First pixels on an actual X68000 screen. Everything up to now was Python-side or a headless -video none run, which cannot snapshot at all. The blocker was not the video controller. The IPL leaves CRTC R20 = 0x0B16, and bit 11 is "G-VRAM set to buffer", which makes MAME's draw_gfx() return early. GVRAM writes still land and read back correctly while the layer is invisible, so six attempts at $E82400/$E82500/$E82600 all rendered black with every register holding the value I intended. Two more facts, both confirmed against MAME 0.277 source rather than assumed: - $E8E001 monitor contrast is left at 14 by the IPL, scaling all output to 93.3%. The player must set it to 15. Contrast 0 blanks the screen, which is a free fade-to-black for scene transitions. - The palette word is GGGGGRRRRRBBBBBI with a shared LSB, expanded as pal6bit((field<<1)|I). With contrast at 15 the render is pixel-exact, not merely close, which also confirms the 1024-byte GVRAM line stride. That exactness gives a new quality ceiling: the 15-bit+I palette alone costs 38.88 dB against the 24-bit palettised source, the same order as the scsi profile's own codec error. scsi is close to display-transparent on hardware, which bounds how much further it is worth raising. Unblocks next step 2, the 68000 decoder skeleton, which now has a known-good reference image to diff against. Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
32 KiB
Findings — session 1 (2026-08-23)
All numbers here are MEASURED unless marked ESTIMATE or FOLKLORE.
1. Source material
DRAGONS_LAIR.iso — 16 GB, UDF 2.x, decrypted (no AACS dir).
Loop-mounted read-only at /media/reala-misaki/BDROM via udisksctl loop-setup -r -f.
(7-Zip cannot read UDF 2.x; use the loop mount.)
- 224
.m2tsstreams, 1920x1080, MPEG-2, progressive, 23.976 fps - Size histogram: 47 <5MB, 138 5-50MB, 22 50-150MB, 14 150-400MB, 3 >400MB
- The 185 sub-50MB streams are the arcade branching scenes already split into individual clips — we get scene boundaries for free.
- Big streams are full-feature playthroughs: 00215 (1376s), 00216 (1151s), 00223 (566s)
- Typical scene clip ~60s (00203/00205/00199), some ~100s (00164/00212)
Gotcha: clip durations vary wildly. Always read format=duration and seek
relative to it. Seeking to a fixed offset silently yields 0 frames on short clips.
2. GVRAM layout [verified — see HARDWARE.md for source]
One 16-bit word per pixel position in EVERY color mode. Bit depth does not change VRAM bandwidth; it only subdivides the word.
addr = page_base + y*1024 + x*2 — adjacent pixels are 2 bytes apart in all modes.
Consequence: low bit depth buys no speed. 16-color mode is strictly worse than 256-color (same bus traffic, 1/16 the palette). Page-alias writes are hardware auto-masked, so 16-color needs no software read-modify-write — but it's still one word-access per pixel.
Chosen: 256 colors, 256x192 active area.
In 256-color mode P0=low byte, P1=high byte of each word. Sacrificing page 1 as a
double-buffer lets a move.l cover two pixel positions, enabling movem.l bursts
(12 regs = 48 bytes = 24 pixels). Identical blit cost to 65536-color mode but
half the on-disk data.
3. Content measurements (8 scenes sampled, 5s each at 40% into each clip)
| metric | mean | p90 |
|---|---|---|
| pixels changed / frame | 20.1% | 30.2% |
| blit cost | ~64k cycles | ~97k cycles |
| naive delta+RLE frame size | 15.5 KB | 19.6 KB |
Budget is 833,333 cycles/frame @ 12fps on a 10MHz 68000.
=> THE CPU IS NOT THE BOTTLENECK. I/O IS.
Blit uses under 8% of budget. The naive row-span+RLE codec achieves only 3.2:1, giving 365 KB/s / 470 MB at 24fps (~183 KB/s / 235 MB at 12fps).
Per-scene variance is extreme: static dialogue ~30 KB/s, action ~700 KB/s. Any codec needs a hard bitrate ceiling, not just a good average.
"Shot on twos" — ASSUMPTION FAILED
Dedupe found zero duplicate frames across all 8 scenes (uniq=120/120,
24.0 fps effective). This Blu-ray is a restoration where every frame is unique.
We do NOT get halved data for free. Decimation to 12fps must be explicit.
A weak alternation signature does exist (even-index pairs 40.7% vs odd 27.5%, ratio 1.5x, with occasional true-duplicate pairs at 0.03-0.19%), but it is irregular — Bluth mixed ones and twos; action is animated on ones.
