prosolis f0f2f807a4 Raise both quality profiles; rule out entropy coding on CPU grounds
The profiles shipped in e4062ed were set far too low. 45 KB/s (sasi) and
75 KB/s (scsi) are 12% and 7% of the respective folklore bus figures. They had
been read off the knee of the rate-distortion curve and then presented as
though bandwidth-derived, which they were not.

Raised to sasi 110 KB/s (lam=60) and scsi 280 KB/s (lam=10) -- 35% and 28%
utilisation. scsi is now within 0.52 dB of the palette ceiling on scene 00020.

Checking the CPU side, which nobody had done for the decode path, produces a
second and more important result. Against the 833k cycle/frame budget at 12fps:

  full-frame blit, every frame     319k   38%   affordable
  LZ4/LZSS decode ~30KB/frame      450k   54%
  deflate decode  ~30KB/frame     1800k  216%   infeasible

So raising the VQ bitrate is nearly free -- RAW, the mode that dominates at
high rate, is the cheapest mode to blit -- but entropy coding is not viable at
all. That demotes the "247 KB/s lossless changed-spans+deflate" figure from
FINDINGS 8 to a compression upper bound rather than a shippable design, and
removes entropy coding from the roadmap. VQ is the right architecture precisely
because its decode is a table copy.

Also confirms the architecture unifies: the hybrid at lam=0 lands within 3% of
the purpose-built lossless coder, so there is no separate lossless path.

Consequence for planning: the blocked disk benchmark is now critical-path, not
optional. If SCSI sustains >=800 KB/s the correct scsi profile is lam=0 --
pixel-exact video at ~450 KB/s and 38% CPU. Whether this port ships transparent
or lossy on SCSI is waiting on one measurement.

Claude-Session: https://claude.ai/code/session_01194oWYW8DQXK1SZ2DnChW6
2026-08-23 12:06:52 -07:00

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.

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.
  • docs/HARDWARE.md — X68000 GVRAM/CRTC reference.

Layout

docs/            findings, status, hardware reference
tools/analysis/  frame-analysis scripts (01/02 marked BROKEN as regression refs)
tools/bench/     MAME Lua injection harness + 68000 benchmark sources
tools/vasm/      vasm m68k assembler (built from source)
tools/encoder/   hybrid VQ encoder + DLX1 container writer (working)
src/player/      68000 player (not yet written)
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 (45 KB/s) and scsi (120 KB/s) are two points on the same rate-distortion curve. 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.

Source media (DRAGONS_LAIR.iso) and ROMs are gitignored — supply your own.

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