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spoRv
2nd March 2019, 23:17
I'd like to develop a function to scramble and descramble video; the idea is to "shuffle" video enough to let it not be (easily) recognizable.

I ended up with a simple function that divides the image in small blocks, shuffle them, invert/flip etc.

At the moment, it is VERY basic, but serves as a starting point to show how the function works:

function scramble(clip clip) {
w=clip.width/4
h=clip.height/4
clip

a01=crop(0 ,0 ,w,h).fliphorizontal
a02=crop(w ,0 ,w,h).invert("br")
a03=crop(w*2,0 ,w,h).invert
a04=crop(w*3,0 ,0,h).turn180
a05=crop(0 ,h ,w,h).invert
a06=crop(w ,h ,w,h).flipvertical
a07=crop(w*2,h ,w,h).invert
a08=crop(w*3,h ,0,h).invert("rg")
a09=crop(0 ,h*2,w,h).swapuv
a10=crop(w ,h*2,w,h).turn180
a11=crop(w*2,h*2,w,h).swapuv
a12=crop(w*3,h*2,0,h).turn180
a13=crop(0 ,h*3,w,0).swapuv
a14=crop(w ,h*3,w,0).invert("gb")
a15=crop(w*2,h*3,w,0).flipvertical
a16=crop(w*3,h*3,0,0).fliphorizontal

stackvertical(\
stackhorizontal(a12,a05,a08,a15),\
stackhorizontal(a06,a10,a01,a09),\
stackhorizontal(a11,a16,a14,a04),\
stackhorizontal(a03,a13,a07,a02))
}

function descramble(clip clip) {
w=clip.width/4
h=clip.height/4
clip

a01=crop(0 ,0 ,w,h)
a02=crop(w ,0 ,w,h)
a03=crop(w*2,0 ,w,h)
a04=crop(w*3,0 ,0,h)
a05=crop(0 ,h ,w,h)
a06=crop(w ,h ,w,h)
a07=crop(w*2,h ,w,h)
a08=crop(w*3,h ,0,h)
a09=crop(0 ,h*2,w,h)
a10=crop(w ,h*2,w,h)
a11=crop(w*2,h*2,w,h)
a12=crop(w*3,h*2,0,h)
a13=crop(0 ,h*3,w,0)
a14=crop(w ,h*3,w,0)
a15=crop(w*2,h*3,w,0)
a16=crop(w*3,h*3,0,0)

stackvertical(\
stackhorizontal(a07,a16,a13,a12),\
stackhorizontal(a02,a05,a15,a03),\
stackhorizontal(a08,a06,a09,a01),\
stackhorizontal(a14,a11,a04,a10))

a01=crop(0 ,0 ,w,h).fliphorizontal
a02=crop(w ,0 ,w,h).invert("br")
a03=crop(w*2,0 ,w,h).invert
a04=crop(w*3,0 ,0,h).turn180
a05=crop(0 ,h ,w,h).invert
a06=crop(w ,h ,w,h).flipvertical
a07=crop(w*2,h ,w,h).invert
a08=crop(w*3,h ,0,h).invert("rg")
a09=crop(0 ,h*2,w,h).swapuv
a10=crop(w ,h*2,w,h).turn180
a11=crop(w*2,h*2,w,h).swapuv
a12=crop(w*3,h*2,0,h).turn180
a13=crop(0 ,h*3,w,0).swapuv
a14=crop(w ,h*3,w,0).invert("gb")
a15=crop(w*2,h*3,w,0).flipvertical
a16=crop(w*3,h*3,0,0).fliphorizontal

stackvertical(\
stackhorizontal(a01,a02,a03,a04),\
stackhorizontal(a05,a06,a07,a08),\
stackhorizontal(a09,a10,a11,a12),\
stackhorizontal(a13,a14,a15,a16))
}

What I'd like to reach is the following:

- input a N number, where the image will be divided in N x N parts - I guess N <= 16 is enough
- input a string with N triplets, where first character is the X, second is the Y, and third is the type of "manipulation" of that given sector (like, for example, V = flipvertical, I = invert etc. and of course a combination of more than a single one)
- possibly get a random string with a further function

I know that it's possible to use scriptclip to reiterate the stacking, and midstr to get the string triplets, but I do not know how to put them in use! :eek:

Note: it works with uncompressed/lossless video, I'm pretty sure it will NOT work with lossy video.

