Initial commit: retroDE_ps2 — first-of-its-kind PS2 GS FPGA core (DE25-Nano / Agilex 5)
RTL (GS rasterizer, EE core stub, platform bridge, LPDDR4B path), sim regression (272 TBs), docs, and tooling. Copyrighted PS2 content (BIOS, game code, GS dumps, and all dump-derived textures/traces) is excluded via .gitignore and stays local. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Platform Contract
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Status: `Draft`
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## Purpose
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Define the boundary between retroDE platform integration and PS2-specific
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subsystems.
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## Owns
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- top-level clock/reset entry,
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- reset sequencing policy,
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- bridge into retroDE HPS/peripheral shell,
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- HDMI/audio adaptation boundary,
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- top-level debug/trace export path,
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- manifest/backend-visible identity plumbing.
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## Inputs
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- board clocks and resets,
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- HPS bridge traffic,
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- retroDE platform services,
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- user input events from the shared shell.
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## Outputs
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- clean subsystem clocks/resets,
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- adapted video stream,
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- adapted audio stream,
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- debug visibility path,
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- PS2-facing controller/media service inputs.
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## Key questions
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- Which subsystem clocks are generated locally?
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- Which debug signals are exported at the top level by default?
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- How much platform assistance is acceptable before the design stops being a
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PS2 core and becomes a hybrid?
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## Allowed early stubs
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- fixed clock plan placeholders,
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- static backend identity values,
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- synthetic input injection for tests,
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- simple framebuffer-style output adapter.
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## Not owned here
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- EE memory map semantics,
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- GS packet semantics,
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- SIF semantics,
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- PS2-specific peripheral register behavior.
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