Import the scene graph, and find the worst gap between two branch points is zero
ROADMAP G1, scheduled early because it is a measurement input, and it paid for that immediately. 51.3 established that a ring's lookahead is accumulated out of pipe - wire and that a seek spends all of it, so what a branch point costs is set by the time since the last one. 55.5 rehearsed a seek on the machine and said out loud that it could not ask the question, because nothing here knew where the branch points are. They are everywhere, and 5.4% of them are free of charge to the player and not to us. Over 612 distinct transitions into a seek, taking the earliest instant each input window opens: worst 0.000 s, p10 0.950, median 3.473, best 82.497. 33 open on the first frame of a clip the disc SEEKED to -- press right as flaming_ropes.enter_room appears and you are in fall_to_death, two seeks with no play between them. 51.2's slack rule can therefore be answered NO by the content rather than by the buffer, and no amount of ring is a defence. It does not break the design. A branch on an empty ring costs the 2-record prefill, 149.7 ms at 488 KB/s, not the climb. What it removes is margin: at that rate in a 256 KB ring, 76% of this game's branch points arrive before the ring has refilled, and a 512 KB ring makes that 90%, because doubling the ceiling does not touch the surplus. The ring is not the lever; the surplus is. CORRECTION to FINDINGS 16: there is only one transcription. The SNES chapter set says in its own README that it is derived from DirkSimple, so the planned diff of two independent sources catches conversion errors only. Run anyway: durations agree 388/505 within a frame, branch structure 470/505, and of the 35 differences 16 are renames and 18 of the other 19 are that port dropping the arcade's diagonals. Zero transcription discrepancies, and none were findable. Two constraints on the input layer come free: the arcade needs eight directions, and the shortest input window is 98 ms against 54.4's 72.13/90.16 ms frame slot, so input cannot be polled on the frame tick. The coupling to outside source is contained to one file (USER DECISION). tools/import/scenegraph.py is the only code here that knows those projects exist -- their paths, table names, timing formulas, constants -- and it writes DLXSCENE1, this project's own schema, into gitignored tmp/ with the sources' licences inside it. tools/analysis/25_scene_graph.py reads only that. Nothing is vendored and nothing outside-derived is committed. The split was made after the measurement and the whole output was re-run byte for byte to show it moved no number. Both import gates are negative-tested: deleting one sequence upstream fails the 516/906 count, and closing the table early fails the constructor-end check, which replaced one that was vacuous. No 68000 code ran or changed; decode.bin is still 1,296 B at the same MD5. check.sh gains an import stage that skips when there is no checkout. ALL GREEN before and after. Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
This commit is contained in:
@@ -5017,3 +5017,215 @@ and are exact, so 49.6's table is unaffected.
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two-instruction test at the top of the pace wait that routes a self-filled
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run into a polling wait loop. The legacy wait loops are byte for byte the ones
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FINDINGS 51 measured and a host-filled run executes none of the new code.
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---
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# Findings — session 24 (2026-08-24)
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## 56. The scene graph is in, and the worst gap between two decision points is zero (session 24)
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ROADMAP G1, and it was scheduled early *because it is a measurement input*.
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FINDINGS 51.3 established that a ring's lookahead is accumulated out of
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`pipe - wire` and that a seek spends all of it, so what a branch point costs is
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set by the rate and by **the time since the last branch**. 55.5 rehearsed a seek
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on the machine and then said out loud that it could not ask the question that
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matters, because nothing in this tree knew where the branch points *are*.
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Now it does, in two files with a hard line between them (USER DECISION,
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session 24):
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- **`tools/import/scenegraph.py` is the only file in this tree that knows
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anything about somebody else's source.** Their file layout, table names,
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timing formulas and magic constants are wired into it and nowhere else. It
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writes **`DLXSCENE1`**, this project's own schema — a clip's length, its exits
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and the earliest instant each of them can fire — into gitignored `tmp/`.
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- **`tools/analysis/25_scene_graph.py` reads only DLXSCENE1** and could not name
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an outside project if it wanted to.
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Nothing is vendored and nothing outside-derived is committed. That line is worth
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drawing before the game-logic layer exists rather than after: when one of those
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projects moves, exactly one file in this tree breaks, and when a scene table is
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eventually committed rather than regenerated, there is one place the attribution
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already lives. Restructuring changed no number in this section — the split was
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made after the measurement and the whole output was re-run byte for byte.
