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  • Personnaliser en ajoutant son logo, sa bannière ou son image de fond

    5 septembre 2013, par

    Certains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo ; l’ajout d’une bannière l’ajout d’une image de fond ;

  • Participer à sa traduction

    10 avril 2011

    Vous pouvez nous aider à améliorer les locutions utilisées dans le logiciel ou à traduire celui-ci dans n’importe qu’elle nouvelle langue permettant sa diffusion à de nouvelles communautés linguistiques.
    Pour ce faire, on utilise l’interface de traduction de SPIP où l’ensemble des modules de langue de MediaSPIP sont à disposition. ll vous suffit de vous inscrire sur la liste de discussion des traducteurs pour demander plus d’informations.
    Actuellement MediaSPIP n’est disponible qu’en français et (...)

  • MediaSPIP Core : La Configuration

    9 novembre 2010, par

    MediaSPIP Core fournit par défaut trois pages différentes de configuration (ces pages utilisent le plugin de configuration CFG pour fonctionner) : une page spécifique à la configuration générale du squelettes ; une page spécifique à la configuration de la page d’accueil du site ; une page spécifique à la configuration des secteurs ;
    Il fournit également une page supplémentaire qui n’apparait que lorsque certains plugins sont activés permettant de contrôler l’affichage et les fonctionnalités spécifiques (...)

Sur d’autres sites (5946)

  • The 11th Hour RoQ Variation

    12 avril 2012, par Multimedia Mike — Game Hacking, dreamroq, Reverse Engineering, roq, Vector Quantization

    I have been looking at the RoQ file format almost as long as I have been doing practical multimedia hacking. However, I have never figured out how the RoQ format works on The 11th Hour, which was the game for which the RoQ format was initially developed. When I procured the game years ago, I remember finding what appeared to be RoQ files and shoving them through the open source decoders but not getting the right images out.

    I decided to dust off that old copy of The 11th Hour and have another go at it.



    Baseline
    The game consists of 4 CD-ROMs. Each disc has a media/ directory that has a series of files bearing the extension .gjd, likely the initials of one Graeme J. Devine. These are resource files which are merely headerless concatenations of other files. Thus, at first glance, one file might appear to be a single RoQ file. So that’s the source of some of the difficulty : Sending an apparent RoQ .gjd file through a RoQ player will often cause the program to complain when it encounters the header of another RoQ file.

    I have uploaded some samples to the usual place.

    However, even the frames that a player can decode (before encountering a file boundary within the resource file) look wrong.

    Investigating Codebooks Using dreamroq
    I wrote dreamroq last year– an independent RoQ playback library targeted towards embedded systems. I aimed it at a gjd file and quickly hit a codebook error.

    RoQ is a vector quantizer video codec that maintains a codebook of 256 2×2 pixel vectors. In the Quake III and later RoQ files, these are transported using a YUV 4:2:0 colorspace– 4 Y samples, a U sample, and a V sample to represent 4 pixels. This totals 6 bytes per vector. A RoQ codebook chunk contains a field that indicates the number of 2×2 vectors as well as the number of 4×4 vectors. The latter vectors are each comprised of 4 2×2 vectors.

    Thus, the total size of a codebook chunk ought to be (# of 2×2 vectors) * 6 + (# of 4×4 vectors) * 4.

    However, this is not the case with The 11th Hour RoQ files.

    Longer Codebooks And Mystery Colorspace
    Juggling the numbers for a few of the codebook chunks, I empirically determined that the 2×2 vectors are represented by 10 bytes instead of 6. Now I need to determine what exactly these 10 bytes represent.

    I should note that I suspect that everything else about these files lines up with successive generations of the format. For example if a file has 640×320 resolution, that amounts to 40×20 macroblocks. dreamroq iterates through 40×20 8×8 blocks and precisely exhausts the VQ bitstream. So that all looks valid. I’m just puzzled on the codebook format.

    Here is an example codebook dump :

