11_cpu_budget.py takes --machine. Clocks confirmed from MAME 0.277
x68k.cpp:1133/1194/1200, not recalled: x68000 AND x68ksupr are both
40_MHz_XTAL/4 = 10 MHz; only the XVI is faster at 33.33_MHz_XTAL/2.
sasi scsi
stock 10MHz 31% miss 42% miss
XVI 16.7MHz 0% miss 0% miss
sasi is the cheaper profile but it does not fit either at 10 MHz. The XVI
column is headroom, not a target: the profiles are an I/O-bandwidth axis and
say nothing about CPU, and the locked target CPU is a stock 10 MHz 68000 for
both of them. So both profiles have to fit the same 833,333-cycle budget, and
the cycle ceiling has to be enforced in the encoder regardless of which one
ships.
Model comparisons are now gated to the clock and framerate they were stated
at: quoting 24.5's 76.6% or the stock-machine 68000 timings against an XVI
budget compares a model to a measurement of a different machine.
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.