4. MEASUREMENT TRAPS — read before trusting any pipeline number
Three separate false results were produced and caught this session. All three looked plausible. Guard against them:
-
Per-frame Floyd-Steinberg dithering destroys temporal coherence. Error diffusion is chaotic: a +/-1 input change cascades across the row and produces a completely different index pattern. First run reported 31.5% pixels changed with near-zero variance (median 31.6, p90 32.3, max 32.7) while source mean-abs-diff was 0.09 — i.e. visually identical frames. That flat variance is the tell: real animation has scene-dependent variance; noise does not. Use no dithering (cel art is flat) or ordered/Bayer (spatially fixed, temporally stable).
-
Temporal denoise smears motion.
hqdn3d=4:3:6:4— the6:4are temporal params. It flattened real motion, which then measured as "no motion" and produced an absurd 0.8 fps / 4 MB result. Use spatial-only:hqdn3d=4:3:0:0. -
Exact-match dedupe fails on a noisy source. MPEG-2 grain means near-duplicate frames differ by +/-1 and are never bit-exact. Use a threshold on "% pixels differing by more than N levels", and pick the threshold from the observed distribution, not a guess. A 2% threshold ate genuine animation when mean consecutive change was only 0.9%.
Sanity rule: if a result has suspiciously low variance, or is suspiciously good, it is probably an artifact of the measurement, not a property of the content.
Scripts kept in tools/analysis/ — 01 and 02 are marked BROKEN deliberately as
regression references; 03 and 04 are the correct ones.
5. Storage interface — the SASI/SCSI split
SUPERSEDED IN PART. The claim below that DMA means streaming "costs essentially no CPU" is wrong — see 19. The bandwidth figures here are folklore; the working figure is now 4 Mbps = 488 KB/s (21).
[Yasuma, X68030 internal SCSI controller]
- Interface: SCSI-1, 50-pin, 5 MB/s bus spec
- Controller: Fujitsu MB89352 SPC
- Transfer mode: DMA (via HD63450 DMAC)
- Bus: X68000 original bus, 16-bit @ 10MHz
Even on the X68030, SCSI runs at 10MHz 16-bit DMA. Storage bandwidth does NOT scale with CPU — the controller sits on the original bus. HD63450's 12.5MHz official ceiling is why the X68030 runs at 25MHz. An "HSCSI" TSR forces PIO/FIFO transfer instead of DMA but was marginal even at 25MHz.
Because it's DMA, streaming costs essentially no CPU — this stacks with the 8% blit utilisation. The 68000 really is nearly idle.
Model split — IMPORTANT
The 10MHz models (original X68000, ACE, PRO, EXPERT) use SASI, not SCSI.
Built-in SCSI starts at the X68000 Super (1990) and continues through XVI,
Compact, X68030. SCSI on earlier machines needs the Sharp CZ-6BS1 board
in an I/O slot (MAME models this: -exp1 cz6bs1).
| target | bandwidth | naive codec (365 KB/s) | VQ codec (~30 KB/s) |
|---|---|---|---|
| SASI (stock ACE/EXPERT) | ~300-500 KB/s FOLKLORE | infeasible | comfortable |
| SCSI (Super+, or CZ-6BS1) | ~1 MB/s FOLKLORE | tight but viable | trivial |
Derived bounds (ESTIMATE): 16-bit @10MHz with 4-clock bus cycle = 5 MB/s absolute ceiling; HD63450 single-address DMA ~8 clocks/word => ~2.5 MB/s practical ceiling, before SCSI-1 async handshake and drive latency.
No measured benchmark was obtained — see STATUS.md. The ~300-500 KB/s and ~1 MB/s figures are folklore-grade; I could not find a primary measurement.
6. Codec decision: vector quantization (Cinepak-style)
Given ~8x CPU headroom and an I/O ceiling, spend CPU to buy bandwidth.
- Split frame into 4x4 blocks, encode each as a 1-byte index into a per-scene codebook
- Decode = 16-byte copy from a lookup table: nearly free
- A full frame = 256*192/16 = 3,072 bytes — a hard 16:1 floor before delta
- Add block-level delta on top; action scenes ~2-3 KB/frame
- => roughly 30 KB/s, ~40 MB total, with a deterministic bitrate ceiling
Divergence from the SNES project (below): use a per-scene codebook with delta updates, not a per-frame rebuild. We trade adaptivity for bandwidth because we have 2MB RAM to keep a codebook resident and CPU to spare.
