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\begin{document}

\title{Demystifying Cinepak For Sega}
\author{bgvanbur}
\maketitle
\ 
\vfill
\noindent
Copyright (C)  2012  bgvanbur.
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.3
or any later version published by the Free Software Foundation;
with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
A copy of the license is included in the section entitled "GNU
Free Documentation License".
\pagebreak

\tableofcontents
\pagebreak

\listoffigures
\pagebreak

\chapter{Overview}

The text ``Cinepak for Sega'' on the back of Sega CD has intrigued us all (otherwise why are you reading this?).  Well this report will hopefully answer all your Cinepak questions.  It provides a brief history before Cinepak for Sega existed and why Cinepak for Sega was desired.  It includes a detailed description of the file format, descriptions of the Cinepak code revisions, problems seen in the Cinepak code, and problems with the Cinepak encoder.  And lastly, it will give an overview of the Cinepak for Sega aspects in all the known games it is in.

There are four main aspects of the Cinepak for Sega: encoder, a Cinepak file, the MAINPLAY code, and the SUBPLAY code.  The encoder is the program that generates the Cinepak file.  The Cinepak file contains all the data to display the Cinepak movie.  The MAINPLAY code is the program on the Sega Genesis main processor to decode the movie.  The SUBPLAY code is the program on the Sega CD main processor to decode the movie.

\chapter{History}

When home consoles moved from catridges to CDs they was a huge increase in memory available.  So early Sega CD games starting using this extra space for CD quality music and videos.  The CD quality music was a great addition for video games.  However, the early video on the Sega CD games weren't so great at the beginning.  There was a variety of formats used, and since most of the formats had little or no compression, the video was typically a small size or at a low frame rate.  What was needed was a format with good image compression that could be decoded by the Sega CD processors.

% TODO history of original cinepak format
To get better video quality, a good compression scheme for the image data was required.  This is why Cinepak for Sega was developed.  Cinepak was a general purpose video codec for 1x CD-ROM bitrates and decoding on slower processors.  Since the Sega CD used the Sega Genesis VDP, this caused restrictions on the image quality.  Converting the general purpose Cinepak files to the Sega Genesis VDP would have been impossible to since Sega Genesis VDP could not display the color depth required by the general purpose Cinepak.  So Cinepak for Sega was developed to use the same ideas as the general purpose Cinepak codec but instead tailor the image data to the Sega Genesis VDP format.  Typically, Cinepak for Sega's compressions of the image data being 35\% to 70\% of the original image data size.  This amount of compression allowed for larger images or quicker frame rates.  And since this was a generic codec that Sega provided to developers, it allowed many game developers to easily add video to their Sega CD games.


\chapter{File Format}

Cinepak for Sega files come in many varities.  The most popular file extension is ``SEG'' though several other file extensions are used (``BIN'', ``LIB'', ``MVD'', ``RES'', ``S'', ``SEG'', ``VID'', or no extension).  Also, the ``SEG'' file extension is used by other Sega CD movie formats.

Many games use a distinct file name for each Cinepak for Sega movie.  Some games use a large file to contain multiple Cinepak for Sega.  Regardless, each Cinepak for Sega movie data must start on CD sector boundary.

Table~\ref{tab:fileformatheader} shows the fields in the header for the Cinepak file.

\begin{table}[H]
\begin{tabular}{|c|l|}
\hline
{\bf Byte Location} & {\bf Field Description} \\
\hline
\hline
0-3 & ``FILM'' identifier \\
\hline
4-7 & Length of FILM chunk \\
\hline
8-11 & FILM format version \\
\hline
12-15 & Unused (always seen as zero) \\
\hline
\hline
16-19 & ``FDSC'' Identifier \\
\hline
20-23 & Length of FDSC chunk (always 20) \\
\hline
24-27 & FOURCC of video codec \\
% (0, 'SEGA', 'sega', 'SeGa', 'Seg3', 'Seg4') \\
\hline
28-31 & Height in pixels \\
\hline
32-35 & Width in pixels \\
\hline
\hline
36-39 & ``STAB'' identifier \\
\hline
40-43 & Length of STAB chunk \\
\hline
44-47 & Frame rate base frequency \\
\hline
48-51 & Number of entries in STAB \\
\hline
52-67 & First STAB entry \\
\hline
\end{tabular}
\caption{File Format Headers}
\label{tab:fileformatheader}
\end{table}

The Cinepak for Sega file always starts with the 4 ASCII character string ``FILM''.  This is used by the SUBPLAY code to verify a Cinepak file was corrected specified and being loaded.

