ROADMAP K1, the packed player's one open structural item. A frame is a picture
AND a palette, and no run in this tree had pointed a DMA channel at the palette
registers. dmagate.s runs 7-9, gated by dma_run.sh and check.sh:
7. 512 B off the disc into $E82000, bus held -- byte-exact in 256 register
words, read back OUT OF the registers by the 68000;
8. the SAME transfer aimed at RAM -- byte-exact at $2C000, and 256 of 256
palette words still read the poison the CPU wrote, which is what attributes
run 7 to the channel's MAR rather than to the readback path;
9. ONE array-chained start across two kinds of destination -- the palette and
six picture rows at the 1,024 B line stride, 2,048 B byte-exact.
So a packed frame is one channel start: a 193-entry array, palette first, CPU
halted from the first byte to the last. The array is scene-constant, because
the packed layout spends both 256-colour pages and there is no page to flip.
What is left on the CPU per frame in the video path is the channel start and the
READ(10) -- no per-frame PAINT, which is not the same claim as no per-frame CPU.
The destination is POISONED first (62.1). Runs 4-6 wrote into RAM that was zero
and GVRAM that was stale against a record that is mostly pad; "it matches the
disc" was weaker than it read as. The host counts whether the poison actually
discriminates instead of assuming it: 511 of 512, and the gate refuses under 500.
And it opened a hardware item (62.4, ROADMAP B4). MAME maps the palette to
palette_device over memory_array, whose write16 is a plain COMBINE_DATA -- RAM
that honours mem_mask, with no handler that could refuse a byte write. Unlike
GVRAM's 256-colour arm there is nothing here to be wrong about, so the run
bounds the model and not the board. What a real palette register does with a
byte write is unmeasured. A negative costs 0.28% of a frame and nothing else.
29_packed_player.py now also prints the two rows with the per-frame palette
charged -- 55.7% of a frame on the chain, 582 KB/s -- alongside the picture-only
figures the codec comparison is quoted against.
check.sh ALL GREEN before (tmp/check_s30_start.log) and after
(tmp/check_s30_end.log).
Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
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.
What it looks like
Left, the Blu-ray frame cropped to 256x192. Right, the same frame as the
emulated 68000 actually drew it: 256 colours out of the X68000's 65536, one
16-colour-per-4x4-block codebook, decoded by src/player/decode.s from the
container. Not a re-render. These are the pixels MAME had on screen, pulled out
of its own snapshot, 2x nearest-neighbour, no filtering.
The player, running. 119 frames out of a 256 KB ring buffer on an emulated
stock 2 MB X68000, paced to a 12 fps frame clock, streamed from a host file at
488 KB/s by src/player/stream.s with no Lua in the decode path. Source on the
left, the machine's screen on the right. (This recording was paced by the host;
the 68000 now keeps that clock itself, off the CRTC's V-DISP, and the same 120
frames decode pixel-exact under it — src/player/clock.i, FINDINGS 54.)
docs/img/player.webm (119 frames, 12 fps, VP9)
116 of those 119 frames are pixel-exact against tools/encoder/dlx.py's
reference reconstruction. The other three are torn: the top of the picture
is frame n and the bottom still holds frame n-1, because MAME captured the
screen while the block loop was partway down it. That is not a rig artefact.
decode.s writes straight to the displayed page, so a real player tears the
same way. tools/media/make_readme_media.py asserts the tear rather than
trimming it: every differing pixel has to come from the previous frame, or it
refuses to build.
What the decoder is doing. The same window with the block-mode map beside
it. Black is SKIP (costs nothing, draws nothing, the previous frame stands),
blue is V1 (one codebook index for a whole 4x4 block), amber is V4 (four
indices), red is RAW (sixteen bytes verbatim). The mode mix is what every
cost table in docs/FINDINGS.md is really about: V4 costs 1.5x V1, and the mode
decision is charged both bytes and cycles, which is why a byte-rich profile
buys its way out to RAW rather than V4.
docs/img/modes.webm (the same 119 frames, with the mode map)
Name the layer. Everything above is emulated: MAME 0.277 x68000,
-bios ipl10, stock 10 MHz / 2 MB, cross-checked frame for frame on a second
CPU core (px68k's C68K). Nothing in this project has run on real hardware yet.
