Session 2: hybrid VQ codec, two quality profiles, three corrections

Answers session 1's critical-path question. Flat 4x4 VQ at k=256 was prototyped
and REJECTED by eye: Dirk's face disintegrates and ink outlines break into
4-pixel stair-steps. The 256-colour palettised frame is excellent, so the
palette was never the problem -- block VQ was.

Replaced it with a Cinepak-style hybrid: each 4x4 block is SKIP, one 4x4
codeword, four 2x2 codewords, or RAW literal pixels, chosen per block by
rate-distortion. The RAW escape makes lam=0 pixel-exact (measured 0.00 dB loss),
so the quality knob spans lossless to heavily-compressed in one bitstream.

Per the user's decision, ships TWO quality profiles from that one codec, one
decoder and one bitstream -- only the rate knob differs:
  sasi  45 KB/s  lam=300  34.8 dB   stock 10MHz ACE/EXPERT
  scsi  75 KB/s  lam=100  35.9 dB   Super/XVI or CZ-6BS1

Three corrections to earlier numbers:

1. Session 1's "183 KB/s at 12fps" was a bad extrapolation. Halving the
   framerate does not halve the bitrate -- decimation roughly doubles the
   per-frame delta. Re-measured directly: 340 KB/s for session 1's own RLE,
   247 KB/s for changed-spans+deflate. The lossless floor is 319 MB.

2. A FOURTH false-good result, same family as the three in FINDINGS 4:
   k=1024 codebooks appeared to buy +2.4 dB free, because the rate model
   charged 1 byte for a 10-bit index. Charging the true cost reverses the
   verdict -- k=256 wins at every matched bitrate, and by 5 dB at the low end
   where the SASI profile lives. k=256 ships.

3. Stream inventory: the ~3-5MB clips are 1.2-1.7s, not ~60s, and some 60s
   streams are menus, not content. Any survey must classify before averaging.

Also cleared both candidate sources for the game-logic layer: the SNES project
is MIT and DirkSimple is zlib, so the arcade scene graph can be imported and
the two transcriptions diffed against each other.

Encoder is working end-to-end: extract.py -> vq/vq_hybrid/ratectl -> encode.py,
emitting a big-endian DLX1 container the 68000 can parse with plain moves.

Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
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# Status & next-session handoff — end of session 1 (2026-08-23)
# Status & next-session handoff — end of session 2 (2026-08-23)
## Decisions locked
@@ -7,133 +7,134 @@
| Target CPU | 68000 @ 10MHz (stock) | hardest honest constraint |
| Display mode | 256 colors, 256x192 in 256x256 CRTC mode | every mode is 1 word-access/pixel, so 256c is free vs 16c |
| Double buffer | **none** — page 1 sacrificed | enables `movem.l` 24px bursts; delta coding needs a RAM reference frame anyway |
| Codec | 4x4 vector quantization, per-scene codebook + block delta | CPU is idle, I/O is the ceiling — spend cycles to buy bandwidth |
| **Codec** | **hybrid VQ: SKIP / V1 4x4 / V4 four-2x2 / RAW, per-block rate-distortion** | flat 4x4 VQ was measured and rejected — see FINDINGS 9-10 |
| **Quality modes** | **two: `sasi` and `scsi`** (USER DECISION, session 2) | one codec, one decoder, one bitstream; only `lam` differs |
| Framerate | 12 fps, **explicit decimation** | source has zero duplicate frames; no free "twos" win |
| Medium | SCSI HDD image (.hds) | but see SASI/SCSI split below |
| Emulator | MAME 0.277 x68000 | accurate enough that measured cycles mean something |
| SNES project reuse | **MIT — cleared** | `data/events/` scene graph is reusable with attribution |
**OPEN QUESTION for the user:** stock 10MHz machines are **SASI**, not SCSI.
Three options, not yet chosen:
1. Stock 10MHz + SASI (purist) — VQ becomes mandatory
2. Stock 10MHz + CZ-6BS1 SCSI board — relieves I/O, keeps CPU honest
3. Super/XVI baseline — built-in SCSI, still a 10MHz 68000
### The SASI/SCSI question is RESOLVED
Session 1 left "which machine do we target" open. The user's answer: **ship both**,
as two quality profiles. This is now implemented rather than hypothetical — the
bitrate ceiling is a build parameter in `tools/encoder/ratectl.py`:
Recommendation: make the codec's bitrate ceiling a **build parameter**, so one
encoder serves all three and the target is chosen at package time.
| profile | target | lam | quality (00020 / 00146) | machine |
|---|---|---|---|---|
| `sasi` | 45 KB/s | 300 | 34.8 / 28.3 dB | stock 10MHz ACE/EXPERT |
| `scsi` | 75 KB/s | 100 | 35.9 / 29.0 dB | Super/XVI, or CZ-6BS1 board |
Codebooks are **k=256 with 1-byte indices** in both profiles. k=1024 was measured
and rejected — see FINDINGS 14, it was a false-good result from a rate model
that undercharged the index. Do not ship past `lam~800`; FINDINGS 15 has the cliff.
Because of the RAW escape mode, `lam=0` is **pixel-exact** against the palettised
frame (measured 0.00 dB loss). The profiles are two points on one continuous
rate-distortion curve, not two codecs.
---
## Working setup
## What session 2 settled
**MAME ROMs**`~/mame/roms/x68000.zip` (present, working).
Must pass **`-bios ipl10`**; the default BIOS is `cz600ce`, whose split
even/odd IPL halves (`rh-ix0897cezz.ic12` / `rh-ix0898cezz.ic11`) are absent.
`-verifyroms` will still report those two as missing — this is expected and harmless.
1. **The critical-path question is answered.** "Does VQ soften Bluth's linework
unacceptably?" — **flat 4x4 k=256 VQ: yes, badly. Hybrid VQ with k=1024: no.**
Verified by eye, not just PSNR. See `docs/FINDINGS.md` 9-11.
2. **Session 1's 12fps bitrate was wrong** (183 KB/s claimed, 340 KB/s measured).
Halving the framerate does not halve the bitrate. FINDINGS 8.
2b. **A fourth false-good result was produced and caught this session** — k=1024
codebooks looked like a +2.4 dB free win because the rate model charged 1 byte
for a 10-bit index. FINDINGS 14. The k=256 configuration ships.
3. **The 256-colour palettised frame is the real quality ceiling** and it looks
excellent. Judge the codec against that, not against 1080p.
4. Encoder exists and produces a real bitstream: `tools/encoder/`.
Boots headless at ~430-480% speed:
---
## Encoder — working
```
python3 tools/encoder/extract.py 00020 /tmp/fr_00020 12 crop
python3 tools/encoder/encode.py /tmp/fr_00020 out.dlx --profile sasi --preview p.png
```
| file | role |
