# 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. ## 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. - **`docs/HARDWARE.md`** — X68000 GVRAM/CRTC reference. ## Layout ``` docs/ findings, status, hardware reference tools/analysis/ frame-analysis scripts (01/02 marked BROKEN as regression refs) tools/bench/ MAME Lua injection harness + 68000 benchmark sources tools/vasm/ vasm m68k assembler (built from source) tools/encoder/ VQ encoder (not yet written) src/player/ 68000 player (not yet written) assets/ extracted frames/audio (gitignored) ``` Source media (`DRAGONS_LAIR.iso`) and ROMs are gitignored — supply your own.