Where it stands
The binding resource is the 68000's local BUS, not its clock. The decoder occupies 86.7% of it once instruction prefetch is counted, and 52 of the 53 frames that miss the 12fps budget miss on the bus (FINDINGS 38). Read that before optimising anything for cycles.
The decoder works and is measured. decode.s draws blocks and v7 literal
spans pixel-exact under both CPU cores, and costs inside the player what the
standalone blit benchmark said it would, to 0.2% (FINDINGS 41).
The delivery path works too. stream.s decodes the whole 120-frame window
out of a 256 KB ring on a stock 2 MB machine, final frame pixel-exact, with the
container in a host file rather than preloaded into RAM. The constraint is
contiguity, not byte count: the block loop reads with a monotonically
increasing a0 and no bounds check, so the ring needs the whole next record
resident and contiguous, a condition no byte-counting buffer simulation can
see (FINDINGS 49).
Seek slack is accumulated, not owned. A ring's lookahead is built out of
pipe - wire and a seek spends all of it. At 488 KB/s a 256 KB ring needs 4.83
seconds of play to reach its 7-frame ceiling from empty, and 512 KB needs 8.42
seconds to reach 14, so a bigger ring raises the ceiling and lengthens the
climb. A branch point therefore asks "has there been enough play since the last
one", not "is the buffer big enough" (FINDINGS 51).
There is no working delivery rate figure, deliberately. --bus, --kbps
and DLX_STREAM_KBPS are required arguments with no defaults, so no table can
be scored against a rate its own output does not state. What replaces a constant
is a requirement: tools/analysis/19_ring_stream.py reports the zero-prefill
pipe, the rate a medium must clear for a container to need no prefill, which
is 513.2 KB/s for the current candidate. That is a hardware acceptance test
to measure a BlueSCSI against (FINDINGS 50).
The largest open number is W, the clocks stolen per delivered byte. The MB89352 is an 8-bit SPC, so the DMAC pays per byte rather than per word, which is a 2x correction the project has already paid for once (FINDINGS 43). What W costs is set by how the player programs the DMAC: 5 clocks a byte single address with the bus held, 9 dual address held, 12 single address arbitrating per byte, 16..19 dual address arbitrating per byte. The design's fate changes completely across that ladder, and it is ours to choose.
The one worked example on the machine is expensive. The X68000 IPL ROM
programs all four HD63450 channels itself, and
tools/analysis/21_iplrom_dmac.py decodes that configuration out of the ROM
image and gates on the bytes still being there. Both the audio channel and the
on-board disk channel are dual address, 8-bit port, cycle steal without hold,
one external request per byte: 16..19 clocks a byte, the top of the ladder.
For audio that is a settled figure and a small one, 1.25%..1.48% of a frame. For
the disk it is where nothing fits at any container size. The ROM drives SASI
rather than the MB89352, so it does not settle W, but a cheap configuration is
now the thing that has to be shown rather than assumed (FINDINGS 52).
The player builds its own codebooks and palette now. The two load-time
transforms — codebooks to word-per-pixel form, palette to GGGGGRRRRRBBBBBI
with the shared LSB picked per entry — ran host-side until session 21 and now
run on the 68000, out of the raw container header, byte-exact against the host
implementation on both CPU cores and with the palette read back out of the
hardware registers. A scene change costs 18.96 ms, a third of one 12fps
frame slot. The finding underneath it is a cost nothing had counted: a scene
header is 5,920 bytes that must arrive before frame 0, and in the currency
of seek slack those bytes lengthen the refill climb by 138 ms at 488 KB/s and by
1.099 s at 451.4 KB/s, because the surplus they are divided by goes to zero
(FINDINGS 53).
The 68000 fills its own ring now, and the player's request loop costs more
than the medium does. src/player/ring.i places records, prefills, keeps the
slack rule and seeks, out of a per-record index the container carries (DLX4).