If someone has a better/different way to reach the target - shuffle the image as much as possible, getting the file size not so much bigger - it will be great!

As usual, thanks in advance to anybody can help!

jmartinr
3rd March 2019, 10:35
Maybe it's a better idea to xor everything with the the values of _one_ still picture. That still picture must be filled with random noise.

You could still discern motion from non-motion after that. But at least it should be fast and workable.

ChaosKing
4th March 2019, 18:34
This seems to do what you want, at least the basic logic for that: https://github.com/kewenyu/BlockEvaluatedFilter-for-Vapoursynth
Come to the bright side...

StainlessS
11th March 2019, 05:52
spoRv,
something to play with, Shuffle v0.00:- LINK REMOVED, See Here:- https://forum.doom9.org/showthread.php?p=1868592#post1868592



# Stack Overhead Subtitle Text, with optional FrameNumber shown.
Function TSub(clip c,string Tit,Bool "ShowFrameNo",Int "Col"){
c.BlankClip(height=20,Color=Default(Col,0))
(Default(ShowFrameNo,False))?ScriptClip("""Subtitle(String(current_frame,"%.f] """+Tit+""""))"""):Trim(0,-1).Subtitle(Tit)
Return StackVertical(c).AudioDubEx(c)
}

/*

ShuffleV(clip c, Int "Seed"=0 , Int "blkH"=8 , Bool "Interlaced"=False , Bool "Inverse"=False ) # Vertical Shuffle
ShuffleH(clip c, Int "Seed"=0 , Int "blkW"=8 , Bool "Inverse"=False ) # Horizontal Shuffle

*/

LoadPlugin(".\Shuffle.dll")
#LoadPlugin(".\Shuffle_x64.dll")

SECRET_KEY_H = 123456789 # EDIT: I should perhaps have called this one SECRET_KEY_V Vertical Shuffle
SECRET_KEY_W = 987654321 # EDIT: I should perhaps have called this one SECRET_KEY_H Horizontal Shuffle

AviSource("D:\Parade.avi")
Crop(0,0,Width/8*8,Height/8*8) # Can Crop or AddBorders to achieve required Width/Height BlkW/H

ConvertToYV12
#ConvertToYV16
#ConvertToYV24
#ConvertToYV411
#ConvertToY8

ORG=Last

BlkH=8 # Blks for Vertial Shuffle
BlkW=8 # Blks for Horizontal Shuffle
INTERLACED=False # Doubles minimum required ShuffleV BlkH, eg YV12 interlaced requires multiple of 4 when INTERLACED=True, else 2

ShuffleV(seed=SECRET_KEY_H,blkH=BLKH,Interlaced=INTERLACED) # Shuffle Vertical blocks
#Return Last
ShuffleH(seed=SECRET_KEY_W,blkW=BLKW) # Shuffle Horizontal blocks
#Return Last
SHUFFLED=Last

ShuffleV(seed=SECRET_KEY_H,blkH=BLKH,Interlaced=INTERLACED,Inverse=True) # Inverse: De-Shuffle V/H, Order does not matter
ShuffleH(seed=SECRET_KEY_W,blkW=BLKW,Inverse=True)
#Return Last

StackHorizontal(SHUFFLED.TSub("Shuffled"+String(BlkH," BlkH=%.0f")+String(BlkW," BlkW=%.0f"),true),Last.TSub("De-Shuffled"))
#ConvertToRGB32


8x8
https://i.postimg.cc/CzJZXWgJ/8x8.jpg (https://postimg.cc/CzJZXWgJ)

2x2
https://i.postimg.cc/JH0nLhmq/2x2.jpg (https://postimg.cc/JH0nLhmq)

Have Not tried at all to compress, but likely a lot better than the XOR stuff (so long as BlkW,blkH not so small).

EDIT: Of course you can still do whatever flipping etc you want, just need to unmagle in reverse order.

EDIT: Seed as for The XOR thing, 0 = ALWAYS SAME, -1 = based on system Uptime, Ie not reversable, else user seed which is reversable.

StainlessS
11th March 2019, 07:48
OK, here some image samples after shuffle and compress and then de-compress De-shuffle again.
Compressed @ CRF 21.5, Slow.

