Files
Dragon-s-Lair-X68k/docs/FINDINGS.md
T
prosolis e1aa26bb57 The 68000 decoder draws pixel-exact frames, and does not fit
src/player/decode.s parses DLX1 and decodes straight into GVRAM. Verified
pixel-exact over a 120-frame sequential run of the worst sustained window on
the disc -- all four block modes, full temporal recursion, so the last frame
is only right if all 120 were. In check.sh.

It costs a mean of 81.7% of a 12fps frame budget, and 31% of frames exceed
100% (42% at scsi). CPU is now the binding constraint. FINDINGS 28.

Three things that were believed and are not true:

- The dual-display-path plan of FINDINGS 24.5/25.6 is incoherent. The compose
  path needs a RAM copy of the previous reconstruction; the direct path's
  selling point is that it keeps none. Mixing them shows stale pixels on 70 of
  120 frames, worst frame 18.8% of the screen. Every coherent repair is dearer
  than not mixing, and 24.5's two figures were both copies with no decode in
  either, so there was never a crossover to find. One path ships, and the 96KB
  reference frame is gone. tools/analysis/10_pathmix_drift.py keeps the
  counterexample runnable; check.sh asserts it still reproduces.

- The four block modes do not cost the same. V1 300, V4 448, RAW 400 cycles
  against the old model's flat 207.8. V4 is 25% of blocks and 50% of the
  cycles, and the mode decision charges it bytes it does not charge cycles for.
  tools/analysis/11_cpu_budget.py reproduces all four frames timed on the
  68000 to within 1 point. Hand-derived timings agree to 0.5% on V1.

- The container is big-endian but not aligned. Variable-length records laid end
  to end put frame 1's length field at an odd address, and move.l (a0)+ there
  is an address error: frame 0 decoded perfectly and then vectored into the
  IPL for 59 emulated seconds looking like a hang. Found by dumping PC, not by
  reading the source.

Also: an all-V1 frame, the cheapest possible full redraw, is 110.5% of budget.
No mode assignment fits a scene cut at 12fps. That one needs a decision, not a
measurement.

Next: charge cycles in the mode decision and bisect against 833,333 per frame,
the way session 6 bisects lam against bytes -- but with no bucket, because a
late frame cannot be banked.

Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
2026-08-23 15:04:38 -07:00

67 KiB
Raw Blame History

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 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 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.

Scope — read this before quoting the result. The X68000's video hardware did the rendering: CRTC, GVRAM page decoding and the 15-bit+I palette lookup are all genuinely emulated, which is why the output is bit-exact against the hardware's colour math. But the pixels were written into GVRAM by a MAME Lua script calling SP:write_u16() — the host poking emulated memory. No 68000 instruction was executed to draw this frame.

The equivalent is proving a framebuffer works by writing to it from a debugger. It says the display path is correct; it says nothing about whether the 68000 can fill that framebuffer in time. Lua writes cost zero 68000 cycles, so the 38% full-frame blit estimate that the entire CPU budget rests on remains completely unvalidated. That is next step (2), the decoder skeleton, and it is untouched.

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

Superseded by 23.3. The 38.88 dB figure assumed the shared LSB I is always 1. Choosing I per palette entry by minimum error lifts the ceiling to 40.81 dB on the same frame. The conclusion below ("scsi is close to display-transparent") is therefore weaker than stated — there is ~2 dB more headroom than this section claims. 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.

23. A real CRTC mode: 256x192 inside 256x256 (session 4)

Session 3's harness borrowed the IPL's 768x512 text timing and invented no CRTC values, which is why the frame repeated at x=512 (22.5). This session derived a real 256x256 mode table from MAME 0.277 source and verified it by snapshot. Table: tools/bench/crtc_mode.lua. Regression test: tools/bench/verify_frame256.py.

256x256 mode

Left: palettised source. Right: the emulated X68000's native 256x512 raster — 256 dots wide, 512 scanlines carrying 256 double-scanned graphics rows, with the 192-row picture letterboxed in true black.

23.1 The table, and why it needed no guessing

refresh_mode() in x68k_crtc.cpp selects the dot clock as (reg20 bit4 ? 69.55199MHz : 38.86363MHz) / div, with div from a ladder keyed on reg20 & 0x1f. Three entries matter:

reg20 & 0x1f div dot clock mode
0x16 2 34.776 MHz IPL's 768 wide, 31.5kHz
0x11 3 23.184 MHz 512 wide, 31.5kHz
0x10 6 11.592 MHz 256 wide, 31.5kHz, graphics double-scanned

The IPL's R00 = 137 gives m_htotal = (137+1)*8 = 1104 dots, and 34.776e6 / 1104 = 31500.0 Hz exactly. Holding the same line rate at div 6 needs 11.592e6 / 31500 = 368 dots = 46 chars, so R00 = 45.