The channel only moves bytes while it has a request and only the CPU can issue
one, so the disc stands still between records by an amount the player sets:
at 488 KB/s a one-deep request queue gives away 6.8% of the pipe and underruns
59 of 120 frames, a two-deep one gives away 3.4% and underruns none — on a
container whose whole surplus over the wire is 8.7% (FINDINGS 55).
The player runs off a real disc now, and PIO costs 87 clocks a byte.
src/player/xfer.i answers the ring's request mailbox with a real READ(10) to a
real MB89352 instead of a host moving bytes at a modelled rate: 120 records,
4,488,588 B, pixel-exact out of a 256 KB ring, with a real mid-stream seek in
a second pass, and the same 18 wraps three different transports have now
produced. What it costs is the finding. Subtracting the same 120 frames run
twice gives 87.28 clocks per delivered byte, and the 68000's own cycle table
for that loop says 87.15 — 0.2% apart, so the cost is the instruction stream
rather than the emulator's device model, and it is the first number this rig has
produced that a real board would also pay. At this container's mean record that
is 391.8% of a 12 fps frame; the machine's own V-DISP clock agrees from the
other end at 2.57 fps. Against the W ladder — 22.4% of a frame at 5 clocks a
byte, 85.3% at 19 — the CPU doing the work itself is 4.6x the worst DMA
configuration this project has found and 17.5x the best. Getting the DMAC to
hold the bus is no longer worth 9 against 19; it is worth 87 against either, and
it is the only thing left before a player (FINDINGS 58).
The DMAC drives the data phase now, and it holds the bus. src/player/dma.i
programs an HD63450 channel and hands it the SCSI data phase: the same 2,048
bytes come off the disc three ways — PIO, the channel with the bus held, the
channel stealing cycles — and all three are byte-exact. The evidence that the
DMAC and not the CPU is driving it never looks at the data register, which
cannot answer the question: with the DMAC's OWN asserted, MAME cannot tell a
CPU-driven byte at $EA0015 from a DMAC-driven one. What it looks at instead is
the CPU's own progress. MTC is sampled by the instruction after the one
that starts the channel; held, it reads zero of 2,048 — the whole transfer
happened between two instructions, because the 68000 did not execute in between
— while the stealing configuration reads the full count and the CPU then goes
round its own loop 426 times. Put the stealing registers in the held slot and
the run still delivers every byte and the gate goes red, which is what says
the counter can come out different (FINDINGS 59.1).
And auto-request is charged by time, not by byte. The card as MAME models it
has no request line to the DMAC at all — its flow control is DTACK — so
every configuration that can be run against it is auto-request, and an
auto-requested channel does not know whether the device is ready: it spends its
share of the bus either way. Every W in this project is clocks per delivered
byte, which presumes the device asks; here the cost scales with how long the
record takes to arrive, so halving the delivery rate doubles the CPU cost of
the same record. Priced from the MC68450's own limited-rate constants against an
explicit 460 KB/s: max rate costs the whole 95.3% of a frame the record takes
to land, and of the four bus shares the GCR can be programmed for — 50, 25,
12.5, 6.25% — only 50% carries the rate, at 10.61 clocks a byte and 47.6% of
a frame. The GCR is a design lever nothing in this tree had named (FINDINGS
59.3).
And what it all costs: the frame affords 6.74 clocks a byte, and a
dual-address byte is 9. Putting the transport on the channel cuts it from
391.7% of a 12 fps frame to 40..95% — four to ten times, the largest
movement in this project's cost model since the decoder was written — and it
still does not fit. After the measured decode (68.5%) and the audio DMA
(1.25%), 30.2% of the frame is left, which at this container's 37,403 B record
is 6.74 clocks a byte; a dual-address byte is a 4-clock read of the device plus
a 5-clock write to memory, so 9 is a floor no bus share and no delivery rate
goes under. Single address is 5 and fits at 92.2% with room to spare — and it
needs the device to ACK the DMAC, which needs a request line MAME does not
connect and the slot pinout does have. So the project's live question is now a
fact about a board: does a real CZ-6BS1 drive #EXREQ? If it does, the
design fits. If it does not, the container has to come down from 438 KB/s of
payload to 328 — which is an encoder target, entirely inside this project,
and measured against the heaviest container the encoder emits rather than
against a shipping one (FINDINGS 59.7).