For each Cinepak for Sega file there is a FOURCC for the video codec 4 ASCII character string.  For ``Seg3'', it always has 3 palettes per image frame.  For ``Seg4'', it always has palettes per image frame.  For the other values (0x00000000, ``SEGA'', ``sega'', and ``SeGa'') there seems to be no common features.  There are no requirments for this field since the decoder does not check this field.

The frame rate base frequency is used to determine when an image frame should be shown.  To determine the start time of a frame in seconds divide the image start time by the frame rate base frequency.  Note, later versions of Cinepak for Sega decoder assumed the frame rate base frequency is 600.

Table~\ref{tab:stabentryaudio} shows the STAB entry format for an audio entry.  Typically, audio entries are 0x4000 bytes long.  The audio data is 8-bit signed magnitude 16276 Hz PCM data.

\begin{table}[H]
\begin{tabular}{|c|l|}
\hline
{\bf Byte Offset} & {\bf Field Description} \\
\hline
\hline
0-3 & Sample Data Offset (From Start Of Sample Data) \\
\hline
4-7 & Sample Data Length \\
\hline
8-11 & 0xFFFFFFFF \\
\hline
12-15 & 0x00000001 \\
\hline
\end{tabular}
\caption{STAB Entry: Audio}
\label{tab:stabentryaudio}
\end{table}

Table~\ref{tab:stabentryimage} shows the STAB entry format for an image entry.  Image entries contain a palette, an optional palette map, and compressed tile data.  The frame start is used to determine when the frame should be sent.  The frame duration is not used by the decoder.  Table~\ref{tab:imagedata} shows the format of the image data.

\begin{table}[H]
\begin{tabular}{|c|l|}
\hline
{\bf Byte Offset} & {\bf Field Description} \\
\hline
\hline
0-3 & Sample Data Offset (From Start Of Sample Data) \\
\hline
4-7 & Sample Data Length \\
\hline
8-11 & frame start \\
\hline
12-15 & frame duration \\
\hline
\end{tabular}
\caption{STAB Entry: Image}
\label{tab:stabentryimage}
\end{table}

\begin{table}[H]
\begin{tabular}{|c|l|}
\hline
{\bf Byte Offset} & {\bf Field Description} \\
\hline
\hline
0-1 & ``SM'' Identifier \\
\hline
2-3 & Palette Count Minus One (lowest two bits) \\
\hline
4-7 & Byte Count Of Decoded Data \\
\hline
8-9 & Frame Width In Tiles \\
\hline
10-11 & Frame Height In Tiles \\
\hline
\hline
 & Palette Data \\
\hline
 & Palette Map Data (if multiple palettes) \\
\hline
 & 4x2 Codebook Length \\
\hline
 & 4x2 Codebook Data \\
\hline
 & 2x2 Codebook Length \\
\hline
 & 2x2 Codebook Data \\
\hline
 & Method Flags \\
\hline
 & Vector List \\
\hline
\end{tabular}
\caption{Image Data}
\label{tab:imagedata}
\end{table}

The palette count is the number of palettes for this frame.  All Cinepak for Sega movies had the same number of palettes per frame even though it could be optimized to use less frames.

The palette data is the palette data for the frame.  The size of the palette data is 32 times the palette count (since each palette takes 32 bytes).  Note, the first palette index of each palette is ignored.  The palette is in the Sega VDP format (four bits zero, 3 bits blue, 1 bit zero, 3 bits green, 1 bit zero, 3 bits red, 1 bit zero).

The palette map is only used when multiple palettes are used.  It uses 2 bits for each tile to indicate the palette each tile should use.  It uses the 2 most significant bits first and works to the least significant bits.  The first tile is the upper left tile, and the order proceeds from left to right, then does the same for each row from top to bottom.  Even when two palettes are used, two bits are used for each tile even though they could have only used one bit to make the palette map half the size.

The 4x2 codebook length and 2x2 codebook length is a 32 bit value.  The 4x2 codebook data uses up to 256 entries and each entry is four bytes.  The 2x2 codebook data uses up to 256 entries and each entry is two byes.  Each codebook entry is encoded starting from the top left corner, proceeding left to right, and then top to bottom.

