Author Archives: Multimedia Mike

Ian’s Blog

Ian Farquhar expressed surprise the other day that anyone reads his blog. So I thought I would point out that his new blog is kind of nifty. I don’t know what backend software is powering the blog, though, and I’m mistrustful of all the Javascript goings-on. The page transitions frighten me.


My Nero logo

Anyway, he likes to talk about hard multimedia-type stuff. Which is apropos since he probably works for Nero (hey Ian: an ‘About Me’ page — about you — would do wonders). So you should check it out. We niche multimedia blogs need to stick together. I hope his blog stays fresh.

Revenge Of PAVC

Remember my old PAVC idea? I have been thinking about it again. As a refresher, this idea concerns efficiently and losslessly compressing RGB video frames output from an emulator for early video game systems such as the Nintendo Entertainment System (NES) and the Super NES. This time, I have been considering backing off my original generalized approach and going with a PPU-specific approach. (PPU stands for picture processing unit, which is what they used to call the video hardware in these old video games systems.) Naturally, I would want to start this experiment (again) with my favorite — nay — the greatest video game console of all time, the NES. Time for more obligatory, if superfluous, NES screenshots.


Little Samson (NES) game map
Little Samson
, all-around awesome game

Here’s the pitch: Modify an emulator (I’m working with FCE-Ultra) to dump PPU data to a file. Step 2 is to take that data and run it through a compression tool. What kind of data would I care about for step 1? On the first frame, dump out all of the interesting areas of the PPU memory space. This may sound huge, but it is only about 9-12 kilobytes, depending on the cartridge hardware. Also, dump the initial states of a few key PPU registers that are mapped into the CPU’s memory space. As the game runs, watch all of these memory and register values and log changes. This really isn’t as difficult as it sounds since FCEU already cares deeply when one of these values changes. When something changes, mark it as “dirty” and dump that value during the next scanline update.

With that data captured, the next challenge is to compress it. I am open to suggestions on how best to encode this change data. I would hope that we could come up with something a little better than shoving a frame of change data through zlib.

Decompression and playback would entail unraveling whatever was performed in step 2 above. Then, the decoder simulates the NES PPU by drawing scanline by scanline, and applying state change data between scanlines.

What are the benefits to this approach? Ideally, I am aiming not only for lossless compression, but for better compression than what is ordinarily achieved with the large files distributed via BitTorrent and coordinated at tasvideos.org. When I first started investigating this idea over 2 years ago, MPEG-4 variants were still popular for compressing the videos. These days, H.264 seems to have taken over, which performs much better, even on this type of data (allegedly, H.264’s 4×4 transform allows for lower artifacts on sharp edge data such as material from old video game consoles).


Sword Master (NES)
Sword Master
, mediocre game with great graphics

There are also some benefits from the perspective of NES purists. The most flexible NES emulators allow the user to switch palettes in order to get one that is “just right”. A decoder for this type of data could offer the same benefits.

Of course, an encoder is not much use without an analogous decoder that end users can easily install and use. I think this is less of an issue due to the possibility of creating a decoder in Flash or Java.

Shortcut To The Treasure

Followup: Some Reddit readers tackled this challenge and conquered it. Read up on it here.


Treasure Master (NES) cartridge

Back in the glory days of the old 8-bit Nintendo Entertainment System, I used to read my Nintendo Power magazine issues religiously. One issue that stood out to me, and that I never forgot about, is one that briefly mentioned Treasure Master (volume 26, July 1991, Robin Hood: Prince of Thieves issue).

This will be the first NES game where you can actually win prizes by playing it to the finish! The Game Pak will be released in the fall, and everyone will have time to master it. When you finish the game, you’ll reach a point where you can enter a speical password. In February of 1992, American Softworks will reveal the password that will allow you to play a secret portion of the game. The first person to finish the secret level and call in will win a $25,000 bond. Many of those who finish later will still be eligible for prizes– the sooner you finish, the better the prize. As you can imagine, the code is top secret, and the password system has been proven uncrackable by MIT and the CIA. (emphasis added)

Nintendo Power -- Robin Hood cover       Treasure Master (NES) -- Nintendo Power
click for larger image

So the gimmick for this substandard, side-scrolling, run & jump game was that players would buy it, play it, and build up skill in a few months. Then, after everyone has had a chance to get really good at the game, the company would release a password that would unlock a secret stage. Play through this stage and you could win big prizes.