A record was not a sector, and the fix was a re-encode — it is done. 117 of 120 records used to start part way into a 512 B block, and reading whole blocks into the ring corrupts the neighbouring records rather than merely wasting bytes — the block loop reads with no bounds check. PIO absorbed this for free by simply not storing the bytes outside the window, a property that disappears the moment a DMA channel takes over. Priced three ways: windowed PIO is +1.34% on the wire and cannot be done by a channel at all; a bounce buffer is +1.34% and +5 clocks on every delivered byte, 22.4% of a frame; sector-aligning records in the container is +0.43% and zero clocks (FINDINGS 58.3). Session 27 made it a precondition rather than a preference — the transport refuses a windowed read when the data phase is the channel's (59.4) — and session 28 met it: the container is DLX5, every record is padded to 512 B and the frame stream starts on a sector boundary. 120 of 120 records are aligned, the realised wire cost is +0.48%, and the disc now moves exactly the records — the bytes off the disc and the bytes into the ring are the same number, which is what check.sh gates on (FINDINGS 60.1).
And the player that has no decoder at all fits the budget the codec misses. 256-colour GVRAM throws away the high byte of every word a CPU writes, so a picture byte normally costs two disc bytes — but CRTC R20 bit 11 turns the masking off, and with the two 256-colour pages scrolled apart one word carries two pixels (FINDINGS 46/47). Session 29 measured what that is worth. The packed full-frame blit is 227,553 clocks, 27.3% of a 12 fps frame — 51% of the unpacked one, and the same as the unpacked path's write-only floor, so packing buys back the whole of the source read. A DMA channel fills GVRAM in buffer mode straight off the disc with the CPU halted, and walks the 1,024-byte line stride itself through array chaining, so a frame is one channel start and not 192. At the 9 clk/B dual-address floor — the only configuration this machine can be shown to run — the shipping codec is 110.4% of a frame and a decoder-free packed player is 55.2%. Decoding 37,585 bytes costs more than not decoding 49,152.
What it costs is the wire: 576 KB/s, fixed, with no lever — a codec's bitrate is adjustable and a literal frame's is geometry — against 327 KB/s for the codec at the same floor. So the two open hardware facts changed character: whether the medium sustains 576 KB/s, and whether buffer mode blanks the layer while it is being written, now decide which player exists rather than how much headroom one has. The codec cannot take the packing either way: writing 4×4 blocks a byte at a time is 28% dearer than the shipping shape, and pairing the blocks 128 columns apart to get the burst back drops SKIP from 66.3% of blocks to 46.1% of pairs — about +60% on the bytes, against a target that needs them 35% lower (FINDINGS 61).
So encoder work is PARKED (USER DECISION, session 29). Not because the codec is wrong, but because its remaining path is a conjunction and the packed one is not. The codec that exists is 440 KB/s and 110.4% of a frame; reaching E7's 327 KB/s needs a 35% byte reduction after two of its three levers were measured and found inert (60.4, 60.5), and the reward on success is a design at ~100% of the frame. The packed player is at 55.2% today. The codec is kept on disk and not built on, because B2 is unanswered and 48.1's prior leans against packing — if buffer mode blanks, it is the only thing left (48.3).
And a frame is now one channel start. Session 30 asked the packed player's
one open structural question: a frame is a picture and a palette, and nothing
had ever pointed a DMA channel at the palette registers. It writes them —
512 B off the disc byte-exact into 256 registers at $E82000, read back out of
the registers by the 68000 — and one array-chained start crosses from those
registers into GVRAM, which is the shape of a whole frame: a palette entry and
192 row entries, walked by the channel with the CPU halted throughout. The array
is scene-constant, because the packed layout spends both 256-colour pages and
there is no page to flip. What is left on the CPU per frame in the video path is
the channel start and the disc read; there is no per-frame paint. What it
does not settle is the board — MAME models the palette as plain
COMBINE_DATA storage with no handler that could refuse a byte write, so the
run bounds the model and not the hardware, and "does a real palette register
take a byte write" joins the hardware list as B4. A negative answer costs 0.28%
of a frame and nothing else (FINDINGS 62).