Risk not yet evaluated: 4x4 VQ with a 256-entry codebook will visibly soften detail. Bluth's fine ink linework is what suffers. Prototype and eyeball before committing.
7. Comparison: astrobleem/SNES-SuperDragonsLairArcade
Reached the same core architecture independently — "512 tiles per frame" is vector quantization (8x8 codebook + tilemap). Good validation.
But: the SNES PPU has no bitmap mode, so tiles are forced on them by display hardware. The X68000 has a real linear framebuffer, so VQ is a compression choice we can tune or drop per-scene.
MSU-1 is a bandwidth cheat we don't have. It's a modern flash-cart coprocessor giving memory-mapped streaming the real SNES never had. Their budget: 512 tiles x 32 bytes (4bpp 8x8) + tilemap ~= 18 KB/frame => ~430 KB/s at 23.976fps. That's higher than the 365 KB/s we'd reject on SASI. (ESTIMATE: my arithmetic on their stated tile budget, not a measured figure.)
Where we're ahead: 256 simultaneous colors from a 65536 palette vs their 4bpp sub-palettes needing a tile-aware palette optimizer plus a spatial smoothing pass to hide 8x8 palette seams. That problem doesn't exist for us. Plus 68000@10MHz vs 65816@3.58MHz, and 2MB vs 128KB.
Most valuable thing in that repo is NOT the codec — it's data/events/:
516 chapter definitions across 29 scenes as XML, plus
data/chapter_event_inventory.md. That's the arcade scene graph and input-timing
structure, entirely hardware-independent — the whole game-logic layer we'd
otherwise reverse-engineer from the arcade ROM.
TODO: check their license before planning to reuse it. Their 516 chapters are finer-grained than our 224 Blu-ray streams, so mapping their event table onto our footage means subdividing streams by timecode.
Caveat: all of the above is from README/repo-tree summaries, not their source.
Findings — session 2 (2026-08-23)
8. CORRECTION to session 1: halving the framerate does NOT halve the bitrate
PARTLY SUPERSEDED. The framerate correction stands. The "changed-spans + deflate = 247 KB/s" figure is a compression upper bound, not a shippable design — deflate decode does not fit the 68000's frame budget. See 17.2.
Session 1 measured 365 KB/s for naive delta+RLE at 24 fps and wrote "(~183 KB/s at 12fps)". That extrapolation is wrong. Decimating to 12 fps roughly doubles the per-frame delta, so the rate stays nearly flat.
Re-measured directly on 12 fps decimated frames (4 scenes, 66 frames):
| codec (all LOSSLESS w.r.t. the 256-colour frame) | B/frame | KB/s @12 | 22 min | ratio |
|---|---|---|---|---|
| raw 8bpp 256x192 | 49152 | 576 | 743 MB | 1.0:1 |
| session 1 row-span + RLE | 29055 | 340 | 439 MB | 1.7:1 |
| XOR vs prev + deflate | 30196 | 354 | 456 MB | 1.6:1 |
| changed-spans + deflate | 21110 | 247 | 319 MB | 2.3:1 |
| changed-spans + LZMA | 18759 | 220 | 283 MB | 2.6:1 |
Session 1's own RLE re-measured at 12 fps gives 340 KB/s, not 183. Any plan that assumed 183 KB/s was based on a bad number.
Deflate-class entropy coding on top of the span payload is worth 1.4x over hand-rolled RLE, and LZ decode is cheap on a 68000 (byte copies), so the lossless floor is ~247 KB/s / 319 MB. That is infeasible on SASI and tight but real on SCSI.
9. Flat 4x4 VQ at k=256 is NOT acceptable — confirmed by eye
The risk flagged in 6 is real. At k=256, 4x4:
| scene | palette-only PSNR | after VQ | VQ loss |
|---|---|---|---|
| 00010 | 38.35 | 29.68 | 8.67 dB |
| 00020 | 39.90 | 32.67 | 7.22 dB |
| 00146 | 35.25 | 29.35 | 5.89 dB |
| 00181 | 41.92 | 32.87 | 9.05 dB |
Visually: Dirk's face disintegrates, teeth and eyes turn to mush, ink outlines break into 4-pixel stair-steps, colour bleeds across block boundaries.
Left: 1080p source. Middle: 256-colour palettised 256x192 — the quality ceiling,
and it is excellent. Right: flat 4x4 VQ at k=256. This is the result that killed
the flat-VQ architecture.
