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Friday, February 19, 2010

The old and present: VSFilter

A short while ago, yet another fork of the VSFilter subtitle renderer has surfaced, introducing more extensions. Let it be clear immediately: Aegisub will not support any new extensions to the ASS subtitle format. We strongly urge you to not use any extensions, and as for why, please read on.

Let's start with the history of the ASS subtitle format: In 2004, Gabest made the Guliverkli project open source under the GPL license. This corresponds to the version 2.23 of VSFilter, or VobSub as it was better known as then. By this time, the ASS format was essentially already in its final form, no real extensions ever came up then. That's more than 5 years ago. Around 2006-2007, the Guliverkli project mostly died off, almost no more development happened. However, a few patches started to crop up. In 2008, we made a fork for Aegisub, and ended up applying those existing patches, fixing a bunch of bugs and, unfortunately, also adding some new features. Very soon the Guliverkli2 project is forked off the Guliverkli project, and includes patches for all parts of it. The Aegisub patches are ported to Guliverkli2. Some more development happens, the Aegisub fork is abandoned in favour of Guliverkli2. The MPC-HC (Media Player Classic Home Cinema) project pops up, as a second fork of Guliverkli. They import most all the Guliverkli2 patches too, as well as add many major new features to Media Player Classic. Now, a new, fourth fork of VSFilter appears, and it has several new extensions.

The important part of the history is in the very beginning: The ASS subtitle format was essentially finalised in 2004. In retrospect, it was wrong to ever extend it, because it creates fragmentation. We regularly receive support requests from people who can't make VirtualDub render their subtitles correctly. The reason? They use TextSub 2.23, the version from 2004, which is clearly still in distribution from some sites. This only shows that changing and extending a standard after it has been finalised is a really poor idea, because old software will always be around.

We, as developers of Aegisub, have discussed the situation with the MPC-HC developers and the main libass developer, and all agree that extending the ASS format, or supporting any new extensions, is a bad idea, for the reasons of fragmentation of standards and backwards compatibility, and we strongly recommend staying away from any extensions to the ASS format. This in fact also includes the extensions introduced in 2008, namely: \blur, \be with parameter over 1, \fax, \fay, \iclip, \xbord, \ybord, \xshad, \yshad. — None of those tags are compatible with the 2004 versions of VSFilter, and if you use them, you have a great risk that your subtitles will just look wrong for some viewers.

Another thing we agree on is that the ASS subtitle format is in general bad and has many problems, and that the only solution is to draft and implement a new subtitle format, using our experience with subtitles and knowledge of how other projects for new subtitle formats have failed, to make a good subtitle format that supports what subtitlers want and need, is usable and editable and is supported across all relevant platforms.

For now, we have just one request: Please do not use any extensions to the ASS subtitle format.

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Saturday, January 30, 2010

Aegisub 2.1.8 released

It finally happened. About 6 weeks later than planned.
We have released Aegisub version 2.1.8.

Download it from www.aegisub.org

So what's new? Not a whole lot, actually. The major news would be that we now have versions for Mac OS X, Linux and other Unix systems. Do note that especially the Mac version is unstable and has several known problems, we consider it alpha quality software.

For the Windows version, the major highlights are:

  • Video should now work on almost all systems, the display code has been made much more robust.
  • The "Could not lock buffer for filling" audio bug has been fixed.
  • We have an Upgrade installer, which is much less to download. If you already have 2.1.7 release installed, this is the fastest way to get up-to-date. (But it only works on exactly 2.1.7 release. Not on older versions. Not on pre-release versions.)
  • The Portable version is now feature-complete, save for ASSDraw3, which we can't easily make portable. But you do get all dictionaries and translations in the portable versions now.
You can see everything in the full changelog.

Update: There is a mistake in the installer causing the Russian and Vietnamese program translations to be mixed up. We have uploaded updated installers for Windows. If you downloaded 2.1.8 early and have problems with Russian or Vietnamese, download the Upgrade installer, it can correct the problem.

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Wednesday, January 6, 2010

Linking to Aegisub

Okay, since Aegisub has had a lot of different websites and lots of different URLs throughout the years, I thought it'd be time to clear up things a bit.

