Sega Dreamcast's PowerVR CLX2 graphics chip renders geometry into 32×32 pixel tiles. Linear textures suffer thrashing across page boundaries; the transcoder applies a twiddled Morton Z-curve mapping: Morton(x,y) = ∑ (x[i]<<2i | y[i]<<(2i+1)), ensuring spatial 2D pixel locality in 1D VRAM bursts.
PowerVR CLX2 60 FPS Frame Budget
| Wii Draw Call Load | 120,000 tris/sec | Normal |
| Dreamcast Stripified Triangles | 72,000 tris/sec | Passable |
| Triangle Strip Optimization | 1.66:1 (Tris per vertex) | -40% vertex transfer |
| Dreamcast 32×32 Tile Buffer | 1,200 tiles / frame | No Tile Overflow |
| SH-4 Geometry Transformation | 5.4 MFLOPS (3.8% CPU) | OK |
| Dreamcast Main RAM Budget | 11.4 MB / 16.0 MB | Fits in RAM |
QACR0/QACR1).
Wii BNS / DSP ADPCM Audio
Wii streams 48.0 kHz 16-bit uncompressed or DSP ADPCM stereo streams directly into 64MB MEM2.
Yamaha AICA Transcoded Sound RAM
Dreamcast sound chip has only 2MB dedicated sound RAM (ARAM) driven by an ARM7 core at 25MHz.
# Sega Dreamcast Self-Booting CDI Manifest Generated by Super Pipeline
VOLUME_ID="WII_DEMAKE_PORT"
BOOT_BINARY="1ST_READ.BIN"
LBA_TRACK1_START=0
LBA_TRACK2_START=45000
DATA_PAYLOAD:
/SYSTEM/IP.BIN (Standard Katana/KallistiOS Bootstrap, 32KB)
/TEX/TEX001.PVR (ARGB1555 Twiddled, 256x256, 128KB)
/MODELS/ROOM01.NJ (Ninja Model Format, Stripified 72k tris)
/AUDIO/BGM01.ADPCM (Yamaha AICA 22kHz 4-bit Bank, 142KB)
TOTAL_GDROM_IMAGE_SIZE= 2.4 MB / 1,120 MB MAX (Fit Factor: 99.8% headroom)