The scene graph is in, and the worst gap between two decision points is
zero. tools/import/scenegraph.py imports the arcade scene graph — 40 scenes,
516 sequences, 906 input windows — and 5.4% of the game's 612 branch transitions
open an input window on the first frame of a clip the disc seeked to, so two
seeks can fall back to back with no play between them. A rule of the form "has
there been enough play since the last branch" can therefore be answered no by
the content, not by the buffer. It does not break the design: a branch on an
empty ring costs the 2-record prefill, 149.7 ms at 488 KB/s, not the climb.
What it removes is margin — at that rate in a 256 KB ring, 76% of this game's
branch points arrive before the ring has refilled, and a 512 KB ring makes it
90%, because doubling the ceiling does not touch pipe - wire (FINDINGS 56).
Nothing outside-derived is committed here. The scene graph is not
redistributable from this tree; it is regenerated from a reader's own clones
into gitignored tmp/, and tools/import/scenegraph.py is the single file in
the repo coupled to those projects — everything downstream reads DLXSCENE1,
this project's own schema, with the sources' attribution carried in it.
DirkSimple is zlib (Ryan C. Gordon); the SNES chapter set is MIT (Chad
Doebelin) and, by its own README, derived from DirkSimple rather than an
independent transcription, which struck a cross-check this project had planned
on for eight sessions.
Current encode: 496.7 KB/s at 29.19 dB, 1 frame of 120 over the 12fps budget, and that one is frame 0, the intra frame, late on purpose.
Green-light check: ./tools/bench/check.sh (~4 min, needs the Blu-ray
mounted) re-runs both display regression tests, the rate-control drift gate, the
display-path coherency counterexample, a 120-frame 68000 decode on two CPU
cores, the ring and paced-ring passes, the DMAC configuration gate and the
load-time transforms on both cores, then imports and gates the scene graph
when a DirkSimple checkout is present, then prints ALL GREEN.
Reproducing this
No media ships in this repo and none of it is redistributable. Bring your own Dragon's Lair Blu-ray. Everything else needed to rebuild every number and every picture above is either here or is packaged.
You need:
| the disc | loop-mounted read-only: udisksctl loop-setup -r -f DRAGONS_LAIR.iso. The tree was built against a decrypted UDF 2.x image. 7-Zip cannot read UDF 2.x, so use the loop mount |
python3 |
plus numpy and Pillow, and nothing else. The k-means is hand-rolled rather than pulling in sklearn |
ffmpeg / ffprobe |
frame extraction, and the clips above |
| MAME | tested on 0.277, with the x68000 ROM set. The rigs drive it headless via -autoboot_script |
| vasm (m68k, Motorola syntax) | vendored: tools/vasm/vasmm68k_mot is a Linux x86-64 binary, with the source tarball beside it to rebuild elsewhere |
Then:
export DLX_BDROM=/path/to/your/mounted/bluray # if not /media/$USER/BDROM
./tools/bench/check.sh # ~3 min, prints ALL GREEN
DLX_BDROM is honoured by every tool that reads the disc. Two stages are
optional and skip rather than fail when their input is absent, because both
live outside this repo:
PX68K=/path/to/px68kfor the second-CPU-core gate. This is the cheapest strong test in the tree (seconds, no MAME, no ROMs) and it is what licenses the bus and cycle figures.IPLROM=/path/to/iplrom.datfor the DMAC configuration gate. Defaults to~/mame/roms/iplrom.dat.
To rebuild the stills and clips in docs/img/ you also need a paced recording
run; see the header of tools/media/make_readme_media.py.
Scene selection is a hard-coded stream number, not a search. The gates use
streams 00020 and 00223 of the disc's 224 .m2ts files. A different
pressing may number them differently, and if so the green light will extract the
wrong footage rather than fail, so check that tmp/fr_singe/ looks like the
Singe encounter before trusting any figure.