These are the correct addresses to link to:

Two things happened last night: We set up a new, temporary website at www.aegisub.org, this site will be replaced with a more complete website at a later point. When that happens, the purpose of this blog will change back to the original one: A developer blog, not a general news site.
Also, the old Mediawiki installation at malakith.net was deleted last night, and set up to redirect to the new website. Please do not make direct links to malakith.net addresses, they will become invalid at some point.

We will of course try to keep old URLs valid as long as possible, but please try to update all existing links you reasonably can.

The network problems previously mentioned in this post have been resolved.

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Tuesday, October 27, 2009

Getting ready for 2.1.8

It's been a little over three months since we released 2.1.7 stable, and we are happy to announce that version 2.1.8 is getting closer every day.

After we released 2.1.7 we split Aegisub development into two main branches: The stable branch where we apply bugfixes for the last stable version, and the development trunk where we work on grand new features.

For all of you not using Windows we also have some good news. Aegisub 2.1.8 is well on the way to become the first version we can call stable on Linux, FreeBSD and other UNIX systems. There's only a few build-system issues remaining to fix. (Unfortunately it isn't as well for the Mac version, more on that later in this post.)

More on what you can expect to see in 2.1.8 after the jump.

The perhaps most important bug-fix in 2.1.8 for many people will be for the issue hitting everyone on Windows 7: "Could not lock buffer for filling" when trying to play audio. It turned out to be a really silly problem, but now it's fixed.

Another problem a lot of people have had is opening high-definition video, getting cryptic "Failed seeking video" errors. It turns out this is caused by some very limited OpenGL drivers shipped by Microsoft that can't handle texture images larger than 1024x1024 pixels. If you install a graphics driver directly from your chip manufacturer (usually NVidia, AMD ATI or Intel) you should get a better OpenGL driver, but it can be tricky and might not always be possible. We do have a solution for this in our unstable branch, and if it doesn't break anything else we should get it into the 2.1.8 release.

We also fixed some issues with slow seeking in MKV files and opening files with Unicode filenames in FFmpegSource2, and some bugs in Automation 4 Lua. Notably, the new "relayer" and "restyle" functions in Karaoke Templater didn't actually work, they have been fixed.

There's more minor problems most of you probably haven't bumped into, you can see an overview of everything on the bug tracker: Milestone 2.1.8 issues.


There are also some things we'd have loved to get in, but just aren't feasible. Some people have complained that the audio spectrum display is very slow, which is entirely true, but it turns out that fixing it causes an avalanche of other problems to pop up, and it's just such a major undertaking that it will never make it into the 2.1.x series of Aegisub. But you can be assured that there is a major rewrite of things under way, and it's very fast!

As mentioned at the beginning, it also seems like we won't be able to get a really stable version for Mac out in the 2.1.x line of Aegisub. The technical reason is that we use wxWidgets 2.8, which has some big problems on Mac in some core areas Aegisub depends on, and we can't switch Aegisub 2.1 to use wxWidgets 2.9 without causing a lot of new bugs to pop up. Our unstable development branch is using wxWidgets 2.9 however, and it's looking very good on Mac, but the changes required to support wxWidgets 2.9 in Aegisub were large enough that they aren't getting into Aegiub 2.1.

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Tuesday, July 14, 2009

Aegisub 2.1.7 released

Finally!

It's been almost a month since the 4 year anniversary and the promise of 2.1.7 "within a few days", but lots of stuff happened, people were travelling and otherwise not reachable. But I dare say it's not a bad thing, this version of Aegisub we are releasing now is certainly more polished than what we could have managed four weeks ago.

So far, this release is just for Windows. Use the Download button above to get the new version. Release notes and more on what to expect after the break.

A lot of things have changed since version 2.1.6, and sure, it has also been a long time: More than half a year! Here's a summary of the more important changes.

Update: We now also have a complete changelog since 2.1.6 available, courtesy of TheFluff/rhx.

  • DirectSound audio player has been completely rewritten (again) - this should give much better stability of audio playback. Note that the old DirectSound player is still available, you can change to it in Options. If you're using Windows 7, the old one seems to be more reliable.

  • PCM WAV audio provider actually works again, and with files of any size. (No more crashing with files bigger than 256 MB.)

