Another annoying game video format

October 31st, 2024

Since I had nothing better to do and remembered about one mostly finished format, I decided to add its support to na_game_tool. The game in question is called either Cydonia: Mars – The First Manned Mission or Lightbringer (with two variations of sub-title).

The main problem is that there may be different audio and video formats inside but you cannot easily detect them. The header contains only the dimensions (which can be any as long at it’s 640×320 as the game uses hard-coded dimensions in the decoder), number of video frames (also rather pointless as it does not really affect anything) and audio present flag (the only useful information there).

First annoyance is audio format detection. The simplest solution I could devise is looking at the first audio block size and depending on its size setting the format (22050 bytes means 11kHz mono, 44100 bytes are for 22kHz mono and 88200 bytes are for 22kHz stereo). As long as you don’t encounter those extra-short files with a single audio block of different size you should be fine.

Then, video. Game demo (and maybe some versions of the full game) uses paletted video while the full game (at least the version I could find) uses 16-bit video instead. So if you discover palette chunk before video it must be a paletted format. At least the compression schemes remain the same.

And what do you know, video compression is also annoying. Both compression methods employ LZ77-based algorithm with some variations. Method 3 always decodes 640*320 bytes (or twice as much for 16-bit video) and employs an additional code for leaving data unchanged from the previous frame. Method 2 uses the same coding method (minus the “keep previous data” code) to code inter frame data of variable length (without an end code apparently). Essentially if the next 24-bit code is a valid offset (which is coded as x+y*632) then copy a block from the previous frame at the given position, otherwise decode block data (64 or 128 bytes depending on bit-depth). As I mentioned before, you don’t know compressed data size beforehand and you don’t have end-of-stream marker so you have to decode the needed amount of data as you paint the frame.

Overall, this is rather interesting video compression scheme but Paco also serves as an example of how not to design a container format. This reminds me of RoQ hack where the game engine used slightly different decoding mode if the filename was in a special list. And Nova Logic KDV but there it were different flavours in different games at least.

Ratvideo: done and not done

October 21st, 2024

I’ve written a decoder for Ratvideo (and documented it as well). So why it’s not done? Because apparently it’s VIDPAK (from the creator of DIGPAK John W. Ratcliff—hmm, I wonder if his name has anything to do with the format name) so it’s a different thing that had been done. And since the format was created by an EA programmer for use in EA games it’s definitely Peter Ross’s fault for not REing it.

So the runtime-generated table turned out to be code for masked update and inter-coding mode proved out to be a fixed-size mask telling which pixels to update plus the values to update it with. Mentioned in the previous post mode with duplicating lines turned out to be an alternative coding mode where each next line uses a previous one as the reference, so that previous line is copied and updated depending on the mask. That’s another case where you need to look at the disassembly instead of what decompiler provides (if it manages to produce something in the first place) but the code is almost trivial.

I’m not going to look at any more game formats in the near future (unless some come to my attention), so it’s just boring stuff for me for now.

A quick look at Ratvideo

October 18th, 2024

While I saw this format mentioned in dexvert unsupported formats, I ignored it for confusing with RatDVD. And apparently it’s not me who should’ve paid attention—since it’s a format used in some of EA games (like SSN-21 Seawolf or Kasparov’s Gambit) it is Peter Ross who should’ve looked and REd it by now.

While the format is rather simple, it is still rather curious. Audio data seems to be coded using a mix of RLE and ADPCM (i.e. it allows coding a run of the same sample value or deltas that are scaled depending on the previous delta code value). Video can be coded as simple frame (raw or RLE) or split into two parts (each may be raw or RLE as well) and assembled back somehow. From what I see it uses one buffer as a source of pixels and another one as opcodes stream and invokes a runtime-generated code for those opcodes. So I’ll need to find out what gets generated first and then translate it to more conventional operations. Though I expect it to be something rather simple like telling how many pixels to skip. There’s another mode which seems to use flags to tell which lines of the previous frame to duplicate but could misunderstand it (after all, the standalone player code supports additional features like scaling during playback).

Of course I intend to document it and add this format support to na_game_tool eventually.