The method flags uses the same format as the palette map.  Each 2 bit method flag value indicates the type of compression for the tile.

A 2 bit method flag value of 0 means the tile is unchanged (from two frames ago due to double buffering).

A 2 bit method flag value of 1 means the tile is uncompressed and 32 bytes are used in the vector list.

A 2 bit method flag value of 2 means the tile is compressed using the 4x2 codebook.  Figure~\ref{fig:4x2tiles} shows visually how the tile is compressed using the 4x2 blocks.  Each of the 8 bytes from the vector list point to a 4x2 codebook entry (4 bytes) with the tile data for that 4x2 block.  When you combine these together, you get the full 32 bytes for the tile data.  The compression results from the reuse of the same 4x2 block data within this tile or with other tiles using 4x2 codebook compression.

\begin{figure}[H]
  \centering
  \includegraphics[width=2in]{8v32bit.png}
  \caption{How an 8x8 tile is broken up into 4x2 tiles}
  \label{fig:4x2tiles}
\end{figure}

A 2 bit method flag value of 3 means the tile is compressed using the 2x2 codebook.  Figure~\ref{fig:2x2tiles} shows visually how the tile is compressed using the 2x2 blocks.  Each of the 16 bytes from the vector list point to a 2x2 codebook entry (2 bytes) with the tile data for that 2x2 block.  When you combine these together, you get the full 32 bytes for the tile data.  The compression results from the reuse of the same 2x2 block data within this tile or with other tiles using 2x2 codebook compression.

\begin{figure}[H]
  \centering
  \includegraphics[width=2in]{16v16bit.png}
  \caption{How an 8x8 tile is broken up into 2x2 tiles}
  \label{fig:2x2tiles}
\end{figure}

\chapter{Decoding}

There are many versions of the MAINPLAY and SUBPLAY code.

\section{Early Versions}

The early versions did not have a version labeled in the code.  This version used the frame rate base frequency (later versions assumed a value of 600).  This version also had some debug print information left in.

\section{Version 1.2}

This is the most common version.  It is labeled as ``CINEPAK VER 1.2''.  This is the first version that uses a fixed frame rate base frequency of 600 (ignores the field in the Cinepak file).  Ecco: The Tides of Time contained the official SUBPLAY.BIN distributed by Sega.  ESPN National Hockey Night and ESPN Baseball Tonight contained the official MAINPLAY.BIN distributed by Sega.

\section{Version 1.3}

This was the latest labeled version and is labeled with ``CINEPAK VER 1.3''.  It supports an interleaved STAB (which allows longer movies since the entire STAB does not need to be stored in Sega CD program RAM).

\section{Modified Versions}

Code Monkeys Ltd created their own variants of the Cinepak.  Tomcat Alley used some variation of the format and the original Cinepak decoder is not easily locatable in the ISO.

Code Monkeys Ltd further modified the Cinepak code for Surgical Strike and Wirehead.  It allowed longer movies by reducing the STAB entry to 3 bytes (type information byte and 2 bytes for length of sample).

Mighty Morphin Power Rangers also modified the code, but used the same Cinepak file format.

\chapter{Problems}

There are several problems for Cinepak for Sega.

\section{Single Palette}

The SUBPLAY properly ignores the palette map when a single palette is used, but the MAINPLAY still expects a palette map and causes tile data corruption.  Therefore you need to specify a dummy second palette if only one palette is needed.

\section{Frame Rate}

The Sega CD PCM audio rate is $\frac{12.5MHz}{384}$.  The decoder plays at half the native PCM audio rate.  It is 16276 Hz, but the decoder assumes it should be 16000 Hz.  Since it uses the audio to sync the frame, it can be off by $\frac{16276}{16000}$.  Later versions of Cinepak slightly modify this value to be closer to 16276 but it still has a margin of error.

\section{Encoder Wasting Space}

The encoder used to make the original Sega CD Cinepak movies had several deficencies.

It always used a fix number of palettes even the decoder allows a variable number of palettes for each frame.  This only wastes 32, 64, or 96 bytes per frame when a frame does not need as many palettes as other frames.