  • Tip of the Day has been removed.

  • Loads of changes to FFmpegSource2 (FFMS2) giving better support for almost everything, making it more stable and so on.

  • Lots of memory leaks have been fixed, Aegisub should use less memory now.

  • Bug fixes in many file format readers and writers. Loading and saving subtitles to foreign formats should be more reliable now. Problems with frame-based/SMPTE timecode-based formats fixed.

  • The Kanji Timer function has been almost completely rewritten, squashing all known bugs and giving a prettier GUI. The use is the same.

  • OpenGL errors in the video display are no longer fatal. You will get an error message, and video won't open if Aegisub doesn't support your graphics card/driver, but it shouldn't crash. See below for a workaround if video doesn't work for you.

  • Some additions to Karaoke Templater, you can now create loops with variable iteration counts (including infinite!) making a lot of effects more feasible.

  • The "Local configuration" option was removed from Options. If you want a "portable" version of Aegisub (as it was intended for making) we now have a separate download package for that. It also actually works as advertised now. See the download page for details.

  • An innumerable amount of other minor, cosmetic changes that just makes everyday use more convenient and smoother.



Read this if video doesn't work:

One of the most common problems with Aegisub is video mode not working with a wide range of graphics cards and graphics drivers, this especially seems to hit users of ATI/AMD graphics cards hard.

Until we can make our usage of OpenGL more robust (or make an alternative implementation of the video display in software and/or Direct3D) we have a workaround that involves forcing Aegisub to use a software OpenGL implementation instead of the one supplied by your graphics card driver.

Before you try this, first try updating your graphics card driver. Get the latest driver directly from the maker of your graphics chip (usually NVidia, ATI/AMD or Intel) if possible, otherwise look at the support site for your computer vendor.

Download MesaGL 7.4.2 for Windows — Unpack this archive to your Aegisub installation folder, next to the aegisub32.exe file. Aegisub should then use software rendering for the video display. It will be very slow/sluggish, but should work in all cases.



If you have any questions about Aegisub, first see our manual, it covers most of the program. Lots of common problems have also already been covered on the forum, try searching the forum, there's a good chance someone has had your problem before.

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Wednesday, June 17, 2009

Four years of Aegisub

Today it's just about four years since Aegisub was first conceived.

It was on the 17th of June 2005 in a private channel on the ChatSociety IRC network. We were discussing the various problems with making advanced typesetting in ASS subtitles and how poor the tools generally were.

The original name was Visual SSA, and it was originally just intended to be a tool to assist in doing typesetting. Yes, the visual typesetting tools we only got implemented somewhat in the more recent versions was the original goal of the program. General-purpose subtitle editing wasn't it.

It wasn't many days into development before video was shown.



At that point, showing video was all it did. As things went, basic loading, editing and saving of subtitles was added soon, and the interface started looking a lot like the current versions, but still not quite.



The important part here is what's above the subtitle editing area: Where the audio box sits today is space for a toolbox. The intention was to add visual typesetting tools there.

Of course, that never happened, and audio took over that place instead. In fact, the goal turned towards making a replacement for the subtitling program Medusa, which was popular then. (A few people are still using it today!) This is where the name of Aegisub comes from: Aegis is the shield of Athena, upon which Medusa's head was put after she was slain by Perseus.


Development went on, features were added, slowly we got more testers and went towards a relatively stable version. On December 27 2005, version "1.00 beta" was released, just a little more than 6 months after the first idea.

Development continued with regular "beta" releases.

We had the notorious version 1.06 with the "movax bug" in the installer: The installation script had a typo in it, which caused it to, instead of adding Aegisub to Windows' Add/Remove Programs list, clear most of the data for the list. After it was discovered, 1.06a was quickly released fixing just that problem, though several people had already been hit by it.

It was first at version 1.07 we went open source. At this point, development still happened on a private SVN server with no public access, and all bug reports and feature requests were taken on the forum. The source for both 1.07, 1.08 and 1.09 was distributed as part of the installer package, there was still no public repository.

However, soon after 1.09, we moved to a new host for source code repository, which allowed us to open up the repository for anonymous read access. It was also around this time we got a real bug tracker. The 1.10 beta was the first version released under fully open development, that happened on August 7 2006.