Crucially, the 256-colour palettised frame itself looks excellent. Flat cel art with a per-scene median-cut palette and no dithering is near-transparent (35-42 dB). So the palette is not the problem and 256 colours is not the problem — block VQ is. The quality ceiling we should hold ourselves to is the palettised frame, not the 1080p source.
10. Hybrid VQ (Cinepak V1/V4 + SKIP) — this is the codec
Per 4x4 block, choose by rate-distortion: SKIP (reuse previous frame),
V1 (one 4x4 codeword, 1 byte), or V4 (four 2x2 codewords, 4 bytes),
with a 2-bit-per-block mode header. lam is the lagrangian rate knob.
Measured, k1=k4=256, 4 scenes (mean of the per-scene table in the session log):
| lam | PSNR | loss vs palette | SKIP% | V1% | V4% | B/frame | KB/s @12 |
|---|---|---|---|---|---|---|---|
| 0 (max quality) | 33.9 | 4.9 | 30.8 | 18.5 | 50.8 | 7574 | 88.8 |
| 200 | 31.9 | 5.9 | 44.0 | 37.6 | 18.4 | 4183 | 49.0 |
| 1000 | 31.6 | 7.3 | 47.4 | 47.7 | 4.9 | 2841 | 33.3 |
| 5000 | 25.5 | 13.3 | 55.6 | 44.4 | 0.0 | 2134 | 25.0 |
At a matched ~30 KB/s the hybrid beats flat 4x4 VQ by ~1 dB, and unlike flat VQ it keeps scaling: at 89 KB/s it reaches within 4.9 dB of the palette ceiling, which flat VQ cannot reach at any bitrate.
Note V4% collapses to 0 at lam=5000 — that is the knob doing exactly what it should: under a hard ceiling, detail blocks are the first thing sacrificed.
11. Codebook size sweep (flat 4x4, for reference)
SUPERSEDED. The k=1024 result below is an artifact of a rate model that charged 1 byte for a 10-bit index. k=256 ships. See 14.
| block | k | PSNR | loss | key B | changed% | KB/s @12 | codebook RAM |
|---|---|---|---|---|---|---|---|
| 4x4 | 256 | 30.46 | 8.39 | 3072 | 52.7 | 28.5 | 8K |
| 4x4 | 1024 | 32.89 | 5.96 | 3840 | 56.6 | 35.6 | 32K |
+2.4 dB for 24K more RAM and 7 KB/s. With 2 MB of RAM, a 1024-entry codebook is cheap and clearly worth it. (RAM figure is the word-expanded form the blitter wants: k * 16 px * 2 bytes.)
12. Source framing — OPEN
The Blu-ray is full-frame 1920x1080 16:9 with no pillarboxing. The arcade
original is 4:3. The extractor currently centre-crops 1440x1080, which is the
arcade-faithful choice but discards image the 2006 remaster added. Options are
crop (default), squash, wide in tools/encoder/extract.py.
Not yet decided; needs an eyeball comparison against arcade reference.
13. Stream inventory correction
Session 1 said "typical scene clip ~60s". Sampled directly: the ~3-5 MB streams are 1.2-1.7 s clips — these are the individual arcade death/action moments, which is exactly the granularity the game logic needs. Some 60 s streams (e.g. 00203) are menu screens, not content. Any survey must classify menu vs content before averaging, or the bitrate numbers are diluted by static menus.
14. A FOURTH false-good result — and the correction
Add this to the 4 list. The mechanism was new but the shape was identical.
The false result: flat and hybrid VQ both showed +2.4 dB for k=1024 over k=256 at an apparently similar bitrate, which made a 1024-entry codebook look like an obvious win. The k=1024 quality ladder rendered from that run looked great at "45 KB/s".
The bug: the rate-distortion model in vq_hybrid.encode() charged 1 byte
per codebook index unconditionally. A 1024-entry codebook needs a 10-bit index,
stored as 2 bytes. So every k=1024 measurement understated the V1 and V4
payload by exactly 2x, and the lagrangian mode decision was choosing V4 on the
belief that four codewords cost 4 bytes when they cost 8.
After charging the true index cost (idx_bytes is now explicit and defaults
from the codebook size), matched-bitrate comparison on scene 00020:
| KB/s | k=256 (1-byte idx) | k=1024 (2-byte idx) |
|---|---|---|
| ~32-42 | 33.87 dB @ 32.5 | 28.91 dB @ 42.3 |
| ~44-52 | 34.80 dB @ 44.1 | 35.13 dB @ 52.5 |
| ~72-86 | 35.87 dB @ 72.2 | 36.51 dB @ 86.0 |
k=1024 buys +0.3 to +0.6 dB for +19% bitrate — a wash at best — and at the low end where the SASI profile lives it is 5 dB worse, because the 2-byte index floor dominates once V4 is priced out.
k=256 with 1-byte indices is the shipping choice. It is also the better
decoder: a plain move.b index with no alignment case, and an 8 KB codebook
instead of 32 KB.