MPEG-4 ASP: done for now

October 15th, 2024

In my last post I mentioned I need to deal with MP3 in AVI and multi-threaded decoding. The former turned out to be a simple bug (I should’ve not trusted AVI header reporting 12-bit audio), and I gave up on the latter.

The main reason for that is what seems to be the main contribution of MPEG to the world of video coding, namely B-frames. While the idea behind them is reasonable (to code scene transitions or smooth movements as an interpolation between two keyframes), practical implementation brings headaches because those frames are coded in an order different from the display order (after all, you can’t interpolate between two frames if you haven’t decoded both of them). And of course it got worse in H.264 and later codecs where B-frames can reference other B-frames so you need to code information about the frame structure (references and how to update them).

And the problem with MPEG-4 ASP is that while it can have B-frames, its popularity it tied more to AVI container which lacks means to signal frame reordering (fun fact: the MPEG-4 ASP video files in MOV that I have would be perfect candidates for B-frames but lack them entirely). Of course later there other containers gaining popularity like Matroska or OGM (or even MP4 occasionally) but the gilded age seems to be tied to AVI. And of course that created difficulties.

If you have I- and P-frames only, there’s nothing to care about—but multi-threading won’t be that effective either. Newer implementations (Xvid 1.3.7 is rather fresh BTW) output B-frames as is so good luck knowing that in advance and performing reorder. In this case I see if the coded timebase is the same as the one reported by the container and simply re-assign timestamps from the bitstream (and if this does not work—well, tough luck). But there was a funnier intermediate solution with one frame containing data for both P- and B-frame and the following frame being a skip frame, so a decoder could replace it with an appropriate frame. This reminds of Indeo 4 which performed the same trick. And making that a multi-threaded decoding would be a mess requiring either saving frame data and scheduling it for later decoding or scheduling both frames and then trying to tie it to the upcoming frame decoding request. And playing back typical video takes about 20% of CPU load…

Thus I’ve committed what I find to be good enough for my needs and I shall forget about it—at least until some decoding artefact will annoy me enough. There’s more boring and unremarkable stuff I want to do on NihAV, working on this decoder reminded me that it can always be worse (or uglier).

P.S. For some reason repository cloning or updating from git.nihav.org still does not work (but the web interface is fine). I’ve reported the problem and hopefully it will be resolved soon. I suspect that the provider blocked it because of too many synchronisation requests from other sites trying to mirror the repositories. In either case I’m still grateful for the hosting.

Woes of implementing MPEG-4 ASP decoder

October 11th, 2024

So, for a last month or even more (it feels like an eternity anyway) I was mostly trying to force myself to write a MPEG-4 ASP decoder. Why? Because I still have some content around that I’d like to play with my own player. Of course I have not implemented a lot of the features (nor am I going to do that) but even what I had to deal with made me write this rant.
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Another bunch of formats I’m not looking at

October 5th, 2024

I regularly look at the dexvert list of unsupported video formats to see if something curious comes up. About half of that list are formats supported by na_game_tool, maybe a third are animation systems (i.e. more like a script language telling how to compose and change external or internal resources), but the rest are formats that pique my curiosity. I’ve written about some of them (like Amiga formats I blogged about half a year ago or rather recent TealMovie) and today I’m going to mention some more.

First of all, AVS. That’s the third AVS format I’m hearing about. First there was AVS used in Creature Shock game, then there’s this Chinese MPEG-四 AVS (followed by AVS2 aka HEVS and AVS3 aka “VP9VVC by any other name…”). Apparently there’s another one, from early PC era. It seems to have been used by some ActionMedia cards with Indeo video compression formats (DVI PLV and DVI RTV, also PIC and JPEG are mentioned in the convertor) and audio (8-bit PCM or DVI ADPCM). There’s a special tool for converting AVS to AVI but good luck finding samples (I’ve found one, yulelog.avs, used in a demo). The format seems to be documented (as DVI format) but the codecs are not (beside RTV 2.0 aka Indeo 2). Maybe I’ll take another look at it one day…

Then, there’s a game called Music Chase. I found it by accident looking for Toon Boom Studio samples (which is an animation system, so not so interesting to look at). So what’s interesting about this game?