Looks a whole lot better than XOR-ing

4x4 shuffle block sizes [EDIT: Seems to have been de-saturated a bit]
https://i.postimg.cc/D0HVrKCs/US-4x4.jpg (https://postimages.org/)

Next two did AddBorders instead of crop, thats the grey border.
8x8
https://i.postimg.cc/C12rtsjp/US-8x8.jpg (https://postimages.org/)

16x16
https://i.postimg.cc/Dy1FrSTw/US-16x16.jpg (https://postimages.org/)

Shuffled @ 24x24 (I used Addborders instead of crop, I did not try compress).
https://i.postimg.cc/W12R0S85/24x24.jpg (https://postimages.org/)

Time for bed.

EDIT: Note original 22MB size was YouTube compressed, so would likely need to be compressed somewhat bigger anyways.

EDIT: Basic Addborders Shuffler

# Stack Overhead Subtitle Text, with optional FrameNumber shown.
Function TSub(clip c,string Tit,Bool "ShowFrameNo",Int "Col"){
c.BlankClip(height=20,Color=Default(Col,0))
(Default(ShowFrameNo,False))?ScriptClip("""Subtitle(String(current_frame,"%.f] """+Tit+""""))"""):Trim(0,-1).Subtitle(Tit)
Return StackVertical(c).AudioDubEx(c)
}

/*

ShuffleV(clip c, Int "Seed"=0 , Int "blkH"=8 , Bool "Interlaced"=False , Bool "Inverse"=False ) # Vertical Shuffle
ShuffleH(clip c, Int "Seed"=0 , Int "blkW"=8 , Bool "Inverse"=False ) # Horizontal Shuffle

*/

LoadPlugin(".\Shuffle.dll")
#LoadPlugin(".\Shuffle_x64.dll")

SECRET_KEY_H = 123456789
SECRET_KEY_W = 987654321
BlkH=8 # Blks for Vertial Shuffle
BlkW=8 # Blks for Horizontal Shuffle
INTERLACED=False # Doubles minimum required ShuffleV BlkH, eg YV12 interlaced requires multiple of 4 when INTERLACED=True, else 2

AviSource("D:\Parade.avi")
#Crop(0,0,Width/8*8,Height/8*8) # Can Crop or AddBorders to achieve required Width/Height BlkW/H


H=Height % BLKH
W=Width % BLKW
(W!=0 || H!=0) ? AddBorders(0,0,BlkW-W,BlkH-H,$808080) : NOP


ConvertToYV12
#ConvertToYV16
#ConvertToYV24
#ConvertToYV411
#ConvertToY8

ORG=Last


ShuffleV(seed=SECRET_KEY_H,blkH=BLKH,Interlaced=INTERLACED) # Shuffle Vertical blocks
#Return Last
ShuffleH(seed=SECRET_KEY_W,blkW=BLKW) # Shuffle Horizontal blocks
Return Last.TSub("Shuffled 24x24",true)
SHUFFLED=Last

ShuffleV(seed=SECRET_KEY_H,blkH=BLKH,Interlaced=INTERLACED,Inverse=True) # Inverse: De-Shuffle V/H, Order does not matter
ShuffleH(seed=SECRET_KEY_W,blkW=BLKW,Inverse=True)
#Return Last

#SHUFFLED=SHUFFLED.TSub("Shuffled"+String(BlkH," BlkH=%.0f")+String(BlkW," BlkW=%.0f"),true)
#Last=Last.TSub("De-Shuffled")

StackHorizontal(SHUFFLED,Last)
#ConvertToRGB32


Basic Addborders De-Shuffler

# Stack Overhead Subtitle Text, with optional FrameNumber shown.
Function TSub(clip c,string Tit,Bool "ShowFrameNo",Int "Col"){
c.BlankClip(height=20,Color=Default(Col,0))
(Default(ShowFrameNo,False))?ScriptClip("""Subtitle(String(current_frame,"%.f] """+Tit+""""))"""):Trim(0,-1).Subtitle(Tit)
Return StackVertical(c).AudioDubEx(c)
}

/*

ShuffleV(clip c, Int "Seed"=0 , Int "blkH"=8 , Bool "Interlaced"=False , Bool "Inverse"=False ) # Vertical Shuffle
ShuffleH(clip c, Int "Seed"=0 , Int "blkW"=8 , Bool "Inverse"=False ) # Horizontal Shuffle

*/

LoadPlugin(".\Shuffle.dll")
#LoadPlugin(".\Shuffle_x64.dll")