368 = 1104/3 exactly, so every horizontal register is the 768-mode value divided by three, and the active window divides without remainder: (124-28)/3 = 32 chars = 256 dots. No horizontal value was recalled or estimated. Only the blanking split rounds: the 768 mode is sync/back/front = 14/14/14 chars, /3 = 4.67 each, and the closest integer triple summing to 46-32 = 14 is 5/5/4.

reg value meaning
R00 45 H total, 46 chars = 368 dots -> 31500.0 Hz
R01 5 H sync end (3.45 us)
R02 10 H display begin -> hbegin = 81
R03 42 H display end -> hend = 336; inclusive width 336-81+1 = 256
R04 567 V total, 568 scanlines -> 55.46 Hz
R05 5 V sync end
R06 40 V display begin -> vbegin = 41
R07 552 V display end -> 512 scanlines = 256 double-scanned rows
R08 27 H sync adjust (MAME stores it and never reads it)
R20 0x0110 display (not buffer), 256-colour, 31.5kHz, 256x256

The vertical registers are NOT halved, which is the one thing that looks wrong and is not. The CRTC still generates a 568-line raster; "256 lines" is a graphics-layer double-scan applied in draw_gfx() (x68k_v.cpp:401), not a change to the raster. Halving R04 would ask the monitor for 110 Hz. MAME emits a visarea larger then reg[20] logerror for this; it is cosmetic.

Total blanking time is identical to the 768 mode (112 dots at 11.592 MHz = 336 dots at 34.776 MHz = 9.66 us), which is the property a real monitor cares about — so this table should be safe on hardware, though that is untested.

23.2 MAME's double-scan is phase-shifted by one raster line

get_gfx_pixel() indexes m_gfxbitmap.pix(scanline / divisor, pixel) using the absolute scanline, and vbegin = 41 is odd. So in the native 256x512 snapshot the identical row pairs are (1,2), (3,4), ... and row 0 is a lone half-line. Even rows are graphics rows 0..255. This cost a false failure before it was understood; the regression test now asserts the shifted pairing explicitly so a change in MAME's behaviour is visible rather than confusing.

23.3 The shared LSB I must be chosen per palette entry — worth 1.96 dB

Session 3's pack() hardcoded I = 1. That is not free: I is shared by all three channels and each renders as pal6bit((field << 1) | I), so with I = 1 the darkest reachable value is pal6bit(1) = 4, and true black does not exist. Choosing I per entry to minimise summed squared error over R,G,B:

rule ceiling vs 24-bit palettised (00020 f0001) entries with I=0
I = 1 fixed (session 3) 38.85 dB 0
I per entry, min squared error 40.81 dB 102 / 256

Nearly 2 dB for free, and 102 of 256 entries want I = 0 — this is not a corner case. It supersedes the ceiling in 22.4 and means scsi has about 2 dB more headroom before it hits the display than that section claimed.

The encoder does not yet do this. tools/encoder/ still emits 24-bit palettes and the packing happens Lua-side; whatever eventually writes X68000 palette words must use the per-entry rule.

23.4 Letterboxing requires a reserved black palette entry

GVRAM cleared to zero displays palette entry 0, and a free mediancut palette puts a real image colour there — on 00020 f0001 it was (206,192,176), used by 210 image pixels, so it cannot simply be repurposed. A 256x192 picture in a 256x256 mode has 64 blank rows, so the palette must be built with 255 colours plus a reserved black at index 0 (prep_frame.py --reserve-black). Combined with 23.3, entry 0 also needs I = 0 or the bars sit at RGB (4,4,4).

Cost: one of 256 entries. Measured quality effect: none visible — the ceiling figure in 23.3 is already measured on the 255-colour palette.

23.5 What is still not proven

GVRAM was again filled from Lua. No 68000 instruction has drawn a pixel yet, and the 38% full-frame blit estimate underpinning the CPU budget remains unvalidated. What this section adds is that the target mode is now real, so 68000 code has a defined geometry to write into: 256 words per visible row, a 1024-byte line stride, and rows 32..223 of a 256-row page.


