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  • Librairies et logiciels spécifiques aux médias

    10 décembre 2010, par

    Pour un fonctionnement correct et optimal, plusieurs choses sont à prendre en considération.
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  • Organiser par catégorie

    17 mai 2013, par

    Dans MédiaSPIP, une rubrique a 2 noms : catégorie et rubrique.
    Les différents documents stockés dans MédiaSPIP peuvent être rangés dans différentes catégories. On peut créer une catégorie en cliquant sur "publier une catégorie" dans le menu publier en haut à droite ( après authentification ). Une catégorie peut être rangée dans une autre catégorie aussi ce qui fait qu’on peut construire une arborescence de catégories.
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  • Récupération d’informations sur le site maître à l’installation d’une instance

    26 novembre 2010, par

    Utilité
    Sur le site principal, une instance de mutualisation est définie par plusieurs choses : Les données dans la table spip_mutus ; Son logo ; Son auteur principal (id_admin dans la table spip_mutus correspondant à un id_auteur de la table spip_auteurs)qui sera le seul à pouvoir créer définitivement l’instance de mutualisation ;
    Il peut donc être tout à fait judicieux de vouloir récupérer certaines de ces informations afin de compléter l’installation d’une instance pour, par exemple : récupérer le (...)

Sur d’autres sites (4759)

  • Subtitling Sierra RBT Files

    2 juin 2016, par Multimedia Mike — Game Hacking

    This is part 2 of the adventure started in my Subtitling Sierra VMD Files post. After I completed the VMD subtitling, The Translator discovered a wealth of animation files in a format called RBT (this apparently stands for “Robot” but I think “Ribbit” format could be more fun). What are we going to do ? We had come so far by solving the VMD subtitling problem for Phantasmagoria. It would be a shame if the effort ground to a halt due to this.

    Fortunately, the folks behind the ScummVM project already figured out enough of the format to be able to decode the RBT files in Phantasmagoria.

    In the end, I was successful in creating a completely standalone tool that can take a Robot file and a subtitle file and create a new Robot file with subtitles. The source code is here (subtitle-rbt.c). Here’s what the final result looks like :


    Spanish refrigerator
    “What’s in the refrigerator ?” I should note at this juncture that I am not sure if this particular Robot file even has sound or dialogue since I was conducting these experiments on a computer with non-working audio.

    The RBT Format
    I have created a new MultimediaWiki page describing the Robot Animation format based on the ScummVM source code. I have not worked with a format quite like this before. These are paletted animations which consist of a sequence of independent frames that are designed to be overlaid on top of static background. Because of these characteristics, each frame encodes its own unique dimensions and origin coordinate within the frame. While the Phantasmagoria VMD files are usually 288×144 (which are usually double-sized for the benefit of a 640×400 Super VGA canvas), these frames are meant to be plotted on a game field that was roughly 576×288 (288×144 doublesized).

    For example, 2 minimalist animation frames from a desk investigation Robot file :


    Robot Animation Frame #1
    100×147

    Robot Animation Frame #2
    101×149

    As for compression, my first impression was that the algorithm was the same as VMD. This is wrong. It evidently uses an unmodified version of a standard algorithm called Lempel-Ziv-Stac (LZS). It shows up in several RFCs and was apparently used in MS-DOS’s transparent disk compression scheme.

    Approach
    Thankfully, many of the lessons I learned from the previous project are applicable to this project, including : subtitle library interfacing, subtitling in the paletted colorspace, and replacing encoded frames from the original file instead of trying to create a new file.

    Here is the pitch for this project :

    • Create a C program that can traverse through an input file, piece by piece, and generate an output file. The result of this should be a bitwise identical file.
    • Adapt the LZS compression decoding algorithm from ScummVM into the new tool. Make the tool dump raw Portable NetMap (PNM) files of varying dimensions and ensure that they look correct.
    • Compress using LZS.
    • Stretch the frames and draw subtitles.
    • More compression. Find the minimum window for each frame.

    Compression
    Normally, my first goal is to decompress the video and store the data in a raw form. However, this turned out to be mathematically intractable. While the format does support both compressed and uncompressed frames (even though ScummVM indicates that the uncompressed path is yet unexercised), the goal of this project requires making the frames so large that they overflow certain parameters of the file.

    A Robot file has a sequence of frames and 2 tables describing the size of each frame. One table describes the entire frame size (audio + video) while the second table describes just the video frame size. Since these tables only use 16 bits to specify a size, the maximum frame size is 65536 bytes. Leaving space for the audio portion of the frame, this only leaves a per-frame byte budget of about 63000 bytes for the video. Expanding the frame to 576×288 (165,888 pixels) would overflow this limit.

    Anyway, the upshot is that I needed to compress the data up front.

    Fortunately, the LZS compressor is pretty straightforward, at least if you have experience writing VLC-oriented codecs. While the algorithm revolves around back references, my approach was to essentially write an RLE encoder. My compressor would search for runs of data (plentiful when I started to stretch the frame for subtitling purposes). When a run length of n=3 or more of the same pixel is found, encode the pixel by itself, and then store a back reference of offset -1 and length (n-1). It took a little while to iron out a few problems, but I eventually got it to work perfectly.

