# Dragon's Lair — Sharp X68000 port Porting Dragon's Lair to a stock X68000 (68000 @ 10MHz, 2MB, 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` (~3 min, needs the Blu-ray mounted) re-runs both display regression tests, the rate-control drift test, the display-path coherency counterexample and a 120-frame 68000 decode, then 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. 10 is a COUNTEREXAMPLE, and exits non-zero by design: it demonstrates that the two-display-path plan of FINDINGS 24.5/25.6 corrupts 70 of 120 frames (FINDINGS 28.1). 11 scores a container against the MEASURED per-mode block costs without needing MAME; 12 prices the literal-span mode of FINDINGS 30 against those same mode maps, and prints whether a scene cut still fits at 12fps; 13 measures what fitting the CPU budget costs in dB (FINDINGS 31) and caches H.build so the search loop is seconds, not minutes. 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. `span.sh` (prep_spans.py + span.lua + blit.s v5/v6) measures the literal-span mode the same way (FINDINGS 30, ~25 s); it also asserts all 23 timing configs drew a pixel-exact frame. `crtc_mode.lua` is the single source of truth for CRTC R00-R08 and R20 — do not write CRTC values anywhere else. `prep_dlx.py`/`decode.lua`/`verify_decode.py` load, time and verify `src/player/decode.s`; the verify pass is in check.sh. tools/vasm/ vasm m68k assembler (built from source) tools/encoder/ hybrid VQ encoder + DLX2 container writer (working). DLX2 4-byte-aligns every frame record: an odd `move.l` is an ADDRESS ERROR on a 68000, not a slow read (FINDINGS 28.3). dlx.py is the reference DECODER -- ground truth for the 68000. src/player/ decode.s: the 68000 DLX decoder. Pixel-exact; 1 frame of 120 over the 12fps CPU budget once the mode decision prices cycles. See FINDINGS 28 and 31. 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 scsi --preview p.png ``` **One profile: `scsi`, 280 KB/s.** The 110 KB/s `sasi` profile was dropped in session 9 on capacity, not bandwidth — a SASI volume is limited to 40 MB, and the game's 22.8 minutes of footage is 146 MiB even at that rate (FINDINGS 32). The rate point may return under another name once the delivery medium is settled, because a 1x CD-ROM sustains ~150 KB/s and CD-ROM is the only period medium with the capacity. The profile bitrate is a **ceiling**: 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). There are **two** ceilings, on two different axes. The second is the 68000's decode budget: `mu` is bisected per frame against 833,333 cycles so the frame also *decodes* in time, which takes the worst sustained window from 37 frames over budget to 1 for 0.62 dB at `scsi` (FINDINGS 31). It is on by default; `--no-cpu-fit` restores session 7 behaviour. Unlike bytes, cycles have no bucket — there is no double buffer to decode ahead into, so it is a hard per-frame ceiling. 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.