24. The blit, measured on the 68000 — the 38% estimate was wrong (session 5)

The first 68000 instructions in this project to draw a pixel. Everything in 22 and 23 was GVRAM filled from Lua, which costs zero 68000 cycles. This section replaces the estimate that the whole CPU budget rested on with a measurement.

Harness: tools/bench/blit.s + tools/bench/blit.lua. Four variants of a full-frame 256x192 paint, each looped to run ~4 emulated seconds, timed from machine.time between two flag writes by the 68000 itself.

variant what it does cycles/frame % of a 12fps frame
V1 movem.l blit from a word-expanded RAM frame (96KB read + 96KB write) 446,286 53.6%
V2 naive move.b/move.w per pixel from a byte source 1,284,174 154.1%
V3 write-only floor — registers preloaded, no source read at all 225,789 27.1%
V4 the same 96KB of writes issued in 4x4 block order 637,971 76.6%

The 12fps budget is 833,333 cycles (10.0 MHz confirmed from x68k.cpp:1133, 40_MHz_XTAL / 4).

24.1 The numbers are cross-checked against hand-derived cycle counts

Every variant was predicted from the MC68000 timing tables before the run (MOVEM.L M->R (An)+ = 12+8n, (d16,An) = 16+8n; R->M (An) = 8+8n, (d16,An) = 12+8n) and then measured:

predicted measured error
V1 447,744 446,286 0.33%
V2 1,284,096 1,284,174 0.006%
V3 225,792 225,789 0.001%
V4 640,704 637,971 0.43%

This agreement is the point. A MAME timing number on its own would be worth little given how many false-good results this project has produced (FINDINGS 4); two independent derivations landing within half a percent is worth something. The residual error is the frame-granularity of the measurement — Lua gets no cycle counter (luaengine.cpp exposes machine.time and nothing from device_execute_interface), so timing resolution is one video frame, 18.03 ms.

24.2 SCOPE: these are instruction cycles, and therefore a LOWER BOUND

MAME's gvram_w/gvram_r (x68k_crtc.cpp:501,595) contain no timing at all — no wait states, no adjust_icount. GVRAM in MAME is as fast as main RAM. Real X68000 GVRAM stalls the CPU on access, so every figure above is a floor, not a prediction. Do not quote these as hardware numbers. Interrupts were masked (SR = $2700) so the IPL's timer and VBL handlers could not steal cycles into the measurement; a real player will take interrupts on top.

24.3 The 38% estimate is dead — a full-frame blit is 53.6%

The realistic "decode into a RAM frame, then blit it" design costs 53.6% of the frame budget before decoding a single block, and that is the zero-wait- state floor. The estimate the CPU budget has been carrying since session 1 was 38%. It was optimistic by 41%.

The cause is visible in the V1/V3 gap: reading the source frame is exactly half the total cost (221,952 of 446,286 cycles). The 68000 pays 8 cycles per longword read and 8 per longword written, and in 256-colour mode a pixel occupies a whole word of address space, so a frame is 96KB of traffic in each direction rather than 48KB.

24.4 The high byte of every GVRAM write is discarded — confirmed from source

gvram_w case 0x0100 writes data & 0x00ff with mem_mask 0x00ff. So in 256-colour mode the CPU cannot pack two pixels into one word, and the odd bytes of a word-expanded source frame never need clearing — V1 exploits this by leaving them uninitialised. This is why 96KB, not 48KB, is the irreducible write traffic.

24.5 The architecture question, and where it turns over

Superseded by FINDINGS 28.1/28.2 (session 7). The two-path plan below is incoherent — the compose path needs a RAM reference the direct path never writes — and its two costs are both copies, so they were never comparable to a decode. The "76.6% x non-SKIP fraction" model is also 2.03x optimistic: the four block modes cost 300/448/400 cycles, not one figure. One path ships.

V4 prices the access pattern a decoder that writes codewords straight into GVRAM actually has: 4 rows of 8 bytes at a 1024-byte stride per 4x4 block. The same 96KB of writes costs 76.6% in block order versus 53.6% row-linear — the stride destroys the movem.l burst, 208 cycles per block against a theoretical best of ~150.

But a decoder never writes every block: SKIP blocks cost nothing at all, and the previous frame is already sitting in GVRAM, so no RAM reference frame is needed for SKIP to work. So the two designs scale differently:

  • compose-in-RAM then blit — flat 53.6%, independent of how much changed
  • decode-direct-to-GVRAM — 76.6% x (fraction of non-SKIP blocks)

They cross at 70% of blocks changed. Below that, writing straight into GVRAM wins, and it also drops the 96KB RAM reference frame entirely. Above it, the flat blit wins.