    I have to say, however, that the format is a little bit weird in how it codes very large numbers. The length encoding is somewhat Golomb-like, i.e., smaller values are encoded with fewer bits. However, when it gets to large numbers, it starts encoding counts of 15 as blocks of 1111. For example, 24 is bigger than 7. Thus, emit 1111 into the bitstream and subtract 8 from 23 -> 16. Still bigger than 15, so stuff another 1111 into the bitstream and subtract 15. Now we’re at 1, so stuff 0001. So 24 is 11111111 0001. 12 bits is not too horrible. But the total number of bytes (value / 30). So a value of 300 takes around 10 bytes (80 bits) to encode.

    Palette Slices
    As in the VMD subtitling project, I took the subtitle color offered in the subtitle spec file as a suggestion and used Euclidean distance to match to the closest available color in the palette. One problem, however, is that the palette is a lot smaller in these animations. According to my notes, for the set of animations I scanned, only about 80 colors were specified, starting at palette index 55. I hypothesize that different slices of the palette are reserved for different uses. E.g., animation, background, and user interface. Thus, there is a smaller number of colors to draw upon for subtitling purposes.

    Scaling
    One bit of residual weirdness in this format is the presence of a per-frame scale factor. While most frames set this to 100 (100% scale), I have observed 70%, 80%, and 90%. ScummVM is a bit unsure about how to handle these, so I am as well. However, I eventually realized I didn’t really need to care, at least not when decoding and re-encoding the frame. Just preserve the scale factor. I intend to modify the tool further to take scale factor into account when creating the subtitle.

    The Final Resolution
    Right around the time that I was composing this post, The Translator emailed me and notified me that he had found a better way to subtitle the Robot files by modifying the scripts, rendering my entire approach moot. The result is much cleaner :


    Proper RBT Subtitles
    Turns out that the engine supported subtitles all along

    It’s a good thing that I enjoyed the challenge or I might be annoyed at this point.

    See Also

    The post Subtitling Sierra RBT Files first appeared on Breaking Eggs And Making Omelettes.

  • Translating Return To Ringworld

    17 août 2016, par Multimedia Mike — Game Hacking

    As indicated in my previous post, the Translator has expressed interest in applying his hobby towards another DOS adventure game from the mid 1990s : Return to Ringworld (henceforth R2RW) by Tsunami Media. This represents significantly more work than the previous outing, Phantasmagoria.


    Return to Ringworld Title Screen
    Return to Ringworld Title Screen

    I have been largely successful thus far in crafting translation tools. I have pushed the fruits of these labors to a Github repository named improved-spoon (named using Github’s random name generator because I wanted something more interesting than ‘game-hacking-tools’).

    Further, I have recorded everything I have learned about the game’s resource format (named RLB) at the XentaxWiki.

    New Challenges
    The previous project mostly involved scribbling subtitle text on an endless series of video files by leveraging a separate software library which took care of rendering fonts. In contrast, R2RW has at least 30k words of English text contained in various blocks which require translation. Further, the game encodes its own fonts (9 of them) which stubbornly refuse to be useful for rendering text in nearly any other language.

    Thus, the immediate 2 challenges are :

    1. Translating volumes of text to Spanish
    2. Expanding the fonts to represent Spanish characters

    Normally, “figuring out the file format data structures involved” is on the list as well. Thankfully, understanding the formats is not a huge challenge since the folks at the ScummVM project already did all the heavy lifting of reverse engineering the file formats.

    The Pitch
    Here was the plan :

    • Create a tool that can dump out the interesting data from the game’s master resource file.
    • Create a tool that can perform the elaborate file copy described in the previous post. The new file should be bit for bit compatible with the original file.
    • Modify the rewriting tool to repack some modified strings into the new resource file.
    • Unpack the fonts and figure out a way to add new characters.
    • Repack the new fonts into the resource file.
    • Repack message strings with Spanish characters.

    Showing The Work : Modifying Strings
    First, I created the tool to unpack blocks of message string resources. I elected to dump the strings to disk as JSON data since it’s easy to write and read JSON using Python, and it’s quick to check if any mistakes have crept in.

    The next step is to find a string to focus on. So I started the game and looked for the first string I could trigger :


    Return to Ringworld: Original text

    This shows up in the JSON string dump as :

      
        "Spanish" : " !0205Your quarters on the Lance of Truth are spartan, in accord with your mercenary lifestyle.",
        "English" : " !0205Your quarters on the Lance of Truth are spartan, in accord with your mercenary lifestyle."
      ,
    

    As you can see, many of the strings are encoded with an ID key as part of the string which should probably be left unmodified. I changed the Spanish string :

      
        "Spanish" : " !0205Hey, is this thing on ?",
        "English" : " !0205Your quarters on the Lance of Truth are spartan, in accord with your mercenary lifestyle."
      ,
    

    And then I wrote the repacking tool to substitute this message block for the original one. Look ! The engine liked it !


    Return to Ringworld: Modified text

    Little steps, little steps.

    Showing The Work : Modifying Fonts
    The next little step is to find a place to put the new characters. First, a problem definition : The immediate goal is to translate the game into Spanish. The current fonts encoded in the game resource only support 128 characters, corresponding to 7-bit ASCII. In order to properly express Spanish, 16 new characters are required : á, é, í, ó, ú, ü, ñ (each in upper and lower case for a total of 14 characters) as well as the inverted punctuation symbols : ¿, ¡.

    Again, ScummVM already documents (via code) the font coding format. So I quickly determined that each of the 9 fonts is comprised of 128 individual bitmaps with either 1 or 2 bits per pixel. I wrote a tool to unpack each character into an individual portable grey map (PGM) image. These can be edited with graphics editors or with text editors since they are just text files.