    ID 0x1002, len = 0x0000014C, args = 0x1C0D
      0 : 00 00 00 00 00 00 00 00 80 80
      1 : 08 07 00 00 1F 5B 00 00 7E 81
      2 : 00 00 15 0F 00 00 40 3B 7F 84
      3 : 00 00 00 00 3A 5F 18 13 7E 84
      4 : 00 00 00 00 3B 63 1B 17 7E 85
      5 : 18 13 00 00 3C 63 00 00 7E 88
      6 : 00 00 00 00 00 00 59 3B 7F 81
      7 : 00 00 56 23 00 00 61 2B 80 80
      8 : 00 00 2F 13 00 00 79 63 81 83
      9 : 00 00 00 00 5E 3F AC 9B 7E 81
      10 : 1B 17 00 00 B6 EF 77 AB 7E 85
      11 : 2E 43 00 00 C1 F7 75 AF 7D 88
      12 : 6A AB 28 5F B6 B3 8C B3 80 8A
      13 : 86 BF 0A 03 D5 FF 3A 5F 7C 8C
      14 : 00 00 9E 6B AB 97 F5 EF 7F 80
      15 : 86 73 C8 CB B6 B7 B7 B7 85 8B
      16 : 31 17 84 6B E7 EF FF FF 7E 81
      17 : 79 AF 3B 5F FC FF E2 FF 7D 87
      18 : DC FF AE EF B3 B3 B8 B3 85 8B
      19 : EF FF F5 FF BA B7 B6 B7 88 8B
      20 : F8 FF F7 FF B3 B7 B7 B7 88 8B
      21 : FB FF FB FF B8 B3 B4 B3 85 88
      22 : F7 FF F7 FF B7 B7 B9 B7 87 8B
      23 : FD FF FE FF B9 B7 BB B7 85 8A
      24 : E4 FF B7 EF FF FF FF FF 7F 83
      25 : FF FF AC EB FF FF FC FF 7F 83
      26 : CC C7 F7 FF FF FF FF FF 7F 81
      27 : FF FF FE FF FF FF FF FF 80 80
    

    Note that 0x14C (the chunk size) = 332, 0x1C and 0x0D (the chunk arguments — count of 2×2 and 4×4 vectors, respectively) are 28 and 13. 28 * 10 + 13 * 4 = 332, so the numbers check out.

    Do you see any patterns in the codebook ? Here are some things I tried :

    • Treating the last 2 bytes as U & V and treating the first 4 as the 4 Y samples :


    • Treating the last 2 bytes as U & V and treating the first 8 as 4 16-bit little-endian Y samples :


    • Disregarding the final 2 bytes and treating the first 8 bytes as 4 RGB565 pixels (both little- and big-endian, respectively, shown here) :


    • Based on the type of data I’m seeing in these movies (which appears to be intended as overlays), I figured that some of these bits might indicate transparency ; here is 15-bit big-endian RGB which disregards the top bit of each pixel :


    These images are taken from the uploaded sample bdpuz.gjd, apparently a component of the puzzle represented in this screenshot.

    Unseen Types
    It has long been rumored that early RoQ files could contain JPEG images. I finally found one such specimen. One of the files bundled early in the uploaded fhpuz.gjd sample contains a JPEG frame. It’s a standard JFIF file and can easily be decoded after separating the bytes from the resource using ‘dd’. JPEGs serve as intraframes in the coding scheme, with successive RoQ frames moving objects on top.

    However, a new chunk type showed up as well, one identified by 0×1030. I have never encountered this type. Where could I possibly find data about this ? Fortunately, iD Games recently posted all of their open sourced games at Github. Reading through the code for their official RoQ decoder, I see that this is called a RoQ_PACKET. The name and the code behind it are both supremely unhelpful. The code is basically a no-op. The payloads of the various RoQ_PACKETs from one sample are observed to be either 8784, 14752, or 14760 bytes in length. It’s very likely that this serves the same purpose as the JPEG intraframes.

    Other Tidbits
    I read through the readme.txt on the first game disc and found this nugget :

            g)      Animations displayed normally or in SPOOKY MODE
    

    SPOOKY MODE is blue-tinted grayscale with color cursors, puzzle
    and game pieces. It is the preferred display setting of the
    developers at Trilobyte. Just for fun, try out the SPOOKY
    MODE.

    The MobyGames screenshot page has a number of screenshots labeled as being captured in spooky mode. Color tricks ?

    Meanwhile, another twist arose as I kept tweaking dreamroq to deal with more RoQ weirdness : After modifying my dreamroq code to handle these 10-byte vectors, it eventually chokes on another codebook. These codebooks happen to have 6-byte vectors again ! Fortunately, I was already working on a scheme to automatically detect which codebook is in play (plugging the numbers into a formula and seeing which vector size checks out).

  • Writing metadata (Artist Name, Song Title, Year, Album, Duration, Genre) to mp3/m4a audio file using youtube-dl (subsequent AtomicParsely error)

    10 décembre 2016, par IRNotSmart

    I am extracting audio only from youtube videos using youtube-dl. I would like to write the metadata (i.e. Artist Name and Song Title, Year, Album, Duration, Genre) into the mp3/m4a file after downloading. My attempt to accomplish this starts with this code :

    @echo off
    youtube-dl --format m4a/mp3 --youtube-skip-dash-manifest --embed-thumbnail -o "%%(title)s.%%(ext)s" --metadata-from-title "%%(artist)s - %%(title)s" --add-metadata 2Y6Nne8RvaA
    pause

    This code produces the following output :