This makes the non-SKIP block fraction the single most important unmeasured number in the project. It is already computable from the encoder — it is a by-product of the mode decision in vq_hybrid.py — and it has never been reported. Measure it before writing any decoder inner loop, because it selects which inner loop to write.

24.6 The frame the 68000 drew is pixel-exact

V1's output was snapshotted and passes verify_frame256.py unchanged: 256x512 native, double-scan exact, active 256x192 pixel-exact, letterbox true black, 40.81 dB. So 68000 code drives the mode of FINDINGS 23 correctly, and 23.5 is now closed.


25. The sustained action sequence, found and measured (session 5)

STATUS has carried "a sustained action sequence is the one thing that could still break the bitrate" as the open risk since session 2. Every clip measured before this was 1.2-1.7 s. This section closes it: it does break the profiles, though not the bus.

25.1 The two largest streams on the disc are not game footage

A survey that sorts 224 streams by size and encodes the biggest would have measured live action:

stream size what it actually is
00216 3777 MB the feature with a burned-in picture-in-picture commentary
00215 3475 MB the commentary itself, full-screen live action
00223 1802 MB clean animation, 9.4 min — the one to use

The PiP in 00216 is burned into video stream 0, not a selectable secondary stream, so there is no ffmpeg flag that recovers a clean frame from it. This extends FINDINGS 13's menu-vs-content warning: the classification needed is content / menu / bonus, and bonus material is the one that looks most like content by every cheap metric (size, duration, bitrate).

25.2 Picking the worst window by measurement, not by eye

tools/analysis/07_motion_survey.py scans a whole stream at 96x72 and reports the highest-mean sliding window of inter-frame absolute difference. On 00223:

6793 frames @12fps = 566.1s
motion energy  mean 9.40  median 5.60  p90 21.70  max 112.39
hottest sustained 10s window: t = 539.4s  (2.01x stream mean)
quietest 10s window:          t = 144.2s  (0.19x stream mean)

The 10.6x spread between the quietest and hottest sustained windows is the whole argument for not sampling clips by hand. t = 539.4s is the Singe endgame.

25.3 Both profiles overshoot on that window — rate control is now required

Encoding those 120 frames at the shipping profiles, with the fixed lam the CLI currently uses:

profile target measured overshoot PSNR palette ceiling
sasi 110 KB/s 129.6 KB/s +18% 27.82 dB 31.33 dB
scsi 280 KB/s 373.8 KB/s +34% 30.81 dB 31.33 dB
(00020 baseline, sasi) 110 KB/s 108.0 KB/s -2% 36.94 dB 39.90 dB

This reclassifies rate control from insurance to a requirement. STATUS has had "wire rate control into encode.py" at priority 3-4 since session 2 with the note "no longer a blocker (FINDINGS 21)". That was true of the clips measured then. It is not true of this one. ratectl.encode_rate_controlled() already exists and builds a per-frame lam ladder; it has simply never been hooked up.

Note what did not break: 373.8 + 7.8 = 381.6 KB/s is still under the 488 KB/s working figure, so FINDINGS 21's ring-buffer conclusion survives — but at 78% of the pipe sustained over ten seconds rather than the comfortable margin implied by 1.7 s clips.

25.4 The palette ceiling is content-dependent, and on hard content it binds

The 256-colour scene palette costs 31.33 dB on this window against 39.90 dB on 00020 — 8.6 dB worse. Fire, lava and smoke gradients are exactly what a 256-entry mediancut palette handles worst.

This inverts an assumption the project has been carrying. FINDINGS 23.3 put the X68000 display ceiling at 40.81 dB and treated it as comfortably clear of the codec's own error. On this content the scene palette (31.33 dB), not the display hardware (40.81 dB), is the binding constraint — and scsi is already within 0.51 dB of it. Spending bits to close that last half-dB is spending them against a ceiling that is not the display's.

25.5 scsi collapses to RAW under stress

Mode distribution on this window is qualitatively different from anything measured before:

profile SKIP V1 V4 RAW
sasi (lam=60) 45.6% 16.3% 24.2% 13.9%
scsi (lam=10) 26.2% 5.5% 7.1% 61.2%
00020, sasi 46.9% 24.1% 17.8% 11.2%

At lam=10 the rate-distortion decision finds literal pixels cheaper than any codeword for 61% of blocks — the codebooks are simply not describing this content. That is the mechanism behind the +34% overshoot in 25.3, and it is a rate-control problem, not a codec-structure problem: the RD decision is behaving correctly for the lam it was given.