    Where to put the 16 new Spanish characters ? ASCII characters 1-31 are non-printable, so my first theory was that these characters would be empty and could be repurposed. However, after dumping and inspecting, I learned that they represent the same set of characters as seen in DOS Code Page 437. So that’s a no-go (so I assumed ; I didn’t check if any existing strings leveraged those characters).

    My next plan was hope that I could extend the font beyond index 127 and use positions 128-143. This worked superbly. This is the new example string :

      
        "Spanish" : " !0205¿Ves esto ? ¡La puntuacion se hace girar !",
        "English" : " !0205Your quarters on the Lance of Truth are spartan, in accord with your mercenary lifestyle."
      ,
    

    Fortunately, JSON understands UTF-8 and after mapping the 16 necessary characters down to the numeric range of 128-143, I repacked the new fonts and the new string :


    Return to Ringworld: Espanol
    Translation : “See this ? The punctuation is rotated !”

    Another victory. Notice that there are no diacritics in this string. None are required for this translation (according to Google Translate). But adding the diacritics to the 14 characters isn’t my department. My tool does help by prepopulating [aeiounAEIOUN] into the right positions to make editing easier for the Translator. But the tool does make the effort to rotate the punctuation since that is easy to automate.

    Next Steps and Residual Weirdness
    There is another method for storing ASCII text inside the R2RW resource called strip resources. These store conversation scripts. There are plenty of fields in the data structures that I don’t fully understand. So, following the lessons I learned from my previous translation outing, I was determined to modify as little as possible. This means copying over most of the original data structures intact, but changing the field representing the relative offset that points to the corresponding string. This works well since the strings are invariably stored NULL-terminated in a concatenated manner.

    I wanted to document for the record that the format that R2RW uses has some weirdness in they way it handles residual bytes in a resource. The variant of the resource format that R2RW uses requires every block to be aligned on a 16-byte boundary. If there is space between the logical end of the resource and the start of the next resource, there are random bytes in that space. This leads me to believe that these bytes were originally recorded from stale/uninitialized memory. This frustrates me because when I write the initial file copy tool which unpacks and repacks each block, I want the new file to be identical to the original. However, these apparent nonsense bytes at the end thwart that effort.

    But leaving those bytes as 0 produces an acceptable resource file.

    Text On Static Images
    There is one last resource type we are working on translating. There are various bits of text that are rendered as images. For example, from the intro :


    Return to Ringworld: Static text

    It’s possible to locate and extract the exact image that is overlaid on this scene, though without the colors :


    Original static text

    The palettes are stored in a separate resource type. So it seems the challenge is to figure out the palette in use for these frames and render a transparent image that uses the same palette, then repack the new text-image into the new resource file.

    The post Translating Return To Ringworld first appeared on Breaking Eggs And Making Omelettes.

  • FFMPEG Unable to Decode Quicktime QDMC Stream (No decoder for stream)

    9 janvier 2017, par mbmast

    We are using FFMPEG to convert iPhone video to MP4. This requires an AAC decoder which is not included in any binary distributions of FFMPEG (due to licensing issues). The solution is to download the FFMPEG source and compile it yourself. I’ve done this, apparently incorrectly, as I cannot decode the audio stream. I am getting this error :

    /usr/ffmpeg_builds/ffmpeg -y -i /home/domain/public_html/wp-content/uploads/celebs/main/step-2.mov -threads 12 -vcodec libx264 -acodec libfdk_aac -b:v 1000k -refs 6 -coder 1 -sc_threshold 40 -flags +loop -me_range 16 -subq 7 -i_qfactor 0.71 -qcomp 0.6 -qdiff 4 -trellis 1 -b:a 128k -pass 1 -passlogfile /tmp/ffmpeg-passes57a054ee917c4ahl3t/pass-57a054ee91965 /home/domain/public_html/wp-content/uploads/celebs/main/testing-5.mp4
    ffmpeg version N-81827-g81bab10 Copyright (c) 2000-2016 the FFmpeg developers
     built with gcc 4.4.7 (GCC) 20120313 (Red Hat 4.4.7-17)
     configuration: --prefix=/root/ffmpeg_build --extra-cflags=-I/root/ffmpeg_build/include --extra-ldflags=-L/root/ffmpeg_build/lib --bindir=/root/bin --pkg-config-flags=--static --enable-gpl --enable-nonfree --enable-libfdk-aac --enable-libfreetype --enable-libx264
     libavutil      55. 32.100 / 55. 32.100
     libavcodec     57. 60.100 / 57. 60.100
     libavformat    57. 51.102 / 57. 51.102
     libavdevice    57.  0.102 / 57.  0.102
     libavfilter     6. 63.100 /  6. 63.100
     libswscale      4.  1.100 /  4.  1.100
     libswresample   2.  2.100 /  2.  2.100
     libpostproc    54.  0.100 / 54.  0.100
    Guessed Channel Layout for Input Stream #0.1 : mono
    Input #0, mov,mp4,m4a,3gp,3g2,mj2, from '/home/domain/public_html/wp-content/uploads/celebs/main/step-2.mov':
     Metadata:
       creation_time   : 1998-11-04T16:40:13.000000Z
     Duration: 00:01:00.83, start: 0.000000, bitrate: 110 kb/s
       Stream #0:0(eng): Video: svq1 (SVQ1 / 0x31515653), yuv410p, 160x120, 90 kb/s, 7.51 fps, 7.50 tbr, 600 tbn, 600 tbc (default)
       Metadata:
         creation_time   : 1998-11-04T16:40:13.000000Z
         handler_name    : Apple Alias Data Handler
         encoder         : Sorenson Video
       Stream #0:1(eng): Audio: qdmc (QDMC / 0x434D4451), 44100 Hz, mono (default)
       Metadata:
         creation_time   : 1998-11-04T16:40:13.000000Z
         handler_name    : Apple Alias Data Handler
    No decoder for stream #0:1, filtering impossible
    Error opening filters!