Treasure Master (NES) -- Title screen

Naturally, the part about the uncrackable code caught my attention. I didn’t even realize the CIA provided such a vetting service. Anyway, I didn’t hear anything else about the game again. Many years passed and I saw the game in a used video game shop. I figured it was time to revisit the uncrackable code issue since I know a little more about computers and codes now. And I also know better than to accept an uncrackable code claim at face value.

How uncrackable is the code? The introductory blurb from Nintendo Power raises some questions, many of which can be answered by the Treasure Master instruction manual. The full details of the contest are provided. Apparently, the password was to be announced on MTV on April 11, 1992, probably during a commercial. Players would enter the password, along with their game cartridge’s unique serial number, in order to unlock the special levels of the game. Upon completion of the levels, the game would return a special winning number that the player could give to the operator on the other end of a 1-900 phone number to try to win a prize.

To be fair, the official manual doesn’t mention the uncrackable code nonsense. The James Bond material highlighted in the Nintendo Power preview can probably be attributed to some Marketing/PR flunkie at American Softworks working more closely with the magazine than their own engineering department.

Also, Nintendo really wants you to know that they have nothing to do with the contest:


Treasure Master (NES) -- Disclaimers

Threat Model
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Important Strides In Compression Technology

After completing gcfuse and xbfuse, I am hungry for more game-related filesystem hacking. I set my sights on another format — I wondered what lay in hiding on those universal media discs (UMDs) that the Sony PlayStation Portable uses.


Universal Media Disc (UMD) for the Sony PSP

You probably don’t have the tools or the know-how to rip sectors off of these discs by yourself. If you happen to come across a pre-ripped image in the shadier portions of the internet, you may find that the rip has an extension of .cso. This stands for compressed ISO. Would you be surprised to learn that there is not a lot of documentation about this format out there? There are some closed but free Windows tools out there to convert between ISO and CISO and some other formats. What knowledge is out there indicates that the format offers 9 different compression levels. So does stock zlib.

Internally, a CISO format begins with a ‘CISO’ signature and eventually starts in with an enormous table of indices. These seem to be absolute offsets into the file. My first theory was that they are individual files. Combined with the above zlib speculation, I figured that each file was zlib compressed. That’s when I enlisted the help of the fellow who recently implemented native zlib functionality in FFmpeg — Mans Rullgard.

What he managed to figure out was that each index in the table actually references a 2-kilobyte sector. Further, the offset has its high bit cleared to indicate that the sector is the last of a file (a UMD has a max capacity of 1.8 GB which can be expressed in only 31 bits). Thus, the deltas between the indices imply the length of the sector, which is almost alway 2048 bytes, except for (statistically) the last sector of the file. So this leads us to the revolutionary compression technology on display here–

Do not store the final sectors of individual files with implicit zero-padding. (Not true; read further analysis in the comments.)

Hey, it counts as compression. The technique exploits a characteristic inherent in a specific type of data. It seemed a bit silly at first, in a “would that actually make a difference?” kind of way. But the math does work. At least for the few representative samples observed, the CISO image is about 75% of the size of the “uncompressed” image. If a disc uses its full 1.8 GB, then 1,800,000,000 bytes / 2048 bytes/sector = 878907 sectors. 878907 sectors * 4 index bytes/sector = 3515628 bytes. It’s 3.5 MB, but not nearly enough to blow the 2 GB limit necessary to make this format work in the worst case scenario.

Honestly, I haven’t had this much fun collaboratively cracking a file format since a bunch of us got together back in the day and worked out Nullsoft Video (NSV)… and then the official spec was released anyway.

There are still a number of mysteries:

  • None of this explains the advertised compression levels feature. I am starting to think that perhaps the entire index table can be zlib compressed, but that it simply wasn’t done for the observed samples.
  • There is no real filesystem data present. It stands to reason that the original UMD must have some notion of a filesystem since some utility knew where the files lived and how long they were. The Wikipedia article claims that these discs use an ISO-9660 filesystem. I generally know what ISO-9660 filesystem data looks like, and I’m not seeing it here. There isn’t much familiar, except for some PNG files which are difficult to interpret, leading to…
  • Is the filesystem fragmented? That would be highly uncharacteristic of a filesystem built to live on an optical, read-only medium. But cursory investigations have indicated that there might be some fragmentation.
  • Exactly what is the usage model for these images? Real-time access from a memory stick, I hope? Because Mans determined that stock bzip2 performs better than CISO on a raw image.

Here are the format details we have worked out so far. If anyone knows the original author of the CISO format, send him over here. In my experience, people who design these types of formats are not necessarily trying to keep anything secret; they just haven’t gotten around to writing up and publishing a formal description, and have no compelling reason to release their tools’ source code into a Windows world where most people can’t compile anyway.

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