25.6 The decoder needs BOTH display paths, chosen per frame

Superseded by FINDINGS 28.1 (session 7). Mixing the paths displays stale pixels on 70 of these 120 frames. The "median 37.0%, capped at 53.6%" below is the cost of an incorrect player; every coherent version is dearer, and plain direct-to-GVRAM is the cheapest of them.

Applying FINDINGS 24.5's crossover to the real per-frame distribution:

median non-SKIP p90 frames over the 70% crossover
sasi, Singe window 48.4% 82.8% 36 / 120 (30%)
scsi, Singe window 70.8% 92.4% 64 / 120 (53%)
sasi, 00020 54.0% 88.8% 3 / 14 (21%)

Neither path wins outright: 30-53% of frames want the flat blit and the rest want direct-to-GVRAM. A player that implements both and picks per frame — the mode headers are parsed before any pixel is written, so the count is free — pays a median of 37.0% of the frame budget and is capped at 53.6%. A player that implements only direct-to-GVRAM pays up to 76.6% and would miss frames on the scene cuts.

So the answer to 24.5 is "both", and the selection is a one-line comparison against a block count the decoder already has in hand.

25.7 What this does not measure

One 10 s window of one stream, at fixed lam, with _paint still a Python loop. The full-disc survey is still not done, and the numbers above are the worst window rather than a distribution over content. What has changed is that the worst case is now a measurement rather than a worry.


26. Rate control is unsound as written — found before wiring it up (session 5)

FINDINGS 25.3 promoted rate control from insurance to a requirement. Reading ratectl.py before wiring it into encode.py turned up a correctness bug that would have produced exactly the kind of plausible-looking wrong result this project keeps catching (FINDINGS 4, 9, 14, 18).

26.1 The lam ladder desynchronises the encoder from the decoder

H.encode() is temporally recursive: SKIP blocks are copied from the previous reconstruction, and prev = out closes the loop (vq_hybrid.py:84-109). A frame's output therefore depends on every frame before it in that same run.

encode_rate_controlled() runs H.encode() once per lam over the whole sequence, building a ladder of independent temporal chains, then picks each frame from whichever rung fits the budget. When frame f comes from rung i and frame f-1 was emitted from rung j != i, the SKIP blocks in f reference a reconstruction the decoder never saw.

Measured on the Singe window (tools/analysis/09_ratectl_drift.py, 120 frames, 5 rungs, target 110 KB/s):

rung switches 67 over 120 frames
frames whose emitted output differs from what the encoder recorded 111 / 120
worst frame 21,339 px = 43.4% of the frame
encoder-vs-decoder agreement, worst frame 27.1 dB
reported PSNR overstatement 0.36 dB

The 0.36 dB is the least interesting number here. The encoder is reporting quality for a reconstruction that will never exist, and 43% of a frame differing is a visible artefact whatever the mean says.

The fix is structural, not a tuning change: H.encode() must become frame-drivable — take prev and one lam, return one frame — so rate control can feed back the frame it actually emitted. The current whole-sequence signature is what makes the ladder tempting in the first place.

26.2 The ladder spans 250x past the shippable range

lam_hi=2e5, but FINDINGS 15 puts the quality cliff between lam=800 and lam=2000 and says do not ship past lam~800. Every rung above ~800 is unshippable, so a frame that only fits at lam=9457 has not been rate-controlled, it has been destroyed. Cap lam_hi at 800 and let a frame that cannot fit overrun the bucket — a visible overrun is a better failure than silent garbage.

26.3 The ladder is far too coarse where it matters

With steps=5 the geomspace lands on 1 / 21 / 447 / 9457 / 200000, and only two rungs were ever chosen. The budget is 8,721 B/frame; the two straddling rungs deliver 23,183 B (lam=21) and 3,071 B (lam=447) — a 7.5x gap across the operating point. Rate control cannot land near a target it has to jump over.

The module docstring already describes the right approach — "per frame we binary-search lam to land inside a byte budget" — but the implementation is a fixed precomputed ladder. Doc and code disagree; the doc is correct.

26.4 What does work

The leaky bucket lands the mean where it should: 109.1 KB/s against a 110 target, with 32% of frames over the per-frame budget and banked by the bucket. That mechanism is sound and worth keeping. It is the per-frame lam selection underneath it that needs rebuilding, not the bucket.

26.5 Cost note before starting

Each rung is a full-sequence encode and _paint is still a Python per-block loop, so a 5-rung run over 120 frames takes minutes. Vectorise _paint first — it is already on the list for the full-disc survey and it makes the rate-control work practical rather than merely faster.