Even though the decoder allowed tile reuse from two frames ago, the original encoder never reuses these tiles.  The amount of data this wastes is dependent on how many tiles can be reused, so movies with many reusable tiles like the Star Wars Chess game would have really benefited from the tile reuse aspect.

The encoder also fills the entire codebook tables even when the all the codebook entries.  This can waste anywhere from zero to 1532 bytes (for a black screen).

% TODO some waste space between STAB and start of data (more info would be nice)

\chapter{How To Use Cinepak In Homebrew}

You need to include the MAINPLAY module.  Both the MAIN and SUB processors need to run the MAINPLAY and SUBPLAY modules at (around) the same time.  So when using in anything more complex than a demo, you need to properly synchronize the MAIN and SUB programs.

Prior to calling the MAINPLAY module, your MAIN program needs to set up certain VDP aspects.  Cinepak only sets tile data, palette data, and tile map data and uses the scroll plane A.  This allows the user program to still use the unused portion of scroll plane A, the entire scroll plane B, and sprites.

You call the MAINPLAY module by jumping to the starting address of the MAINPLAY module.  When calling the MAINPLAY module, you pass a 4 byte address on the stack to indicate the user Vint routine.  If this 4 byte address is zero, it indicates there is no user Vint routine.  The user Vint routine is called every time the Cinepak Vint is ran (this can have issues due to the DMA transfers that can occur when a Vint occurs).

Prior to calling the SUBPLAY module, your SUB program only needs to make it sets up SUB side Vint.  Cinepak sets up all the aspects of the PCM and CD reading.

Similar to the MAINPLAY module, you call the SUBPLAY module by jumping to the starting address of the SUBPLAY module.  There are many parameters to push on the stack prior to calling the SUBPLAY module.  The following stack values are in the order you push them to the stack.  The first 4 byte value is the address of the user Vint routine (similar to the MAINPLAY user Vint routine).  The second 4 byte value is either a zero or one to indicate the tile priority of the tiles used for the Cinepak tiles.  The third 4 byte value is the VRAM tile data start address.  The fourth 4 byte value is the VRAM tile map start (this has to have space for two consecutive tile maps since the data is double buffered).  The fifth 4 byte value is the x coordinate in terms of tiles (so a 2 means the movie upper left corner is 16 pixels from the left side of the screen).  The sixth 4 byte value is the y coordinate in terms of tiles (so a 3 means the movie upper left corner is 24 pixels from the top of the screen).  The seventh 4 byte value is length of the heap (example: 0x4B000).  The eighth 4 byte value is the starting address of the heap (example: 0xF000).  The ninth 4 byte value is the sector start of the Cinepak movie.  The last value is a 2 byte value to indicate the cinepak action (0 means open, 1 means task, 2 means close).

A simple call to SUBPLAY involves calling with the open action.  Then loop with the task action.  Then when finished, call the close action.  See the Cinepak demo for a full example.

\chapter{Video Game Usage}

\section{Joe Montana's NFL Football}

% TODO cover other aspects of game briefly
% TODO cleanup
Joe Montana's NFL Football is a football game.

Joe Montana's NFL Football used an early version of the Cinepak for Sega codec.  On the back cover, it declares ``Featuring Cinepak for Sega''.  The back cover also states ``Sega, Sega CD, TruVideo, and welcome to the next level are trademarks of Sega.'' and the TruVideo aspect of this phrase is missing from similar text on the CD.  ``Cinepak is a trademark of Supermac Technology, Inc.'' is written on both the back cover and the CD.  The back cover also advertises the following:

\begin{quote}
{\bf Genuine Joe Montana Video!}
Strategize with the NFL's greatest QB via real video.
\end{quote}

Each Cinepak movie is in its own file on the CD and uses the MVD as the file extension.