SECRET_KEY_H = 123456789
SECRET_KEY_W = 987654321
BlkH=8 # Blks for Vertial Shuffle
BlkW=8 # Blks for Horizontal Shuffle
INTERLACED=False # Doubles minimum required ShuffleV BlkH, eg YV12 interlaced requires multiple of 4 when INTERLACED=True, else 2

AviSource("D:\Parade.avi")
H=Height % BLKH
W=Width % BLKW
(W!=0 || H!=0) ? AddBorders(0,0,BlkW-W,BlkH-H,$808080) : NOP
ORIG=Last
#Return Last
AviSource(".\8x8.avi")
#Return Last

ConvertToYV12
ORG=Last


ShuffleH(seed=SECRET_KEY_W,blkW=BLKW,Inverse=True)
ShuffleV(seed=SECRET_KEY_H,blkH=BLKH,Interlaced=INTERLACED,Inverse=True) # Inverse: De-Shuffle V/H, Order does not matter
#Return Last

ORIG=ORIG.TSub("Original mp4 size=22MB",true)
Last=Last.TSub("UnShuffled 8x8 mp4 size=153MB")

StackHorizontal(ORIG,Last)
#ConvertToRGB32


Really time for bed.

spoRv
11th March 2019, 08:55
Thanks StainlessS, as always your help is really appreciated, and you are able so solve everything!

:thanks:

I modified my previous functions, including your shaffle ones; yes, blocks are quite big as default, but when compressed (lossless), the shuffled version is only about 4% bigger than the original - while using smaller blocks, let's say 8, it would be more than 20% bigger - and it's more... well, shuffled than your shuffled ones! :D

function scramble(clip clip, Int "Seed" , Int "blk") {
# need Shuffle plugin by StainlessS: https://forum.doom9.org/showthread.php?p=1868592
seed = default(seed, 123456789)
blk = default(blk, 120)
w = clip.width/4
h = clip.height/4

clip

a01=crop(0 ,0 ,w,h).fliphorizontal.invert
a02=crop(w ,0 ,w,h).invert("br")
a03=crop(w*2,0 ,w,h).invert
a04=crop(w*3,0 ,0,h).turn180.invert
a05=crop(0 ,h ,w,h).invert
a06=crop(w ,h ,w,h).flipvertical.invert
a07=crop(w*2,h ,w,h).invert
a08=crop(w*3,h ,0,h).invert("rg")
a09=crop(0 ,h*2,w,h).swapuv
a10=crop(w ,h*2,w,h).turn180
a11=crop(w*2,h*2,w,h).flipvertical.swapuv
a12=crop(w*3,h*2,0,h).turn180
a13=crop(0 ,h*3,w,0).swapuv
a14=crop(w ,h*3,w,0).invert("gb")
a15=crop(w*2,h*3,w,0).flipvertical.invert
a16=crop(w*3,h*3,0,0).fliphorizontal.invert

stackvertical(\
stackhorizontal(a12,a05,a08,a15),\
stackhorizontal(a06,a10,a01,a09),\
stackhorizontal(a11,a16,a14,a04),\
stackhorizontal(a03,a13,a07,a02))

Shuffle2D(seed=seed,blkW=blk,blkH=blk)
}

function descramble(clip clip, Int "Seed" , Int "blk") {
# need Shuffle plugin by StainlessS: https://forum.doom9.org/showthread.php?p=1868592
seed= default(seed, 123456789)
blk = default(blk, 120)
w = clip.width/4
h = clip.height/4

clip

Shuffle2D(seed=seed,blkW=blk,blkH=blk,Inverse=True)

a01=crop(0 ,0 ,w,h)
a02=crop(w ,0 ,w,h)
a03=crop(w*2,0 ,w,h)
a04=crop(w*3,0 ,0,h)
a05=crop(0 ,h ,w,h)
a06=crop(w ,h ,w,h)
a07=crop(w*2,h ,w,h)
a08=crop(w*3,h ,0,h)
a09=crop(0 ,h*2,w,h)
a10=crop(w ,h*2,w,h)
a11=crop(w*2,h*2,w,h)
a12=crop(w*3,h*2,0,h)
a13=crop(0 ,h*3,w,0)
a14=crop(w ,h*3,w,0)
a15=crop(w*2,h*3,w,0)
a16=crop(w*3,h*3,0,0)