27. Rate control, rebuilt and wired in (session 6)

FINDINGS 26 stopped the session-5 rate controller before it shipped: it picked frames out of independently-encoded whole-sequence runs, so 111 of 120 frames referenced reconstructions the decoder would never see. The fix was structural, as 26.1 said it had to be. It is now wired into encode.py and on by default for a profile.

27.1 The encoder is frame-drivable, and the drift is zero by construction

vq_hybrid now exposes one frame at a time — frame_ctx(m, f, prev) / decide(ctx, lam) / paint(m, ctx, mode) — and encode() is a thin loop over that API. Rate control drives the same three calls and feeds back the frame it actually emitted as the next frame's prev. There is no ladder to pick from, so the desync has no way to occur.

tools/analysis/09_ratectl_drift.py, unchanged in what it asserts:

session 5 session 6
frames whose emitted output differs from what the encoder recorded 111 / 120 0 / 120
worst frame 21,339 px (43.4%) 0 px
reported PSNR overstatement 0.36 dB 0.00 dB

This is the harder case for that test on purpose: it runs with lam_lo=1.0, so lam moves on 117 of 119 frame boundaries. Under the old ladder, 67 rung switches were enough to corrupt 111 frames.

27.2 Both overshoots are closed, and they cost under 1 dB

The Singe window (FINDINGS 25.3), which is the worst sustained window on the disc. Totals include the 7.8 KB/s ADPCM allowance:

profile target fixed lam (session 5) rate-controlled quality cost
sasi 110 KB/s 137.4 KB/s (+25%) 109.5 KB/s 27.82 → 27.22 dB (0.60)
scsi 280 KB/s 381.6 KB/s (+36%) 280.0 KB/s 30.81 → 29.90 dB (0.91)

Zero frames hit the lam=800 cliff at either profile, so nothing was destroyed to get there (26.2's failure mode did not trigger). sasi needed lam to reach 183 at worst against a floor of 60; scsi reached 58.7 against 10. The controller is working an order of magnitude below the cliff, which is where the search range being capped at 800 rather than 2e5 stops mattering at all — and that is the point: a range that never needs its top is a range you can trust.

scsi still sits 1.43 dB from the scene palette ceiling of 31.33 dB (FINDINGS 25.4), against 0.51 dB before. The ceiling, not the codec, is still what bounds this content.

The percentages differ from 25.3's +18%/+34% because those compared video payload against the total target; the table above compares like with like (total against total). The payload figures are unchanged: 129.6 and 373.8 KB/s.

27.3 Rate control makes the display path cheaper, not dearer

The decoder-architecture numbers of FINDINGS 25.6 were measured on the fixed-lam encoder. Re-measured under rate control, on the same window, with the player picking the cheaper of compose-then-blit and direct-to-GVRAM per frame:

profile median display cost frames above the 70% crossover
sasi fixed → RC 37.0% → 36.6% 30.0% → 26.7%
scsi fixed → RC 53.6% → 47.1% 53.3% → 35.8%

Raising lam moves blocks to SKIP and V1, which is fewer blocks to write. The "implement both paths, pick per frame" conclusion is unaffected and the cap is still 53.6%.

27.4 The quality floor barely matters; the prefill matters, wrongly

Two knobs were measured rather than guessed.

--rc-floor decides whether a quiet frame may spend more than the fixed-lam profile would. On the Singe window it is worth nothing — 109.5 vs 110.0 KB/s and 0.00 dB — because no frame on that window is quiet enough for the bucket to saturate. The default is profile (never spend more than session 5 would), so rate control cannot regress content that already fits.

--prefill models how full the player's buffer is at scene start. It is tempting and it is a trap, so it defaults to 0:

clip prefill 0.0 0.5 1.0 target
Singe, 120 fr, sasi 109.5 112.9 116.3 110
Singe, 120 fr, scsi 280.0 289.1 298.2 280
00020, 14 fr, sasi 92.0 115.8 115.8 110
00020, 14 fr, scsi 224.8 255.9 255.9 280

(scsi on 00020 is the one cell where prefill looks harmless: the clip fits under 280 either way. That is the content being easy, not the knob being safe.)

Prefill buys a permission to overshoot of exactly bucket / nframes. At 8 frames of bucket over 120 frames that is 6.2% — measured — and on a 14-frame clip the bucket is larger than the clip, so rate control switches itself off and reproduces fixed-lam exactly (lam never leaves its floor: min = median = max = 60). A prefill that makes a target look met has disabled the controller.