The title video was 240x150 with 10 FPS and three palettes.  It plays when you first start the game and displayed the title of the game, along with the NFL logo and spinning football helmets.

\begin{figure}[H]
  \centering
  \includegraphics[width=2.40in]{joemontana_title_00080.png}
  \caption{Screenshot of TITLE.MVD from Joe Montana's NFL Football}
\end{figure}

When you call a timeout during a game, videos of Joe Montana giving you advice is shown.  There are 70 144x128 25 FPS videos, two 144x128 30 FPS videos, and two corrupt video files.  The instruction manual states:

\begin{quote}
In Joe Montana's NFL Football, you can get expert
coaching from Joe Montana in do-or-die situations.
You have the option to "Ask Joe!" any time you call a
time out (3 times each half).  Joe analyzes the game
situation, then advises you via TruVideo on play
calling and strategy.
\end{quote}

\begin{figure}[H]
  \centering
  \includegraphics[width=1.44in]{joemontana_50201864_000AE.png}
  \caption{Screenshot of 50201864.MVD from Joe Montana's NFL Football}
\end{figure}

% TODO

\section{Dracula Unleashed}

%TODO

% TODO Only Cinepak one with two SCD discs

Title video with logos and credits. (could really benefit from reusing tiles).

\begin{figure}[H]
  \centering
  \includegraphics[width=2.72in]{draculaunleashed_videottl_000AF.png}
  \caption{Screenshot of VIDEOTTL from Dracula Unleashed}
\end{figure}

%TODO

\begin{figure}[H]
  \centering
  \includegraphics[width=2.56in]{draculaunleashed_video00_00207.png}
  \caption{Screenshot of VIDEO00 from Dracula Unleashed}
\end{figure}

\section{ESPN Baseball Tonight}

Each team has an intro and the video is all the same, just different audio.

\section{NHL 94}

%TODO

\begin{figure}[H]
  \centering
  \includegraphics[width=2.56in]{nhl94_hockey_00186.png}
  \caption{Screenshot of HOCKEY.SEG from NHL 94}
\end{figure}

%TODO

\begin{figure}[H]
  \centering
  \includegraphics[width=1.60in]{nhl94_hit03_0000C.png}
  \caption{Screenshot of HIT03.SEG from NHL 94}
\end{figure}

%TODO

\begin{figure}[H]
  \centering
  \includegraphics[width=1.60in]{nhl94_goal02_0000E.png}
  \caption{Screenshot of GOAL02.SEG from NHL 94}
\end{figure}

\section{Mighty Morphin Power Rangers}

%TODO

\begin{figure}[H]
  \centering
  \includegraphics[width=2.56in]{powerrangers_pr01_001F8.png}
  \caption{Screenshot of PR01.VID from Mighty Morphin Power Rangers}
\end{figure}

\chapter{Acknowlegements And Thanks}

I would like to acknowledge Mike Melanson from multimedia.cx who provided a good overall description of the Sega FILM file format that I used as a starting point in my research.  I would like to acknowledge Tasco Deluxe for provided a further Cinepak for Sega breakdown.  Both of these documents was useful in helping me quickly dissassemble the Cinepak for Sega code since they provided such a good understanding of the file format.  My research should hopefully fill some of the unknown aspects of the file format.  I would also like to acknowledge the members of the Sonic Retro and Sega-16 communities for discussions and feedback.

I would also like to thank my kids who enjoyed watching some of the early demos I made using Cinepak.  I would also like my wife for understanding having a hobby is important.

\chapter{Disclaimers}

% TODO cleanup?
Sega, Genesis, and Sega CD are registered trademarks of Sega Corporation.  This report is not associated with Sega Corporation. All product and corporate names are trademarks and registered trademarks of their respective owners.

Screenshots are free to use under fair use. All copyright to these images are held by the companies who developed and published these games.









\pagebreak
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%\phantomsection  % so hyperref creates bookmarks
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%\addcontentsline{toc}{section}{3. COPYING IN QUANTITY}
\end{center}


If you publish printed copies (or copies in media that commonly have
printed covers) of the Document, numbering more than 100, and the
Document's license notice requires Cover Texts, you must enclose the
copies in covers that carry, clearly and legibly, all these Cover
Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on
the back cover.  Both covers must also clearly and legibly identify
you as the publisher of these copies.  The front cover must present
the full title with all words of the title equally prominent and
visible.  You may add other material on the covers in addition.
Copying with changes limited to the covers, as long as they preserve
the title of the Document and satisfy these conditions, can be treated
as verbatim copying in other respects.

If the required texts for either cover are too voluminous to fit
legibly, you should put the first ones listed (as many as fit
reasonably) on the actual cover, and continue the rest onto adjacent
pages.