stackvertical(\
stackhorizontal(a07,a16,a13,a12),\
stackhorizontal(a02,a05,a15,a03),\
stackhorizontal(a08,a06,a09,a01),\
stackhorizontal(a14,a11,a04,a10))

a01=crop(0 ,0 ,w,h).fliphorizontal.invert
a02=crop(w ,0 ,w,h).invert("br")
a03=crop(w*2,0 ,w,h).invert
a04=crop(w*3,0 ,0,h).turn180.invert
a05=crop(0 ,h ,w,h).invert
a06=crop(w ,h ,w,h).flipvertical.invert
a07=crop(w*2,h ,w,h).invert
a08=crop(w*3,h ,0,h).invert("rg")
a09=crop(0 ,h*2,w,h).swapuv
a10=crop(w ,h*2,w,h).turn180
a11=crop(w*2,h*2,w,h).flipvertical.swapuv
a12=crop(w*3,h*2,0,h).turn180
a13=crop(0 ,h*3,w,0).swapuv
a14=crop(w ,h*3,w,0).invert("gb")
a15=crop(w*2,h*3,w,0).flipvertical.invert
a16=crop(w*3,h*3,0,0).fliphorizontal.invert

stackvertical(\
stackhorizontal(a01,a02,a03,a04),\
stackhorizontal(a05,a06,a07,a08),\
stackhorizontal(a09,a10,a11,a12),\
stackhorizontal(a13,a14,a15,a16))
}

StainlessS
11th March 2019, 14:45
I'll have a go at a 2D shuffler next, better disguise, but might require a bit more bitrate {not so very much, I hope) .

EDIT: 2 x 1D not same as 1 x 2D.

zorr
11th March 2019, 20:44
I wonder if using Burrows-Wheeler transform (https://en.wikipedia.org/wiki/Burrows%E2%80%93Wheeler_transform) would make it compress better. You could use it for the individual blocks or just once for the whole frame. I don't know how it will reverse after compression artifacts though...

StainlessS
12th March 2019, 14:47
I wonder if using Burrows-Wheeler transform would make it compress better

Yeh, that might actually work, at least when 2x2 shuffle [or even 1x1 shuffle when combine U and V together with Y in single plane Y8 (U & V horizontal Stacked) below Y],
but think maybe would have to compress via TIFF or something similar ie run-length encoding, maybe x264 would mess up for inverse Burrows-Wheeler though.

Was recently playing with a Primes generator (gen'ed all primes below 1 Billion in about 1 Minute, on my crap machine).
Generated ~80,000 pages of primes where 64 lines per page and 10 primes per line.

Here some of my new favourite Primes

$ABADA55
$1BDEAD
$DEADED
$BEEEFFF
$BEEFBAD
$BEEFA55
$BEEFC0D


The SieveOfSundaram code published on GeeksForGeeks has a problem where the number below which to print all primes is 65536 or more,
where Primes printed will be wrong (because 32768 ($8000) squared produces -ve int and starts messing up the table of known primes/non-primes.

Here mod of the code to produce paginated output

// C++ program to print primes smaller than n using Sieve of Sundaram.
#include <windows.h>
#include <stdio.h>
#include <ctype.h>

// Will fail where n about 65536 and over
// Will (go -ve) if using type int where eg (i + j + 2*i*j) and i>=32768 and j>=32768, will go -ve
#define INT _int64 // EDIT: Fixes problem

// Prints all prime numbers smaller than n
void SieveOfSundaram(int n,int PrimesPerLine, int LinesPerPage,bool Hex) {
int PrimesPerPage=PrimesPerLine*LinesPerPage;
// In general Sieve of Sundaram, produces primes smaller or equal to (2*x + 2) for a given number x.
// Since we want primes smaller than n, we reduce n to half
INT nNew = (n-2)/2; // EDIT: This fixes above problem.