It looks like the game assets are divided into rooms, each having its own set of resources—usually some TBP files, some TMV files and a MID file or two. The first format is the standard BMP with compression method 21 (which is not). TMV files are ciuQmiTke MOV (i.e QuickTime format but with all values being little-endian now) and custom track handlers so while you can recognize audio track, video track is not so easy. Additionally the helper DLL is 16-bit code that makes Ghidra decompiler give up on almost every function. So maybe I’ll return to it when I’m seriously bored but not today.

Still, it’s nice to encounter such formats time from time.

Looking at Winamp codebase

October 4th, 2024

Breaking news from the Slowpoke News Channel™: a source code base for Winamp has been released (just last month). So it’s a good occasion to talk about it and what interesting (for me) things can be found in the third-party libraries.

I think I used the software a bit back in the day when MP3 was still rage (and there were CDs sold proudly featuring MP3 at 256kbps) and I still was using Windows (so around 1998-1999). I even briefly tried K-Jofol player (does anybody remember that?) but I didn’t see much point in that. About at that time I finally switched to Linux as my main OS and started using XMMS and XMMS2 (I actually met one of its developers at FOSDEM once—and saw a llama or two when I visited a zoo but that’s beside the point). Also there was a plugin for XMMS2 that added VQF support (again, nowadays hardly anybody remembers the format but it was an interesting alternative; luckily Vitor Sessak reverse engineered it eventually). But with the time I switched to MPlayer for playing music and nowadays I use my own player with my own decoders for the formats I care about (including MP3).

But I wanted to talk about the code, not about how little I care about the program.

First fun thing is that the source code release looks like somebody was lazy and thinking something similar to “let’s just drop what we have around and tell not to do much with it—it’ll create some hype for us”.

Second fun thing is that it fails to live up to the name. As it should be obvious, the name comes from AMP—one of the earliest practical MP3 decoders (the alternatives I can remember from those times were dist10 or the rather slow Fraunh*fer decoder). And of course WinAMP uses mpg123 for decoding instead (I vaguely remember that they switched the decoding engine to the disappointment of some users but I had no reason to care even back then).

But the main thing is that they’ve managed to do what Baidu failed to do—they’ve made VP5 decoder and VP6 codec open-source. Of course it may be removed later but for now the repository contains the library with the traditional Truemotion structure that has VP5 decoder as well as VP6 decoder and VP6 encoder. So those who wanted an open-source VP6 encoder—grab it while it’s still there (and I still have my own implementations for either of those things).

Out of curiosity I looked at the encoder and I was not impressed. It has more features (like two-pass encoding) and more refined rate control but it does not look that much better. I wonder what Peter Ross could say about it, being a developer of a popular and well-respected encoder for a codec with rather similar structure.

Overall, the code base looks like a mess with no clear structure, with most libraries shoved into one directory without any further attempt to separate them by purpose. But it does not matter as it was not intended for the large collaborative efforts and two or three programmers could live with it.

Still, let’s see if something good comes from this source release.

Update from October 17th: looks like the original owners had enough fun and removed the repository. So those who’re still willing to study the code need to locate one of countless copies of it first.

A quick look at Death Rally HAF

September 27th, 2024

I tried to look at it before but since the game uses that special 32-bit DOS extender (PMODE/W if anybody’s curious), I gave up. As I mentioned in one of previous posts, I need either to find a way to dump unpacked and properly loaded executable reliably or write such decompressor from the binary specification—and I’m not eager to do either of those things.

Luckily somebody bothered to decompile the engine in order to make game work on modern OSes without DOS emulation. I use the term “decompile” because a lot of the parts are slightly prettified direct translations of the assembly. Anyway, this can be improved and it probably work good enough already to make game fans rejoice.

Here’s the decompiled cutscene player and what follows is my understanding of the code given there.

