preview
                   mediaControl = graph as IMediaControl;
                   mediaControl.Run();
               }
               catch (Exception err)
               {
                   error = err.ToString();
               }
           }

            IPin GetPin(IBaseFilter filter, string pinname)
           {
               IEnumPins epins;
               int hr = filter.EnumPins(out epins);
               checkHR(hr, "Can't enumerate pins");
               IntPtr fetched = Marshal.AllocCoTaskMem(4);
               IPin[] pins = new IPin[1];
               while (epins.Next(1, pins, fetched) == 0)
               {
                   PinInfo pinfo;
                   pins[0].QueryPinInfo(out pinfo);
                   bool found = (pinfo.name == pinname);
                   DsUtils.FreePinInfo(pinfo);
                   if (found)
                       return pins[0];
               }
               checkHR(-1, "Pin not found");
               return null;
           }

           public  void checkHR(int hr, string msg)
           {
               if (hr < 0)
               {
                   MessageBox.Show(msg);
                   DsError.ThrowExceptionForHR(hr);
               }



           }

           public void SetAndGetAllAvailableResolution(IPin VideoOutPin)
           {
               int hr = 0;
               IAMStreamConfig streamConfig = (IAMStreamConfig)VideoOutPin;
               AMMediaType searchmedia;
               AMMediaType CorectvidFormat = new AMMediaType();
               IntPtr ptr;
               int piCount, piSize;
               hr = streamConfig.GetNumberOfCapabilities(out piCount, out piSize);
               ptr = Marshal.AllocCoTaskMem(piSize);
               for (int i = 0; i < piCount; i++)
               {
                   hr = streamConfig.GetStreamCaps(i, out searchmedia, ptr);
                   VideoInfoHeader v = new VideoInfoHeader();

                   Marshal.PtrToStructure(searchmedia.formatPtr, v);
                   if (i == 2)// 4
                   {
                       CorectvidFormat = searchmedia;
                   }
               }
               hr = streamConfig.SetFormat(CorectvidFormat);

               IntPtr pmt = IntPtr.Zero;
               AMMediaType mediaType = new AMMediaType();
               IAMStreamConfig streamConfig1 = (IAMStreamConfig)VideoOutPin;
               hr = streamConfig1.GetFormat(out mediaType);
               BitmapInfoHeader bmpih = new BitmapInfoHeader();
               Marshal.PtrToStructure(mediaType.formatPtr, bmpih);
           }
     }
    }

    I tried to use this line to save the video to a video file but the video file on hard disk is 0 KB so I guess it’s a wrong way to do it.
    I also thought somehow to save each frame(bitmap image) from the pictureBox1 to the hard disk or maybe the memory and use ffmpeg to create/build a video file in real time from each saved frame but I can’t get/save the images(frames) from the pictureBox1 for some reason.

    I tried using DrawToBitmap but all the frames(bitmaps on hard disk saved) are empty size 2.24 KB

    captureGraph.SetOutputFileName(MediaSubType.Avi, @"e:\screenshots\test1.mp4", out smartTeeFilter, out sink);

    This is how I tried to get the frames from the pictureBox1

    public static int counter = 0;
           private void timer1_Tick(object sender, EventArgs e)
           {
               counter++;
               Bitmap bmp = new Bitmap(pictureBox1.ClientSize.Width, pictureBox1.ClientSize.Height);
               pictureBox1.DrawToBitmap(bmp, pictureBox1.ClientRectangle);
               bmp.Save(@"e:\screenshots\" + "screenshot" + counter.ToString("D6") + ".bmp");
               bmp.Dispose();
           }
  • 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

  • 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.