zhandouxiaojiji / fseq-file-format

Reverse engineered documentation of the Falcon sequence version 2 (FSEQ) file format.

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FSEQ File Format

A third-party reverse engineering of the version 2 FSEQ (.fseq) "Falcon sequence" file format, derived from the Falcon Player ("fpp") software implementation and its usage in xLights. FSEQ is a time series file format used to describe channel output states, typically for controlling lighting equipment.

First-party documentation concerning the file format, as well as the ESEQ file format, is available in the fpp repository.

Given the reverse engineered nature, this documentation should be considered incomplete, incorrect and outdated.

Encoding

FSEQ files are encoded in little-endian format.

Structure

Header

Length is 32 bytes.

Byte Index Data Type Field Name Notes
0 [4]uint8 Identifier Always PSEQ (older encodings may contain FSEQ)
4 uint16 Channel Data Offset Byte index of the channel data portion of the file
6 uint8 Minor Version Normally 0x00, optionally 0x01 is required to enable support for Extended Compression Blocks (see xLights@e33c065)
7 uint8 Major Version Currently 0x02
8 uint16 Header Length Address of first variable, length of the header (32 bytes) + Compression Block Count * length of a Compression Block (8 bytes) + Sparse Range Count * length of a Sparse Range (12 bytes)
10 uint32 Channel Count Sum of Sparse Range lengths
14 uint32 Frame Count
18 uint8 Step Time Timing interval in milliseconds
19 uint8 Flags Unused by the fpp & xLights implementations
20 uint4 Compression Block Count Upper 4 bits, likely 0
20 uint4 Compression Type 0 = none, 1 = zstd, 2 = zlib
21 uint8 Compression Block Count Lower 8 bits, ignored if Compression Type = 0
22 uint8 Sparse Range Count
23 uint8 (Reserved for future use)
24 uint64 Unique ID Implemented as the creation time in microseconds

Data Tables

Variable length, determined by Header->Channel Data Offset - length of Header (32 bytes).

Data Type Corresponding Count Field
[]Compression Block Header->Compression Block Count
[]Sparse Range Header->Sparse Range Count
[]Variable None

When reading the []Variable data, a software implementation should instead continue to read as long as there is at least 4 bytes free between the current reader index and Header->Channel Data Offset. See the fpp source code for more context.

If (after reading all fields) the current reader index is less than the Header->Channel Data Offset value, it should seek forward (up to 4 bytes) to Header->Channel Data Offset. A difference of more than 4 bytes likely denotes a decoding error in your implementation. See the fpp source code for more context.

Both of these implementation details appear to stem from the rounding behavior for the Channel Data Offset.

Compression Block

Length is 8 bytes.

Byte Index Data Type Field Name Notes
0 uint32 First Frame Number Index of the first frame encoded in the block
4 uint32 Length Length in bytes of the compressed block

Sparse Range

Length is 6 bytes.

Byte Index Data Type Field Name
0 uint24 Start Channel
3 uint24 End Channel Offset

A Sparse Range is a channel range, defined by its starting channel and the range count. Channel indexes start at 0.

Example

To denote channels 16-32, Start Channel would have a value of 15 (16 - 1 since channel indexes start at 0) and an End Channel Offset of 16 (32 - 16 = 16).

Variable

Variable length, at least 4 bytes.

Byte Index Data Type Field Name Notes
0 uint16 Length Length of Data + a 4 byte header
2 [2]uint8 Code Two character string name
4 [Data Length - 4]uint8 Data Typically used as a string

While effectively useless, the fpp implementation seems to support zero length variables. However when reading it skips forward 4 bytes, ignoring the Code field and resulting in a variable named "NULNUL" ([0x00, 0x00]).

The Data field may be null terminated depending on the encoding program. If your programming language does not null terminate its strings, your Data array should instead be [Data Length - 4 - 1]uint8.

Common Variable Codes
Code Name Description Example
mf Media File File path of the audio to play C:\test.mp3
sp Sequence Producer Identifies the program used to create the sequence xLights Macintosh 2019.22

These (2) variable codes are currently the only codes referenced by the fpp & xLights implementations. However, there is no validation that prevents third-party software or users from defining and using their own codes. The caveat being that they may clash with future additions given the limited namespace availability.

Author's Note: Use of the mf variable should be discouraged. Encoding the media file path directly into the sequence results in path breaks when moving files, requiring a re-export of the sequence file. As a minor security flaw, mf may expose the user's file structure unintentionally when distributing sequences. Software implementations should instead store this in an external configuration, only using the mf value if present and valid, as a configuration fallback.

Recommended Variable Codes
Code Name Description
an Author Name Name of the file's author
ae Author Email Email address of the file's author
aw Author Website Website URL of the file's author
ad Authorship Date ISO-8601 compliant date & timestamp of the file's authorship

These variable codes are not supported by either the fpp or the xLights implementations, but recommended for new software implementations as a method for optionally storing authorship metadata within the existing file format.

Encoding Example

The variable mf (Media File) with a value of "xy" would be encoded in 6 bytes.

Bytes Description
[0x00, 0x06] 6 byte length (2 bytes of data + 4 byte header)
[0x6D, 0x66] 2 byte code (mf)
[0x78, 0x79] 2 bytes of data ("xy")

Compressed Channel Data

For compressed FSEQ files, the channel data is written normally as uncompressed channel data, and then split into fixed-size chunk allocations which are then individually compressed (with up to 4095 of these chunks per file). This enables software implementations to decompress chunks of the file without buffering the full file length.