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
(FINDINGS 25.1).
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
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.
Two byte budgets, not one. --kbps is the quality rate point and
--span-kbps is the ceiling the span pass may draw on. They are different
things: the profile is chosen, the pipe is hardware, and bytes between them buy
a better picture if spent on lam, the 68000's deadline if spent on spans, and
nothing if left unspent. Spans run before mu because a span pays in bytes and
mu pays in picture (FINDINGS 41.2).
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 and
--no-cpu-fit turns it off. Unlike bytes, cycles have no bucket: there is no
double buffer to decode ahead into, so it is a hard per-frame ceiling.
One profile, scsi, at 280 KB/s. The 110 KB/s sasi profile was dropped on
capacity rather than bandwidth, since a SASI volume is limited to 40 MB and the
game's 22.8 minutes 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). At --spans all none of that binds, though. A
32-frame bucket emits the same container byte for byte as an 8-frame one and
lam never leaves its floor on any frame of the reference window, because the
rate is set by the span pass and by mu (FINDINGS 44.3). Two known unit
inconsistencies on that side are implemented and default off because they
measure as a wash: --joint-decide prices a byte at lam + mu*c rather than
lam, and --joint-bucket stops the bucket lending clocks it cannot repay.
An encode is ~95% k-means. A 120-frame window is ~29 s, of which ~22 s is training the two codebooks.
Profiles are derived from a bandwidth figure rather than chosen by eye:
python3 tools/encoder/profile_gen.py --bw-mbps 4 --name scsi
Documentation
docs/STATUS.mdis the current state, working setup, blockers and next steps. Start here. It also lists what has been explicitly abandoned, so old ideas do not get re-proposed.docs/ROADMAP.mdis the remaining work to a completion target, and which milestone that target is. Read it with STATUS rather than instead of it: STATUS holds the measurements, ROADMAP holds the shape and goes stale first.docs/FINDINGS.mdis measured hardware facts, content statistics, the codec decision, and a section on measurement traps that produced three separate false results. Read §4 before trusting any pipeline number. It is append-only and later sections overturn earlier ones; superseded sections carry a blockquote pointing at the correction.docs/BENCHMARK.mdis how to measure the storage subsystem, and why a bandwidth figure out of MAME would be meaningless.docs/HARDWARE.mdis the X68000 GVRAM/CRTC reference.
Layout
docs/ findings, status, roadmap, hardware reference
docs/img/ the stills and clips above, built from a real emulated run
tools/analysis/ measurement scripts, numbered in the order they were written.
Run from the repo root; they import from tools/encoder/.
01 and 02 are marked BROKEN deliberately and kept as
regression references.
10 is a COUNTEREXAMPLE and exits non-zero by design: it
demonstrates that the two-display-path plan corrupts 70 of 120
frames, which is why decode.s has one display path.
15 measures how much of the 68000's local bus the decoder
occupies and exits non-zero if its derived model stops
matching the harness's measurement.
16 is the DLX3 span container round-trip gate: it encodes,
writes the container, reads it back with the reference decoder
and fails if a pixel differs, or if it emitted too few spans to
have tested anything.
19 models the ring's ADDRESSES rather than its occupancy,
because each record must be contiguous and not merely resident,
and reports the zero-prefill pipe.
20 is an independent Python re-derivation of the seek-slack
model, sharing no code with the Lua producer it checks.
21 decodes the IPL ROM's HD63450 configuration and gates on the
bytes being where it says they are.
22 prices a scene change: header bytes, load-time clocks and
what both cost in accumulated seek slack, across explicit
rates. Its cycle counts are PARSED out of the rig's log, not
pasted in, so they cannot go stale silently.
buscost.py is the shared bus-cycle table. The per-block
constants live in tools/encoder/vq_hybrid.py and are imported,
never copied.
tools/bench/ MAME Lua injection harness and 68000 benchmark sources.
check.sh is the green light.
blit.s/blit.lua time the full-frame GVRAM blit on the 68000
itself. Not part of check.sh, because wall timings would make
the green light host-sensitive.
span.sh measures the literal-span mode the same way and
asserts that every one of its 36 timing configs drew a
pixel-exact frame, the count taken from generated metadata so
a new config cannot weaken the gate.
