Author Archives: Multimedia Mike

The 11th Hour RoQ Variation

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:
Continue reading

G.I. Joe Custom Multimedia

I received this 3-disc set of G.I. Joe CD-ROMs today:



Copyright 2003, and labeled as PC ONLY. Each disc claims to have 2 episodes. So are these some sort of video discs? Any gaming elements? I dove in to investigate.

So, it turns out that there are some games on these discs, done in Flash Player (which tells me that these were probably available on the web at some point). Here’s a shooting gallery game from the first disc:



As promised by the CD-ROM copy, the menu does grant access to 2 classic G.I. Joe episodes. Selecting either one launches this:



Powered by C-ezy? Am I interpreting that correctly? Anyway, the video player goes fullscreen and looks fine (given the source material). I can’t capture screenshots and controls are limited to: space for pause, ESC to exit player, and up/down to control volume. No seeking and certainly no onscreen controls. Pretty awful player.

Studying the first disc, I find a 550 MB file with the name 5859Hasbro.egm. Coupled with ep58.cfg and ep59.cfg files in the same directory, I gather that the disc has G.I. Joe episodes 58 and 59 (though the exact episodes, “There’s No Place Like Springfield” parts 1 and 2, are listed on Wikipedia as being episodes 154 and 155; but who’s counting?). The cfg files contain this text:

ep58.cfg:
EGM_GIJOE.exe
5859Hasbro.egm /noend /track:0 /singletrack 

ep59.cfg:
EGM_GIJOE.exe
5859Hasbro.egm /noend /track:1 /singletrack 

The big EGM file starts with the string “Egenie Player”. After that, I see absolutely no clues. The supporting EGM_GIJOE.exe file has some interesting strings: “Decore Bits Per Pixel” (I know I have seen “Decore” used to mean “decoding core” in some libraries), “Egenie Player – %s, Version:%s”, “4th June 2002”, a list of common FourCC tags seen in AVI files, “Brought to you by Martin, Patrick Bob and Bren” (do you suppose “Patrick Bob” is one person’s name?), a list of command line options…

Aha! A URL: http:\\www.e-genie.tv (yep, backslashes, not forward slashes). e-genie.tv seems to redirect to mygenie.tv, which… doesn’t appear to be strictly related to video technology these days.

ANSI Code Coverage Followup

The people behind sixteencolors.net noticed my code coverage project concerning the ANSI video decoder and asked what they could do to help. I had already downloaded 350 / 4000 of their artpacks but didn’t want to download the remainder if I could avoid it. They offered to run my tool against their local collection of files.

Aside: They have all of the artpacks archived at Github.

The full corpus of nearly 4000 artpacks contains over 146,000 files. Versus my sampling of 350 artpacks and 13,000 files that covered all but 45 lines of the ansi.c source file, the full corpus has files to exercise… 6 more of those lines. Whee. This means that there are files which exercise the reverse and concealed attributes, all 3 “erase in line” modes, and one more error path (which probably wasn’t a valid file anyway).

Missing features mostly cluster around different video modes, including: 320×200 (25 rows), 640×200 (25 rows), 640×350 (43 rows), and 640×480 (60 rows); on the plus side, nothing tripped the “unsupported screen mode” case. There are no files that switch modes during playback.

I guess statistical sampling theory holds out here– a small set of randomly chosen files would do a fine job covering code. But this experiment is about finding the statistical outliers.

Finding Optimal Code Coverage

A few months ago, I published a procedure for analyzing code coverage of the test suites exercised in FFmpeg and Libav. I used it to add some more tests and I have it on good authority that it has helped other developers fill in some gaps as well (beginning with students helping out with the projects as part of the Google Code-In program). Now I’m wondering about ways to do better.

Current Process
When adding a test that depends on a sample (like a demuxer or decoder test), it’s ideal to add a sample that’s A) small, and B) exercises as much of the codebase as possible. When I was studying code coverage statistics for the WC4-Xan video decoder, I noticed that the sample didn’t exercise one of the 2 possible frame types. So I scouted samples until I found one that covered both types, trimmed the sample down, and updated the coverage suite.

I started wondering about a method for finding the optimal test sample for a given piece of code, one that exercises every code path in a module. Okay, so that’s foolhardy in the vast majority of cases (although I was able to add one test spec that pushed a module’s code coverage from 0% all the way to 100% — but the module in question only had 2 exercisable lines). Still, given a large enough corpus of samples, how can I find the smallest set of samples that exercise the complete codebase?

This almost sounds like an NP-complete problem. But why should that stop me from trying to find a solution?

Science Project
Here’s the pitch:

  • Instrument FFmpeg with code coverage support
  • Download lots of media to exercise a particular module
  • Run FFmpeg against each sample and log code coverage statistics
  • Distill the resulting data in some meaningful way in order to obtain more optimal code coverage

That first step sounds harsh– downloading lots and lots of media. Fortunately, there is at least one multimedia format in the projects that tends to be extremely small: ANSI. These are files that are designed to display elaborate scrolling graphics using text mode. Further, the FATE sample currently deployed for this test (TRE_IOM5.ANS) only exercises a little less than 50% of the code in libavcodec/ansi.c. I believe this makes the ANSI video decoder a good candidate for this experiment.

Procedure
First, find a site that hosts a lot ANSI files. Hi, sixteencolors.net. This site has lots (on the order of 4000) artpacks, which are ZIP archives that contain multiple ANSI files (and sometimes some other files). I scraped a list of all the artpack names.

In an effort to be responsible, I randomized the list of artpacks and downloaded periodically and with limited bandwidth ('wget --limit-rate=20k').

Run ‘gcov’ on ansi.c in order to gather the full set of line numbers to be covered.

For each artpack, unpack the contents, run the instrumented FFmpeg on each file inside, run ‘gcov’ on ansi.c, and log statistics including the file’s size, the file’s location (artpack.zip:filename), and a comma-separated list of line numbers touched.

Definition of ‘Optimal’
The foregoing procedure worked and yielded useful, raw data. Now I have to figure out how to analyze it.

I think it’s most desirable to have the smallest files (in terms of bytes) that exercise the most lines of code. To that end, I sorted the results by filesize, ascending. A Python script initializes a set of all exercisable line numbers in ansi.c, then iterates through each each file’s stats line, adding the file to the list of candidate samples if its set of exercised lines can remove any line numbers from the overall set of lines. Ideally, that set of lines should devolve to an empty set.

I think a second possible approach is to find the single sample that exercises the most code and then proceed with the previously described method.

Initial Results
So far, I have analyzed 13324 samples from 357 different artpacks provided by sixteencolors.net. Continue reading