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Dragon-s-Lair-X68k/docs/FINDINGS.md
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prosolis b322e84cd4 Get a real Dragon's Lair frame onto the emulated X68000
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
2026-08-23 13:12:27 -07:00

673 lines
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Markdown

# 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 `.m2ts` streams**, 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:
1. **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).
2. **Temporal denoise smears motion.** `hqdn3d=4:3:6:4` — the `6:4` are 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`.**
3. **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.
![flat 4x4 VQ failure](images/flat_vq_failure_00010.png)
*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.
![quality ladder](images/quality_ladder_00020.png)
*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**. `scsi` at 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=10` fits, 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 (`$E80028`) = `0x0B16`**. Bit 11 is *"G-VRAM set to
buffer"*, and MAME's `x68k_v.cpp` bails out of `draw_gfx()` on it outright:
```c
if (m_crtc->gfx_layer_buffer()) // if graphic layers are set to buffer, they aren't visible
return false;
// x68k_crtc.h: bool gfx_layer_buffer() const { return BIT(m_reg[20], 11); }
```
While that bit is set, GVRAM writes still land and read back correctly — which
is exactly what makes it so misleading. Six separate attempts at the video
controller (`$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.