Home

Awesome

libserum

This is a cross-platform library for decoding Serum files, a colorization format for pinball ROMs.

Thanks to Markus Kalkbrenner for all the Github stuff I am not very good at and the tests on other platforms than Windows.

Usage ingame

1/ Format Description

All the content is memory allocated internally and stored in a structure Serum_Frame_Struc. A pointer to that structure is returned by the Serum_Load(...) function. After colorizations and color rotations steps, this structure will provide the needed data to update your display.

Here is the description of this structure defined in serum.h, the not documented lines are used internally:

typedef struct _Serum_Frame_Struc
{
	// data for v1 Serum format
	uint8_t* frame; // return the colorized frame
	uint8_t* palette; // and its palette
	uint8_t* rotations; // and its color rotations
	// data for v2 Serum format
	// the frame (frame32 or frame64) corresponding to the resolution of the ROM must ALWAYS be defined
	// if a frame pointer is defined, its width, rotations and rotationsinframe pointers must be defined
	uint16_t* frame32;
	uint32_t width32; // 0 is returned if the 32p colorized frame is not available for this frame
	uint16_t* rotations32;
	uint16_t* rotationsinframe32; // [width32*32*2] precalculated array to tell if a color is in a color rotations of the frame ([X*Y*0]=0xffff if not part of a rotation)
	uint8_t* modifiedelements32; // (optional) 32P pixels modified during the last rotation
	uint16_t* frame64;
	uint32_t width64; // 0 is returned if the 64p colorized frame is not available for this frame
	uint16_t* rotations64;
	uint16_t* rotationsinframe64;  // [width64*64*2] precalculated array to tell if a color is in a color rotations of the frame ([X*Y*0]=0xffff if not part of a rotation)
	uint8_t* modifiedelements64; // (optional) 64P pixels modified during the last rotation
	// common data
	uint32_t SerumVersion; // SERUM_V1 or SERUM_V2
	/// <summary>
	/// flags for v2 return:
	/// if flags & 1 : frame32 has been filled
	/// if flags & 2 : frame64 has been filled
	/// if none of them, display the original frame
	/// </summary>
	uint8_t flags;
	uint32_t nocolors; // number of shades of orange in the ROM
	uint32_t ntriggers; // number of triggers in the Serum file
	uint32_t triggerID; // return 0xffff if no trigger for that frame, the ID of the trigger if one is set for that frame
	uint32_t frameID; // for CDMD ingame tester
	uint32_t rotationtimer; 
}Serum_Frame_Struc;

2/ Code example

There is a minimal code example with information on how to use the returned data given here: https://github.com/zesinger/libserum/blob/main/Minimal-code-example.md

License

The code in this directory and all sub-directories is licenced under GPLv2+ with only a restriction on names (see below), except if a different license is mentioned in a file's header or in a sub-directory. Be aware of the fact that your own enhancements of libserum need to be licenced under a compatible licence.

Any code, device or whatever linked to libserum or using the file format it defines, must provide a link to https://github.com/zesinger/libserum in its description. If you find issues within libserum or have ideas for enhancements, we encourage you to contribute to libserum by creating PRs (GitHub Pull Requests) instead of maintaining your own copy.

Due to complicated dependency management on different platforms, these libraries are included as source code copy:

Compiling

Windows (x64)

Use Visual Studio.

or

cmake -G "Visual Studio 17 2022" -DPLATFORM=win -DARCH=x64 -B build
cmake --build build --config Release

Windows (x86)

Use Visual Studio.

or

cmake -G "Visual Studio 17 2022" -A Win32 -DPLATFORM=win -DARCH=x86 -B build
cmake --build build --config Release

Linux (x64)

cmake -DPLATFORM=linux -DARCH=x64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

Linux (aarch64)

cmake -DPLATFORM=linux -DARCH=aarch64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

MacOS (arm64)

cmake -DPLATFORM=macos -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

MacOS (x64)

cmake -DPLATFORM=macos -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

iOS (arm64)

cmake -DPLATFORM=ios -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

iOS Simulator (arm64)

cmake -DPLATFORM=ios-simulator -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

tvOS (arm64)

cmake -DPLATFORM=tvos -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

Android (arm64-v8a)

cmake -DPLATFORM=android -DARCH=arm64-v8a -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

For C# code

If you want to include Serum colorization in your C# project, declare things this way:

[DllImport("serum.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern bool Serum_Load(string altcolorpath, string romname,ref int width, ref int height, ref uint nocolors);

[DllImport("serum.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern void Serum_Colorize(Byte[] frame, int width, int height, byte[] palette, byte[] rotations);

[DllImport("serum.dll", CharSet = CharSet.Ansi, CallingConvention = CallingConvention.Cdecl)]
public static extern void Serum_Dispose();

Then, to call Serum_Colorize(...):

// "frame" is a byte[frame_width * frame_height] containing the PinMame frame
byte[] pal = new byte[64 * 3];
byte[] rotations = new byte[MAX_COLOR_ROTATIONS * 3];
Serum_Colorize(frame, frame_width, frame_height, pal, rotations);