27.5 The 00020 undershoot is a clip-length artefact, not a bug

At prefill 0 the 14-frame 00020 clip lands at 92.0 KB/s against a 110 ceiling — 0.66 dB given away for nothing. That is the leaky bucket's startup transient: the first bucket_frames frames cannot draw on a bank they have not accumulated. It is bounded by bucket / nframes, so it is 6% on a 10-second window and 20% on a 1.2-second one.

The lesson is the one FINDINGS 25.3 already taught in a different costume: a 1.2-second clip cannot be used to judge rate control. Real scenes are tens of seconds. Do not tune the bucket against 00020.

Worth recording separately: fixed-lam sasi on 00020 delivers 115.8 KB/s — the supposedly easy clip was already 5% over its target, which nothing had noticed because the profile table quotes its PSNR and not its bitrate.

27.6 FINDINGS 26.5's cost premise was wrong in both halves

26.5 said a rate-control experiment was minutes because _paint is a Python per-block loop, and told the next session to vectorise it first. Vectorising it was correct and it is 17.1x faster, but it was never the bottleneck, and the ladder was never minutes. Measured per frame, 256x192:

ms
VQ.assign x2 — codeword search 22.83
SKIP error against prev 1.40
decide — argmin at one lam 0.06
paint, vectorised 0.29
paint, old per-block loop 4.93

_paint was 14% of a frame. A 5-rung ladder over 120 frames was ~18 s of encoding, not minutes — the "few minutes" in the drift test's docstring was H.build's k-means (51 s), which no amount of vectorising _paint would have touched.

What actually makes per-frame rate control affordable is that VQ.assign's output depends on neither lam nor prev, so it is computed once per frame and a lam search only re-runs the 0.06 ms argmin:

12-step per-frame lam search, 120 frames, symbols cached 0.31 s
the same search by re-running whole-sequence encodes 49.10 s

That is a 158x difference, and it is the reason the controller can afford a real bisection instead of a 5-rung ladder — which was the actual defect in 26.3.

The cache holds one frame. At ~133 KB of intermediates per frame, caching the sequence would cost 900 MB on a 9.4-minute stream to save nothing: every caller works a frame at a time.


28. The 68000 decoder exists, is pixel-exact, and does not fit (session 7)

src/player/decode.s parses DLX1 and draws frames on the emulated X68000. It is pixel-exact across a 120-frame sequential run of the worst sustained window on the disc (tools/bench/verify_decode.py), exercising all four block modes and the full temporal recursion — the last frame is only right if every frame before it was.

It is also too slow. On that window, at the shipping sasi profile:

non-SKIP blocks measured cost
cheapest frame 15.4% 31.5% of a 12fps frame
median frame 47.8% 73.8%
p90 frame 82.5% 116.4%
worst frame 100.0% 135.8%
mean over the window 47.8% 81.7%

31% of frames miss the 833,333-cycle budget, and like every figure since FINDINGS 24 these are instruction cycles against zero-wait-state memory, so they are a floor. This is the first time CPU, not disk, is the binding constraint — FINDINGS 21 retired the bandwidth worry, and this replaces it.

28.1 The dual-path plan of 24.5/25.6 was incoherent, and is withdrawn

FINDINGS 24.5 specified two display paths chosen per frame on the non-SKIP count, and 25.6 costed the mix at "median 37.0%, capped at 53.6%". Two of its premises cannot both hold:

  • compose-in-RAM-then-blit exists to make the blit row-linear, so it must assemble a full frame in RAM. The pixels it does not decode this frame — the SKIP blocks — can only come from a RAM copy of the previous reconstruction.
  • decode-direct-to-GVRAM's stated advantage is that "no RAM reference frame is needed", because the previous frame is already in GVRAM.

So every direct frame silently invalidates the reference the next compose frame reads. Simulated on the Singe window at the crossover the plan specifies (tools/analysis/10_pathmix_drift.py): 70 of 120 frames display pixels no correct player would display, first at frame 2, worst frame 18.8% of the screen. This is FINDINGS 26 in different clothing — two code paths disagreeing about what "the previous frame" means — and it is the sixth false premise this project has caught before it shipped.

Every coherent repair is worse than not mixing at all:

strategy median p90 max correct
mix per frame, as specified 36.6% 53.6% 53.6% no
mix, direct also writes the RAM reference 53.6% 68.4% 81.4% yes
mix, re-read GVRAM into RAM on each switch 36.6% 107.2% 107.2% yes, 13 frames miss
compose only 53.6% 53.6% 53.6% yes
direct only 36.6% 62.5% 76.6% yes

(Costs in that table are 24.5's own model, for like-for-like comparison; 28.2 replaces the model itself.)