|---|---|
| `extract.py` | .m2ts -> 256x192 PNGs, 12fps, spatial-only denoise |
| `vq.py` | palette, blockify, hand-rolled k-means (no sklearn on this box), PSNR |
| `vq_hybrid.py` | the codec: 4 block modes + lagrangian mode decision |
| `ratectl.py` | SASI/SCSI profiles, leaky-bucket rate control |
| `encode.py` | CLI + `DLX1` container writer |
`DLX1` container layout is documented in the `encode.py` docstring. All
multi-byte fields are **big-endian** so the 68000 reads them with a plain `move`.
### Known encoder gaps
- **Rate control is written but not yet wired into `encode.py`** — the CLI uses a
fixed `lam` from the profile. `ratectl.encode_rate_controlled()` exists and
builds a lam-ladder per frame; it needs hooking up and validating.
- **Payload is not entropy-coded.** Deflate on the payload should buy ~1.4x
(measured on the lossless path, FINDINGS 8). LZ decode is cheap on a 68000.
- Codebooks are per-scene and rebuilt from scratch; no inter-scene reuse.
- `_paint` is a Python per-block loop — fine for prototyping, slow for a full
disc encode. Vectorise before the 224-stream run.
---
## Working setup (unchanged from session 1, re-verified)
**MAME ROMs**`~/mame/roms/x68000.zip`. Must pass **`-bios ipl10`**.
```
mame x68000 -bios ipl10 -video none -sound none -nothrottle -seconds_to_run 3
```
**Assembler**`tools/vasm/vasmm68k_mot -Fbin -o out.bin in.s`
**Assembler** — vasm built from source, binary at `tools/vasm/vasmm68k_mot`
(source tarball alongside it). Verified correct 68000 output.
```
tools/vasm/vasmm68k_mot -Fbin -o out.bin in.s
```
**Blu-ray**`udisksctl loop-setup -r -f DRAGONS_LAIR.iso` -> `/media/reala-misaki/BDROM`
(still mounted as of end of session 2).
**Blu-ray** — mount with:
```
udisksctl loop-setup -r -f DRAGONS_LAIR.iso # -> /media/reala-misaki/BDROM
```
NOTE: this loop mount is still active from session 1. Re-mount if the machine rebooted.
**MAME Lua harness**`tools/bench/*.lua`, working. Three gotchas (retain the
notifier subscription in a global; the stack register is `SP` not `A7`;
`autoboot_script` fires at PC=0 before boot) are documented in FINDINGS.
**Two shell traps, both hit again this session:**
- piping MAME (or any long job) through `grep` block-buffers — write to a file.
- `pkill -f <pattern>` matches your own shell and kills it (exit 144).
Use `pkill -x` or kill by PID.
---
## MAME Lua harness — WORKING, reusable
## STILL BLOCKED: disk throughput benchmark
`tools/bench/*.lua` inject 68000 machine code straight into emulated RAM and time
it against the emulated clock. No bootable disk or OS required. This is the
measurement rig for all future cycle-cost work (blit timing, decoder benchmarks).
Unchanged from session 1 — `IOCS _B_READ` returns -1 uniformly. Full diagnosis
and the four untested hypotheses are in session 1's notes (git history of this
file, commit 65112b9).
Pattern:
```
mame x68000 -bios ipl10 -video none -sound none -nothrottle \
-seconds_to_run 30 -plugins -autoboot_script yourscript.lua
```
### Three MAME Lua gotchas — all cost real time, all now solved
1. **Retain the notifier subscription.** `emu.add_machine_frame_notifier()` returns
a token; if you drop it into a chunk-local it is garbage-collected and the
callback **silently stops firing**. Assign it to a **global** (`SUB = ...`).
2. **The stack pointer is `SP`, not `A7`** in `cpu.state[...]`.
Full list: A0-A6, D0-D7, PC, SP, SR, USP, CURPC, CURFLAGS, IR.
3. **`autoboot_script` fires at time=0, before boot** (PC=0). Wait until
`machine.time` >= ~5s before injecting, or IOCS is not yet initialised.
Also: piping MAME through `grep` block-buffers output — write raw to a file when
backgrounding, or you will see an empty log and assume a hang.
And never `pkill -f 'mame x68000'` — the pattern matches your own shell and kills it
(exit 144). Use `pkill -x mame`.
---
## BLOCKED: disk throughput benchmark
**Goal:** measure real SASI/SCSI KB/s to replace the folklore figures in FINDINGS.md §5.
**Status:** harness fully working; the IOCS call itself fails.
`IOCS _B_READ` ($46 via `TRAP #15`; d1.hb=PDA, d2.l=position, d3.l=bytes, a1=buffer)
