prosolis 22c67f1cb8 Record the two shell traps that wedged session 2's background jobs
Eleven watcher shells and one MAME instance were left running for over an
hour. Both had the same shape: a wait that can never be satisfied.

- `until ! pgrep -f foo.py` matches the watching shell's own command line,
  so the loop never terminates. Wait on a PID or a sentinel file instead.
- `timeout N mame` sends a SIGTERM that MAME ignores when its autoboot
  script is blocked; without `-k` the process spins at 100% CPU forever.

Also gitignore vasm's default `a.out` output.

Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
2026-08-23 12:49:32 -07:00

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. 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/.
tools/bench/     MAME Lua injection harness + 68000 benchmark sources
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. 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.

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