Author Archives: Multimedia Mike

ISO Compromise

Engineering is about trade-offs and compromises. One of the most fundamental trade-offs to be made when designing a storage format is whether multi-byte numbers will be encoded as little or big endian numbers. But have you ever studied the data structures involved in ISO-9660, the standard filesystem format for optical discs? It seems that the committee tasked with developing this standard were unwilling to make this one tough decision and specified all multi-byte numbers as omni-endian. I just made that term up. Maybe it could be called bi-endian or multi-endian. The raw detail is that multi-byte numbers are stored in little endian format and then in big endian. For example, 0x11223344 is stored using 8 bytes: 0x44 0x33 0x22 0x11 0x11 0x22 0x33 0x44.


CD-ROM

Do any other filesystems take this compromise? I am not that versed. I have studied the odd game-related optical filesystem; I had to write a manual ext2 searching tool for a sysadmin class; I also had to try to recover a virus-corrupted FAT16 filesystem (to no avail; that virus cleanly chewed up some of the most important sectors).

Anyway, if I were to go ahead and try for a new FUSE driver for ISO-9660 (or modify an existing driver), I would want to go after the main format. Plus, I would want to natively interpret that CISO format on the fly. Further, I would use this as a platform to understand what is so special about the apparent ISO-9660 data ripped from a Sega Dreamcast GD-ROM.

Are there any other ISO bastardizations to target for such a tool?

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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