blit.s gains v7 -- v6's 24-pixel movem chain plus a second chain whose unit is
one `move.l (a0)+,(a2)+`. Measured over 13 span lengths by span.sh, every config
pixel-exact:
cycles = 66.0 per span + 9.143 per COARSE pixel + 9.978 per FINE pixel
fitting all 13 to within 0.2%. v5 and v6 re-measure to FINDINGS 30 exactly, so
the harness has not drifted underneath the new variant.
Rescored against the same scsi window and the same additive model, v7 takes
84/120 frames over budget to 18/120 -- exactly what FINDINGS 39.4 derived, and
that agreement is two cancelling errors: the derivation's 2-register movem tail
is 29% too dear per pixel, and its "nothing per span" for the second chain entry
is 22.3 clocks too cheap. The plain post-incrementing move.l is the right tail
instruction, and it makes the padding quantum 2 pixels, which a run of 4x4
blocks pads to exactly zero.
The DMAC stays dropped on a measurement now rather than an argument: v7 takes
back 37 of the 43 frames the array chain would, with no reserved channel and no
timing neither emulator here can verify. Break-even against all-V1 moves from
L=4 blocks to L=2.
The fine displacement is carried mid-stream rather than in the span record, so
the decoder holds nothing across the copy and keeps all 12 payload registers --
which is the whole reason the coarse unit is 24 pixels.
span.sh is now -seconds_to_run 200 (30 s wall, 36 configs) and takes its
expected snapshot count from the generated metadata instead of a literal 23.
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.
And 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 it on the bus, not the CPU (FINDINGS 38). Read that before optimising anything for cycles.
The largest measured win on the table is the literal span with a fine tail
(blit.s v7): it takes the worst scsi window from 84/120 frames over budget
to 18/120, and src/player/decode.s does not implement it yet (FINDINGS 40).
Green-light check: ./tools/bench/check.sh (~3 min, needs the Blu-ray
mounted) re-runs both display regression tests, the rate-control drift test, the
display-path coherency counterexample and a 120-frame 68000 decode, then 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/.
07 finds the hottest sustained window in a stream; 08 renders
source | decoded | block-mode map as .webm; 09 is the
rate-control drift gate (FINDINGS 26/27) and is part of
check.sh -- it exits non-zero if the encoder ever again
reports a reconstruction no decoder would produce.
10 is a COUNTEREXAMPLE, and exits non-zero by design: it
demonstrates that the two-display-path plan of FINDINGS
24.5/25.6 corrupts 70 of 120 frames (FINDINGS 28.1).
11 scores a container against the MEASURED per-mode block
costs without needing MAME; 12 prices the literal-span mode of
FINDINGS 30 against those same mode maps, and prints whether a
scene cut still fits at 12fps; 13 measures what fitting the
CPU budget costs in dB (FINDINGS 31) and caches H.build so the
search loop is seconds, not minutes.
14 prices the HD63450 array-chain against the v6 and v7
spans (FINDINGS 39/40) and prints the sensitivity that decides
it -- v7 is measured, and takes 37 of the 43 frames the DMAC
would, so the DMAC stays dropped;
15 measures how much of the 68000's LOCAL bus the decoder
occupies (FINDINGS 38) and exits non-zero if its derived
model stops matching the harness's measurement.
buscost.py is the shared bus-cycle table both import.
tools/bench/ MAME Lua injection harness + 68000 benchmark sources.
`check.sh` re-runs both display regression tests (~40 s).
`blit.s`/`blit.lua` time the full-frame GVRAM blit on the
68000 itself (FINDINGS 24) — not part of check.sh, because
wall timings would make the green-light check host-sensitive.
`span.sh` (prep_spans.py + span.lua + blit.s v5/v6/v7)
measures the literal-span mode the same way (FINDINGS 30 and
40, ~30 s); it also asserts that every one of its 36 timing
configs drew a pixel-exact frame, the count taken from the
generated metadata so a new config cannot weaken the gate.
v7 is v6 with a second, 2-pixel chain for the span tail:
66.0 cycles/span + 9.143 per coarse pixel + 9.978 per fine
pixel, MEASURED, which is the win FINDINGS 39.4 predicted.
`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 `src/player/decode.s`; the verify pass is in check.sh.
tools/bench/c68k/ headless px68k C68K harness -- a SECOND emulator for every
68000 cycle figure (FINDINGS 37). 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.
tools/vasm/ vasm m68k assembler (built from source)
tools/encoder/ hybrid VQ encoder + DLX2 container writer (working).
DLX2 4-byte-aligns every frame record: an odd `move.l` is an
ADDRESS ERROR on a 68000, not a slow read (FINDINGS 28.3).
dlx.py is the reference DECODER -- ground truth for the 68000.
src/player/ decode.s: the 68000 DLX decoder. Pixel-exact; 1 frame of 120
over the 12fps CPU budget once the mode decision prices
cycles. See FINDINGS 28 and 31.
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 scsi --preview p.png
One profile: scsi, 280 KB/s. The 110 KB/s sasi profile was dropped in
session 9 on capacity, not bandwidth — a SASI volume is limited to 40 MB, and
the game's 22.8 minutes of footage 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).
There are 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; --no-cpu-fit
restores session 7 behaviour. Unlike bytes, cycles have no bucket — there is no
double buffer to decode ahead into, so it is a hard per-frame ceiling. 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.
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.
See FINDINGS 25.1 before running any size-ranked survey.