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### 56.1 What was imported, and what gates it
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**40 scenes, 516 sequences, 906 input windows**, plus `scene_manager.rows` — the
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13x3 scene order the arcade walks. **282 of the 516 sequences (54.7%) are
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entered by a seek**; the rest play on from wherever the disc already is, which
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is the distinction the whole finding rests on.
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The source table is Lua, and there is no Lua interpreter on this box, so the
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importer contains a **deliberately small Lua-subset parser**: table constructors,
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literals, bare identifiers, the file's four timing helpers and `+`/`-` between
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them. Anything else is a parse error rather than a silent skip. Three gates
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stand behind that choice:
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1. the four timing helpers are **matched against the text that defines them** —
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`frame / 23.976`, the `- 6297.0` ROM offset, `noseek` returning `-1`,
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`(seconds * 1000) + ms`. If upstream changes a formula, the tool stops
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rather than keeps evaluating the old one.
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2. the parse must reach **516 sequences and 906 input windows** exactly. A
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parser that quietly dropped a branch would produce a *smaller* graph and a
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*longer* worst gap, i.e. it would fail in the flattering direction.
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3. `check.sh` runs the import and then the analysis, and **skips rather than
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fails** when there is no checkout, like every other outside-this-repo input
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in the tree.
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### 56.2 CORRECTION to FINDINGS 16: there is only one transcription
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> 16 cleared two permissively licensed transcriptions and planned to **diff them
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> against each other to catch transcription errors**. That plan does not work.
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The SNES project's own `data/events/README.md` states its 516 chapter XMLs are
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"**derived from DirkSimple game data**". They are a *conversion* of the same
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transcription, not a second one. The diff below is still worth running — it
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catches conversion errors — but it **cannot** catch a transcription error,
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because there is nothing independent to compare against. DirkSimple is the
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single source, and its own provenance is the arcade ROM's data table.
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That correction was cheap to make and it was one sentence of a README away from
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never being made at all. It belongs with FINDINGS 42.1: a plausible source with
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no provenance is folklore, and so is a plausible cross-check.
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### 56.3 THE MEASUREMENT: the worst gap is zero, and 5.4% of branches are
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Chaining play across non-seeking sequences and taking the **earliest** moment an
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input window opens (the least play a clip can deliver before the branch it leads
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to), over 612 distinct transitions into a seek, excluding attract mode:
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| | seconds of play |
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|---|---:|
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| worst | **0.000** |
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| p10 | 0.950 |
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| p25 | 1.966 |
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| median | 3.473 |
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| p75 | 5.800 |
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| p90 | 9.548 |
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| best | 82.497 |
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**33 of the 612 (5.4%) are zero**: an input window that opens at t=0 of a clip
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the disc *seeked to*, so two seeks can fall back to back with no play between
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them at all. `flaming_ropes.enter_room -> fall_to_death` is one — press right on
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the frame the clip starts and the player dies immediately.
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This is not an edge case to be designed around; it is the game. **A rule of the
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form "has there been enough play since the last branch" — 51.2's slack rule,
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`ring_may_seek` in `src/player/ring.i` — can be answered NO by the content,
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not by the buffer**, and no amount of ring is a defence.
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**203 of the 612 end the scene**, which in this design is also a container
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change and needs 6,164 header bytes before frame 0 (53, 55.1). The worst
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scene-change gap is **0.541 s** and the median is 2.501 s.
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### 56.4 The median branch point arrives before the ring has refilled
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51.3's climb, against the game's own gap distribution. Gate container
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(`rc_fr_singe_scsi_span.dlx`, mean record 36.5 KB, wire 446.1 KB/s); rates are
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explicit arguments and every one of them is a sensitivity, not a claim:
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| ring KB | pipe KB/s | ceiling | climb s | branch points under the climb |
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|---:|---:|---:|---:|---:|
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| 256 | 451.4 | 3 | 20.83 | 601/612 (98%) |
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| 256 | 488.0 | 7 | 6.11 | 468/612 (76%) |
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| 256 | 513.2 | 7 | 3.81 | 370/612 (60%) |
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| 256 | 600.0 | 7 | 1.66 | 129/612 (21%) |
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| 512 | 488.0 | 11 | 9.60 | 551/612 (90%) |
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| 512 | 513.2 | 14 | 7.63 | 512/612 (84%) |
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| 512 | 600.0 | 14 | 3.32 | 301/612 (49%) |
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Two things fall out, and the second is the one that costs something.