// This array is used to separate numbers of the form i+j+2ij from others where 1 <= i <= j
bool *marked = new bool[nNew + 1];
if(marked==NULL) {
perror("Error alloc buffer");
exit(-2);
}

// Initalize all elements as not marked
for(int m=0; m <= nNew ; ++m)
marked[m] = false;

// Main logic of Sundaram. Mark all numbers of the
// form i + j + 2ij as true where 1 <= i <= j
for (INT i=1; i <= nNew; ++i) {
for (INT j=i; (i + j + 2*i*j) <= nNew; j++) {
INT q=i + j + 2*i*j;
/*
if(q < 0) {
printf("-ve i=%d j=%d q=%d\n",i,j,q);
goto out;
}
*/
marked[q] = true;
}
}

out:
int page = 0;
int cnt = 0;
INT prime = 0;
if(n > 2) {
printf("\n\n Primes Page No %d\n",++page);
++cnt;
prime = 2;
printf("\n%4d) ",cnt);
if(Hex) { printf("$%-9X",prime); }
else { printf("%-11d",prime); }
for(INT i=1 ; i<=nNew ; ++i) {
if (marked[i] == false) {
++cnt;
prime = 2*i + 1;
if(cnt % PrimesPerPage==1) {
printf("\n\n Primes Page No %d\n",++page);
}
if(cnt % PrimesPerLine ==1)
printf("\n%4d) ",cnt);

if(Hex) { printf("$%-9X", prime); }
else { printf("%-11d", prime); }
}
}
printf("\n");
}
delete [] marked;
}

// Driver program to test above

#define PRIMES_PER_LINE 10
#define LINES_PER_PAGE 64
#define HEX false

int main( int argc, const char* argv[] ) {
int n = 1000001
;
int PrimesPerLine=PRIMES_PER_LINE;
int LinesPerPage=LINES_PER_PAGE;
bool Hex=HEX;
// bool usage=(argc==1);
bool usage=false;
for(int i=1; usage==false && i<argc; i++) {
if (argv[i][0] == '-') {
if (argv[i][1] == 'w' || argv[i][1] == 'W') {
PrimesPerLine=atoi(&argv[++i][0]);
} else if (argv[i][1] == 'l' || argv[i][1] == 'L') {
LinesPerPage=atoi(&argv[++i][0]);
} else if (argv[i][1] == 'h' || argv[i][1] == 'H') {
Hex=true;
} else {
printf("Invalid Option");
usage=true;
}
} else if (argv[i][0]=='$') {
char *stopstring;
n=strtol(&argv[i][1],&stopstring,16);
} else if (isdigit(argv[i][0])) {
n=atoi(&argv[i][0]);
} else {
//usage=true;
}
}
if(usage) {
printf("Usage: %s n [-W Width] [-L Lines] [-h]\n",argv[0]);
printf(" Where:-\n");
printf(" n, number below which all primes are printed.\n");
printf(" Width, Primes per line across the page.\n");
printf(" Lines, Lines per page.\n");
printf(" -h switches on Hex Primes.\n");
return -1;
}
printf("Number = %d ($%X)\n",n,n);
printf("PrimesPerLine = %d\n",PrimesPerLine);
printf("LinesPerPage = %d\n",LinesPerPage);
printf("Hex = %s\n",(Hex)?"True":"False");
SieveOfSundaram(n,PrimesPerLine,LinesPerPage,Hex);
return 0;
}

By default prints all primes below 1000001, 123 Pages.
Use eg

D:\>sieveofsundaram >Primes.txt
D:\>sieveofsundaram 1000000001 -h >HexPrimes.txt # all primes below 1 billion and 1, and print them in hex


Executable here:- http://www.mediafire.com/file/3fzq69cevzg5nrr/SieveOfSundaram.7z/file
EDIT: Dont go over about 4 billion else same problem as already noted.

Got the 2D Shuffler working just fine, doing some encodes and stuff and post in new thread soon.

EDIT: Last Partial page where printing primes below 1,000,000,001 in hex (the produced 560MB opens OK in NotePad++ x64)