The general lesson, again: the comparison was not wrong about VQ, it was wrong about cost. When a knob looks like a free win, check that the rate model is charging for it. Same failure family as 4.1-4.3: a plausible number produced by a pipeline that was not measuring what it claimed to measure.
15. Rate-distortion curve of the shipping codec (k=256, corrected)
Scene 00020 (Dirk screaming, close-up face — the hardest case for linework), and 00146. Includes the 2-bit-per-block mode header. No entropy coding yet.
| lam | 00020 PSNR | 00020 KB/s | 00146 PSNR | 00146 KB/s | SKIP | V1 | V4 | RAW |
|---|---|---|---|---|---|---|---|---|
| 25 | 38.68 | 182.2 | 31.04 | 193.5 | ~37% | ~24% | ~13% | ~26% |
| 100 | 35.87 | 72.2 | 29.04 | 72.5 | ~41% | ~34% | ~21% | ~4% |
| 300 | 34.80 | 44.1 | 28.28 | 44.4 | ~44% | ~42% | ~14% | 0% |
| 800 | 33.87 | 32.5 | 27.77 | 36.1 | ~46% | ~48% | ~5% | 0% |
| 2000 | 27.57 | 25.5 | 24.88 | 30.2 | ~50% | ~49% | ~1% | 0% |
Palette ceilings: 00020 = 39.90 dB, 00146 = 35.25 dB.
The shipping codec across the rate knob. Top: source, palette ceiling, lam=25.
Bottom: lam=100 (scsi profile), lam=300 (sasi profile), lam=800.
Both shipping profiles hold Bluth's linework; the failure only starts past lam=800.
Two things to read off this table:
- The cliff is between lam=800 and lam=2000. That is where V4 is priced out entirely and detail blocks have nowhere to go. Do not ship past lam~800.
- RAW is doing real work at high bitrate (26% of blocks at lam=25) and vanishes by lam=300. It is what makes the top of the curve reach the palette ceiling, and it costs the decoder nothing — RAW is the cheapest mode to blit.
16. Licences cleared for the game-logic layer
Both checked this session:
- astrobleem/SNES-SuperDragonsLairArcade — MIT, "Copyright (c) 2026 Chad
Doebelin".
data/events/holds 516 XML chapter definitions with timing and event data. Reusable with attribution. - icculus/DirkSimple — zlib. Independent from-scratch reimplementation of
the game logic in Lua, scene/timing tables in
game.lua. Also permissive.
Having two independent permissively-licensed transcriptions of the arcade scene graph is better than one: they can be diffed against each other to catch transcription errors before any of it is committed to 68000 tables.
17. The profiles were set far too low — and entropy coding is a CPU trap
PARTLY SUPERSEDED. 17.1's diagnosis (the profiles were not derived from hardware) and 17.2's CPU analysis both stand. But 17 reasoned against a misread bandwidth of 4 MB/s; the correct figure is 4 Mbps = 488 KB/s, so the "ship pixel-exact if SCSI sustains >=800 KB/s" conclusion in 17.5 is not available. See 18 and 21.
Prompted by the user asking why the SCSI profile was only 75 KB/s. It should not have been. Two separate errors, one of them serious.
17.1 The profile bitrates were not derived from the hardware at all
They were read off the knee of the rate-distortion curve and then presented as though bandwidth-driven. Against the (folklore) bus figures from 5:
| profile | was | bus figure | utilisation |
|---|---|---|---|
sasi |
45 KB/s | ~300-500 KB/s | 12% |
scsi |
75 KB/s | ~1 MB/s | 7% |
Nothing justified leaving 90% of the pipe unused. Raised to sasi 110 KB/s
(lam=60) and scsi 280 KB/s (lam=10), which is 35% and 28% utilisation —
still conservative, because the bus figures are folklore.