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
decode.s. prep_stream.py/stream.lua do the same for stream.s,
but lay the container out as a DISK in a host file and feed it
through a bounded ring at a modelled pipe rate, so the rig is
not bounded by the emulated machine's RAM and a stock 2 MB
machine runs the whole window. dlxload.py holds the
codebook/palette load-time maths both preps share -- and
the reference src/player/load.i is gated against.
prep_load.py/load.lua/verify_load.py/load_run.sh run those
transforms ON the 68000 and compare all 10,752 output bytes
with dlxload.py's, palette words read back out of the palette
registers rather than a RAM shadow.
tools/bench/c68k/ headless px68k C68K harness, a SECOND emulator for every
68000 cycle figure. Links only px68k's CPU core: no SDL, no
ROMs, no emulated machine. `make PX68K=~/src/px68k` then
run.sh; verify_c68k.py checks the decode is pixel-exact, which
is what licenses the cycle numbers. It also counts BUS cycles,
which MAME cannot report. The Makefile's -no-pie and the
harness's MAP_32BIT arena are load-bearing: C68K truncates
host pointers to 32 bits.
25 imports nothing itself: it reads the DLXSCENE1 scene
table and reports the worst gap between two decision points,
what the input layer has to survive, and what both cost in
51.3's accumulated slack across explicit rates.
tools/import/ the ONLY code in this tree coupled to somebody else's source.
scenegraph.py reads a DirkSimple checkout (and optionally the
SNES chapter XMLs) and writes tmp/scenegraph.json in this
project's own DLXSCENE1 schema, with the sources' licences and
attribution inside it. Nothing is vendored and the output is
gitignored derived data.
tools/media/ builds docs/img/ from a paced recording run
tools/vasm/ vasm m68k assembler, binary plus source tarball
tools/encoder/ hybrid VQ encoder and DLX3 container writer.
spans.py is the v7 span geometry, selection and serialiser,
and the single place the chain layout is stated on the encoder
side. It must match blit.s and decode.s: 11 coarse units of
24 px, 11 fine of 2.
DLX2 4-byte-aligns every frame record, because an odd move.l
is an ADDRESS ERROR on a 68000, not a slow read. DLX5 aligns
them to 512 B sectors instead, so a DMA channel can read a
record as whole sectors straight into the ring with no window
and no bounce copy; dlx.record_lengths() is the one place that
rule is applied.
dlx.py is the reference DECODER, ground truth for the 68000.
24 models the ring with the 68000 owning it: the request
queue, the poll-only-when-not-decoding rule and 54.4's frame
cadence, and reports the pipe the player's own loop gives away.
src/player/ decode.s is the 68000 DLX3 decoder with a preloaded-stream
front-end. stream.s is the same decoder behind a bounded ring.
load.i is the LOAD-time half: codebook expansion and palette
packing, out of the raw container header, with loadgate.s as
its rig front-end. Its three scratch tables describe the
machine rather than the scene, so they are a separate entry
point a player calls once at boot.
ring.i is the RING PRODUCER: `aligned` placement, the
descriptor ring, the prefill policy, 51.2's slack rule as
arithmetic (ring_may_seek) and a seek. It reads the DLX4 record
index because a player cannot learn a record's length by
walking a stream it has not fetched.
Both include frame.i (the block loop and span chain) and
geom.i (the constants), so there is exactly ONE copy of the
bytes every cycle constant is fitted to. The span pass is
blit.s v7 verbatim, the same instruction sequence the
66.0/9.143/9.978 clock fit was measured on, so do not tidy it.
check.sh asserts decode.s still assembles to the same 1,296
bytes.
assets/ extracted frames and audio (gitignored)
Source media (DRAGONS_LAIR.iso) and ROMs are gitignored. Supply your own.