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1. **At every rate this tree has considered, most branch points arrive with less
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lookahead than the one before them.** At 488 KB/s in a 256 KB ring — the
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configuration `check.sh` gates — that is 76%.
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2. **A bigger ring makes this metric worse, and now content says so too.** 51.3
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derived it from the surplus alone; here the same rate goes from 76% under the
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climb at 256 KB to 90% at 512 KB, because doubling the ring doubles the
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ceiling without touching `pipe - wire`. **The ring is not the lever. The
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surplus is.**
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|
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### 56.5 What a branch actually costs when the gap bought nothing
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The climb is what a player needs to *tolerate* the next branch. What it *pays*
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at one is the prefill, because the ring is empty after a seek and 55.4's shipped
|
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policy releases the decoder at 2 records:
|
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|
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| pipe KB/s | 2-record prefill | as a scene change (+6,164 B) |
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||||
|---:|---:|---:|
|
||||
| 451.4 | 161.8 ms (1.94 frame slots) | 175.2 ms (2.10) |
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||||
| 488.0 | 149.7 ms (1.80) | 162.0 ms (1.94) |
|
||||
|
||||
So a zero-play branch is **not** a failure: it costs about two frame slots of
|
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black, every time. What it removes is margin. A player that branches at p10
|
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(0.950 s) has spent its whole lookahead and rebuilt almost none of it, and the
|
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next slow record has nothing behind it. **The finding is not "this breaks", it
|
||||
is "this design runs permanently at minimum lookahead, and the arcade content is
|
||||
what puts it there."** 22_scene_load.py prices the scene-change case properly,
|
||||
clocks included; the mechanical seek is still unmodelled (B1) and is charged on
|
||||
top of all of it.
|
||||
|
||||
### 56.6 What the cross-check IS worth, now that it is not a cross-check
|
||||
|
||||
Run anyway, against 518 SNES chapter XMLs, with the 40 scene abbreviations
|
||||
matched to DirkSimple scenes **from the data** — the abbreviation's letters must
|
||||
be a subsequence of the scene name, ranked by sequence-name overlap, with a
|
||||
reversed-scene rule for the thirteen mirrored scenes. (Overlap alone mapped
|
||||
`snkr` to `black_knight`, because two scenes full of `seqN` names look alike.)
|
||||
|
||||
- **Start times do not compare at all.** The SNES XMLs are on their own
|
||||
extraction's timeline; DirkSimple is on arcade ROM frames minus 6,297 ms. The
|
||||
difference is not a constant and **does not even keep its sign** (spread
|
||||
-8.0 s .. +6.4 s). Reported as a spread rather than as a check, because a
|
||||
check it is not.
|
||||
- **Durations do compare** — they are offset-invariant. 388/505 agree within one
|
||||
laserdisc frame (76.8%), median difference 0 ms.
|
||||
- **Branch structure compares**: 470/505 chapters (93.1%) carry the identical
|
||||
set of (input -> target) edges. Of the 35 that differ, **16 are renames**
|
||||
(`captured_by_ghouls` -> `ghoul_capture`) and **18 of the remaining 19 are the
|
||||
SNES conversion dropping the arcade's diagonals**. The 19th is
|
||||
`intr_castle_exterior`, where the SNES *added* a skip.
|
||||
|
||||
**Zero transcription discrepancies were found, and none could have been.** What
|
||||
the diff produced is one useful fact about our own input layer, below.
|
||||
|
||||
### 56.7 Two constraints on the input layer, from the same import
|
||||
|
||||
1. **The arcade uses eight directions plus action and start.** Counted over the
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||||
906 windows: left 233, right 217, up 209, down 152, action 72, **upleft 13,
|
||||
upright 4, downleft 3, downright 1**, start 2. The diagonals are 21 windows
|
||||
out of 906 — rare enough to be dropped by a port that had to (the SNES one
|
||||
did) and **not** droppable by one aiming at the arcade.