24.5 also compared the wrong two things. Its 53.6% and 76.6% are both copies measured in blit.s — neither includes decoding. A real compose path costs decode-into-RAM plus the 53.6% blit, so it is strictly dearer than decoding straight into GVRAM, whatever the block mix. There was never a crossover to find.

The decoder therefore implements one path, direct-to-GVRAM, and drops the 96 KB RAM reference frame entirely.

28.2 The four block modes do not cost the same, and V4 is the expensive one

24.5's model — "76.6% of a frame x the non-SKIP fraction" — prices every non-SKIP block as one movem.l burst. Measured separately, with synthetic single-mode frames (tools/bench/prep_dlx.py):

mode cycles/block vs the 24.5 model (207.8)
SKIP, in an all-SKIP header byte 13.3 model says 0
SKIP, inside a mixed byte ~45 model says 0
V1 (one 4x4 codeword) 299.9 1.44x
V4 (four 2x2 codewords) 448.2 2.16x
RAW (16 literal indices) 400.4 1.93x

Applied to the real per-frame histograms (tools/analysis/11_cpu_budget.py), the model reproduces all four frames timed on the 68000 to within 1 percentage point, and shows 24.5 to be 2.03x optimistic at the median.

Where the cycles actually go over the window:

mode % of blocks % of cycles
SKIP 46.4% 9.2%
V1 19.8% 26.1%
V4 25.2% 49.7%
RAW 8.5% 15.0%

V4 is a quarter of the blocks and half the cycles. It costs 1.49x a V1 block while the mode decision in vq_hybrid.py charges it only its 4x payload bytes. The lagrangian trades distortion against bytes; on this machine it now has to trade distortion against cycles as well.

28.3 The container is big-endian but not aligned, and that is an address error

The DLX1 header docstring says every multi-byte field is big-endian "so the 68000 reads them with a plain move". Alignment is the other half of that sentence and the container does not have it: frame records are [u32 length][768-byte mode header][payload] laid end to end with arbitrary payload lengths, so record boundaries land on odd addresses.

move.l (a0)+,d0 at an odd address is an address error on a 68000 — not a slow read. The first run decoded frame 0 perfectly, consumed exactly its 8,715 payload bytes, then read frame 1's length at $03220F and vectored into the IPL at $FF059A, where it sat for 59 emulated seconds looking like an infinite loop. It was found by dumping PC and the address registers, not by reading the source: the code was correct, the data layout was not.

The decoder now rounds each record start up to 4. The container should carry the padding itself so a streaming player can DMA records into place: measured cost on this window is 199 bytes over 120 frames — 1.66 B/frame, 20 B/s against a 110 KB/s budget. Until encode.py does it, prep_dlx.py realigns at load time.

28.4 The measurements agree with hand-derived MC68000 timings

As in FINDINGS 24, each figure was derived from the instruction timing tables before being believed. A V1 block, summing dispatch, index decode, the indexed movem.l load and four movem.l stores, plus its quarter share of the header loop: 298.5 cycles derived against 299.9 measured — 0.5%. RAW derives to 396 against 400.4 measured (1%). V4 derives to 415 against 448 (7%, the gap being in the indexed two-register movem.l, the mode this decoder uses most heavily). So these are 68000 cycles, not a MAME artefact.

28.5 A full frame does not fit at 12fps in ANY mode

An all-V1 frame — the cheapest possible way to redraw all 3,072 blocks — costs 921,187 cycles, 110.5% of the budget. All-V4 is 165.2% and all-RAW 147.6%.

So the ceiling is structural, not a tuning problem: at 12fps on a 10MHz 68000 no more than ~88% of the screen can change in one frame, however cheaply it is coded. Scene cuts change 100% of it. Either a cut gets one late frame (the outgoing content is unrelated, so this may be free to the eye), or cuts have to be spread across two frame times, or the framerate has to come down — at 10fps the budget is 1,000,000 cycles and an all-V1 frame fits.

28.6 What this does not measure

One 10 s window of one stream at one profile, and MAME still models no GVRAM wait states. The scsi profile will be worse: FINDINGS 25.5 has it collapsing to RAW under stress, and RAW is 1.93x the old model's block. Nothing here has been run on 00020 or on quiet content, where the median frame is far cheaper.