17.2 CPU is NOT the reason to stay low — but entropy coding would be
Budget is 833,333 cycles/frame at 12 fps. At session 1's measured ~6.5 cycles per GVRAM pixel write:
| work | cycles | % of budget |
|---|---|---|
| blit 20.1% of pixels (session 1's 24fps figure) | 64k | 7.7% |
| blit 40% of pixels (the same content at 12fps) | 128k | 15.3% |
| blit the FULL frame, every frame | 319k | 38.3% |
| deflate decode, ~30 KB/frame output | 1,800k | 216% |
| LZ4/LZSS decode, ~30 KB/frame output | 450k | 54% |
Two conclusions, and the second one corrects 8:
- Raising the VQ bitrate is nearly free on CPU. Even a full-frame pixel-exact blit fits in 38% of budget, and VQ decode is table copies — RAW, the mode that dominates at high bitrate, is the cheapest mode to blit, not the dearest.
- The 247 KB/s "lossless changed-spans + deflate" figure in 8 is a compression upper bound, NOT a shippable design. Deflate's Huffman decode is bitwise and costs about 2.2x the entire frame budget on a 68000. Even byte-oriented LZ4 at 54% leaves too little beside a 38% blit. Do not plan on entropy coding. All profile bitrates are raw payload.
This inverts session 1's "the CPU is idle, I/O is the ceiling" for the decode path specifically: the blit is cheap, but any bit-oriented decompressor is not. VQ is the right architecture precisely because its decode is a table copy.
17.3 The hybrid at lam=0 IS the lossless codec
Measured, un-entropy-coded raw payload, and deflated for reference only:
| scene | lam=0 raw | lam=0 deflated | lossless changed-spans+deflate | PSNR |
|---|---|---|---|---|
| 00020 | 442.1 KB/s | 274.5 KB/s | 267.3 KB/s | 39.90 = ceiling |
| 00146 | 467.6 KB/s | 223.2 KB/s | 219.1 KB/s | 35.25 = ceiling |
The hybrid at lam=0 converges to within 3% of the purpose-built lossless coder.
That confirms the architecture unifies: there is no separate lossless path to
maintain, just the same bitstream with the knob open.
17.4 Full curve in raw (shippable) bytes
| lam | 00020 PSNR | 00020 KB/s | 00146 PSNR | 00146 KB/s | RAW% |
|---|---|---|---|---|---|
| 0 | 39.90 (exact) | 442.1 | 35.25 (exact) | 467.6 | ~76% |
| 10 | 39.38 | 248.1 | 32.27 | 305.2 | ~44% |
| 25 | 38.68 | 182.2 | 31.04 | 193.5 | ~26% |
| 60 | 36.94 | 108.0 | 29.61 | 103.1 | ~10% |
| 150 | 35.31 | 55.6 | 28.63 | 56.1 | ~1% |
| 300 | 34.80 | 44.1 | 28.28 | 44.4 | 0% |
17.5 This makes the blocked disk benchmark critical-path
Session 1 judged it "NOT on the critical path" because VQ at 30 KB/s was correct
whether SASI did 300 or 600 KB/s. That reasoning no longer holds. The profiles
now sit at 110 and 280 KB/s, close enough to the folklore ceilings that the
error bars matter, and if SCSI sustains >=800 KB/s the correct scsi profile
is lam=0 — pixel-exact video. Whether this port ships transparent or lossy on
SCSI is now waiting on one measurement.
18. Peak-to-mean burstiness — the mean was hiding the problem
SUPERSEDED — DO NOT ACT ON THIS SECTION. The peak-vs-sustained comparison below is the wrong test. With a ring buffer the correct test is cumulative demand vs cumulative supply, and both profiles pass it with zero required prefill.
scsiat lam=10 ships. See 21. The per-frame peak numbers themselves are still valid data; only the conclusion drawn from them is wrong.
Prompted by the user clarifying that the bandwidth figure is 4 Mbps = 488 KB/s, not 4 MB/s. That is ~8x tighter than what 17 was reasoning against, and it changes the answer.
Per-frame instantaneous rate (video + 7.8 KB/s audio), 12 fps:
| scene | lam | mean | p90 | max | peak/mean | max as % of 488 KB/s |
|---|---|---|---|---|---|---|
| 00010 | 60 | 95.0 | 127.3 | 138.8 | 1.46 | 28.4% |
| 00010 | 10 | 198.9 | 266.1 | 284.0 | 1.43 | 58.2% |
| 00020 | 60 | 115.8 | 155.4 | 222.3 | 1.92 | 45.5% |
| 00020 | 10 | 255.9 | 391.2 | 470.8 | 1.84 | 96.4% |
The scsi profile as committed in f0f2f80 does not fit 4 Mbps. Its mean is a
comfortable 52% of the pipe, but it peaks at 96.4% — and a frame that arrives
late is a dropped frame, not a slow one. Sizing a real-time stream on the mean
is the mistake; peak/mean is 1.4-1.9x on 1.2-1.7s clips and will be worse across
a full scene.