|
||||
2. **The shortest input window is 98 ms.** Median 950 ms (11.4 frame slots), p10
|
||||
393 ms, but the floor is 98 ms — and by 54.4 a 12 fps frame slot is 72.13 ms
|
||||
or 90.16 ms, never 83.33. **A 98 ms window is one or two frames wide.**
|
||||
Polling input on the frame tick is therefore marginal by construction: the
|
||||
input layer has to run off something faster than the frame clock, and
|
||||
`src/player/clock.i` already owns an MFP interrupt at 181.35 clocks a
|
||||
V-DISP (54.2) that is 8.6x faster and costs 0.1% of the budget.
|
||||
|
||||
### 56.8 What this does NOT establish
|
||||
|
||||
1. **No rate here is measured.** Every column is a sensitivity across explicit
|
||||
rates (FINDINGS 50). B1 is still open and the mechanical seek still has no
|
||||
figure at all.
|
||||
2. **The gap model is a lower bound by construction.** It takes the earliest
|
||||
instant an input window opens, so it is what an *expert* player can force,
|
||||
not what a typical one produces. That is the right bound for a buffer
|
||||
design and the wrong one for describing play.
|
||||
3. **It is the arcade's graph, not this port's.** The 612 transitions assume
|
||||
the port reproduces every branch. Nothing has been mapped onto our 224
|
||||
Blu-ray streams yet — the SNES project's 516 chapters are finer-grained than
|
||||
our streams, and that mapping is still C1's problem.
|
||||
4. **Nothing ran on the 68000 this session.** This is host-side analysis of an
|
||||
imported table. `decode.s`, `stream.s`, `ring.i`, `clock.i` and `load.i` are
|
||||
untouched, `decode.bin` is still 1,296 B at the same MD5, and the green light
|
||||
was ALL GREEN before and after.
|
||||
5. **The scene graph is not vendored, and the coupling is contained.** Neither
|
||||
repo ships here and neither is redistributable from this tree; both are
|
||||
permissive (DirkSimple zlib, Ryan C. Gordon; SNES project MIT, Chad
|
||||
Doebelin) and both are cloned by the reader. The `sources` block of every
|
||||
generated table carries the attribution. **`tmp/scenegraph.json` is
|
||||
generated, gitignored and derived data**: committing it, or any table built
|
||||
from it, is redistribution and the attribution has to travel with it.
|
||||
|
||||
+25
-12
@@ -3,6 +3,8 @@
|
||||
Written end of session 19 (2026-08-24), against a tree that is ALL GREEN.
|
||||
Amended end of session 21: P1 done, P2 half done (FINDINGS 53).
|
||||
Amended end of session 22: P3 done (FINDINGS 54).
|
||||
Amended end of session 23: P5 done (FINDINGS 55).
|
||||
Amended end of session 24: G1 done (FINDINGS 56).
|
||||
|
||||
**THE COMPLETION TARGET IS M3, THE VERTICAL SLICE** (USER DECISION): one scene
|
||||
tree — a decision point, two outcomes, a death clip — with audio, streaming from
|
||||
@@ -256,18 +258,29 @@ interaction to price next, and it is E2's question with a second consumer in it.
|
||||
**E6. Container v2** — audio interleave, per-record index, scene table. Depends
|
||||
on P6's answer and on P5's index.
|
||||
|
||||
**G1. Import the scene graph — early, because it is a measurement input.**
|
||||
SNES project `data/events/` (MIT, cleared) diffed against DirkSimple (zlib),
|
||||
which transcribed the same data independently, to catch transcription errors
|
||||
before anything reaches 68000 tables. **Neither is on this box** — both need
|
||||
fetching.
|
||||
~~**G1. Import the scene graph — early, because it is a measurement input.**~~
|
||||
**DONE, session 24 — FINDINGS 56.** It was pulled ahead for exactly the reason
|
||||
given, and it paid: **the worst gap between two consecutive decision points is
|
||||
zero**, and 5.4% of the game's 612 branch transitions are. Two seeks can fall
|
||||
back to back with no play between them, so 51.2's slack rule can be answered NO
|
||||
by the content rather than by the buffer.