If you publish or distribute Opaque copies of the Document numbering
more than 100, you must either include a machine-readable Transparent
copy along with each Opaque copy, or state in or with each Opaque copy
a computer-network location from which the general network-using
public has access to download using public-standard network protocols
a complete Transparent copy of the Document, free of added material.
If you use the latter option, you must take reasonably prudent steps,
when you begin distribution of Opaque copies in quantity, to ensure
that this Transparent copy will remain thus accessible at the stated
location until at least one year after the last time you distribute an
Opaque copy (directly or through your agents or retailers) of that
edition to the public.

It is requested, but not required, that you contact the authors of the
Document well before redistributing any large number of copies, to give
them a chance to provide you with an updated version of the Document.


\begin{center}
{\Large\bf 4. MODIFICATIONS\par}
%\phantomsection
%\addcontentsline{toc}{section}{4. MODIFICATIONS}
\end{center}

You may copy and distribute a Modified Version of the Document under
the conditions of sections 2 and 3 above, provided that you release
the Modified Version under precisely this License, with the Modified
Version filling the role of the Document, thus licensing distribution
and modification of the Modified Version to whoever possesses a copy
of it.  In addition, you must do these things in the Modified Version:

\begin{itemize}
\item[A.] 
   Use in the Title Page (and on the covers, if any) a title distinct
   from that of the Document, and from those of previous versions
   (which should, if there were any, be listed in the History section
   of the Document).  You may use the same title as a previous version
   if the original publisher of that version gives permission.
   
\item[B.]
   List on the Title Page, as authors, one or more persons or entities
   responsible for authorship of the modifications in the Modified
   Version, together with at least five of the principal authors of the
   Document (all of its principal authors, if it has fewer than five),
   unless they release you from this requirement.
   
\item[C.]
   State on the Title page the name of the publisher of the
   Modified Version, as the publisher.
   
\item[D.]
   Preserve all the copyright notices of the Document.
   
\item[E.]
   Add an appropriate copyright notice for your modifications
   adjacent to the other copyright notices.
   
\item[F.]
   Include, immediately after the copyright notices, a license notice
   giving the public permission to use the Modified Version under the
   terms of this License, in the form shown in the Addendum below.
   
\item[G.]
   Preserve in that license notice the full lists of Invariant Sections
   and required Cover Texts given in the Document's license notice.
   
\item[H.]
   Include an unaltered copy of this License.
   
\item[I.]
   Preserve the section Entitled ``History'', Preserve its Title, and add
   to it an item stating at least the title, year, new authors, and
   publisher of the Modified Version as given on the Title Page.  If
   there is no section Entitled ``History'' in the Document, create one
   stating the title, year, authors, and publisher of the Document as
   given on its Title Page, then add an item describing the Modified
   Version as stated in the previous sentence.
   
\item[J.]
   Preserve the network location, if any, given in the Document for
   public access to a Transparent copy of the Document, and likewise
   the network locations given in the Document for previous versions
   it was based on.  These may be placed in the ``History'' section.
   You may omit a network location for a work that was published at
   least four years before the Document itself, or if the original
   publisher of the version it refers to gives permission.
   
\item[K.]
   For any section Entitled ``Acknowledgements'' or ``Dedications'',
   Preserve the Title of the section, and preserve in the section all
   the substance and tone of each of the contributor acknowledgements
   and/or dedications given therein.
   
\item[L.]
   Preserve all the Invariant Sections of the Document,
   unaltered in their text and in their titles.  Section numbers
   or the equivalent are not considered part of the section titles.
   
\item[M.]
   Delete any section Entitled ``Endorsements''.  Such a section
   may not be included in the Modified Version.
   
\item[N.]
   Do not retitle any existing section to be Entitled ``Endorsements''
   or to conflict in title with any Invariant Section.
   
\item[O.]
   Preserve any Warranty Disclaimers.
\end{itemize}

If the Modified Version includes new front-matter sections or
appendices that qualify as Secondary Sections and contain no material
copied from the Document, you may at your option designate some or all
of these sections as invariant.  To do this, add their titles to the
list of Invariant Sections in the Modified Version's license notice.
These titles must be distinct from any other section titles.

You may add a section Entitled ``Endorsements'', provided it contains
nothing but endorsements of your Modified Version by various
parties---for example, statements of peer review or that the text has
been approved by an organization as the authoritative definition of a
standard.