Primes Page No 79450

50847361) $3B9ABB3F $3B9ABB43 $3B9ABB57 $3B9ABB63 $3B9ABB6D $3B9ABB8D $3B9ABB93 $3B9ABB97 $3B9ABB9D $3B9ABBA9
50847371) $3B9ABBB5 $3B9ABBC7 $3B9ABBDF $3B9ABBF7 $3B9ABC35 $3B9ABC4D $3B9ABC7D $3B9ABCAB $3B9ABCC3 $3B9ABCE3
50847381) $3B9ABCE9 $3B9ABCFF $3B9ABD05 $3B9ABD11 $3B9ABD23 $3B9ABD25 $3B9ABD37 $3B9ABD4D $3B9ABD6B $3B9ABD9B
50847391) $3B9ABDE5 $3B9ABDF1 $3B9ABDF7 $3B9ABE37 $3B9ABE3D $3B9ABE5D $3B9ABE79 $3B9ABE8B $3B9ABE99 $3B9ABEAB
50847401) $3B9ABECD $3B9ABEFD $3B9ABF35 $3B9ABF39 $3B9ABF41 $3B9ABF53 $3B9ABF5F $3B9ABF75 $3B9ABF7D $3B9ABF93
50847411) $3B9ABFAD $3B9ABFDB $3B9AC011 $3B9AC031 $3B9AC067 $3B9AC079 $3B9AC07F $3B9AC083 $3B9AC089 $3B9AC095
50847421) $3B9AC0BB $3B9AC0C7 $3B9AC0CB $3B9AC0E9 $3B9AC0EF $3B9AC101 $3B9AC115 $3B9AC149 $3B9AC14B $3B9AC15B
50847431) $3B9AC161 $3B9AC173 $3B9AC1AF $3B9AC1C3 $3B9AC20F $3B9AC233 $3B9AC241 $3B9AC247 $3B9AC26B $3B9AC281
50847441) $3B9AC29B $3B9AC2A7 $3B9AC2B9 $3B9AC2BD $3B9AC2BF $3B9AC2C3 $3B9AC2DD $3B9AC2E7 $3B9AC2FB $3B9AC323
50847451) $3B9AC335 $3B9AC33D $3B9AC365 $3B9AC383 $3B9AC3A1 $3B9AC3D7 $3B9AC3FB $3B9AC425 $3B9AC42B $3B9AC42D
50847461) $3B9AC445 $3B9AC449 $3B9AC463 $3B9AC491 $3B9AC499 $3B9AC49D $3B9AC4A3 $3B9AC4AF $3B9AC4B1 $3B9AC4BD
50847471) $3B9AC4C7 $3B9AC4DB $3B9AC4DF $3B9AC4E1 $3B9AC4E5 $3B9AC539 $3B9AC545 $3B9AC551 $3B9AC57B $3B9AC58F
50847481) $3B9AC595 $3B9AC5B7 $3B9AC5C5 $3B9AC5C9 $3B9AC5D1 $3B9AC5ED $3B9AC5EF $3B9AC5FB $3B9AC605 $3B9AC619
50847491) $3B9AC629 $3B9AC635 $3B9AC643 $3B9AC653 $3B9AC65B $3B9AC67F $3B9AC683 $3B9AC689 $3B9AC69B $3B9AC6A1
50847501) $3B9AC6AF $3B9AC6BB $3B9AC6CD $3B9AC6D7 $3B9AC6D9 $3B9AC6DD $3B9AC6F7 $3B9AC6FD $3B9AC75B $3B9AC769
50847511) $3B9AC779 $3B9AC79F $3B9AC7C9 $3B9AC7FF $3B9AC803 $3B9AC80F $3B9AC827 $3B9AC835 $3B9AC863 $3B9AC86F
50847521) $3B9AC877 $3B9AC87D $3B9AC8B3 $3B9AC8BD $3B9AC8F5 $3B9AC8FB $3B9AC907 $3B9AC90D $3B9AC911 $3B9AC935
50847531) $3B9AC98B $3B9AC995 $3B9AC9B9 $3B9AC9C1