    I suspect that I failed to compile and include the correct codec library when I built FFMPEG. The problem is I don’t know which library I should have built/included. I haven’t found anything that says to decode QDMC audio in FFMPEG you need the XXXXX library.

    Here’s the complete list of decoders that my build supports :

    /usr/ffmpeg_builds/ffmpeg -decoders
    ffmpeg version N-81827-g81bab10 Copyright (c) 2000-2016 the FFmpeg developers
     built with gcc 4.4.7 (GCC) 20120313 (Red Hat 4.4.7-17)
     configuration: --prefix=/root/ffmpeg_build --extra-cflags=-I/root/ffmpeg_build/include --extra-ldflags=-L/root/ffmpeg_build/lib --bindir=/root/bin --pkg-config-flags=--static --enable-gpl --enable-nonfree --enable-libfdk-aac --enable-libfreetype --enable-libx264
     libavutil      55. 32.100 / 55. 32.100
     libavcodec     57. 60.100 / 57. 60.100
     libavformat    57. 51.102 / 57. 51.102
     libavdevice    57.  0.102 / 57.  0.102
     libavfilter     6. 63.100 /  6. 63.100
     libswscale      4.  1.100 /  4.  1.100
     libswresample   2.  2.100 /  2.  2.100
     libpostproc    54.  0.100 / 54.  0.100
    Decoders:
    V..... = Video
    A..... = Audio
    S..... = Subtitle
    .F.... = Frame-level multithreading
    ..S... = Slice-level multithreading
    ...X.. = Codec is experimental
    ....B. = Supports draw_horiz_band
    .....D = Supports direct rendering method 1
    ------
    V....D 012v                 Uncompressed 4:2:2 10-bit
    V....D 4xm                  4X Movie
    V....D 8bps                 QuickTime 8BPS video
    V....D aasc                 Autodesk RLE
    VF...D aic                  Apple Intermediate Codec
    V....D alias_pix            Alias/Wavefront PIX image
    V....D amv                  AMV Video
    V....D anm                  Deluxe Paint Animation
    V....D ansi                 ASCII/ANSI art
    VF...D apng                 APNG (Animated Portable Network Graphics) image
    V....D asv1                 ASUS V1
    V....D asv2                 ASUS V2
    V....D aura                 Auravision AURA
    V....D aura2                Auravision Aura 2
    V....D avrn                 Avid AVI Codec
    V....D avrp                 Avid 1:1 10-bit RGB Packer
    V....D avs                  AVS (Audio Video Standard) video
    V....D avui                 Avid Meridien Uncompressed
    V....D ayuv                 Uncompressed packed MS 4:4:4:4
    V....D bethsoftvid          Bethesda VID video
    V....D bfi                  Brute Force & Ignorance
    V....D binkvideo            Bink video
    V....D bintext              Binary text
    V....D bmp                  BMP (Windows and OS/2 bitmap)
    V....D bmv_video            Discworld II BMV video
    V....D brender_pix          BRender PIX image
    V....D c93                  Interplay C93
    V....D cavs                 Chinese AVS (Audio Video Standard) (AVS1-P2, JiZhun profile)
    V....D cdgraphics           CD Graphics video
    V....D cdxl                 Commodore CDXL video
    VF...D cfhd                 Cineform HD
    V....D cinepak              Cinepak
    V....D cljr                 Cirrus Logic AccuPak
    V....D cllc                 Canopus Lossless Codec
    V....D eacmv                Electronic Arts CMV video (codec cmv)
    V....D cpia                 CPiA video format
    V....D camstudio            CamStudio (codec cscd)
    V....D cyuv                 Creative YUV (CYUV)
    V.S..D dds                  DirectDraw Surface image decoder
    V....D dfa                  Chronomaster DFA
    V.S..D dirac                BBC Dirac VC-2
    VFS..D dnxhd                VC3/DNxHD
    V....D dpx                  DPX (Digital Picture Exchange) image
    V....D dsicinvideo          Delphine Software International CIN video
    V.S..D dvvideo              DV (Digital Video)
    V....D dxa                  Feeble Files/ScummVM DXA
    V....D dxtory               Dxtory
    VFS..D dxv                  Resolume DXV
    V....D escape124            Escape 124
    V....D escape130            Escape 130
    VFS..D exr                  OpenEXR image
    VFS..D ffv1                 FFmpeg video codec #1
    VF..BD ffvhuff              Huffyuv FFmpeg variant
    V.S..D fic                  Mirillis FIC
    V....D flashsv              Flash Screen Video v1
    V....D flashsv2             Flash Screen Video v2
    V....D flic                 Autodesk Animator Flic video
    V...BD flv                  FLV / Sorenson Spark / Sorenson H.263 (Flash Video) (codec flv1)
    VF...D fraps                Fraps
    V....D frwu                 Forward Uncompressed
    V....D g2m                  Go2Meeting
    V....D gif                  GIF (Graphics Interchange Format)
    V....D h261                 H.261
    V...BD h263                 H.263 / H.263-1996, H.263+ / H.263-1998 / H.263 version 2
    V...BD h263i                Intel H.263