Two ways out, and only one is good:
- Size for the peak:
lam=25, mean 194 KB/s. Costs a full step of quality. - Rate-control to the mean and carry a leaky bucket:
lam=10fits, and buys back +0.7 dB (00020) / +1.2 dB (00146).
ratectl.py was written in session 2 but never wired into encode.py. This
demotes that from a loose end to the highest-value unfinished work in the repo.
19. Cycle-stealing DMA is not free DMA — 5 was wrong
FINDINGS 5 concluded "because it's DMA, streaming costs essentially no CPU — this stacks with the 8% blit utilisation. The 68000 really is nearly idle."
The HD63450 steals bus cycles from the 68000 at roughly 8 clocks per 16-bit word:
| stream | words/s | clocks/s | CPU stolen | + full-frame blit |
|---|---|---|---|---|
| 110 KB/s | 56,320 | 450,560 | 4.5% | 42.8% |
| 250 KB/s | 128,000 | 1,024,000 | 10.2% | 48.5% |
| 450 KB/s | 230,400 | 1,843,200 | 18.4% | 56.7% |
| 488 KB/s | 249,856 | 1,998,848 | 20.0% | 58.3% |
At the rates the profiles now use, streaming costs 10-20% of the machine. Still affordable — nothing here breaks — but bandwidth and CPU are one budget, not two, and any future headroom argument has to spend from both. The "nearly idle" framing should not be reused.
(The 8 clocks/word figure is session 1's ESTIMATE from HD63450 timing, not a measurement. It is the weakest link in this table.)
20. Where the profiles should come from
tools/encoder/profile_gen.py now derives lam from a bandwidth figure rather
than from the shape of the RD curve, accounting for audio, peak/mean, and
reporting DMA steal. Full benchmarking methodology — and why MAME cannot answer
the bandwidth question — is in docs/BENCHMARK.md.
The 4 Mbps figure itself is user-supplied and its provenance is not recorded. Every profile now hangs off it, so it is worth pinning down.
21. Correction to 18 — the peak test was the wrong test
18 flagged that scsi "does not fit 4 Mbps" because a frame peaked at 96.4% of
the sustained rate. That was the wrong comparison, and the user was right to
push back. It measured instantaneous frame demand against a sustained rate as if
they had to match frame-by-frame. They do not: the disk keeps filling during
the frame, and any shortfall is absorbed by a ring buffer.
The correct test is whether cumulative demand ever outruns cumulative supply. Simulated at a constant 488 KB/s fill, 12 fps, using the real per-frame sizes:
| scene | lam | mean KB/s | worst frame | required prefill | stall tolerance @256KB |
|---|---|---|---|---|---|
| 00010 | 10 | 198.9 | 23.67 KB | 0.0 KB | 15.4 frames |
| 00020 | 10 | 255.9 | 39.23 KB | 0.0 KB | 12.0 frames |
| 00146 | 10 | 313.0 | 42.10 KB | 0.0 KB | 9.8 frames |
| 00181 | 10 | 211.1 | 25.25 KB | 0.0 KB | 14.6 frames |
| (all) | 60 | 95-116 | 11-19 KB | 0.0 KB | 26-32 frames |
Fill delivers 40.69 KB per frame time. Only one measured frame exceeds that
(00146, 42.10 KB) and it is recovered by the following frame. No scene needs
any prefill at all, and a 256 KB buffer — 12.5% of RAM — carries ~1 second of
stall tolerance at lam=10, which is orders of magnitude more than an SD-backed
seek requires.
scsi at lam=10 stands. The hardest scene sampled (00146) runs 313 KB/s mean,
64% of the pipe, with zero underrun risk.
Why SD-backed changes the sizing rule
The deployment target is BlueSCSI / SCSI2SD, not a period spinning drive. That was noted as a caveat in 5 but its consequence was not carried through:
- The sustained rate is a bus-limited constant, not an average over variable seek latency. There is no long tail to leave margin for.
- Seek is ~microseconds, so branch-point stalls are a non-issue against a buffer measured in whole seconds.
- Therefore we can size much closer to the ceiling than spinning-disk practice would suggest. Conservative margins here are cargo-culted from a constraint this deployment does not have.
The SASI/SCSI split is about BUS PROTOCOL, not media. SD emulation removes seek latency from both, but a SASI bus is still slower than a SCSI one. Two profiles remain the right design; both are now predictable constants rather than distributions.