You may add a passage of up to five words as a Front-Cover Text, and a
passage of up to 25 words as a Back-Cover Text, to the end of the list
of Cover Texts in the Modified Version.  Only one passage of
Front-Cover Text and one of Back-Cover Text may be added by (or
through arrangements made by) any one entity.  If the Document already
includes a cover text for the same cover, previously added by you or
by arrangement made by the same entity you are acting on behalf of,
you may not add another; but you may replace the old one, on explicit
permission from the previous publisher that added the old one.

The author(s) and publisher(s) of the Document do not by this License
give permission to use their names for publicity for or to assert or
imply endorsement of any Modified Version.


\begin{center}
{\Large\bf 5. COMBINING DOCUMENTS\par}
%\phantomsection
%\addcontentsline{toc}{section}{5. COMBINING DOCUMENTS}
\end{center}


You may combine the Document with other documents released under this
License, under the terms defined in section~4 above for modified
versions, provided that you include in the combination all of the
Invariant Sections of all of the original documents, unmodified, and
list them all as Invariant Sections of your combined work in its
license notice, and that you preserve all their Warranty Disclaimers.

The combined work need only contain one copy of this License, and
multiple identical Invariant Sections may be replaced with a single
copy.  If there are multiple Invariant Sections with the same name but
different contents, make the title of each such section unique by
adding at the end of it, in parentheses, the name of the original
author or publisher of that section if known, or else a unique number.
Make the same adjustment to the section titles in the list of
Invariant Sections in the license notice of the combined work.

In the combination, you must combine any sections Entitled ``History''
in the various original documents, forming one section Entitled
``History''; likewise combine any sections Entitled ``Acknowledgements'',
and any sections Entitled ``Dedications''.  You must delete all sections
Entitled ``Endorsements''.

\begin{center}
{\Large\bf 6. COLLECTIONS OF DOCUMENTS\par}
%\phantomsection
%\addcontentsline{toc}{section}{6. COLLECTIONS OF DOCUMENTS}
\end{center}

You may make a collection consisting of the Document and other documents
released under this License, and replace the individual copies of this
License in the various documents with a single copy that is included in
the collection, provided that you follow the rules of this License for
verbatim copying of each of the documents in all other respects.

You may extract a single document from such a collection, and distribute
it individually under this License, provided you insert a copy of this
License into the extracted document, and follow this License in all
other respects regarding verbatim copying of that document.


\begin{center}
{\Large\bf 7. AGGREGATION WITH INDEPENDENT WORKS\par}
%\phantomsection
%\addcontentsline{toc}{section}{7. AGGREGATION WITH INDEPENDENT WORKS}
\end{center}


A compilation of the Document or its derivatives with other separate
and independent documents or works, in or on a volume of a storage or
distribution medium, is called an ``aggregate'' if the copyright
resulting from the compilation is not used to limit the legal rights
of the compilation's users beyond what the individual works permit.
When the Document is included in an aggregate, this License does not
apply to the other works in the aggregate which are not themselves
derivative works of the Document.

If the Cover Text requirement of section~3 is applicable to these
copies of the Document, then if the Document is less than one half of
the entire aggregate, the Document's Cover Texts may be placed on
covers that bracket the Document within the aggregate, or the
electronic equivalent of covers if the Document is in electronic form.
Otherwise they must appear on printed covers that bracket the whole
aggregate.


\begin{center}
{\Large\bf 8. TRANSLATION\par}
%\phantomsection
%\addcontentsline{toc}{section}{8. TRANSLATION}
\end{center}


Translation is considered a kind of modification, so you may
distribute translations of the Document under the terms of section~4.
Replacing Invariant Sections with translations requires special
permission from their copyright holders, but you may include
translations of some or all Invariant Sections in addition to the
original versions of these Invariant Sections.  You may include a
translation of this License, and all the license notices in the
Document, and any Warranty Disclaimers, provided that you also include
the original English version of this License and the original versions
of those notices and disclaimers.  In case of a disagreement between
the translation and the original version of this License or a notice
or disclaimer, the original version will prevail.

If a section in the Document is Entitled ``Acknowledgements'',
``Dedications'', or ``History'', the requirement (section~4) to Preserve
its Title (section~1) will typically require changing the actual
title.


\begin{center}
{\Large\bf 9. TERMINATION\par}
%\phantomsection
%\addcontentsline{toc}{section}{9. TERMINATION}
\end{center}


You may not copy, modify, sublicense, or distribute the Document
except as expressly provided under this License.  Any attempt
otherwise to copy, modify, sublicense, or distribute it is void, and
will automatically terminate your rights under this License.

