Breaking Eggs And Making Omelettes

Topics On Multimedia Technology and Reverse Engineering


Of ctors and dtors

February 17th, 2011 by Multimedia Mike

I haven’t given up on the Sega Dreamcast programming. I was able to compile a bunch of homebrew code for the DC many years ago and I can’t make it work anymore. Again, I was working with a purpose-built, open source RTOS named KallistiOS (or KOS). I can make the programs compile but not run. I had ELF files left over from years ago which still executed. But when I tried to build new ELF files, no luck– the programs crashed before even reaching my main() function.

I found the problem: ELF files are comprised of a number of sections and 2 of these sections are named ‘.ctors’ and ‘.dtors’ which stand for constructors and destructors. The KOS RTOS performs a manual traversal of .ctors section during program initialization and this is where things go bad. The traversal code doesn’t seem to account for a .ctors section that only contains a single entry. I commented out the function that does the traversal and programs started to work, at least until it was time to exit the program and return control to the program loader. That’s when the counterpart .dtors section traversal code ran and demonstrated the same problem. I’ll exhibit the problematic code at the end of this post.

So I’m finally tinkering with Sega Dreamcast programming once again and with a slightly better grasp of software engineering than the first time I did this.

Portable and Compatible C?
If nothing else, this low-level embedded stuff exposes you to some serious toolchain arcana, the likes of which you will likely never see working strictly in the desktop arena.

Still, this exercise makes me wonder why C code from a decade ago doesn’t compile reliably now. Part of it is because gcc has gotten stricter about the syntax it will accept. In the case of this specific crashing problem, I suspect it comes down to a difference in the way the linker generates the final ELF file. I’ve written a list of items I have had to modify in the KOS codebase in order to get it to compile on more recent gcc versions. I wonder if it would be worth publishing the specifics, or if anyone would ever find the information useful? Oh, who am I kidding? Of course I’ll write it up, perhaps publish a new version of the code, if only because that’s the best chance I have of finding my own work again some years down the road.

Problematic C Code
See if this code makes any sense to you. It somehow traverse a list of 32-bit function pointers (in different directions, depending on constructors or destructors), executing each in turn. However, it appears to fall over if the list of pointers consists of a single entry.
Read the rest of this entry »

Posted in Programming, Sega Dreamcast | 6 Comments »

Google’s YouTube Uses FFmpeg

February 8th, 2011 by Multimedia Mike

Controversy arose last week when Google accused Microsoft of stealing search engine results for their Bing search engine. It was a pretty novel sting operation and Google did a good job of visually illustrating their side of the story on their official blog.

This reminds me of the fact that Google’s YouTube video hosting site uses FFmpeg for converting videos. Not that this is in the same league as the search engine shenanigans (it’s perfectly legit to use FFmpeg in this capacity, but to my knowledge, Google/YouTube has never confirmed FFmpeg usage), but I thought I would revisit this item and illustrate it with screenshots. This is not new information– I first empirically tested this fact 4 years ago. However, a lot of people wonder how exactly I can identify FFmpeg on the backend when I claim that I’ve written code that helps power YouTube.

Short Answer
How do I know YouTube uses FFmpeg to convert multimedia? Because:

  1. FFmpeg can decode a number of impossibly obscure multimedia formats using code I wrote
  2. YouTube can transcode many of the same formats
  3. I screwed up when I wrote the code to support some of these weird formats
  4. My mistakes are still present when YouTube transcodes certain fringe formats

Longer Answer (With Pictures!)
Let’s take a video format named RoQ, developed by noted game designer Graeme Devine. Originated for use in the FMV-heavy game The 11th Hour, the format eventually found its way into the Quake 3 engine as well as many games derived from the same technology.

Dr. Tim Ferguson reverse engineered the format (though it would later be open sourced along with the rest of the Q3 engine). I wrote a RoQ playback system for FFmpeg, and I messed up in doing so. I believe my coding error helps demonstrate the case I’m trying to make here.

Observe what happened when I pushed the jk02.roq sample through YouTube in my original experiment 4 years ago:

Do you see how the canyon walls bleed into the sky? That’s not supposed to happen. FFmpeg doesn’t do that anymore but I was able to go back into the source code history to find when it did do that:

Academic Answer
FFmpeg fixed this bug in June of 2007 (thanks to Eric Lasota). The problem had to do with premature colorspace conversion in my original decoder.

I tried uploading the video again to see if the problem persists in YouTube’s transcoder. First bit of trivia: YouTube detects when you have uploaded the same video twice and rejects the subsequent attempts. So I created a double concatenation of the video and uploaded it. The problem is gone, illustrating that the backend is actually using a newer version of FFmpeg. This surprises me for somewhat esoteric reasons.

Here’s another interesting bit of trivia for those who don’t do a lot of YouTube uploading– YouTube reports format details when you upload a video:

So, yep, RoQ format. And you can wager that this will prompt me to go back through the litany of unusual formats that FFmpeg supports to see how YouTube responds.

Posted in General | 19 Comments »

Further Dreamcast Hacking

February 2nd, 2011 by Multimedia Mike

I’m still haunted by Sega Dreamcast programming, specifically the fact that I used to be able to execute custom programs on the thing (roughly 8-10 years ago) and now I cannot. I’m going to compose a post to describe my current adventures on this front. There are 3 approaches I have been using: Raw, Kallistios, and the almighty Linux.

Read the rest of this entry »

Posted in Sega Dreamcast | 2 Comments »

Next Entries »