    V...BD h263p                H.263 / H.263-1996, H.263+ / H.263-1998 / H.263 version 2
    VFS..D h264                 H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10
    VFS..D hap                  Vidvox Hap decoder
    VFS..D hevc                 HEVC (High Efficiency Video Coding)
    V....D hnm4video            HNM 4 video
    V....D hq_hqa               Canopus HQ/HQA
    V.S..D hqx                  Canopus HQX
    VF..BD huffyuv              Huffyuv / HuffYUV
    V....D idcinvideo           id Quake II CIN video (codec idcin)
    V....D idf                  iCEDraw text
    V....D iff                  IFF ACBM/ANIM/DEEP/ILBM/PBM/RGB8/RGBN (codec iff_ilbm)
    V....D indeo2               Intel Indeo 2
    V....D indeo3               Intel Indeo 3
    V....D indeo4               Intel Indeo Video Interactive 4
    V....D indeo5               Intel Indeo Video Interactive 5
    V....D interplayvideo       Interplay MVE video
    VFS..D jpeg2000             JPEG 2000
    V....D jpegls               JPEG-LS
    V....D jv                   Bitmap Brothers JV video
    V....D kgv1                 Kega Game Video
    V....D kmvc                 Karl Morton's video codec
    VF...D lagarith             Lagarith lossless
    V....D loco                 LOCO
    V....D m101                 Matrox Uncompressed SD
    V....D eamad                Electronic Arts Madcow Video (codec mad)
    VFS..D magicyuv             MagicYUV video
    VF...D mdec                 Sony PlayStation MDEC (Motion DECoder)
    VF...D mimic                Mimic
    V....D mjpeg                MJPEG (Motion JPEG)
    V....D mjpegb               Apple MJPEG-B
    V....D mmvideo              American Laser Games MM Video
    V....D motionpixels         Motion Pixels video
    V.S.BD mpeg1video           MPEG-1 video
    V.S.BD mpeg2video           MPEG-2 video
    V.S.BD mpegvideo            MPEG-1 video (codec mpeg2video)
    VF..BD mpeg4                MPEG-4 part 2
    V....D msa1                 MS ATC Screen
    V...BD msmpeg4v1            MPEG-4 part 2 Microsoft variant version 1
    V...BD msmpeg4v2            MPEG-4 part 2 Microsoft variant version 2
    V...BD msmpeg4              MPEG-4 part 2 Microsoft variant version 3 (codec msmpeg4v3)
    V....D msrle                Microsoft RLE
    V....D mss1                 MS Screen 1
    V....D mss2                 MS Windows Media Video V9 Screen
    V....D msvideo1             Microsoft Video 1
    V....D mszh                 LCL (LossLess Codec Library) MSZH
    V....D mts2                 MS Expression Encoder Screen
    V....D mvc1                 Silicon Graphics Motion Video Compressor 1
    V....D mvc2                 Silicon Graphics Motion Video Compressor 2
    V....D mxpeg                Mobotix MxPEG video
    V....D nuv                  NuppelVideo/RTJPEG
    V....D paf_video            Amazing Studio Packed Animation File Video
    V....D pam                  PAM (Portable AnyMap) image
    V....D pbm                  PBM (Portable BitMap) image
    V....D pcx                  PC Paintbrush PCX image
    V....D pgm                  PGM (Portable GrayMap) image
    V....D pgmyuv               PGMYUV (Portable GrayMap YUV) image
    V....D pictor               Pictor/PC Paint
    VF...D png                  PNG (Portable Network Graphics) image
    V....D ppm                  PPM (Portable PixelMap) image
    V.S..D prores               ProRes
    V.S..D prores_lgpl          Apple ProRes (iCodec Pro) (codec prores)
    V....D ptx                  V.Flash PTX image
    V....D qdraw                Apple QuickDraw
    V....D qpeg                 Q-team QPEG
    V....D qtrle                QuickTime Animation (RLE) video
    V....D r10k                 AJA Kona 10-bit RGB Codec
    V....D r210                 Uncompressed RGB 10-bit
    V..... rawvideo             raw video
    V....D rl2                  RL2 video
    V....D roqvideo             id RoQ video (codec roq)
    V....D rpza                 QuickTime video (RPZA)
    V....D rscc                 innoHeim/Rsupport Screen Capture Codec
    V....D rv10                 RealVideo 1.0
    V....D rv20                 RealVideo 2.0
    VF...D rv30                 RealVideo 3.0
    VF...D rv40                 RealVideo 4.0
    V....D sanm                 LucasArts SANM/Smush video
    V....D screenpresso         Screenpresso
    V....D sgi                  SGI image
    V....D sgirle               Silicon Graphics RLE 8-bit video
    VF...D sheervideo           BitJazz SheerVideo
    V....D smackvid             Smacker video (codec smackvideo)
    V....D smc                  QuickTime Graphics (SMC)
    V..... smvjpeg              SMV JPEG
    V....D snow                 Snow
    V....D sp5x                 Sunplus JPEG (SP5X)
    V....D sunrast              Sun Rasterfile image
    V....D svq1                 Sorenson Vector Quantizer 1 / Sorenson Video 1 / SVQ1
