@item Matroska @tab X @tab X
@item Electronic Arts Multimedia @tab @tab X
@tab Used in various EA games; files have extensions like WVE and UV2.
+@item MAXIS EA XA @tab @tab X
+@tab Used in Sim City 3000; file extension .xa.
@item Nullsoft Video (NSV) format @tab @tab X
@item ADTS AAC audio @tab X @tab X
@item Creative VOC @tab X @tab X @tab Created for the Sound Blaster Pro.
@item Monkey's Audio @tab @tab X
@item SIFF @tab @tab X
@tab Audio and video format used in some games by Beam Software
+@item LMLM4 @tab @tab X
+@tab Used by Linux Media Labs MPEG-4 PCI boards
+@item PVA @tab @tab X
+@tab Used by TechnoTrend DVB PCI boards
+@item MSN TCP Webcam @tab @tab X
+@tab Used by MSN Messenger Webcam streams.
+@item RL2 @tab @tab X
+@tab Audio and video format used in some games by Entertainment Software Partners
+@item IFF @tab @tab X
+@tab Interchange File Format
+@item BFI @tab @tab X
+@tab Brute Force & Ignorance, used in Flash Traffic: City of Angels
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@item TIFF @tab X @tab X @tab YUV, JPEG and some extension is not supported yet.
@item SGI @tab X @tab X @tab SGI RGB image format
@item PTX @tab @tab X @tab V.Flash PTX format
+@item RAS @tab @tab X @tab Sun Rasterfile
+@item PCX @tab @tab X @tab PC Paintbrush
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@item Bethsoft VID @tab @tab X @tab Used in some games from Bethesda Softworks.
@item Renderware TXD @tab @tab X @tab Texture dictionaries used by the Renderware Engine.
@item AMV @tab @tab X @tab Used in Chinese MP3 players.
+@item Mimic @tab @tab X @tab Used in MSN Messenger Webcam streams.
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
@item AMV IMA ADPCM @tab @tab X
@tab Used in AMV files
@item MS IMA ADPCM @tab X @tab X
-@item QT IMA ADPCM @tab @tab X
+@item QT IMA ADPCM @tab X @tab X
@item 4X IMA ADPCM @tab @tab X
@item G.726 ADPCM @tab X @tab X
@item Duck DK3 IMA ADPCM @tab @tab X
@tab Used in Sega Dreamcast games.
@item Electronic Arts ADPCM @tab @tab X
@tab Used in various EA titles.
+@item MAXIS EA ADPCM @tab @tab X
+@tab Used in Sim City 3000.
@item Creative ADPCM @tab @tab X
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
@item THP ADPCM @tab @tab X
@item ATRAC 3 @tab @tab X
@item Monkey's Audio @tab @tab X @tab Only versions 3.97-3.99 are supported
@item Nellymoser ASAO @tab @tab X
+@item 8SVX Audio @tab @tab X
@end multitable
@code{X} means that encoding (resp. decoding) is supported.
FFmpeg can be built to run natively on Windows using the MinGW tools. Install
the current versions of MSYS and MinGW from @url{http://www.mingw.org/}. Also
-install the coreutils package. You can find detailed installation
+install the coreutils package, and update to the latest MSYS make (note: not
+mingw32-make). You can find detailed installation
instructions in the download section and the FAQ.
Within the MSYS shell, configure and make with:
where SDL was installed. Verify that @file{sdl-config} can be launched from
the MSYS command line.
-@item The target @code{make wininstaller} can be used to create a
-Nullsoft-based Windows installer for FFmpeg and FFplay. @file{SDL.dll}
-must be copied to the FFmpeg directory in order to build the
-installer.
-
@item By using @code{./configure --enable-shared} when configuring FFmpeg,
you can build libavutil, libavcodec and libavformat as DLLs.
If you add a new codec, remember to update the changelog, add it to
the supported codecs table in the documentation and bump the second
component of the @file{libavcodec} version number appropriately. If
- it has a fourcc, add it to @file{libavformat/avienc.c}, even if it
+ it has a fourcc, add it to @file{libavformat/riff.c}, even if it
is only a decoder.
@item
- Compiler warnings indicate bugs or code with bad style. If a type of
+ Compiler warnings indicate potential bugs or code with bad style. If a type of
warning always points to correct and clean code, that warning should
be disabled, not the code changed.
Thus the remaining warnings can either be bugs or correct code.
- If it is a bug, it has to be fixed. If it is not, the code should
+ If it is a bug, the bug has to be fixed. If it is not, the code should
be changed to not generate a warning unless that causes a slowdown
or obfuscates the code.
@item
@item
Have you checked that the patch does not introduce buffer overflows or
other security issues?
+@item
+ If you add a new demuxer or decoder, have you checked that it does not
+ crash with damaged input (see tools/trasher)?
@item
Is the patch created from the root of the source tree, so it can be
applied with @code{patch -p0}?