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Revision as of 06:58, 8 September 2012 by VAG (talk | contribs) (→‎Video Format)
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  • Extension: hnm
  • Company: CRYO Interactive Entertainment
  • Samples:

HNM6 is the latest variant of HNM video format by Cryo. Unlike its previous versions, it has Hi-color video support.

File Format

File consist of a main header, followed by frame chunks. Each frame chunk consist of individual audio and video chunks. All numbers are little-endian.

u8   sig[4]           -- file signature, "HNM6"
u8   reserved[2]      -- usually 0
u8   audioflags       -- nonzero value indicates file has APC sound (not authoritative)
u8   bpp
u16  width
u16  height
u32  filesize
u16  frames           -- number of frames
u16  reserved2
u32  reserved3        -- usually 0, but sometimes "V107", "V108" - version?
u16  speed            -- playback speed in fps, may be zero (?assume 15 fps then?)
u16  maxbuffer        -- number of frame buffers used
u32  maxchunk         -- max frame chunk size
u8   note[16]
u8   copyright[16]    -- "-Copyright CRYO-"

Each frame chunk begins with u32 chunk size (including this size field), then followed by frame's individual chunks:

 u32  chunksize       -- chunk size including this field, excluding padding
 u16  chunkid         -- TWOCC chunk id
 u16  reserved
 u8   data[]
 u8   padding[]       -- pads chunk to 4-byte boundary

AA Chunk


BB Chunk

Audio continuation.

IW Chunk

Video frame, WARP format.

IX Chunk

Video frame, normal format.

Format modifications

At least one known game (Riverworld) uses slightly different HNM6 container format, most likely due to different sound encoding. This format is just a small enhancement of the original, but it's not backward compatible.

Standard HNM6 header continues with additional audio description header:

u32  freq
u32  bits
u32  channels
u32  ?
u32  ?
u8   copyright[28]  -- "HNMS 1.1 by SARRET Hubert\0\0\0"
u32  ?              -- some initial audio samples?
u32  ?
u32  ?
u32  ?

Each frame chunk followed by an audio chunk, however, this audio chunk size is not counted by frame's chunk size field. Frame chunk format:

u32  sig[4]          -- "SOUN"
u32  chunksize       -- including this preamble
u8   data[]

Video Format

The video compression relies on a concept of Key-blocks, encoded with JPEG-like algorithm and motion blocks, derived from previously drawn blocks. The frame is encoded in 8x8 or smaller block. The Key-blocks are always 8x8 and directly encoded, while motion blocks heavily rely on D&C approach and various block transformation techniques. Generally, this codec is quite similar to 4XM codec and Mobiclip codecs, because it's written by the same people.

There are two variants of HNM6 video codec.

  • WARP codec. Prototype codec, simplified version. Used in a very little number of games.
  • Normal (yes, that's how it's called internally) codec. Fully-featured version, widely used.

Both version has identical bitstream layout. Frame data begins this the following header:

s32  quality            -- JPEG quality index, negative value indicates that the frame is a keyframe
u32  bitbuffer          -- offset of bitbuffer
u32  motionbuffer       -- offset of motion vector buffer
u32  shortmotionbuffer  -- offset of short motion vector buffer
u32  jpegbuffer         -- offset of jpeg data buffer
u32  jpegend            -- offset of jpeg data buffer end

All offsets a relative to this header.

  • quality is a standard JPEG quality value (0..100%). Negative value is used to specify a keyframe (for Normal codec only.)
  • bitbuffer points to frame's VLC-encoded macroblocks. This kind of data is accessed by a bit-reader with 32-bit internal queue, MSB bit comes out first.
  • motion buffer points to array of u16 motion vectors, used to copy blocks from various areas of the frame
  • short motion buffer is used for accessing blocks near the current macroblock. Each entry of buffer is 12 bits long, accessed in LSB order.
  • jpeg buffer points to array of encoded JPEG macroblocks

JPEG Blocks decoding

JPEG blocks are encoded in YUV 4:4:4 format. The requantization, IDCT and colorspace conversion steps are identical to standard JPEG. Standard zigzag (0, 1, 8, 16, 9, ...) and quantization tables (16, 11, 10, 16, 24, ... ; 17, 18, 24, 47, 99, ...) used as well.

The only custom feature used is the coefficients encoding. Instead of Huffman coding they are stored using RLE scheme.

Macroblock's jpeg data is accessed by 4-bit nibbles, lower nibble of each byte first. Also, the following primitives are used:

  • half - half of a nibble, upper part first, then lower (i.e. read a nibble, process upper part of it upon first use, lower part upon second)
  • s2 - signed two-bit 2's compliment value of a half, no zero point (i.e. 0b00 -> 1, 0b01 -> 2, 0b10 -> -2, 0b11 -> -1)
  • s4 - signed four-bit 2's compliment value of a nibble, no zero point
  • s44 - signed eight-bit value of two nibbles, with zero point (this is basically (signextend(nibble1) << 4) | nibble2)

For each plane of 8x8 coefficients, first entry is s44, then read nibbles and fill the rest of coefficients as follows until the whole plane is complete. Repeat for each Y, U and V plane.

 0 - fill remainder of plane with zeros
 1 - 0, 0, 0, 0
 2 - 0, 1
 3 - 0, -1
 4 - 0, 0, 1
 5 - 0, 0, -1
 6 - 0, 0, 0, 1
 7 - 0, 0, 0, -1
 8 - zeros = half, tail = half
     fill (zeros+1) coefficients with 0
     fill (tail+2) coefficients with s2
 9 - zeros = half, tail = half
     fill (zeros+1) coefficients with 0
     fill (tail+1) coefficients with s4
10 - s2, s2
11 - s4
12 - s4, s4
13 - s4, s4, s4
14 - 0
15 - s44

WARP decoding

Normal decoding

Bitexact decoding

While you can use stock JPEG routines to decode Key-blocks, if you want to produce bitexact output you need to use very specific code to do so.