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>
85 lines
3.9 KiB
Markdown
85 lines
3.9 KiB
Markdown
# Architecture Studies and Community Signal
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Context sources that complement Codex's register-level material. These are for
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orientation and feasibility reasoning rather than implementation detail.
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## High-level architecture
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### Rodrigo Copetti — "PlayStation 2 Architecture: A Practical Analysis"
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- URL: https://www.copetti.org/writings/consoles/playstation-2/
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- One of the clearest pedagogical writeups of the PS2 as a system. Covers the
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EE, VU complex, GS, IOP, and data paths with diagrams.
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- Good onboarding reading for anyone joining the project cold. Not a spec.
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### psdevwiki — PS2 section
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- URL: https://www.psdevwiki.com/ps2/
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- Community-maintained counterpart to `ps2tek`. Strong on IOP modules, SPU2,
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peripheral protocols, and regional/hardware revision differences.
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- Useful cross-check: when `ps2tek` and `psdevwiki` agree, treat as settled.
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When they disagree, flag for verification against Sony manuals or emulator
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behavior.
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### Wikipedia — PS2 technical specifications / Emotion Engine
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- URLs:
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- https://en.wikipedia.org/wiki/PlayStation_2_technical_specifications
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- https://en.wikipedia.org/wiki/Emotion_Engine
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- Orientation only. Not suitable as an implementation source.
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## Academic / feasibility
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### VPU Thesis — "A Study on the Feasibility of ... VU [on FPGA]"
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- URL: https://gamehacking.org/faqs/VPUThesis.pdf
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- Academic study specifically looking at implementing the PS2 Vector Unit on
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FPGA. Directly relevant to Codex workstream 4 (VU/VIF).
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- Worth reading carefully before any VU design decisions — likely surfaces
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pitfalls that would otherwise be discovered the hard way in simulation.
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## Community consensus (why nobody has done this)
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These threads are not technical references, but they capture the current
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community baseline of what has been tried, what was abandoned, and why. Useful
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for setting expectations with stakeholders.
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- MiSTer Forum — "Advanced cores for MiSTer future FPGA hardware":
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https://misterfpga.org/viewtopic.php?t=4884
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- MiSTer Forum — "What Do You Think Will Happen Once MiSTer Reaches Its Limits?":
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https://misterfpga.org/viewtopic.php?t=2512
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- Time Extension — MiSTer Pi and next-gen FPGA gaming:
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https://www.timeextension.com/news/2025/03/the-next-generation-of-fpga-gaming-could-be-just-around-the-corner-thanks-to-mister-pi
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Distilled consensus (as of 2026-04):
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- No PS2 FPGA core exists, anywhere, open or closed.
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- Mainstream view is that PS2 exceeds MiSTer-class FPGA fabric (DE10-Nano
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Cyclone V): the EE+VU+GS combination is the wall, and Dreamcast is already
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considered near the ceiling.
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- The only publicly-discussed PS2-via-FPGA effort has been a *hybrid*: a PCIe
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FPGA card offloading specific hot blocks (128-bit math, possibly GS-adjacent
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work) to a host CPU running an emulator. Not a self-contained core.
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- Cost estimate for an FPGA that could plausibly fit full PS2 at useful
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timing: "$1000+ for the chip alone" in forum discussions.
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## Implication for retroDE_ps2
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The feasibility picture is not an argument against the project — it is a
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framing argument for the plan. Realistic posture options:
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1. **Hybrid architecture** (host CPU + FPGA co-processing). Matches the only
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known active PS2-via-FPGA effort. Changes the retroDE shell contract.
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2. **Subset / staged core** (e.g. EE + IOP + minimal GS, software-rendered
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framebuffer first). Closer to homebrew/demo compatibility than full-title
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compatibility. Lets bring-up progress without waiting for the full GIF/GS
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problem.
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3. **Future-hardware target**. Design against a more capable FPGA than the
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current retroDE platform. Decouples the project from today's fabric
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constraints at the cost of harder validation.
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4. **Full native on current hardware**. Widely considered infeasible; would
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require pushing past what any open console-FPGA project has achieved.
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Worth settling which of these retroDE_ps2 is aiming at before Phase 0 locks
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memory/firmware/host decisions.
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