However, if you cease all violation of this License, then your license
from a particular copyright holder is reinstated (a) provisionally,
unless and until the copyright holder explicitly and finally
terminates your license, and (b) permanently, if the copyright holder
fails to notify you of the violation by some reasonable means prior to
60 days after the cessation.

Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.

Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License.  If your rights have been terminated and not permanently
reinstated, receipt of a copy of some or all of the same material does
not give you any rights to use it.


\begin{center}
{\Large\bf 10. FUTURE REVISIONS OF THIS LICENSE\par}
%\phantomsection
%\addcontentsline{toc}{section}{10. FUTURE REVISIONS OF THIS LICENSE}
\end{center}


The Free Software Foundation may publish new, revised versions
of the GNU Free Documentation License from time to time.  Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.  See
http://www.gnu.org/copyleft/.

Each version of the License is given a distinguishing version number.
If the Document specifies that a particular numbered version of this
License ``or any later version'' applies to it, you have the option of
following the terms and conditions either of that specified version or
of any later version that has been published (not as a draft) by the
Free Software Foundation.  If the Document does not specify a version
number of this License, you may choose any version ever published (not
as a draft) by the Free Software Foundation.  If the Document
specifies that a proxy can decide which future versions of this
License can be used, that proxy's public statement of acceptance of a
version permanently authorizes you to choose that version for the
Document.


\begin{center}
{\Large\bf 11. RELICENSING\par}
%\phantomsection
%\addcontentsline{toc}{section}{11. RELICENSING}
\end{center}


``Massive Multiauthor Collaboration Site'' (or ``MMC Site'') means any
World Wide Web server that publishes copyrightable works and also
provides prominent facilities for anybody to edit those works.  A
public wiki that anybody can edit is an example of such a server.  A
``Massive Multiauthor Collaboration'' (or ``MMC'') contained in the
site means any set of copyrightable works thus published on the MMC
site.

``CC-BY-SA'' means the Creative Commons Attribution-Share Alike 3.0
license published by Creative Commons Corporation, a not-for-profit
corporation with a principal place of business in San Francisco,
California, as well as future copyleft versions of that license
published by that same organization.

``Incorporate'' means to publish or republish a Document, in whole or
in part, as part of another Document.

An MMC is ``eligible for relicensing'' if it is licensed under this
License, and if all works that were first published under this License
somewhere other than this MMC, and subsequently incorporated in whole
or in part into the MMC, (1) had no cover texts or invariant sections,
and (2) were thus incorporated prior to November 1, 2008.

The operator of an MMC Site may republish an MMC contained in the site
under CC-BY-SA on the same site at any time before August 1, 2009,
provided the MMC is eligible for relicensing.


\begin{center}
{\Large\bf ADDENDUM: How to use this License for your documents\par}
%\phantomsection
%\addcontentsline{toc}{section}{ADDENDUM: How to use this License for your documents}
\end{center}

To use this License in a document you have written, include a copy of
the License in the document and put the following copyright and
license notices just after the title page:

\bigskip
\begin{quote}
    Copyright \copyright{}  YEAR  YOUR NAME.
    Permission is granted to copy, distribute and/or modify this document
    under the terms of the GNU Free Documentation License, Version 1.3
    or any later version published by the Free Software Foundation;
    with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
    A copy of the license is included in the section entitled ``GNU
    Free Documentation License''.
\end{quote}
\bigskip
    
If you have Invariant Sections, Front-Cover Texts and Back-Cover Texts,
replace the ``with \dots\ Texts.'' line with this:

\bigskip
\begin{quote}
    with the Invariant Sections being LIST THEIR TITLES, with the
    Front-Cover Texts being LIST, and with the Back-Cover Texts being LIST.
\end{quote}
\bigskip
    
If you have Invariant Sections without Cover Texts, or some other
combination of the three, merge those two alternatives to suit the
situation.

If your document contains nontrivial examples of program code, we
recommend releasing these examples in parallel under your choice of
free software license, such as the GNU General Public License,
to permit their use in free software.

%---------------------------------------------------------------------

\end{document}