returns **`FFFFFFFF` (-1), zero reads**, uniformly across:
- all 16 PDA values $80-$8F
- both d1 encodings (PDA in bits 31-24 and bits 15-8)
- image sizes 10MB / 20MB / 40MB
The uniformity is the diagnostic: calls are **dispatched and cleanly rejected**,
so `TRAP #15` and IOCS are reachable. MAME does mount the image
(`:x68k_hdc: opened image file bench.hdf`).
**Untested hypotheses, in rough order of likelihood:**
1. The raw image has no X68000 SASI format, so the IPL's boot scan never registered
a usable drive and IOCS refuses. Would need Human68k to format one — **we have
no Human68k image on this system.**
2. MAME's `x68k_hdc` SASI implementation may be too partial for IOCS-level reads.
3. `SP=$8000` may put the injected stack on top of the IOCS work area in low RAM.
Try a much higher stack.
4. The **SCSI path was never tried** — this is the obvious next move and is more
relevant to the target anyway:
`-exp1 cz6bs1 -hard disk.chd` with `exp1:cz6bs1:scsi:0 harddisk`
(`-listmedia` gains a `harddisk` slot accepting .chd/.hd/.hdv/.2mg/.hdi).
**Honest assessment: this benchmark is NOT on the critical path.** The VQ codec
(~30 KB/s) is correct whether SASI does 300 or 600 KB/s. Do not let it block the
encoder. Its real value is deciding whether the *simpler* row-span codec could
have sufficed.
Caveat if resumed: MAME idealizes drive seek latency. That's acceptable because the
realistic deployment is BlueSCSI/SCSI2SD (SD-backed, no mechanical seek), so what
gets measured is the bus/DMAC/controller path — the genuine ceiling. The caveat
only bites for a real period spinning drive.
**This now matters more than session 1 thought.** Session 1 dismissed it because
"VQ at 30 KB/s is correct whether SASI does 300 or 600 KB/s". But we now ship
*two profiles*, and the profile bitrates (45 / 120 KB/s) are set against
**folklore** bandwidth figures. A real measurement would let us set them
honestly instead of conservatively. Next move is the untried SCSI path:
`-exp1 cz6bs1 -hard disk.chd`.
---
## Next steps, in priority order
1. **Build the VQ encoder** (`tools/encoder/`) — 4x4 blocks, per-scene codebook,
block delta. Emit sample PNGs for visual evaluation. **The open question is
whether VQ softens Bluth's ink linework unacceptably — decide by eye before
committing to the architecture.**
2. **Full-disc survey** — all 224 streams, not 5s samples, to firm up bitrate
(current numbers are +/-30%) and map streams onto the arcade scene graph.
3. **Check the SNES project's license**, then evaluate reusing `data/events/`
(516 chapters / 29 scenes) as the scene-graph and input-timing layer.
4. Resolve the SASI/SCSI target question with the user.
5. Optionally unblock the disk benchmark via the SCSI path.
6. 68000 player skeleton: CRTC init for 256x192x256c, `movem.l` blitter,
ADPCM via HD63450 DMA.
1. **Wire rate control into `encode.py`** and validate that the hard ceiling
actually holds on an action scene (the whole point of choosing VQ).
2. **Entropy-code the payload** (deflate) — ~1.4x for cheap 68000 decode cost.
3. **68000 decoder skeleton**: parse `DLX1`, expand codebooks to word-per-pixel,
blit V1/V4/RAW/SKIP. Measure real cycles with the existing MAME Lua harness —
this is the first time the harness gets used for its actual purpose.
4. **Full-disc survey** — classify menu vs content first (FINDINGS 13), then
measure bitrate across all 224 streams per profile.
5. **Resolve the framing question** (FINDINGS 12: crop vs squash vs wide).
6. Unblock the disk benchmark via the SCSI path, then re-set profile bitrates.
7. Import the SNES project's `data/events/` (MIT, cleared) as the scene graph.
Cross-check against DirkSimple (zlib) which has the same data independently.
8. ADPCM audio: MSM6258, 15.6kHz mono, 7.8 KB/s — already budgeted in `ratectl`,
not yet extracted or encoded.
## Not yet started
- Any 68000 player code
- ADPCM audio extraction/encoding (MSM6258, 15.6kHz mono, ~7.8 KB/s, ~10MB for 22min)
- Disk image packaging / container format
- ADPCM audio extraction/encoding
- Disk image packaging
- Game logic (scene branching, input windows, death clips)