    V...BD svq3                 Sorenson Vector Quantizer 3 / Sorenson Video 3 / SVQ3
    V....D targa                Truevision Targa image
    V....D targa_y216           Pinnacle TARGA CineWave YUV16
    V....D tdsc                 TDSC
    V....D eatgq                Electronic Arts TGQ video (codec tgq)
    V....D eatgv                Electronic Arts TGV video (codec tgv)
    VF..BD theora               Theora
    V....D thp                  Nintendo Gamecube THP video
    V....D tiertexseqvideo      Tiertex Limited SEQ video
    VF...D tiff                 TIFF image
    V....D tmv                  8088flex TMV
    V....D eatqi                Electronic Arts TQI Video (codec tqi)
    V....D truemotion1          Duck TrueMotion 1.0
    V....D truemotion2          Duck TrueMotion 2.0
    V....D truemotion2rt        Duck TrueMotion 2.0 Real Time
    V....D camtasia             TechSmith Screen Capture Codec (codec tscc)
    V....D tscc2                TechSmith Screen Codec 2
    V....D txd                  Renderware TXD (TeXture Dictionary) image
    V....D ultimotion           IBM UltiMotion (codec ulti)
    VF...D utvideo              Ut Video
    V....D v210                 Uncompressed 4:2:2 10-bit
    V....D v210x                Uncompressed 4:2:2 10-bit
    V....D v308                 Uncompressed packed 4:4:4
    V....D v408                 Uncompressed packed QT 4:4:4:4
    V....D v410                 Uncompressed 4:4:4 10-bit
    V....D vb                   Beam Software VB
    VF...D vble                 VBLE Lossless Codec
    V....D vc1                  SMPTE VC-1
    V....D vc1image             Windows Media Video 9 Image v2
    V....D vcr1                 ATI VCR1
    V....D xl                   Miro VideoXL (codec vixl)
    V....D vmdvideo             Sierra VMD video
    V....D vmnc                 VMware Screen Codec / VMware Video
    VF..BD vp3                  On2 VP3
    V....D vp5                  On2 VP5
    V....D vp6                  On2 VP6
    V.S..D vp6a                 On2 VP6 (Flash version, with alpha channel)
    V....D vp6f                 On2 VP6 (Flash version)
    V....D vp7                  On2 VP7
    VFS..D vp8                  On2 VP8
    VF...D vp9                  Google VP9
    VF...D webp                 WebP image
    V...BD wmv1                 Windows Media Video 7
    V...BD wmv2                 Windows Media Video 8
    V....D wmv3                 Windows Media Video 9
    V....D wmv3image            Windows Media Video 9 Image
    V....D wnv1                 Winnov WNV1
    V....D vqavideo             Westwood Studios VQA (Vector Quantized Animation) video (codec ws_vqa)
    V....D xan_wc3              Wing Commander III / Xan
    V....D xan_wc4              Wing Commander IV / Xxan
    V....D xbin                 eXtended BINary text
    V....D xbm                  XBM (X BitMap) image
    V..... xface                X-face image
    V....D xwd                  XWD (X Window Dump) image
    V....D y41p                 Uncompressed YUV 4:1:1 12-bit
    V....D ylc                  YUY2 Lossless Codec
    V..... yop                  Psygnosis YOP Video
    V....D yuv4                 Uncompressed packed 4:2:0
    V....D zerocodec            ZeroCodec Lossless Video
    V....D zlib                 LCL (LossLess Codec Library) ZLIB
    V....D zmbv                 Zip Motion Blocks Video
    A....D 8svx_exp             8SVX exponential
    A....D 8svx_fib             8SVX fibonacci
    A....D aac                  AAC (Advanced Audio Coding)
    A....D aac_fixed            AAC (Advanced Audio Coding) (codec aac)
    A....D libfdk_aac           Fraunhofer FDK AAC (codec aac)
    A....D aac_latm             AAC LATM (Advanced Audio Coding LATM syntax)
    A....D ac3                  ATSC A/52A (AC-3)
    A....D ac3_fixed            ATSC A/52A (AC-3) (codec ac3)
    A....D adpcm_4xm            ADPCM 4X Movie
    A....D adpcm_adx            SEGA CRI ADX ADPCM
    A....D adpcm_afc            ADPCM Nintendo Gamecube AFC
    A....D adpcm_aica           ADPCM Yamaha AICA
    A....D adpcm_ct             ADPCM Creative Technology
    A....D adpcm_dtk            ADPCM Nintendo Gamecube DTK
    A....D adpcm_ea             ADPCM Electronic Arts
    A....D adpcm_ea_maxis_xa    ADPCM Electronic Arts Maxis CDROM XA
    A....D adpcm_ea_r1          ADPCM Electronic Arts R1
    A....D adpcm_ea_r2          ADPCM Electronic Arts R2
    A....D adpcm_ea_r3          ADPCM Electronic Arts R3
    A....D adpcm_ea_xas         ADPCM Electronic Arts XAS
    A....D g722                 G.722 ADPCM (codec adpcm_g722)
    A....D g726                 G.726 ADPCM (codec adpcm_g726)
    A....D g726le               G.726 ADPCM little-endian (codec adpcm_g726le)
    A....D adpcm_ima_amv        ADPCM IMA AMV
    A....D adpcm_ima_apc        ADPCM IMA CRYO APC
    A....D adpcm_ima_dat4       ADPCM IMA Eurocom DAT4
