Session 7 handoff. check.sh green end to end, including both new stages. STATUS now leads with the cost-aware mode decision, and the stale statements that session 7 overturned are struck rather than left to be re-read as current: - next-steps item 1 still announced "implement both display paths and pick per frame" as a settled answer. Withdrawn, with the reason, and the part that did hold up (report the distribution, not the mean) kept. - the profile table's "machine" column reads as a CPU claim and is not one. It is the bus. Both profiles target the same stock 10 MHz 68000 and neither fits; the Super has SCSI at 10 MHz. - the display-path section stopped at "68000 code copied a frame". It parses one now, and the blit figures are no longer the display-path budget. - the green-light section still described a 2-minute, three-stage check, and did not warn that 10_pathmix_drift.py is SUPPOSED to exit non-zero. Sharpened the one trap in the next session's first step: SKIP is not a per-block constant. It costs 13.25 cycles inside an all-SKIP header byte and ~45 in a mixed one, so its price depends on its neighbours and a per-block lagrangian cannot see that. Picking either number is wrong in a different direction; the budget check can use the exact clustered cost function while the per-block term only has to rank modes. 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, 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 (~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.
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.
`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/vasm/ vasm m68k assembler (built from source)
tools/encoder/ hybrid VQ encoder + DLX1 container writer (working).
dlx.py is the reference DECODER -- ground truth for the 68000.
src/player/ decode.s: the 68000 DLX1 decoder. Pixel-exact, and 31% of
frames over the 12fps CPU budget. See FINDINGS 28.
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. Both are
ceilings: 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). 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.