EDIT: And 1st page in Decimal

Number = 1000001 ($F4241)
PrimesPerLine = 10
LinesPerPage = 64
Hex = False


Primes Page No 1

1) 2 3 5 7 11 13 17 19 23 29
11) 31 37 41 43 47 53 59 61 67 71
21) 73 79 83 89 97 101 103 107 109 113
31) 127 131 137 139 149 151 157 163 167 173
41) 179 181 191 193 197 199 211 223 227 229
51) 233 239 241 251 257 263 269 271 277 281
61) 283 293 307 311 313 317 331 337 347 349
71) 353 359 367 373 379 383 389 397 401 409
81) 419 421 431 433 439 443 449 457 461 463
91) 467 479 487 491 499 503 509 521 523 541
101) 547 557 563 569 571 577 587 593 599 601
111) 607 613 617 619 631 641 643 647 653 659
121) 661 673 677 683 691 701 709 719 727 733
131) 739 743 751 757 761 769 773 787 797 809
141) 811 821 823 827 829 839 853 857 859 863
151) 877 881 883 887 907 911 919 929 937 941
161) 947 953 967 971 977 983 991 997 1009 1013
171) 1019 1021 1031 1033 1039 1049 1051 1061 1063 1069
181) 1087 1091 1093 1097 1103 1109 1117 1123 1129 1151
191) 1153 1163 1171 1181 1187 1193 1201 1213 1217 1223
201) 1229 1231 1237 1249 1259 1277 1279 1283 1289 1291
211) 1297 1301 1303 1307 1319 1321 1327 1361 1367 1373
221) 1381 1399 1409 1423 1427 1429 1433 1439 1447 1451
231) 1453 1459 1471 1481 1483 1487 1489 1493 1499 1511
241) 1523 1531 1543 1549 1553 1559 1567 1571 1579 1583
251) 1597 1601 1607 1609 1613 1619 1621 1627 1637 1657
261) 1663 1667 1669 1693 1697 1699 1709 1721 1723 1733
271) 1741 1747 1753 1759 1777 1783 1787 1789 1801 1811
281) 1823 1831 1847 1861 1867 1871 1873 1877 1879 1889
291) 1901 1907 1913 1931 1933 1949 1951 1973 1979 1987
301) 1993 1997 1999 2003 2011 2017 2027 2029 2039 2053
311) 2063 2069 2081 2083 2087 2089 2099 2111 2113 2129
321) 2131 2137 2141 2143 2153 2161 2179 2203 2207 2213
331) 2221 2237 2239 2243 2251 2267 2269 2273 2281 2287
341) 2293 2297 2309 2311 2333 2339 2341 2347 2351 2357
351) 2371 2377 2381 2383 2389 2393 2399 2411 2417 2423
361) 2437 2441 2447 2459 2467 2473 2477 2503 2521 2531
371) 2539 2543 2549 2551 2557 2579 2591 2593 2609 2617
381) 2621 2633 2647 2657 2659 2663 2671 2677 2683 2687
391) 2689 2693 2699 2707 2711 2713 2719 2729 2731 2741
401) 2749 2753 2767 2777 2789 2791 2797 2801 2803 2819
411) 2833 2837 2843 2851 2857 2861 2879 2887 2897 2903
421) 2909 2917 2927 2939 2953 2957 2963 2969 2971 2999
431) 3001 3011 3019 3023 3037 3041 3049 3061 3067 3079
441) 3083 3089 3109 3119 3121 3137 3163 3167 3169 3181
451) 3187 3191 3203 3209 3217 3221 3229 3251 3253 3257
461) 3259 3271 3299 3301 3307 3313 3319 3323 3329 3331
471) 3343 3347 3359 3361 3371 3373 3389 3391 3407 3413
481) 3433 3449 3457 3461 3463 3467 3469 3491 3499 3511
491) 3517 3527 3529 3533 3539 3541 3547 3557 3559 3571
501) 3581 3583 3593 3607 3613 3617 3623 3631 3637 3643
511) 3659 3671 3673 3677 3691 3697 3701 3709 3719 3727
521) 3733 3739 3761 3767 3769 3779 3793 3797 3803 3821
531) 3823 3833 3847 3851 3853 3863 3877 3881 3889 3907
541) 3911 3917 3919 3923 3929 3931 3943 3947 3967 3989
551) 4001 4003 4007 4013 4019 4021 4027 4049 4051 4057
561) 4073 4079 4091 4093 4099 4111 4127 4129 4133 4139
571) 4153 4157 4159 4177 4201 4211 4217 4219 4229 4231
581) 4241 4243 4253 4259 4261 4271 4273 4283 4289 4297
591) 4327 4337 4339 4349 4357 4363 4373 4391 4397 4409
601) 4421 4423 4441 4447 4451 4457 4463 4481 4483 4493
611) 4507 4513 4517 4519 4523 4547 4549 4561 4567 4583
621) 4591 4597 4603 4621 4637 4639 4643 4649 4651 4657
631) 4663 4673 4679 4691 4703 4721 4723 4729 4733 4751


EDIT: LINK REMOVED and opened new Thread for Shuffle:- https://forum.doom9.org/showthread.php?p=1868592#post1868592

spoRv
13th March 2019, 03:13
Updated post #6 (https://forum.doom9.org/showthread.php?p=1868405#post1868405) to use Shuffle2D

StainlessS
21st June 2020, 12:39
SpoRv, Shuffle() Update v1.02:- https://forum.doom9.org/showthread.php?t=176193
ShuffleT() # Temporal shuffle, ie shuffle frame order.