So, HAF files start with 16-bit number of the frames followed by two tables, one byte per entry each. First table contains sound effects that should be played starting at that frame (or zero), second table gives frame duration at 70fps. Then actual frame data follows: 16-bit frame size, 768-byte palette and then LZW-compressed image. And looks like they lifted LZW compression from GIF as it’s not only the basic parameters of LZW compression being the same (dictionary size limited to 4096, having restart code and arbitrary initial number of bits) but also LZW data is packed into chunks prefixed with its size. I can’t outright remember any other format doing that—or having a need to do that when total data size is known beforehand.

Maybe I’ll add support for this format to na_game_tool eventually but I’ll find something else to do for now.

A cursory glance at TealMovie

September 23rd, 2024

Apparently there’s such format for Palm so one could play videos on such devices as well (PocketPC devices got so powerful that they could even play 320×240 MPEG-4 ASP videos—provided you used some good opensource player like TCPMP and not something like VLC). Since there’s a Win32 player for it, I decided to look at the format and was slightly disappointed.

I expected it to be more akin to GBA formats that use vector quantisation (I looked at them in this post; e.g. Palm Treo should have comparable or better performance) but instead I got something reminding me of SMUSH of all things.

The format turned out to use palette and transmit frames either in raw form or split into 8×8 blocks and using various opcodes to code them. Most of the opcodes are used to signal that image should be copied from a previous frame with a fixed offset (there are 225 offsets for motion vectors in (-16,-16)..(13,13) range), fill block with single colour (either an arbitrary one or one of four provided in the frame header), skip block, fill with two colours using one of 256 predefined patterns, or split into smaller sub-blocks (and again down to 2×2 sub-sub-blocks) and update all/some of them. And there’s an opcode to code a run of repeated opcodes. If you don’t immediately think about SMUSH codec 47 then I don’t know what it reminds you of.

And of course it supported audio, which followed video part and was either 8-bit PCM or IMA ADPCM.

Overall, I believe it was enough to provide full-screen 160×160 video experience at 15 FPS using the handheld’s over 8000kHZ DragonBall CPU; I still wonder if having a direct 15-bit RGB format would make more sense.

Announcing na_game_tool 0.2.0

September 14th, 2024

As hinted in my previous posts, I’ve released na_game_tool version 0.2.0. Of course it is available at its dedicated page (and now there’s a link to that page in the “Multimedia Projects” link category). Here I’d like to talk about what’s changed in it and in NihAV.

Probably the most important part is a support of a dozen new video formats—that’s the main task the tool should do after all. I’m not going to duplicate the changelog already presented at its page so those zero people who care may look there. But in the same time it’s worth nothing that I’ve move support for three obscure formats from NihAV (i.e. adapted the code from there and removed it from nihav-game crate). After all, I added support for some game formats there in the first place because I had no other place for that but I did that mainly to test whether I understood their workings right. Now as na_game_tool exists it’s much more appropriate place for such experiments. Maybe I’ll move more formats in the future but not those I care about (like Smacker or VMD) and I might still add new ones like game-specific AVI codec (like IPMA or KMVC).

Now I want to talk about less important technical details. One of the improvements I’m proud about is adding a better detection using regular expression on filename. It is described in a post about Nova Logic FMV formats and it solves a rather annoying problem of certain formats having different flavours that are impossible to detect from the file contents but the naming helps distinguish those.

Also I’ve fixed all spotted bugs in AVI output and added OpenDML support for writing large AVIs. This was needed because some Arxel Tribe games have 24-bit videos in 800×450 resolution and over a minute long so decoded raw AVIs exceed 2GB in certain cases (and intro and advertisement videos from Ur-Quan Masters approached 1GB limit, ending results in ~1.4GB AVI). Additionally I’ve added BMP format for image sequence writer (I don’t think anybody will use it but maybe it’ll come in handy one day for analysing frame palettes).

Having said that, I put the project on pause. As mentioned in the post dedicated to the first release of the tool, my intent is to make releases when it accumulates support for at least a dozen new formats (the ones moved from NihAV do not really count)—and I don’t expect to encounter enough games with undiscovered video formats in the near future. Not that I’d refuse to work on it if it’s not too annoying (see my previous post on Psygnosis games for an example of those) but it may take a year or more to collect enough formats (plus some time to reverse engineer them), so I’d rather concentrate on other things like documenting already implemented formats.