Files
Dragon-s-Lair-X68k/README.md
T
prosolis 7ba979a236 Handoff: green-light script, reconciled figures, a smaller first step for the decoder
Prepares session 4 for handoff. No new measurements; this reconciles the docs
with what session 4 changed and makes the next session's entry point cheaper.

- tools/bench/check.sh re-runs both display regression tests from the Blu-ray in
  ~40 s and prints ALL GREEN. Verified green cold, after wiping tmp/ and
  re-extracting. STATUS and README both open with it, because everything
  downstream assumes the display path is pixel-exact and nothing previously
  checked that in one command.

- Reconciled the figures session 4 invalidated. Session 3's 38.88 dB ceiling is
  struck through in STATUS with a pointer to 40.81; the "three facts the player
  must honour" table no longer quotes R20 = 0x0116, which was the 768-wide IPL
  timing and would have been copied into the player as if it were the shipping
  value. crtc_mode.lua is now named as the single source of truth for CRTC
  registers, in both STATUS and README.

  The 38.88 dB in the session-3 reproduce section is left alone and annotated
  instead: it is correct for that test, which still packs I = 1. The two numbers
  disagree for a reason and a reader should be able to see which is which.

- Next-step 2 now leads with something smaller than "write the decoder": a dumb
  full-frame RAM->GVRAM blit in 68000 code, timed. That number alone confirms or
  kills the 38% estimate, and needs no bitstream, codebooks, or DLX1 parsing.
  The reference image and its checker already exist.

- Parked the user's Cliff Hanger / Lupin III follow-on in STATUS so it is not
  lost and not mistaken for scheduled work. Cheaper than this project on every
  axis except media prep, which is where it would actually stall.

Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
2026-08-23 13:31:11 -07:00

2.9 KiB

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 (~40 s, needs the Blu-ray mounted) re-runs both display regression tests 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/.
tools/bench/     MAME Lua injection harness + 68000 benchmark sources.
                 `check.sh` re-runs both display regression tests (~40 s).
                 `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. 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.