Get a real Dragon's Lair frame onto the emulated X68000
First pixels on an actual X68000 screen. Everything up to now was Python-side or a headless -video none run, which cannot snapshot at all. The blocker was not the video controller. The IPL leaves CRTC R20 = 0x0B16, and bit 11 is "G-VRAM set to buffer", which makes MAME's draw_gfx() return early. GVRAM writes still land and read back correctly while the layer is invisible, so six attempts at $E82400/$E82500/$E82600 all rendered black with every register holding the value I intended. Two more facts, both confirmed against MAME 0.277 source rather than assumed: - $E8E001 monitor contrast is left at 14 by the IPL, scaling all output to 93.3%. The player must set it to 15. Contrast 0 blanks the screen, which is a free fade-to-black for scene transitions. - The palette word is GGGGGRRRRRBBBBBI with a shared LSB, expanded as pal6bit((field<<1)|I). With contrast at 15 the render is pixel-exact, not merely close, which also confirms the 1024-byte GVRAM line stride. That exactness gives a new quality ceiling: the 15-bit+I palette alone costs 38.88 dB against the 24-bit palettised source, the same order as the scsi profile's own codec error. scsi is close to display-transparent on hardware, which bounds how much further it is worth raising. Unblocks next step 2, the 68000 decoder skeleton, which now has a known-good reference image to diff against. Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
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@@ -590,3 +590,83 @@ plausibly exceed the pipe where a 1.7s clip does not. Rate control gives a
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original reason for choosing VQ over a lossless delta in the first place.
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Still worth wiring in. No longer a blocker for shipping `scsi` at `lam=10`.
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## 22. The display path, measured — first real frame on the X68000
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Everything before this section was Python-side or a headless `-video none` run.
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This is the first time pixels reached an emulated X68000 screen, and it produced
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four hardware facts and one blocker that no amount of reasoning would have found.
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Reproduce:
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```
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python3 tools/bench/prep_frame.py <framedir> tmp/frame.bin 0
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cd tmp && SDL_VIDEODRIVER=dummy mame x68000 -bios ipl10 -video soft -window \
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-sound none -nothrottle -plugins -autoboot_script ../tools/bench/show_frame.lua \
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-snapshot_directory ./snap -snapview native -seconds_to_run 6
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```
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### 22.1 The blocker: CRTC R20 bit 11 hides the graphics layer
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The IPL leaves **CRTC R20 (`$E80028`) = `0x0B16`**. Bit 11 is *"G-VRAM set to
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buffer"*, and MAME's `x68k_v.cpp` bails out of `draw_gfx()` on it outright:
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```c
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if (m_crtc->gfx_layer_buffer()) // if graphic layers are set to buffer, they aren't visible
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return false;
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// x68k_crtc.h: bool gfx_layer_buffer() const { return BIT(m_reg[20], 11); }
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```
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While that bit is set, GVRAM writes still land and read back correctly — which
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is exactly what makes it so misleading. Six separate attempts at the video
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controller (`$E82400/$E82500/$E82600`) rendered black with every register
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reading back the intended value. **The video controller was never the problem.**
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`R20` bits 9-8 select the colour setup, and this determines how `$C00000` is
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decoded: `0x0300` = 65536c (16 bits/word), `0x0100` = 256c (low byte),
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`0x0000` = 16c (4 bits). Set `R20 = 0x0116` for our mode.
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### 22.2 Monitor contrast: the IPL leaves it at 14, not 15
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`$E8E001` bits 3-0 are monitor contrast; MAME does
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`m_screen->set_brightness(contrast * 0x11)`. The IPL leaves it at **14**, which
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scales all output to 14/15 = 93.3%. Every rendered colour came out ~7% dark
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until this was set to 15. **The player must write `$E8E001 = 15` at startup.**
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Contrast `0` blanks the screen entirely (`x68k_v.cpp:661`) — that is the cheap
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fade-to-black for scene transitions, no palette animation required.
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### 22.3 Palette format CONFIRMED (was previously an assumption)
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`PALETTE(config, m_gfxpalette).set_format(2, &x68k_state::GGGGGRRRRRBBBBBI, 256)`
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```
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bit 15..11 10..6 5..1 0
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GGGGG RRRRR BBBBB I <- I is a shared LSB for all three channels
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```
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Expansion is `pal6bit((field << 1) | I)`, i.e. `(v << 2) | (v >> 4)`.
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With contrast at 15, **all 256 entries render exactly as this predicts** — the
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frame is pixel-identical, not merely close. GVRAM line stride is confirmed as
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512 words = 1024 bytes, matching `HARDWARE.md`.
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### 22.4 A new quality ceiling: the 15-bit palette costs 38.88 dB
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Section 3 called the 256-colour palettised frame "the real quality ceiling".
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That was measured in 24-bit RGB. The hardware palette only stores 5 bits per
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channel plus a shared LSB, so there is a **second** quantisation below it:
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| stage | PSNR |
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|---|---|
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| 24-bit palettised source -> X68000 15-bit+I display | **38.88 dB** |
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| `scsi` profile codec error (00020, FINDINGS 15) | 39.4 dB |
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The codec's error at `scsi` is **the same order as the display's own error**.
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On real hardware `scsi` is therefore close to display-transparent, and pushing
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`lam` below 10 buys quality the monitor cannot show. This bounds how much the
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`scsi` profile is worth raising — it does not change the profiles themselves.
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Caveat: measured on one frame (00020 f0001). It is a property of the palette,
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not the content, so it should generalise, but it has not been checked across
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scenes.
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### 22.5 Why the first frame appears twice
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GVRAM is a 512-pixel-wide page while the IPL's CRTC is still in its 768-wide
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text timing, so the layer repeats at exactly x=512. This is correct hardware
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behaviour, not a bug. The player sets its own CRTC mode and the wrap disappears.
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No CRTC timing table has been written yet — the harness deliberately keeps the
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IPL's timing so that no invented CRTC values are in play.
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