If you compare the screenshots of 1.00 and 1.10, you'll see not much had changed. There's a large number of changes you first notice when you dive into the menus, of course, but compared to what has changed since then, it's just tiny.

After 1.10, the plan first was to release 1.11, and that should be done before the end of the year. First, things went pretty smooth, but then new huge features started slipping in, they weren't stable, and thus the release slipped. Shortly after the new year passed, we decided the changes were big enough that we'd now call it 2.00 instead.

Now, the rest is almost history, but not quite.

Visual typesetting finally got added, the thing Aegisub (then Visual SSA) was first intended for, and pre-release upon pre-release was put out. In the end we decided there were far too many versions called "2.00 pre-release" to make releasing "2.00 final" feasible without confusing everyone, so we instead decided 2.2.0 would be the first version of Aegisub labelled as "stable", and we would release 2.1.x versions until then.

2.1.6 was released on November 26, 2008, which is soon 7 months ago. The good news: 2.1.7 is almost ready and you can expect it within a few days, and version 2.2.0 should be less than a month away!


The installer for Aegisub 1.00 was 2.82 MB, the installer for Aegisub 2.1.7 on Windows will be close to 24 MB. We've come a long way since that day in June 2005.

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Tuesday, February 10, 2009

Kumaji explained

Kumaji is an advanced subtitle rendering engine, in development.

At the time of writing this, Kumaji does not render any subtitles whatsoever and is in general in a very early stage.

There are several reasons I started the Kumaji project, I will try to cover them in this post.

The name

First what does "Kumaji" even mean? It's derived from Japanese where it would be written クマジ. If you reverse that, you get ジマク, "jimaku" (字幕), which means subtitles. Also, Kumaji can be understood as 熊字, "bear" + "writing", hence Kumaji has a bear for a mascot! (Lots of people have suggested using Pedobear, this is wrong, I don't want to have that association.)

"Kumaji" should be reasonably easy to pronounce for most people and as far as I know it doesn't have the potential to offend people, like "libass" might have. The name is also format-agnostic like the actual renderer will be.

The goals

The key goals are:


  1. Portable code without sacrificing compatibility

  2. Maintainable and hackable code

  3. Speed

  4. Flexibility

Portability is the first and foremost goal. All current subtitle renderers have major problems with this. Those that do compile and work on multiple platforms (libass and the abandoned asa) are strongly tied to details of text and font handling on UNIX-like systems, which means they fail on Windows and Mac platforms because those have much different ways of handling fonts which FontConfig doesn't wrap properly or over-complicates. The result is very sub-optimal. VSFilter depends on not just Win32 (and Wine doesn't implement everything it requires yet) as well as MFC and COM. Perian's subtitle rendrer is Objective-C and entirely dependant on Cocoa text API's. Kumaji will achieve portability by plugging in platform-specific code where appropriate. The motto would be doing the right thing on each platform, whatever the cost.

Maintainable and hackable code is important. It must be possible to jump into the code without having a great understanding of the entire system beforehand, and it must be possible to learn good techniques from reading the code. The code must be well-commented or self-explanatory all around. (Portions of the code with poor, little or no explanations should be treated as bugs and reported.) VSFilter is a prime example of how I do not want the code to end up.

Speed is obviously important, to a certain degree. Reasonable subtitle scripts should render in realtime so Kumaji can be used for softsubbing. This may mean writing some critical routines in multiple versions optimised for different systems, using SIMD intrinsics or hand-optimised assembly code. However, good algorithms and data structures still take priority over SIMD and assembly tricks.

Finally, Kumaji must be flexible. It should be possible to implement support for new subtitle formats without providing more than a parser for them. If a format requires special rendering support not present, it must be possible to add that without taking the entire system apart and jeopardising the previous goals. It should also be possible to use Kumaji as a framework to write custom special-purpose renderers. For example, one can imagine creating a Lua interface for Kumaji's internal functions and use that for scripting advanced karaoke effects.

Help wanted!

Currently, Kumaji is pretty much my own pet project, but I would really like to have some help. What's needed right now is data structure design. If you want to help I expect you to have some knowledge of digital typography, the intricacies of Unicode complex scripts and the Bidi algorithm, OpenType, as well as general data structure and algorithm design. Or you should be have or be able to take an interest in those topics and read lots and lots about them! (It's interesting stuff, really!)