Extended Compression Blocks

The Compression Block Count value is split across two seperate fields. This change was done to increase the compression block limit to 4095 (previously 255) without extreme breakage in backwards compatability. Although the current minor version is 0x00, a minor version greater than or equal to 0x01 is required to enable support within xLights. See xLights@e33c065.

Compression Block Count should be treated as a uint16 value, however only the lower 12 bits are used. The upper 4 bits (of the lower 12 used bits) are stored as the upper 4 bits of Compression Type (the "extended" compression block count). As such, it is important when working with the Compression Type field to ignore the lower 4 bits (which store the compression type enum value) and shift the upper 4 bits to index 0. The lower 8 bits are stored within the pre-existing Compression Block Count field.

Code Examples
// Prefix the 8-bit compressionBlockCount field with the upper 4 bits of compressionType as a 12-bit int within a uint16_t,
//  this 4 highest order bits will remain zero
//
//   +-> unused highest 4 bits,
//   |   set to zero
//   |
// +------------------+
// |0000|    |        +--> original 8 bit
// +------------------+    `compressionBlockCount`
//         |
//         |
//         +-> upper 4 bits of
//             `compressionType`
//
uint16_t extendedCompressionBlockCount = ((compressionType & 0xF0) << 4) | compressionBlockCount;
// Strip the 4-bit prefix and re-align it with the 4-bit compressionType, encode the remaining 8 bits as the compressionBlockCount
uint8_t encodedCompressionType = ((extendedCompressionBlockCount & 0x0F00) >> 4) | (compressionType & 0xF);
uint8_t encodedCompressionBlockCount = extendedCompressionBlockCount & 0x00FF;

Odds & Ends

  • The first Compression Block will only contain 10 frames. Comments within the fpp source code indicates this is done to ensure the program can be started quicker.
  • When compressed using zstd, fpp & xLights do not include the Zstandard frame header. In its absence, some libraries (such as the Python zstandard library) may require an explicit content length be provided.
  • Depending on the zlib version, the first Compression Block might not be compressed, even if the remaining data is.
  • fpp source code attempts to allocate 64KB compression blocks. However instead of 64 * 1024, it uses 64 * 2014 which allocates 125.8KB compression blocks. Update: This bug has been fixed. This note is preserved for sequences encoded prior to the fix.

Encoding Example

A compressed file (in this example, with Compression Type = 1/zstd) with a length of 50,454 bytes reports a Compression Block Count of 4. A software implementation should begin by reading the Compression Block values that follow the 32 byte Header.

Block #0
First Frame Number: 0
Length: 18

Block #1
First Frame Number: 10
Length: 50268

Block #2
First Frame Number: 0
Length: 0

Block #3
First Frame Number: 0
Length: 0

The fpp source code immediately discards any Compression Block values with a length of 0 (they appear to be a product of memory alignment), leaving us with the initial 2 values.

The start address (relative to Header->Channel Data Offset) of each Compression Block can be calculated by summing the Length value of all previous Compression Block values. The end address can be calculated by adding the Length value to the previously calculated start address.

Block #0
First Frame Number: 0
Length: 18
Relative Start Address: 0
Relative End Address: 18

Block #1
First Frame Number: 10
Length: 50268
Relative Start Addressing: 18
Relative End Address: 50286

(Blocks #2 & #3 ignored due to Length = 0)

To help validate software implementations, the end address of the last Compression Block + Header->Channel Data Offset should match the byte length of the file.

If no Compression Block values were read, the fpp source code will consider the file corrupted. It will attempt to recover the file by inserting a Compression Block with a First Frame Number value of 0 and a Length value of the file's byte length - Header->Channel Data Offset.

Uncompressed Channel Data

Variable length, Header->Channel Count * Header->Frame Count bytes.

For each frame between [0, Header->Frame Count) a software implementation should read a [Header->Channel Count]uint8 array. Each uint8 within this array represents the channel state for its given index. If applicable, remember to apply its corresponding Sparse Range->Start Channel offset.

Uncompressed channel data starts at Header->Channel Data Offset and continues to the end of the file. A software implementation may easily validate the file by ensuring that Header->Channel Data Offset + Header->Channel Count * Header->Frame Count matches the full byte length of the file.

Seeking

A software implementation can seek to a specific frame by taking the product of the frame index and the length of each frame.

var targetFrameIndex = 9 // Frame #10
var absoluteSeek = Header->Channel Data Offset // Skip the header and data tables
absoluteSeek += targetFrameIndex * Header->Channel Count

Encoding Example

A controller with 4 channels (indexes 0-3) would have its data encoded as [4]uint8 per frame. Given a sequence with 10 total frames, the channel data length would be 40 bytes. How that data is interpreted is controlled by the controller's corresponding channeloutput class. For example, the Light-O-Rama channeloutput, and many others, interpret the uint8 as a brightness level (with RGB simply using a channel per color).

Reference Implementations

  • fpp is a C++ implementation of the FSEQ file format. It is the project which also originated the file format and maintains it.
  • xLights is a C++ sequencing program which uses the FSEQ file format. However, its implementation is a copy/paste of the fpp source code and provides no additional context.
  • go-fseq is a Go library implemented given this documentation.

About

Reverse engineered documentation of the Falcon sequence version 2 (FSEQ) file format.

License:MIT License