What rate control is actually for now
Its value drops from load-bearing to insurance. Intra-scene peaks are a non-problem. But we have measured 4 clips of 1.2-1.7s out of 224 streams, and 00146 already runs 23% hotter than 00020. A sustained action sequence could plausibly exceed the pipe where a 1.7s clip does not. Rate control gives a deterministic ceiling across content we have not measured yet — which was the original reason for choosing VQ over a lossless delta in the first place.
Still worth wiring in. No longer a blocker for shipping scsi at lam=10.
22. The display path, measured — first real frame on the X68000
Everything before this section was Python-side or a headless -video none run.
This is the first time pixels reached an emulated X68000 screen, and it produced
four hardware facts and one blocker that no amount of reasoning would have found.
Reproduce:
python3 tools/bench/prep_frame.py <framedir> tmp/frame.bin 0
cd tmp && SDL_VIDEODRIVER=dummy mame x68000 -bios ipl10 -video soft -window \
-sound none -nothrottle -plugins -autoboot_script ../tools/bench/show_frame.lua \
-snapshot_directory ./snap -snapview native -seconds_to_run 6
22.1 The blocker: CRTC R20 bit 11 hides the graphics layer
The IPL leaves CRTC R20 ($E80028) = 0x0B16. Bit 11 is "G-VRAM set to
buffer", and MAME's x68k_v.cpp bails out of draw_gfx() on it outright:
if (m_crtc->gfx_layer_buffer()) // if graphic layers are set to buffer, they aren't visible
return false;
// x68k_crtc.h: bool gfx_layer_buffer() const { return BIT(m_reg[20], 11); }
While that bit is set, GVRAM writes still land and read back correctly — which
is exactly what makes it so misleading. Six separate attempts at the video
controller ($E82400/$E82500/$E82600) rendered black with every register
reading back the intended value. The video controller was never the problem.
R20 bits 9-8 select the colour setup, and this determines how $C00000 is
decoded: 0x0300 = 65536c (16 bits/word), 0x0100 = 256c (low byte),
0x0000 = 16c (4 bits). Set R20 = 0x0116 for our mode.
22.2 Monitor contrast: the IPL leaves it at 14, not 15
$E8E001 bits 3-0 are monitor contrast; MAME does
m_screen->set_brightness(contrast * 0x11). The IPL leaves it at 14, which
scales all output to 14/15 = 93.3%. Every rendered colour came out ~7% dark
until this was set to 15. The player must write $E8E001 = 15 at startup.
Contrast 0 blanks the screen entirely (x68k_v.cpp:661) — that is the cheap
fade-to-black for scene transitions, no palette animation required.
22.3 Palette format CONFIRMED (was previously an assumption)
PALETTE(config, m_gfxpalette).set_format(2, &x68k_state::GGGGGRRRRRBBBBBI, 256)
bit 15..11 10..6 5..1 0
GGGGG RRRRR BBBBB I <- I is a shared LSB for all three channels
Expansion is pal6bit((field << 1) | I), i.e. (v << 2) | (v >> 4).
With contrast at 15, all 256 entries render exactly as this predicts — the
frame is pixel-identical, not merely close. GVRAM line stride is confirmed as
512 words = 1024 bytes, matching HARDWARE.md.
22.4 A new quality ceiling: the 15-bit palette costs 38.88 dB
Section 3 called the 256-colour palettised frame "the real quality ceiling". That was measured in 24-bit RGB. The hardware palette only stores 5 bits per channel plus a shared LSB, so there is a second quantisation below it:
| stage | PSNR |
|---|---|
| 24-bit palettised source -> X68000 15-bit+I display | 38.88 dB |
scsi profile codec error (00020, FINDINGS 15) |
39.4 dB |
The codec's error at scsi is the same order as the display's own error.
On real hardware scsi is therefore close to display-transparent, and pushing
lam below 10 buys quality the monitor cannot show. This bounds how much the
scsi profile is worth raising — it does not change the profiles themselves.
Caveat: measured on one frame (00020 f0001). It is a property of the palette, not the content, so it should generalise, but it has not been checked across scenes.
22.5 Why the first frame appears twice
GVRAM is a 512-pixel-wide page while the IPL's CRTC is still in its 768-wide text timing, so the layer repeats at exactly x=512. This is correct hardware behaviour, not a bug. The player sets its own CRTC mode and the wrap disappears. No CRTC timing table has been written yet — the harness deliberately keeps the IPL's timing so that no invented CRTC values are in play.