# Dragon's Lair — Sharp X68000 port Porting Dragon's Lair to a stock X68000 (68000 @ 10MHz, 2MB, SASI/SCSI). This is fundamentally a **video codec problem**, not a game-logic problem: the game logic is a scene table with branching input windows; the difficulty is pushing ~22 minutes of Don Bluth animation through a 10MHz 68000. **Green-light check:** `./tools/bench/check.sh` (~2 min, needs the Blu-ray mounted) re-runs both display regression tests plus the rate-control drift test and prints `ALL GREEN`. ## Read first - **`docs/FINDINGS.md`** — measured hardware facts, content statistics, codec decision, and a section on measurement traps that produced three separate false results. Read §4 before trusting any pipeline number. - **`docs/STATUS.md`** — current state, working setup, blockers, next steps. **Start here.** It also lists what has been explicitly abandoned, so old ideas do not get re-proposed. - **`docs/BENCHMARK.md`** — how to measure the storage subsystem, and why a bandwidth figure out of MAME would be meaningless. - **`docs/HARDWARE.md`** — X68000 GVRAM/CRTC reference. ## Layout ``` docs/ findings, status, hardware reference tools/analysis/ measurement scripts, numbered in the order they were written (01/02 marked BROKEN deliberately, kept as regression refs). Run from the repo root — they import from tools/encoder/. 07 finds the hottest sustained window in a stream; 08 renders source | decoded | block-mode map as .webm; 09 is the rate-control drift gate (FINDINGS 26/27) and is part of check.sh -- it exits non-zero if the encoder ever again reports a reconstruction no decoder would produce. tools/bench/ MAME Lua injection harness + 68000 benchmark sources. `check.sh` re-runs both display regression tests (~40 s). `blit.s`/`blit.lua` time the full-frame GVRAM blit on the 68000 itself (FINDINGS 24) — not part of check.sh, because wall timings would make the green-light check host-sensitive. `crtc_mode.lua` is the single source of truth for CRTC R00-R08 and R20 — do not write CRTC values anywhere else. tools/vasm/ vasm m68k assembler (built from source) tools/encoder/ hybrid VQ encoder + DLX1 container writer (working) src/player/ 68000 player (not yet written) assets/ extracted frames/audio (gitignored) ``` ## Encoder ``` python3 tools/encoder/extract.py 00020 /tmp/fr 12 crop python3 tools/encoder/encode.py /tmp/fr out.dlx --profile sasi --preview p.png ``` Two quality profiles ship from one codec and one decoder — `sasi` (110 KB/s) and `scsi` (280 KB/s) are two points on the same rate-distortion curve. Both are **ceilings**: lam is bisected per frame under a leaky bucket, so the profile's `lam` is a quality floor rather than a setting (`--fixed-lam` opts out). The codec is a Cinepak-style hybrid: each 4x4 block is coded as SKIP, one 4x4 codeword, four 2x2 codewords, or RAW literal pixels, chosen per block by rate-distortion. The RAW escape means `lam=0` is pixel-exact against the palettised frame, so the quality knob spans lossless to heavily-compressed without changing the bitstream. Profiles are derived from a bandwidth figure, not chosen by eye: ``` python3 tools/encoder/profile_gen.py --bw-mbps 4 --name scsi ``` > **On reading `docs/FINDINGS.md`:** it is append-only and several later sections > overturn earlier ones. Superseded sections carry a blockquote at the top > pointing to the correction — heed those, especially 18 (reversed by 21). Source media (`DRAGONS_LAIR.iso`) and ROMs are gitignored — supply your own. **Not every large stream is game footage.** `00216` is the feature with a burned-in commentary picture-in-picture and `00215` is the commentary itself — the two largest files on the disc. The clean 9.4-minute animation is **`00223`**. See FINDINGS 25.1 before running any size-ranked survey.