    A....D adpcm_ima_dk3        ADPCM IMA Duck DK3
    A....D adpcm_ima_dk4        ADPCM IMA Duck DK4
    A....D adpcm_ima_ea_eacs    ADPCM IMA Electronic Arts EACS
    A....D adpcm_ima_ea_sead    ADPCM IMA Electronic Arts SEAD
    A....D adpcm_ima_iss        ADPCM IMA Funcom ISS
    A....D adpcm_ima_oki        ADPCM IMA Dialogic OKI
    A....D adpcm_ima_qt         ADPCM IMA QuickTime
    A....D adpcm_ima_rad        ADPCM IMA Radical
    A....D adpcm_ima_smjpeg     ADPCM IMA Loki SDL MJPEG
    A....D adpcm_ima_wav        ADPCM IMA WAV
    A....D adpcm_ima_ws         ADPCM IMA Westwood
    A....D adpcm_ms             ADPCM Microsoft
    A....D adpcm_mtaf           ADPCM MTAF
    A....D adpcm_psx            ADPCM Playstation
    A....D adpcm_sbpro_2        ADPCM Sound Blaster Pro 2-bit
    A....D adpcm_sbpro_3        ADPCM Sound Blaster Pro 2.6-bit
    A....D adpcm_sbpro_4        ADPCM Sound Blaster Pro 4-bit
    A....D adpcm_swf            ADPCM Shockwave Flash
    A....D adpcm_thp            ADPCM Nintendo THP
    A....D adpcm_thp_le         ADPCM Nintendo THP (little-endian)
    A....D adpcm_vima           LucasArts VIMA audio
    A....D adpcm_xa             ADPCM CDROM XA
    A....D adpcm_yamaha         ADPCM Yamaha
    AF...D alac                 ALAC (Apple Lossless Audio Codec)
    A....D amrnb                AMR-NB (Adaptive Multi-Rate NarrowBand) (codec amr_nb)
    A....D amrwb                AMR-WB (Adaptive Multi-Rate WideBand) (codec amr_wb)
    A....D ape                  Monkey's Audio
    A....D atrac1               ATRAC1 (Adaptive TRansform Acoustic Coding)
    A....D atrac3               ATRAC3 (Adaptive TRansform Acoustic Coding 3)
    A....D atrac3plus           ATRAC3+ (Adaptive TRansform Acoustic Coding 3+) (codec atrac3p)
    A....D on2avc               On2 Audio for Video Codec (codec avc)
    A....D binkaudio_dct        Bink Audio (DCT)
    A....D binkaudio_rdft       Bink Audio (RDFT)
    A....D bmv_audio            Discworld II BMV audio
    A....D comfortnoise         RFC 3389 comfort noise generator
    A....D cook                 Cook / Cooker / Gecko (RealAudio G2)
    A..... dsd_lsbf             DSD (Direct Stream Digital), least significant bit first
    A..... dsd_lsbf_planar      DSD (Direct Stream Digital), least significant bit first, planar
    A..... dsd_msbf             DSD (Direct Stream Digital), most significant bit first
    A..... dsd_msbf_planar      DSD (Direct Stream Digital), most significant bit first, planar
    A....D dsicinaudio          Delphine Software International CIN audio
    A....D dss_sp               Digital Speech Standard - Standard Play mode (DSS SP)
    A....D dst                  DST (Digital Stream Transfer)
    A....D dca                  DCA (DTS Coherent Acoustics) (codec dts)
    A....D dvaudio              Ulead DV Audio
    A....D eac3                 ATSC A/52B (AC-3, E-AC-3)
    A....D evrc                 EVRC (Enhanced Variable Rate Codec)
    AF...D flac                 FLAC (Free Lossless Audio Codec)
    A....D g723_1               G.723.1
    A....D g729                 G.729
    A....D gsm                  GSM
    A....D gsm_ms               GSM Microsoft variant
    A....D iac                  IAC (Indeo Audio Coder)
    A....D imc                  IMC (Intel Music Coder)
    A....D interplay_dpcm       DPCM Interplay
    A....D interplayacm         Interplay ACM
    A....D mace3                MACE (Macintosh Audio Compression/Expansion) 3:1
    A....D mace6                MACE (Macintosh Audio Compression/Expansion) 6:1
    A....D metasound            Voxware MetaSound
    A....D mlp                  MLP (Meridian Lossless Packing)
    A....D mp1                  MP1 (MPEG audio layer 1)
    A....D mp1float             MP1 (MPEG audio layer 1) (codec mp1)
    A....D mp2                  MP2 (MPEG audio layer 2)
    A....D mp2float             MP2 (MPEG audio layer 2) (codec mp2)
    A....D mp3                  MP3 (MPEG audio layer 3)
    A....D mp3float             MP3 (MPEG audio layer 3) (codec mp3)
    A....D mp3adu               ADU (Application Data Unit) MP3 (MPEG audio layer 3)
    A....D mp3adufloat          ADU (Application Data Unit) MP3 (MPEG audio layer 3) (codec mp3adu)
    A....D mp3on4               MP3onMP4
    A....D mp3on4float          MP3onMP4 (codec mp3on4)
    A....D als                  MPEG-4 Audio Lossless Coding (ALS) (codec mp4als)
    A....D mpc7                 Musepack SV7 (codec musepack7)
    A....D mpc8                 Musepack SV8 (codec musepack8)
    A....D nellymoser           Nellymoser Asao
    A....D opus                 Opus
    A....D paf_audio            Amazing Studio Packed Animation File Audio
    A....D pcm_alaw             PCM A-law / G.711 A-law
    A....D pcm_bluray           PCM signed 16|20|24-bit big-endian for Blu-ray media
    A....D pcm_dvd              PCM signed 16|20|24-bit big-endian for DVD media