Kumaji is being written in C++ using just the STL (no TR1 libraries, boost or otherwise) so if you want to help reviewing or writing code you should be familiar with that.

The project is being hosted at SourceForge.net under the name kumaji.

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Sunday, December 21, 2008

Bug tracker back!

Yep, we got the bug tracker back online!

Unfortunately, since we only had an old back-up, about 6 weeks of activity was lost. The URL is the same as before and should work everywhere already.

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Don't use \fad on fades to black

Dear typesetters,

I have seen this countless times. Every time, it has bothered me. Please, don't do it anymore.

When the screen fades to black (or white, or any other solid colour, for that matter), DON'T use the \fad tag to fade the text along with it. When you use \fad, you're making the text translucent, and not darker. The result is that it will blend with the background - including all the usual associated bugs if you have borders and shadows - and get somewhat darker because the background itself is getting darker - it just won't get as dark as it SHOULD be, and the visual effect is that the text is getting brighter, relative to the background.




Original
With \fad
With \t(\c)


As you can see above, the CORRECT way to deal with this is by using \t to animate the colour (all relevant ones) to black (or whichever colour the screen is fading to). Also note that the background can be seen through the text in the \fad() case, which is not the correct behavior.

Keep in mind, though, \t(\c) is significantly slower than \fad() on VSFilter, so you might have softsub issues, depending on how complex is your text.

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Saturday, December 20, 2008

If programming languages were religions: the aftermath

Until December 15 2008, aegisub.net would typically get ~350 hits per day. Between December 16 and 19, it got a total of 266 thousand hits, thanks to the "If programming languages were religions..." post. So, first of all: Thanks, everybody! All feedback, positive and negative, was greatly appreciated.

First it was put on Digg. Then on reddit. Then, to my great surprise, on Slashdot... and on slashdot.jp. Stumbleupon. And even on one of my favourite blogs, Pharyngula. It was linked on many IRC channels and blogs around the Internet... Several of my friends wrote to tell me that they had seen it linked in some internal forum or mail list. I never expected this kind of reaction!

So here's the basic rundown on all the comments that I saw: most Muslims (that manifested their opinion regarding it, at least) thought that it was funny, and didn't think that it was insulting. Several others thought that it was very offensive. Lots of people thought that I was a Python fanboy (C++ is my actual favourite language, although it's possible that Haskell will take its place as I learn more about it), or a Microsoft hater (hey, I use Vista and Visual C++). Since I got accused of being a Jew by at least 3 different people, let me get this straight: I'm an atheist.

There were many complaints about "missing" languages, or "stereotyping". The list was never meant to be exhaustive, nor was it meant to be perfectly accurate - it's meant to be a JOKE. It's SATIRE. I KNOW that Satanism isn't really about selling souls, and that some of the matches aren't perfect. Also, the reason why languages such as Pascal, Fortran and Smalltalk didn't make it to the list was because I couldn't think of anything funny to say about them. The single most common observation was that assembly should be atheism - I actually WROTE that at a point, but I removed from the final post because I felt that it would end up being biased, one way or the other, and because atheism isn't a religion (or lack of one, for that matter).

If you thought that the original article was funny, I suggest you to read through the comments, both on the article and on the links above - there are some very funny suggestions on those, both for languages that I covered and also for many that I didn't mention.

P.S.: Some people seemed to take issue at me calling C restrictive. I obviously didn't mean that it's restrictive in a "what can you implement with it" sense, but rather in a "to what level can you abstract with it" sense.

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Monday, December 15, 2008

If programming languages were religions...

And now, for some off-topic:

"If programming languages were religions"
(Inspired by "If programming languages were cars")


C would be Judaism - it's old and restrictive, but most of the world is familiar with its laws and respects them. The catch is, you can't convert into it - you're either into it from the start, or you will think that it's insanity. Also, when things go wrong, many people are willing to blame the problems of the world on it.

Java would be Fundamentalist Christianity - it's theoretically based on C, but it voids so many of the old laws that it doesn't feel like the original at all. Instead, it adds its own set of rigid rules, which its followers believe to be far superior to the original. Not only are they certain that it's the best language in the world, but they're willing to burn those who disagree at the stake.