|
||||
|
||||
The reason to pull this ahead of the game logic that consumes it: 51.3 says
|
||||
4.83 s of play to refill a 256 KB ring at 488 KB/s, and Dragon's Lair's decision
|
||||
points are seconds apart. **Nothing in this tree can currently say what the worst
|
||||
gap between consecutive decision points is** — only the scene table knows, and
|
||||
until it is imported, whether this design survives a back-to-back branch is an
|
||||
open question nobody is able to ask.
|
||||
It does not break the design — a branch on an empty ring costs the prefill
|
||||
(149.7 ms, 1.80 frame slots at 488 KB/s), not the climb — but it removes the
|
||||
margin: at 488 KB/s in a 256 KB ring, **76% of this game's branch points arrive
|
||||
before the ring has refilled**, and a 512 KB ring makes that 90%. **The ring is
|
||||
not the lever; the surplus is.**
|
||||
|
||||
Two constraints on the input layer came with it: the arcade needs **eight
|
||||
directions**, and the shortest input window is **98 ms** against a 72.13/90.16 ms
|
||||
frame slot, so input cannot be polled on the frame tick (56.7).
|
||||
|
||||
**The cross-check plan was wrong and is struck.** The SNES chapters are
|
||||
*derived* from DirkSimple, by their own README, so there is one transcription and
|
||||
not two; the diff catches conversion errors only (56.2). **Nothing is vendored:**
|
||||
`tools/import/scenegraph.py` is the one file coupled to those projects and it
|
||||
writes this project's own `DLXSCENE1` schema into gitignored `tmp/`
|
||||
(USER DECISION, session 24).
|
||||
|
||||
---
|
||||
|
||||
@@ -304,7 +317,7 @@ B3 DTYP ──────┴─> P4 transport ─┐
|
||||
P1 P2(half) P3 P5 P7 ───────────┘ ^
|
||||
│
|
||||
P6 (bus cost DONE, 52) ──────────────────┤
|
||||
G1 scene graph (fetch, do early) ─────────┘
|
||||
G1 scene graph (DONE, 56) ───────────────┘
|
||||
B2 blanking ─> (page 1; do not pre-build on it)
|
||||
```
|
||||
|
||||
|
||||
@@ -1,3 +1,94 @@
|
||||
# Status & next-session handoff — end of session 24 (2026-08-24)
|
||||
|
||||
## Session 24: the scene graph is in, and the worst gap between two decision points is zero
|
||||
|
||||
**Green light first and last: `./tools/bench/check.sh` was ALL GREEN before any
|
||||
of this and ALL GREEN after**, plus a new import stage.
|
||||
|
||||
**ROADMAP G1 is DONE. FINDINGS 56.** G1 was scheduled early because it is a
|
||||
*measurement input*, and it paid for that immediately.
|
||||
|
||||
**1. THE ANSWER: the worst gap is zero.** Over 612 distinct transitions into a
|
||||
seek, taking the earliest instant each input window opens and chaining play
|
||||
across sequences the disc plays through without seeking:
|
||||
|
||||
| | worst | p10 | median | p75 | p90 | best |
|
||||
|---|---:|---:|---:|---:|---:|---:|
|
||||
| seconds of play between two seeks | **0.000** | 0.950 | 3.473 | 5.800 | 9.548 | 82.497 |
|
||||
|
||||
**33 of the 612 (5.4%) are zero** — an input window that opens at t=0 of a clip
|
||||
the disc seeked to, so two seeks can fall back to back with no play at all
|
||||
(`flaming_ropes.enter_room -> fall_to_death`: press right on the first frame and
|
||||
you die). **51.2's slack rule can be answered NO by the content, not by the
|
||||
buffer**, and no amount of ring is a defence. 56.3.
|
||||
|
||||
**2. Most branch points arrive before the ring has refilled, at every rate this
|
||||
tree has considered.** 51.3's climb against the game's own gaps, gate container:
|
||||
|
||||
| ring KB | pipe KB/s | ceiling | climb s | branch points under the climb |
|
||||
|---:|---:|---:|---:|---:|
|
||||
| 256 | 451.4 | 3 | 20.83 | 601/612 (98%) |
|
||||
| 256 | 488.0 | 7 | 6.11 | **468/612 (76%)** |
|
||||
| 256 | 513.2 | 7 | 3.81 | 370/612 (60%) |
|
||||
| 256 | 600.0 | 7 | 1.66 | 129/612 (21%) |
|
||||
| 512 | 488.0 | 11 | 9.60 | **551/612 (90%)** |
|
||||
|
||||
**A bigger ring makes this worse and now content says so too**: same rate, 76%
|
||||
at 256 KB and 90% at 512 KB, because doubling the ceiling does not touch
|
||||
`pipe - wire`. **The ring is not the lever; the surplus is.** 56.4.