    [youtube] 2Y6Nne8RvaA: Downloading webpage
    [youtube] 2Y6Nne8RvaA: Extracting video information
    [youtube] 2Y6Nne8RvaA: Downloading thumbnail ...
    [youtube] 2Y6Nne8RvaA: Writing thumbnail to: Kungs vs Cookin' on 3 Burners - Thi
    s Girl.jpg
    [download] Destination: Kungs vs Cookin' on 3 Burners - This Girl.m4a
    [download] 100% of 2.99MiB in 00:01
    [ffmpeg] Correcting container in "Kungs vs Cookin' on 3 Burners - This Girl.m4a"

    [fromtitle] parsed title: This Girl
    [fromtitle] parsed artist: Kungs vs Cookin' on 3 Burners
    [ffmpeg] Adding metadata to 'Kungs vs Cookin' on 3 Burners - This Girl.m4a'
    ERROR: AtomicParsley was not found. Please install.
    Press any key to continue . . .

    As you can see, I am able to successfully able to add a few of the tags from the video, but not all of them and the Year is royally screwed up.
    enter image description here

    What is this AtomicParsely error and how do I remedy it ? Do I need this program to correctly add all the Metadata to the file that I want, or can this be accomplished in another way ?

    Referencing Steven Penny’s post, FFmpeg metadata not showing in Windows ?, is solving this problem as simple as using an ffmpeg command ?

    When I do a google search for this song, the first link that shows is the exact link I’m using on YouTube, and the search shows pertinent metadata (see below). I’m not sure if this data is input manually by users, or if Google mined this from the video :
    enter image description here

    I admit that I’m new to using youtube-dl and ffmpeg, but with the help of the commenters on StackOverflow, I’m learning more each day. This post is a follow-up to my previous question : Downloading YouTube to mp3 and writing metadata (artist/song title) to mp3 file using youtube-dl

  • AWS lambda SAM deploy error - Template format error : Unresolved resource dependencies

    1er juin 2022, par mozenge

    I have am trying to deploy an aws lambda function using the SAM cli. I have some layers defined in the sam template. Testing locally using sam local start-api works quite well. The but deploying using the sam deploy --guided command throws the following error
Error: Failed to create changeset for the stack: sam-app, ex: Waiter ChangeSetCreateComplete failed: Waiter encountered a terminal failure state: For expression "Status" we matched expected path: "FAILED" Status: FAILED. Reason: Template format error: Unresolved resource dependencies [arn:aws:lambda:us-west-1:338231645678:layer:ffmpeg:1] in the Resources block of the template

    


    The SAM template is as follows

    


    AWSTemplateFormatVersion: '2010-09-09'
Transform: AWS::Serverless-2016-10-31
Description: >
  video-processor-functions

  Functions to generate gif and thumbnail from uploaded videos
  
# More info about Globals: https://github.com/awslabs/serverless-application-model/blob/master/docs/globals.rst
Globals:
  Function:
    Timeout: 3
    Tracing: Active

Resources:
  VideoProcessorFunctions:
    Type: AWS::Serverless::Function # More info about Function Resource: https://github.com/awslabs/serverless-application-model/blob/master/versions/2016-10-31.md#awsserverlessfunction
    Properties:
      CodeUri: src/
      Handler: app.lambdaHandler
      Runtime: nodejs14.x
      # timeout in seconds - 2 minutes
      Timeout: 120
      Layers:
        - !Ref VideoProcessorDepLayer
        - !Ref arn:aws:lambda:us-west-1:338231645678:layer:ffmpeg:1
      Architectures:
        - x86_64
      Events:
        HelloWorld:
          Type: Api # More info about API Event Source: https://github.com/awslabs/serverless-application-model/blob/master/versions/2016-10-31.md#api
          Properties:
            Path: /hello
            Method: get

  VideoProcessorDepLayer:
    Type: AWS::Serverless::LayerVersion
    Properties:
      LayerName: mh-video-processor-dependencies
      Description: Dependencies for sam app [video-processor-functions]
      ContentUri: dependencies/
      CompatibleRuntimes:
        - nodejs14.17
      LicenseInfo: 'MIT'
      RetentionPolicy: Retain

Outputs:
  # ServerlessRestApi is an implicit API created out of Events key under Serverless::Function
  # Find out more about other implicit resources you can reference within SAM
  # https://github.com/awslabs/serverless-application-model/blob/master/docs/internals/generated_resources.rst#api
  HelloWorldApi:
    Description: "API Gateway endpoint URL for Prod stage for Hello World function"
    Value: !Sub "https://${ServerlessRestApi}.execute-api.${AWS::Region}.amazonaws.com/Prod/hello/"
  VideoProcessorFunctions:
    Description: "Generate GIF and Thumnail from Video"
    Value: !GetAtt VideoProcessorFunctions.Arn
  VideoProcessorFunctionsIamRole:
    Description: "Implicit IAM Role created for MH Video Processor function"
    Value: !GetAtt VideoProcessorFunctionsRole.Arn



    


    Any ideas what i'm doing wrong ?