PHP would be Cafeteria Christianity - Fights with Java for the web market. It draws a few concepts from C and Java, but only those that it really likes. Maybe it's not as coherent as other languages, but at least it leaves you with much more freedom and ostensibly keeps the core idea of the whole thing. Also, the whole concept of "goto hell" was abandoned.

C++ would be Islam - It takes C and not only keeps all its laws, but adds a very complex new set of laws on top of it. It's so versatile that it can be used to be the foundation of anything, from great atrocities to beautiful works of art. Its followers are convinced that it is the ultimate universal language, and may be angered by those who disagree. Also, if you insult it or its founder, you'll probably be threatened with death by more radical followers.

C# would be Mormonism - At first glance, it's the same as Java, but at a closer look you realize that it's controlled by a single corporation (which many Java followers believe to be evil), and that many theological concepts are quite different. You suspect that it'd probably be nice, if only all the followers of Java wouldn't discriminate so much against you for following it.

Lisp would be Zen Buddhism - There is no syntax, there is no centralization of dogma, there are no deities to worship. The entire universe is there at your reach - if only you are enlightened enough to grasp it. Some say that it's not a language at all; others say that it's the only language that makes sense.

Haskell would be Taoism - It is so different from other languages that many people don't understand how can anyone use it to produce anything useful. Its followers believe that it's the true path to wisdom, but that wisdom is beyond the grasp of most mortals.

Erlang would be Hinduism - It's another strange language that doesn't look like it could be used for anything, but unlike most other modern languages, it's built around the concept of multiple simultaneous deities.

Perl would be Voodoo - An incomprehensible series of arcane incantations that involve the blood of goats and permanently corrupt your soul. Often used when your boss requires you to do an urgent task at 21:00 on friday night.

Lua would be Wicca - A pantheistic language that can easily be adapted for different cultures and locations. Its code is very liberal, and allows for the use of techniques that might be described as magical by those used to more traditional languages. It has a strong connection to the moon.

Ruby would be Neo-Paganism - A mixture of different languages and ideas that was beaten together into something that might be identified as a language. Its adherents are growing fast, and although most people look at them suspiciously, they are mostly well-meaning people with no intention of harming anyone.

Python would be Humanism: It's simple, unrestrictive, and all you need to follow it is common sense. Many of the followers claim to feel relieved from all the burden imposed by other languages, and that they have rediscovered the joy of programming. There are some who say that it is a form of pseudo-code.

COBOL would be Ancient Paganism - There was once a time when it ruled over a vast region and was important, but nowadays it's almost dead, for the good of us all. Although many were scarred by the rituals demanded by its deities, there are some who insist on keeping it alive even today.

APL would be Scientology - There are many people who claim to follow it, but you've always suspected that it's a huge and elaborate prank that got out of control.

LOLCODE would be Pastafarianism - An esoteric, Internet-born belief that nobody really takes seriously, despite all the efforts to develop and spread it.

Visual Basic would be Satanism - Except that you don't REALLY need to sell your soul to be a Satanist...

Thanks to jfs and other people on #aegisub for the suggestions. Keep in mind, this list is a joke, and is not meant to offend anyone. Also, if you're a Muslim, please don't kill me. ;)


Note: I wrote a follow-up to this article, regarding the overwhelming reaction that it received.



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Saturday, November 29, 2008

Font hinting and you

Image showing the difference between Arial size 8 scaled 40x and Arial size 320.... or why you should not use animation on the \fs override tag.

Do you know what font hinting is? If you haven't worked with digital typography you might not, but it's a technique used by (almost) all font rendering systems to make vector fonts (such as True Type, Open Type and Adobe Type 1) appear better on low-resolution mediums like computer monitors. (Actually CRT TV screens are even worse.)

Usually glyphs ("characters") in outline fonts have quite some detail in them, but if you only have 7x13 pixels to render a character in, you're going to have a hard time fitting all that detail in, even if you use sub-pixel rendering such as anti-aliasing and ClearType. That's where font hinting comes it. It's a technique for intelligently modifying the outlines of characters so they look better without completely losing the characteristics that makes the font face special. The basic idea in font hinting is to snap the outlines to the edges of pixels, such that stems and vertical lines take up a whole number of pixels instead of disappearing in quantisation or become a smudge of sub-pixel noise.

