ec82764bef
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>
3.9 KiB
3.9 KiB
Architecture Studies and Community Signal
Context sources that complement Codex's register-level material. These are for orientation and feasibility reasoning rather than implementation detail.
High-level architecture
Rodrigo Copetti — "PlayStation 2 Architecture: A Practical Analysis"
- URL: https://www.copetti.org/writings/consoles/playstation-2/
- One of the clearest pedagogical writeups of the PS2 as a system. Covers the EE, VU complex, GS, IOP, and data paths with diagrams.
- Good onboarding reading for anyone joining the project cold. Not a spec.
psdevwiki — PS2 section
- URL: https://www.psdevwiki.com/ps2/
- Community-maintained counterpart to
ps2tek. Strong on IOP modules, SPU2, peripheral protocols, and regional/hardware revision differences. - Useful cross-check: when
ps2tekandpsdevwikiagree, treat as settled. When they disagree, flag for verification against Sony manuals or emulator behavior.
Wikipedia — PS2 technical specifications / Emotion Engine
- URLs:
- Orientation only. Not suitable as an implementation source.
Academic / feasibility
VPU Thesis — "A Study on the Feasibility of ... VU [on FPGA]"
- URL: https://gamehacking.org/faqs/VPUThesis.pdf
- Academic study specifically looking at implementing the PS2 Vector Unit on FPGA. Directly relevant to Codex workstream 4 (VU/VIF).
- Worth reading carefully before any VU design decisions — likely surfaces pitfalls that would otherwise be discovered the hard way in simulation.
Community consensus (why nobody has done this)
These threads are not technical references, but they capture the current community baseline of what has been tried, what was abandoned, and why. Useful for setting expectations with stakeholders.
- MiSTer Forum — "Advanced cores for MiSTer future FPGA hardware": https://misterfpga.org/viewtopic.php?t=4884
- MiSTer Forum — "What Do You Think Will Happen Once MiSTer Reaches Its Limits?": https://misterfpga.org/viewtopic.php?t=2512
- Time Extension — MiSTer Pi and next-gen FPGA gaming: https://www.timeextension.com/news/2025/03/the-next-generation-of-fpga-gaming-could-be-just-around-the-corner-thanks-to-mister-pi
Distilled consensus (as of 2026-04):
- No PS2 FPGA core exists, anywhere, open or closed.
- Mainstream view is that PS2 exceeds MiSTer-class FPGA fabric (DE10-Nano Cyclone V): the EE+VU+GS combination is the wall, and Dreamcast is already considered near the ceiling.
- The only publicly-discussed PS2-via-FPGA effort has been a hybrid: a PCIe FPGA card offloading specific hot blocks (128-bit math, possibly GS-adjacent work) to a host CPU running an emulator. Not a self-contained core.
- Cost estimate for an FPGA that could plausibly fit full PS2 at useful timing: "$1000+ for the chip alone" in forum discussions.
Implication for retroDE_ps2
The feasibility picture is not an argument against the project — it is a framing argument for the plan. Realistic posture options:
- Hybrid architecture (host CPU + FPGA co-processing). Matches the only known active PS2-via-FPGA effort. Changes the retroDE shell contract.
- Subset / staged core (e.g. EE + IOP + minimal GS, software-rendered framebuffer first). Closer to homebrew/demo compatibility than full-title compatibility. Lets bring-up progress without waiting for the full GIF/GS problem.
- Future-hardware target. Design against a more capable FPGA than the current retroDE platform. Decouples the project from today's fabric constraints at the cost of harder validation.
- Full native on current hardware. Widely considered infeasible; would require pushing past what any open console-FPGA project has achieved.
Worth settling which of these retroDE_ps2 is aiming at before Phase 0 locks memory/firmware/host decisions.