|
||||
|
||||
**3. It does not break — it removes margin.** A branch on an empty ring costs
|
||||
the prefill, not the climb: **149.7 ms (1.80 frame slots) at 488 KB/s**, 162.0 ms
|
||||
if it is a scene change carrying the 6,164-byte header. So the finding is not
|
||||
"this fails", it is **"this design runs permanently at minimum lookahead, and
|
||||
the arcade content is what puts it there"**. The mechanical seek is still
|
||||
unmodelled (B1) and is charged on top. 56.5.
|
||||
|
||||
**4. CORRECTION to FINDINGS 16: there is only one transcription.** 16 cleared
|
||||
two permissively licensed sources and planned to diff them "to catch
|
||||
transcription errors". The SNES project's own `data/events/README.md` says its
|
||||
chapters are "derived from DirkSimple game data" — a second *copy*, not a second
|
||||
transcription. The diff runs anyway and catches conversion errors: durations
|
||||
agree 388/505 within one frame, branch structure 470/505, and of the 35
|
||||
differences **16 are renames and 18 of the other 19 are the SNES conversion
|
||||
dropping the arcade's diagonals**. Zero transcription discrepancies were found
|
||||
and none could have been. 56.2, 56.6.
|
||||
|
||||
**5. Two constraints on the input layer, free with the import.** The arcade uses
|
||||
**eight directions plus action and start** (diagonals are 21 of 906 windows —
|
||||
droppable by a port that must, not by one aiming at the arcade), and the
|
||||
**shortest input window is 98 ms** against a frame slot of 72.13 or 90.16 ms
|
||||
(54.4). **Input cannot be polled on the frame tick**; `clock.i`'s V-DISP
|
||||
interrupt already runs 8.6x faster at 0.1% of the budget. 56.7.
|
||||
|
||||
**6. The coupling to outside source is contained to one file (USER DECISION).**
|
||||
`tools/import/scenegraph.py` is the only file in this tree that knows those
|
||||
projects exist — their paths, table names, timing formulas, constants — and it
|
||||
writes **`DLXSCENE1`**, our own schema, into gitignored `tmp/`.
|
||||
`tools/analysis/25_scene_graph.py` reads only that. Nothing is vendored, nothing
|
||||
outside-derived is committed, and the generated table carries its own `sources`
|
||||
attribution block. The split was made after the measurement and changed no
|
||||
number in it.
|
||||
|
||||
**New in the tree:** `tools/import/` (new directory, one file),
|
||||
`tools/analysis/25_scene_graph.py`, and a `check.sh` stage that imports, gates
|
||||
on 516 sequences / 906 input windows, and runs the analysis — skipped when there
|
||||
is no checkout, like the px68k and IPL ROM stages.
|
||||
|
||||
**No 68000 code ran and none changed.** `decode.bin` is still 1,296 B at the
|
||||
same MD5.
|
||||
|
||||
**Next:** **P4** (drive the MB89352, settle `W`) still decides the project and
|
||||
still needs hardware or a MAME that models the SPC. What 56 changes about it:
|
||||
the transport now has a *content* requirement as well as a rate one — it has to
|
||||
survive a branch with an empty ring at zero notice, 5.4% of the time. **P2's
|
||||
remaining half** (reserve index 0 as black) is unchanged and still bundled with
|
||||
the two other re-encode-class questions from 55: the delivered-rate rate point
|
||||
and 54.4's short slot. All three are still one re-encode plus one
|
||||
re-measurement, and still want deciding together.
|
||||
|
||||
---
|
||||
|
||||
# Status & next-session handoff — end of session 23 (2026-08-24)
|
||||
|
||||
## Session 23: the 68000 fills its own ring, and the player's request loop turns out to cost more than the medium does
|
||||
|
||||
Reference in New Issue
Block a user