So what does that have to do with subtitles? Well, the amount of hinting applied to a glyph depends on the point size of it. The bigger the point size, the less strong the hinting needs to be. For example, here's some text in Verdana at different sizes:

Verdana 8 pixels
Verdana 12 pixels
Verdana 30 pixels


Depending on your font rendering system it might look different (eg. Windows and Macintosh OS X render quite differently) but at least if you're on Windows you should be able to see that the shapes of the letters actually change a bit. The smaller the text size, the more drastic the change.

It's this change of glyph shapes that's interesting in subtitle context. If you've ever needed to have some text change size on screen in ASS subtitles you might have considered whether you should use \t(\fs) or \t(\fscx\fscy). It's the latter that's correct. When you animate the \fs tag you're changing the actual font size requested of the font subsystem, and this also affects the hinting applied to the text.

This leads me to the image at the start of this post: Both of the top two lines with "Test" are rendered in what should have been Arial size 40. But the upper has been given its size with \fs1\fscx4000\fscy4000 while the lower has been given its size with \fs40\fscx100\fscy100. Because VSFilter internally works at 8 times resolution, the upper line is requested as Arial with a font-height of 8 pixels, so it's hinted to look best when rendered just 8 pixels tall, while the other line is requested as 320 pixels tall Arial. The red/blue at the bottom are the same two lines with the border removed, then laid over each other.

Do you now see why you shouldn't animate the font size, but rather the font scale?

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Wednesday, November 26, 2008

Aegisub 2.1.6 released

Ooooooooops.

Apparently the fix on 2.1.5 caused audio selection to become much slower. This release will hopefully fix all of those issues. Since this is a very minor change, you can download a RAR with only the new executable (plus its pdb) and extract it over the 2.1.5 install (typically "C:\Program Files\Aegisub"). The RAR "patch" is available here. [Exias' mirror]

If you want to download the complete 2.1.6 installer, you can download it here. [Exias' mirror]

Also, a cookie to the first one who can tell me what Hollywood movie is related to this particular version number. ;)

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Tuesday, November 25, 2008

Mac progress...?

We get asked "what about the mac version?" once in a while and yes, it's the eternal problem.

Aegisub can build on Mac and it can run, but unfortunately it's quite hard to make it useful, not to mention the numerous GUI bugs and glitches.

Tonight I managed to make my first running build of Aegisub for PPC (G4/G5) architecture which was (of course) the first thing people started screaming for when I put out my first Intel builds some time last year!

So far this build is essentially useless! It can't load video, can't load audio, has no Automation support, the libass build can't render anything (because Fontconfig is misconfigured) and even the PCM WAV audio provider that otherwise always works, won't. (The PCM WAV problem is due to endianness.)

If you really want to try it anyway, here's a download link: aegisub-mac-r2486-stripped.zip.

Remember: You have no right to complain about this build. I know it's horrible and useless and I'll try to make something better. This is just a proof of concept, it is (still) possible to get Aegisub on Mac and PPC.

Also, while it does run on Intel machines, it's quite slow, especially during startup, as it's not a Universal binary but a PPC-only one. Of course it's also possible to make an Intel version and it shouldn't be a major problem to lipo them together, I just haven't bothered to try yet.

There's no ETA for the next useful version. (But oh, by the way, I have added a new script to the SVN repository. It's called make-app-bundle.sh and can create Application bundles. Quite useful if you're building for Mac yourself! Yes I used it for this build.)

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Sunday, November 23, 2008

Aegisub 2.1.5 released

Due to a fairly serious bug introduced in 2.1.4, here's 2.1.5. Everyone is advised to update to it.

  • Fixed a bug in audio display that caused it not to update properly (introduced on 2.1.4)
  • Fixed a bug that caused Aegisub to crash if you attempted to load any ASS subtitles with malformed embedded fonts
  • Tweaked the layout of the visual typesetting bar
The win32 binary is available here.

BTW, a good way to keep up with Aegisub updates it to subscribe to the Atom feed - I recommend Google Reader.

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