    A....D pcm_f32be            PCM 32-bit floating point big-endian
    A....D pcm_f32le            PCM 32-bit floating point little-endian
    A....D pcm_f64be            PCM 64-bit floating point big-endian
    A....D pcm_f64le            PCM 64-bit floating point little-endian
    A....D pcm_lxf              PCM signed 20-bit little-endian planar
    A....D pcm_mulaw            PCM mu-law / G.711 mu-law
    A....D pcm_s16be            PCM signed 16-bit big-endian
    A....D pcm_s16be_planar     PCM signed 16-bit big-endian planar
    A....D pcm_s16le            PCM signed 16-bit little-endian
    A....D pcm_s16le_planar     PCM signed 16-bit little-endian planar
    A....D pcm_s24be            PCM signed 24-bit big-endian
    A....D pcm_s24daud          PCM D-Cinema audio signed 24-bit
    A....D pcm_s24le            PCM signed 24-bit little-endian
    A....D pcm_s24le_planar     PCM signed 24-bit little-endian planar
    A....D pcm_s32be            PCM signed 32-bit big-endian
    A....D pcm_s32le            PCM signed 32-bit little-endian
    A....D pcm_s32le_planar     PCM signed 32-bit little-endian planar
    A....D pcm_s64be            PCM signed 64-bit big-endian
    A....D pcm_s64le            PCM signed 64-bit little-endian
    A....D pcm_s8               PCM signed 8-bit
    A....D pcm_s8_planar        PCM signed 8-bit planar
    A....D pcm_u16be            PCM unsigned 16-bit big-endian
    A....D pcm_u16le            PCM unsigned 16-bit little-endian
    A....D pcm_u24be            PCM unsigned 24-bit big-endian
    A....D pcm_u24le            PCM unsigned 24-bit little-endian
    A....D pcm_u32be            PCM unsigned 32-bit big-endian
    A....D pcm_u32le            PCM unsigned 32-bit little-endian
    A....D pcm_u8               PCM unsigned 8-bit
    A....D pcm_zork             PCM Zork
    A....D qcelp                QCELP / PureVoice
    A....D qdm2                 QDesign Music Codec 2
    A....D real_144             RealAudio 1.0 (14.4K) (codec ra_144)
    A....D real_288             RealAudio 2.0 (28.8K) (codec ra_288)
    A....D ralf                 RealAudio Lossless
    A....D roq_dpcm             DPCM id RoQ
    A....D s302m                SMPTE 302M
    A....D sdx2_dpcm            DPCM Squareroot-Delta-Exact
    A....D shorten              Shorten
    A....D sipr                 RealAudio SIPR / ACELP.NET
    A....D smackaud             Smacker audio (codec smackaudio)
    A....D sol_dpcm             DPCM Sol
    A..X.D sonic                Sonic
    AF...D tak                  TAK (Tom's lossless Audio Kompressor)
    A....D truehd               TrueHD
    A....D truespeech           DSP Group TrueSpeech
    AF...D tta                  TTA (True Audio)
    A....D twinvq               VQF TwinVQ
    A....D vmdaudio             Sierra VMD audio
    A....D vorbis               Vorbis
    A....D wavesynth            Wave synthesis pseudo-codec
    AF...D wavpack              WavPack
    A....D ws_snd1              Westwood Audio (SND1) (codec westwood_snd1)
    A....D wmalossless          Windows Media Audio Lossless
    A....D wmapro               Windows Media Audio 9 Professional
    A....D wmav1                Windows Media Audio 1
    A....D wmav2                Windows Media Audio 2
    A....D wmavoice             Windows Media Audio Voice
    A....D xan_dpcm             DPCM Xan
    A....D xma1                 Xbox Media Audio 1
    A....D xma2                 Xbox Media Audio 2
    S..... ssa                  ASS (Advanced SubStation Alpha) subtitle (codec ass)
    S..... ass                  ASS (Advanced SubStation Alpha) subtitle
    S..... dvbsub               DVB subtitles (codec dvb_subtitle)
    S..... dvdsub               DVD subtitles (codec dvd_subtitle)
    S..... cc_dec               Closed Caption (EIA-608 / CEA-708) Decoder (codec eia_608)
    S..... pgssub               HDMV Presentation Graphic Stream subtitles (codec hdmv_pgs_subtitle)
    S..... jacosub              JACOsub subtitle
    S..... microdvd             MicroDVD subtitle
    S..... mov_text             3GPP Timed Text subtitle
    S..... mpl2                 MPL2 subtitle
    S..... pjs                  PJS subtitle
    S..... realtext             RealText subtitle
    S..... sami                 SAMI subtitle
    S..... stl                  Spruce subtitle format
    S..... srt                  SubRip subtitle (codec subrip)
    S..... subrip               SubRip subtitle
    S..... subviewer            SubViewer subtitle
    S..... subviewer1           SubViewer1 subtitle
    S..... text                 Raw text subtitle
    S..... vplayer              VPlayer subtitle
    S..... webvtt               WebVTT subtitle
    S..... xsub                 XSUB

    Any idea what I did wrong when building FFMPEG ?

    Here’s a link to the video file that caused the problem : step-2.mov